Raw model (for completeness)
{
"meta": {
"id": "024731bb-9668-485b-9620-560e20cbb4f6",
"sha1": "ee12067d21f0009929da5a7fbe5dd86ccbb0f04d",
"sha256": "b19e47ffa47da1935607c69e6e0efd68235ba05b9ab8d0750762495bf76840ab",
"filenames": [
"55lhinventive.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"HEXEN"
],
"filename": null,
"added": "2013-04-18 21:55:13",
"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": "2013-04-18 21:55:13",
"file": {
"type": "PK3",
"size": 9253743,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ee12067d21f0009929da5a7fbe5dd86ccbb0f04d/ee12067d21f0009929da5a7fbe5dd86ccbb0f04d.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1666,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"HEXEN"
]
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//Oh god, another wad on the workbench\n//But this one might go places\n//Hey look, it has\n//Made by Fenix and Devonizer and BladeHunter90\n//Contact at fenixfurion@gmail.com for information regarding these things\n\n//Doomguy Class: by Devonizer and Fenix\n\n/*#########TO DO###########\n-Cleric Class :) (after doomguy is DONE)\n-Fix lots of stuff\n-achieve perfect balance\n\n#########################*/\n\n#include Doomguy\n\n#include Spawns\n#include Monsters\n#include Items\n#include WEAPPOWS\n#include AMMO\n#include INFRARED\n#include DUMMIES\n#include ENSHLD\n#include HEALIN\n#include PLASMAZO //NDJ's Plasma Zombie + Edits\n#include RecMons\n#include SAWNOFF\n#include STMONS\n#include RAILGUN\n\n#include KNIFE\n#include DOOMPIST\n#include REVOLVER\n#include MACHPIST\n#include DOOMSHTG\n#include DOOMSSG\n#include ATCS2024\n#include Q4RIFLE\n#include DOOMPLAS\n#include ACPS\n#include RCANNON\n#include DOOMCG\n#include DOOMBFG\n#include PLASRIPP\n#include BLADEAR\n#include CLAW\n#include AUTOSHOT\n#include UPLASRIP\n\n#include NOTUSED\n\nActor Stamina : Ammo\n{\n\t-INVBAR\n\tInventory.MaxAmount 100\n}\n\nActor Experience : Inventory\n{\n\tScale 0.5\n\tInventory.PickupMessage \"Gained EXP.\"\n\tInventory.MaxAmount 100000\n\tInventory.Icon \"EXP2A0\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tSCRP A -1\n\t\tstop\n\t\t}\n}\n\nActor PistolExp : Experience\n{\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"EXP2A0\"\n}\n\nActor SelectionCounter : Inventory\n{\n\t-INVBAR\n\tInventory.MaxAmount 11\n\t+Inventory.Undroppable\n}\nActor SetCounter : SelectionCounter\n{\n}\n\nActor BuildMenu : Weapon\n{\n\t+Weapon.NoAlert\n\t+Weapon.DontBob\n\t+weapon.NoAutoFire\n\t+Inventory.Undroppable\n\tWeapon.SlotNumber 0\n\tWeapon.Selectionorder 0x7FFFFFF\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\t\tSelect:\n\t\tCRFT A 1 Bright A_Raise\n\t\tCRFT A 0 Bright A_Raise\n\t\tCRFT A 0 SetPlayerProperty(0,1,0)\n\t\t//CRFT A 0 A_SetTranslucent(0.5, 0)\n\t\tloop\n\t\tDeselect:\n\t\tCRFT A 1 Bright A_Lower\n\t\tCRFT A 0 Bright A_Lower\n\t\tCRFT A 0 SetPlayerProperty(0,0,0)\n\t\t//CRFT A 0 A_SetTranslucent(1.0, 0)\n\t\tloop\n\t\tReady:\n\t\tCRFT A 1 Bright A_WeaponReady\n\t\tCRFT A 0 ACS_ExecuteAlways(701,0)\n\t\tCRFT A 0 ACS_ExecuteAlways(707,0)\n\t\tloop\n\t\tFire:\n\t\tCRFT A 3 Bright ACS_Execute(702,0)\n\t\tgoto Ready\n\t\tAltFire:\n\t\tCRFT A 1 Bright ACS_ExecuteAlways(701,0)\n\t\tCRFT A 0 ACS_ExecuteAlways(707,0)\n\t\tCRFT A 0 A_JumpIfInventory(\"SelectionCounter\",11,\"LoopBack\")\n\t\tCRFT A 1 Bright A_GiveInventory(\"SelectionCounter\",1)\n\t\tCRFT A 0 ACS_ExecuteAlways(701,0)\n\t\tCRFT A 0 ACS_ExecuteAlways(707,0)\n\t\tCRFT A 1 Bright\n\t\tCRFT A 0 ACS_ExecuteAlways(701,0)\n\t\tCRFT A 0 ACS_ExecuteAlways(707,0)\n\t\tgoto Ready\n\t\tLoopBack:\n\t\tCRFT A 2 Bright A_TakeInventory(\"SelectionCounter\",9)\n\t\tCRFT A 0 ACS_ExecuteAlways(701,0)\n\t\tCRFT A 0 ACS_ExecuteAlways(707,0)\n\t\tgoto Ready\n\t\t}\n}\n\nACTOR ExperienceBulletPuff Replaces BulletPuff\n{\n Damagetype \"Bullets\"\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n +PUFFONACTORS\n +LOOKALLAROUND\n +PUFFGETSOWNER\n RenderStyle Translucent\n Alpha 0.5\n VSpeed 1\n Mass 5\n States\n {\n Crash:\n PUFF ABCD 4 bright\n\tstop\n Spawn:\n Melee:\n TNT1 A 1 bright\n\tTNT1 A 1 A_GiveToTarget(\"Experience\",random(1,3))\n\tTNT1 A 2 bright\n Stop\n }\n}\n\nActor Reloader : CustomInventory\n{\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_GiveInventory(\"Reloading\",1)\n}\n}\n\nActor Reloading : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor GogglesON : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor DMGPowerupBase : PowerDamage\n{\ninventory.icon \"TNT1A0\"\n-invbar\n}\n\nActor \"DMGup1\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.4\n}\n\nActor \"DMGup2\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.5\n}\n\nActor \"DMGup3\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.6\n}\n\nActor \"DMGup4\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.75\n}\n\nActor \"DMGup5\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.25\n}\n\nActor \"DMGup6\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.5\n}\n\nActor \"DMGup7\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.62\n}\n\nActor \"DMGup8\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.75\n}\n\nActor \"DMGup9\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",2\n}\n\nActor \"DMGup10\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",2.5\n}\n\n//damage reducers for lower levels...\n\nActor \"Nerf1\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.8\ndamagefactor \"normal\", 0.8\n}\n\nActor \"Nerf2\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.84\ndamagefactor \"normal\", 0.84\n}\n\nActor \"Nerf3\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.88\ndamagefactor \"normal\", 0.88\n}\n\nActor \"Nerf4\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.91\ndamagefactor \"normal\", 0.91\n}\n\nActor \"Nerf5\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.96\ndamagefactor \"normal\", 0.96\n}\n\nActor \"Nerf6\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",0.98\ndamagefactor \"normal\", 0.98\n}\n\nActor \"Buff1\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.10\ndamagefactor \"normal\", 1.10\n}\n\nActor \"Buff2\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.15\ndamagefactor \"normal\", 1.15\n}\n\nActor \"Buff3\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.25\ndamagefactor \"normal\", 1.25\n}\n\nActor \"Buff4\" : DMGPowerupBase\n{\ndamagefactor \"Bullets\",1.32\ndamagefactor \"normal\", 1.32\n}\n\nACTOR Refiring : Inventory\n{\n -invbar\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n}\n\n//Gun-Specific Puffs\n\nACTOR PistolPuff : ExperienceBulletPuff\n{\n Damagetype \"Bullets\"\n States\n {\n Crash:\n PUFF ABCD 4 bright\n\tstop\n Spawn:\n Melee:\n TNT1 A 1 bright\n\tTNT1 A 1 A_GiveToTarget(\"PistolExp\",random(1,20))\n\tTNT1 A 1 A_GiveToTarget(\"Experience\",random(1,2))\n\tTNT1 A 2 bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\naddplayerclass DoomPlayer\n\nWeaponSection Inventive\naddslotdefault 1 Claw\naddslotdefault 1 Chainsaw\naddslotdefault 1 Fist\naddslotdefault 1 SawKnife\naddslotdefault 2 M9\naddslotdefault 2 MachinePistol\naddslotdefault 2 Revolver\naddslotdefault 2 CoolRevolver\naddslotdefault 3 DoomShotgun\naddslotdefault 3 CoolDoomShotgun\naddslotdefault 3 SawnOffShotgun\naddslotdefault 3 CoolSawnOffShotgun\naddslotdefault 3 DoomSuperShotgun\naddslotdefault 3 CoolDoomSuperShotgun\naddslotdefault 3 ATCS-2024\naddslotdefault 3 RiotGun\naddslotdefault 4 \"Assault-Rifle\"\naddslotdefault 4 BladeMK.I\naddslotdefault 4 DoomChainGun\naddslotdefault 4 CoolDoomChainGun\naddslotdefault 6 DoomPlasmaRifle\naddslotdefault 6 ACPS\naddslotdefault 6 Railgun\naddslotdefault 6 PlasmaRipper\naddslotdefault 6 PlasChainGun\naddslotdefault 5 ShittyRocketLauncher\naddslotdefault 5 RocketCannon\naddslotdefault 1 DoomBfg9000\n\naddkeysection Functions stuff\naddmenukey \"Reload\" Reload\nalias Reload \"use Reloader\"\ndefaultbind R Reload\n\naddmenukey \"Toggle Goggles (Get @ Lvl.1)\" ToggleGoggles\nalias ToggleGoggles \"use crappygoggles\" //puke 712\ndefaultbind V ToggleGoggles\n\naddmenukey \"Toggle Shield (Get @ Lvl.2)\" ToggleShield\nalias ToggleShield \"use energyshield\" //puke 713\ndefaultbind Q ToggleShield\n\naddmenukey \"Use Team Healer\" RadiusRegen\nalias RadiusRegen \"use radialregenerator\" //puke 713\ndefaultbind B RadiusRegen"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "//Oh god, I have no idea how these work\n//Hud by Fenix, minor edits and fixes by Devonizer\nheight 0;\nmonospacefonts false, \"0\";\ninterpolatehealth true, 6;\nstatusbar fullscreen, fullscreenoffsets, 1.00\n{\n\t//health bar\n\tdrawbar \"REDBAR\", \"\", health, horizontal, 26, 24, 1;\n\tdrawimage \"BAROUT\", 16, 16;\n\tdrawnumber 3, SMALLFONT, white, health , 50, 31;\n\tdrawstring smallfont, white, \"Health\", 78, 23;\n\n //armor\n drawimage armoricon, 190, 38;\n drawnumber 6, SMALLFONT, white, armor, whennotzero, 174, 31;\n\n\t//Stamina bar\n\tdrawbar \"GREENBAR\", \"\", ammo stamina, horizontal,reverse, -212, 24, 1;\n\tdrawimage \"BAROUT\", -222, 16;\n\tdrawnumber 3, SMALLFONT, white, ammo stamina , -34, 31;\n\tdrawstring Smallfont, white, \"Abilitity Meter\", -34, 23;\n\n\t//Battery bar\n\tdrawbar \"BLUEBAR\", \"\", ammo BatteryPower, horizontal,reverse, 16, 46, 1;\n\tdrawimage \"SMBAROUT\", 16, 46;\n\tdrawnumber 3, SMALLFONT, white, ammo BatteryPower , 180, 52;\n\tdrawstring SMALLFONT, white, \"Battery\", 80, 52;\n\n\t//Experience bar\n\t//drawbar \"GoldBar\", \"\", experience, horizontal, -93 + center, 24, 1;\n\t//drawimage \"BAROUT\", -103 + center, 16;\n\tInInventory not Level10\n\t{\n\tdrawstring smallfont, gold, \"Experience:\", 108, 70;\n\tdrawnumber 6, smallfont, gold, experience, 158, 70;\n\t}\n\tInInventory Level10\n\t{\n\tdrawstring smallfont, gold, \"Experience:\", 108, 70;\n\tdrawstring smallfont, red, \"Max\", 158, 70;\n\t}\n\t//Next Level Display [Top]\n\tInInventory Level0, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"0\", 188, 90;\n\t}\n\t\tInInventory Level1, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"1250\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"1\", 188, 90;\n\t}\n\t\tInInventory Level2, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"2500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"2\", 188, 90;\n\t}\n\t\tInInventory Level3, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"4500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"3\", 188, 90;\n\t}\n\t\tInInventory Level4, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"7500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"4\", 188, 90;\n\t}\n\t\tInInventory Level5, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"12500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"5\", 188, 90;\n\t}\n\t\tInInventory Level6, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"17500\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"6\", 188, 90;\n\t}\n\t\tInInventory Level7, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"22000\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"7\", 188, 90;\n\t}\n\t\tInInventory Level8, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"25000\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"8\", 188, 90;\n\t}\n\t\tInInventory Level9, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, gold, \"28000\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, gold, \"9\", 188, 90;\n\t}\n\t\tInInventory Level10, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, 80;\n\tdrawstring smallfont, red, \"Max\", 188, 80;\n\tdrawstring smallfont, gold, \"Current Level:\", 128,90;\n\tdrawstring smallfont, red, \"10\", 188, 90;\n\t}\n\t//Scrap Display\n\tdrawstring smallfont, white, \"Scrap:\", 215, 70;\n\tdrawnumber 6, smallfont, white, Scrapmetal, 245, 70;\n\n\t//Ammo\n drawimage ammoicon1, -112, 70;\n drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, drawshadow, -123, 54;\n\tusessecondaryammo\n\t{\n\t\tdrawimage ammoicon2, -34, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, drawshadow, -45, 54;\n\t}\n\n\tIsSelected DoomShotgun\n\t{\n\tInInventory SlugsIn, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded2, drawshadow, -201, 54;\n\t}\n\tInInventory not SlugsIn, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, 54;\n\t}\n\t\t//drawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected CoolDoomShotgun\n\t{\n\tInInventory IceSlugsIn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSGLoaded2, drawshadow, -201, 54;\n\t}\n\tInInventory not IceSlugsIn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSGLoaded, drawshadow, -201, 54;\n\t}\n\t\t//drawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected SawnOffShotgun\n\t{\n\tInInventory SlugsInn, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SG2Loaded2, drawshadow, -201, 54;\n\t}\n\tInInventory not SlugsInn, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SG2Loaded, drawshadow, -201, 54;\n\t}\n\t\t//drawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected CoolSawnOffShotgun\n\t{\n\tInInventory IceSlugsInn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSG2Loaded2, drawshadow, -201, 54;\n\t}\n\tInInventory not IceSlugsInn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSG2Loaded, drawshadow, -201, 54;\n\t}\n\t\t//drawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected DoomSuperShotgun\n\t{\n\tInInventory SlugsInSSG, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, 70;\n\t}\n\tInInventory not SlugsInSSG, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, 70;\n\t}\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SSGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected CoolDoomSuperShotgun\n\t{\n\tInInventory IceSlugsInSSG, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t}\n\tInInventory not IceSlugsInSSG, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, 70;\n\t}\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSSGLoaded, drawshadow, -201, 54;\n\t}\n\n\tIsSelected ACPS\n\t{\n\t\tdrawimage \"CELLA0\", -170, 70;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo ACPSBatteries, drawshadow, -181, 54;\n\t}\n\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, horizontal, auto, -128, 8, 0, 6, auto;\n }\n\n}\n\nstatusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.\n{\n drawinventorybar Doom, translucent, 7, INDEXFONT, -108 + center, 32;\n}\n\nstatusbar normal, fullscreenoffsets, 1.00\n{\n\t//health bar\n\tdrawbar \"REDBAR\", \"\", health, horizontal, 26, -38, 1;\n\tdrawimage \"BAROUT\", 16, -46;\n\tdrawnumber 3, SMALLFONT, white, health , 50, -39;\n\tdrawstring smallfont, white, \"Health\", 78, -32;\n\n\t//armor\n drawimage armoricon, 190, -24;\n drawnumber 6, SMALLFONT, white, armor, whennotzero, 174, -31;\n\n\t//Stamina bar\n\tdrawbar \"GREENBAR\", \"\", ammo stamina, horizontal,reverse, -212, -38, 1;\n\tdrawimage \"BAROUT\", -222, -46;\n\tdrawnumber 3, SMALLFONT, white, ammo stamina , -34, -39;\n\tdrawstring Smallfont, white, \"Ability Meter\", -34, -32;\n\n\t//Battery bar\n\tdrawbar \"BLUEBAR\", \"\", ammo BatteryPower, horizontal,reverse, 16, -62, 1;\n\tdrawimage \"SMBAROUT\", 16, -62;\n\tdrawnumber 3, SMALLFONT, white, ammo BatteryPower , 180, -56;\n\tdrawstring SMALLFONT, white, \"Battery\", 80, -56;\n\n\t//Experience bar\n\t//drawbar \"GoldBar\", \"\", experience, horizontal, -93 + center, 24, 1;\n\t//drawimage \"BAROUT\", -103 + center, 16;\n\tInInventory Level10\n\t{\n\tdrawstring smallfont, gold, \"Experience:\", 108, -72;\n\tdrawstring smallfont, red, \"MAX\", 158, -72;\n\t}\n\tInInventory not Level10\n\t{\n\tdrawstring smallfont, gold, \"Experience:\", 108, -72;\n\tdrawnumber 6, smallfont, gold, experience, 158, -72;\n\t}\n\t//Next Level & Current Level Display [Bottom]\n\t\tInInventory Level0, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"0\", 188, -92;\n\t}\n\t\tInInventory Level1, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"1250\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"1\", 188, -92;\n\t}\n\t\tInInventory Level2, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"2500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"2\", 188, -92;\n\t}\n\t\tInInventory Level3, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"4500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"3\", 188, -92;\n\t}\n\t\tInInventory Level4, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"7500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"4\", 188, -92;\n\t}\n\t\tInInventory Level5, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"12500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"5\", 188, -92;\n\t}\n\t\tInInventory Level6, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"17500\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"6\", 188, -92;\n\t}\n\t\tInInventory Level7, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"22000\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"7\", 188, -92;\n\t}\n\t\tInInventory Level8, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"25000\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"8\", 188, -92;\n\t}\n\t\tInInventory Level9, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, gold, \"28000\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, gold, \"9\", 188, -92;\n\t}\n\t\tInInventory Level10, 1\n\t{\n\tdrawstring smallfont, gold, \"Next Level:\", 128, -82;\n\tdrawstring smallfont, red, \"Max\", 188, -82;\n\tdrawstring smallfont, gold, \"Current Level:\", 128, -92;\n\tdrawstring smallfont, red, \"10\", 188, -92;\n\t}\n\t//Scrap Display\n\tdrawstring smallfont, white, \"Scrap:\", 215, -72;\n\tdrawnumber 6, smallfont, white, scrapmetal, 245, -72;\n\n\t//ammo\n drawimage ammoicon1, -114, -54;\n drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, drawshadow, -125, -72;\n\tusessecondaryammo\n\t{\n\t\tdrawimage ammoicon2, -34, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, drawshadow, -45, -72;\n\t}\n\n\tIsSelected DoomShotgun\n\t{\n\tInInventory SlugsIn, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded2, drawshadow, -201, -72;\n\t}\n\tInInventory not SlugsIn, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SGLoaded, drawshadow, -201, -72;\n\t}\n\t}\n\n\tIsSelected CoolDoomShotgun\n\t{\n\tInInventory IceSlugsIn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSGLoaded2, drawshadow, -201, -72;\n\t}\n\tInInventory not IceSlugsIn, 1\n\t{\n\t\tdrawimage \"ISHLB0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSGLoaded, drawshadow, -201, -72;\n\t}\n\t}\n\n\tIsSelected SawnOffShotgun\n\t{\n\tInInventory SlugsInn, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SG2Loaded2, drawshadow, -201, -72;\n\t}\n\tInInventory not SlugsInn, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SG2Loaded, drawshadow, -201, -72;\n\t}\n\t}\n\n\tIsSelected CoolSawnOffShotgun\n\t{\n\tInInventory IceSlugsInn, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSG2Loaded2, drawshadow, -201, -72;\n\t}\n\tInInventory not IceSlugsInn, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSG2Loaded, drawshadow, -201, -72;\n\t}\n\t}\n\n\tIsSelected DoomSuperShotgun\n\t{\n\tInInventory SlugsInSSG, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, -54;\n\t}\n\tInInventory not SlugsInSSG, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, -54;\n\t}\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo SSGLoaded, drawshadow, -201, -72;\n\t}\n\n\tIsSelected CoolDoomSuperShotgun\n\t{\n\tInInventory IceSlugsInSSG, 1\n\t{\n\t\tdrawimage \"SLUGA0\", -190, -54;\n\t}\n\tInInventory not IceSlugsInSSG, 1\n\t{\n\t\tdrawimage \"SHELA0\", -190, -54;\n\t}\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo IceSSGLoaded, drawshadow, -201, -72;\n\t}\n\n\tIsSelected ACPS\n\t{\n\t\tdrawimage \"CELLA0\", -170, -54;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo ACPSBatteries, drawshadow, -181, -72;\n\t}\n\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, horizontal, auto, -128, -14, 0, 6, auto;\n }\n\n}\n\nstatusbar inventory, fullscreenoffsets // ZDoom HUD overlay.\n{\n drawinventorybar Doom, translucent, 7, INDEXFONT, -108 + center, -64, -94 + center, -40 ;\n}\n\n/*statusbar inventory, fullscreenoffsets // ZDoom HUD overlay.\n{\n drawinventorybar Doom, translucent, 7, INDEXFONT, -108 + center, -64, -94 + center, -40 ;\n}*/"
},
{
"source": "pk3",
"name": "Scripts.txt",
"contents": "#include \"zcommon.acs\"\n#library \"Crafting\"\n\n//Menu(sprites and acs) By Fenix,minor fixes by Devonizer\n\n//1 = BuildMenu\n//2 = Instructions\n//3 = Build Icon\n//4 = Build Name\n//5 = Build Materials\n//6 = Successful/Fail Message\n//7 = Scrap Metal:\n//8 = Scrap Amount\n//9 = Bone Shards:\n//12 = Revenant Cannons:\n//13 = Cannon Amount\n//10 = Shard Amount\n//11 = Set Nameb\n\n//32 = Experience Drop\n//33 = Item Pickup\n\n//Set goes from 0-8\n//Selection goes from 1-8\n\n/*########\nBuild Menu\n########*/\nScript 701 (void)\n{\n\tWhile(CheckWeapon(\"BuildMenu\") == 1)\n\t{\n\t\tSetHudSize(320, 200, 1);\n\t\tSetFont(\"BIGFONT\");\n\t\tHudMessage(s:\"Build Menu\";HUDMSG_PLAIN,1,3,160.0,85.0,0.25);\n\t\tSetFont(\"SmallFont\");\n\t\tHudMessage(s:\"Alt-Fire cycles through items\\nForward and Backward to change set\\nPrimary Fire Builds.\";\n\t\t\tHUDMSG_PLAIN,2,3,160.0,110.0,0.25);\n\t\tif(CheckInventory(\"SetCounter\") <= 2)\n\t\t{\n\t\tHudmessage(s:\"Scrap Metal:\";HUDMSG_PLAIN,7,20,190.0,130.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"ScrapMetal\"));HUDMSG_PLAIN,8,20,260.0,130.0,0.25);\n\t\tHudmessage(s:\"Bone Shards:\";HUDMSG_PLAIN,9,2,190.0,140.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"BoneShards\"));HUDMSG_PLAIN,10,2,260.0,140.0,0.25);\n\t\tHudmessage(s:\"Cannon Parts:\";HUDMSG_PLAIN,12,2,190.0,150.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"CannonParts\"));HUDMSG_PLAIN,13,2,260.0,150.0,0.25);\n\t\tHudmessage(s:\"Energy Cores:\";HUDMSG_PLAIN,14,2,190.0,160.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"EnergyCore\"));HUDMSG_PLAIN,15,2,260.0,160.0,0.25);\n\t\t}\n\t\tif(CheckInventory(\"SetCounter\") == 3)\n\t\t{\n\t\tHudmessage(s:\"Frozen Scrap:\";HUDMSG_PLAIN,7,CR_BLUE,190.0,130.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"FrozenScrapMetal\"));HUDMSG_PLAIN,8,CR_BLUE,260.0,130.0,0.25);\n\t\tHudmessage(s:\"Frigid Bones:\";HUDMSG_PLAIN,9,CR_BLUE,190.0,140.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"FrozenBoneShards\"));HUDMSG_PLAIN,10,CR_BLUE,260.0,140.0,0.25);\n\t\tHudmessage(s:\"Ice Cannon Parts:\";HUDMSG_PLAIN,12,CR_BLUE,190.0,150.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"FrozenCannonParts\"));HUDMSG_PLAIN,13,CR_BLUE,260.0,150.0,0.25);\n\t\tHudmessage(s:\"Frozen Cores:\";HUDMSG_PLAIN,14,CR_BLUE,190.0,160.0,0.25);\n\t\tHudmessage(i:(CheckInventory(\"FrozenCore\"));HUDMSG_PLAIN,15,CR_BLUE,260.0,160.0,0.25);\n\t\t}\n\t\tif(CheckInventory(\"IsDoomGuy\") == 1)\n\t\t{\n\t\t\tif(CheckInventory(\"SetCounter\") == 0)\n\t\t\t{\n\t\t\tSetHudSize(320, 200, 1);\n\t\t\tSetFont(\"SmallFont\");\n\t\t\tHudmessage(s:\"1. Weapons\"; HUDMSG_PLAIN,11,10,80.0,135.0,0.25);\n\t\t\t//Weapons\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 1)\n\t\t\t\t{\n\t\t\t\t\t//Saw Knife\n\t\t\t\t\t//if(CheckInventory(\"Sawknife\") == 0)\n\t\t\t\t\t//{\n\t\t\t\t\tSetFont(\"CKNPB0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,110.0,155.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Knife\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Sawknife\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"8 Scrap, 12 Shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"Sawknife\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t if(CheckInventory(\"SelectionCounter\") == 2)\n\t\t\t\t{\n\t\t\t\t\t//CLAWWWWWWWWW\n\t\t\t\t\tSetFont(\"CLAWA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,80.0,146.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Claw\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Claw\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"30 Scrap+Shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"Claw\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 3)\n\t\t\t\t{\n\t\t\t\t\t//Shotgun\n\t\t\t\t\t\tSetFont(\"SHOTA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,170.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"Shotgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"DoomShotgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"15 Scrap\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"DoomShotgun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 4)\n\t\t\t\t{\n\t\t\t\t\t//Super Shotgun\n\t\t\t\t\tSetFont(\"SGN2A0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,170.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Super Shotgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"DoomSuperShotgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"18 Scrap\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"DoomSuperShotgun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 5)\n\t\t\t\t{\n\t\t\t\t\t//Assault Rifle\n\t\t\t\t\t\tSetFont(\"GAURA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,160.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"Assault Rifle\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Assault-Rifle\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"15 Scrap\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"Assault-Rifle\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 6)\n\t\t\t\t{\n\t\t\t\t\t//Blade Assault Rifle\n\t\t\t\t\t\tSetFont(\"PULSG0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,160.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"Blade Arms Mk.I\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"BladeMK.I\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"18 Scrap\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"BladeMK.I\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 7)\n\t\t\t\t{\n\t\t\t\t\t//Chaingun\n\t\t\t\t\tSetFont(\"MGUNA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,165.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Chaingun\"; HUDMSG_PLAIN,4,13,80.0,160.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"DoomChaingun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"25 Scrap\\nCannon Part\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"DoomChaingun\") >= 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 8)\n\t\t\t\t{\n\t\t\t\t\t//Rocket Launcher\n\t\t\t\t\tSetFont(\"LAUNA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,170.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Rocket Launcher\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"ShittyRocketLauncher\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\tHudmessage(s:\"20 Scrap, Cannon Part\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"ShittyRocketLauncher\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 9)\n\t\t\t\t{\n\t\t\t\t\t//Plasma Rifle\n\t\t\t\t\tSetFont(\"PLASA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,170.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Plasma Rifle\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"DoomPlasmaRifle\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\tHudmessage(s:\"20 Scrap, Energy Core\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"DoomPlasmaRifle\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 10)\n\t\t\t\t{\n\t\t\t\t\t//Railgun\n\t\t\t\t\tSetFont(\"ENGGE0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,150.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Railgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Railgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\tHudmessage(s:\"25 Scrap,1 Cannon Part,\\n1 Energy Core\"; HUDMSG_PLAIN,5,5,100.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"Railgun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 11)\n\t\t\t\t{\n\t\t\t\t\t//BFG 9000\n\t\t\t\t\tSetFont(\"BFUGA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,180.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"BFG 9000\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"DoomBFG9000\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\tHudmessage(s:\"50 Scrap,Energy Core\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"DoomBFG9000\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,175.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tif(CheckInventory(\"SetCounter\") == 1)\n\t\t\t//Ammo\n\t\t\t{\n\t\t\tSetHudSize(320, 200, 1);\n\t\t\tSetFont(\"SmallFont\");\n\t\t\tHudmessage(s:\"2. Ammo\"; HUDMSG_PLAIN,11,10,80.0,135.0,0.25);\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 1)\t//Clip\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"AMMOA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,165.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"30 Clip Ammo\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"2 Scrap, 3 Shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 2)\t//Shells\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"SBOXA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,160.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"12 Shells\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"2 Scrap, 4 Shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 3)\t//Slugs\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"SLUGA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,160.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"8 Slugs\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"4 Scrap, 4 Shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 4)\t//Cells\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"CELLA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,160.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"50 Cells\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"10 Scrap\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 5)\t//ACPS Battery\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"CELPA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,165.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"An ACPS Battery\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"50 Cells,10 Scrap\\nEnergy Core\"; HUDMSG_PLAIN,5,5,80.0,179.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 6)\t//Rockets\n\t\t\t\t{\n\t\t\t\t\t\tSetFont(\"ROCKA0\");\n\t\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,175.0,0.25);\n\t\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\t\tHudmessage(s:\"8 Rockets\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\t\tHudmessage(s:\"5 scrap, 8 shards\"; HUDMSG_PLAIN,5,5,80.0,175.0,0.25);\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 7)\t//back\n\t\t\t\t{\n\t\t\t\t\t\tTakeInventory(\"SelectionCounter\",6);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(CheckInventory(\"SetCounter\") == 2)\n\t\t\t//Upgrading Set 1\n\t\t\t{\n\t\t\tSetHudSize(320, 200, 1);\n\t\t\tSetFont(\"SmallFont\");\n\t\t\tHudmessage(s:\"3. Upgrades\"; HUDMSG_PLAIN,11,10,80.0,135.0,0.25);\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 1)\n\t\t\t\t\t//Chainsaw\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"CSAWA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Chainsaw\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Chainsaw\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Saw Knife\\n8 Scrap\"; HUDMSG_PLAIN,5,5,80.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"Chainsaw\") >= 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 2)\n\t\t\t\t\t//Revolver\n\t\t\t\t{\n\t\t\t\t\t//if(CheckInventory(\"M9\") == 1 && CheckInventory(\"Revolver\") == 0)\n\n\t\t\t\t\tSetFont(\"PISTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,163.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Revolver\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"Revolver\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Cannon Part, 15 Scrap\\nAn M9\"; HUDMSG_PLAIN,5,5,80.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\tif(CheckInventory(\"Revolver\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(Checkinventory(\"SelectionCounter\") == 3)\n\t\t\t\t //MachinePistol\n\t\t\t\t{\n\n\t\t\t\t\tSetFont(\"MPSSA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,105.0,165.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Machine Pistol\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"MachinePistol\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"18 Scrap\\nAn M9\"; HUDMSG_PLAIN,5,5,80.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"MachinePistol\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(Checkinventory(\"SelectionCounter\") == 4)\n\t\t\t\t //Riot Gun\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"RIOTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,105.0,165.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Riot Gun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"RiotGun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Shotgun, Chaingun,\\n30 Scrap, Cannon Part\"; HUDMSG_PLAIN,5,5,120.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"RiotGun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(Checkinventory(\"SelectionCounter\") == 5)\n\t\t\t\t //ATCS-2024\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SGN2A0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,105.0,165.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"ATCS-2024\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"ATCS-2024\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"A Sawn-Off, SSG,\\n30 Scrap,Cannon Part\"; HUDMSG_PLAIN,5,5,120.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"ATCS-2024\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 6)\n\t\t\t\t\t//ACPS\n\t\t\t\t{\n\t\t\t\t\t//if(CheckInventory(\"DoomPlasmaRifle\") == 1 && CheckInventory(\"ACPS\") == 0)\n\t\t\t\t\t//{\n\t\t\t\t\tSetFont(\"APSPA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"ACP Array Shotgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"ACPS\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"A Plasma Rifle,28 Scrap\\n50 Cells and 1 Energy Core\"; HUDMSG_PLAIN,5,5,120.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"ACPS\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 7)\n\t\t\t\t\t//Plasma Chaingun\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"WREPA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Plasma Chaingun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"PlasChaingun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"A Plasma Ripper,36 Scrap\\nA Chaingun, Energy Core\"; HUDMSG_PLAIN,5,5,120.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"PlasChaingun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 8)\n\t\t\t\t\t//RocketCannon\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"LAUNA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,100.0,170.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Rocket Cannon\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"RocketCannon\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"A Rocket Launcher,Cannon Part\\n32 Scrap\"; HUDMSG_PLAIN,5,5,132.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"RocketCannon\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 9)\t//back\n\t\t\t\t{\n\t\t\t\t\t\tTakeInventory(\"SelectionCounter\",8);\n\t\t\t\t}\n\n\t\t\t}\n\t\t\tif(CheckInventory(\"SetCounter\") == 3)\n\t\t\t//Ice Element Stuff\n\t\t\t{\n\t\t\tSetHudSize(320, 200, 1);\n\t\t\tSetFont(\"SmallFont\");\n\t\t\tHudmessage(s:\"4.Ice Upgrades\"; HUDMSG_PLAIN,11,10,80.0,135.0,0.25);\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 1)\n\t\t\t\t\t//Ice Shotgun\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SHOTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Shotgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolDoomShotgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"10 Frozen Scrap,16 Frigid Bones\\nA Shotgun\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolDoomShotgun\") >= 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 2)\n\t\t\t\t\t//Ice Sawn-Off\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SHOTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Sawn-Off\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolSawnOffShotgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"8 Frozen Scrap,14 Frigid Bones\\nA Sawn-Off Shotgun\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolSawnOffShotgun\") >= 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 3)\n\t\t\t\t\t//Ice SSG\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SGN2A0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Super Shotgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolDoomSuperShotgun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"15 Frozen Scrap,20 Frigid Bones\\nIcy Cannon Part, An SSG\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolDoomSuperShotgun\") >= 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 4)\n\t\t\t\t\t//Ice Shells\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"ISHLB0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,160.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"8 Ice Shells\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"FrozenShell\") < 100)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"1 Frozen Scrap,2 Frigid Bones\\n\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"FrozenShell\") < 100)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"At Max\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 5)\n\t\t\t\t\t//Ice Slugs\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"ISHLB0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,160.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"8 Ice Slugs\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"FrozenSlugAmmo\") < 80)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"2 Frozen Scrap,3 Frigid Bones\\n\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"FrozenSlugAmmo\") < 80)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"At Max\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 6)\n\t\t\t\t\t//Ice Revolver\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"PISTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,163.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Revolver\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolRevolver\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"15 Frozen Scrap,8 Frigid Bones\\nFrozen Cannon Part,Revolver\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolRevolver\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 7)\n\t\t\t\t\t//Ice Chaingun\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"MGUNA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Chaingun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolDoomChaingun\") == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"20 Frozen Scrap,18 Frigid Bones\\nFrozen Cannon Part,Chaingun\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolDoomChaingun\") == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 8)\n\t\t\t\t\t//Ice Clip\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"ICLIA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,90.0,165.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"12 Ice Clip\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"FrozenClip\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"2 Frozen Scrap,2 Frigid Bones\\n\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"FrozenClip\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\t/*if(CheckInventory(\"SelectionCounter\") == 9)\n\t\t\t\t\t//Ice Railgun\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SHOTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"Ice Railgun\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"CoolRailgun\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"25 Frozen Scrap,20 Frigid Bones\\n1 Polar Pulse Part, A Railgun\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"CoolRailgun\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t}*/\n\t\t\t\t/*\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 10)\n\t\t\t\t\t//Ice Cell\n\t\t\t\t{\n\t\t\t\t\tSetFont(\"SHOTA0\");\n\t\t\t\t\tHudmessage(s:\"A\"; HUDMSG_PLAIN,3,3,120.0,168.0,0.25);\n\t\t\t\t\tSetHudSize(320, 200, 1);\n\t\t\t\t\tSetFont(\"SmallFont\");\n\t\t\t\t\tHudmessage(s:\"25 Ice Cell\"; HUDMSG_PLAIN,4,13,80.0,165.0,0.25);\n\t\t\t\t\tif(CheckInventory(\"FrozenCell\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"10 Frozen Scrap,5 Frigid Bones\\n\"; HUDMSG_PLAIN,5,5,125.0,178.0,0.25);\n\t\t\t\t\t}\n\t\t\t\t\telse if(CheckInventory(\"FrozenCell\") < 200)\n\t\t\t\t\t{\n\t\t\t\t\t\tHudmessage(s:\"Already Owned\"; HUDMSG_PLAIN,5,6,80.0,179.0,0.25);\n\t\t\t\t\t}\n\n\t\t\t\t} */\n\t\t\t\tif(CheckInventory(\"SelectionCounter\") == 9)\t//back\n\t\t\t\t{\n\t\t\t\t\t\tTakeInventory(\"SelectionCounter\",8);\n\t\t\t\t}\n\n\t\t\t}\n\t//temporary section skips\n\t\t\tif(CheckInventory(\"SetCounter\") >= 4)\n\t\t\t{\n\t\t\t\tTakeinventory(\"Setcounter\",11);\n\t\t\t\tTakeinventory(\"Selectioncounter\",11);\n\t\t\t\tGiveinventory(\"SelectionCounter\",1);\n\t\t\t}\n\t\t}\n\tTerminate;\n\t}\n}\n\n/*#################\nBuild Menu Movement\n#################*/\nScript 707 (void) clientside\n{\n\tint buttons = GetPlayerInput(-1, INPUT_BUTTONS);\n\tint oldbuttons = GetPlayerInput(-1, INPUT_OLDBUTTONS);\n\tif (buttons == BT_FORWARD && oldbuttons != BT_FORWARD)\n\t{\n\t\tConsoleCommand(\"Puke 708\");\n\t}\n\tif (buttons == BT_BACK && oldbuttons != BT_BACK)\n\t{\n\t\tConsoleCommand(\"Puke 709\");\n\t}\n\tterminate;\n}\n\nScript 708 (void) net\n{\n\t\tif(CheckInventory(\"SetCounter\") < 3)\n\t\t{\n\t\t\tGiveInventory(\"SetCounter\",1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tTakeInventory(\"SetCounter\",3);\n\t\t}\n\t\tTakeInventory(\"SelectionCounter\",11);\n\t\tGiveInventory(\"SelectionCounter\",1);\n}\n\nScript 709 (void) net\n{\n\t\tif(CheckInventory(\"SetCounter\") == 0)\n\t\t{\n\t\t\tGiveInventory(\"SetCounter\",3); //Increase this number as sections are filled(for smooth menu movement)\n\t\t}\n\t\telse\n\t\t{\n\t\t\tTakeInventory(\"SetCounter\",1);\n\t\t}\n\t\tTakeInventory(\"SelectionCounter\",11);\n\t\tGiveInventory(\"SelectionCounter\",1);\n}\n/*##########\nBuild Script\n##########*/\n\nScript 702 (void)\n{\n\tSetFont(\"SmallFont\");\n\tSetHudSize(320, 200, 1);\n\tif(CheckInventory(\"IsDoomGuy\") ==1)\n\t{\n\t/*###################\n\t#####Doom Player#####\n\t###################*/\n\n\tif(CheckInventory(\"SetCounter\") == 0)\n\t{\n\t\tif(CheckInventory(\"SelectionCounter\") == 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 8\n\t\t&& CheckInventory(\"BoneShards\") >= 12\n\t\t&& CheckInventory(\"SawKnife\") == 0) //Build Knife\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",8);\n\t\t\tTakeInventory(\"BoneShards\",8);\n\t\t\tGiveInventory(\"SawKnife\",1);\n\t\t\tHudmessage(s:\"Knife Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 2\n\t\t&& CheckInventory(\"ScrapMetal\") >= 30\n\t\t&& CheckInventory(\"BoneShards\") >= 30\n\t\t&& CheckInventory(\"Claw\") == 0) //Build CLAWWWWWWW\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",30);\n\t\t\tTakeInventory(\"BoneShards\",30);\n\t\t\tGiveInventory(\"Claw\",1);\n\t\t\tHudmessage(s:\"Claw Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 3\n\t\t&& CheckInventory(\"ScrapMetal\") >= 15\n\t\t&& CheckInventory(\"DoomShotgun\") == 0) //Build Shotgun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",15);\n\t\t\tGiveInventory(\"DoomShotgun\",1);\n\t\t\tGiveInventory(\"Shell\",8);\n\t\t\tHudmessage(s:\"Shotgun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 4\n\t\t&& CheckInventory(\"ScrapMetal\") >= 18\n\t\t&& CheckInventory(\"DoomSuperShotgun\") == 0) //Build Super Shotgun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",18);\n\t\t\tGiveInventory(\"DoomSuperShotgun\",1);\n\t\t\tGiveInventory(\"Shell\",16);\n\t\t\tHudmessage(s:\"Super Shotgun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 5\n\t\t&& CheckInventory(\"ScrapMetal\") >= 15\n\t\t&& CheckInventory(\"Assault-Rifle\") == 0) //Build Assault Rifle\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",15);\n\t\t\tGiveInventory(\"Assault-Rifle\",1);\n\t\t\tGiveInventory(\"Clip\",80);\n\t\t\tHudmessage(s:\"Assault Rifle Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 6\n\t\t&& CheckInventory(\"ScrapMetal\") >= 18\n\t\t&& CheckInventory(\"BladeMK.I\") == 0) //Build BladeAR\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",18);\n\t\t\tGiveInventory(\"BladeMK.I\",1);\n\t\t\tGiveInventory(\"Clip\",80);\n\t\t\tHudmessage(s:\"Blade MK.I Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 7\n\t\t&& CheckInventory(\"ScrapMetal\") >= 25\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"DoomChaingun\") == 0) //Build Chaingun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",25);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tGiveInventory(\"DoomChaingun\",1);\n\t\t\tHudmessage(s:\"Chaingun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 8\n\t\t&& CheckInventory(\"ShittyRocketLauncher\") == 0\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 20 ) //Build Rocket Launcher\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",20);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tGiveInventory(\"ShittyRocketLauncher\",1);\n\t\t\tHudmessage(s:\"Rocket Launcher Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 9\n\t\t&& CheckInventory(\"DoomPlasmaRifle\") == 0\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 20 ) //Build Plasma Rifle\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",20);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tGiveInventory(\"DoomPlasmaRifle\",1);\n\t\t\tHudmessage(s:\"Plasma Rifle Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 10\n\t\t&& CheckInventory(\"Railgun\") == 0\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 25 ) //Build Railgun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",25);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tGiveInventory(\"Railgun\",1);\n\t\t\tHudmessage(s:\"Railgun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 11\n\t\t&& CheckInventory(\"DoomBFG9000\") == 0\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 50 ) //Build BFG 9000\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",50);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tGiveInventory(\"DoomBFG9000\",1);\n\t\t\tHudmessage(s:\"BFG 9000 Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t}\n\tif(CheckInventory(\"SetCounter\") == 1)\n\t{\n\t\tif(CheckInventory(\"SelectionCounter\") == 1\n\t\t&& CheckInventory(\"Clip\") < 400\n\t\t&& CheckInventory(\"BoneShards\") >= 3\n\t\t&& CheckInventory(\"ScrapMetal\") >= 2) //Build Clip\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",2);\n\t\t\tTakeInventory(\"BoneShards\",3);\n\t\t\tGiveInventory(\"Clip\",30);\n\t\t\tHudmessage(s:\"30 Clip Ammo Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 2\n\t\t&& CheckInventory(\"ScrapMetal\") >= 2\n\t\t&& CheckInventory(\"Shell\") < 100\n\t\t&& CheckInventory(\"BoneShards\") >= 4) //Build Shotgun Shells\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",2);\n\t\t\tTakeInventory(\"BoneShards\",4);\n\t\t\tGiveInventory(\"Shell\",12);\n\t\t\tHudmessage(s:\"12 Shells Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 3\n\t\t&& CheckInventory(\"ScrapMetal\") >= 4\n\t\t&& CheckInventory(\"SlugAmmo\") < 80\n\t\t&& CheckInventory(\"BoneShards\") >= 4) //Build Shotgun Slugs\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",4);\n\t\t\tTakeInventory(\"BoneShards\",4);\n\t\t\tGiveInventory(\"SlugAmmo\",8);\n\t\t\tHudmessage(s:\"8 Slugs Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 4\n\t\t&& CheckInventory(\"Cell\") < 600\n\t\t&& CheckInventory(\"Scrapmetal\") >= 10) //Build Cells\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",10);\n\t\t\tGiveInventory(\"Cell\",50);\n\t\t\tHudmessage(s:\"50 Cells Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 5\n\t\t&& CheckInventory(\"ACPSBatteries\") < 1\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"Cell\") >= 50\n\t\t&& CheckInventory(\"Scrapmetal\") >= 10) //Build ACPS Battery\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",10);\n\t\t\tTakeInventory(\"Cell\",50);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tGiveInventory(\"ACPSBatteries\",1);\n\t\t\tHudmessage(s:\"ACPS Battery Created Successfully\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 6\n\t\t&& Checkinventory(\"BoneShards\") >= 8\n\t\t&& CheckInventory(\"Rocket\") < 100\n\t\t&& CheckInventory(\"Scrapmetal\") >= 5) //Build Rockets\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",5);\n\t\t\tTakeInventory(\"BoneShards\",8);\n\t\t\tGiveInventory(\"RocketAmmo\",8);\n\t\t\tHudmessage(s:\"8 Rockets Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t}\n\tif(CheckInventory(\"SetCounter\") == 2)\n\t{\n\t\tif(CheckInventory(\"SelectionCounter\") == 1\n\t\t&& CheckInventory(\"ScrapMetal\") >= 8\n\t\t&& CheckInventory(\"SawKnife\") == 1\n\t\t&& CheckInventory(\"Chainsaw\") == 0) //Build Chainsaw\n\t\t{\n\t\t\tTakeInventory(\"SawKnife\",1);\n\t\t\tTakeInventory(\"ScrapMetal\",8);\n\t\t\tGiveInventory(\"Chainsaw\",1);\n\t\t\tHudmessage(s:\"Chainsaw Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 2\n\t\t&& CheckInventory(\"ScrapMetal\") >= 15\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"M9\") == 1\n\t\t&& CheckInventory(\"Revolver\") == 0) //Build Revolver\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",15);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tTakeInventory(\"M9\",1);\n\t\t\tGiveInventory(\"Revolver\",1);\n\t\t\tGiveInventory(\"Clip\",12);\n\t\t\tHudmessage(s:\"Revolver Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 3\n\t\t&& CheckInventory(\"ScrapMetal\") >= 18\n\t\t&& CheckInventory(\"M9\") == 1\n\t\t&& CheckInventory(\"MachinePistol\") == 0) //Build MachinePistol\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",18);\n\t\t\tTakeInventory(\"M9\",1);\n\t\t\tGiveInventory(\"MachinePistol\",1);\n\t\t\tGiveInventory(\"Clip\",40);\n\t\t\tHudmessage(s:\"Machine Pistol Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 4\n\t\t&& CheckInventory(\"ScrapMetal\") >= 30\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"DoomShotgun\") == 1\n\t\t&& CheckInventory(\"DoomChaingun\") == 1\n\t\t&& CheckInventory(\"RiotGun\") == 0) //Build Riot Gun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",30);\n\t\t\tTakeInventory(\"DoomShotgun\",1);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tTakeInventory(\"DoomChaingun\",1);\n\t\t\tGiveInventory(\"RiotGun\",1);\n\t\t\tGiveInventory(\"Shell\",18);\n\t\t\tHudmessage(s:\"Riot Gun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 5\n\t\t&& CheckInventory(\"ScrapMetal\") >= 30\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"DoomSuperShotgun\") == 1\n\t\t&& CheckInventory(\"SawnOffShotgun\") == 1\n\t\t&& CheckInventory(\"ATCS-2024\") == 0) //Build ATCS-2024\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",30);\n\t\t\tTakeInventory(\"SawnOffShotgun\",1);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tTakeInventory(\"DoomSuperShotgun\",1);\n\t\t\tGiveInventory(\"ATCS-2024\",1);\n\t\t\tGiveInventory(\"Shell\",12);\n\t\t\tHudmessage(s:\"ATCS-2024 Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 6\n\t\t&& CheckInventory(\"ScrapMetal\") >= 28\n\t\t&& CheckInventory(\"Cell\") >= 50\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"DoomPlasmaRifle\") == 1\n\t\t&& CheckInventory(\"ACPS\") == 0) //Build ACPS\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",28);\n\t\t\tTakeInventory(\"Cell\",50);\n\t\t\tTakeInventory(\"DoomPlasmaRifle\",1);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tGiveInventory(\"ACPS\",1);\n\t\t\tGiveInventory(\"ACPSBatteries\",1);\n\t\t\tHudmessage(s:\"ACP Array Shotgun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 7\n\t\t&& CheckInventory(\"ScrapMetal\") >= 36\n\t\t&& CheckInventory(\"EnergyCore\") >= 1\n\t\t&& CheckInventory(\"PlasmaRipper\") == 1\n\t\t&& CheckInventory(\"DoomChaingun\") == 1\n\t\t&& CheckInventory(\"PlasChaingun\") == 0) //Build Plasma Chaingun\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",36);\n\t\t\tTakeInventory(\"EnergyCore\",1);\n\t\t\tTakeInventory(\"DoomChaingun\",1);\n\t\t\tTakeInventory(\"PlasmaRipper\",1);\n\t\t\tGiveInventory(\"PlasChaingun\",1);\n\t\t\tGiveInventory(\"Cell\",120);\n\t\t\tHudmessage(s:\"Plasma Chaingun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 8\n\t\t&& CheckInventory(\"ScrapMetal\") >= 32\n\t\t&& CheckInventory(\"CannonParts\") >= 1\n\t\t&& CheckInventory(\"ShittyRocketLauncher\") == 1\n\t\t&& CheckInventory(\"RocketCannon\") == 0) //Build Rocket Cannon\n\t\t{\n\t\t\tTakeInventory(\"ScrapMetal\",32);\n\t\t\tTakeInventory(\"CannonParts\",1);\n\t\t\tTakeInventory(\"ShittyRocketLauncher\",1);\n\t\t\tGiveInventory(\"RocketCannon\",1);\n\t\t\tGiveInventory(\"RocketAmmo\",16);\n\t\t\tHudmessage(s:\"Rocket Cannon Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t}\n\tif(CheckInventory(\"SetCounter\") == 3)\n\t{\n\t\tif(CheckInventory(\"SelectionCounter\") == 1\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 10\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 16\n\t\t&& CheckInventory(\"DoomShotgun\") == 1\n\t\t&& CheckInventory(\"CoolDoomShotgun\") == 0) //Build Frozen Shotgun\n\t\t{\n\t\t\tTakeInventory(\"DoomShotgun\",1);\n\t\t\tTakeInventory(\"FrozenScrapMetal\",10);\n\t\t\tTakeInventory(\"FrozenBoneShards\",16);\n\t\t\tGiveInventory(\"CoolDoomShotgun\",1);\n\t\t\tGiveInventory(\"FrozenShell\",16);\n\t\t\tGiveInventory(\"FrozenSlugAmmo\",12);\n\t\t\tHudmessage(s:\"Ice Shotgun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 2\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 8\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 14\n\t\t&& CheckInventory(\"SawnOffShotgun\") == 1\n\t\t&& CheckInventory(\"CoolSawnOffShotgun\") == 0) //Build Frozen Sawnoff\n\t\t{\n\t\t\tTakeInventory(\"SawnOffShotgun\",1);\n\t\t\tTakeInventory(\"FrozenScrapMetal\",8);\n\t\t\tTakeInventory(\"FrozenBoneShards\",14);\n\t\t\tGiveInventory(\"CoolSawnOffShotgun\",1);\n\t\t\tGiveInventory(\"FrozenShell\",16);\n\t\t\tGiveInventory(\"FrozenSlugAmmo\",12);\n\t\t\tHudmessage(s:\"Ice Sawn-Off Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\tif(CheckInventory(\"SelectionCounter\") == 3\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 15\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 20\n\t\t&& CheckInventory(\"FrozenCannonParts\") >= 1\n\t\t&& CheckInventory(\"DoomSuperShotgun\") == 1\n\t\t&& CheckInventory(\"CoolDoomSuperShotgun\") == 0) //Build Frozen SSG\n\t\t{\n\t\t\tTakeInventory(\"DoomSuperShotgun\",1);\n\t\t\tTakeInventory(\"FrozenScrapMetal\",15);\n\t\t\tTakeInventory(\"FrozenBoneShards\",20);\n\t\t\tTakeInventory(\"FrozenCannonParts\",1);\n\t\t\tGiveInventory(\"CoolDoomSuperShotgun\",1);\n\t\t\tGiveInventory(\"FrozenShell\",16);\n\t\t\tGiveInventory(\"FrozenSlugAmmo\",12);\n\t\t\tHudmessage(s:\"Ice SSG Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 4\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 1\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 2\n\t\t&& CheckInventory(\"FrozenShell\") < 100) //Build Ice Shells\n\t\t{\n\t\t\tTakeInventory(\"FrozenScrapMetal\",1);\n\t\t\tTakeInventory(\"FrozenBoneShards\",2);\n\t\t\tGiveInventory(\"FrozenShell\",8);\n\t\t\tHudmessage(s:\"Ice Shells Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 5\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 2\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 3\n\t\t&& CheckInventory(\"FrozenSlugAmmo\") < 80) //Build Frozen Slugs\n\t\t{\n\t\t\tTakeInventory(\"FrozenScrapMetal\",2);\n\t\t\tTakeInventory(\"FrozenBoneShards\",3);\n\t\t\tGiveInventory(\"FrozenSlugAmmo\",8);\n\t\t\tHudmessage(s:\"Ice Slugs Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 6\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 15\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 8\n\t\t&& CheckInventory(\"FrozenCannonParts\") >= 1\n\t\t&& CheckInventory(\"Revolver\") == 1\n\t\t&& CheckInventory(\"CoolRevolver\") == 0) //Build Frozen Revolver\n\t\t{\n\t\t\tTakeInventory(\"Revolver\",1);\n\t\t\tTakeInventory(\"FrozenScrapMetal\",15);\n\t\t\tTakeInventory(\"FrozenBoneShards\",8);\n\t\t\tTakeInventory(\"FrozenCannonParts\",1);\n\t\t\tGiveInventory(\"CoolRevolver\",1);\n\t\t\tGiveInventory(\"FrozenClip\",32);\n\t\t\tHudmessage(s:\"Ice Revolver Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 7\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 20\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 18\n\t\t&& CheckInventory(\"FrozenCannonParts\") >= 1\n\t\t&& CheckInventory(\"DoomChaingun\") == 1\n\t\t&& CheckInventory(\"CoolDoomChaingun\") == 0) //Build Frozen Chaingun\n\t\t{\n\t\t\tTakeInventory(\"DoomChaingun\",1);\n\t\t\tTakeInventory(\"FrozenScrapMetal\",20);\n\t\t\tTakeInventory(\"FrozenBoneShards\",18);\n\t\t\tTakeInventory(\"FrozenCannonParts\",1);\n\t\t\tGiveInventory(\"CoolDoomChaingun\",1);\n\t\t\tGiveInventory(\"FrozenClip\",60);\n\t\t\tHudmessage(s:\"Ice Chaingun Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t\tif(CheckInventory(\"SelectionCounter\") == 8\n\t\t&& CheckInventory(\"FrozenScrapMetal\") >= 2\n\t\t&& CheckInventory(\"FrozenBoneShards\") >= 2\n\t\t&& CheckInventory(\"FrozenClip\") < 200) //Build Frozen Clip\n\t\t{\n\t\t\tTakeInventory(\"FrozenScrapMetal\",2);\n\t\t\tTakeInventory(\"FrozenBoneShards\",2);\n\t\t\tGiveInventory(\"FrozenClip\",12);\n\t\t\tHudmessage(s:\"Ice Clip Successfully Created\"; HUDMSG_PLAIN,6,3,160.0,190.0,1.5);\n\t\t\tterminate;\n\t\t}\n\t}\n\tIf(CheckInventory(\"IsPlasmaGunner\") == 1)\n\t{\n\t/*###################\n\t### Plasma Gunner ###\n\t###################*/\n\t}\n\tHudmessage(s:\"You can't do that.\"; HUDMSG_PLAIN,6,6,160.0,190.0,1.5);\n\tterminate;\n}\n}\n\nScript 703 ENTER net\n{\n\tif(CheckInventory(\"Stamina\") < 1)\n\t{\n\t\tDelay(70);\n\t}\n\tif(CheckInventory(\"StaminaUP\") == 1)\n\t{\n\tGiveInventory(\"Stamina\",1);\n\tdelay(8);\n\trestart;\n\t}\n\tGiveInventory(\"Stamina\",1);\n\tdelay(15);\n\trestart;\n}\n\nScript 704 RESPAWN\n{\n\tSetPlayerProperty(0,0,PROP_FROZEN);\n}\n\n// 1 = Scrap Metal\n// 2 = Bone Shards\n// 3 = Cannon Parts\n// 4 = Blast Chamber\n// 5 = Energy Core\n// 6 = Mancubus Arm\n// 7 = Monster Horn\n// 8 = Frozen Scrap\n// 9 = Frigid Bones\n// 10 = Icy Cannon Parts\n// 11 = Frozen Chamber\n// 12 = Frozen Core\n// 13 = Frozen Mancubus Arm\n// 14 = Frozen Horn\n\nScript 705 (int WhichItem, int HowMany)\n{\n\tstr Name = \"Something\";\n\tSetFont(\"SmallFont\");\n\tSetHudSize(320, 200, 1);\n\tif(WhichItem == 1) { Name = \"Scrap Metal\"; }\n\tif(WhichItem == 2) { Name = \"Bone Shards\"; }\n\tif(WhichItem == 3) { Name = \"Cannon Part\"; }\n\tif(WhichItem == 4) { Name = \"Blast Chamber\"; }\n\tif(WhichItem == 5) { Name = \"Energy Core\"; }\n\tif(WhichItem == 6) { Name = \"Busted Mancubus Cannon\"; }\n\tif(WhichItem == 7) { Name = \"Demon Horn\"; }\n\tif(WhichItem == 8) { Name = \"Frozen Scrap\"; }\n\tif(WhichItem == 9) { Name = \"Frigid Bone\"; }\n\tif(WhichItem == 10) { Name = \"Icy Cannon Part\"; }\n\tif(WhichItem == 11) { Name = \"Frozen Chamber\"; }\n\tif(WhichItem == 12) { Name = \"Frozen Core\"; }\n\tif(WhichItem == 13) { Name = \"Damaged Freeze Cannon\"; }\n\tif(WhichItem == 14) { Name = \"Frozen Horn\"; }\n\tHudmessage(s:\"+\", i:HowMany, s:\" \", s:Name; HUDMSG_FADEOUT,33,2,160.0,60.0,0.75,0.25);\n\tterminate;\n}\n\nScript 706 (int ExperienceCount)\n{\n if(checkinventory(\"Experience\") < 30000)\n\t{\n\tSetActivatorToTarget(0);\n\tSetFont(\"SmallFont\");\n\tSetHudSize(320, 200, 1);\n\tHudmessage(s:\"+\", i:ExperienceCount, s:\" EXP\"; HUDMSG_FADEOUT,32,2,160.0,70.0,0.75,0.25);\n\tGiveInventory(\"Experience\", ExperienceCount);\n\tterminate;\n\t}\n\telse\n\t{\n\tdelay(1);\n\tterminate;\n\t}\n}\n\nScript 718 (void) net\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(Checkinventory(\"BatteryPower\") == 0\n\t&& CheckInventory(\"GogglesON\") == 1)\n\t{\n\tTakeInventory(\"PowerLightAmp\",1);\n\tTakeInventory(\"PowerTorch\",1);\n\tUseActorInventory(0,\"CrappyGoggles\");\n\tdelay(20);\n\trestart;\n\t}\n\tif(CheckInventory(\"GogglesON\") == 1)\n\t{\n\tTakeInventory(\"BatteryPower\",1);\n\tGiveInventory(\"PowerTorch\",1);\n\tGiveInventory(\"PowerLightAmp\",1);\n\tdelay(8);\n\trestart;\n\t}\n\tif(CheckInventory(\"BatteryPower\") < 1\n\t&& CheckInventory(\"GogglesON\") == 0)\n\t{\n\t\tdelay(10);\n\t}\n\telse if(CheckInventory(\"BatteryUP\") == 1)\n\t{\n\tGiveInventory(\"BatteryPower\",1);\n\tdelay(6);\n\trestart;\n\t}\n\tGiveInventory(\"BatteryPower\",1);\n\tdelay(11);\n\trestart;\n }\n}\n\n//---------------------------------------------------------------|\n//Player Level Checks(making sure doomguy gets the starting nerf)|\n//---------------------------------------------------------------|\n\nScript 711 (void) net\n{\n\tSetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(Checkinventory(\"Level0\") == 1)\n\t{\n\tGiveInventory(\"Nerf1\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level1\") == 1)\n\t{\n\tGiveInventory(\"Nerf2\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,110);\n\tTakeInventory(\"Nerf1\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level2\") == 1)\n\t{\n\tGiveInventory(\"Nerf3\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,120);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tTakeInventory(\"Nerf2\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level3\") == 1)\n\t{\n\tGiveInventory(\"Nerf4\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,130);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tTakeInventory(\"Nerf3\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level4\") == 1)\n\t{\n\tGiveInventory(\"Nerf5\",1);\n\tGiveInventory(\"MagExtension\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,140);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tTakeInventory(\"Nerf4\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level5\") == 1)\n\t{\n\tGiveInventory(\"Nerf6\",1);\n\tGiveInventory(\"HealerUp1\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,150);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tTakeInventory(\"Nerf5\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level6\") == 1)\n\t{\n\tGiveInventory(\"PickupEnhancer\",1);\n\tGiveInventory(\"HealerUp1\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,160);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tTakeInventory(\"Nerf6\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level7\") == 1)\n\t{\n\tGiveInventory(\"Buff1\",1);\n\tGiveInventory(\"PickupEnhancer\",1);\n\tGiveInventory(\"HealerUp1\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,170);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level8\") == 1)\n\t{\n\tGiveInventory(\"Buff2\",1);\n\tTakeInventory(\"Buff1\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,180);\n\tGiveInventory(\"PickupEnhancer\",1);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"HealerUp2\",1);\n\tTakeInventory(\"HealerUp1\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level9\") == 1)\n\t{\n\tGiveInventory(\"Buff3\",1);\n\tTakeInventory(\"Buff2\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,190);\n\tGiveInventory(\"PickupEnhancer\",1);\n\tGiveInventory(\"ChiseledAbs\",1);\n\tGiveInventory(\"ChiseledAbsPowerUp\",1);\n\tGiveInventory(\"HealerUp2\",1);\n\tTakeInventory(\"HealerUp1\",1);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tterminate;\n\t}\n\tif(Checkinventory(\"Level10\") == 1)\n\t{\n\tGiveInventory(\"Buff4\",1);\n\tTakeInventory(\"Buff3\",1);\n\tGiveInventory(\"PickupEnhancer\",1);\n\tSetActorProperty(0,APROP_SpawnHealth,200);\n\tGiveInventory(\"HealerUp3\",1);\n\tTakeInventory(\"HealerUp1\",1);\n\tTakeInventory(\"HealerUp2\",1);\n\tGiveInventory(\"MagExtension\",1);\n\tGiveInventory(\"BatteryUP\",1);\n\tGiveInventory(\"EnergyShield\",1);\n\tGiveInventory(\"CrappyGoggles\",1);\n\tterminate;\n\t}\n\tterminate;\n }\n}\n\nScript 720 ENTER net //new, just the battery regen\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(CheckInventory(\"GogglesON\") == 0 //while\n\t&& CheckInventory(\"ShieldON\") == 0)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t\tdelay(15);\n\t\t\tGiveInventory(\"ACPSBatteryPower\",1);\n\t\t\tGiveInventory(\"BatteryPower\",1);\n\t\t\tTakeInventory(\"ABattery\",1);\n\t\t}\n\t\tif(CheckInventory(\"BatteryPower\") > 0\n\t\t&& Checkinventory(\"BatteryUp\") == 1)\n\t\t{\n\t\tGiveInventory(\"BatteryPower\",1);\n\t\tGiveInventory(\"ACPSBatteryPower\",1);\n\t\tTakeInventory(\"ABattery\",1);\n\t\tdelay(6);\n\t\trestart;\n\t\t}\n\t\tGiveInventory(\"BatteryPower\",1);\n\t\tTakeInventory(\"ABattery\",1);\n\t\tdelay(12);\n\t\trestart;\n }\n if(CheckInventory(\"GogglesON\") == 1)\n {\n\t delay(20);\n\t restart;\n\t}\n if(CheckInventory(\"ShieldON\") == 1)\n {\n\t delay(20);\n\t restart;\n\t}\n }\n}\n\nScript 721 ENTER net // new, battery drain //oldone\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n\tif(Checkinventory(\"GogglesON\") == 1\n\t&& Checkinventory(\"ShieldON\") == 0)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t TakeInventory(\"PowerTorch\",1);\n\t\t\tTakeInventory(\"PowerLightAmp2\",1);\n\t\t\t//UseActorInventory(0,\"CrappyGoggles\");\n\t\t\tdelay(5);\n\t\t\trestart;\n\t\t}\n\t\tTakeInventory(\"BatteryPower\",1);\n\t\tGiveInventory(\"ABattery\",1);\n\t\tGiveInventory(\"PowerLightAmp2\",1);\n\t\tGiveInventory(\"PowerTorch\",1);\n\t\tdelay(14);\n\t\trestart;\n\t}\n\tif(Checkinventory(\"GogglesON\") == 0\n\t&& Checkinventory(\"ShieldON\") == 1\n\t&& Checkinventory(\"ShieldUpgrade\") == 1)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t TakeInventory(\"EnergyShieldPowerup\",1);\n\t\t\tTakeInventory(\"PowerMask\",1);\n\t\t\t//UseActorInventory(0,\"EnergyShield\");\n\t\t\tdelay(3);\n\t\t\trestart;\n\t\t}\n\t\tTakeInventory(\"BatteryPower\",1);\n\t\tTakeInventory(\"ABattery\",1);\n\t\tGiveInventory(\"PowerMask\",1);\n\t\tGiveInventory(\"EnergyShieldPowerup\",1);\n\t\tdelay(8);\n\t\trestart;\n\t}\n\tif(Checkinventory(\"GogglesON\") == 0\n\t&& Checkinventory(\"ShieldON\") == 1\n\t&& Checkinventory(\"ShieldUpgrade\") == 0)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t TakeInventory(\"EnergyShieldPowerup\",1);\n\t\t\tTakeInventory(\"PowerMask\",1);\n\t\t\t//UseActorInventory(0,\"EnergyShield\");\n\t\t\tdelay(3);\n\t\t\trestart;\n\t\t}\n\t\tTakeInventory(\"BatteryPower\",1);\n\t\tGiveInventory(\"ABattery\",1);\n\t\tGiveInventory(\"PowerMask\",1);\n\t\tGiveInventory(\"EnergyShieldPowerup\",1);\n\t\tdelay(8);\n\t\trestart;\n\t}\n\tif(Checkinventory(\"GogglesON\") == 1\n\t&& Checkinventory(\"ShieldON\") == 1\n\t&& Checkinventory(\"ShieldUpgrade\") == 1)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t TakeInventory(\"EnergyShieldPowerup\",1);\n\t\t\tTakeInventory(\"PowerMask\",1);\n\t\t\tTakeInventory(\"PowerLightAmp2\",1);\n\t\t\tTakeInventory(\"PowerTorch\",1);\n\t\t\t//UseActorInventory(0,\"EnergyShield\");\n\t\t\t//UseActorInventory(0,\"CrappyGoggles\");\n\t\t\trestart;\n\t\t}\n\t\tTakeInventory(\"BatteryPower\",1);\n\t\tTakeInventory(\"ABattery\",1);\n\t\tGiveInventory(\"PowerLightAmp2\",1);\n\t\tGiveInventory(\"PowerTorch\",1);\n\t\tGiveInventory(\"PowerMask\",1);\n\t\tGiveInventory(\"EnergyShieldPowerup\",1);\n\t\tdelay(5);\n\t\trestart;\n\t}\n\tif(Checkinventory(\"GogglesON\") == 1\n\t&& Checkinventory(\"ShieldON\") == 1\n\t&& Checkinventory(\"ShieldUpgrade\") == 0)\n\t{\n\t\tif(CheckInventory(\"BatteryPower\") < 1)\n\t\t{\n\t\t TakeInventory(\"EnergyShieldPowerup\",1);\n\t\t\tTakeInventory(\"PowerMask\",1);\n\t\t\tTakeInventory(\"PowerLightAmp2\",1);\n\t\t\tTakeInventory(\"PowerTorch\",1);\n\t\t\t//UseActorInventory(0,\"EnergyShield\");\n\t\t\t//UseActorInventory(0,\"CrappyGoggles\");\n\t\t\trestart;\n\t\t}\n\t\tTakeInventory(\"BatteryPower\",1);\n\t\tGiveInventory(\"ABattery\",1);\n\t\tGiveInventory(\"PowerLightAmp2\",1);\n\t\tGiveInventory(\"PowerTorch\",1);\n\t\tGiveInventory(\"PowerMask\",1);\n\t\tGiveInventory(\"EnergyShieldPowerup\",1);\n\t\tdelay(5);\n\t\trestart;\n\t}\n\tif(CheckInventory(\"GogglesON\") == 0\n\t&& CheckInventory(\"ShieldON\") == 0)\n\t{\n\t\tdelay(20);\n\t\trestart;\n\t}\n }\n}\n\nScript 722 (void) net\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(CheckInventory(\"CrappyGoggles\") == 0)\n\t{\n\tPrint(s:\"\\cgYou Do Not Have Infrared Goggles!\");\n\tterminate;\n\t}\n if(CheckInventory(\"CrappyGoggles\") == 1)\n\t{\n\tDelay(1);\n\tterminate;\n\t}\n }\n}\n\nScript 723 (void) net\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(CheckInventory(\"EnergyShield\") == 0)\n\t{\n\tPrint(s:\"\\cgYou Do Not Have The Energy Shield!(Get at Level 2)\");\n\tterminate;\n\t}\n if(CheckInventory(\"EnergyShield\") == 1)\n\t{\n\tDelay(1);\n\tterminate;\n\t}\n }\n}\n\nScript 724 (void) net\n{\n //SetActivatorToTarget(0);\n if(CheckInventory(\"IsDoomGuy\") == 1)\n {\n if(CheckInventory(\"ArtiBlastRadius\") == 1)\n\t{\n\tUseActorInventory(0,\"ArtiBlastRadius\");\n\tterminate;\n\t}\n }\n}\n\nScript 725 ENTER net\n{\nIf(Checkinventory(\"ACPSHeat\") > 0)\n{\nTakeInventory(\"ACPSHeat\",3);\nGiveInventory(\"ACPSBatteryPower\",2);\nDelay(12);\nRestart;\n}\nElse\n{\nGiveInventory(\"ACPSBatteryPower\",1);\ndelay(12);\nRestart;\n}\n}\n\nScript 726 ENTER net\n{\nIf(Checkinventory(\"PlasmaHeat\") > 0)\n{\nTakeInventory(\"PlasmaHeat\",random(1,2));\nDelay(10);\nRestart;\n}\nElse\n{\ndelay(12);\nRestart;\n}\n}\n\nScript 727 ENTER net\n{\nConsoleCommand(\"Hud_Scale 0\");\nterminate;\n}"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "Scripts\nBarons"
},
{
"source": "pk3",
"name": "Doomguy.txt",
"contents": "Actor DoomPlayer : PlayerPawn\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n PainChance \"healin\", 255\n damagefactor \"healin\", -1\n Player.DisplayName \"Marine\"\n //player.soundclass Marine\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"M9\"\n Player.StartItem \"BuildMenu\"\n Player.StartItem \"SelectionCounter\"\n Player.StartItem \"Fist\"\n Player.StartItem \"IsDoomGuy\"\n Player.StartItem \"RadialRegenerator\"\n Player.StartItem \"Clip\", 72\n Player.StartItem \"Level0\"\n Player.StartItem \"ABattery\", 100\n Player.StartItem \"BackPack\"\n Player.WeaponSlot 1, Fist, Chainsaw, SawKnife\n Player.WeaponSlot 2, M9, MachinePistol, Revolver\n Player.WeaponSlot 3, DoomShotgun, DoomSuperShotgun, \"ATCS-2024\"\n Player.WeaponSlot 4, \"Assault-Rifle\", DoomChaingun\n Player.WeaponSlot 5, ShittyRocketLauncher, RocketCannon\n Player.WeaponSlot 6, DoomPlasmaRifle, ACPS\n Player.WeaponSlot 7, DoomBFG9000\n Player.ColorRange 112, 127\n States\n {\n Spawn:\n\tPLAY A 0 ACS_ExecuteAlways(711,0)\n PLAY A 1\n\tPLAY A 0 ACS_ExecuteAlways(711,0)\n Goto LevelCheck2\n See:\n PLAY A 0 ACS_ExecuteAlways(711,0)\n PLAY ABCD 4\n\tPLAY A 0 ACS_ExecuteAlways(711,0)\n //Loop\n LevelCheck:\n PLAY A 0 A_Jumpifinventory(\"ABattery\",99,\"Shutitalloff\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",28000,\"LevelUp10\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",25000,\"LevelUp9\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",22000,\"LevelUp8\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",17500,\"LevelUp7\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",12500,\"LevelUp6\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",7500,\"LevelUp5\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",4500,\"LevelUp4\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",2500,\"LevelUp3\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",1250,\"LevelUp2\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",500,\"LevelUp1\")\n\tGoto See\n LevelCheck2:\n PLAY A 0 A_Jumpifinventory(\"ABattery\",99,\"Shutitalloff\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",28000,\"LevelUp10\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",25000,\"LevelUp9\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",22000,\"LevelUp8\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",17500,\"LevelUp7\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",12500,\"LevelUp6\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",7500,\"LevelUp5\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",4500,\"LevelUp4\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",2500,\"LevelUp3\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",1250,\"LevelUp2\")\n\tPLAY A 0 A_Jumpifinventory(\"Experience\",500,\"LevelUp1\")\n\tGoto Spawn\n ShutitAllOff:\n PLAY A 0 A_Takeinventory(\"GogglesON\")\n\tPLAY A 0 A_Takeinventory(\"ShieldON\")\n\tPLAY A 0 A_Takeinventory(\"EnergyShieldPowerup\")\n\tPLAY A 0 A_Takeinventory(\"PowerMask\")\n\tPLAY A 0 A_Takeinventory(\"PowerTorch\")\n\tPLAY A 0 A_Takeinventory(\"PowerLightAmp2\")\n\tPLAY A 1 A_PlaySound(\"weapons/TechScopeIn\")\n\tGoto Spawn\n LevelUp1:\n\tPLAY A 0 A_Jumpifinventory(\"Level1\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level1\")\n\tPLAY A 0 A_TakeInventory(\"Level0\")\n\tPLAY A 0 A_TakeInventory(\"Nerf1\")\n\tPLAY A 0 A_Giveinventory(\"Nerf2\")\n\tPLAY A 0 A_GiveInventory(\"CrappyGoggles\")\n\tPLAY A 0 A_GiveInventory(\"Backpack\")\n\tPLAY A 0 A_GiveInventory(\"Backpack\")\n\tPLAY A 0 A_GiveInventory(\"Backpack\")\n\tPLAY A 0 A_Print(\"You Are Now Level 1,Backpack Obtained. Infrared Goggles Placed In Inventory.(Default Key: V)\")\n\tGoto Spawn\n LevelUp2:\n\tPLAY A 0 A_Jumpifinventory(\"Level2\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level2\")\n\tPLAY A 0 A_TakeInventory(\"Level1\")\n\tPLAY A 0 A_TakeInventory(\"Nerf2\")\n\tPLAY A 0 A_Giveinventory(\"Nerf3\")\n\tPLAY A 0 A_GiveInventory(\"EnergyShield\")\n\tPLAY A 0 A_Print(\"You Are Now Level 2,Light Energy Shield Obtained (Default Key: Q)\")\n\tGoto Spawn\n LevelUp3:\n\tPLAY A 0 A_Jumpifinventory(\"Level3\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level3\")\n\tPLAY A 0 A_TakeInventory(\"Level2\")\n\tPLAY A 0 A_TakeInventory(\"Nerf3\")\n\tPLAY A 0 A_Giveinventory(\"Nerf4\")\n\tPLAY A 0 A_GiveInventory(\"BatteryUp\")\n\tPLAY A 0 A_Print(\"You Are Now Level 3,Battery Regeneration Increased!\")\n\tGoto Spawn\n LevelUp4:\n\tPLAY A 0 A_Jumpifinventory(\"Level4\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level4\")\n\tPLAY A 0 A_TakeInventory(\"Level3\")\n\tPLAY A 0 A_TakeInventory(\"Nerf4\")\n\tPLAY A 0 A_Giveinventory(\"Nerf5\")\n\tPLAY A 0 A_GiveInventory(\"MagExtension\")\n\tPLAY A 0 A_GiveInventory(\"RevolverSpeedLoaders\")\n\tPLAY A 0 A_Print(\"You Are Now Level 4,Weapon Reload Speed+Magazines Improved!\")\n\tGoto Spawn\n LevelUp5:\n\tPLAY A 0 A_Jumpifinventory(\"Level5\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level5\")\n\tPLAY A 0 A_TakeInventory(\"Level4\")\n\tPLAY A 0 A_TakeInventory(\"Nerf5\")\n\tPLAY A 0 A_Giveinventory(\"Nerf6\")\n\tPLAY A 0 A_GiveInventory(\"HealerUp1\")\n\tPLAY A 0 A_Print(\"You Are Now Level 5, Team Healer Improved, Cost also reduced!\")\n\tGoto Spawn\n LevelUp6:\n\tPLAY A 0 A_Jumpifinventory(\"Level6\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level6\")\n\tPLAY A 0 A_TakeInventory(\"Level5\")\n\tPLAY A 0 A_TakeInventory(\"Nerf6\")\n\tPLAY A 0 A_GiveInventory(\"PickupEnhancer\")\n\tPLAY A 0 A_Print(\"You Are Now Level 6, More Ammo From Pickups!\")\n\tGoto Spawn\n LevelUp7:\n\tPLAY A 0 A_Jumpifinventory(\"Level7\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level7\")\n\tPLAY A 0 A_TakeInventory(\"Level6\")\n\tPLAY A 0 A_Giveinventory(\"Buff1\")\n\tPLAY A 0 A_GiveInventory(\"StaminaUp\")\n\tPLAY A 0 A_Print(\"You Are Now Level 7,Ability Regeneration Increased\")\n\tGoto Spawn\n LevelUp8:\n\tPLAY A 0 A_Jumpifinventory(\"Level8\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level8\")\n\tPLAY A 0 A_GiveInventory(\"HealerUp2\")\n\tPLAY A 0 A_TakeInventory(\"Level7\")\n\tPLAY A 0 A_TakeInventory(\"Buff1\")\n\tPLAY A 0 A_Giveinventory(\"Buff2\")\n\tPLAY A 0 A_Print(\"You Are Now Level 8,Team Healer Now Unleashes Purifying Flames!\")\n\tGoto Spawn\n LevelUp9:\n\tPLAY A 0 A_Jumpifinventory(\"Level9\",1,\"Spawn\")\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level9\")\n\tPLAY A 0 A_GiveInventory(\"ChiseledAbs\")\n\tPLAY A 0 A_GiveInventory(\"ChiseledAbsPowerUp\")\n\tPLAY A 0 A_TakeInventory(\"Level8\")\n\tPLAY A 0 A_TakeInventory(\"Buff2\")\n\tPLAY A 0 A_Giveinventory(\"Buff3\")\n\tPLAY A 0 A_Print(\"You Are Now Level 9, Half Damage Taken\")\n\tGoto Spawn\n LevelUp10:\n\tPLAY A 0 A_Jumpifinventory(\"Level10\",1,\"Spawn\")\n\tPLAY A 0 A_GiveInventory(\"Level10\")\n\tPLAY A 0 A_TakeInventory(\"Level9\")\n\tPLAY A 0 A_TakeInventory(\"Buff3\")\n\tPLAY A 0 A_Giveinventory(\"Buff4\")\n\tPLAY A 0 A_GiveInventory(\"HealerUp3\")\n\tPLAY A 0 A_Print(\"Max Level Reached, Team Healer Infused With Even More Elemental Power!\")\n\tGoto Spawn\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Pain.healin:\n PLAY G 4 A_Giveinventory(\"Shortregenpowerup\")\n PLAY G 4 A_Pain\n Goto Spawn\n Death:\n PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n XDeath:\n PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n AltSkinDeath:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY MNO 6\n PLAY P -1\n Stop\n AltSkinXDeath:\n PLAY Q 5 A_PlayerScream\n PLAY R 0 A_NoBlocking\n PLAY R 5 A_SkullPop\n PLAY STUVWX 5\n PLAY Y -1\n Stop\n }\n}\n\nActor IsDoomGuy : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor BatteryUp : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor StaminaUp : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor MagExtension : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor HealerUp1 : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor PickupEnhancer : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor HealerUp2 : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor ChiseledAbs : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}\n\nActor HealerUp3 : Inventory\n{\n\t+Inventory.Undroppable\n\tInventory.MaxAmount 1\n}"
},
{
"source": "pk3",
"name": "Ammo.txt",
"contents": "Actor ShellAmmo : Shell\n{\n}\n\nactor ShellDrop : RandomSpawner replaces Shell\n{\n DropItem \"Shells\" 255 50\n\tDropItem \"SlugAmmo\" 255 20\n\tDropItem \"FrozenShell\" 255 10\n}\n\nactor SlugAmmo : Ammo\n{\n Inventory.Amount 3\n Inventory.MaxAmount 40\n Ammo.BackpackAmount 3\n Ammo.BackpackMaxAmount 80\n Inventory.Icon \"SLUGA0\"\n Inventory.PickupMessage \"A bunch of shotgun slugs...\"\n States\n {\n Spawn:\n SLUG A -1\n Stop\n }\n}\n\nactor FrozenClip : Clip\n{\nInventory.Icon \"ICLIA0\"\n}\n\nactor FrozenShell : Shell\n{\nInventory.Icon \"ISHLA0\"\n}\n\nactor FrozenSlugAmmo : Ammo\n{\n Inventory.Amount 3\n Inventory.MaxAmount 40\n Ammo.BackpackAmount 3\n Ammo.BackpackMaxAmount 80\n Inventory.Icon \"ISHLA0\"\n Inventory.PickupMessage \"A bunch of Frozen shotgun slugs...\"\n States\n {\n Spawn:\n SLUG A -1\n Stop\n }\n}\n\nACTOR \"Shells\" : CustomInventory\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n SHEL A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Shell\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"ShellAmmo\",0)\n stop\n GiveMore:\n Null A 0 A_SpawnItemEx(\"ShellAmmo\",0)\n Null A 0 A_SpawnItemEx(\"ShellAmmo\",0)\n Null A 0 A_SpawnItemEx(\"ShellAmmo\",0)\n stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor ShellsBox : ShellBox\n{\n}\n\nACTOR \"ShellBox2\" : CustomInventory Replaces ShellBox\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n SBOX A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Shell\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"ShellsBox\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"ShellsBox\",0)\n Null A 0 A_SpawnItemEx(\"ShellAmmo\",0)\n Null A 0 A_SpawnItemEx(\"ShellAmmo\",0)\n stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor Clip2 : Clip\n{\n}\n\nACTOR \"Clips\" : CustomInventory Replaces Clip\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n CLIP A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Clip\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"Clip2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"Clip2\",0)\n Null A 0 A_SpawnItemEx(\"Clip2\",0)\n Null A 0 A_SpawnItemEx(\"Clip2\",0)\n stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor ClipBox2 : ClipBox\n{\n}\n\nACTOR \"ClipsBox\" : CustomInventory Replaces ClipBox\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n AMMO A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Clip\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"ClipBox2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"ClipBox2\",0)\n Null A 0 A_SpawnItemEx(\"Clip2\",0)\n Null A 0 A_SpawnItemEx(\"Clip2\",0)\n Stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor RocketAmmo2 : RocketAmmo\n{\n}\n\nACTOR \"Rockets\" : CustomInventory Replaces RocketAmmo\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n ROCK A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"RocketAmmo\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"RocketAmmo2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor RocketBox2 : RocketBox\n{\n}\n\nACTOR \"RocketsBox\" : CustomInventory Replaces RocketBox\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n BROK A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"RocketAmmo\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"RocketBox2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"RocketBox2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Null A 0 A_SpawnItemEx(\"RocketAmmo2\",0)\n Stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor Cell2 : Cell\n{\n}\n\nACTOR \"Cells\" : CustomInventory Replaces Cell\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n CELL A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Cell\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"Cell2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"Cell2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Stop\n Failstate:\n Null a 0\n Fail\n}\n}\n\nActor CellPack2 : CellPack\n{\n}\n\nACTOR \"CellsPack\" : CustomInventory Replaces CellPack\n{\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \" \"\n-INVBAR\nstates\n{\nSpawn:\n CELP A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n Stop\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Cell\",0,\"failstate\")\n Null A 0 A_JumpIfInventory(\"PickupEnhancer\",1,\"GiveMore\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"CellPack2\",0)\n stop\n GiveMore:\n Null A 0 A_Spawnitemex(\"CellPack2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Null A 0 A_SpawnItemEx(\"Cell2\",0)\n Stop\n Failstate:\n Null a 0\n Fail\n}\n}"
},
{
"source": "pk3",
"name": "INFRARED.txt",
"contents": "ACTOR CrappyGoggles : CustomInventory Replaces Infrared\n{\n-INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\n Inventory.Icon \"PVISB0\"\n -INVENTORY.INVBAR\n +INVENTORY.ALWAYSPICKUP\n +inventory.undroppable\nStates\n{\nSpawn:\n PVIS A 6 Bright\n PVIS B 6\n Loop\nUse:\n Null A 2 A_JumpIfInventory(\"GogglesON\", 1, \"use3\")\n\t Null A 2 A_JumpIfInventory(\"BatteryPower\",1,\"Use2\")\nFail\nUse2:\n\t Null A 1 acs_execute(722,0)\n\t Null A 1 A_PlaySound(\"Weapons/TechScopeIn\")\n\t Null A 1 A_Giveinventory(\"GogglesON\", 1)\n Null A 2 A_Giveinventory(\"PowerLightAmp2\", 1)\n\t Null A 0 A_Giveinventory(\"PowerTorch\", 1)\nFail\nUse3:\n\t Null A 2 A_PlaySound(\"Weapons/TechScopeOut\")\n Null A 1 A_Takeinventory(\"GogglesON\", 1)\n\t Null A 0 A_Takeinventory(\"PowerTorch\", 1)\n\t Null A 1 A_Takeinventory(\"PowerLightAmp2\", 1)\nFail\n}\n}\n\nActor PowerLightAmp2 : PowerLightAmp\n{\nPowerup.Color \"0 20 0\", 0.2\n}\n\nActor GogglesON : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor BatteryPower : Ammo\n {\n -INVBAR\n Inventory.MaxAmount 100\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor ABattery : Ammo\n {\n -INVBAR\n Inventory.MaxAmount 100\n Inventory.Icon \"TNT1A0\"\n }"
},
{
"source": "pk3",
"name": "DUMMIES.txt",
"contents": "Actor LevelChecker : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\nActor Level0 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\nActor Level1 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level2 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level3 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level4 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level5 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level6 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level7 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level8 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level9 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\n Actor Level10 : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }"
},
{
"source": "pk3",
"name": "ENSHLD.txt",
"contents": "ACTOR EnergyShield : CustomInventory\n{\n-INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n -INVENTORY.INVBAR\n +INVENTORY.ALWAYSPICKUP\n +inventory.undroppable\nStates\n{\nUse:\n Null A 2 A_JumpIfInventory(\"ShieldON\", 1, \"use3\")\n\t Null A 2 A_JumpIfInventory(\"BatteryPower\",1,\"Use2\")\nFail\nUse2:\n Null A 1 acs_execute(723,0)\n\t //Null A 1 A_PlaySound(\"Items/ShieldON\")\n\t Null A 1 A_PlaySound(\"Weapons/TechScopeIn\")\n\t Null A 2 A_Giveinventory(\"ShieldON\", 1)\n Null A 2 A_Giveinventory(\"PowerMask\", 1)\n\t Null A 0 A_Giveinventory(\"EnergyShieldPowerup\", 1)\nFail\nUse3:\n\t //Null A 1 A_PlaySound(\"Items/ShieldOff\")\n\t Null A 1 A_PlaySound(\"Weapons/TechScopeOut\")\n Null A 1 A_Takeinventory(\"ShieldON\", 1)\n Null A 2 A_Takeinventory(\"PowerMask\", 1)\n\t Null A 2 A_Takeinventory(\"EnergyShieldPowerup\", 1)\nFail\n}\n}\n\nActor ShieldON : Inventory\n {\n -INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"TNT1A0\"\n }\n\nActor ProtectionBase : PowerProtection\n{\ninventory.icon \"TNT1A0\"\n-invbar\n}\n\nActor \"EnergyShieldPowerup\" : ProtectionBase\n{\nPowerup.Color \"5 5 99\", 0.3\nPowerup.Duration 0x7FFFFFFF\ndamagefactor \"Bullets\",0.62\ndamagefactor \"Normal\",0.62\n}\n\nActor \"ChiseledAbsPowerUp\" : ProtectionBase\n{\nPowerup.Duration 0x7FFFFFFF\ndamagefactor \"Bullets\",0.5\ndamagefactor \"Normal\",0.5\n}"
},
{
"source": "pk3",
"name": "NOTUSED.txt",
"contents": "//(DeathWatch)'s Smart Drops+edits by Devonizer\nACTOR \"LHBFG9000Drop\" : CustomInventory Replaces Bfg9000\n{\n//###### Bfg Sphere #######\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \"Got a BFG9000\"\n-INVBAR\nstates\n{\nSpawn:\n BFUG A -1\n stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"DoomBFG9000\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null A 0 A_Spawnitemex(\"DoomBfg9000\",0)\n //Null a 0 a_giveinventory(\"DoomBfg9000\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHPlasmaRifleDrop\" : CustomInventory Replaces PlasmaRifle\n{\n//###### Plasma Sphere #######\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \"Got a Plasma Rifle\"\n-INVBAR\nStates\n{\nSpawn:\n PLAS A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"DoomPlasmaRifle\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"DoomPlasmaRifle\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHRocketLauncherDrop\" : CustomInventory Replaces rocketlauncher\n{\n//###### Rocket Sphere #######\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupSound \"misc/w_pkup\"\nInventory.PickupMessage \"Got a Rocket Launcher\"\n-INVBAR\nstates\n{\nSpawn:\n LAUN A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"ShittyRocketLauncher\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"ShittyRocketLauncher\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHChaingunDrop\" : CustomInventory replaces chaingun\n{\n//###### Chain Gun Sphere #######\nInventory.Amount 0\nInventory.PickupSound \"misc/w_pkup\"\nInventory.MaxAmount 1\nInventory.PickupMessage \"An Assault Rifle\"\n-INVBAR\nstates\n{\nSpawn:\n GAUR A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"Assault-Rifle\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"Assault-Rifle\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHSuperShotGunDrop\" : CustomInventory Replaces supershotgun\n{\n//###### SuperShotgun Sphere #######\nscale .8\nInventory.Amount 0\nInventory.PickupSound \"misc/w_pkup\"\nInventory.MaxAmount 1\nInventory.PickupMessage \"A SuperShotgun\"\n-INVBAR\nstates\n{\nSpawn:\n SGN2 A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"DoomSuperShotgun\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"DoomSuperShotgun\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHShotgunDrop\" : CustomInventory Replaces shotgun\n{\n//###### Shotgun Sphere #######\nscale .7\nInventory.Amount 0\nInventory.PickupSound \"misc/w_pkup\"\nInventory.MaxAmount 1\nInventory.PickupMessage \"A Shotgun\"\n-INVBAR\nstates\n{\nSpawn:\n SHOT A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"DoomShotgun\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"DooMShotgun\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHPistolDrop\" : CustomInventory Replaces pistol\n{\n//###### Pistol Sphere #######\n+INVENTORY.UNDROPPABLE\nInventory.PickupSound \"misc/w_pkup\"\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupMessage \"A Pistol\"\n-INVBAR\nstates\n{\nSpawn:\n PISS A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"M9\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"m9\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}\n\nACTOR \"LHChainsawDrop\" : CustomInventory Replaces Chainsaw\n{\n//###### Pistol Sphere #######\n+INVENTORY.UNDROPPABLE\nInventory.Amount 0\nInventory.PickupSound \"misc/w_pkup\"\nInventory.MaxAmount 1\nInventory.PickupMessage \"A Knife\"\n-INVBAR\nstates\n{\nSpawn:\n CKNP A -1\n Stop\n Death:\n Null a 0\n stop\n Pickup:\n Null a 1\n Null a 0 a_jumpifinventory(\"IsDoomGuy\", 1, \"pickup1check\")\n fail\n Pickup1Check:\n Null a 0 A_jumpifinventory(\"SawKnife\",1,\"failstate\")\n Goto Pickup1\n Pickup1:\n Null a 0 A_Spawnitemex(\"SawKnife\",1)\n fail\n Failstate:\n Null a 0\n fail\n}\n}"
},
{
"source": "pk3",
"name": "WEAPPOWS.txt",
"contents": "//\n//\n//Ice Stuff\n//\n//\n\nActor PlayerIceShard\n{\n obituary \"%o was frozen by %k.\"\n Projectile\n Speed 24\n deathsound \"IceBaron/ShardDie\"\n radius 6\n Height 2\n Damage 4\n DamageType FIce\n states\n {\n Spawn:\n IBSH ABC 3\n loop\n Death:\n IBSX ABCDE 3\n stop\n }\n}"
},
{
"source": "pk3",
"name": "MONSTERS.txt",
"contents": "actor HealthChance : RandomSpawner\n{\n\tDropItem \"Medikit\" 155 25\n\tDropItem \"Stimpack\" 155 30\n\tDropItem \"GreenArmor\" 155 20\n\tDropItem \"BlueArmor\" 155 12\n\tDropItem \"SoulSphere\" 155 10\n\tDropItem \"MegaSphere\" 155 5\n}\n\nactor FrozenAmmoChance : RandomSpawner\n{\n\tDropItem \"FrozenClip\" 155 25\n\tDropItem \"FrozenShell\" 155 25\n\tDropItem \"FrozenSlugAmmo\" 155 15\n}\n\nactor BoneShardChance : RandomSpawner\n{\n\tDropItem \"BoneShardDrop\" 70 30\n}\n\nactor FrozenBoneShardChance : RandomSpawner\n{\n\tDropItem \"FrozenBoneShardDrop\" 100 30\n}\n\nactor ScrapMetalChance : RandomSpawner\n{\n\tDropItem \"ScrapMetalDrop\" 82 30\n}\n\nactor FrozenScrapMetalChance : RandomSpawner\n{\n\tDropItem \"FrozenScrapMetalDrop\" 105 30\n}\n\nactor WhiteHornChance : RandomSpawner\n{\n\tDropItem \"DemonHornDrop\" 60 30\n}\n\nactor FrozenHornChance : RandomSpawner\n{\n\tDropItem \"FrozenHornDrop\" 80 30\n}\n\nactor BlackHornChance : RandomSpawner\n{\n\tDropItem \"BlackDemonHornDrop\" 50 30\n}\n\nactor WhiteHornShardChance : RandomSpawner\n{\n\tDropItem \"DemonHornDrop\" 80 20\n\tDropItem \"BoneShardDrop\" 70 40\n}\n\nactor FrozenHornShardChance : RandomSpawner\n{\n\tDropItem \"FrozenHornDrop\" 90 20\n\tDropItem \"FrozenBoneShardDrop\" 90 40\n}\n\nACTOR LostSoul2 : LostSoul\n{\n DropItem \"WhiteHornShardChance\"\n Speed 20\n Health 25\n States\n {\n Death:\n SKUL F 6 BRIGHT ACS_ExecuteAlways(706,0,2)\n SKUL G 6 BRIGHT A_Scream\n SKUL H 6 BRIGHT\n SKUL I 6 BRIGHT A_NoBlocking\n SKUL J 6\n SKUL K 6\n Stop\n }\n}\n\nACTOR ZombieMan2 : Zombieman\n{\n DropItem \"ZombiemanDrops\"\n states\n {\n Death:\n POSS H 5 ACS_ExecuteAlways(706,0,5)\n POSS I 5 A_Scream\n POSS J 5 A_NoBlocking\n POSS K 5\n POSS L -1\n Stop\n XDeath:\n POSS M 5 ACS_ExecuteAlways(706,0,6)\n POSS N 5 A_XScream\n POSS O 5 A_NoBlocking\n POSS PQRST 5\n POSS U -1\n Stop\n }\n}\n\nactor ARZombieman : Zombieman2\n{\n Obituary \"%o was rattled by a zombieman.\"\n speed 8\n +MISSILEMORE\n +MISSILEEVENMORE\n Translation \"16:47=112:127\",\"169:191=112:127\"\n Attacksound \"Weapons/Q4ARFire\"\n DropItem \"ZombiemanDrops2\"\n States\n {\n Missile:\n POSS E 4 A_FaceTarget\n POSS F 4 A_CustomBulletAttack(8,5,1,2)\n POSS E 3 A_FaceTarget\n POSS F 3 A_CustomBulletAttack(8,5,1,2)\n POSS E 3 A_SpidRefire\n Goto Missile+3\n }\n}\n\nactor ZombiemanDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Clip\" 100 45\n}\n\nactor ZombiemanDrops2 : RandomSpawner\n{\n DropItem \"Assault-Rifle\" 125 20\n\tDropItem \"ScrapMetalDrop\" 100 40\n DropItem \"Clip\" 80 45\n}\n\nactor ShotgunGuy2 : ShotgunGuy\n{\nDropItem \"ShotgunGuyDrops\"\n states\n {\n Death:\n SPOS H 5 ACS_ExecuteAlways(706,0,8)\n SPOS I 5 A_Scream\n SPOS J 5 A_NoBlocking\n SPOS K 5\n SPOS L -1\n stop\n XDeath:\n SPOS M 5 ACS_ExecuteAlways(706,0,9)\n SPOS N 5 A_XScream\n SPOS O 5 A_NoBlocking\n SPOS PQRST 5\n SPOS U -1\n stop\n }\n}\n\nACTOR SpecialShotgunGuy : Shotgunguy2\n{\n DropItem \"SpecialShotgunGuyDrops\"\n Health 30\n Radius 20\n Height 56\n Mass 100\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n AttackSound \"weapons/sawnoffFire\"\n States\n {\n Missile:\n SPOS E 3 A_FaceTarget\n SPOS F 3 Bright A_SPosAttackUseAtkSound\n SPOS E 3\n Goto See\n }\n}\n\nactor ShotgunGuyDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Shell\" 80 45\n\tDropItem \"SlugAmmo\" 80 40\n}\n\nactor SpecialShotgunGuyDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Shell\" 80 45\n\tDropItem \"SlugAmmo\" 80 40\n\tDropItem \"SawnOffShotgun\" 80 36\n}\n\nactor DoomImp2 : Doomimp\n{\nDropItem \"BoneShardChance\"\n states\n {\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,10)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,12)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nactor ChaingunGuy2 : ChaingunGuy\n{\n DropItem \"ChaingunGuyDrops\"\n DropItem \"MinigunGuyDrops\"\n states\n {\n Death:\n CPOS H 5 ACS_ExecuteAlways(706,0,15)\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n CPOS N -1\n stop\n XDeath:\n CPOS O 5 ACS_ExecuteAlways(706,0,16)\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n CPOS T -1\n stop\n }\n}\n\nactor MinigunGuy : ChaingunGuy2\n{\n DropItem \"MinigunGuyDrops\"\n DropItem \"MinigunGuyDrops\"\n Translation \"16:47=118:127\"\n AttackSound \"weapons/ChaingunFire1\"\n Obituary \"%o was turned into ribbons by a minigunner.\"\n States\n {\n Missile:\n CPOS AE 2 A_FaceTarget\n CPOS F 2 A_CustomBulletAttack(9,5,1,4)\n CPOS E 2 A_FaceTarget\n CPOS E 0 A_CPosRefire\n Goto Missile+2\n }\n}\n\nactor ChaingunGuyDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Clip\" 80 45\n\tDropItem \"DoomChaingun\" 80 15\n\tDropItem \"CannonPartsDrop\" 80 5\n}\n\nactor MiniGunGuyDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Clip\" 80 45\n}\n\nactor PlasGunGuy : ChaingunGuy2\n{\n DropItem \"PlasGunGuyDrops\"\n DropItem \"PlasGunGuyDrops2\"\n Translation \"16:47=56:79\"\n Obituary \"%o was seared by a plasma gunner.\"\n States\n {\n Missile:\n CPOS AE 4 A_FaceTarget\n CPOS F 0 A_CustomMissile(\"Arachnotronplasma2\",24,-4,0)\n //CPOS F 0 A_CustomMissile(\"Arachnotronplasma\",24,12,0)\n CPOS F 6 A_CustomMissile(\"Arachnotronplasma2\",24,28,0)\n CPOS E 0 A_CustomMissile(\"Arachnotronplasma2\",6,12,0)\n //CPOS E 0 A_CustomMissile(\"Arachnotronplasma\",24,12,0)\n CPOS E 6 A_CustomMissile(\"Arachnotronplasma2\",42,12,0)\n Goto See\n }\n}\n\nactor PlasGunGuyDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 100 30\n DropItem \"Cell\" 80 45\n\tDropItem \"EnergyCoreDrop\" 90 8\n\tDropItem \"BlastChamberDrop\" 80 5\n}\n\nactor PlasGunGuyDrops2 : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 90 30\n DropItem \"Cell\" 80 45\n}\n\nActor Arachnotronplasma2 : Arachnotronplasma\n{\nSpeed 8\nDamage 4\n}\n\nACTOR Demon2 : Demon\n{\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n states\n {\n Death:\n SARG I 8 ACS_ExecuteAlways(706,0,18)\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n SARG N -1\n Stop\n }\n}\n\nACTOR Spectre2 : Spectre\n{\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n states\n {\n Death:\n SARG I 8 ACS_ExecuteAlways(706,0,20)\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n SARG N -1\n Stop\n }\n}\n\nactor Cacodemon2 : Cacodemon\n{\n DropItem \"WhiteHornShardChance\"\n BloodColor Blue\n states\n {\n Death:\n HEAD G 8 ACS_ExecuteAlways(706,0,25)\n HEAD H 8 A_Scream\n HEAD IJ 8\n HEAD K 8 A_NoBlocking\n HEAD L -1 A_SetFloorClip\n stop\n }\n}\n\nactor PainElemental2 : PainElemental\n{\n DropItem \"BlackHornChance\"\n states\n {\n Death:\n PAIN H 8 bright ACS_ExecuteAlways(706,0,32)\n PAIN I 8 bright A_Scream\n PAIN JK 8 bright\n PAIN L 8 bright A_PainDie // See LostSoul\n PAIN M 8 bright\n stop\n }\n}\n\nactor Revenant2 : Revenant\n{\n DropItem \"RevenantDrops\"\n DropItem \"BoneShardChance\"\n DropItem \"ScrapMetalChance\"\n\n states\n {\n Death:\n SKEL LM 7 ACS_ExecuteAlways(706,0,36)\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n SKEL Q -1\n stop\n }\n}\n\nactor RevenantDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 90 30\n\tDropItem \"CannonPartsDrop\" 90 15\n\tDropItem \"BoneShardDrop\" 90 10\n}\n\nactor FrozenRevenantDrops : RandomSpawner\n{\n\n\tDropItem \"FrozenScrapMetalDrop\" 100 30\n\tDropItem \"FrozenCannonPartsDrop\" 80 15\n\tDropItem \"FrozenBoneShardDrop\" 100 10\n}\n\nactor HellKnight2 : Hellknight\n{\n DropItem \"BlackHornChance\"\n DropItem \"HealthChance\"\n BloodColor Green\n states\n {\n Death:\n BOS2 I 8 ACS_ExecuteAlways(706,0,38)\n BOS2 J 8 A_Scream\n BOS2 K 8\n BOS2 L 8 A_NoBlocking\n BOS2 MN 8\n BOS2 O -1 A_BossDeath\n stop\n }\n}\n\nactor Fatso2 : Fatso\n{\n DropItem \"MancubusDrops\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n states\n {\n Death:\n FATT K 6 ACS_ExecuteAlways(706,0,38)\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1 A_BossDeath\n stop\n }\n}\n\nactor MancubusDrops : RandomSpawner\n{\n\n\tDropItem \"ScrapMetalDrop\" 90 30\n\tDropItem \"CannonPartsDrop\" 90 16\n\tDropItem \"MancCannonDrop\" 90 15\n\tDropItem \"BoneShardDrop\" 90 10\n}\n\nactor FlamingFatso : Fatso\n{\n DropItem \"MancubusDrops\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n damagefactor \"Ice\",0.5\n states\n {\n Missile:\n FATT H 2 A_FaceTarget\n FATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n\tFATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"MThrowerFlame\",30,random(-2,2),random(-9,9),2,random(-3,3))\n FATT G 0 A_SpidRefire\n Goto Missile\n Goto See\n Death:\n FATT K 6 ACS_ExecuteAlways(706,0,42)\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1 A_BossDeath\n stop\n }\n}\n\nactor FreezingFatso : Fatso\n{\n Translation \"Ice\"\n DropItem \"IceMancDrops\"\n DropItem \"FrozenScrapChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenScrapChance\"\n DropItem \"FrozenScrapChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n Bloodcolor blue\n damagefactor \"Ice\",0.25\n states\n {\n Missile:\n FATT H 2 A_FaceTarget\n FATT IG 3 Bright A_CustomMissile(\"RevIceBall\",30,random(-2,2),random(-2,2),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"RevIceBall\",30,random(-2,2),random(-2,2),2,random(-3,3))\n FATT IG 3 Bright A_CustomMissile(\"RevIceBall\",30,random(-2,2),random(-2,2),2,random(-3,3))\n FATT G 0 A_SpidRefire\n Goto Missile\n Goto See\n Death:\n FATT K 6 ACS_ExecuteAlways(706,0,42)\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1 A_BossDeath\n stop\n }\n}\n\nactor IceMancDrops : RandomSpawner\n{\n\n\tDropItem \"FrozenScrapMetalDrop\" 100 30\n\tDropItem \"FrozenCannonPartsDrop\" 80 16\n\tDropItem \"FrozenMancArmDrop\" 80 15\n\tDropItem \"FrozenBoneShardDrop\" 90 8\n}\n\nactor FrozenArachnotron : Arachnotron\n{\n Translation \"Ice\"\n DropItem \"FrozenArachnoDrops\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n damagefactor \"Ice\",0.25\n states\n {\n Missile:\n BSPI A 20 Bright A_FaceTarget\n BSPI G 4 Bright A_CustomMissile(\"RevIceBall\")\n BSPI H 4 Bright\n BSPI H 1 Bright A_SpidRefire\n Goto Missile+1\n Death:\n BSPI J 20 A_Scream\n BSPI K 7 A_NoBlocking\n BSPI L 7 ACS_ExecuteAlways(706,0,40)\n BSPI MNO 7\n BSPI P -1 A_BossDeath\n stop\n }\n}\n\nactor FrozenArachnoDrops : RandomSpawner\n{\n\tDropItem \"FrozenScrapMetalDrop\" 90 30\n\tDropItem \"FrozenBoneShardDrop\" 90 8\n\tDropItem \"FrozenCoreDrop\" 80 18\n\tDropItem \"FrozenChamberDrop\" 80 10\n}\n\nactor ArachnotronDrops : RandomSpawner\n{\n\tDropItem \"ScrapMetalDrop\" 100 30\n\tDropItem \"BoneShardDrop\" 90 15\n\tDropItem \"EnergyCoreDrop\" 90 18\n\tDropItem \"BlastChamberDrop\" 90 10\n}\n\nactor Arachnotron2 : Arachnotron\n{\n DropItem \"ArachnotronDrops\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n states\n {\n Death:\n BSPI J 20 A_Scream\n BSPI K 7 A_NoBlocking\n BSPI L 7 ACS_ExecuteAlways(706,0,40)\n BSPI MNO 7\n BSPI P -1 A_BossDeath\n stop\n }\n}\n\nactor BaronOfHell2 : BaronOfHell\n{\n DropItem \"BlackHornChance\"\n DropItem \"BlackHornChance\"\n DropItem \"HealthChance\"\n DropItem \"GreenArmor\"\n BloodColor Green\n states\n {\n Death:\n BOSS I 8 ACS_ExecuteAlways(706,0,50)\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n stop\n }\n}\n\nactor WolfensteinSS2 : WolfensteinSS\n{\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n states\n {\n Death:\n SSWV I 5 ACS_ExecuteAlways(706,0,50)\n SSWV J 5 A_Scream\n SSWV K 5 A_NoBlocking\n SSWV L 5\n SSWV M -1\n stop\n XDeath:\n SSWV N 5\n SSWV O 5 A_XScream\n SSWV P 5 A_NoBlocking\n SSWV QRSTU 5\n SSWV V -1\n stop\n }\n}\n\nactor NaziDrops : RandomSpawner\n{\n\tDropItem \"FrozenScrapMetalDrop\" 100 10\n\tDropItem \"FrozenBoneShardDrop\" 100 10\n\tDropItem \"FrozenCoreDrop\" 100 10\n\tDropItem \"FrozenChamberDrop\" 100 10\n\tDropItem \"FrozenHornDrop\" 100 10\n\tDropItem \"FrozenMancArmDrop\" 100 10\n\tDropItem \"FrozenChamberDrop\" 100 10\n\tDropItem \"DemonHornDrop\" 100 10\n\tDropItem \"BlackDemonHornDrop\" 100 10\n\tDropItem \"ScrapMetalDrop\" 100 10\n\tDropItem \"CannonPartsDrop\" 100 10\n\tDropItem \"MancCannonDrop\" 100 10\n\tDropItem \"BlastChamberDrop\" 100 10\n\tDropItem \"EnergyCoreDrop\" 100 10\n\tDropItem \"Megasphere\" 100 10\n}\n\nACTOR Archvile2 : Archvile\n{\n\tDropItem \"MegaSphere\"\n\tdamagefactor \"Ice\",0.6\n States\n {\n Death:\n VILE Q 7 ACS_ExecuteAlways(706,0,100)\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z -1\n Stop\n }\n}\n\nactor SpiderMastermind2 : SpiderMastermind\n{\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"MastermindDrops\"\n DropItem \"MastermindDrops2\"\n states\n {\n Death:\n SPID J 1 ACS_ExecuteAlways(706,0,250)\n SPID J 20 A_Scream\n SPID K 10 A_NoBlocking\n SPID LMNOPQR 10\n SPID S 30\n SPID S -1 A_BossDeath\n stop\n }\n}\n\nactor MasterMindDrops : RandomSpawner\n{\n\tDropItem \"ScrapMetalDrop\" 100 10\n\tDropItem \"CannonPartsDrop\" 80 10\n\tDropItem \"BlastChamberDrop\" 80 10\n\tDropItem \"EnergyCoreDrop\" 80 10\n\tDropItem \"Megasphere\" 80 10\n}\n\nactor MasterMindDrops2 : RandomSpawner\n{\n\tDropItem \"ScrapMetalDrop\" 100 10\n\tDropItem \"CannonPartsDrop\" 80 10\n\tDropItem \"BlastChamberDrop\" 80 10\n\tDropItem \"EnergyCoreDrop\" 80 10\n\tDropItem \"Megasphere\" 80 10\n}\n\nactor Cyberdemon2 : Cyberdemon\n{\n\tDropItem \"MegaSphere\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"ScrapMetalChance\"\n\tDropItem \"MastermindDrops\"\n\tDropItem \"MastermindDrops2\"\n states\n {\n Death:\n CYBR H 10 ACS_ExecuteAlways(706,0,500)\n CYBR I 10 A_Scream\n CYBR JKL 10\n CYBR M 10 A_NoBlocking\n CYBR NO 10\n CYBR P 30\n CYBR P -1 A_BossDeath\n }\n}\n\nActor ElectricBaron\n {\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BlackHornChance\"\n DropItem \"BlackHornChance\"\n DropItem \"HealthChance\"\n DropItem \"HealthChance\"\n obituary \"%o was electrocuted by an Electric Baron.\"\n hitobituary \"%o was eviscerated by an Electric Baron.\"\n health 750\n radius 24\n height 64\n mass 1000\n speed 12\n painchance 50\n seesound \"baron/sight\"\n painsound \"baron/pain\"\n deathsound \"baron/death\"\n activesound \"baron/active\"\n MONSTER\n +FLOORCLIP\n Bloodcolor White\n DamageFactor \"Electric\", -0.25\n +BOSSDEATH\n Translation \"16:47=192:198\", \"48:63=224:231\", \"64:79=160:167\", \"96:111=80:95\", \"112:127=80:95\", \"5:8=96:99\", \"0:0=4:4\"\n states\n {\n Spawn:\n BOSS AB 10 A_Look\n loop\n See:\n BOSS AABBCCDD 3 A_Chase\n loop\n Melee:\n Missile:\n BOSS E 1 A_Jump (32,\"Bolter\")\n goto Bolter\n ElectroRing:\n /*BOSS EF 1 A_FaceTarget\n BOSS G 3\n BOSS G 0 A_CustomMissile(\"ThunderRing\",48,0,0)*/\n goto Bolt\n goto See\n Bolter:\n BOSS EF 5 A_FaceTarget\n BOSS G 1 Light_ForceLightning (1)\n BOSS G 5 A_BasicAttack ((Random(5,25)), \"IceBaron/Melee\", \"EBLightning\", 48)\n goto See\n Pain:\n BOSS H 2\n BOSS H 2 A_Pain\n goto See\n Death:\n BOSS H 8 ACS_ExecuteAlways(706,0,250)\n BOSS I 8\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n stop\n Raise:\n BOSS ONMLKJI 8\n goto See\n }\n}\n\n/*\nElBaron/Lightning\tELBPEW\nElBaron/PuffSpawn\tELBSPAWN\nElBaron/PuffDie\t\tELBDIE\n*/\n\nACTOR EBLightning\n{\n Height 16\n Radius 16\n Speed 45\n decal BFGScorch2\n Damage 4\n //+RIPPER\n +SKYEXPLODE\n PROJECTILE\n Renderstyle Add\n Damagetype Electric\n Seesound \"ElBaron/Lightning\"\n Translation \"80:95=224:231\", \"192:207=224:231\"\n States\n {\n Spawn:\n EBZP ABC 2\n loop\n Death:\n goto Spam\n Spam:\n // \tKBBL C 0 Radius_Quake (5,32,128,256,0)\n // \tKBBL C 0 A_PlaySound (\"world/quake\")\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 1 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n ELBB C 2 A_CustomMissile(\"EBBall\",0,0,(Random(-90,90)),0,1)\n stop\n }\n }\n\nACTOR EBBall\n{\n Height 12\n Radius 12\n Speed 32\n Damage (Random(1,4*1+0))\n decal ArachScorch2\n Seesound \"ElBaron/PuffSpawn\"\n Deathsound \"ElBaron/PuffDie\"\n Renderstyle Add\n Damagetype Electric\n Translation \"80:95=224:231\", \"192:207=224:231\"\n PROJECTILE\n States\n {\n Spawn:\n ELBB A 1 thrustthingZ (0,320,(Random(0,1)),0)\n Goto Que\n Que:\n ELBB BCDE 4\n Death:\n ELBB F 0 A_Explode((Random(1,5*1+0)),128,false)\n ELBB FGHIJK 6\n stop\n }\n}\n\n//Ice Baron\n//First attempt at monsters\n\nActor IceBaron\n {\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenScrapMetalChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenHornShardChance\"\n DropItem \"FrozenHornShardChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"FrozenAmmoChance\"\n DropItem \"HealthChance\"\n DropItem \"HealthChance\"\n obituary \"%o was frozen by an Ice Baron.\"\n hitobituary \"%o was mutilated by an Ice Baron.\"\n health 800\n radius 24\n height 64\n mass 1000\n speed 8\n painchance 0\n seesound \"baron/sight\"\n painsound \"baron/pain\"\n deathsound \"baron/death\"\n activesound \"baron/active\"\n DamageFactor FIce, -0.25\n DamageFactor Ice, -0.25\n DamageFactor Melee, 0.5\n MONSTER\n +FLOORCLIP\n Bloodcolor Blue\n +BOSSDEATH\n Translation \"112:127=192:207\",\"48:79=80:111\",\"16:47=195:207\",\"80:111=240:247\"\n states\n {\n Spawn:\n BOSS AB 10 A_Look\n loop\n See:\n BOSS AABBCCDD 3 A_Chase\n loop\n Melee:\n Missile:\n BOSS E 0 A_Jump (32,\"IceBall\")\n goto IceShards\n IceShards:\n BOSS E 0 A_PlaySound (\"IceBaron/Missile\")\n BOSS EF 1 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"IBShard\",48)\n BOSS G 0 A_FaceTarget\n //BOSS G 1 A_FaceTarget\n //BOSS G 1 A_CustomMissile(\"IcebergFire\",48) <-- Doesn't work\n goto See\n IceBall:\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BasicAttack ((Random(8,25)), \"IceBaron/Melee\", \"IceBall\", 48)\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BasicAttack ((Random(8,25)), \"IceBaron/Melee\", \"IceBall\", 48)\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BasicAttack ((Random(8,25)), \"IceBaron/Melee\", \"IceBall\", 48)\n goto See\n Pain:\n BOSS H 2\n BOSS H 2 A_Pain\n goto See\n Death:\n BOSS H 8 ACS_ExecuteAlways(706,0,250)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,0,0,2)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,15,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,30,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,45,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,60,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,75,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,90,0,2)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,105,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,120,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,135,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,150,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,165,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,180,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-15,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-30,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-45,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-60,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-75,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-90,0,2)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-105,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-120,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-135,0,1)\n BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-150,0,1)\n //BOSS H 0 A_CustomMissile(\"Iceberg\",0,0,-165,0,1)\n BOSS I 8\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n stop\n Raise:\n BOSS ONMLKJI 8\n goto See\n }\n}\n\nActor IceBall\n {\n Projectile\n Speed 24\n SeeSound \"IceShard/BigShot\"\n DeathSound \"IceShard/BigBreak\"\n radius 16\n height 16\n Damage 4\n //Health 25\n DamageType Ice\n states\n {\n Spawn:\n ICPR ABC 2 Bright A_SpawnItemEx(\"IceShardTrail\", 0, 0, 2)\n loop\n Death:\n MWND E 2 A_Explode(Random(1,12*1+0),32,0)\n MWND F 2 A_PlaySound(\"IceBaron/Shard\")\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,0,0,2)\n MWND G 2 Bright\n MWND H 2 Bright\n MWND I 2 Bright\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,15,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,30,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,45,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,60,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,75,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,90,0,2)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,105,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,120,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,135,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,150,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,165,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,180,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-15,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-30,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-45,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-60,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-75,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-90,0,2)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-105,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-120,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-135,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-150,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-165,0,1)\n IBBM DEF 3\n stop\n }\n}\n\nActor IBShard\n{\n hitobituary \"%o didn't notice the ice shards.\"\n obituary \"%o didn't notice the ice shards.\"\n Projectile\n Speed 24\n seesound \"IceShard/SmallShardFire\"\n deathsound \"IceBaron/MissileDie\"\n radius 6\n Height 2\n Damage 2\n DamageType Ice\n states\n {\n Spawn:\n ICPR NOP 3 Bright A_SpawnItemEx(\"IceShardTrail\", 0, 0, 2)\n loop\n Death:\n MWND E 4 Bright\n\t\tMWND F 3 Bright\n\t\tMWND G 4 Bright\n\t\tMWND H 3 Bright\n\t\tMWND I 4 Bright\n stop\n }\n}\n\nactor Iceberg\n{\n hitobituary \"%o was frozen by a dying Ice Baron.\"\n obituary \"%o was frozen by a dying Ice Baron.\"\n Projectile\n Scale 0.5\n seesound \"IceBaron/Glacier\"\n Translation Ice\n Radius 16\n Speed 50\n +Floorhugger\n +Ripper\n +noblood\n Damage (Random(1,5*1+0))\n Height 128\n Health 100\n States\n {\n Spawn:\n GLAC BCDEFGHI 3\n GLAC I -1\n Death:\n GLAC I 1 A_IceGuyDie\n stop\n }\n}\n\nActor WorldReflect\n {\n scale 1\n Radius 16384\n Height 16384\n +Solid\n +Shootable\n +noblood\n -NOGRAVITY\n -Pushable\n +NOTARGET\n +REFLECTIVE\n +INVULNERABLE\n MASS 9129\n Health 0\n -noblockmap\n states\n {\n Spawn:\n PLAY A 3\n stop\n }\n}\n\nActor MiniReflect\n {\n scale 1\n Radius 48\n Height 64\n +Solid\n +Shootable\n +noblood\n -NOGRAVITY\n -Pushable\n +NOTARGET\n +REFLECTIVE\n +INVULNERABLE\n MASS 9129\n Health 0\n -noblockmap\n states\n {\n Spawn:\n NULL A 1\n goto Death\n Death:\n NULL A 1\n stop\n }\n}\n\nActor FlameBaron\n {\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BoneShardChance\"\n DropItem \"BlackHornChance\"\n DropItem \"BlackHornChance\"\n DropItem \"HealthChance\"\n DropItem \"HealthChance\"\n damagefactor Ice, 0.25\n obituary \"%o was incinerated by a Flame Baron.\"\n hitobituary \"%o was mangled by a Flame Baron.\"\n health 800\n radius 24\n height 64\n mass 1000\n speed 6\n painchance 25\n seesound \"baron/sight\"\n painsound \"baron/pain\"\n deathsound \"baron/death\"\n activesound \"baron/active\"\n MONSTER\n +FLOORCLIP\n +NODROPOFF\n Bloodcolor Orange\n DamageFactor \"Fire\", -0.25\n +BOSSDEATH\n Translation \"16:31=214:223\",\"32:35=232:235\",\"36:36=191:191\",\"37:37=190:190\",\"38:38=189:189\",\"39:39=188:188\",\"40:40=187:187\",\"41:41=186:186\",\"42:42=185:185\",\"43:43=184:184\",\"44:44=183:183\",\"45:45=182:182\",\"46:46=181:181\",\"47:47=180:180\",\"48:79=96:111\",\"112:127=176:191\"\n states\n {\n Spawn:\n BOSS AB 10 A_Look\n loop\n See:\n BOSS AABBCCDD 3 A_FastChase\n loop\n Melee:\n Missile:\n BOSS E 1 A_Jump (86,\"WutFire\")\n goto HMissile\n HMissile:\n BOSS EF 1 A_FaceTarget\n BOSS G 1 A_CustomMissile(\"FBaronHoming\",48,0,0)\n BOSS G 0 A_CustomMissile(\"FBaronHoming\",48,0,15)\n BOSS G 0 A_CustomMissile(\"FBaronHoming\",48,0,-15)\n goto See\n WutFire:\n BOSS EF 1 A_FaceTarget\n BOSS G 1 A_BasicAttack((Random(10,50)), \"IceBaron/Melee\", \"FBaronBall\", 48)\n goto See\n Pain:\n BOSS H 2\n BOSS H 2 A_Pain\n goto See\n Death:\n BOSS H 8 ACS_ExecuteAlways(706,0,250)\n BOSS I 8\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n stop\n Raise:\n BOSS ONMLKJI 8\n goto See\n }\n}\n\nACTOR FBaronHoming\n{\n Speed 10\n Height 8\n Damage 3\n DamageType \"Fire\"\n SeeSound \"Baron/Missile\"\n Projectile\n +SEEKERMISSILE\n +EXTREMEDEATH\n DeathSound \"FlameBaron/Explode\"\n States\n {\n Spawn:\n MSP2 ABCD 2 Bright A_SeekerMissile(0.5,1)\n Loop\n Death:\n MSP2 E 4 Bright A_SetTranslucent(1,1)\n MSP2 F 5 Bright A_Explode((Random(1,25*1+0)), 48, 0)\n MSP2 GH 5 Bright\n MSP2 I 4 Bright\n Stop\n }\n}\n\nActor FBaronBall\n{\n Speed 24\n Height 6\n Radius 6\n Scale 1.5\n +SEEKERMISSILE\n +EXTREMEDEATH\n Seesound \"Baron/Missile\"\n DamageType \"Fire\"\n //+Ripper <-- holy shit too much damage\n Projectile\n Damage (random(1,18*1+0))\n Deathsound \"FlameBaron/Hit\"\n States\n {\n Spawn:\n FBBA A 1 Bright A_SeekerMissile(0,2)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA A 1 Bright A_SeekerMissile(0,2)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA A 1 Bright A_SeekerMissile(0,2)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA A 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA B 1 Bright A_SeekerMissile(0,2)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA B 1 Bright A_SeekerMissile(0,2)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA B 1 Bright A_SeekerMissile(0,2)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA B 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA C 1 Bright A_SeekerMissile(0,2)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA C 1 Bright A_SeekerMissile(0,2)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n FBBA C 1 Bright A_SeekerMissile(0,2)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,-165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,165)\n FBBA C 0 Bright A_CustomMissile(\"BSFlame\",0,0,180)\n loop\n Death:\n FBBA D 3 Bright\n FBBA EFGH 3 A_Explode((Random(5,25*1+0)),32,0)\n stop\n }\n}\n\nActor BSFlame\n{\n +Noclip\n Speed 8\n Height 6\n Radius 1\n DamageType \"Fire\"\n Projectile\n //+Ripper\n Damage 2\n States\n {\n Spawn:\n FBSM ABCDE 2 Bright A_FadeOut(0.1)\n loop\n }\n}\n\nactor LostSoulResurrect : LostSoul2\n{\n DropItem \"WhiteHornShardChance\"\n +NOGRAVITY\n +FLOAT\n +BOSS\n +STEALTH\n RenderStyle Translucent\n Alpha 1.0\n BloodColor \"00 ef 00\"\n Obituary \"%o was eaten by a lost soul\"\n HitObituary \"%o was bitten by a lost soul.\"\n Health 12\n States\n {\n See:\n SKUL ABCD 3 A_VileChase\n loop\n Spawn:\n SKUL AB 10 A_Look\n loop\n Pain:\n SKUL H 2\n SKUL H 2 A_Pain\n Goto See\n Death:\n SKUL F 3 BRIGHT ACS_ExecuteAlways(706,0,8)\n SKUL G 3 BRIGHT A_Scream\n SKUL H 3 BRIGHT\n SKUL I 3 BRIGHT A_NoBlocking\n SKUL J 3\n SKUL K 3\n Stop\n Heal:\n BOSS H 8 Bright\n BOSS H 0 A_Die\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "RecMons.txt",
"contents": "actor CacoWraith : Cacodemon\n{\n DropItem \"WhiteHornShardChance\"\n DropITem \"WhiteHornShardChance\"\n Translation \"169:191=192:207\",\"16:47=192:207\",\"192:207=169:191\",\"240:245=47:47\",\"112:127=88:111\"\n Obituary \"%o was Serenaded By a cacowraith\"\n HitObituary \"%o was Serenaded By a cacowraith\"\n RenderStyle Add\n Alpha 1.0\n +STEALTH\n States\n {\n Missile:\n HEAD A 0 A_Jump(128,5)\n HEAD BC 5 A_FaceTarget\n HEAD D 3 Bright A_CustomMissile(\"OctaBall\",random(20,24),random(-3,3),random(-20,20),2,random(-4,4))\n HEAD D 0 A_SpidRefire\n Goto Missile+3\n HEAD BC 4 A_FaceTarget\n HEAD D 4 Bright A_HeadAttack\n HEAD BC 4 A_FaceTarget\n HEAD D 4 Bright A_HeadAttack\n HEAD BC 4 A_FaceTarget\n HEAD D 4 Bright A_HeadAttack\n Goto See\n Death:\n HEAD G 8 ACS_ExecuteAlways(706,0,40)\n HEAD H 8 A_Scream\n HEAD IJ 8\n HEAD K 8 A_NoBlocking\n HEAD L -1 A_SetFloorClip\n stop\n }\n}\n\nactor OctaBall\n{\n Radius 8\n Height 8\n Speed 10\n Damage 5\n Scale 0.6\n PROJECTILE\n RenderStyle Add\n Alpha 0.67\n SeeSound \"octa/attack\"\n DeathSound \"\"\n DamageType FIce\n States\n {\n Spawn:\n OCFX ABCDEFGHIJKLMNOPQRS 3 Bright\n Goto Death\n Death:\n OCFX T 2 Bright\n Stop\n }\n}\n\nactor PlasmaSoul : LostSoul2\n{\n DropItem \"WhiteHornShardChance\"\n Translation \"169:191=192:207\",\"160:167=192:207\",\"209:223=192:200\",\"232:235=200:204\",\"16:47=192:207\"\n Obituary \"%o was melted by a Plasma Soul.\"\n BloodColor \"00 00 ff\"\n MissileType PlasmaBall\n MissileHeight 8\n States\n {\n Missile:\n SKUL C 10 Bright A_FaceTarget\n SKUL C 0 A_PlaySound(\"skull/attack\")\n SKUL C 0 A_MissileAttack\n SKUL CDCD 6 Bright A_FaceTarget\n SKUL F 0 A_SpidRefire\n Goto Missile+2\n Death:\n SKUL F 6 BRIGHT ACS_ExecuteAlways(706,0,8)\n SKUL G 6 BRIGHT A_Scream\n SKUL H 6 BRIGHT\n SKUL I 6 BRIGHT A_NoBlocking\n SKUL J 6\n SKUL K 6\n Stop\n }\n}\n\nactor Abomination : Fatso2\n{\n Obituary \"%o was mashed by an abomination.\"\n DropItem \"MancubusDrops\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"BoneShardChance\"\n damagefactor \"Ice\",0.5\n Health 750\n DropItem Stimpack 24\n States\n {\n Spawn:\n SUCC AB 10 A_Look\n Loop\n See:\n SUCC AABBCCDDEEFF 4 A_Chase\n Loop\n Missile:\n SUCC G 20 A_FatRaise\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n SUCC H 0 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC H 10 Bright A_CustomMissile(\"SuccShot\",20,0,random(-10,-1),0)\n SUCC IG 5 A_FaceTarget\n Goto See\n Pain:\n SUCC J 2\n SUCC J 2 A_Pain\n Goto See\n Death:\n SUCC K 6 ACS_ExecuteAlways(706,0,60)\n SUCC L 6 A_Scream\n SUCC M 6 A_NoBlocking\n SUCC NOPQRS 6\n SUCC T -1\n Stop\n Raise:\n SUCC RQPONMLK 5\n Goto See\n }\n}\n\nactor SuccShot : FatShot\n{\n States\n {\n Spawn:\n SUCB AB 10\n Loop\n }\n}\n\nactor Stalker : Revenant2\n{\n DropItem \"RevenantDrops\"\n DropItem \"BoneShardChance\"\n DropItem \"ScrapMetalChance\"\n Translation \"16:47=112:127\",\"169:191=112:127\"\n Obituary \"%o was felled by a Stalker.\"\n Health 300\n RenderStyle Translucent\n +STEALTH\n BloodColor green\n Alpha 1.0\n States\n {\n Missile:\n SKEL J 0 A_Jump(128,4)\n SKEL J 10 Bright A_FaceTarget\n SKEL K 0 A_CustomMissile(\"StalkerBall\",58,-11)\n SKEL K 10 A_CustomMissile(\"StalkerBall\",58,11)\n Goto See\n SKEL J 20 Bright A_FaceTarget\n SKEL J 0 A_CustomMissile(\"StalkerBall\",55,-11)\n SKEL J 2 Bright A_CustomMissile(\"StalkerBall\",55,11)\n SKEL J 0 A_CustomMissile(\"StalkerBall\",55,-11)\n SKEL J 2 Bright A_CustomMissile(\"StalkerBall\",55,11)\n Goto See\n Death:\n SKEL LM 7 ACS_ExecuteAlways(706,0,50)\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n SKEL Q -1\n stop\n }\n}\n\nactor StalkerBall : PlasmaBall\n{\n Speed 9\n Damage 7\n poisondamage 36\n SeeSound \"imp/attack\"\n States\n {\n Spawn:\n CBAL ABC 5 Bright\n Loop\n Death:\n CBAL DEFG 3 Bright\n Stop\n }\n}\n\nactor FlameRevenant : Revenant2\n{\n DropItem \"RevenantDrops\"\n DropItem \"BoneShardChance\"\n DropItem \"ScrapMetalChance\"\n Translation \"169:191=209:223\",\"16:47=209:223\"\n damagefactor \"Ice\",0.6\n Health 600\n BloodColor orange\n Obituary \"%o was torched by A Flame Revenant.\"\n States\n {\n Missile:\n SKEL J 10 Bright A_FaceTarget\n SKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n SKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n\tSKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n SKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n\tSKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n SKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n\tSKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n SKEL K 1 A_CustomMissile(\"MThrowerFlame\",60,random(-2,2),random(-9,9),2,random(-3,3))\n Goto See\n Death:\n SKEL LM 7 ACS_ExecuteAlways(706,0,40)\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n SKEL Q -1\n stop\n }\n}\n\nactor IceRevenant : Revenant2\n{\n DropItem \"FrozenRevenantDrops\"\n DropItem \"FrozenBoneShardChance\"\n DropItem \"FrozenScrapMetalChance\"\n Dropitem \"FrozenAmmoChance\"\n Dropitem \"FrozenAmmoChance\"\n Dropitem \"FrozenAmmoChance\"\n Translation \"Ice\"\n damagefactor \"Ice\",0.25\n Health 500\n BloodColor blue\n Obituary \"%o was frozen by an Ice Revenant.\"\n States\n {\n Missile:\n SKEL J 10 Bright A_FaceTarget\n SKEL K 1 A_CustomMissile(\"RevIceBall\",60,-10,0)\n SKEL K 1 A_CustomMissile(\"RevIceBall\",60,10,0)\n Goto See\n Death:\n SKEL LM 7 ACS_ExecuteAlways(706,0,45)\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n SKEL Q -1\n stop\n }\n}\n\nactor SuccShot2 : SuccShot\n{\n Speed 7\n Damage 2\n Scale 0.65\n States\n {\n Spawn:\n SUCB ABABABABABAB 3\n Death:\n MISL B 1 Bright\n MISL C 1 Bright\n MISL D 1 Bright\n Stop\n }\n}\n\nactor SuccShot3 : SuccShot\n{\n Speed 8\n Damage 5\n Scale 1.5\n States\n {\n Spawn:\n SUCB ABABABABAB 3\n Goto Death\n Death:\n MISL B 1 Bright\n MISL C 1 Bright\n MISL D 1 Bright\n Stop\n }\n}\n\nactor PlasmaElemental : PainElemental2\n{\n DropItem \"BlackHornChance\"\n DropItem \"BlackHornChance\"\n Translation \"169:191=192:207\",\"160:167=192:207\",\"209:223=192:200\",\"232:235=200:204\",\"16:47=192:207\"\n Obituary \"%o was melted by a Plasma Elemental.\"\n Damage 2\n BloodColor \"00 00 ff\"\n States\n {\n Missile:\n PAIN A 0 A_Jump(128,10)\n PAIN G 20 Bright A_PlaySound(\"pain/sight\")\n PAIN DE 6 Bright A_FaceTarget\n Goto See\n PAIN DE 5 Bright A_FaceTarget\n PAIN F 5 A_PainAttack(\"PlasmaSoul\")\n Goto See\n Death:\n PAIN H 8 Bright ACS_ExecuteAlways(706,0,80)\n PAIN I 8 Bright A_Scream\n PAIN JK 8 Bright\n PAIN L 8 Bright A_PainDie(\"PlasmaSoul\")\n PAIN M 8 Bright\n Stop\n }\n}\n\nactor MiniCyber : Cyberdemon2 10005\n{\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n DropItem \"NaziDrops\"\n Health 10\n missileheight 5\n Speed 12\n height 10\n radius 10\n PainChance 35\n Mass 2000\n Scale 0.25\n BloodColor \"00 af 00\"\n MONSTER\n +BOSS\n +NORADIUSDMG\n +FLOORCLIP\n SeeSound \"brain/sight\"\n PainSound \"brain/pain\"\n DeathSound \"brain/death\"\n ActiveSound \"cyber/active\"\n AttackSound \"weapons/rlaunc\"\n Obituary \"%o was overwhelmed by a Mini Cyberdemon.\"\n MissileType MiniCyberRocket\n MissileHeight 20\n States\n {\n Spawn:\n DCYB AB 10 A_Look\n Loop\n See:\n DCYB AABBCCDD 3 A_Chase\n Loop\n Missile:\n DCYB AE 3 A_FaceTarget\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_MissileAttack\n Goto See\n Pain:\n DCYB G 2\n DCYB G 2 A_Pain\n Goto See\n Death:\n DCYB H 10 ACS_ExecuteAlways(706,0,50)\n DCYB I 10 A_Scream\n DCYB JKLMNO 10\n DCYB P -1 A_NoBlocking\n Stop\n }\n}\n\nActor MinicyberRocket : Rocket\n{\nRadius 1\nHeight 1\nscale 0.3\nSpeed 32\nDamage 1\nProjectile\n+RANDOMIZE\n+DEHEXPLOSION\n+ROCKETTRAIL\nSeeSound \"weapons/rocklf\"\nDeathSound \"weapons/rocklx\"\n States\n {\n Spawn:\n MISL A 1 Bright\n Loop\n Death:\n MISL B 8 Bright A_Explode(2,8)\n MISL C 6 Bright\n MISL D 4 Bright\n Stop\n }\n}\n\nactor PoisonImp : Doomimp2\n{\n DropItem \"BoneShardChance\"\n Translation \"16:47=112:127\",\"169:191=112:127\"\n MissileType PoisonImpBall\n poisondamage 10\n states\n {\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 4 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n Goto See\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,12)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,14)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nACTOR PoisonImpBall : CStaffMissile\n{\n Speed 22\n Radius 12\n Height 10\n RenderStyle Add\n PoisonDamage 36\n Damage 3\n Projectile\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n States\n {\n Spawn:\n CBAL ABC 1 Bright A_CStaffMissileSlither\n Loop\n Death:\n CBAL DE 4 Bright\n CBAL FG 3 Bright\n Stop\n }\n}\n\nactor EXPDummy1 : Doomimp2\n{\n //DropItem \"BoneShardDrop\"\n Translation \"16:47=112:127\",\"169:191=112:127\"\n MissileType PoisonImpBall\n poisondamage 10\n states\n {\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 4 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n Goto See\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,2500)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,2500)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nactor EXPDummy2 : Doomimp2\n{\n //DropItem \"BoneShardDrop\"\n Translation \"16:47=112:127\",\"169:191=112:127\"\n MissileType PoisonImpBall\n poisondamage 10\n states\n {\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 4 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n Goto See\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,5000)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,5000)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nactor EXPDummy3 : Doomimp2\n{\n //DropItem \"BoneShardDrop\"\n Translation \"16:47=112:127\",\"169:191=112:127\"\n MissileType PoisonImpBall\n poisondamage 10\n states\n {\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 4 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n Goto See\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,10000)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,10000)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nactor IceImp : Doomimp2\n{\n DropItem \"FrozenBoneShardChance\"\n Translation \"Ice\"\n MissileType IceImpShard\n poisondamage 10\n states\n {\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 4 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n\tTROO G 1 A_MissileAttack\n Goto See\n Death:\n TROO I 8 ACS_ExecuteAlways(706,0,12)\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n stop\n XDeath:\n TROO N 5 ACS_ExecuteAlways(706,0,12)\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n stop\n }\n}\n\nActor IceShardTrail\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +CANNOTPUSH\n RenderStyle Translucent\n Alpha 0.2\n States\n{\n Spawn:\n FX18 HIJKL 4\n Stop\n}\n}\n\nActor IceImpShard\n{\n hitobituary \"%o was frozen by an ice imp.\"\n obituary \"%o was frozen by an ice imp.\"\n Projectile\n Speed 24\n\tseesound \"IceShard/SmallShardFire\"\n\t//seesound \"IceBaron/Missile\"\n deathsound \"IceBaron/MissileDie\"\n\tdamagefactor \"Ice\",0.25\n radius 6\n Height 2\n Damage 2\n DamageType Ice\n states\n {\n Spawn:\n ICPR NOP 3 Bright A_SpawnItemEx(\"IceShardTrail\", 0, 0, 2)\n loop\n Death:\n Death:\n\t MWND E 4 Bright\n\t MWND F 3 Bright\n\t MWND G 4 Bright\n\t MWND H 3 Bright\n\t MWND I 4 Bright\n stop\n }\n}\n\nActor IceBall2\n {\n Projectile\n Speed 12\n Seesound \"IceShard/BigShot\"\n deathsound \"IceShard/BigBreak\"\n radius 16\n height 16\n Damage 5\n //Health 25\n DamageType Ice\n states\n {\n Spawn:\n ICPR ABC 2 Bright A_SpawnItemEx(\"IceShardTrail\", 0, 0, 2)\n loop\n Death:\n MWND E 2 A_Explode(Random(1,12*1+0),32,0)\n MWND F 2 A_PlaySound(\"IceBaron/Shard\")\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,0,0,2)\n MWND G 2 Bright\n MWND H 2 Bright\n MWND I 2 Bright\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,15,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,30,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,45,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,60,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,75,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,90,0,2)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,105,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,120,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,135,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,150,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,165,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,180,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-15,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-30,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-45,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-60,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-75,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-90,0,2)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-105,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-120,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-135,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-150,0,1)\n IBBM C 0 A_CustomMissile(\"IBShard\",0,0,-165,0,1)\n IBBM DEF 3\n stop\n }\n}\n\nActor RevIceBall\n {\n Projectile\n Speed 12\n Seesound \"IceShard/BigShot\"\n deathsound \"IceShard/BigBreak\"\n radius 16\n height 16\n Damage 3\n //Health 25\n DamageType Ice\n states\n {\n Spawn:\n ICPR ABC 2 Bright A_SpawnItemEx(\"IceShardTrail\", 0, 0, 2)\n loop\n Death:\n MWND E 2 A_Explode(Random(1,12*1+0),32,0)\n MWND F 2 A_PlaySound(\"IceBaron/Shard\")\n MWND G 2 Bright\n MWND H 2 Bright\n MWND I 2 Bright\n IBBM DEF 3\n stop\n }\n}\n\nACTOR DropFire\n{\n Radius 8\n Height 40\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.90\n DONTHURTSHOOTER\n -NOGRAVITY\n +LOWGRAVITY\n +NOEXPLODEFLOOR\n States\n {\n Spawn:\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(8,16)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(8,16)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(8,32)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(8,16)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(8,32)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(8,16)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(8,32)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(8,16)\n FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n FLME A 1 Bright A_Explode(8,32)\n FLME BCDEFGHIJKLMN 2 Bright A_Explode(8,16)\n FLME A 0 A_Jump(192,1)\n loop\n NULL A 0\n goto death\n Death:\n NULL A 1 Bright\n stop\n }\n}\n\nACTOR MThrowerFlame\n{\n Radius 2\n Height 2\n Speed 16\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.67\n Scale 0.67\n SeeSound \"weapons/flamer\"\n DeathSound \"weapons/scorch\"\n DONTHURTSHOOTER\n States\n {\n Spawn:\n NULL A 2 Bright\n FRFX ABCD 2 Bright A_Explode(8,3,0)\n FRFX D 0 Bright A_Lowgravity\n FRFX EFG 2 Bright A_Explode(8,16,0)\n FRFX HIJ 2 Bright A_Explode(8,32,0)\n FRFX KLM 2 Bright A_Explode(8,64,0)\n FRFX NO 2 Bright\n stop\n Death:\n FRFX HIJ 2 Bright A_Explode(8,32,0)\n //FRFX J 0 A_CustomMissile (\"DropFire\",0,0,0,0)\n FRFX KLM 2 Bright A_Explode(8,64,0)\n FRFX NO 2 Bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "PLASMAZO.txt",
"contents": "ACTOR Lampara 20001\n{\nRadius 16\nHeight 56\n+SOLID\n\nStates\n{\n\tSpawn:\n\tCOLU A 3 Bright\n\tLoop\n}\n}\n\nactor PlasmaZombieDrops : RandomSpawner\n{\n DropItem \"ScrapmetalDrop\" 150 50\n\tDropItem \"EnergyCoreDrop\" 90 20\n\tDropItem \"BlastChamberDrop\" 90 5\n DropItem \"Cells\" 125 45\n}\n\nactor PlasmaZombieDrops2 : RandomSpawner\n{\n DropItem \"Cells\" 125 30\n\tDropItem \"ScrapmetalDrop\" 150 40\n\tDropItem \"PlasmaRipper\" 188 25\n\tDropItem \"DoomPlasmaRifle\" 155 22\n}\n\nACTOR PlasmoZombi 20002\n{\nHealth 150\nPainchance 80\nSpeed 10\nRadius 26\nHeight 50\nSeesound \"grunt/sight\"\nPainsound \"grunt/pain\"\nDeathsound \"grunt/death\"\nActivesound \"grunt/active\"\nObituary \"%o was brutally raped by a PlasmoZombie\"\nMissiletype PersoPlasma\n+NoDropOff\n+Solid\nDropitem \"PlasmaZombieDrops\"\nDropitem \"PlasmaZombieDrops2\"\nDropitem \"ScrapMetalChance\"\nDropitem \"ScrapMetalChance\"\nMONSTER\n\nStates\n{\n\tSpawn:\n\t\tGSOL AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGSOL ABCD 4 A_Chase\n\t\tLoop\n Missile:\n GSOL E 3 A_Facetarget\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+60, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n\t\tGSOL E 4 ThrustThing(angle*256/360+188, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+60, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+188, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n Goto See\n\tPain:\n\t\tGSOL G 10 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGSOL H 3 A_Scream\n\t\tGSOL I 3 ACS_ExecuteAlways(706,0,25)\n\t\tGSOL J 3 A_Fall\n\t\tGSOL K 3\n\t\tGSOL L 3\n\t\tGSOL MN 3\n\t\tGSOL N -1\n\t\tStop\n\txDeath:\n\t\tGSOL O 3 ACS_ExecuteAlways(706,0,30)\n\t\tGSOL P 3 A_XScream\n\t\tGSOL Q 3 A_Fall\n\t\tGSOL R 3 A_Noblocking\n\t\tGSOL S 3\n\t\tGSOL T 3\n\t\tGSOL U 3\n\t\tGSOL V 3\n\t\tGSOL W 3\n\t\tGSOL W -1\n\t\tStop\n}\n}\n\nACTOR FrozenPlasmoZombi\n{\nHealth 150\nPainchance 80\nSpeed 10\nRadius 26\nHeight 50\nSeesound \"grunt/sight\"\nPainsound \"grunt/pain\"\nDeathsound \"grunt/death\"\nActivesound \"grunt/active\"\nTranslation \"Ice\"\nObituary \"%o was Cooled Down By A PlasmoZombie\"\nMissiletype IceImpShard\n+NoDropOff\n+Solid\nDropitem \"FrozenPlasmaZombieDrops\"\nDropitem \"FrozenScrapMetalChance\"\nDropitem \"FrozenScrapMetalChance\"\nDropitem \"FrozenAmmoChance\"\nDropitem \"FrozenAmmoChance\"\nDropitem \"FrozenAmmoChance\"\nMONSTER\n\nStates\n{\n\tSpawn:\n\t\tGSOL AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGSOL ABCD 4 A_Chase\n\t\tLoop\n Missile:\n GSOL E 3 A_Facetarget\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+60, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n\t\tGSOL E 4 ThrustThing(angle*256/360+188, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+60, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n GSOL E 4 ThrustThing(angle*256/360+188, 30, 0, 0)\n GSOL F 4 A_MissileAttack\n Goto See\n\tPain:\n\t\tGSOL G 10 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGSOL H 3 A_Scream\n\t\tGSOL I 3 ACS_ExecuteAlways(706,0,25)\n\t\tGSOL J 3 A_Fall\n\t\tGSOL K 3\n\t\tGSOL L 3\n\t\tGSOL MN 3\n\t\tGSOL N -1\n\t\tStop\n\txDeath:\n\t\tGSOL O 3 ACS_ExecuteAlways(706,0,30)\n\t\tGSOL P 3 A_XScream\n\t\tGSOL Q 3 A_Fall\n\t\tGSOL R 3 A_Noblocking\n\t\tGSOL S 3\n\t\tGSOL T 3\n\t\tGSOL U 3\n\t\tGSOL V 3\n\t\tGSOL W 3\n\t\tGSOL W -1\n\t\tStop\n}\n}\n\nactor FrozenPlasmaZombieDrops : RandomSpawner\n{\n DropItem \"FrozenShell\" 125 45\n\tDropItem \"Stimpack\" 125 30\n\tDropItem \"FrozenScrapMetalDrop\" 125 12\n\tDropItem \"FrozenCoreDrop\" 125 8\n\tDropItem \"FrozenChamberDrop\" 125 2\n}\n\nACTOR PersoPlasma\n{\nRadius 13\nHeight 8\nSpeed 42\nDamage (random(5,20*1+0))\nPROJECTILE\nSeesound \"weapons/plasmaf\"\nDeathsound \"weapons/rocklx\"\nDonthurtshooter\n\nStates\n{\n\tSpawn:\n\t\tPLAE FGE 5 Bright\n\t\tLoop\n\tDeath:\n\t\tPLAE F 3 Bright A_Scream\n\t\tPLAE FG 3 Bright\n\t\tPLAE E 3 Bright\n\t\tStop\n}\n}"
},
{
"source": "pk3",
"name": "SPAWNS.txt",
"contents": "//MONSTERS\n//MONSTERS\n//MONSTERS\n\nactor LostSoulSpawner : RandomSpawner replaces LostSoul\n{\n\tDropItem \"LostSoul2\" 255 10\n\tDropItem \"LostSoulResurrect\" 255 5\n}\n\nactor ZManSpawner : RandomSpawner replaces Zombieman\n{\n\tDropItem \"ZombieMan2\" 255 10\n\tDropItem \"ARZombieman\" 255 5\n}\n\nactor SGuySpawner : RandomSpawner replaces ShotgunGuy\n{\n\tDropItem \"ShotgunGuy2\" 255 25\n\tDropItem \"SpecialShotgunGuy\" 255 12\n\tDropItem \"PlasmoZombi\" 255 6\n\tDropItem \"FrozenPlasmoZombi\" 255 5\n\tDropItem \"SuperShotgunGuy\" 255 7\n}\n\nactor DImpSpawner : RandomSpawner replaces Doomimp\n{\n\tDropItem \"Doomimp2\" 255 25\n\tDropItem \"Poisonimp\" 255 15\n\tDropItem \"IceImp\" 255 12\n\tDropItem \"DarkImp\" 255 10\n}\n\nactor CGuySpawner : RandomSpawner replaces Chaingunguy\n{\n\tDropItem \"Chaingunguy2\" 255 25\n\tDropItem \"PlasGunGuy\" 255 18\n\tDropItem \"MinigunGuy\" 255 20\n\tDropItem \"PlasmoZombi\" 255 16\n\tDropItem \"FrozenPlasmoZombi\" 255 12\n\tDropItem \"SuperShotgunGuy\" 255 17\n}\n\nactor DemonSpawner : RandomSpawner replaces Demon\n{\n\tDropItem \"Demon2\" 255 25\n\tDropItem \"BloodDemon\" 255 15\n}\n\nactor SpectreSpawner : RandomSpawner replaces Spectre\n{\n\tDropItem \"Spectre2\" 255 25\n\tDropItem \"BloodDemon\" 255 5\n}\n\nactor CacoSpawner : RandomSpawner replaces CacoDemon\n{\n\tDropItem \"CacoDemon2\" 255 12\n\tDropItem \"CacoLantern\" 255 8\n\tDropItem \"CacoWraith\" 255 5\n\tDropItem \"Abaddon\" 255 3\n}\n\nactor ElementalSpawner : RandomSpawner replaces PainElemental\n{\n\tDropItem \"PainElemental2\" 255 25\n\tDropItem \"PlasmaElemental\" 255 22\n\tDropItem \"Cacowraith\" 255 8\n\tDropItem \"Abaddon\" 255 5\n}\n\nactor RevenantSpawner : RandomSpawner replaces Revenant\n{\n\tDropItem \"Revenant2\" 255 15\n\tDropItem \"FlameRevenant\" 255 8\n\tDropItem \"IceRevenant\" 255 5\n\tDropItem \"Stalker\" 255 4\n}\n\nactor HellknightSpawner : RandomSpawner replaces Hellknight\n{\n\tDropItem \"HellKnight2\" 255 25\n\tDropItem \"Belphegor\" 255 5\n}\n\nactor FatsoSpawner : RandomSpawner replaces Fatso\n{\n\tDropItem \"Fatso2\" 255 8\n\tDropItem \"FlamingFatso\" 255 5\n\tDropItem \"FreezingFatso\" 255 5\n\tDropItem \"Hectebus\" 255 2\n\tDropItem \"Abomination\" 255 4\n}\n\nactor ArachnotronSpawner : RandomSpawner replaces Arachnotron\n{\n\tDropItem \"Arachnotron2\" 255 25\n\tDropItem \"FrozenArachnotron\" 255 20\n}\n\nactor BaronSpawner : RandomSpawner replaces BaronOfHell\n{\n\tDropItem \"BaronOfHell2\" 255 8\n\tDropItem \"IceBaron\" 255 3\n DropItem \"FlameBaron\" 255 3\n DropItem \"ElectricBaron\" 255 3\n\tDropItem \"Belphegor\" 255 2\n}\n\nactor NaziSpawner : RandomSpawner replaces WolfensteinSS\n{\n\tDropItem \"WolfensteinSS2\" 255 12\n\tDropItem \"Minicyber\" 255 8\n}\n\nactor ArchvileSpawner : RandomSpawner replaces Archvile\n{\n\tDropItem \"Archvile2\" 255 25\n}\n\nactor MastermindSpawner : RandomSpawner replaces SpiderMastermind\n{\n\tDropItem \"SpiderMastermind2\"\n}\n\nactor CyberSpawner : RandomSpawner replaces CyberDemon\n{\n\tDropItem \"Cyberdemon2\" 255 25\n}"
},
{
"source": "pk3",
"name": "ITEMS.txt",
"contents": "//Drop/Pickup Sprites By Fenix & Devonizer\nActor BoneShards : Inventory\n{\n\tScale 0.6\n\t//+Invbar\n\tInventory.PickupMessage \"Picked up some demon bone fragments.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"IBNSB0\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tIBNS A -1\n\t\tstop\n\t\t}\n}\n\nactor BoneShardDrop : CustomInventory\n{\n\tScale 0.6\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"IBNSB0\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tIBNS A -1\n\t\tstop\n\t\tPickup:\n\t\tIBNS A 0 A_GiveInventory(\"BoneShards\",1)\n\t\tIBNS A 0 ACS_ExecuteAlways(705,0,2,1)\n\t\tstop\n\t\t}\n}\n\nactor DemonHornDrop : CustomInventory\n{\n\tScale 1\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tMHRN B -1\n\t\tstop\n\t\tPickup:\n\t\tMHRN B 0 A_GiveInventory(\"BoneShards\",3)\n\t\tMHRN B 0 ACS_ExecuteAlways(705,0,7,1)\n\t\tstop\n\t\t}\n}\n\nactor BlackDemonHornDrop : CustomInventory\n{\n\tScale 1\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tMHRN A -1\n\t\tstop\n\t\tPickup:\n\t\tMHRN A 0 A_GiveInventory(\"BoneShards\",3)\n\t\tMHRN A 0 ACS_ExecuteAlways(705,0,7,1)\n\t\tstop\n\t\t}\n}\n\nActor ScrapMetal : Inventory\n{\n\tScale 0.5\n\t//+Invbar\n\tInventory.PickupMessage \"Picked up some scrap metal.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"Gear\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tSCRP A -1\n\t\tstop\n\t\t}\n}\n\nactor ScrapMetalDrop : CustomInventory\n{\n\tScale 0.5\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"Gear\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tSCRP A -1\n\t\tstop\n\t\tPickup:\n\t\tSCRP A 0 A_GiveInventory(\"ScrapMetal\",1)\n\t\tSCRP A 0 ACS_ExecuteAlways(705,0,1,1)\n\t\tstop\n\t\t}\n}\n\nactor CannonParts : Inventory\n{\n\t-Invbar\n\tInventory.PickupMessage \" \"\n\tInventory.MaxAmount 10000\n\tInventory.Amount 1\n}\n\nactor CannonPartsDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tREVC A -1\n\t\tstop\n\t\tPickup:\n\t\tREVC A 0 A_GiveInventory(\"ScrapMetal\",2)\n\t\tREVC A 0 A_GiveInventory(\"CannonParts\",1)\n\t\tREVC A 0 ACS_ExecuteAlways(705,0,3,1)\n\t\tstop\n\t}\n}\n\nactor MancCannonDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tMNCC A -1\n\t\tstop\n\t\tPickup:\n\t\tMNCC A 0 A_GiveInventory(\"Scrapmetal\",3)\n\t\tMNCC A 0 A_GiveInventory(\"CannonParts\",1)\n\t\tMNCC A 0 ACS_ExecuteAlways(705,0,6,1)\n\t\tstop\n\t}\n}\n\nactor BlastChamberDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tARCN A -1\n\t\tstop\n\t\tPickup:\n\t\tARCN A 0 A_GiveInventory(\"ScrapMetal\",3)\n\t\tARCN A 0 A_GiveInventory(\"EnergyCore\",1)\n\t\tARCN A 0 ACS_ExecuteAlways(705,0,4,1)\n\t\tstop\n\t}\n}\n\nactor EnergyCore : Inventory\n{\n\t-Invbar\n\tInventory.PickupMessage \"\"\n\tInventory.MaxAmount 10000\n\tInventory.Amount 1\n}\n\nactor EnergyCoreDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tARCN A -1\n\t\tstop\n\t\tPickup:\n\t\tARCN A 0 A_GiveInventory(\"ScrapMetal\",2)\n\t\tARCN A 0 A_GiveInventory(\"EnergyCore\",1)\n\t\tARCN A 0 ACS_ExecuteAlways(705,0,5,1)\n\t\tstop\n\t}\n}\n\n//\n//Ice Variants\n//\n\nActor FrozenBoneShards : Inventory\n{\n\tScale 0.6\n\t//+Invbar\n\tInventory.PickupMessage \"Picked up some Frozen demon bone fragments.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"IBNSB0\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tIBNS C -1\n\t\tstop\n\t\t}\n}\n\nactor FrozenBoneShardDrop : CustomInventory\n{\n\tScale 0.6\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"IBNSB0\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tIBNS C -1\n\t\tstop\n\t\tPickup:\n\t\tIBNS C 0 A_GiveInventory(\"FrozenBoneShards\",1)\n\t\tIBNS C 0 ACS_ExecuteAlways(705,0,9,1)\n\t\tstop\n\t\t}\n}\n\nActor FrozenScrapMetal : Inventory\n{\n\tScale 0.5\n\t//+Invbar\n\tInventory.PickupMessage \"Picked up some scrap metal.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"Gear\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tSCRP A -1\n\t\tstop\n\t\t}\n}\n\nactor FrozenScrapMetalDrop : CustomInventory\n{\n\tScale 0.5\n\tInventory.PickupMessage \"\"\n\tTranslation \"Ice\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 10000\n\tInventory.Icon \"Gear\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tSCRP A -1\n\t\tstop\n\t\tPickup:\n\t\tSCRP A 0 A_GiveInventory(\"FrozenScrapMetal\",1)\n\t\tSCRP A 0 ACS_ExecuteAlways(705,0,8,1)\n\t\tstop\n\t\t}\n}\n\nactor FrozenCannonParts : Inventory\n{\n\t-Invbar\n\tInventory.PickupMessage \"\"\n\tInventory.MaxAmount 10000\n\tInventory.Amount 1\n\tStates\n\t{\n\tSpawn:\n\t\tFRVC A -1\n\t\tstop\n\t}\n}\n\nactor FrozenCannonPartsDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tFRVC A -1\n\t\tstop\n\t\tPickup:\n\t\tFRVC A 0 A_GiveInventory(\"FrozenScrapMetal\",2)\n\t\tFRVC A 0 A_GiveInventory(\"FrozenCannonParts\",1)\n\t\tFRVC A 0 ACS_ExecuteAlways(705,0,10,1)\n\t\tstop\n\t}\n}\n\nactor FrozenChamberDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tFRCN A -1\n\t\tstop\n\t\tPickup:\n\t\tFRCN A 0 A_GiveInventory(\"FrozenScrapMetal\",3)\n\t\tFRCN A 0 A_GiveInventory(\"FrozenCore\",1)\n\t\tFRCN A 0 ACS_ExecuteAlways(705,0,11,1)\n\t\tstop\n\t}\n}\n\nactor FrozenCore : Inventory\n{\n\t-Invbar\n\tInventory.PickupMessage \"\"\n\tInventory.MaxAmount 10000\n\tInventory.Amount 1\n\tStates\n\t{\n\tSpawn:\n\t\tFCOR A -1\n\t\tstop\n\t}\n}\n\nactor FrozenCoreDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tFCOR A -1\n\t\tstop\n\t\tPickup:\n\t\tFCOR A 0 A_GiveInventory(\"FrozenScrapMetal\",2)\n\t\tFCOR A 0 A_GiveInventory(\"FrozenCore\",1)\n\t\tFCOR A 0 ACS_ExecuteAlways(705,0,12,1)\n\t\tstop\n\t}\n}\n\nactor FrozenMancArmDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tFCOR A -1\n\t\tstop\n\t\tPickup:\n\t\tFCOR A 0 A_GiveInventory(\"FrozenScrapMetal\",3)\n\t\tFCOR A 0 A_GiveInventory(\"FrozenCannonParts\",1)\n\t\tFCOR A 0 ACS_ExecuteAlways(705,0,13,1)\n\t\tstop\n\t}\n}\n\nactor FrozenHornDrop : CustomInventory\n{\n\tInventory.Pickupmessage \"\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tMHRN C -1\n\t\tstop\n\t\tPickup:\n\t\tMHRN C 0 A_GiveInventory(\"FrozenBoneShards\",3)\n\t\tMHRN C 0 ACS_ExecuteAlways(705,0,14,3)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "STMONS.txt",
"contents": "ACTOR BelphegorBall : BaronBall { Speed 20 }\n\nACTOR Belphegor : HellKnight 5008\n{\n SpawnID 215\n Health 1500\n PainChance 25\n SeeSound \"baron/sight\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n Obituary \"%o was slain by a Belphegor.\"\n HitObituary \"%o was slain by a Belphegor.\"\n DropItem \"HealthChance\"\n DropItem \"HealthChance\"\n States\n {\n Spawn:\n BOS3 AB 10 A_Look\n Loop\n See:\n BOS3 AABBCCDD 3 A_Chase\n Loop\n Pain:\n BOS3 H 2\n BOS3 H 2 A_Pain\n Goto See\n Melee:\n Missile:\n BOS3 EF 6 A_FaceTarget\n BOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n BOS3 EF 6 A_FaceTarget\n BOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n BOS3 EF 6 A_FaceTarget\n BOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n Goto See\n Death:\n BOS3 I 8 ACS_ExecuteAlways(706,0,200)\n BOS3 J 8 A_Scream\n BOS3 K 8\n BOS3 L 8 A_NoBlocking\n BOS3 MN 8\n BOS3 O -1 A_BossDeath\n Stop\n Raise:\n BOS3 ONMLKJI 8\n Goto See\n }\n}\n\nACTOR DarkImp : DoomImp 5003\n{\n Game Doom\n SpawnID 155\n Obituary \"%o was burned by a dark imp.\"\n HitObituary \"%o was slashed by a dark imp.\"\n Health 120\n Dropitem \"BoneShardChance\"\n MissileType DarkImpBall\n States\n {\n Spawn:\n DIMP AB 10 A_Look\n Loop\n See:\n DIMP AABBCCDD 3 A_Chase\n Loop\n Melee:\n Missile:\n DIMP EF 8 A_FaceTarget\n DIMP G 6 A_ComboAttack // See DarkImpBall\n Goto See\n Pain:\n DIMP H 2\n DIMP H 2 A_Pain\n Goto See\n Death:\n DIMP I 8 ACS_ExecuteAlways(706,0,12)\n DIMP J 8 A_Scream\n DIMP K 6\n DIMP L 6 A_NoBlocking\n DIMP M -1\n Stop\n XDeath:\n DIMP N 5 ACS_ExecuteAlways(706,0,13)\n DIMP O 5 A_XScream\n DIMP P 5\n DIMP Q 5 A_NoBlocking\n DIMP RST 5\n DIMP U -1\n Stop\n Raise:\n DIMP ML 8\n DIMP KJI 6\n Goto See\n }\n}\n\nACTOR BloodDemon : Demon 5004\n{\n SpawnID 156\n Health 300\n DropItem Stimpack\n DropItem \"BoneShardChance\"\n Obituary \"%o was chomped on by a blood demon.\"\n States\n {\n Spawn:\n SRG2 AB 10 A_Look\n Loop\n See:\n SRG2 AABBCCDD 2 A_Chase\n Loop\n Pain:\n SRG2 H 2\n SRG2 H 2 A_Pain\n Goto See\n Melee:\n SRG2 EF 8 A_FaceTarget\n SRG2 G 8 A_SargAttack\n Goto See\n Death:\n SRG2 I 8 ACS_ExecuteAlways(706,0,20)\n SRG2 J 8 A_Scream\n SRG2 K 4\n SRG2 L 4 A_NoBlocking\n SRG2 M 4\n SRG2 N -1\n Stop\n Raise:\n SRG2 NMLKJI 5\n Goto See\n }\n}\n\nACTOR Hectebus : Fatso 5007\n{\n SpawnID 158\n Health 600\n PainChance 20\n DropItem Megasphere\n DropItem \"ScrapmetalChance\"\n DropItem \"ScrapmetalChance\"\n DropItem \"ScrapmetalChance\"\n DropItem \"ScrapmetalChance\"\n DropItem \"MancubusDrops\"\n Obituary \"%o was cremated by a hectebus.\"\n States\n {\n Spawn:\n HECT AB 15 A_Look\n Loop\n See:\n HECT AABBCCDDEEFF 4 A_Chase\n Loop\n Pain:\n HECT J 3\n HECT J 3 A_Pain\n Goto See\n Missile:\n //These Next 2 states replace A_FatRaise and A_HectRaise\n HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n HECT G 20 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,16.875,1)\n HECT H 10 Bright\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-16.875,1)\n HECT H 10 Bright\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 10 Bright\n HECT IG 5 A_FaceTarget\n Goto See\n Death:\n HECT K 6 ACS_ExecuteAlways(706,0,120)\n HECT L 6 A_Scream\n HECT M 6 A_NoBlocking\n HECT NOPQRS 6\n HECT T -1\n Stop\n Raise:\n HECT RQPONMLK 5\n Goto See\n }\n}\n\nACTOR HectShot : FatShot\n{\n Speed 22\n Damage 8\n States\n {\n Spawn:\n HECF AB 4 Bright\n Loop\n Death:\n HECF C 8 Bright\n HECF D 6 Bright\n HECF E 4 Bright\n Stop\n }\n}\n\nACTOR SuperShotgunGuy 5005\n{\n Health 82\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 170\n SeeSound \"chainguy/sight\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"Weapons/ShotgunFire3\"\n MONSTER\n +FLOORCLIP\n Obituary \"%o was jacked by a super shotgun guy.\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n DropItem \"ScrapMetalChance\"\n States\n {\n Spawn:\n GPOS AB 10 A_Look\n Loop\n See:\n GPOS AABBCCDD 4 A_Chase\n Loop\n Missile:\n GPOS E 10 A_FaceTarget\n GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, \"BulletPuff\")\n GPOS E 8\n Goto See\n Pain:\n GPOS G 3\n GPOS G 3 A_Pain\n Goto See\n Death:\n GPOS H 5 ACS_ExecuteAlways(706,0,15)\n GPOS I 5 A_Scream\n GPOS J 5 A_NoBlocking\n GPOS KLM 5\n GPOS N -1\n Stop\n XDeath:\n GPOS O 5 ACS_ExecuteAlways(706,0,18)\n GPOS P 5 A_XScream\n GPOS Q 5 A_NoBlocking\n GPOS RS 5\n GPOS T -1\n Stop\n Raise:\n GPOS LKJIH 5\n Goto See\n }\n}\n\nACTOR Cacolantern : Cacodemon 5006\n{\n SpawnID 159\n Health 800\n Dropitem \"HealthChance\"\n Dropitem \"WhiteHornShardChance\"\n Obituary \"%o was smitten by a cacolantern.\"\n HitObituary \"%o got too close to a cacolantern.\"\n States\n {\n Spawn:\n HED2 A 10 A_Look\n Loop\n See:\n HED2 A 3 A_Chase\n Loop\n Pain:\n HED2 E 3\n HED2 E 3 A_Pain\n HED2 F 6\n Goto See\n Missile:\n HED2 BC 5 A_FaceTarget\n HED2 D 5 Bright A_BasicAttack (8, \"None\", \"CacolanternBall\", 32)\n Goto See\n Death:\n HED2 G 0 ACS_ExecuteAlways(706,0,25)\n HED2 G 8 A_NoBlocking\n HED2 H 8 A_Scream\n HED2 IJK 8\n HED2 L -1 A_SetFloorClip\n Stop\n Raise:\n HED2 L 8 A_UnsetFloorClip\n HED2 KJIHG 8\n Goto See\n }\n}\n\nACTOR CacolanternBall\n{\n SpawnID 219\n Radius 6\n Height 8\n Speed 20\n Damage 5\n Projectile\n +RANDOMIZE\n RenderStyle Add\n SeeSound \"caco/attack\"\n DeathSound \"caco/shotx\"\n States\n {\n Spawn:\n BAL8 AB 4 Bright\n Loop\n Death:\n BAL8 CDE 6 Bright\n Stop\n }\n}\n\nACTOR Abaddon : Cacolantern 5015\n{\n SpawnID 220\n Health 1200\n Speed 12\n PainChance 40\n Obituary \"%o was smitten by an abaddon.\"\n HitObituary \"%o became food for an abaddon.\"\n Dropitem \"HealthChance\"\n Dropitem \"BlackHornChance\"\n States\n {\n Spawn:\n HED3 A 10 A_Look\n Loop\n See:\n HED3 A 3 A_Chase\n Loop\n Pain:\n HED3 E 3\n HED3 E 3 A_Pain\n HED3 F 6\n Goto See\n Missile:\n HED3 BC 5 A_FaceTarget\n HED3 D 5 Bright A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n HED3 BC 5 A_FaceTarget\n HED3 D 5 Bright A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n Goto See\n Death:\n HED3 G 0 ACS_ExecuteAlways(706,0,100)\n HED3 G 8 A_NoBlocking\n HED3 H 8 A_Scream\n HED3 IJK 8\n HED3 L -1 A_SetFloorClip\n Stop\n Raise:\n HED3 L 8 A_UnSetFloorClip\n HED3 KJIHG 8\n Goto See\n }\n}\n\nACTOR AbaddonBall\n{\n SpawnID 221\n Radius 6\n Height 8\n Speed 20\n Damage 10\n Projectile\n +RANDOMIZE\n RenderStyle Add\n SeeSound \"caco/attack\"\n DeathSound \"caco/shotx\"\n States\n {\n Spawn:\n BAL3 AB 4 Bright\n Loop\n Death:\n BAL3 CDE 6 Bright\n Stop\n }\n}\n\nACTOR DarkImpBall : DoomImpBall\n{\n Game Doom\n SpawnID 218\n Speed 20\n Damage 5\n States\n {\n Spawn:\n BAL4 AB 4 Bright\n Loop\n Death:\n BAL4 CDE 6 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "KNIFE.txt",
"contents": "//Knife Sprites By Fenix\nActor SawKnife : Weapon\n{\n Weapon.SlotNumber 1\n Weapon.Kickback 100\n +Weapon.NoAlert\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n Inventory.PickupMessage \"Picked up a saw blade.\"\n Obituary \"%o was shanked by %k.\" // \"%o chewed on %k's fist.\"\n States\n {\n Ready:\n CKNI A 1 Offset(0,32) A_WeaponReady\n loop\n Deselect:\n CKNI A 1 A_Lower\n loop\n Select:\n CKNI A 1 A_Raise\n loop\n Fire:\n \t//CKNI A 1 Offset(-16,32)\n\tCKNI A 1 Offset(-32,32)\n\tCKNI A 1 Offset(-48,32) A_PlayWeaponSound(\"Weapons/Swing\")\n CKNI B 2 Offset(-10,48) A_CustomPunch(40,1,0,\"BulletPuff\",75)\n CKNI B 1 Offset(-30,48)\n //CKNI B 1 Offset(-50,64)\n CKNI C 1 Offset(-100,48)\n //CKNI C 1 Offset(-120,72)\n CKNI C 2 Offset(-140,112)\n\tTNT1 A 7\n\tCKNI A 2 Offset(1,128)\n\tCKNI A 2 Offset(-1,96)\n\tCKNI A 2 Offset(0,64) A_ReFire\n\tCKNI A 2 Offset(0,48)\n goto Ready\n Spawn:\n\tCKNP A -1\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "DOOMPIST.txt",
"contents": "Actor M9 : DoomWeapon\n{\n+WEAPON.NOAUTOAIM\n+WEAPON.NOAUTOFIRE\nWeapon.AmmoUse1 0\nWeapon.AmmoType1 \"M9Mag\"\nWeapon.AmmoType2 \"Clip\"\nWeapon.AmmoUse2 0\nWeapon.SlotNumber 2\ndecal BulletChip1\n Inventory.PickupMessage \"You got the a pistol!\"\nStates\n {\n Spawn:\n PISS A -1\n Ready:\n PISG A 0 A_GiveInventory(\"Reloader\",1)\n PISG A 0 A_JumpIfNoAmmo(\"Reload\")\n PISG A 1 A_WeaponReady\n PISG A 0 A_JumpIfInventory(\"Reloading\",1,\"ReloadCheckBefore\")\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG A 0 A_JumpIfInventory(\"M9Mag\",1,\"GivePowerups\")\n goto Click\n GoFire:\n PISG B 0 A_JumpIfInventory(\"PistolExp\",10000,\"GoFire6\")\n\tPISG B 0 A_JumpIfInventory(\"PistolExp\",7500,\"GoFire5\")\n\tPISG B 0 A_JumpIfInventory(\"PistolExp\",5000,\"GoFire4\")\n\tPISG B 0 A_JumpIfInventory(\"PistolExp\",2500,\"GoFire3\")\n PISG B 0 A_JumpIfInventory(\"PistolExp\",1000,\"GoFire2\")\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(2.5,2.5,-1,(random(4,9)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 5 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 3 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 1 A_ReFire\n Goto Ready\n GoFire2:\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(2.25,2.25,-1,(random(4,8)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 4 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 2 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 2 A_ReFire\n Goto Ready\n GoFire3:\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(2,2,-1,(random(4,8)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 4 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 2 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 1 A_ReFire\n Goto Ready\n GoFire4:\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(1.75,1.75,-1,(random(4,8)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 3 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 2 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 1 A_ReFire\n Goto Ready\n GoFire5:\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(1.5,1.5,-1,(random(4,8)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 3 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 2 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 1 A_ReFire\n Goto Ready\n GoFire6:\n PISG B 0 A_Takeinventory(\"Reloading\",1)\n PISG B 0 A_FireBullets(1,1,-1,(random(4,8)*1+0),\"PistolPuff\",0)\n PISG B 0 A_PlaySound(\"weapons/doompistolF\")\n PISG B 3 A_GunFlash\n\t TNT1 A 0 A_Takeinventory(\"DMGup1\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup2\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup3\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup4\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup5\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup6\")\n\t TNT1 A 0 A_Takeinventory(\"DMGup7\")\n PISG B 2 A_TakeInventory(\"M9Mag\",1)\n PISG C 2\n PISG B 1 A_ReFire\n Goto Ready\n Flash:\n PISF A 1 Bright A_Light1\n PISF A 1 Bright A_Light0\n Goto LightDone\n Click:\n PISG A 3 A_PlaySound(\"weapons/click\")\n goto Ready\n ReloadCheckBefore:\n PISG A 0 A_TakeInventory(\"Reloading\",1)\n ReloadBeforeAmmoCheck:\n PISR A 0 A_JumpIfInventory(\"MagExtension\",1,\"ReloadBeforeAmmoCheck2\")\n PISR A 0 A_JumpIfInventory(\"M9Mag\",12,\"Ready\")\n PISG A 0 A_JumpIfInventory(\"Clip\",1,\"Reload\")\n Goto Ready\n ReloadBeforeAmmoCheck2:\n PISR A 0 A_JumpIfInventory(\"M9Mag\",18,\"Ready\")\n PISG A 0 A_JumpIfInventory(\"Clip\",1,\"Reload\")\n Goto Ready\n Reload:\n PISG A 0 A_JumpIfInventory(\"Level4\",1,\"ReloadFast\")\n PISR ON 4\n PISR M 4 A_Playweaponsound(\"weapons/dropclip\")\n PISR NO 4\n goto Reload2\n ReloadFast:\n PISR ON 4\n PISR M 4 A_Playweaponsound(\"weapons/dropclip\")\n PISR NO 4\n goto Reload2Fast\n Reload2Fast:\n PISR ABCDE 3\n PISR F 0 A_playweaponsound(\"weapons/clipinsmall\")\n Goto Load\n Reload2:\n PISR ABCDE 3\n PISR F 0 A_playweaponsound(\"weapons/clipinsmall\")\n Load:\n PISR A 0 A_GiveInventory(\"M9Mag\",random(1,2))\n PISR A 0 A_TakeInventory(\"Clip\",1)\n LoadAmmoCheck:\n PISR A 0 A_JumpIfInventory(\"MagExtension\",1,\"LoadAmmoCheck2\")\n PISR A 0 A_JumpIfInventory(\"M9Mag\",13,\"BalanceClip\")\n PISR A 0 A_JumpIfInventory(\"M9Mag\",12,\"FinishLoad\")\n PISR A 0 A_JumpIfInventory(\"Clip\",1,\"Load\")\n goto FinishLoad\n BalanceClip:\n PISR A 0 A_TakeInventory(\"M9Mag\",1)\n PISR A 0 A_JumpIfInventory(\"M9Mag\",13,\"BalanceClip\")\n Goto FinishLoad\n LoadAmmoCheck2:\n PISR A 0 A_JumpIfInventory(\"M9Mag\",18,\"FinishLoad\")\n PISR A 0 A_JumpIfInventory(\"Clip\",1,\"Load\")\n goto FinishLoad\n FinishLoad:\n PISR F 0 A_JumpIfInventory(\"Level4\",1,\"FinishLoadFast\")\n PISR FGH 4\n PISR IJKL 2\n PISR MNO 3\n Goto Ready\n FinishLoadFast:\n PISR FGH 2\n PISR IJKL 2\n PISR MNO 2\n Goto Ready\nGivePowerups:\n\tTNT1 A 0 A_Jump(150,\"Power1\")\n\tTNT1 A 0 A_Jump(100,\"Power2\")\n\tTNT1 A 0 A_Jump(110,\"Power3\")\n\tTNT1 A 0 A_Jump(115,\"Power4\")\n\tTNT1 A 0 A_Jump(125,\"Power5\")\n\tTNT1 A 0 A_Jump(80,\"Power6\")\n\tTNT1 A 0 A_Jump(72,\"Power7\")\n\tGoto Gofire\n\tPower1:\n\tTNT1 A 0 A_Giveinventory(\"DMGup5\")\n\tGoto Gofire\n\tPower2:\n\tTNT1 A 0 A_Giveinventory(\"DMGup1\")\n\tGoto Gofire\n\tPower3:\n\tTNT1 A 0 A_Giveinventory(\"DMGup2\")\n\tGoto Gofire\n\tPower4:\n\tTNT1 A 0 A_Giveinventory(\"DMGup3\")\n\tGoto Gofire\n\tPower5:\n\tTNT1 A 0 A_Giveinventory(\"DMGup4\")\n\tGoto Gofire\n\tPower6:\n\tTNT1 A 0 A_Giveinventory(\"DMGup6\")\n\tGoto Gofire\n\tPower7:\n\tTNT1 A 0 A_Giveinventory(\"DMGup7\")\n\tGoto Gofire\n }\n}\n\nActor M9Mag : Ammo\n {\n Inventory.MaxAmount 18\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 18\n Inventory.Icon \"CLIPA0\"\n }"
}
]
},
"maps": []
}