Raw model (for completeness)
{
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"pokemodbeta-b4-3.pk3"
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"filename": null,
"added": "2021/12/12 23:43:27",
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"added": "2021/12/12 23:43:27",
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"maps": [
"TESTZONE",
"TestZone"
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{
"source": "pk3",
"name": "Actors/baseactors.txt",
"contents": "actor BasicTeamColorPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"FireB\")\nTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"FireR\")\nTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"FireG\")\nTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"FireY\")\nTNT1 A 0 A_JumpIfInventory(\"IsInGame\",1,\"FireX\")\nTNT1 A 0\nDone:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicProjectile\n{\nPROJECTILE\n+MTHRUSPECIES\n+CANNOTPUSH\nSpeed 40\nDamage (10)\nradius 5\nheight 5\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicFastProjectile : FastProjectile\n{\nPROJECTILE\n+MTHRUSPECIES\n+CANNOTPUSH\nMissileHeight 8\nSpeed 90\nDamage (0)\nradius 5\nheight 5\nStates\n{\nSpawn:\nTNT1 A 0\nBUST A 1\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicHitscanPuff : BulletPuff\n{\nscale 1\n+PUFFONACTORS\n+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\n+CANNOTPUSH\nalpha 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nBUST A 1\nstop\n}\n}\n\nactor BasicExplosion\n{\nObituary \"%o told %k they are OP and should be nerfed.\"\nDamageType \"Normal\"\n-SOLID\n+DONTBLAST\n+NOGRAVITY\n+MISSILE\n+RIPPER\n+SKYEXPLODE\n+NOINTERACTION\n+DONTSPLASH\n+THRUGHOST\n+THRUACTORS\n+DONTREFLECT\n+CANNOTPUSH\nheight 1\nradius 1\nDamage(0)\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5000,32,0)\nstop\n}\n}\n\nactor BasicExplosion2 : BasicExplosion\n{\n+SPECTRAL //version with spectral breeching\n}\n\nActor BasicHelper\n{\n+NOINTERACTION\n-SOLID\n+MISSILE\nradius 1\nheight 1\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nrenderstyle none\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nActor BasicServerSideHelper : BasicHelper\n{+SERVERSIDEONLY}\n\nactor BasicClientSide\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+CANNOTPUSH\nradius 2\nheight 2\nscale 2.5\n}\n\nactor BasicNotClientSide : BasicClientSide\n{\n-CLIENTSIDEONLY\n}\n\nactor ReSolidifier : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\nTNT1 A 0 A_GiveToTarget(\"UnSolid\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"ReSolidifierCheckPickup\",1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"UnSolid\",1,\"Spawn2a\")\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\ngoto SuperDeath\nSpawn2a:\nTNT1 A 0 A_JumpIfInTargetInventory(\"StaminaFlag\",1,\"Spawn2\")\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",10,\"Spawn2H\")\ngoto Spawn2\nSpawn2H:\nTNT1 A 0 A_GiveToTarget(\"StopBeingUnSolidNoob\",1)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",100)\ngoto Spawn2\nSpawn3:\nTNT1 A 1 A_GiveToTarget(\"StaminaFlag\",5)\nTNT1 A 0 A_JumpIfInTargetInventory(\"StaminaFlag\",496,2)\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\nTNT1 A 0\nstop\nSuperDeath:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor UnSolid : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReSolidifierCheckPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ReSolidifierCheck\",0,0,0,momx,momy,momz,0,8,0)\nstop\n}\n}\n\nactor StopBeingUnSolidNoob : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 DamageThing(1,15)\nstop\n}\n}\n\nactor ReSolidifierCheck\n{\nPROJECTILE\n+DONTSPLASH\n+SKYEXPLODE\n+DONTBLAST\n+DONTREFLECT\n+THRUGHOST\nDamage (0)\nradius 24\nheight 84\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"ReSolidify\",1)\nstop\nDeath:\nXDeath:\nTNT1 A 0 A_TakeFromTarget(\"StaminaFlag\",2)\nstop\n}\n}\n\nactor ReSolidify : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"UnSolid\",1,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_ChangeFlag(\"SOLID\",1)\nTNT1 A 0 A_TakeInventory(\"UnSolid\",1)\nstop\n}\n}\n\nactor SkinEnabler : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_ChangeFlag(\"NOSKIN\",0)\nstop\n}\n}\n\nActor WallJumperX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTARGETSWITCH\nHeight 0\nRadius 0\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"WallJump\",1,\"Boost\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"Spawn\")\nstop\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"WallJumpGive\")\nTNT1 A 1 A_GiveToTarget(\"NoWallJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"WallJumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 7 A_TakeInventory(\"WallJumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoTo Spawn\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor WallJumpGive : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"WallN\",1,\"Jump1\")\nTNT1 A 0 A_JumpIfInventory(\"WallE\",1,\"Jump2\")\nTNT1 A 0 A_JumpIfInventory(\"WallW\",1,\"Jump3\")\nTNT1 A 0 A_JumpIfInventory(\"WallS\",1,\"Jump4\")\nstop\nJump1:\n//TNT1 A 0 A_Recoil (5)\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump2:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump3:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump4:\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\n}\n}\n\nactor WallJumping : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nSpawn:\nTNT1 A 1\n//loop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"WallCheckN\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckS\",-23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckE\",0,23,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckW\",0,-23,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"WallJumpMan\")\nTNT1 A 1\n//fail\nstop\n}\n}\n\nactor WallJumpMan\n{\n-SOLID\n+NOGRAVITY\n+MISSILE\n+NOTARGETSWITCH\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"WallJump\",1,\"Boost\")\nGoto Boost\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"WallJumpGive\")\nTNT1 A 1 A_GiveToTarget(\"NoWallJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"WallJumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"WallJumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 1 A_TakeFromTarget(\"WallJumping\",1)\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor WallCheckN\n{\nPROJECTILE\n+RIPPER\n+PAINLESS\nHeight 10\nRadius 10\nSpeed 0\ndamage (0)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallN\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallN\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckS : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallS\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallS\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckE : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallE\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallE\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckW : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallW\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallW\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallN : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WallS : WallN\n{\n}\nactor WallE : WallN\n{\n}\nactor WallW : WallN\n{\n}\n\n//a phony tracer round meant to acompany a hitscan attack to give some indication on it's direction. uses a script called pitchmatch\n//to grab the pitch of the shooter and set it to the actor for angular purposes.\n\nactor FakeBullet : BasicFastProjectile\n{\n+CLIENTSIDEONLY\nSpeed 175\nDamage (0)\nradius 8\nheight 13\nscale 2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PKMNACS_PitchGrab\"))\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-5,0,(sin(pitch)*5),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-10,0,(sin(pitch)*10),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-15,0,(sin(pitch)*15),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-20,0,(sin(pitch)*20),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-25,0,(sin(pitch)*25),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-30,0,(sin(pitch)*30),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-35,0,(sin(pitch)*35),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-40,0,(sin(pitch)*40),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-45,0,(sin(pitch)*45),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-50,0,(sin(pitch)*50),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-55,0,(sin(pitch)*55),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-60,0,(sin(pitch)*60),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0\nTNT1 A 1\nGoto Spawn2\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n\tactor FakeBullet_BLUE : FakeBullet\n {//MissileType \"FakeBulletFx\"\n translation \"192:192=205:205\", \"198:198=74:74\" , \"196:196=196:196\"\n\t}\n\n\tactor FakeBullet_RED : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=171:171\", \"198:198=41:41\" , \"196:196=170:170\"\n\t}\n\n actor FakeBullet_GREEN : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=104:104\", \"198:198=128:128\" , \"196:196=138:138\"\n }\n\n actor FakeBullet_GOLD : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=229:229\", \"198:198=232:232\" , \"196:196=214:214\"\n\t}\nactor FakeBulletFx : BasicClientSide\n{\nscale 0.5\nAlpha 0.9\nRenderstyle \"Add\"\nStates\n{\nSpawn:\nCRBM A 0\nBASH B 1\nBASH BBB 1 A_Fadeout\nstop\n}\n}\n\nactor HexBarrierBase //for multipart hexagon barriers\n{\n Radius 14\n Height 12\n Scale 0.5\n RenderStyle None\n Alpha 0.25\n //Bloodtype \"ShieldHit\"\n //Species \"LightMember\"\n Health 900\n Painchance 256\n //Designatedteam 0\n +MISSILE\n +SHOOTABLE\n +NOTARGETSWITCH\n +NOGRAVITY\n +NOTELEPORT\n +NOTARGETSWITCH\n +THRUSPECIES\n +DONTRIP\n +DONTSPLASH\n +FLOORCLIP\n //+REFLECTIVE\n +DONTREFLECT\n +NODAMAGETHRUST\n //+DONTTHRUST\n +DONTBLAST\n +GHOST\t//Give projectiles that you wish to pass through the shield THRUGHOST flag\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"HexBitVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n HEXA A 2\n stop\n\tPain:\n\tTNT1 A 0 A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tstop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldHit\n{\n Radius 1\n Height 1\n Scale 0.5\n Renderstyle Add\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n MMFX A 0 bright\n MMFX A 1 bright A_Stop\n MMFX A 0 bright A_PlaySound (\"weapon/MirrorDeflect\")\n MMFX A 1 bright\n stop\n }\n}\n\nactor HexBitVisual\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle Add\t//Fuzzy looks great in software mode\n Alpha 0.35\n +NOINTERACTION\n //+CLIENTSIDEONLY\n +FLOORCLIP\n States\n {\n Spawn:\n TNT1 A 0\n HEXA AAAA 1 bright\n //HEXA AA 1 bright A_Fadeout(0.4)\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\n//Pit Protection\nactor TempPitProtection : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsBot\",1,\"Nope\")\nTNT1 A 0 A_JumpIf(CallACS(\"PKMNACS_CheckPitProtect\")==0,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"TempPitProtectionPowerup\",1,\"Continue\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",0)\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtectHelper\")\nContinue:\nTNT1 A 0 A_GiveInventory(\"TempPitProtectionPowerup\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor TempPitProtectionPowerup : Powerup\n{\nPowerup.Duration 35\n}\n\nactor TempPitProtectHelper : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nSpawnLoop:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPitProtectionPowerup\",1,\"SpawnLoop\")\nTNT1 A 0 A_GiveToTarget(\"TempPitProtectionEnder\",1)\nstop\n}\n}\n\nactor TempPitProtectionEnder : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",1)\nstop\n}\n}\n\nactor TeamTranslationItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_JumpIfInTargetInventory(\"LightTeamFlag\",1,\"BFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"WilyTeamFlag\",1,\"RFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CossackTeamFlag\",1,\"GFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"KingTeamFlag\",1,\"YFire\")\nstop\nBFire:\nTNT1 A 0 Thing_SetTranslation(0, 230)\nstop\nRFire:\nTNT1 A 0 Thing_SetTranslation(0, 231)\nstop\nGFire:\nTNT1 A 0 Thing_SetTranslation(0, 232)\nstop\nYFire:\nTNT1 A 0 Thing_SetTranslation(0, 233)\nstop\n}\n}\n\nactor BasicGuideDot\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nScale 1.0\nRenderstyle Stencil\nStencilColor \"#FBFF00\"\nStates\n{\nSpawn:\nBASB U 0\nBASB U 1\nstop\n}\n}\n\nActor VisibilityWatcher\n{\n+NOINTERACTION\n-SOLID\n+MISSILE\nradius 1\nheight 1\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nrenderstyle none\nReactionTime 70\nargs 70\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"MISSILE\",0)\nSpawn1:\nTNT1 A 1 A_CountdownArg(0,\"CheckInv\")\nLoop\n\nCheckInv:\nTNT1 A 1 A_JumpIfInTargetInventory(\"Once\",1,\"Reloop\")\nGoto Death\n\nReloop:\nTNT1 A 0 A_SetArg(0,ReactionTime)\nGoto Spawn\n\nDeath:\nTNT1 A 1 A_GiveToTarget(\"ForceVisible\")\nTNT1 A 5\nstop\n}\n}\n\nactor BasicWarper\n{//Used for Warpers\n+NOINTERACTION\n+CLIENTSIDEONLY\n-SOLID\n+MISSILE\n+THRUACTORS\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nHeight 2\nRadius 2\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"GeneralWarper\",0)\nTNT1 A 0 A_GiveInventory(\"ProjectileCodeSyncTarget\",1)\nTNT1 A 0 A_Jump(256,\"Shield\")\nGoto Shield\nShield:\nSTAR AABBCCDD 1 A_Warp(AAPTR_TARGET, 0, 0, 16, 0, 24)//WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION\nloop\n}\n}\n\nactor BasePowerDamage : PowerDamage\n{//Make sure damage increases don't increase these\nPowerup.Duration 0x7FFFFFFC\ndamagefactor \"Normal\", 1.0\n}\n\nactor BasePowerWeak : PowerProtection\n{//Make sure taking more damage doesn't increase these\nPowerup.Duration 0x7FFFFFFC\ndamagefactor \"Normal\", 1.0\n}\n\nactor BasePowerPro : PowerProtection\n{//Make sure damage reduction doesn't reduce these\nPowerup.Duration 0x7FFFFFFC\ndamagefactor \"Normal\", 1.0\ndamagefactor \"Crush\", 1.0\n\ndamagefactor \"Drowning\", 1.0\ndamagefactor \"Fire\", 1.0\ndamagefactor \"Falling\", 1.0\ndamagefactor \"BurnWave\", 1.0\ndamagefactor \"Beam\", 1.0\ndamagefactor \"Spiney\", 1.0\ndamagefactor \"Ice\", 1.0\ndamagefactor \"Slime\", 1.0\n\nDamageFactor \"Instagib\", 1.0\nDamageFactor \"Telefrag\", 1.0\nDamageFactor \"Suicide\", 1.0\nDamageFactor \"Poison\", 1.0\n\nDamageFactor \"PoisonDamage\", 1.0\n\n//damagefactor \"FlameSwordSpark\", 1.0\n}\n\nactor BaseSTatusFlag : Powerup {inventory.amount 1 Powerup.Duration -30}\nactor BaseSTatusFlag2 : Powerup {inventory.amount 1 Powerup.Duration 30} //Timer Buffs\nactor BaseSTatusFlag3 : Powerup {inventory.amount 1 Powerup.Duration -10} //Self Debuffs\nactor BaseSTatusFlag4 : Powerup {inventory.amount 1 Powerup.Duration -5} //Self Buffs"
},
{
"source": "pk3",
"name": "Actors/baseflags.txt",
"contents": "actor ForceVisible : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_SetTranslucent(1.0,0)\nTNT1 A 0 A_ChangeFlag(\"INVISIBLE\",0)\nTNT1 A 0 A_ChangeFlag(\"SHADOW\",0)\nstop\n}\n}\n\nactor NetCheck_A : Powerup{powerup.duration 7}\nactor NetCheck_B : Powerup{powerup.duration 7}\nactor NetCheck_C : Powerup{powerup.duration 7}\nactor NetCheck_D : Powerup{powerup.duration 7}\nactor NetCheck_Freeze : Powerup{powerup.duration 7}\nactor NetCheck_DD : Powerup{powerup.duration 3}\n\nactor InMenu : Once{}\nactor InRemoteMode : Once{}\n\nactor PKMN_PlayerFreeze : Once{}\nactor PKMN_PlayerFullFreeze : Once{}\n//[+]========================================================================[+]\n//------------------------------|SBar Resources|---------------------------\n//[+]========================================================================[+]\n\nactor AltAttackMove : Once{}\nactor AltAttackMove2 : Powerup{powerup.duration 70}\n\n//[+]========================================================================[+]\n//------------------------------|Player Resources|---------------------------\n//[+]========================================================================[+]\n\nactor ShotCounter : Ammo\n{\ninventory.amount 1\ninventory.maxamount 5\n+INVENTORY.IGNORESKILL\n}\n\n//100.0%\nactor BusterPower : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1000\n+INVENTORY.IGNORESKILL\n}\n\nactor AntiBusterPower : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nactor ClassResource : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nactor AmmoDelay : Inventory\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nactor UseResource : Once{}\n//[+]========================================================================[+]\n//--------------------------------|Ultimates Script|---------------------------\n//[+]========================================================================[+]\n\nactor LevelupFX : BasicClientside\n{\nscale 2.5\nAlpha 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nHGEN MNMN 3\nTNT1 A 0 A_stop\nHGEN MNMN 3\nHGEN MNMNMNMN 3 A_Fadeout\nstop\n}\n}\n\nActor LeveLUpCue : CustomInventory\n{\n+COUNTITEM\n+INVBAR\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.QUIET\nInventory.Amount 1\nInventory.MaxAmount 1\ninventory.icon \"DWRASI\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP Q 1\nLoop\nUse:\nTNT1 A 0 A_spawnitemEX(\"LevelupFX\",0,0,40,0,0,3,0,1)\nTNT1 A 0 A_PlaySoundEX(\"Misc/Levelup\",\"Soundslot9\")\nTNT1 A 0 A_GiveInventory(\"LevelupBuffer\")\nstop\n}\n}\n\nActor LevelupBuffer : Powerup{inventory.amount 1 powerup.duration 7}\n\n//[+]========================================================================[+]\n\nactor IsInGame : Once {}\n\nactor OnceC : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor AbnormalItemPosition : Once {}\n\nactor InvisibleFlag : Once {}\nactor CannotUseHealing : Once {}\nActor JumpCanclerDisable : Once {}\nActor StaminaFlag : Ammo {+INVENTORY.IGNORESKILL Inventory.MaxAmount 500}\nactor CanWallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor NoJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor NoWallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor WallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WallJumpCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n\nActor NoArmorBar : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nActor ScriptCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nActor ClassToggleItem : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n//[+]========================================================================[+]\n//--------------------------------|Zangief Script|---------------------------\n//[+]========================================================================[+]\nactor SuplexID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 64\n}\nactor ZangiefAngle : Inventory\n{\ninventory.amount 1\ninventory.maxamount 255\n}\n\nactor AntiInvincible : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(Health>0,\"InGame\")\nstop\nInGame:\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nActor GrappledFlag : Powerup{inventory.amount 1 powerup.duration 7}\n\nactor GrappleGuard : BasePowerPro\n{\n -PICKUP\n inventory.amount 1\n Powerup.Duration 17\n DamageFactor \"SkyDrop1\", 0.0\n DamageFactor \"SeismicToss1\", 0.0\n DamageFactor \"VitalThrow1\", 0.0\n DamageFactor \"StormThrow1\", 0.0\n DamageFactor \"Submission1\", 0.0\n DamageFactor \"SuperPower1\", 0.0\n DamageFactor \"Megahorn\", 0.0\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Targeting Script|---------------------------\n//[+]========================================================================[+]\nactor TargetingFlag : Inventory{inventory.amount 1 inventory.maxamount 64}\nactor TargetingRangeFlag : Inventory{inventory.amount 1 inventory.maxamount 3000}\nActor TargActive : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TargScriptActive : Powerup{inventory.amount 1 powerup.duration 3}\nActor TargHolder : Powerup{inventory.amount 1 powerup.duration 7}\n\nactor WepScanFlag : once{}\nActor NoTargFlag : Powerup{inventory.amount 1 powerup.duration 7}\n\n//[+]========================================================================[+]\n\nactor ProjectilePortDead : Powerup{powerup.duration 17}\n\nactor HaltPlayer : CustomInventory //Interrupts movement states\n{\nstates\n{\npickup:\nTNT1 A 0 A_GiveInventory(\"ProjectilePortDead\",1)\nTNT1 A 0 A_GiveInventory(\"DashBreaker\",1)\nstop\n}\n}\n\nactor DashSet_A : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_DASH)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSet_B : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FULLFREEZE,FREEZE_DASH)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSet_C : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_DASH)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSetOff : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_DASH)\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0\n\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nTNT1 A 0 A_Jump(256,\"Pickup2\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 A_SpawnItemEX(\"DashOffSafety\")\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashOffSafety : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\nTNT1 A 0 A_GiveToTarget(\"DashSetOff2\")\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor DashSetOff2 : DashSetOff\n{\nstates\n{\nPickup2:\nTNT1 A 0 //SetPlayerProperty(0,0,4)\nstop\n}\n}\n\nactor RemoteMoveLock : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_REMOTE)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor RemoteMoveUnLock : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_REMOTE)\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0\n\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nTNT1 A 0 A_Jump(256,\"Pickup2\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 A_SpawnItemEX(\"DashOffSafety\")\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor IsInvunFlag : OnceC{}\n\nactor InvulnerableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nstop\n}\n}\nactor InvulnerableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nstop\n}\n}\n\nactor UnhittableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_GiveInventory(\"UnhittableProtect\",1)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",1)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",1)\nstop\n}\n}\nactor UnhittableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_TakeInventory(\"UnhittableProtect\",9)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",0)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",0)\nstop\n}\n}\nactor UnhittableProtect : PowerProtection\n{\nPowerup.Duration -60\n//damagefactor \"InsertRailGunHere\", 0.0\n}\n\nactor IsReflective : OnceC{}\n\nactor ReflectiveOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsReflective\",1)\nTNT1 A 0 A_ChangeFlag(\"REFLECTIVE\",1)\nTNT1 A 0 A_ChangeFlag(\"DEFLECT\",1)\nstop\n}\n}\nactor ReflectiveOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsReflective\",9)\nTNT1 A 0 A_ChangeFlag(\"REFLECTIVE\",0)\nTNT1 A 0 A_ChangeFlag(\"DEFLECT\",0)\nstop\n}\n}\n//[+]========================================================================[+]\n//-------------------------|Projectile TRanslation Script|---------------------\n//[+]========================================================================[+]\nactor ProjectileCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawned\",1)\nPickup1:\nTNT1 A 0 A_JumpIf(CallACS(\"Check_ProjectileColor_Server\"),\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"TeamBlue\")\nTNT1 A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"TeamRed\")\nTNT1 A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"TeamGreen\")\nTNT1 A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"TeamGold\")\nstop\nTeamBlue:\nTeamBlue1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",0)\nstop\nTeamRed:\nTeamRed1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",1)\nstop\nTeamGreen:\nTeamGreen1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",2)\nstop\nTeamGold:\nTeamGold1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",3)\nstop\n}\n}\n\nactor ProjectileSpawned : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProjectileDCode : ProjectileCode\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawned\",1,\"PickupNo\")\ngoto Pickup1\nPickupNo:\nTNT1 A 0\nstop\n}\n}\n\nactor ProjectileCodeNo : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0\nstop\n}\n}\n\nactor SyncTarget : ProjectileCode\n{\nstates\n{\nPickup:\nTNT1 A 0\ngoto Pickup1\nTeamBlue:\nTeamRed:\nTeamGreen:\nTeamGold:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\nstop\n}\n}\n\nactor ProjectileCodeSyncTarget : ProjectileCode\n{\nstates\n{\nTeamBlue:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamBlue1\nTeamRed:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamRed1\nTeamGreen:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamGreen1\nTeamGold:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamGold1\n}\n}\n\nactor ProjectileFXCode : ProjectileCode {}\n\n//[+]========================================================================[+]\n//-------------------------|Actor Alpha Synch Script|---------------------\n//[+]========================================================================[+]\n\nactor AlphaSynchToPlayer : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"ClientsideAlpha\"),\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0\nstop\n}\n}\n\n//[+]========================================================================[+]\n//-------------------------|PokemonClass Spawn|---------------------\n//[+]========================================================================[+]\n\nactor PKMNStarterKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_Setup\",0)\n\nTNT1 A 0 //A_GiveInventory(\"PokeFormHandler\",1)\nTNT1 A 0 A_GiveInventory(\"EvoStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"TMShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"ItemShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"HeldItemShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"PlayerStatusItem\",1)\nTNT1 A 0 A_GiveInventory(\"ShopGuardItem\",1)\nTNT1 A 0 A_GiveInventory(\"UnstuckItem\",1)\n\nTNT1 A 0 A_GiveInventory(\"PPRecovery\",1)\nTNT1 A 0 A_GiveInventory(\"EscapeOrb\",1)\n//TNT1 A 0 A_GiveInventory(\"HeldCheck_Passive\",1)\n\nstop\n}\n}\n\nactor PKMNRentalKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"TMShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"ItemShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"HeldItemShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"PlayerStatusItem\",1)\nTNT1 A 0 A_GiveInventory(\"ShopGuardItem\",1)\nTNT1 A 0 A_GiveInventory(\"UnstuckItem\",1)\n\nTNT1 A 0 A_GiveInventory(\"PPRecovery\",1)\nTNT1 A 0 A_GiveInventory(\"EscapeOrb\",1)\n//TNT1 A 0 A_GiveInventory(\"HeldCheck_Passive\",1)\n\nstop\n}\n}\n\nactor PKMNDeadKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"LoadMoveset\",0)\nstop\n}\n}\n//[+]========================================================================[+]\n//-------------------------|Persistant Loadouts|---------------------\n//[+]========================================================================[+]\n\nactor SaveMovesetFlag : Inventory{inventory.amount 1 inventory.maxamount 5}\n\nactor PersistentLoadout : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"INSTAGIB_CHECK\"),\"PickupNo\")\nTNT1 A 0 A_GiveInventory(\"Once\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PERSISTENT_LOADOUT\",0)\nstop\nPickupNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PickupOn : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\",1)\nstop\n}\n}\n\nactor PickupOff : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\",0)\nstop\n}\n}\n\n//[+]========================================================================[+]\n//-------------------------|Skins|---------------------\n//[+]========================================================================[+]\n\nactor PokeFormHandler : CustomInventory\n{\nstates\n{\nPickup:\n//TNT1 A 0 A_ChangeFlag(\"NOSKIN\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"Wait_PokeSkinHandler\",0)\nstop\n}\n}\n\nactor EvoMaskFX_Spawn : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n//+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\n//TNT1 A 0 A_Jumpifinventory(\"EvoMaskFX_Buffer\",1,\"Nope\")\nTNT1 A 0 A_SpawnItemEX(\"EvoMaskFX\")\n//TNT1 A 0 A_GiveInventory(\"EvoMaskFX_Buffer\",0)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor EvoMaskFX_Buffer : PowerUp {inventory.amount 1 Powerup.Duration 5}\n\nactor EvoMaskFX : BasicClientside\n{\nscale 4.0\nRenderstyle \"Add\"\nReactionTime 17\nAlpha 0.1\nspeed 7\nStates\n{\nSpawn:\nASEX A 0\nASEX A 1 A_Warp(AAPTR_TARGET,0,0,22,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nASEX A 0 A_SetScale(ScaleX+0.2)\nRFLC B 0 A_CountDown\nRFLC B 0 A_JumpIF(reactionTime > 12,\"Spawn2\")\nASEX A 0 A_FadeOut(0.05)\nloop\nSpawn2:\nASEX A 0 A_Fadein(0.1)\nGoto Spawn\n\nDeath:\nRFLC B 0\nstop\n}\n}\n//[+]========================================================================[+]\n//-------------------------|Menu Items|---------------------\n//[+]========================================================================[+]\nactor EvoStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Evolution Stone\"\nTag \"Evo Stone\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 //A_GiveInventory(\"MenuSpawnSafeZone\",0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"EvolveTrigger\",0)\nfail\n}\n}\n\nactor MoveTutorStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Move Tutor\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptLevelUpMove\",0)\nfail\n}\n}\n\nactor ItemShopStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Item Shop\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptItemShop\",0)\nfail\n}\n}\n\nactor HeldItemShopStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Held item Shop\"\nTag \"Held Item Shop\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptHeldItemShop\",0)\nfail\n}\n}\n\nactor TMShopStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"TM Shop\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptTMShop\",0)\nfail\n}\n}\n\nactor MoveShiftStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Move Tutor\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptMoveReposition\",0)\nfail\n}\n}\n\nactor PlayerStatusItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Status Screen\"\nTag \"Status Screen\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 //A_GiveInventory(\"MenuSpawnSafeZone\",0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"ShowPlayerStatus\",0)\nfail\n}\n}\n\nactor ShopGuardItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Shop Security\"\nTag \"Shop Security\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 A_GiveInventory(\"MenuSpawnSafeZone\",0)\nfail\n}\n}\n\nactor UnstuckCooldown : Powerup {inventory.amount 1 Powerup.Duration -180}\n\nactor UnstuckItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Unstuck\"\nTag \"Unstuck\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"UnstuckCooldown\",1,\"Nope\")\nTNT1 A 0 A_GiveInventory(\"InMenu\",0)\nTNT1 A 0 A_GiveInventory(\"UnstuckCooldown\",0)\nTNT1 A 0 SetPlayerProperty(0, 0, 0)\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nfail\nNope:\nTNT1 A 0 ACS_NamedExecuteAlways(\"UnstuckFailMessage\",0)\nfail\n}\n}\n\nactor PKMN_WhiteFlagDropper : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"HasFlagBall\") == 1,\"DropFlag\")\nstop\nDropFlag:\nSCRW A 1 ACS_NamedExecuteAlways(\"FlagFumble\",0)\nstop\n}\n}\n\nactor PKMN_WhiteFlagThrower : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"HasFlagBall\") == 1,\"DropFlag\")\nstop\nDropFlag:\nSCRW A 1 ACS_NamedExecuteAlways(\"FlagToss\",0)\nstop\n}\n}\n\nactor BasicWarperHold : Powerup {inventory.amount 1 Powerup.Duration 17}\n\nactor PlayerIsInvisible : PlayerPropertyFrozen {}\n\nactor PlayerVisibilityOff : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",1)\nTNT1 A 0 A_SetTranslucent(0.0,0)\nstop\n}\n}\n\nactor PlayerVisibilityOn : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",0)\nTNT1 A 0 A_SetTranslucent(1.0,0)\nstop\n}\n}\n\nActor TargetMarker3 : TargetMarker\n{\nstates\n{\nUse:\n//TNT1 A 0 A_FireCustomMissile(\"TargetTracer\",0,0,0,16,0,0)\nTNT1 A 0 A_SpawnItemEx(\"TargetTracer3\", 0, 8, 32, Cos(pitch)*1000, 0, sin(-pitch)*1000,0)\nstop\n}\n}\n\nactor TargetTracer3 : TargetTracer\n{\n+NOCLIP\n+NOINTERACTION\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase-flags.txt",
"contents": "actor ClassDeathPickup : CustomInventory\n{\nvar int user_HitMemory;\nStates\n{\nPickup:\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_TakeInventory(\"ConcreteTime\", 999)\nTNT1 A 0 A_SpawnItemEX(\"GrudgeGiver\")\nTNT1 A 0 A_GiveInventory(\"HeldCheck_OnKill\",1)\nTNT1 A 0 A_SpawnItemEX(\"SelfDestructGiver\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_SpawnItemEX(\"ExplosionGiver\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",999)\nTNT1 A 0 A_GiveInventory(\"IsDead\",1)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_GiveToTarget(\"KilledMeStock\",1)\nTNT1 A 0 A_GiveToTarget(\"KilledMe\",1)\nTNT1 A 0 //ACS_NamedExecuteAlways(\"PKMN_LastHitEXP\",0,User_HitMemory,3)\nTNT1 A 0 //A_GiveInventory(\"AbsorbCheck\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"BPBounty\",0)\nstop\n}\n}\n\nactor ClassPainPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"RemoteKiller\",1)\nTNT1 A 0 A_GiveInventory(\"RevengeSensor\",1)\nTNT1 A 0 A_GiveInventory(\"HeldCheck_OnHit\",1)\nTNT1 A 0 A_SpawnItemEX(\"GrudgeGiver\")\nTNT1 A 0 A_GiveInventory(\"PainPower\")\nTNT1 A 0 A_GiveInventory(\"Paralyze_Hitstun\")\nTNT1 A 0 //A_GiveInventory(\"AbsorbCheck\")\nstop\n}\n}\n\nactor PainPower : Powerup\n{\n inventory.amount 1\npowerup.duration 3\n}\n\nactor GravityHoldPainPower : PainPower {}\nactor WilyIcePainPower : PainPower {}\n\nactor TypeDeathFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ExplodeDeathFlag : TypeDeathFlag {}\nactor FallingDeathFlag : TypeDeathFlag {}\nactor RisingDeathFlag : TypeDeathFlag {}\nactor IceDeathFlag : TypeDeathFlag {}\n\nactor SuicideFlag : TypeDeathFlag {}\n\nactor RiseMyMegamanFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nactor GlassHealthBar : Inventory //1.5x or more\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor ProtoHealthBar : GlassHealthBar //1.3 - 1.499\n{\n}\nactor LightHealthBar : GlassHealthBar //1.2 - 1.299\n{\n}\nactor MegaHealthBar : GlassHealthBar //1.1 - 1.199\n{\n}\nactor DuoHealthBar : GlassHealthBar //0.9 - 0.999\n{\n}\nactor SturdyHealthBar : GlassHealthBar //0.8 - 0.899\n{\n}\nactor DocToadHealthBar : GlassHealthBar //0.7 - 0.799\n{\n}\nactor ToadHealthBar : GlassHealthBar //.6 - .699\n{\n}\nactor HeavyHealthBar : GlassHealthBar //.55 - .6 most useful bar ever >_>\n{\n}\nactor HardHealthBar : GlassHealthBar //.5 nuff said\n{\n}\n\nactor NGS_DeathEffectActor\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nScale 4\nRENDERSTYLE \"add\"\nStates\n{\nSpawn:\nASEX A 0\nSPKH D 1\nASEX A 0 A_SpawnItemEx(\"NGS_DeathFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nTNT1 A 4\nASEX A 0 A_PlaysoundEX(\"misc/DeathSound\",\"soundslot6\")\nCENF AAAAA 0 A_SpawnItemEx(\"NGS_DeathFX3\", 0, 0, 0, 8, 8, random2(8), random(0, 359),SXF_TRANSFERTRANSLATION)\nCENF AAAAA 0 A_SpawnItemEx(\"NGS_DeathFX2\", 0, 0, 0, 10, 10, random2(10), random(0, 359),SXF_TRANSFERTRANSLATION)\nSPKH D 0 A_Fadeout(0.5)\nSPKH D 1 A_setscale(ScaleX + 2.0)\nTNT1 A 17\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX1 //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\n+NOINTERACTION\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1.0\nRENDERSTYLE \"add\"\n\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nTCEX A 0\nTCEX BBCCDD 1 A_setscale(ScaleX + 0.2)\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX F 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX2 : NGS_DeathFX1\n{\nRENDERSTYLE \"add\"\nscale 1.5\nSpeed 20\nreactiontime 10\nStates\n{\nSpawn:\nNDFX A 0\nNDFX A 0 A_SetScale(Frandom(1.0,2.0))\nNDFX BCDE 1 A_ScaleVelocity(0.8)\nSpawn2:\nNDFX BCDE 1\nNDFX A 0 A_CountDown\nNDFX A 0 A_Jumpif(reactiontime >= 5, \"Spawn2\")\nTCEX E 0 A_Fadeout(0.1)\nloop\n}\n}\n\nactor NGS_DeathFX3 : BasicFastProjectile //These are decorative.\n{\nPROJECTILE\nRENDERSTYLE \"add\"\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\nmissiletype \"NGS_DeathFX3Trail\"\nMissileheight 8\nStates\n{\nSpawn:\nMMFX A 0\nCFL5 AB 1\nCFL5 AABB 1 A_SetScale(0.3)\nCFL5 CD 2\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX3Trail : BasicClientside\n{\nscale 1\nRenderstyle \"add\"\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nCFL5 CD 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase.txt",
"contents": "actor ClassBase : ClassBase2 {}\n\nactor ClassBaseRentals : ClassBase Replaces ClassBase {+NOSKIN}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase0.txt",
"contents": "actor ClassBase0 : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\n//player.forwardmove 0.6, 0.6\n//player.sidemove 0.58, 0.58\nplayer.forwardmove 1.0, 0.5\nplayer.sidemove 1.0, 0.5\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"mm8bdmplayer\", 1\nHealth 100\nPlayer.MaxHealth 100\nPlayer.AttackZOffset 10\nmass 9999\ngravity 0.6\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\n+QUICKTORETALIATE\n+NOSKIN\n+THRUSPECIES\n+USEDAMAGEEVENTSCRIPT\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"BlockExplosion\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nscale 2.5\nbloodtype \"MegamanBlood\"\n\nvar int User_AbraTid;\nvar int User_STargTID;\nvar int User_angleDistRegister;\nvar int User_STargRange;\nvar int user_wepangle;\nvar int user_weppitch;\nvar int user_wepangle2;\n\nvar int user_HitMemory;\nvar int User_HitTypeMemory;\nvar int user_HitFrame;\n\nvar int user_FlyStartZ;\n\nvar int user_RemoteX;\nvar int user_RemoteY;\nvar int user_RemoteZ;\nStates\n{\nSuperSpawn:\n\"----\" A 1 A_Jump(256,\"Spawn\")\nwait\nSuperClassPain:\n\"----\" A 1 A_Jump(256,\"ClassPain\")\nwait\nSuperClassDeath:\n\"----\" A 1 A_Jump(256,\"ClassDeath\")\nwait\n\nMegamanPain:\n\"----\" A 0 A_Pain\n\"----\" A 0 //ACS_NamedExecuteAlways(\"Ult_Giver\",0,User_HitMemory,1)\n\"----\" A 1 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockback\",0,1,1)//A_Recoil(1)\n\"----\" AAAAAAAAA 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\n//---\nPainWeak:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Weak\",\"Voice\")\n\"----\" A 0 A_GiveInventory(\"ClassPainPickup\")\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,6)\ngoto SuperSpawn\n\nPainNormal:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Normal\",\"Voice\")\n\"----\" A 0 //A_ScaleVelocity(0.75)\n\"----\" A 0 A_GiveInventory(\"ClassPainPickup\")\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,5)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\nPainStrong:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Strong\",\"Voice\")\n\"----\" A 0 //A_ScaleVelocity(0.4)\n\"----\" A 0 A_GiveInventory(\"ClassPainPickup\")\n\"----\" A 0 A_GiveInventory(\"HitSleepBreaker\")\n\"----\" A 0 A_GiveInventory(\"WeaknessPolicy_Effect\",0) //Held item\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,4)\n\"----\" HHHHHHHHH 0 A_SpawnItemEx(\"CentaurFlashFX\", 0, 0, 28, 256/24, 256/24, random2(256/24), random(0, 359))\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n//---\n\nMegamanDeath:\n\"----\" A 5\nMegamanExplode:\nTNT1 A 0 A_SpawnItemEx(\"NGS_DeathEffectActor\", 0, 0, 32, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nMegamanFall:\nTNT1 A 0 A_SpawnItemEx(\"NGS_DeathEffectActor\", 0, 0, 32, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)//A_PlayerScream\nMegamanErase:\nTNT1 A 1 A_CheckPlayerDone\nwait\n\n// SINGLEPLAYER STUFF\nTheEnd: // Used in the original ending\n\"####\" G 4\nloop\nWalkForward:\n\"####\" BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\n\"####\" BCDE 8\nloop\nCreditRun:\n\"####\" BCDE 5\nloop\nDozerCarry:\n\"####\" BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\n\"####\" F 10 A_Stop\n\"####\" F -1\nstop\nDozerThrow:\n\"####\" F 0 A_ChangeFlag(\"THRUACTORS\",1)\n\"####\" F 20 ThrustThingZ(0, 60, 0, 1)\n\"####\" G 20\n\"####\" A -1\nstop\nEndlessPain:\n\"####\" H -1\nstop\n}\n}\n\nactor DeathFX3\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\n\nStates\n{\nSpawn:\nMMFX JKLM 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX4 : DeathFX3\n{\nspeed 5\n}\n\nactor FakeDeathFX2\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 0, 15, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 0, -15, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 10, 10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -10, 10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 10, -10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -10, -10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 15, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -15, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 0, 5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 0, -5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 3.5, 3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -3.5, 3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 3.5, -3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -3.5, -3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 5, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -5, 0, 0, SXF_TRANSFERTRANSLATION)\n\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase1.txt",
"contents": "actor ClassBase1 : ClassBase0\n{\nStates\n{\n//===|Type Pains\n\n//#region == reconsolidated into one ==\n/*\nNormalPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFightingPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFlyingPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPoisonPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGroundPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nRockPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nBugPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGhostPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nSteelPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFirePain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nWaterPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGrassPain:\n//PLY1 H 0\n\"####\" H 0\n\"####\" H 0 A_GiveInventory(\"AbsorbCheck\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nElectricPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPsychicPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nIcePain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nDragonPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nDarkPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFairyPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n*/\n//#endregion\n\nNormalPain:\nFightingPain:\nFlyingPain:\nPoisonPain:\nGroundPain:\nRockPain:\nBugPain:\nGhostPain:\nSteelPain:\nFirePain:\nWaterPain:\nGrassPain:\n//\"####\" H 0 A_GiveInventory(\"AbsorbCheck\")\nElectricPain:\nPsychicPain:\nIcePain:\nDragonPain:\nDarkPain:\nFairyPain:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",User_HitTypeMemory) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\n//===|Type Deaths\n\n//#region == Also reconsolidated into one, no longer needed otherwise ==\n/*\n\nNormalDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\nGoto Death\n\nFightingDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\nGoto Death\n\nFlyingDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\nGoto Death\n\nPoisonDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Poison)\nGoto Death\n\nGroundDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ground)\nGoto Death\n\nRockDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Rock)\nGoto Death\n\nBugDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Bug)\nGoto Death\n\nGhostDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ghost)\nGoto Death\n\nSteelDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Steel)\nGoto Death\n\nFireDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\nGoto Death\n\nWaterDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\nGoto Death\n\nGrassDeath:\n\"####\" H 0 A_GiveInventory(\"AbsorbCheck\")\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Grass)\nGoto Death\n\nElectricDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Electric)\nGoto Death\n\nPsychicDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Psychic)\nGoto Death\n\nIceDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ice)\nGoto Death\n\nDragonDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dragon)\nGoto Death\n\nDarkDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dark)\nGoto Death\n\nFairyDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fairy)\nGoto Death\n*/\n//#endregion\n\nNormalDeath:\nFightingDeath:\nFlyingDeath:\nPoisonDeath:\nGroundDeath:\nRockDeath:\nBugDeath:\nGhostDeath:\nSteelDeath:\nFireDeath:\nWaterDeath:\nGrassDeath:\nElectricDeath:\nPsychicDeath:\nIceDeath:\nDragonDeath:\nDarkDeath:\nFairyDeath:\n\"----\" A 0\nGoto Death\n\nPain:\n\"----\" A 0 //A_ScaleVelocity(0.75)\n\"----\" A 0\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n//goto SuperClassPain\n\nBonkDeath:\n\"----\" H 0 A_SpawnitemEX(\"SkyUppercutCeilingBonk\")//\nGoto Death\n\nDeath.Suicide:\n\"----\" A 0 A_GiveInventory(\"SuicideFlag\")\nDeath:\n\"----\" A 0 A_GiveInventory(\"ClassDeathPickup\",1)\n\"----\" A 1 //ACS_NamedExecuteAlways(\"PKMN_LastHitEXP\",0,User_HitMemory,3)\ngoto SuperClassDeath\n\nClassPain:\n//PLY1 H 0\n\"####\" H 0\nMegamanPain:\n\"----\" A 0 A_JumpIfInventory(\"GravityHoldPainPower\",1,\"GravityHoldWait\")\n\"----\" A 0 A_JumpIfInventory(\"WilyIcePainPower\",1,\"WilyIceWait\")\ngoto \"Super::MegamanPain\"\nGravityHoldWait:\n\"----\" A 2\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\ngoto \"Super::MegamanPain\"\nWilyIceWait:\n\"----\" A 30\n\"----\" A 30\n\"----\" A 0 SetPlayerProperty(0,0,0)\n\"----\" A 0 A_TakeInventory(\"IceVision\",1)\ngoto SuperSpawn\n\nClassDeath:\n\"####\" H 0\nMegamanDeath:\n\"----\" A 0 A_JumpIfInventory(\"ExplodeDeathFlag\",1,\"MegamanExplode\")\n\"----\" A 0 A_JumpIfInventory(\"FallingDeathFlag\",1,\"MegamanFall\")\n\"----\" A 0 A_JumpIfInventory(\"RisingDeathFlag\",1,\"MegamanRise\")\n\"----\" A 0 A_JumpIfInventory(\"IceDeathFlag\",1,\"MegamanIce\")\ngoto \"Super::MegamanDeath\"\nMegamanRise:\n\"----\" A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nRiseMyMegaman:\n\"----\" A 1 ThrustThingZ(0,10,0,1)\n\"----\" A 0 A_JumpIf(ceilingz-z<=(height+1), \"RiseMyMegamanEnd\")\n\"----\" A 0 A_GiveInventory(\"RiseMyMegamanFlag\", 1)\n\"----\" A 0 A_JumpIfInventory(\"RiseMyMegamanFlag\", 35, \"RiseMyMegamanEnd\")\nloop\n/*RiseMyMegamanEnd:\n\"----\" A 0\ngoto MegamanExplode*/\nRiseMyMegamanEnd:\n\"----\" A 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\ngoto MegamanFall\nMegamanIce:\n\"----\" A 1 A_PlayerScream\n\"----\" A 0 ACS_ExecuteAlways(998,0,105,1)\n\"----\" A 0 A_FreezeDeath\n\"----\" A 35\n\"----\" A 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\ngoto MegamanErase\n\nPain.GravityHold:\n\"----\" A 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" A 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" A 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" A 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" A 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceNo\nGravityForce4:\n\"----\" A 0 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceB\nGravityForce3:\n\"----\" A 0 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceB\nGravityForce2:\n\"----\" A 0 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceB\nGravityForce1:\n\"----\" A 0 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceB\nGravityForceB:\n\"----\" A 0 A_GiveInventory(\"GravityHoldPainPower\",1)\nGoto Pain+1\nGravityForceNo:\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\nGoto Pain+1\n\nPain.WilyIce:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" A 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" A 0 A_GiveInventory(\"IceVision\",1)\n\"----\" A 0 A_Stop\n\"----\" A 0 A_GiveInventory(\"WilyIcePainPower\",1)\nGoto Pain+1\n\nDeath.Beam:\n//Death.GravityHold:\nDeath.instagib:\nDeath.Telefrag:\n\"----\" A 0 A_GiveInventory(\"ExplodeDeathFlag\",1)\ngoto Death\nDeath.Falling:\n\"----\" A 0 A_JumpIfInventory(\"FallDeathExplodeFlag\", 1, \"Death\")\n\"----\" A 0 A_GiveInventory(\"FallingDeathFlag\",1)\ngoto Death\nDeath.WindStorm:\nDeath.GravityHold:\nDeath.TornadoBlow:\n\"----\" A 0 A_GiveInventory(\"RisingDeathFlag\",1)\ngoto Death\n\nIce:\n\"----\" A 0 A_GiveInventory(\"IceDeathFlag\",1)\ngoto Death\n\n//////////////////\n\nPain.BotSight:\nPLY1 B 5 HealThing(1)\ngoto SuperSpawn\nPain.ProtoBuster:\nPain.DarkMan:\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.BassBuster:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Gamma:\nPain.Misc:\nPain.KyorownBullet:\nPain.Treble:\nPain.FlameSwordSpark:\nPLY1 H 0\nGoto pain+1\nPain.Reggae:\nTNT1 A 0 A_PlaySoundEx(\"item/reggae\", \"SoundSlot7\", 0)\nGoto Pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\nPLY1 H 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\nPLY1 H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\nPLY1 H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\nPLY1 H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\nPLY1 H 0 A_GiveInventory(\"FlameSwordProtect\", 1)\nPLY1 HH 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\npain.LaserTrident:\nPLY1 H 0 A_GiveInventory(\"LaserTridentProtect\", 1)\ngoto pain+1\nPain.WindStorm:\nPain.FlingDamage:\nPLY1 H 0 //ThrustThing(random(0,255),50,1,0)\nPLY1 H 0 ThrustThing(random(0,255),5,0,0)\nPLY1 H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLY1 H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",125)\nPLY1 H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLY1 H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLY1 H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLY1 H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLY1 H 0 A_Stop\nGoto Pain+1\nPain.ConcreteShot:\nPLY1 H 0 A_JumpIfInventory(\"ConcreteVision\", 1, \"ConcreteReset\")\nPLY1 H 0 A_GiveInventory(\"ConcreteVision\", 1)\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\nPLY1 H 0 A_SpawnItemEx(\"ConcreteWatcher\")\ngoto Pain+1\nConcreteReset:\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\ngoto Pain+1\nPain.TornadoBlow:\nPLY1 H 0 ThrustThingZ(0, 60, 0, 0)\ngoto Pain+1\nPain.WilyFire:\nPLY1 H 0 A_SpawnItemEx(\"ImOnFire\")\nPLY1 H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nPain.TimeStopper:\nPLY1 H 0 A_GiveInventory(\"TimeStopActivator\", 1)\nGoto Pain+1\nBeatAssist:\nPLY1 H 0\nPLY1 H 0 HealThing(2)\nPLY1 H 2 ACS_NamedExecuteAlways(\"core_beatflight\", 0, 0, 1)\nPLY1 H 0 A_JumpIfInventory(\"BeatCallProtection\", 1, \"Spawn\")\nGoto Pain+1\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase2.txt",
"contents": "actor ClassBase2 : ClassBase1\n{\nStates\n{\n// -=-=-=- Pain States -=-=-=-\n//#region -=- Normal -=-\nPain.SpikeCannon:\nPain.FurySwipes:\nPain.Glare:\nPain.SoftBoiled:\nPain.MorningSun:\nPain.Sing:\nPain.SelfDestruct:\n//--[Move|Normal]--\n \"----\" H 0\nGoto NormalPain\n\nPain.Explosion:\n\"----\" H 0 A_Giveinventory(\"ExplosionProtect\")\n\"----\" H 0 A_Giveinventory(\"ExplosionBuffer\")\n\"----\" H 0\nGoto NormalPain\n\nPain.Swift:\n\"----\" H 0 A_GiveInventory(\"SwiftBuffer\",1)\nGoto NormalPain\n\nPain.BodySlam:\n\"----\" H 0 A_GiveInventory(\"ParalysisStatus_50Per\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Null)\nGoto NormalPain\n\nPain.Eggbomb:\n\"----\" H 0\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\nGoto NormalPain\n\nPain.Slam:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"SlamProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"SlamImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\n\"----\" H 0\nGoto NormalPain\n\nPain.CrushClaw:\n\"----\" H 0 A_GiveInventory(\"CrushClawNerfInitiate\",1)\nGoto NormalPain\n\nPain.Fakeout:\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\",1)\nGoto NormalPain\n\nPain.Thrash:\n\"----\" H 0 A_GiveInventory(\"ThrashProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ThrashBuffer\",1)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Normal)\nGoto NormalPain\n\nPain.QuickAttack:\n\"----\" H 0 A_GiveInventory(\"QuickAttackDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"QuickAttackCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Normal)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.TakeDown:\n\"----\" H 0 A_GiveInventory(\"TakeDownDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"TakeDownCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,25)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.DoubleEdge:\n\"----\" H 0 A_GiveInventory(\"DoubleEdgeDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"DoubleEdgeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.HeadButt:\n\"----\" H 0 A_GiveInventory(\"HeadButtDelay\",1)\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"HeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.RapidSpin:\n\"----\" H 0 A_GiveInventory(\"RapidSpinProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Normal)\nGoto NormalPain\n\nPain.FalseSwipe:\n \"----\" H 0 //A_JumpIfHealthLower(2,\"PainFalse2\")\nGoto PainFalse\n\nPain.FalseSwipe2:\n \"----\" H 0\nGoto PainFalse2\n\n/*\nFalseAward:\n\"----\" H 0 ACS_NamedExecuteAlways(\"FalseEXPAward\",0)\nGoto NormalPain\n*/\n\nPainFalse:\n//PLY1 H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,1)\n/*\n\"####\" H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,1)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\n*/\ngoto SuperSpawn\n\nPainFalse2:\n//PLY1 H 0\n\"####\" H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\nPain.Slash1:\n\"----\" H 0 A_GiveInventory(\"Slash1Protect\", 1)\nGoto NormalPain\nPain.Slash2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"Slash2Protect\", 1)\nGoto NormalPain\n\n//#endregion\n\n//#region -=- Fighting -=-\n\nPain.Fighting:\nPain.HammerArm:\nPain.VitalThrow:\nPain.LowKick:\nPain.Revenge:\nPain.AuraSphere:\nPain.Counter:\n//--[Move|Fighting]--\n\"----\" H 0\nGoto FightingPain\n\nPain.FocusBlast:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\n\"----\" H 0 A_GiveInventory(\"SDefDown_FastBuild\",1)\nGoto FightingPain\n\nPain.TripleKick:\n\"----\" H 0 A_GiveInventory(\"TripleKickProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Fighting)\nGoto FightingPain\n\nPain.RollingKick:\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n\"----\" H 0 A_GiveInventory(\"RollingKickProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\nGoto FightingPain\n\nPain.DynamicPunch:\n\"----\" H 0 A_GiveInventory(\"DynamicPunchConfusionChance\",1)\nGoto FightingPain\n\nPain.ForcePalm:\n\"----\" H 0 A_GiveInventory(\"ParalysisStatus_50Per\",1)\n\"----\" H 0 //A_GiveInventory(\"ForcePalmProtect\",1)\nGoto FightingPain\n\nPain.KarateChop:\n\"----\" H 0 A_GiveInventory(\"KarateChopCritEffect\",1)\nGoto FightingPain\n\nPain.VacuumWave:\n\"----\" H 0\nGoto FightingPain\n\nPain.ArmThrust:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\n\"----\" H 0 A_GiveInventory(\"ArmThrustProtect\",1)\nGoto FightingPain\n\nPain.DoubleKick:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\n\"----\" H 0 A_GiveInventory(\"DoubleKickProtect\",1)\nGoto FightingPain\n\nPain.Skyuppercut:\n\"----\" H 0 A_GiveInventory(\"SkyuppercutProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,70,0)\nGoto FightingPain\n\nPain.HiJumpKick:\n\"----\" H 0 A_GiveInventory(\"HiJumpKickDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"HiJumpKickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\nGoto FightingPain\n\nPain.JumpKick:\n\"----\" H 0 A_GiveInventory(\"JumpkickDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"JumpkickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\nGoto FightingPain\n\nPain.Machpunch:\n\"----\" H 0 A_GiveInventory(\"MachpunchDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"MachpunchCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FightingPain\n\nPain.CloseCombat:\n\"----\" H 0 //A_GiveInventory(\"CloseCombatProtect\",1)\n\"----\" H 0 //A_GiveInventory(\"CloseCombatBuffer\",1)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fighting)\nGoto FightingPain\n\nPain.DrainPunch:\n\"----\" H 0 A_GiveInventory(\"DrainPunchProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FightingPain\n\nPain.SeismicToss1:\n\"----\" H 0 A_GiveInventory(\"SeismicTossSuplexStart\",1)\ngoto FightingPain\nPain.SeismicToss2:\n\"----\" H 0 A_GiveInventory(\"SeismicTossPushStart\",1)\ngoto FightingPain\n\nPain.StormThrow1:\n\"----\" H 0 A_GiveInventory(\"StormThrowSuplexStart\",1)\ngoto FightingPain\nPain.StormThrow2:\n\"----\" H 0 A_GiveInventory(\"StormThrowPushStart\",1)\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\",1)\ngoto FightingPain\n\nPain.VitalThrow1:\n\"----\" H 0 A_GiveInventory(\"VitalThrowSuplexStart\",1)\ngoto FightingPain\nPain.VitalThrow2:\n\"----\" H 0 A_GiveInventory(\"VitalThrowPushStart\",1)\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\",1)\ngoto FightingPain\n\nPain.Submission1:\n\"----\" H 0 A_GiveInventory(\"SubmissionSuplexStart\",1)\ngoto FightingPain\nPain.Submission2:\n\"----\" H 0 A_GiveInventory(\"SubmissionPushStart\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\ngoto FightingPain\n\nPain.SuperPower1:\n\"----\" H 0 A_GiveInventory(\"SuperPowerSuplexStart\",1)\ngoto FightingPain\nPain.SuperPower2:\n\"----\" H 0 A_GiveInventory(\"SuperPowerPushStart\",1)\ngoto FightingPain\n\nPain.BrickBreak:\n\"----\" H 0 A_GiveInventory(\"ScreenBreaker\",1)\ngoto FightingPain\n//#endregion\n\n//#region -=- Flying -=-\n\nPain.Peck:\nPain.WingAttack:\nPain.Defog:\nPain.Roost:\n//--[Move|Flying]--\n\"----\" H 0\ngoto FlyingPain\n\nPain.Fly:\n\"----\" H 0 A_GiveInventory(\"FlyDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"FlyDiveCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FlyingPain\n\nPain.AirCutter:\n//\"----\" H 0 A_GiveInventory(\"AirCutterProtect\", 1)\n\"----\" H 0 A_GiveInventory(\"AirCutterBuffer\", 1)\nGoto FlyingPain\n\nPain.Gust:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,1)\n\"----\" H 0 A_GiveInventory(\"GustProtect\", 1)\nGoto FlyingPain\n\nPain.Pluck:\n\"----\" H 0 A_GiveInventory(\"PluckDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"PluckCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"BerrySteal\",0)\nGoto FlyingPain\n\nPain.AirSlash:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"AirSlashProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\nGoto FlyingPain\n\nPain.DrillPeck:\n\"----\" H 0 A_GiveInventory(\"DrillPeckProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\ngoto FlyingPain\n\nPain.SkyDrop1:\n\"----\" H 0 A_GiveInventory(\"SkyDropSuplexStart\",1)\ngoto FlyingPain\nPain.SkyDrop2:\n\"----\" H 0 A_GiveInventory(\"SkyDropPushStart\",1)\ngoto FlyingPain\n\nPain.BraveBird:\n\"----\" H 0 A_GiveInventory(\"BraveBirdDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"BraveBirdCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FlyingPain\n\nPain.Acrobatics:\n\"----\" H 0 //A_GiveInventory(\"AcrobaticsDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"AcrobaticsCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Misc/CeilingBonk\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\ngoto FlyingPain\n//#endregion\n\n//#region -=- Poison -=-\nPain.Venoshock:\n//--[Move|Poison]--\n\"----\" H 0\nGoto PoisonPain\n\nPain.AcidSpray:\n\"----\" H 0 A_GiveInventory(\"AcidSprayNerfInitiate\",1)\nGoto PoisonPain\n\nPain.Acid:\n\"----\" H 0 A_GiveInventory(\"AcidNerfInitiate\",1)\nGoto PoisonPain\n\nPain.PoisonTail1:\n\"----\" H 0 A_GiveInventory(\"PoisonTail1Protect\", 1)\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusBuild\")\n\"----\" H 0\nGoto PoisonPain\nPain.PoisonTail2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"PoisonTail2Protect\", 1)\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\n\nPain.ClearSmog:\n\"----\" H 0 A_GiveInventory(\"ClearSmogProtect\")\n\"----\" H 0 A_GiveInventory(\"ClearSmogPurge\")\n\"----\" H 0\nGoto PoisonPain\n\nPain.PoisonJab:\n\"----\" H 0\n//\"----\" H 0 A_GiveInventory(\"PoisonJabProtect\")\n//\"----\" H 0 A_GiveInventory(\"PoisonJabBuffer\")\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\n\nPain.PoisonSting:\nPain.Sludge:\nPain.Sludge2:\nPain.SludgeBomb:\nPain.SludgeBomb2:\n\"----\" H 0\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\n//#endregion\n\n//#region -=- Ground -=-\n\nPain.Ground:\nPain.SandTomb:\nPain.Dig:\n\nPain.ShoreUp:\n//--[Move|Ground]--\n\"----\" H 0\nGoto GroundPain\n\nPain.EarthPower:\n\"----\" H 0 A_GiveInventory(\"EarthPowerProtect\")\n\"----\" H 0 A_GiveInventory(\"EarthPowerBuffer\")\n\"----\" H 0 A_GiveInventory(\"SDefDown_FastBuild\",1)\nGoto GroundPain\n\npain.Earthquake:\n\"----\" H 0 A_jumpifinventory(\"EarthQuakeProtect\",1,2)\n\"----\" H 0 A_GiveInventory(\"EarthQuakeProtect\",1)\n\"----\" H 0\nGoto GroundPain\n\nPain.Bulldoze:\n\"----\" H 0 A_GiveInventory(\"BulldozeProtect\",1)\n\"----\" H 0 A_GiveInventory(\"BulldozeNerfInitiate\",1)\nGoto GroundPain\n\nPain.MudShot:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudShotNerfInitiate\",1)\nGoto GroundPain\n\npain.Mudslap:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudslapNerfInitiate\",1)\nGoto GroundPain\n\npain.MudBomb:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudBombNerfInitiate\",1)\nGoto GroundPain\n//#endregion\n\n//#region -=- Rock -=-\n\nPain.RockBlast:\nPain.RockThrow:\nPain.RockPolish:\n//--[Move|Rock]--\n\"----\" H 0\nGoto RockPain\n\nPain.RockTomb:\n\"----\" H 0 A_GiveInventory(\"RockTombNerfInitiate\",1)\nGoto RockPain\n\nPain.PowerGem:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto RockPain\n\nPain.StealthRock:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\nGoto RockPain\n\nPain.Rollout:\n\"----\" H 0 A_GiveInventory(\"RolloutProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto RockPain\n\nPain.RockSlide:\n\"----\" H 0 A_GiveInventory(\"RockSlideProtect\")\n\"----\" H 0 A_GiveInventory(\"RockSlideBuffer\")\n\"----\" H 0 A_GiveInventory(\"CringeStatus_50Per\")\n\"----\" H 0\nGoto RockPain\n\nPain.StoneEdge:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\nGoto RockPain\n\n//#endregion\n\n//#region -=- Bug -=-\n\nPain.Bug:\nPain.FuryCutter:\nPain.StringShot:\nPain.Splash:\nPain.QuiverDance:\nPain.PinMissile:\nPain.Infestation:\n//--[Move|Bug]--\n\"----\" H 0\nGoto BugPain\n\nPain.UTurn:\n\"----\" H 0 A_GiveInventory(\"UTurnDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"UTurnCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\nGoto NormalPain\n\nPain.BugBuzz:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto BugPain\n\nPain.LeechLife:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto BugPain\n\nPain.SignalBeam:\n\"----\" H 0 A_GiveInventory(\"ConfusionStatusBuild\",1)\nGoto BugPain\n\nPain.SilverWind:\n\"----\" H 0 A_GiveToTarget(\"SilverWindBuffInitiate\", 1)\n\"----\" H 0 A_GiveInventory(\"SilverWindBuffer\", 1)\nGoto BugPain\n\nPain.BugBite:\n\"----\" H 0 ACS_NamedExecuteAlways(\"BerrySteal\",0)\nGoto BugPain\n\nPain.XScissor1:\n\"----\" H 0 A_GiveInventory(\"XScissor1Protect\", 1)\n\"----\" H 0 A_Jumpifinventory(\"XScissor2Protect\",1,\"XScissorImpact\")\nGoto BugPain\nPain.XScissor2:\n\"----\" H 0 A_GiveInventory(\"XScissor2Protect\", 1)\n\"----\" H 0 A_Jumpifinventory(\"XScissor1Protect\",1,\"XScissorImpact\")\nGoto BugPain\nXScissorImpact:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\nGoto BugPain\n\nPain.Megahorn:\n\"----\" H 0 A_GiveInventory(\"MegahornSuplexStart\",1)\ngoto BugPain\n/*\nPain.SuperPower2:\n\"----\" H 0 A_GiveInventory(\"SuperPowerPushStart\",1)\ngoto FightingPain\n*/\n\n//#endregion\n\n//#region -=- Ghost -=-\n\nPain.PhantomForce:\nPain.Hex:\nPain.Spite:\n//--[Move|Ghost]--\n\"----\" H 0\nGoto GhostPain\n\nPain.ShadowBall:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto GhostPain\n\nPain.Astonish:\n\"----\" H 0 A_GiveInventory(\"AstonishBackstabItem\",1)\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\nGoto GhostPain\nPain.Astonish2:\n\"----\" H 0\n\"----\" H 0 //A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n\"----\" H 0\nGoto GhostPain\n\n//#endregion\n\n//#region -=- Steel -=-\nPain.Steel:\n//--[Move|Steel]--\n\"----\" H 0\nGoto SteelPain\n\nPain.FlashCannon:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto SteelPain\n\nPain.MeteorMash:\n\"----\" H 0 A_GiveToTarget(\"MeteorMashBuffInitiate\",1)\nGoto SteelPain\n\nPain.IronHead:\n\"----\" H 0 A_GiveInventory(\"IronHeadDelay\",1)\n\"----\" H 0 A_GiveInventory(\"CringeStatusBuild\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"IronHeadCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto SteelPain\n\nPain.IronTail:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"IronTailProtect\",1)\n\"----\" H 0 A_GiveInventory(\"IronTailNerfInitiate\",1)\n\"----\" H 0 A_SpawnItemEX(\"IronTailImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Steel)\n\"----\" H 0\nGoto SteelPain\n\nPain.MetalClaw:\n\"----\" H 0 A_GiveInventory(\"MetalClawProtect\",1)\n\"----\" H 0 A_GiveInventory(\"MetalClawNerfInitiate\",1)\nGoto SteelPain\n\nPain.GyroBall:\n\"----\" H 0 A_GiveInventory(\"GyroBallProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto SteelPain\n\n//#endregion\n\n//#region -=- Fire\n\nPain.Fire:\n//--[Move|Fire]--\n\"----\" H 0\nGoto FirePain\n\nPain.MysticalFire:\n\"----\" H 0 A_GiveInventory(\"MysticalFireNerfProc\", 1)\nGoto FirePain\n\nPain.FlameCharge1:\n\"----\" H 0 A_GiveInventory(\"FlameChargeProtect\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"FlameChargeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,10,0)\nGoto FirePain\nPain.FlameCharge2:\n\"----\" H 0 A_GiveInventory(\"FlameChargeProtect\",1)\n\"----\" H 0\nGoto FirePain\n\nPain.Firepunch:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"FirePunchProtect\")\n\"----\" H 0 A_GiveInventory(\"BurnStatusBuild\")\nGoto FirePain\n\nPain.Ember:\nPain.FlameBurst:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"BurnStatusBuild\")\nGoto FirePain\n\nPain.FireBlast:\n\"----\" H 0 A_GiveInventory(\"BurnStatusFastBuild\")\nGoto FirePain\n\nPain.Eruption:\nPain.LavaPlume:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"BurnStatusBuild\")\n\"----\" H 0\nGoto FirePain\n\nPain.BlazeKick:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"BurnStatusBuild\")\n\"----\" H 0\nGoto FirePain\n\nPain.FireSpin:\n\"----\" H 0 A_Giveinventory(\"FireSpinProtect\")\n\"----\" H 0 A_Giveinventory(\"FireSpinSlower\")\nGoto FirePain\n\nPain.HeatWave:\n\"----\" H 0 A_Giveinventory(\"HeatWaveProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"BurnStatusFastBuild\")\n\"----\" H 0\nGoto FirePain\n\npain.FlameThrower:\n\"----\" H 0 A_jumpifinventory(\"FlameThrowerProtect\",1,2)\n\"----\" H 0 A_GiveInventory(\"FlameThrowerProtect\",1)\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"BurnStatusSlowBuild\")\n\"----\" H 0\nGoto FirePain\n\npain.FireFang:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,-10,Type_Fire,1)\n\"----\" H 0\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"BurnStatusBuild\")\nGoto FirePain\n\nPain.FlareBlitz:\n\"----\" H 0 A_GiveInventory(\"FlareBlitzDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"FlareBlitzCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fire)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FirePain\n\nPain.FlameWheel:\n\"----\" H 0 A_GiveInventory(\"FlameWheelProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto FirePain\n\nPain.Overheat:\n\"----\" H 0 A_Giveinventory(\"OverheatProtect\")\n\"----\" H 0 A_Giveinventory(\"OverheatBuffer\")\n\"----\" H 0\nGoto FirePain\n\nPain.Incinerate:\n\"----\" H 0 A_Giveinventory(\"IncinerateProtect\")\n\"----\" H 0 A_Giveinventory(\"IncinerateItemTorch\")\n\"----\" H 0 A_Giveinventory(\"IncineratePPTorch\")\n\"----\" H 0\nGoto FirePain\n\nPain.Inferno:\n\"----\" H 0 A_Giveinventory(\"InfernoProtect\")\n\"----\" H 0 A_GiveToTarget(\"InfernoPowerBuild\")\n\"----\" H 0 A_GiveInventory(\"BurnStatusSlowBuild\")\nGoto FirePain\n//#endregion\n\n//#region -=- Water -=-\n\nPain.WaterGun:\nPain.Whirlpool:\nPain.FlipTurn:\n//--[Move|Water]--\n\"----\" H 0\nGoto WaterPain\n\nPain.WaterPulse:\n\"----\" H 0 A_GiveInventory(\"ConfusionStatusSlowBuild\",1)\nGoto WaterPain\n\nPain.BubbleBeam:\n\"----\" H 0 //A_GiveInventory(\"BubbleBeamProtect\",1)\n\"----\" H 0 A_GiveInventory(\"BubbleBeamNerfInitiate\",1)\nGoto WaterPain\n\nPain.Bubble:\n//\"----\" H 0 A_GiveInventory(\"BubbleProtect\",1)\n\"----\" H 0 A_GiveInventory(\"BubbleBuffer\",1)\n\"----\" H 0 A_GiveInventory(\"BubbleNerfInitiate\",1)\nGoto WaterPain\n\nPain.Surf:\n//\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Water)\n\"----\" H 0 A_GiveInventory(\"SurfProtect\",1)\nGoto WaterPain\n\nPain.Dive:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\nGoto WaterPain\n\nPain.Brine:\n\"----\" H 0 //A_GiveInventory(\"BrineProtect\",1)\nGoto WaterPain\n\nPain.HydroPump:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"HydroPumpProtect\",1)\n\"----\" H 0 //A_GiveInventory(\"HydroPumpDamageBuffer\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.AquaTail:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"AquaTailProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"AquaTailImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.AquaJet:\n\"----\" H 0 A_GiveInventory(\"AquaJetDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"AquaJetCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Water)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto WaterPain\n\nPain.Waterfall:\n\"----\" H 0 A_GiveInventory(\"WaterfallProtect1\",1)\n\"----\" H 0 A_GiveInventory(\"WaterfallProtect2\",1)\n\"----\" H 0 A_GiveInventory(\"CringeStatusslowBuild\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 0\nGoto WaterPain\n\nPain.Liquidation:\n\"----\" H 0 A_GiveInventory(\"LiquidationNerfInitiate\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Water)\nGoto WaterPain\n\nPain.MuddyWater:\n\"----\" H 0 A_GiveInventory(\"MuddyWaterNerfInitiate\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,8,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.Scald:\n\"----\" H 0 A_GiveInventory(\"BurnStatusFastBuild\")\n\"----\" H 0\nGoto WaterPain\n\n//#endregion\n\n//#region -=- Grass -=-\n //===|Grass\n\nPain.Leafage:\nPain.MagicalLeaf:\nPain.SeedBomb:\nPain.SolarBeam:\nPain.BulletSeed:\n//--[Move|Grass]--\n\"----\" H 0\nGoto GrassPain\n\nPain.EnergyBall:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto GrassPain\n\nPain.PetalBlizzard:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PetalBlizzardProtect\",1)\n\"----\" H 0 A_GiveInventory(\"PetalBlizzardBuffer\",1)\n\"----\" H 0 A_GiveInventory(\"ConfusionStatusBuild\",1)\nGoto GrassPain\n\nPain.PowerWhip:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PowerWhipProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"PowerWhipImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\n\"----\" H 0\nGoto GrassPain\n\nPain.RazorLeaf:\n//\"----\" H 0 A_GiveInventory(\"RazorLeafProtect\", 1)\n//\"----\" H 0 A_GiveInventory(\"RazorLeafBuffer\", 1)\n\"----\" H 0\nGoto GrassPain\n\nPain.Absorb:\n\"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto GrassPain\n\nPain.MegaDrain:\n\"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n\"----\" H 0 A_GiveInventory(\"MegaDrainProtect\", 1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto GrassPain\n\nPain.GigaDrain:\n\"----\" H 0 A_GiveInventory(\"GigaDrainProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto GrassPain\n\nPain.LeafBlade1:\n\"----\" H 0 A_GiveInventory(\"LeafBlade1Protect\", 1)\nGoto GrassPain\nPain.LeafBlade2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"LeafBlade2Protect\", 1)\nGoto GrassPain\n\nPain.VineWhip:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,5,Type_Grass)\nGoto GrassPain\n\nPain.WoodHammer:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Grass)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto GrassPain\n\n//#endregion\n\n//#region -=- Electric -=-\n\nPain.Shockwave:\nPain.ElectroBall:\nPain.MagnetRise:\n//--[Move|Electric]--\n\"----\" H 0\nGoto ElectricPain\n\nPain.WildCharge:\n\"----\" H 0 A_GiveInventory(\"WildChargeDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"WildChargeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto ElectricPain\n\nPain.Spark:\n\"----\" H 0 A_GiveInventory(\"SparkDelay\",1)\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusFastBuild\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"SparkCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Electric)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto ElectricPain\n\nPain.ThunderPunch:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Electric)\n\"----\" H 0 A_GiveInventory(\"ThunderPunchProtect\")\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusFastBuild\")\nGoto ElectricPain\n\nPain.ThunderFang:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,-10,Type_Ice,1)\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusFastBuild\")\nGoto ElectricPain\n\nPain.ThunderShock:\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusBuild\", 1)\nGoto ElectricPain\n\nPain.ElectroWeb:\n\"----\" H 0 A_GiveInventory(\"ElectroWebProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ElectroWebNerfInitiate\",1)\nGoto ElectricPain\n\nPain.Thunderbolt:\n\"----\" H 0 A_GiveInventory(\"ThunderboltProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusBuild\",1)\nGoto ElectricPain\n\nPain.Discharge:\n\"----\" H 0 A_GiveInventory(\"DischargeProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ZapParalysisStatusFastBuild\",1)\nGoto ElectricPain\n\nPain.Thunder:\n\"----\" H 0 A_GiveInventory(\"Zap_ParalysisStatusProc2\",1)\nGoto ElectricPain\n//#endregion\n\n//#region -=- Psychic -=-\n\nPain.PsychicT:\n//--[Move|Psychic]--\n\"----\" H 0\nGoto PsychicPain\n\nPain.MirrorCoat:\n\"----\" H 0 A_PlaySoundEx(\"Support/MirrorCoat\",\"SoundSlot8\")\n\"----\" H 0 A_GiveInventory(\"MirrorCoatReflectFXSpawn2\",1)\nGoto PsychicPain\n\nPain.Extrasensory:\n//\"----\" H 0 A_GiveInventory(\"CringeStatusBuild\",1)\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\n\"----\" H 0 A_GiveInventory(\"ExtrasensoryProtect\",1)\nGoto PsychicPain\n\nPain.FutureSight:\nPain.Psychic:\n\"----\" H 0 A_GiveInventory(\"SDefDown_Build\",1)\nGoto PsychicPain\n\nPain.Confusion:\n\"----\" H 0 A_GiveInventory(\"ConfusionStatusFastBuild\",1)\nGoto PsychicPain\n\nPain.Psywave:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsywaveProtect\",1)\nGoto PsychicPain\n\nPain.Psyshock:\n\"----\" H 0\n\"----\" H 0 //A_GiveInventory(\"PsyshockBuffer\",1)\n\"----\" H 0 //A_GiveInventory(\"PsyshockProtect\",1)\nGoto PsychicPain\n\nPain.PsyBeam:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"ConfusionStatusSlowBuild\",1)\n\"----\" H 0 A_GiveInventory(\"PsyBeamProtect\",1)\nGoto PsychicPain\n\nPain.PsychoCut:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsychoCutProtect\",1)\nGoto PsychicPain\n\nPain.ZenHeadButt:\n\"----\" H 0 A_GiveInventory(\"ZenHeadbuttDelay\",1)\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"ZenHeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Psychic)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto PsychicPain\n\nPain.DreamEater:\n\"----\" H 0 A_GiveInventory(\"DreamEaterProtect\", 1)\n\"----\" H 0 //A_SpawnItemEX(\"DreamEaterFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto PsychicPain\n//#endregion\n\n//#region -=- Ice -=-\n\n //===|Ice\n Pain.IcicleSpear:\n //--[Move|Ice]--\n \"----\" H 0\n Goto IcePain\n\n Pain.IcePunch:\n \"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Ice)\n \"----\" H 0 A_GiveInventory(\"IcePunchProtect\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IcePunchFreezeRate\",1)\n Goto IcePain\n\n Pain.IceFang:\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,-10,Type_Ice,1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IcePunchFreezeRate\",1)\n Goto IcePain\n\n Pain.PowderSnow:\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"PowderSnowFreezeRate\",2)\n Goto IcePain\n\n Pain.IcyWind:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"IcyWindProtect\",1)\n \"----\" H 0 A_GiveInventory(\"IcyWindNerfInitiate\",1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Ice)\n Goto IcePain\n\n Pain.IcicleCrash:\n \"----\" H 0 A_GiveInventory(\"IcicleCrashProtect\")\n \"----\" H 0 A_GiveInventory(\"IcicleCrashProtect2\")\n \"----\" H 0 A_Jump(230,2)\n \"----\" H 0 A_GiveInventory(\"CringeStatusProc\")\n \"----\" H 0\n Goto IcePain\n\n Pain.IceBeam:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"IceBeamProtect\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IceBeamFreezeRate\",2)\n Goto IcePain\n\n Pain.Blizzard:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"BlizzardProtect\",1)\n \"----\" H 0 A_GiveInventory(\"BlizzardBuffer\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"BlizzardFreezeRate\",2)\n Goto IcePain\n\n Pain.AuroraBeam:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"AuroraBeamProtect\",1)\n \"----\" H 0 A_GiveInventory(\"AuroraBeamNerfInitiate\",1)\n Goto IcePain\n\n Pain.IceShard:\n \"----\" H 0\n Goto IcePain\n//#endregion\n\n//#region -=- Dragon -=-\nPain.DragonPulse:\nPain.DragonDarts:\n//--[Move|Dragon]--\n\"----\" H 0\nGoto DragonPain\n\n//Pain.DragonClaw:\n//\"----\" H 0 A_GiveInventory(\"DragonClawProtect\",1)\n//Goto DragonPain\n\nPain.DragonClaw1:\n\"----\" H 0 A_GiveInventory(\"DragonClaw1Protect\", 1)\nGoto DragonPain\nPain.DragonClaw2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"DragonClaw1Protect\", 1)\nGoto DragonPain\n\nPain.Outrage:\n\"----\" H 0 A_GiveInventory(\"OutrageProtect\",1)\n\"----\" H 0 A_GiveInventory(\"OutrageBuffer\",1)\n\"----\" H 0\nGoto DragonPain\n\nPain.DracoMeteor:\n\"----\" H 0 A_GiveInventory(\"DracoMeteorProtect\",1)\n\"----\" H 0 A_GiveInventory(\"DracoMeteorBuffer\",1)\n\"----\" H 0\nGoto DragonPain\n\n/*\nPain.DragonRush:\n\"----\" H 0 A_GiveInventory(\"DragonRushDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"DragonRushCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,60,Type_Dragon)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto DragonPain\n*/\n\nPain.DragonRush:\n\"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Null)\nGoto DragonPain\n\nPain.Twister:\n\"----\" H 0 A_GiveInventory(\"TwisterProtect\",1)\n\"----\" H 0 A_GiveInventory(\"CringeStatusSlowBuild\",1)\nGoto DragonPain\n\nPain.DragonRage:\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPain.DragonBreath:\n\"----\" H 0 A_GiveInventory(\"ParalysisStatusBuild\",1)\n\"----\" H 0\nGoto DragonPain\n//#endregion\n\n//#region -=- Dark -=-\n\n Pain.Pursuit:\nPain.HoneClaws:\n\nPain.FaintAttack:\n //--[Move|Dark]--\n \"----\" H 0\n Goto DarkPain\n\n Pain.DarkPulse:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"DarkPulseProtect\",1)\n \"----\" H 0 //A_GiveInventory(\"CringeStatusBuild\",1)\n \"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Dark)\n Goto DarkPain\n\n Pain.NightSlash1:\n \"----\" H 0 A_GiveInventory(\"NightSlash1Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkPain\n Pain.NightSlash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"NightSlash2Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkPain\n Pain.NightSlash3:\n \"----\" H 0\n Goto DarkPain\n\n Pain.Crunch:\n \"----\" H 0 A_GiveInventory(\"CrunchNerfInitiate\",1)\n \"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,-10,Type_Dark,1)\n Goto DarkPain\n\n Pain.Bite:\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,-10,Type_Dark,1)\n \"----\" H 0 A_GiveInventory(\"ImpactCringe\",1)\n \"----\" H 0\n Goto DarkPain\n//#endregion\n\n//#region -=- Fairy -=-\n\nPain.DisarmingVoice:\nPain.CraftyShield:\nPain.FairyWind:\n//--[Move|Fairy]--\n\"----\" H 0\nGoto FairyPain\n\nPain.MoonBlast:\n\"----\" H 0 A_GiveInventory(\"MoonBlastNerfProc\", 1)\nGoto FairyPain\n\nPain.Dazzlinggleam:\n\"----\" H 0 A_GiveInventory(\"CringeStatus_50Per\",1)\n\"----\" H 0 A_GiveInventory(\"DazzlinggleamProtect\", 1)\nGoto FairyPain\n\nPain.DrainingKiss:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,100)\n\"----\" H 0\nGoto FairyPain\n\n//#endregion\n\n//#region -=- Typeless -=-\nPain.Tackle:\n\"----\" H 0 A_GiveInventory(\"TackleDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"TackleCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Move/Basic\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nPain.Melee:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"RazorFang_Effect\",1)\n\"----\" H 0 A_Jump(256,\"NormalPain\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPain.Lash:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"LashProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"LashImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\n\"----\" H 0 A_GiveInventory(\"RazorFang_Effect\",1)\n\"----\" H 0 A_Jump(256,\"NormalPain\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPain.Toxic:\n\"----\" H 0 ACS_NamedExecuteAlways(\"ToxicDamage\",0,6)\n\"----\" H 0 A_Giveinventory(\"FireSpinSlow\",1)\n//\"----\" H 0 A_Giveinventory(\"ToxicProtect\")\n//\"----\" H 0 A_Giveinventory(\"ToxicStacker\")\nPain.PoisonPowder:\nPain.PoisonGas:\n\"----\" H 0 A_Giveinventory(\"PoisonStatusProc\")\n\"----\" H 0\ngoto SuperSpawn\n\nPain.WillOWisp:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"ToxicDamage\",0,3)\n\"----\" H 0 A_Giveinventory(\"BurnStatusProc\")\n\"----\" H 0\ngoto SuperSpawn\n\nPain.Spikes:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\nGoto PainNormal\nPain.ToxicSpikes:\n\"----\" H 0 A_Giveinventory(\"PoisonStatusProc\")\n\"----\" H 0 A_Giveinventory(\"ToxicStacker\")\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\n\"----\" H 0 A_Stop\nGoto PainNormal\n//#endregion\n\n// -=-=-=- Death States -=-=-=-\n//#region -=- Normal -=-\n Death.FalseSwipe: //should never happen but just in case\n Death.Swift:\n Death.RapidSpin:\n Death.SkullBash:\n Death.Fakeout:\n Death.Thrash:\n Death.SpikeCannon:\nDeath.FurySwipes:\nDeath.CrushClaw:\nDeath.EggBomb:\nDeath.Glare:\nDeath.SoftBoiled:\nDeath.MorningSun:\nDeath.BodySlam:\nDeath.Sing:\nDeath.SelfDestruct:\nDeath.Explosion:\n //--[Move|Normal]--\n \"----\" H 0\n Goto NormalDeath\n\n Death.Slam:\n \"----\" H 0 A_SpawnItemEX(\"SlamImpactPuff\")\n Goto NormalDeath\n\n Death.QuickAttack:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"QuickAttackCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.TakeDown:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"TakeDownCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,25)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.DoubleEdge:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"DoubleEdgeCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.HeadButt:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"HeadButtCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.Slash1:\n \"----\" H 0 A_GiveInventory(\"Slash1Protect\", 1)\n Goto NormalDeath\n Death.Slash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"Slash2Protect\", 1)\n Goto NormalDeath\n//#endregion\n\n//#region -=- Fighting -=-\n\nDeath.HammerArm:\nDeath.VitalThrow:\nDeath.SuperPower:\nDeath.BrickBreak:\nDeath.LowKick:\nDeath.KarateChop:\nDeath.Revenge:\nDeath.ArmThrust:\nDeath.ForcePalm:\nDeath.DynamicPunch:\nDeath.AuraSphere:\nDeath.RollingKick:\nDeath.TripleKick:\nDeath.Counter:\n//--[Move|Fighting]--\n\"----\" H 0\nGoto FightingDeath\n\nDeath.VacuumWave:\nDeath.DoubleKick:\nDeath.CloseCombat:\nDeath.FocusBlast:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\nGoto FightingDeath\n\nDeath.Skyuppercut:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n\"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"SkyuppercutDeath2\")\nGoto Death\nSkyuppercutDeath2:\n\"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n\"----\" H 0 A_SpawnitemEX(\"SkyUppercutCeilingBonk\")//\nGoto Death\n\nDeath.HiJumpKick:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 A_GiveToTarget(\"HiJumpKickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\n\"----\" H 0 A_SpawnitemEX(\"BodyBumper\",0,0,0,Velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)// Hijumpkick\n\"----\" HHHHHHHHHH 1 A_JumpIfInventory(\"BodyBumpCheck\",1, \"Death\")\nGoto Death\n\nDeath.JumpKick:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 A_GiveToTarget(\"JumpkickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\n\"----\" H 0 A_SpawnitemEX(\"BodyBumper\",0,0,0,Velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)// Jumpkick\n\"----\" HHHHHHHHHH 1 A_JumpIfInventory(\"BodyBumpCheck\",1, \"Death\")\nGoto Death\n\nDeath.Machpunch:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 A_GiveToTarget(\"MachpunchCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.DrainPunch:\n\"----\" H 0 A_GiveInventory(\"DrainPunchProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FightingDeath\n\nDeath.SeismicToss1:\n\"----\" H 0\ngoto FightingDeath\nDeath.SeismicToss2:\n\"----\" H 0 A_GiveInventory(\"SeismicTossPushStart\",1)\ngoto FightingDeath\n\nDeath.StormThrow1:\n\"----\" H 0\ngoto FightingDeath\nDeath.StormThrow2:\n\"----\" H 0 A_GiveInventory(\"StormThrowPushStart\",1)\ngoto FightingDeath\n\nDeath.VitalThrow1:\n\"----\" H 0\ngoto FightingDeath\nDeath.VitalThrow2:\n\"----\" H 0 A_GiveInventory(\"VitalThrowPushStart\",1)\ngoto FightingDeath\n\nDeath.Submission1:\n\"----\" H 0\ngoto FightingDeath\nDeath.Submission2:\n\"----\" H 0 A_GiveInventory(\"SubmissionPushStart\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\ngoto FightingDeath\n\nDeath.SuperPower1:\n\"----\" H 0\ngoto FightingDeath\nDeath.SuperPower2:\n\"----\" H 0 A_GiveInventory(\"SuperPowerPushStart\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\ngoto FightingDeath\n//#endregion\n\n//#region -=- Flying -=-\n\nDeath.Peck:\nDeath.DrillPeck:\nDeath.AirSlash:\nDeath.WingAttack:\nDeath.AirCutter:\nDeath.Defog:\nDeath.Roost:\n//--[Move|Flying]--\n\"----\" H 0\ngoto FlyingDeath\n\nDeath.Fly:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"FlyDiveCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto Death\n\nDeath.Gust:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n\"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"GustDeath2\")\nGoto Death\nGustDeath2:\n\"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n\"----\" H 0 A_SpawnitemEX(\"WaterfallCeilingBonk\")//\nGoto Death\n\nDeath.Pluck:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"PluckCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"BerrySteal\",0)\nGoto Death\n\nDeath.Acrobatics:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"AcrobaticsCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Misc/CeilingBonk\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto Death\n\nDeath.SkyDrop:\n\"----\" H 0\ngoto FlyingDeath\nDeath.SkyDrop2:\n\"----\" H 0 A_GiveInventory(\"SkyDropPushStart\",1)\ngoto FlyingDeath\n\nDeath.BraveBird:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"BraveBirdCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\n//#endregion\n\n//#region -=- Poison -=-\nDeath.Venoshock:\nDeath.Sludge:\nDeath.SludgeBomb2:\nDeath.SludgeBomb:\nDeath.SludgeBomb2:\nDeath.ClearSmog:\nDeath.PoisonTail1:\nDeath.Acid:\nDeath.AcidSpray:\nDeath.PoisonSting:\nDeath.PoisonJab:\n//--[Move|Poison]--\n\"----\" H 0\nGoto PoisonDeath\n\nDeath.PoisonTail2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\nGoto PoisonDeath\n\n//#endregion\n\n//#region -=- Ground -=-\n\nDeath.Mudslap:\nDeath.MudBomb:\nDeath.Earthquake:\nDeath.MudShot:\nDeath.SandTomb:\nDeath.Dig:\nDeath.Bulldoze:\nDeath.EarthPower:\nDeath.ShoreUp:\n//--[Move|Ground]--\n\"----\" H 0\nGoto GroundDeath\n\n//#endregion\n\n//#region -=- Rock -=-\n\nDeath.RockSlide:\nDeath.StealthRock:\nDeath.PowerGem:\nDeath.RockBlast:\nDeath.RockThrow:\nDeath.RockPolish:\n//--[Move|Rock]--\n\"----\" H 0 A_Stop\nGoto RockDeath\n\nDeath.RockTomb:\n\"----\" H 0\nGoto RockDeath\n\nDeath.Rollout:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,45,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto RockDeath\n\nDeath.StoneEdge:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n\"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"StoneEdgeDeath2\")\nGoto Death\nStoneEdgeDeath2:\n\"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n\"----\" H 0 A_SpawnitemEX(\"WaterfallCeilingBonk\")//\nGoto Death\n\n//#endregion\n\n//#region -=- Bug -=-\n\nDeath.XScissor1:\nDeath.XScissor2:\nDeath.FuryCutter:\nDeath.StringShot:\nDeath.Splash:\nDeath.BugBuzz:\nDeath.QuiverDance:\nDeath.PinMissile:\nDeath.SignalBeam:\nDeath.Megahorn:\nDeath.Infestation:\n//--[Move|Bug]--\n\"----\" H 0\nGoto BugDeath\n\nDeath.UTurn:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Bug)\n\"----\" H 0 A_GiveToTarget(\"UTurnCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Bug)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.SilverWind:\n\"----\" H 0 A_GiveToTarget(\"SilverWindBuffInitiate\", 1)\nGoto BugDeath\n\nDeath.LeechLife:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto BugDeath\n\nDeath.BugBite:\n\"----\" H 0 ACS_NamedExecuteAlways(\"BerrySteal\",0)\nGoto BugDeath\n\n//#endregion\n\n//#region -=- Ghost -=-\n\nDeath.ShadowBall:\nDeath.Astonish:\nDeath.Astonish2:\nDeath.PhantomForce:\nDeath.Hex:\nDeath.Spite:\n//--[Move|Ghost]--\n\"----\" H 0\nGoto GhostDeath\n\n//#endregion\n\n//#region -=- Steel -=-\n\nDeath.MetalClaw:\nDeath.FlashCannon:\n//--[Move|Steel]--\n\"----\" H 0\nGoto SteelDeath\n\nDeath.IronHead:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Steel)\n\"----\" H 0 A_GiveToTarget(\"IronHeadCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.MeteorMash:\n\"----\" H 0 A_GiveToTarget(\"MeteorMashBuffInitiate\",1)\nGoto SteelDeath\n\nDeath.IronTail:\n\"----\" H 0 A_SpawnItemEX(\"IronTailImpactPuff\")\nGoto SteelDeath\n\nDeath.GyroBall:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,45,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto SteelDeath\n\n//#endregion\n\n//#region -=- Fire -=-\n Death.Ember:\n Death.FireBlast:\n Death.FireSpin:\n Death.FlameThrower:\n Death.FireFang:\n Death.FlameBurst:\n Death.HeatWave:\n Death.BlazeKick:\n Death.LavaPlume:\n Death.Eruption:\n Death.Overheat:\nDeath.Firepunch:\nDeath.FlameCharge2:\nDeath.MysticalFire:\n //--[Move|Fire]--\n \"----\" H 0\n Goto FireDeath\n\n Death.FlameCharge1:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\n \"----\" H 0 A_GiveToTarget(\"SparkCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fire)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.FlareBlitz:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\n \"----\" H 0 A_GiveToTarget(\"FlareBlitzCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fire)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.FlameWheel:\n \"----\" H 0 A_GiveInventory(\"FlameWheelProtect\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Fire)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\n Goto FireDeath\n\n Death.Inferno:\n \"----\" H 0 A_GiveToTarget(\"InfernoPowerBuild\")\n Goto FireDeath\n//#endregion\n\n//#region -=- Water -=-\n Death.WaterGun:\n Death.WaterPulse:\n Death.AquaTail:\n Death.HydroPump:\n Death.BubbleBeam:\n Death.Bubble:\n Death.Brine:\n Death.Surf:\n Death.Liquidation:\n Death.MuddyWater:\n Death.WhirlPool:\nDeath.FlipTurn:\n //--[Move|Water]--\n \"----\" H 0\n Goto WaterDeath\n\n Death.AquaTail:\n \"----\" H 0 A_SpawnItemEX(\"AquaTailImpactPuff\")\n Goto WaterDeath\n\n Death.AquaJet:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\n \"----\" H 0 A_GiveToTarget(\"AquaJetCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Water)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.Waterfall:\n Death.Dive:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n \"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"WaterfallDeath2\")\n Goto Death\n WaterfallDeath2:\n \"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n \"----\" H 0 A_SpawnitemEX(\"WaterfallCeilingBonk\")//\n Goto Death\n\n//#endregion\n\n//#region -=- Grass -=-\n Death.RazorLeaf:\n Death.MagicalLeaf:\n Death.VineWhip:\n Death.SeedBomb:\n Death.EnergyBall:\n Death.SolarBeam:\n Death.Bulletseed:\n Death.PetalBlizzard:\n //--[Move|Grass]--\n \"----\" H 0\n Goto GrassDeath\n\n Death.PowerWhip:\n \"----\" H 0 A_SpawnItemEX(\"PowerWhipImpactPuff\")\n Goto GrassDeath\n\n Death.LeafBlade1:\n \"----\" H 0 A_GiveInventory(\"LeafBlade1Protect\", 1)\n Goto GrassDeath\n Death.LeafBlade2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"LeafBlade2Protect\", 1)\n Goto GrassDeath\n\n Death.WoodHammer:\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Grass)\n \"----\" H 0 //ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\n Goto GrassDeath\n\n Death.Absorb:\n \"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n Goto GrassDeath\n\n Death.MegaDrain:\n \"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n \"----\" H 0 A_GiveInventory(\"MegaDrainProtect\", 1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n \"----\" H 0\n Goto GrassDeath\n\n Death.GigaDrain:\n \"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n \"----\" H 0\n Goto GrassDeath\n//#endregion\n\n//#region -=- Electric -=-\n\nDeath.ThunderPunch:\nDeath.ThunderFang:\nDeath.ThunderShock:\nDeath.Thunderbolt:\nDeath.Thunder:\nDeath.Shockwave:\nDeath.ElectroWeb:\nDeath.ElectroBall:\nDeath.Discharge:\nDeath.MagnetRise:\n//--[Move|Electric]--\n\"----\" H 0\nGoto ElectricDeath\n\nDeath.WildCharge:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Electric)\n\"----\" H 0 A_GiveToTarget(\"WildChargeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Electric)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.Spark:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Electric)\n\"----\" H 0 A_GiveToTarget(\"SparkCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Electric)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\n//#endregion\n\n//#region -=- Psychic -=-\nDeath.Confusion:\nDeath.Psychic:\nDeath.Extrasensory:\nDeath.Psywave:\nDeath.Psyshock:\nDeath.Psybeam:\nDeath.PsychoCut:\nDeath.FutureSight:\nDeath.MirrorCoat:\n//--[Move|Psychic]--\n\"----\" H 0\nGoto PsychicDeath\n\nDeath.ZenHeadButt:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Psychic)\n\"----\" H 0 A_GiveToTarget(\"ZenHeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Psychic)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.DreamEater:\n\"----\" H 0 //A_SpawnItemEX(\"DreamEaterFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto PsychicDeath\n//#endregion\n\n//#region -=- Ice -=-\n Death.PowderSnow:\n Death.IcyWind:\n Death.IcePunch:\n Death.IceFang:\n Death.IcicleSpear:\n Death.IcicleCrash:\n Death.IceBeam:\n Death.AuroraBeam:\n Death.Blizzard:\n Death.IceShard:\n //--[Move|Ice]--\n \"----\" H 0\n Goto IceDeath\n//#endregion\n\n//#region -=- Dragon -=-\n Death.DragonPulse:\n Death.DragonBreath:\n Death.DragonClaw:\n Death.DracoMeteor:\n Death.Outrage:\n Death.DragonDarts:\n Death.Twister:\n Death.DragonRush:\n //--[Move|Dragon]--\n \"----\" H 0\n Goto DragonDeath\n\n Death.DragonClaw1:\n \"----\" H 0 A_GiveInventory(\"DragonClaw1Protect\", 1)\n Goto DragonDeath\n Death.DragonClaw2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"DragonClaw2Protect\", 1)\n Goto DragonDeath\n\n /*\n Death.DragonRush:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dragon)\n \"----\" H 0 A_GiveToTarget(\"DragonRushCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Dragon)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n */\n\n Death.DragonRage:\n \"----\" H 0\n Goto Death\n//#endregion\n\n//#region -=- Fairy -=-\n\nDeath.DisarmingVoice:\nDeath.MoonBlast:\nDeath.Dazzlinggleam:\nDeath.CraftyShield:\nDeath.FairyWind:\n//--[Move|Fairy]--\n\"----\" H 0\nGoto FairyDeath\n\nDeath.DrainingKiss:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FairyDeath\n\n//#endregion\n\n//#region -=- Dark -=-\n Death.Pursuit:\n Death.Bite:\n Death.Crunch:\nDeath.HoneClaws:\nDeath.DarkPulse:\nDeath.FaintAttack:\n //--[Move|Dark]--\n \"----\" H 0\n Goto DarkDeath\n Death.NightSlash1:\n \"----\" H 0 A_GiveInventory(\"NightSlash1Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkDeath\n Death.NightSlash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"NightSlash2Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkDeath\n Death.NightSlash3:\n \"----\" H 0\n Goto DarkDeath\n//#endregion\n\n//#region -=- Typeless -=-\n\nDeath.Spikes:\nDeath.ToxicSpikes:\nDeath.Melee:\n\"----\" H 0 A_Stop\nGoto Death\n\nDeath.Tackle:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n\"----\" H 0 A_GiveToTarget(\"TackleCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Move/Basic\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.Lash:\n\"----\" H 0 A_SpawnItemEX(\"LashImpactPuff\")\nGoto Death\n//#endregion\n\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/ClassBaseDeployable.txt",
"contents": "/*\n * -=-=-=-\n * Base actor for all damate taking deployable entities, be it a substitute or block walls.\n *\n * For now, Deployables are considered typeless, as implementing weaknesses isn't the difficult part, it's giving\n * player feedback on hitting weaknesses that is going to make things messy. for now. this holds painstates\n * primarily for ripping moves.\n*/\n\nActor BasicDeployable : ClassBase\n{\n+MISSILE\n+SHOOTABLE\n+SOLID\n+NODAMAGETHRUST\n+NOTARGETSWITCH\n+NOBLOOD\n+MOVEWITHSECTOR\n+DONTSPLASH\n+NOEXPLODEFLOOR\n+STEPMISSILE\n+DONTREFLECT\n+NOTAUTOAIMED\nspeed 0\nDamage(0)\nMaxstepheight 7\nMass 9999999\nRadius 16\nHeight 56\nPainchance 256\n\nDamagefactor \"PoisonGas\", 0.0\nDamagefactor \"PoisonPowder\", 0.0\nDamagefactor \"WillOWisp\", 0.0\nDamagefactor \"Toxic\", 0.0\nDamagefactor \"FalseSwipe\", 0.0\n\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n\nPain:\nPainWeak:\nPainNormal:\nPainStrong:\nSuperClassPain:\nTNT1 A 1 A_Jump(256,\"Deploy.Pain\")\nwait\n\nDeath:\nClassDeath:\n\"----\" A 1 A_Jump(256,\"Deploy.Death\")\nwait\n\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/ClassbaseStatuses.txt",
"contents": "Actor CureAll : Powerup{inventory.amount 1 powerup.duration 17}\nActor FeelingFine : Powerup{inventory.amount 1 powerup.duration -3}\n\n//[+]=========================[+]\n//----------|Poison|-------------\n//[+]=========================[+]\nactor PoisonStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"PoisonMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"PoisonGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempPoisonGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"PoisonProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"PoisonMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"PoisonWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/poison\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"PoisonMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor PoisonWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+SPECTRAL\nReactiontime 5\nDamageType \"PoisonDamage\"\nObituary \"$OB_RANGERPOISON\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\n//LASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",user_OwnerTID,1,8)) //ACS_ExecuteWithResult(GetTargValueHPPerc,6)\nLASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",AAPTR_TARGET,1,4))\nSpawn2:\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 10,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0 ACS_NamedExecuteAlways(\"DotDamager\", 0,user_TickDamage,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nLASH A 0\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonMark\",1,\"Spawn2\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"PoisonMark\",999)\nstop\n}\n}\n\nactor StatusNummer : PowerProtection // for DOTs\n{\ninventory.amount 1\ninventory.maxamount 1\n+NOPAIN\nPowerup.Duration 1\n}\n\nactor PoisonedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nPSBB ABCDEFG 2\nPSBB H 3 A_Stop\nstop\n}\n}\n\nactor PoisonedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,Random(1,4))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor PoisonMark : PowerProtection\n{\npowerup.duration -10\n//DamageFactor \"PoisonGas\", 0\nDamageFactor \"PoisonPowder\", 0\nDamageFactor \"Venoshock\", 2.0\n//Powerup.Color Green, 0.15\n}\n\nactor PoisonStackDelay : powerup\n{powerup.duration 5}\n\nActor PoisonGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempPoisonGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\n//[+]=========================[+]\n//----------|Sleep|-------------\n//[+]=========================[+]\nactor SleepStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"CringeGuard\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"SleepMark\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"HaltPlayer\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_SleepHandler\",0)\nTNT1 A 0 A_SpawnItemEX(\"SleepWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/sleep\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"SleepMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor SleepWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 10 A_GiveToTarget(\"SleepingTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SleepMark\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"SleepMark\",999)\nTNT1 A 1 A_GiveToTarget(\"SleepBreaker\")\nstop\n}\n}\n\nactor SleepMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor SleepingTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SleepingEffectFX\",0,24,64,0,0,4,0)\nstop\n}\n}\n\nactor SleepingEffectFX\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nScale 2\nStates\n{\nSpawn:\nTNT1 A 0\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nSpawn2:\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 0 A_Weave(1,0,8,0)\nZSLP A 2 A_FadeOut(0.05)\nloop\n}\n}\n\nactor SleepBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Cringed\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Frozen\")\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Spook\")\ngoto EndSleed\n\nSpook:\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\ngoto EndSleed\n\nEndSleed:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nCringed:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nstop\n\nFrozen:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nstop\n}\n}\n\nactor HitSleepBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Cringed\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Frozen\")\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Spook\")\nstop\n\nSpook:\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\ngoto EndSleed\n\nEndSleed:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nCringed:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nstop\n\nFrozen:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nstop\n}\n}\n\n//[+]========================[+]\n//----------|Burn|-------------\n//[+]========================[+]\n\nactor BurnMark : PAtk\n{\npowerup.duration -10\ndamagefactor \"Normal\", 0.5\n//Powerup.Color Green, 0.15\n}\n\nactor BurnStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"BurnMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"BurnGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempBurnGuard\",1,\"Nope\")\nTNT1 A 0 //A_Jumpifinventory(\"BurnProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"BurnMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"BurnWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/burn\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"BurnMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor BurnWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+SPECTRAL\nReactiontime 5\nDamageType \"BurnDamage\"\nObituary \"$OB_RANGERBurn\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\n//LASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",user_OwnerTID,1,6)) //ACS_ExecuteWithResult(GetTargValueHPPerc,6)\nLASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",AAPTR_TARGET,1,3))\nSpawn2:\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempBurnGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempBurnGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 10,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0 ACS_NamedExecuteAlways(\"DotDamager\", 0,user_TickDamage,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nLASH A 0\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"BurnMark\",999)\nstop\n}\n}\n\nactor BurnedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nBRNF A 0 Thrustthingz(0,30,0,0)\nBRNF ABCDEFGH 1 A_Fadein(0.1)\nBRNF C 0\nstop\n}\n}\n\nactor BurnedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,Random(1,4))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nActor BurnGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempBurnGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\n//[+]==============================[+]\n//------------|Paralysis|-------------\n//[+]==============================[+]\n\nactor ParalysisMark : Powerup\n{\npowerup.duration -6\n//Powerup.Color Green, 0.15\n}\n\nactor LongPara : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\nPowerup.Duration -10\npowerup.type \"ParalysisMark\"\n}\n\nactor ShortPara : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\nPowerup.Duration -5\npowerup.type \"ParalysisMark\"\n}\n\nactor ParalysisStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 A_Stop\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ParalysisStatusProc2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 A_Stop\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Zap_ParalysisStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"Zap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempZap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 A_Stop\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Zap_ParalysisStatusProc2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"Zap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempZap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor STF_Paralyze : BaseSTatusFlag\n{\npowerup.duration 35\n}\n\nactor ParalysisWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\n\nSpawn2:\n TNT1 A 0 A_GiveToTarget(\"Paralyze_NerfInitiate\",1)\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempParalysisGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"ParalizedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempParalysisGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"ParalysisMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"ParalysisBreaker\",1)\nTNT1 A 1 A_TakefromTarget(\"ParalysisMark\",999)\nstop\n}\n}\n\nactor ParalizedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nBRNF A 0\nBRNF A 0 A_SetScale(Frandom(0.7,1.7))\nTBOL JL 2\nBRNF C 0\nstop\n}\n}\n\nactor ParalizedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"ParalizedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,0)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nActor ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempParalysisGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\nActor Zap_ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempZap_ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\nactor ParalysisBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 1 A_TakeInventory(\"STF_Paralyze\",999)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\n}\n}\n\nactor Paralyze_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Paralyze\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Paralyze\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Paralyze\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Paralyze_Hitstun : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nstop\n\nSustain:\nTNT1 A 0 A_ScaleVelocity(0.5)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]=========================[+]\n//----------|Freeze|-------------\n//[+]=========================[+]\n\nactor SemiFreezeMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor FreezeMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor STF_Freeze1 : BaseSTatusFlag\n{\npowerup.duration 35\n}\n\nactor STF_Freeze2 : BaseSTatusFlag\n{\npowerup.duration 35\n}\n\nactor FreezeValue : Inventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n}\n\nactor FreezeStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"FreezeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"SemiFreezeMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"SemiFreezeMark\",1)\nTNT1 A 0 A_GiveInventory(\"FreezeValue\",10)\nTNT1 A 0 A_SpawnItemEX(\"FreezeWatcher\")\nTNT1 A 0 A_Playsoundex(\"support/Negative\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_GiveInventory(\"SemiFreezeMark\",1)\nTNT1 A 0 A_GiveInventory(\"FreezeValue\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor HardFreeze : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"HaltPlayer\")\nTNT1 A 0 A_GiveInventory(\"FreezeMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"HardFreezeFX\",1)\nTNT1 A 0 A_GiveInventory(\"IceImmunity\",1)\nTNT1 A 0 A_Playsoundex(\"weapon/IceManBreak\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor FreezeWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"SemiFreezeMark\")\nTNT1 AAAAAAA 1 A_JumpIfInTargetInventory(\"FreezeValue\",100,\"FullFreeze\")\n//TNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",50,\"HalfFreeze\")\nGoto PartFreeze\n\nPartFreeze:\nTNT1 A 0 A_GiveToTarget(\"Freeze1_NerfInitiate\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SemiFreezeMark\",1,\"FreezeCycle\")\nGoto Death\n\nHalfFreeze:\nTNT1 A 0 A_GiveToTarget(\"Freeze2_NerfInitiate\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SemiFreezeMark\",1,\"FreezeCycle\")\nGoto Death\n\nFullFreeze:\nTNT1 A 0 A_GiveInventory(\"RestFX_Spawn\")\nTNT1 A 0 A_GiveToTarget(\"HardFreeze\")\nTNT1 A 0 A_TakefromTarget(\"SemiFreezeMark\",999)\nFullFreezeCycle:\nTNT1 A 5 A_TakefromTarget(\"FreezeValue\",7)\nTNT1 A 0 A_GiveToTarget(\"FreezeMark\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",1,\"FullFreezeCycle\")\nGoto Death\n\nFreezeCycle:\nTNT1 A 1 A_TakefromTarget(\"FreezeValue\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 0 A_TakefromTarget(\"FreezeMark\",999)\nTNT1 A 0 A_TakefromTarget(\"SemiFreezeMark\",999)\nTNT1 A 1 A_GiveToTarget(\"FreezeBreaker\")\nstop\n}\n}\n\nactor HardFreezeFX : BasicClientside\n{\nscale 3.5\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"FreezeFXWarper\",0)\nSpawn2:\nIBLK ABCDEF 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nTNT1 A 0 A_playSoundEx(\"weapon/icewavebreak\",\"Weapon\")\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 A 1\nstop\n}\n}\n\nactor FreezeTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX\",random2(32),random2(32),random(32,64),0,0,-4,0)\nstop\n}\n}\n\nactor FreezingFX : BasicClientside\n{\nscale 3.5\nrenderstyle \"add\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nBLIZ ABCCC 2\nstop\n}\n}\n\nactor FreezeTagPickup2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX\",random2(32),random2(32),random(32,64),0,0,-4,0)\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX2\",random2(32),random2(32),random(32,64),0,0,0,0,0)\nstop\n}\n}\n\nactor FreezingFX2 : BasicClientside\n{\nscale 3.5\nrenderstyle \"add\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nFCRA ABC 2\nstop\n}\n}\n\nactor FreezingFX3 : BasicClientside\n{\n+MISSILE\n-NOINTERACTION\n-NOGRAVITY\n+BOUNCEONFLOORS\nscale 3.5\nspeed 7\nReactiontime 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetScale(Frandom(2.5,4.0))\nIMAC D 0 A_Jump(50,\"Spawn2\")\nIMAC E 0 A_Jump(50,\"Spawn2\")\nIMAC F 0 A_Jump(50,\"Spawn2\")\nIMAC G 0 A_Jump(50,\"Spawn2\")\nSpawn2:\nIMAC \"#\" 25\nSpawn3:\nIMAC \"#\" 3 A_SetTranslucent(0.0,0)\nIMAC \"#\" 3 A_SetTranslucent(1.0,0)\nIMAC \"#\" 0 A_CountDown\nloop\n}\n}\n\nactor FreezeBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"IceImmunity\",1,\"Defrost\")\nTNT1 A 1 A_TakeInventory(\"FreezeValue\",999)\nGoto End\n\nDefrost:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0 A_TakeInventory(\"IceImmunity\",999)\nGoto End\n\nEnd:\nTNT1 A 1 A_TakeInventory(\"STF_Freeze1\",999)\nTNT1 A 1 A_TakeInventory(\"STF_Freeze2\",999)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n}\n}\n\nactor Freeze1_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Freeze1\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Freeze2_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Freeze2\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"STF_Freeze2\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"STF_Freeze2\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]=========================[+]\n//----------|Cringe|-------------\n//[+]=========================[+]\n\nactor CringeStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MINOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeGuard\",1,\"Nope\")\n//==\nTNT1 A 0 A_PlaySoundEX(\"Move/Fakeout2\",\"SoundSlot8\")\nTNT1 A 0 A_GiveInventory(\"CringeMark\",1)\nTNT1 A 0 A_GiveInventory(\"HaltPlayer\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"CringeWatcher\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"CringeMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor CringeWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3\nTNT1 A 0 A_GiveToTarget(\"CringeSetter\") //just in case\n\nSpawn2:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 5 //A_GiveToTarget(\"CringingTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CringeMark\",1,\"Spawn2\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"CringeMark\",999)\nTNT1 A 1 A_GiveToTarget(\"CringeBreaker\")\nstop\n}\n}\n\nactor CringeMark : Powerup\n{\npowerup.duration 55\n//Powerup.Color Green, 0.15\n}\n\nactor CringeGuard : Powerup\n{\npowerup.duration 55\n//Powerup.Color Green, 0.15\n}\n\nactor CringingTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CentaurFlashFX\", random2(256/24), random2(256/24), 45, 2, 2, 2, random(0, 359))\nstop\n}\n}\n\nactor CringeSetter : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\n//TNT1 A 0 //A_Stop\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_FREEZE,FREEZE_STATUS)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX2\",0,0,40)\nstop\n}\n}\n\nactor CringeBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"CringeMark\", 999)\nTNT1 A 1 A_GiveInventory(\"CringeGuard\")\nTNT1 A 0 A_SpawnItemEX(\"AlertFX\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_FreezePlayer\",0,PLAYER_UNFREEZE,FREEZE_STATUS)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nstop\n}\n}\n\nactor FrightFX : BasicClientside\n{\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEX(\"Move/Fakeout2\",\"SoundSlot7\")\nFRIT AB 2\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nTNT1 A 6\nstop\n}\n}\n\nactor FrightFX2 : BasicClientside\n{\nscale 2.5\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nSpawn2:\nFRIT CCDDEEFFGGHH 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CringeMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nFRIT IIJJKKLLMMNNOO 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nstop\n}\n}\n\nactor AlertFX : BasicClientside\n{\nscale 3.5\nTranslation \"192:192=104:104\", \"198:198=110:110\", \"195:195=130:130\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"AlertFXWarper\",0)\nTNT1 A 0 A_GiveInventory(\"ProjectileFXCode\",1)\nSpawn2:\nALRT ABCDEDCBA 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nloop\nDeath:\nALRT A 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT A 0 A_Fadeout\nALRT B 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT B 0 A_Fadeout\nALRT C 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT C 0 A_Fadeout\nALRT D 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT D 0 A_Fadeout\nALRT E 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT E 0 A_Fadeout\nALRT D 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT D 0 A_Fadeout\nstop\n}\n}\n\nactor FrightFXSpawn : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Fatigue|-------------\n//[+]=========================[+]\n\nactor FatigueStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"FatigueMark\",1,\"Nope\")\n//==\nTNT1 A 0 A_PlaySoundEX(\"support/Negative\",\"SoundSlot8\")\nTNT1 A 0 A_GiveInventory(\"FatigueMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"FatigueWatcher\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"FatigueMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor FatigueWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3\nTNT1 A 0 A_GiveToTarget(\"FatigueSetter\") //just in case\n\nSpawn2:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 5 A_GiveToTarget(\"FatigueTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FatigueMark\",1,\"Spawn2\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"FatigueMark\",999)\nTNT1 A 1 A_GiveToTarget(\"FatigueBreaker\")\nstop\n}\n}\n\nactor FatigueMark : Powerup\n{\npowerup.duration 70\n//Powerup.Color Green, 0.15\n}\n\nactor FatigueSetter : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nstop\n}\n}\n\nactor FatigueBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"FatigueMark\", 999)\nTNT1 A 1 //A_GiveInventory(\"FatigueGuard\")\nTNT1 A 0 A_PlaySoundEX(\"support/Heal3\",\"SoundSlot8\")\nstop\n}\n}\n\nactor FatigueTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FatigueParticle\", random2(256/24), random2(256/24), 45, 2, 2, 2, random(0, 359))\nstop\n}\n}\n\nactor FatigueParticle : BasicClientside\n{\nscale 3.0\nRenderstyle \"Translucent\"\nalpha 0.8\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTAUN ABCCCCBA 3\nTAUN AAA 2 A_SetScale(Scalex-0.5)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Confusion|-------------\n//[+]=========================[+]\n\nactor ConfusionStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ConfusionMark\",1,\"Sustain\")\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MINOR),\"Nope\")\n//==\nTNT1 A 0 A_PlaySoundEX(\"status/confused\",\"SoundSlot8\")\nTNT1 A 0 A_GiveInventory(\"ConfusionMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"ConfusionWatcher\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"ConfusionMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ConfusionWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"ConfusionTagPickup\")\nSpawn2:\nTNT1 A 5\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"ConfusionMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"ConfusionMark\",999)\nTNT1 A 1 A_GiveToTarget(\"ConfusionBreaker\")\nstop\n}\n}\n\nactor ConfusionMark : Powerup\n{\npowerup.duration -4\n//Powerup.Color Green, 0.15\n}\n\nactor ConfusionBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"ConfusionMark\", 999)\nTNT1 A 0 A_TakeInventory(\"ConfusionEffectFlag\", 999)\nTNT1 A 0 A_JumpifHealthLower(1,2)\nTNT1 A 0 A_PlaySoundEX(\"support/Heal3\",\"SoundSlot8\")\nTNT1 A 0\nstop\n}\n}\n\nactor ConfusionTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 1 A_GiveInventory(\"ConfusionEffectFlag\")\nTNT1 A 0 A_SpawnItemEx(\"ConfusionEffect\")\nstop\n}\n}\n\nactor ConfusionEffectFlag : inventory {inventory.amount 1 inventory.Maxamount 1}\n\nactor ConfusionEffect : BasicClientside\n{\nscale 2.5\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"GeneralWarper2\",0)\nSpawn2:\nCNBR AABBCCDD 1 A_Warp(AAPTR_TARGET,0,0,64,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nloop\nDeath:\nCNBR AZBZCZDZ 1 A_Warp(AAPTR_TARGET,0,0,64,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nCNBR AZBZCZDZ 1 A_Warp(AAPTR_TARGET,0,0,64,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/ClassbaseStatuses2.txt",
"contents": "//[+]=========================[+]\n//----------|Poison|-------------\n//[+]=========================[+]\n\nactor PoisonBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor PoisonStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"PoisonBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"PoisonBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor PoisonStatusFastBuild : PoisonStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",random(75,100))\nstop\n}\n}\n\nactor PoisonStatusSlowBuild : PoisonStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",random(20,35))\nstop\n}\n}\n\nactor PoisonStatus_50Per : PoisonStatusBuild\n{\nStates\n{\n Pickup:\n TNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n //==\n TNT1 A 0 A_Jump(128,\"Insta\")\n //==\n TNT1 A 0 A_Jumpifinventory(\"PoisonBuildRate\",1,\"Build\")\n TNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",5)\n TNT1 A 0 A_SpawnItemEX(\"PoisonBuilder\")\n goto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"PoisonBuildRate\",random(75,100))\nstop\n\nInsta:\nTNT1 A 0 A_GiveInventory(\"PoisonStatusProc\")\nstop\n}\n}\n\nactor PoisonBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"PoisonStatusProc\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"PoisonBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"PoisonBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"PoisonBuildRate\",999)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Burn|-------------\n//[+]=========================[+]\n\nactor BurnBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor BurnStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"BurnBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"BurnBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"BurnBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"BurnBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor BurnStatusFastBuild : BurnStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"BurnBuildRate\",random(75,100))\nstop\n}\n}\n\nactor BurnStatusSlowBuild : BurnStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"BurnBuildRate\",random(20,35))\nstop\n}\n}\n\nactor BurnBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"BurnStatusProc\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"BurnBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"BurnBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"BurnBuildRate\",999)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Paralysis|-------------\n//[+]=========================[+]\n\nactor ParalysisBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor ParalysisStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ParalysisStatus_50Per : ParalysisStatusBuild\n{\nStates\n{\n Pickup:\n TNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n //==\n TNT1 A 0 A_Jump(128,\"Insta\")\n //==\n TNT1 A 0 A_Jumpifinventory(\"ParalysisBuildRate\",1,\"Build\")\n TNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",5)\n TNT1 A 0 A_SpawnItemEX(\"ParalysisBuilder\")\n goto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(75,100))\nstop\n\nInsta:\nTNT1 A 0 A_GiveInventory(\"ParalysisStatusProc2\")\nstop\n}\n}\n\nactor ParalysisStatusFastBuild : ParalysisStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_Jump(256,\"Insta\")\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(75,100))\nstop\n\nInsta:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",100)\nstop\n}\n}\n\nactor ParalysisStatusSlowBuild : ParalysisStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(20,35))\nstop\n}\n}\n\nactor ZapParalysisStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"Zap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempZap_ParalysisGuard\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ZapParalysisStatusFastBuild : ZapParalysisStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(75,100))\nstop\n}\n}\n\nactor ZapParalysisStatusSlowBuild : ZapParalysisStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"ParalysisBuildRate\",random(20,35))\nstop\n}\n}\n\nactor ParalysisBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"ParalysisBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"ParalysisBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"ParalysisStatusProc2\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"ParalysisBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ParalysisBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"ParalysisBuildRate\",999)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Sleep|-------------\n//[+]=========================[+]\n\nactor SleepBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor SleepStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"SleepBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"SleepBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"SleepBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"SleepBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor SleepStatusFastBuild : SleepStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"SleepBuildRate\",random(75,100))\nstop\n}\n}\n\nactor SleepStatusSlowBuild : SleepStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"SleepBuildRate\",random(20,35))\nstop\n}\n}\n\nactor SleepBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"SleepBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"SleepBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"SleepStatusProc\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"SleepBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SleepBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"SleepBuildRate\",999)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Cringe|-------------\n//[+]=========================[+]\n\nactor CringeBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor CringeStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"CringeBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"CringeBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"CringeBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"CringeBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor CringeStatus_50Per : CringeStatusBuild\n{\nStates\n{\n Pickup:\n TNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n //==\n TNT1 A 0 A_Jump(128,\"Insta\")\n //==\n TNT1 A 0 A_Jumpifinventory(\"CringeBuildRate\",1,\"Build\")\n TNT1 A 0 A_GiveInventory(\"CringeBuildRate\",5)\n TNT1 A 0 A_SpawnItemEX(\"CringeBuilder\")\n goto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"CringeBuildRate\",random(75,100))\nstop\n\nInsta:\nTNT1 A 0 A_GiveInventory(\"CringeStatusProc\")\nstop\n}\n}\n\nactor CringeStatusFastBuild : CringeStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"CringeBuildRate\",random(75,100))\nstop\n}\n}\n\nactor CringeStatusSlowBuild : CringeStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"CringeBuildRate\",random(20,35))\nstop\n}\n}\n\nactor CringeBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"CringeBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"CringeBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"CringeStatusProc\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"CringeBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CringeBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"CringeBuildRate\",999)\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Confusion|----------\n//[+]=========================[+]\n\nactor ConfusionBuildRate : Inventory{inventory.amount 1 Inventory.MaxAmount 100}\n\nactor ConfusionStatusBuild : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ConfusionBuildRate\",1,\"Build\")\nTNT1 A 0 A_GiveInventory(\"ConfusionBuildRate\",5)\nTNT1 A 0 A_SpawnItemEX(\"ConfusionBuilder\")\ngoto Build\n\nBuild:\nTNT1 A 0 A_GiveInventory(\"ConfusionBuildRate\",random(35,45))\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ConfusionStatusFastBuild : ConfusionStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"ConfusionBuildRate\",random(75,100))\nstop\n}\n}\n\nactor ConfusionStatusSlowBuild : ConfusionStatusBuild\n{\nStates\n{\nBuild:\nTNT1 A 0 A_GiveInventory(\"ConfusionBuildRate\",random(20,35))\nstop\n}\n}\n\nactor ConfusionBuilder //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"ConfusionBuildRate\",100,\"FullBuild\")\nGoto PartBuild\n\nPartBuild:\nTNT1 A 1 A_JumpIfInTargetInventory(\"ConfusionBuildRate\",1,\"BuildCycle\")\nGoto Death\n\nFullBuild:\nTNT1 A 1 A_GiveToTarget(\"ConfusionStatusProc\")\nGoto Death\n\nBuildCycle:\nTNT1 A 1 A_TakefromTarget(\"ConfusionBuildRate\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ConfusionBuildRate\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"ConfusionBuildRate\",999)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/customwepman.txt",
"contents": "actor CustomWepMan : ClassBase\n{\nplayer.startitem \"NotBusterAmmo\", 3\nplayer.startitem \"mm8bdmplayer\", 1\nstates\n{\nSpawn:\nCUTM A 0\nCUTM B 1\nCUTM A 1\nGoto Spawn+2\nSee:\nCUTM BCDE 5\nGoto Spawn\nMissile:\nCUTM F 5\nCUTM G 4\ngoto Spawn\n}\n}\n\nactor CSCCWepBase : BaseMM8BDMWep\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.ammotype \"BusterAmmo\"\ninventory.icon \"NULLICON\"\nDropitem \"\"\nInventory.ForbiddenTo \"\"\n+INVENTORY.UNDROPPABLE\n+WEAPON.NOAUTOAIM\nstates\n{\nSpawn:\nWEAP X 1\nloop\nAltfire:\n\"----\" A 0 A_JumpIfInventory(\"NotBusterAmmo\", 1, \"Fire\")\ngoto \"Super::AltFire\"\n}\n}\n\nactor NotBusterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\nammo.backpackamount 1\nammo.backpackmaxamount 3\n}"
},
{
"source": "pk3",
"name": "Actors/classbases.txt",
"contents": "#include \"actors/classbases/classbase0.txt\"\n#include \"actors/classbases/classbase1.txt\"\n#include \"actors/classbases/classbase2.txt\"\n#include \"actors/classbases/classbase.txt\"\n#include \"actors/classbases/customwepman.txt\"\n\n#include \"actors/classbases/classbase-flags.txt\"\n#include \"actors/classbases/classbaseStatuses.txt\"\n#include \"actors/classbases/classbaseStatuses2.txt\"\n#include \"actors/classbases/classbaseDeployable.txt\""
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Ditto.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Ditto : ClassBase //replaces Megaman\n{\nPlayer.DisplayName \"Ditto\"\nPlayer.SoundClass \"Megaman\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGEVE A 0\nGEVE B 1\nGEVE A 1\nGoTo Spawn+2\nSee:\nGEVE BCDE 5\nGoTo Spawn+1\nMissile:\nGEVE A 0\nGEVE F 5\nGEVE G 4\nGoTo Spawn+2\n\nPainFix:\nGEVE H 0\nGoTo PainFrames\n}\n}\n\nactor DittoStarterMoves : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"BiteMove2\")\nTNT1 A 0 A_GiveInventory(\"QuickAttackMove3\")\nTNT1 A 0 A_GiveInventory(\"HelpingHandMove4\")\nTNT1 A 0 A_GiveInventory(\"SwiftMove1\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Eevee.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Eevee : ClassBase\n{\nPlayer.DisplayName \"Eevee\"\nPlayer.SoundClass \"Megaman\"\n\nplayer.startitem \"PersistentLoadout\"\nplayer.startitem \"PokeFormHandler\"\nplayer.startitem \"EvoStartItem\"\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGEVE A 0\nGEVE B 1\nGEVE A 1\nGoTo Spawn+2\nSee:\nGEVE BCDE 5\nGoTo Spawn+1\nMissile:\nGEVE A 0\nGEVE F 5\nGEVE G 4\nGoTo Spawn+2\n\nPainFix:\nGEVE H 0\nGoTo PainFrames\n}\n}\n\nactor EeveeStarterMoves : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"BiteMove2\")\nTNT1 A 0 A_GiveInventory(\"QuickAttackMove3\")\nTNT1 A 0 A_GiveInventory(\"HelpingHandMove4\")\nTNT1 A 0 A_GiveInventory(\"SwiftMove1\")\nstop\n}\n}\n\nactor EeveeSetupItem : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMNACS_StartupScript\",0,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Espeon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Espeon : ClassBase\n{\nPlayer.DisplayName \"Espeon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGESP A 0\nGESP B 1\nGESP A 1\nGoTo Spawn+2\nSee:\nGESP BCDE 5\nGoTo Spawn+1\nMissile:\nGESP A 0\nGESP F 5\nGESP G 4\nGoTo Spawn+2\n\nPainFix:\nGESP H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Flareon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Flareon : ClassBase\n{\nPlayer.DisplayName \"Flareon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"EmberMove\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGFLA A 0\nGFLA B 1\nGFLA A 1\nGoTo Spawn+2\nSee:\nGFLA BCDE 5\nGoTo Spawn+1\nMissile:\nGFLA A 0\nGFLA F 5\nGFLA G 4\nGoTo Spawn+2\n\nPainFix:\nGFLA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Glaceon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Glaceon : ClassBase\n{\nPlayer.DisplayName \"Glaceon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGGLA A 0\nGGLA B 1\nGGLA A 1\nGoTo Spawn+2\nSee:\nGGLA BCDE 5\nGoTo Spawn+1\nMissile:\nGGLA A 0\nGGLA F 5\nGGLA G 4\nGoTo Spawn+2\n\nPainFix:\nGGLA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Jolteon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Jolteon : ClassBase\n{\nPlayer.DisplayName \"Jolteon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"ThunderShockMove\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGJOL A 0\nGJOL B 1\nGJOL A 1\nGoTo Spawn+2\nSee:\nGJOL BCDE 5\nGoTo Spawn+1\nMissile:\nGJOL A 0\nGJOL F 5\nGJOL G 4\nGoTo Spawn+2\n\nPainFix:\nGJOL H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Leafeon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Leafeon : ClassBase\n{\nPlayer.DisplayName \"Leafeon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGLEA A 0\nGLEA B 1\nGLEA A 1\nGoTo Spawn+2\nSee:\nGLEA BCDE 5\nGoTo Spawn+1\nMissile:\nGLEA A 0\nGLEA F 5\nGLEA G 4\nGoTo Spawn+2\n\nPainFix:\nGLEA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Umbreon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Umbreon : ClassBase\n{\nPlayer.DisplayName \"Umbreon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\n\n//============|\n\nStates\n{\nSpawn:\nGUMB A 0\nGUMB B 1\nGUMB A 1\nGoTo Spawn+2\nSee:\nGUMB BCDE 5\nGoTo Spawn+1\nMissile:\nGUMB A 0\nGUMB F 5\nGUMB G 4\nGoTo Spawn+2\n\nPainFix:\nGUMB H 0\nGoTo PainFrames\n}\n}"
}
]
},
"maps": []
}