Raw model (for completeness)
{
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"id": "033c009a-e5a7-4f5e-b0de-cddf532605f6",
"sha1": "27a8d522dd3915952ff3aafac3635b0de49b5445",
"sha256": "ae53e5f4649fce12f611656c5a5ea62d77c935433411cf0c11385ff6d9e7b16b",
"filenames": [
"unholyclassesv5c.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-06-18 22:59:53",
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"name": null,
"description": null,
"maps": null,
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"screenshots": null,
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"categories": null
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"added": "2015-06-18 22:59:53",
"file": {
"type": "PK3",
"size": 1597464,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/27a8d522dd3915952ff3aafac3635b0de49b5445/27a8d522dd3915952ff3aafac3635b0de49b5445.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 989,
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"engines_guess": [
"ZDOOM"
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"text_files": [
{
"source": "pk3",
"name": "Wep/MeleeClaw.txt",
"contents": "actor MeleeClaw : MegaBuster 20048\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was Knocked out by %k's Melee Claw.\"\nweapon.ammotype \"MeleeEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nScale 2.0\nStates\n{\nSpawn:\nWEA3 Q 1\nstop\nReady:\nCOMB A 0 ACS_ExecuteAlways(998,0,131)\nCOMB A 0 A_SpawnItemEx(\"CombatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nCOMB A 0 A_SpawnItemEx(\"CombatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nCOMB A 1 A_WeaponReady(WRF_NOSWITCH)\nCOMB A 0 A_GiveInventory(\"MeleeEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCOMB A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCOMB A 1 A_Raise\nLoop\nFire:\nCOMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCOMB BC 1\nCOMB A 0 A_GiveInventory(\"MeleeEnergyAmmo\",4)\nCOMB A 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nCOMB D 1 A_FireCustomMissile(\"MeleeSlash\",50,0,-16,0,0,-10)\nCOMB D 1 A_FireCustomMissile(\"MeleeSlash\",25,0,-8,0,0,-5)\nCOMB E 1 A_FireCustomMissile(\"MeleeSlash\",0,0,0,0,0,0)\nCOMB E 1 A_FireCustomMissile(\"MeleeSlash\",-50,0,16,0,0,20)\nCOMB F 1 A_FireCustomMissile(\"MeleeSlash\",-25,0,8,0,0,10)\nCOMB F 1\nTNT1 AAAA 2\nCOMB G 10\nCOMB AAA 2 A_WeaponReady\nGoto Ready+1\nNoAmmo:\nCOMB A 0 A_TakeInventory(\"MeleeRamming\",1)\nCOMB A 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nCOMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCOMB A 0 A_JumpIfInventory(\"MeleeEnergyAmmo\",100,\"LazyRam\")\ngoto Ready+1\nLazyRam:\nCOMB A 0 A_SpawnItemEx(\"CombatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nCOMB A 0 A_SpawnItemEx(\"CombatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION, 0)\nCOMB A 0 A_GiveInventory(\"MeleeRamming\",1)\nCOMB A 2 A_WeaponReady(WRF_NOFIRE)\nCOMB A 0 A_SpawnItemEx(\"RammingDamage\",0,0,0)\nCOMB A 0 A_Recoil(-5)\nCOMB A 0 A_TakeInventory(\"MeleeEnergyAmmo\",5)\nCOMB A 0 A_JumpIfInventory(\"MeleeEnergyAmmo\",1,\"LazyRam\")\ngoto Ready+1\n}\n}\n\nactor MeleeEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor MeleeSlash\n{\nPROJECTILE\nTranslation \"209:248=3:3\"\nRadius 5\nHeight 5\nscale 2.5\ndamage (75)\n+RIPPER\ndamagetype \"Combat\"\nspeed 30\nStates\n{\nSpawn:\nMMFX BCDE 1 A_Explode(50,65,0)\nstop\n}\n}\n\nactor RammingDamage\n{\nObituary \"%o was rammed by %k's Lazy Ramming.\"\ndamagetype \"Ram\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(128, 80, 0)\nstop\n}\n}\n\nactor MeleeDerp: PowerSpeed\n{\n Speed 2\n}\n\nactor MeleeRamming: PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 10\n powerup.type \"MeleeDerp\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 1\n loop\n }\n}\n\nactor CombatShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"Combat\", 0.0\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n+GHOST\n//+NOINTERACTION\n+NORADIUSDMG\n//+REFLECTIVE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2\nstop\nDeath:\nTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\nTNT1 A 1\nstop\nPain:\nTNT1 A 0\nTNT1 A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor CombatShieldFX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\nHeight 0\nRadius 0\nscale 2.5\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nCCUS A 2\nstop\n}\n}\n\nactor MeleeClawBot : MegaBuster\n{\nObituary \"%o was Knocked out by %k's Pseudo-Sword.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,131)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_SpawnItemEx(\"CombatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBEXP A 0 A_SpawnItemEx(\"CombatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nBEXP A 0 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nBEXP A 0 A_JumpIfCloser(500,1)\nGoto Altfire\nBEXP A 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\nCOMB D 1 A_FireCustomMissile(\"MeleeSlash\",50,0,-16,0,0,-10)\nCOMB D 1 A_FireCustomMissile(\"MeleeSlash\",25,0,-8,0,0,-5)\nCOMB E 1 A_FireCustomMissile(\"MeleeSlash\",0,0,0,0,0,0)\nCOMB E 1 A_FireCustomMissile(\"MeleeSlash\",-50,0,16,0,0,20)\nCOMB F 1 A_FireCustomMissile(\"MeleeSlash\",-25,0,8,0,0,10)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 2\nBEXP A 15\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nCOMB A 0 A_SpawnItemEx(\"CombatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nCOMB A 0 A_SpawnItemEx(\"CombatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nCOMB A 0 A_GiveInventory(\"MeleeRamming\",1)\nCOMB A 2 A_WeaponReady(WRF_NOFIRE)\nCOMB A 0 A_SpawnItemEx(\"RammingDamage\",0,0,0)\nCOMB A 0 A_Recoil(-5)\nCOMB A 0 A_TakeInventory(\"BotFlag1\",5)\nCOMB A 0 A_JumpIfInventory(\"BotFlag1\",1,\"AltFire\")\ngoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/ArcaneMagicSet1.txt",
"contents": "actor ArcaneMagicSet1 : MegaBuster\n{\nWeapon.AmmoUse 10\nWeapon.AmmoGive 500\nWeapon.SlotNumber 1\nObituary \"%o was caught by %k's \\ctArcane Magic.\"\nweapon.ammotype \"ArcaneEnergyAmmo\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"ARCNAI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nMAIC A 0 ACS_ExecuteAlways(998,0,47)\nMAIC A 1 A_WeaponReady\nMAIC A 0 A_GiveInventory(\"ArcaneEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 A 0 A_SelectWeapon(\"ArcaneMagicSet2\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTNT1 A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nMAIC A 1 A_Raise\nLoop\nFire:\nMAIC A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMAIC A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nMAIC A 0 A_FireCustomMissile(\"HomingArcaneShot\",0,1,8,0)\nMAIC BCDEF 2\nMAIC A 10\nMAIC A 0 A_Refire\nGoto Ready+1\nAltfire:\nMAIC A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMAIC A 0 A_JumpIfInventory(\"ArcaneEnergyAmmo\",100,\"ArcaneBombThrow\")\ngoto Ready+1\nArcaneBombThrow:\nMAIC B 0 A_TakeInventory(\"ArcaneEnergyAmmo\",100)\nMAIC B 0 A_PlaySoundEx(\"weapon/crackermine\",\"Weapon\")\nMAIC B 0 A_FireCustomMissile(\"ArcaneBomb\",0,1,8,0)\nMAIC BCDEF 2\nMAIC A 10\nMAIC A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nMAIC A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ArcaneEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 500\n}\n\nactor HomingArcaneShot : MageStaffFX2\n{\nPROJECTILE\n+SEEKERMISSILE\n-EXTREMEDEATH\nRadius 5\nHeight 5\nscale 2.5\ndamage (25)\ndamagetype \"Arcane\"\nspeed 40\nStates\n{\nSpawn:\nARHO A 1 A_MStaffTrack\nARHO A 0 A_SpawnItemEx(\"ArcaneShotFX\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nloop\nDeath:\nARFX ABCD 1\nstop\n}\n}\n\nactor ArcaneShotFX\n{\nPROJECTILE\ndamagetype \"Arcane\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nARHO B 1\nARHO B 1 A_SetTranslucent (0.8, 0)\nARHO B 1\nARHO B 1 A_SetTranslucent (0.6, 0)\nARHO B 1\nARHO B 1 A_SetTranslucent (0.4, 0)\nARHO B 1\nARHO B 1 A_SetTranslucent (0.2, 0)\nstop\n}\n}\n\nactor ArcaneBomb\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\nDamage (100)\n+DOOMBOUNCE\n+CANBOUNCEWATER\nHeight 8\nRadius 8\ndamagetype \"Arcane\"\nScale 2.5\nObituary \"%o died from %k's \\ctArcane Bomb.\"\nspeed 30\nbouncefactor 0.6\nStates\n{\nSpawn:\nARBO AAAAAAAAAAAA 4\nARBO A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nARBO A 0 A_Stop\nARBO ABABABABABAB 4\ngoto Death\nDeath:\nARBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nARBO A 0 A_Explode(100, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor ArcaneIceShot\n{\nPROJECTILE\n-NOGRAVITY\nDamage (120)\ndamagetype \"Arcane\"\nSpeed 25\nHeight 10\nRadius 10\nScale 2.5\nStates\n{\nSpawn:\nARFR A 4\nloop\nDeath:\nTNT1 A 0 A_JumpIf(z-floorz==0,\"Death2\")\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nARFX ABCD 1\nstop\nDeath2:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ArcaneIceBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nARFX ABCD 1\nstop\n}\n}\n\nactor ArcaneIceBit\n{\nPROJECTILE\n-NOGRAVITY\nDamage (60)\ndamagetype \"Arcane\"\nHeight 6\nRadius 6\nScale 2.5\nStates\n{\nSpawn:\nARFR B 4\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nARFX ABCD 1\nstop\n}\n}\n\nactor ArcaneFireShot // : MaceFX1\n{\nPROJECTILE\nDamage (250)\nHeight 5\nRadius 6\n+DONTBLAST\n-NOGRAVITY\ndamagetype \"Arcane\"\nObituary \"%o was struck by %k's \\ctArcane Fire Magic.\"\nScale 2.5\nspeed 28\nStates\n{\nSpawn:\nARHE ABC 3\nGoto Spawn\nDeath:\nARHE A 0 A_SpawnItemEx(\"ArcanePillarDerp\",0,0,0)\nstop\n}\n}\n\nactor ArcanePillarDerp\n{\nPROJECTILE\n-MISSILE\n+DONTBLAST\nScale 2.5\n-NOGRAVITY\ndamagetype \"Arcane\"\nObituary \"%o was burnt by %k's \\ctArcane Fire Magic.\"\nHeight 48\nSpeed 0\nRadius 5\nDamage (125)\nreactiontime 5\nStates\n{\nSpawn:\nARPI A 0\nARPI A 0 ACS_Execute(202,0)\nARPI A 1 A_JumpIf(z-floorz==0,\"Flame\")\n//ARPI A 0 A_ChangeFlag(\"MISSILE\",1)\nloop\nFlame:\nARPI A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nARPI A 0 A_ChangeFlag(\"MISSILE\",1)\nARPI A 0 A_CountDown\nARPI ABCABC 3\nloop\nDeath:\nARHE A 0\nstop\n}\n}\n\nactor ArcaneMagicBot : MegaBuster\n{\nObituary \"%o was caught by %k's \\ctArcane Magic.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,126)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag3\",50,\"WhatTheFuck\")\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nBEXP A 0 A_JumpIfInventory(\"BotFlag2\",200,\"DarknessShitStorm\")\nBEXP A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"ArcaneIceShot\",0,0,8,0)\nBEXP A 0 A_FireCustomMissile(\"ArcaneIceShot\",15,0,8,6)\nBEXP A 0 A_FireCustomMissile(\"ArcaneIceShot\",-15,0,8,6)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",5)\nBEXP A 0 A_GiveInventory(\"BotFlag3\",10)\nBEXP BCB 2\nBEXP A 14\nBEXP A 0 A_Refire\nGoto Ready+1\nWhatTheFuck:\nMAIC A 0 A_FireCustomMissile(\"PURPLEFLAMINGHOMINGLASER\",0,0,8,0)\nMAIC A 0 A_TakeInventory(\"BotFlag3\",50)\nGoto Fire+1\nAltFire:\nBEXP A 0 A_TakeInventory(\"BotFlag1\",100)\nBEXP A 0 SetPlayerProperty(0,1,4)\nBEXP A 0 A_Jump(64,\"DarknessShitStorm\")\nBEXP A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 2\nBEXP A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 2\nBEXP A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 2\nBEXP A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 2\nBEXP A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_SpawnItemEx(\"ArcaneFireShot\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 4\nBEXP A 0 SetPlayerProperty(0,0,4)\nBEXP A 12\nBEXP A 0 A_Refire\nGoto Ready+1\nDarknessShitStorm:\nBEXP A 0 A_TakeInventory(\"BotFlag2\",200)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh1\",\"Weapon\")\nBEXP AAAAAAAAAAA 2\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/pharaoh2\",\"Weapon\")\nBEXP BCB 2\nBEXP AAAAA 0 A_SpawnItemEx(\"DarknessShotAlt2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBEXP BCB 4\nBEXP A 0 SetPlayerProperty(0,0,4)\nBEXP A 12\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor PURPLEFLAMINGHOMINGLASER : HomingArcaneShot\n{\nTranslation \"216:216=62:62\"\n+NOCLIP\n+NOINTERACTION\n+THRUGHOST\nReactionTime 55\nScale 1.0\nStates\n{\nSpawn:\nPWVE A 1 A_MStaffTrack\nPWVE A 0 A_SpawnItemEx(\"ArcaneShotFX\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nPWVE A 0 A_SpawnItemEx(\"ArcaneLaserMagicThing\", 0,0,0,2,0,0)\nPWVE A 0 A_CountDown\nloop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/ArcaneMagicSet2.txt",
"contents": "actor ArcaneMagicSet2 : MegaBuster\n{\nWeapon.AmmoUse 20\nWeapon.AmmoGive 500\nWeapon.SlotNumber 1\nObituary \"%o was shot down by %k's \\ctArcane Flames.\"\nweapon.ammotype \"ArcaneEnergyAmmo\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"ARCNBI\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nMAIC A 0 ACS_ExecuteAlways(998,0,47)\nMAIC A 1 A_WeaponReady\nMAIC A 0 A_GiveInventory(\"ArcaneEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 A 0 A_SelectWeapon(\"ArcaneMagicSet1\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTNT1 A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nMAIC A 1 A_Raise\nLoop\nFire:\nMAIC A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nMAIC A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nMAIC A 0 A_TakeInventory(\"ArcaneEnergyAmmo\",20)\nMAIC A 0 A_FireCustomMissile(\"ArcaneFireSpreader\",0,0,8,0)\nMAIC GHI 2\nMAIC HGA 3\nMAIC A 10\nMAIC A 0 A_Refire\nGoto Ready+1\nAltFire:\nMAIC A 2\nAltHold:\nMAIC A 0 A_JumpIfInventory(\"ArcaneEnergyAmmo\",20,\"SpamSpamSpam\")\ngoto NoAmmo\nSpamSpamSpam:\nMAIC A 0 A_TakeInventory(\"ArcaneEnergyAmmo\",20)\nMAIC A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nMAIC A 0 A_FireCustomMissile(\"ArcaneIceShot\",0,1,8,0)\nMAIC A 0 A_FireCustomMissile(\"ArcaneIceShot\",15,0,8,6)\nMAIC A 0 A_FireCustomMissile(\"ArcaneIceShot\",-15,0,8,6)\nMAIC BCDEF 2\nMAIC A 10\nMAIC A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nMAIC A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor ArcaneDelayedFlame\n{\nPROJECTILE\nSpeed 0\nDamage (5)\ndamagetype \"Arcane\"\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",40,0,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",20,20,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",0,40,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",-20,20,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",-40,0,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",-20,-20,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",0,-40,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",20,-20,0,0,0,0,0,0)\nTNT1 A 2 A_SpawnItemEx(\"ArcaneFlamesfrombelow\",40,0,0,0,0,0,0,0)\nstop\n}\n}\n\nactor ArcaneFlamesfrombelow\n{\nPROJECTILE\n+RIPPER\nrenderstyle add\nalpha 0.8\nSpeed 30\nRadius 6\nHeight 6\nscale 2.5\ndamage (25)\ndamagetype \"Arcane\"\nreactiontime 20\n+BLOODLESSIMPACT\nstates\n{\nSpawn:\nARFI A 0 A_CountDown\nARFI A 0 ThrustThingZ(0, 1, 0, 1)\nARFI A 2 A_SetTranslucent (0.6, 0)\nARFI B 0 A_CountDown\nARFI B 0 ThrustThingZ(0, 1, 0, 1)\nARFI B 2 A_SetTranslucent (0.4, 0)\nARFI C 0 A_CountDown\nARFI C 0 ThrustThingZ(0, 1, 0, 1)\nARFI C 2 A_SetTranslucent (0.2, 0)\nARFI D 0 A_CountDown\nARFI D 0 ThrustThingZ(0, 1, 0, 1)\nARFI D 2 A_SetTranslucent (0.4, 0)\nloop\nDeath:\nTNT1 A 0 A_Stop\nstop\n}\n}\n\nactor ArcaneFireSpreader\n{\nPROJECTILE\n+DONTBLAST\nTranslation \"176:191=253:96\", \"210:231=45:45\"\ndamagetype \"Arcane\"\nRadius 6\nHeight 7\nscale 2.5\ndamage (75)\nspeed 40\nStates\n{\nSpawn:\nFIRE ABC 2\nloop\nDeath:\nTNT1 A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"ArcaneDelayedFlame\")\nTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/ClusterBomb.txt",
"contents": "actor ClusterBomb : MegaBuster 20057\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 350\nWeapon.SlotNumber 1\nObituary \"%o died from %k's Cluster Bomb.\"\nweapon.ammotype \"ExplosiveEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA2 G 1\nstop\nReady:\nAWSM A 0 ACS_ExecuteAlways(998,0,48)\nAWSM A 0 A_Gunflash\nAWSM A 1 A_WeaponReady(WRF_NOSWITCH)\n//AWSM A 0 A_GiveInventory(\"ExplosiveEnergyAmmo\",1)\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSPAS C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSPAS C 1 A_Raise\nLoop\nFire:\nAWSM A 0 A_JumpIfInventory(\"GyroFlag\",1,\"Change\")\nAWSM A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nAWSM A 0 A_FireCustomMissile(\"ClusterBombShotX\",0,1,8,0)\nAWSM A 0 A_GiveInventory(\"GyroFlag\",1)\nAWSM BCDEFG 1\nAWSM HI 2\nFlagLoop:\nAWSM A 0 A_JumpIfInventory(\"GyroFlag\",1,\"ChangeReady\")\nAWSM A 15\nGoto Ready+2\nChangeReady:\nAWSM A 1 A_WeaponReady\nGoto FlagLoop\nChange:\nAWSM A 20 A_GiveInventory(\"GyroFlag\",1)\nAWSM A 0 A_TakeInventory(\"GyroFlag\",999)\nGoto Ready+2\nFlash:\nTNT1 A 3 A_GiveInventory(\"ExplosiveEnergyAmmo\",2)\nloop\nAltfire:\nAWSM A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAWSM A 0 A_JumpIfInventory(\"ExplosiveEnergyAmmo\",350,\"Deadly\")\ngoto Ready+2\nDeadly:\nAWSM B 0 A_TakeInventory(\"ExplosiveEnergyAmmo\",350)\nAWSM BCD 0 A_PlaySoundEx(\"weapon/crackermine\",\"Weapon\")\nAWSM EFG 0 A_SpawnItemEx(\"DeadlyExplosive\",0,0,16)\nAWSM HI 4\nAWSM A 16\nAWSM A 0 A_Refire\nGoto Ready+2\n}\n}\n\nactor ExplosiveEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 350\n+INVENTORY.IGNORESKILL\n}\n\nactor ClusterBombShot\n{\nPROJECTILE\nTranslation \"192:192=54:54\", \"198:198=42:42\"\n+FORCEXYBILLBOARD\nRadius 6\nHeight 7\nscale 2.5\nspeed 40\ndamage (100)\ndamagetype \"Cluster\"\nObituary \"%o died from %k's Cluster Bomb.\"\nStates\n{\nSpawn:\nDLBO AB 3\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nExploding:\nFLEX A 0 A_Explode(80, 80, 0)\nFLEX AA 1\nFLEX A 0 A_Explode(70, 80, 0)\nFLEX BB 1\nFLEX A 0 A_Explode(60, 80, 0)\nFLEX CC 1\nFLEX A 0 A_Explode(50, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(40, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(30, 80, 0)\nFLEX FF 1\nFLEX FECBA 1\nstop\n}\n}\n\nactor ClusterBombShotX\n{\nPROJECTILE\nTranslation \"192:192=54:54\", \"198:198=42:42\"\n+FORCEXYBILLBOARD\nRadius 6\nHeight 7\nscale 2.5\nspeed 45\ndamage (100)\ndamagetype \"Cluster\"\nObituary \"%o died from %k's Cluster Bomb.\"\nStates\n{\nSpawn:\nDLBO A 0\nDLBO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nDLBO A 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nDLBO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nDLBO B 1 A_JumpIfInTargetInventory(\"GyroFlag\",2,\"Up\")\nloop\nUp:\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,0,2,90)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,0,2,90)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,0,2,75)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,15,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,30,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,45,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,60,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,75,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,90,2,75)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,105,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,120,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,135,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,150,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,165,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,180,2,75)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,195,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,210,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,225,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,240,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,255,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,270,2,75)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,285,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,300,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,315,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,330,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,345,2,60)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,0,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,90,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,180,2,45)\nDLBO A 0 A_CustomMissile(\"ClusterBombShotX2\",0,0,270,2,45)\nDLBO A 0 A_Stop\nMMFX BCDE 3\nstop\nDeath:\nDLBO A 0 A_TakeFromTarget(\"GyroFlag\", 999)\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nFLEX A 0 A_Explode(80, 80, 0)\nFLEX AA 1\nFLEX A 0 A_Explode(70, 80, 0)\nFLEX BB 1\nFLEX A 0 A_Explode(60, 80, 0)\nFLEX CC 1\nFLEX A 0 A_Explode(50, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(40, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(30, 80, 0)\nFLEX FF 1\nFLEX FECBA 1\nstop\n}\n}\n\nactor ClusterBombShotX2\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n-NOGRAVITY\nTranslation \"192:192=54:54\", \"198:198=42:42\"\nRadius 4\nHeight 5\nscale 1.5\nspeed 10\ndamage (10)\ndamagetype \"Cluster\"\nObituary \"%o died from %k's carpet Cluster Bombs.\"\ngravity 1.5\nStates\n{\nSpawn:\nDLBO AB 2\nloop\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nNAPA A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nNAPA D 0 A_Explode(35, 90, 0)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nActor SJBombShot : ClusterBombShot\n{\nStates\n{\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"SJB/Explosion\", \"Weapon\")\nGoto Exploding\n}\n}\n\nactor DeadlyExplosive\n{\n-NOGRAVITY\nRadius 6\nHeight 7\nscale 2.5\nreactiontime 8\ndamagetype \"Cluster\"\nObituary \"%o was a victim of %k's Deadly Explosive.\"\nStates\n{\nSpawn:\nDEBO A 0\nDEBO A 0 A_PlaySoundEx(\"weapon/crackermine\", \"Weapon\")\nDEBO ABCDABCDABCDABCD 3\nTNT1 A 0 A_PlaySoundEx(\"weapon/crashexplode\", \"Weapon\")\nTNT1 AA 2 A_SpawnItemEx(\"DrillExplode\",random(-150,150),random(-150,150),random(0,150))\nTNT1 A 1 A_Explode(100, 300, 0)\nTNT1 A 0 A_CountDown\nGoto Spawn+18\nDeath:\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}\n\nactor ClusterFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 350\n}\n\nactor ClusterFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TempDeadlyBomb\n{\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\nradius 0\nheight 0\nscale 2.5\nStates\n{\nSpawn:\nDEBO AA 1\nstop\n}\n}\n\nactor LobbingDeadlyBomb\n{\nPROJECTILE\nHeight 7\nRadius 6\n-NOGRAVITY\nSpeed 30\ndamage (20)\ndamagetype \"Bomb\"\nscale 2.5\nStates\n{\nSpawn:\nDEBO A 0\nDEBO A 0 ThrustThingZ(0,20,0,1)\nDEBO A 1\nGoto Spawn+2\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"SJB/Explosion\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(750, 180, 350)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}\n\nactor TacticalCracker\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"Instagib\"\nspeed 60\ndamage (0)\nStates\n{\nSpawn:\nCLCR ABCD 3\nloop\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"SJB/Explosion\", \"Weapon\")\nDEBO A 0 A_Explode(300, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor ClusterBombBot : MegaBuster\n{\nObituary \"%o couldn't stand %k's Noisy Explosive.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,48)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"ClusterFlag1\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_Jump(16,\"DeadlyStuff\")\nBEXP A 0 A_Jump(110,\"NormalAttack\")\nBEXP A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"SJBombShot\",0,0,8,0)\nBEXP BCB 2\nBEXP A 18\nBEXP A 0 A_Refire\nGoto Ready+1\nNormalAttack:\nBEXP B 0 A_FireCustomMissile(\"TacticalCracker\",0,0,8,0)\nBEXP BCB 2\nBEXP A 18\nGoto Ready+1\nDeadlyStuff:\nBEXP A 0 A_Jump(128,\"Tacticool\")\nBEXP A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon\")\nBEXP A 1 A_SpawnItemEx(\"TempDeadlyBomb\",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)\nBEXP A 1 A_SpawnItemEx(\"TempDeadlyBomb\",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBEXP A 1 A_SpawnItemEx(\"TempDeadlyBomb\",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)\nBEXP A 1 A_SpawnItemEx(\"TempDeadlyBomb\",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)\nBEXP AAAAAA 1 A_SpawnItemEx(\"TempDeadlyBomb\",0,0,56,0,0,0,0,0,0)\nGoto Holding\nHolding:\nBEXP A 0 A_SpawnItemEx(\"TempDeadlyBomb\",0,0,56,0,0,0,0,0,0)\nThrow:\nBEXP A 0 A_FireCustomMissile(\"LobbingDeadlyBomb\",0,0,0,56)\nBEXP A 5\nBEXP A 0 A_FireCustomMissile(\"LobbingDeadlyBomb\",0,0,0,56)\nBEXP A 5\nBEXP A 0 A_FireCustomMissile(\"LobbingDeadlyBomb\",0,0,0,56)\nBEXP BCB 2\nBEXP A 10\nGoto Ready+1\nTacticool:\nAWSM A 0 A_PlaySoundEx(\"weapon/crackermine\",\"Weapon\")\nAWSM A 0 A_SpawnItemEx(\"DeadlyExplosive\",0,0,16)\nAWSM HI 4\nAWSM A 0 A_PlaySoundEx(\"weapon/crackermine\",\"Weapon\")\nAWSM A 0 A_SpawnItemEx(\"DeadlyExplosive\",0,0,16)\nAWSM HI 4\nAWSM A 0 A_PlaySoundEx(\"weapon/crackermine\",\"Weapon\")\nAWSM A 0 A_SpawnItemEx(\"DeadlyExplosive\",0,0,16)\nAWSM HI 4\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/RapidBuster.txt",
"contents": "actor RapidBuster : MegaBuster 20040\n{\nWeapon.AmmoUse 5\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o was shot down by %k's Rapid Buster.\"\nweapon.ammotype \"RapidEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nQIST A 0 ACS_ExecuteAlways(998,0,43)\nQIST A 0 A_GunFlash\nQIST A 1 A_WeaponReady(WRF_NOSWITCH)\nQIST A 0 A_GiveInventory(\"RapidEnergyAmmo\",5)\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nQIST A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nQIST A 1 A_Raise\nLoop\nFlash:\nTNT1 A 0 A_JumpIfInventory(\"QuicksterFlag1\",1,\"OhNoYouDont\")\nTNT1 A 1 A_ChangeVelocity((momx)*1.05,(momy)*1.05,(momz),CVF_REPLACE)\ngoto Flash\nOhNoYouDont:\nTNT1 A 1\nGoto Flash\nFire:\nHold:\nQIST B 0 A_JumpIfNoAmmo(\"NoAmmoFire\")\nQIST A 0 A_TakeInventory(\"RapidEnergyAmmo\",5)\nQIST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nQIST B 0 A_FireCustomMissile(\"RapidShot\",random(-2,2),0,8,0)\nQIST BCB 2\nQIST A 0 A_Refire\nGoto Ready+2\nAltfire:\nQIST B 15\nQIST A 0 A_GiveInventory(\"QuicksterFlag1\",1)\nAltHold:\nQIST A 0 A_JumpIfInventory(\"QuicksterFlag1\",1,\"JabJabJab\")\nJabJabJab:\nQIST B 0 A_GiveInventory (\"Shocked\", 1)\nQIST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nQIST B 0 A_FireCustomMissile(\"QuickJabbings\",random(-10,10),0,8,0,0,random(-5,5))\nQIST B 0 A_Recoil(-2)\nQIST BC 1\nQIST A 0 A_Refire\nGoto JabGoAway\nJabGoAway:\nQIST A 0 A_TakeInventory(\"QuicksterFlag1\",1)\nQIST A 20\nQIST A 4\nGoto Ready+2\nNoAmmoFire:\nQIST A 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nQIST A 1 A_FireCustomMissile(\"NoHopeShot\",random(-10,10),0,8,0,0,random(-5,5))\nQIST BCB 1\nQIST A 0 A_ReFire\nGoto Ready+2\n}\n}\n\nactor RapidEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor RapidShot\n{\nPROJECTILE\nTranslation \"69:75=229:229\", \"240:246=218:218\"\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 65\nDamage (100)\ndamagetype \"Rapid\"\nradius 10\nheight 10\nscale 2.5\nStates\n{\nSpawn:\nGAMA RST 1\nLoop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor NoHopeShot\n{\nPROJECTILE\n-NOGRAVITY\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Rapid\"\nSpeed 60\nDamage (50)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor QuickJabbings\n{\nPROJECTILE\n+RIPPER\n+DONTBLAST\nDamagetype \"Rapid\"\nObituary \"%o was punched to the death by %k's Quick Jabs.\"\nDamage (25)\nSpeed 60\nScale 2.5\nStates\n{\nSpawn:\nQISJ A 3\nstop\n}\n}\n\nactor QuicksterFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor Ihitsomething : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\nactor DireJabShot\n{\nPROJECTILE\n+SKYEXPLODE\n+RIPPER\nscale 2.5\ndamagetype \"Rapid\"\nSpeed 80\nRadius 6\nHeight 6\nDamage (250)\nObituary \"%o was struck by %k's Dire Jab.\"\nStates\n{\nSpawn:\nQJAB A 3\nloop\nDeath:\nTNT1 A 0 A_CustomMissile(\"DireJabShotReturns\",0,0,0,0)\nstop\nXDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor DireJabShotReturns : DireJabShot\n{\nStates\n{\nSpawn:\nQJAB A 1 A_JumpIfCloser(32,\"Returned\")\nloop\nCrash:\nXDeath:\nDeath:\nMMFX BCDE 2\nTNT1 A 0 A_GiveToTarget(\"Ihitsomething\",1)\nstop\nReturned:\nTNT1 A 0 A_GiveToTarget(\"Ihitsomething\",1)\nstop\n}\n}\n\nactor RapidBusterBot : MegaBuster\n{\nObituary \"%o was shot down by %k's Rapid Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,43)\nBEXP A 0 A_GunFlash\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+2\nFire:\nQIST A 0 A_JumpIfInventory(\"BotFlag1\",100,\"PewPew\")\nQIST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nQIST B 0 A_FireCustomMissile(\"RapidShot\",random(-2,2),0,8,0)\nQIST A 0 A_GiveInventory(\"BotFlag1\",5)\nQIST BCB 2 A_JumpIfCloser(128,\"JabJabJab\")\nQIST A 0 A_Refire\nGoto Ready+2\nPewPew:\nQIST A 0 A_Jump(4,\"AltFire\")\nQIST A 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nQIST A 1 A_FireCustomMissile(\"NoHopeShot\",random(-10,10),0,8,0,0,random(-5,5))\nQIST BC 1 A_JumpIfCloser(128,\"JabJabJab\")\nQIST A 0 A_ReFire\nGoto Ready+2\nJabJabJab:\nQIST A 0 A_PlaySoundEx(\"weapon/napalm\",\"Weapon\")\nQIST BCBCBCBCBC 1 A_FireCustomMissile(\"QuickJabbings\",random(-10,10),0,8,0,0,random(-5,5))\nGoto Ready+2\nFlash:\nTNT1 A 1 A_ChangeVelocity((momx)*1.05,(momy)*1.05,(momz),CVF_REPLACE)\ngoto Flash\nAltFire:\nBUST B 0 A_TakeInventory(\"BotFlag1\",100)\nBUST A 0 SetPlayerProperty(0,1,4)\nBUST A 0 A_FaceTarget\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DireJabShot\",0,0,8,0)\nBEXP B 0 A_Recoil(5)\nQIST BCB 2\nBUST A 0 A_FaceTarget\nBEXP B 0 A_FireCustomMissile(\"DireJabShot\",0,0,8,0)\nBEXP B 0 A_Recoil(5)\nQIST BCB 2\nBEXP A 40\nBEXP A 0 SetPlayerProperty(0,0,4)\nBEXP A 0 A_Refire\nGoto Ready+2\n}\n}"
},
{
"source": "pk3",
"name": "Wep/GreatBuster.txt",
"contents": "actor GreatBuster : MegaBuster 20055\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was destroyed by %k's Great Buster.\"\nweapon.ammotype \"UberEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn: // The state for the weapon lying on the floor. It can be animated if you wish.\nBEXP A 1 // CWEPA0 is the sprite name for the weapon icon.\nstop\nReady: // This state is for when the weapon is idle, ready to be fired or switched out.\nBEXP A 0 ACS_ExecuteAlways (998,0,124) // This calls the color changing script. The last argument defines what colors to change to player to (see WCOLORS for more info)\nBEXP A 0 A_GunFlash\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH) // A_WeaponReady is called when you want to allow the player to do something with the weapon, so it must be called repeatedly in the idle state.\nBEXP A 1 A_GiveInventory(\"UberEnergyAmmo\",1)\nGoto Ready+2 // Go back to ready but skip the ACS_ExecuteAlways function.\nDeselect: // You shouldn't have to change these except for the sprite names.\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBEXP A 1 A_Lower\nLoop\nSelect: // Same as the deselect state.\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBEXP A 1 A_Raise\nLoop\nFire:\nBEXP B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",0,0,8,0)\nBEXP BCB 5\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nFlash:\nTNT1 A 2 A_GiveInventory(\"UberEnergyAmmo\",1)\nloop\nAltFire:\nBEXP B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBEXP A 0 A_JumpIfInventory(\"UberEnergyAmmo\",100,\"UBERPOWERGO\")\nGoto Ready+2\nUBERPOWERGO:\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_TakeInventory(\"UberEnergyAmmo\",100)\nBEXP B 0 A_FireCustomMissile(\"GreatShotAlt\",0,0,8,0)\n//BEXP B 0 A_GiveInventory (\"Shocked\", 1)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShotAlt\",random(-6,-4),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShotAlt\",random(4,6),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP A 40\nBEXP A 0 A_Refire\ngoto Ready+2\n}\n}\n\nactor UberEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor GreatShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 50\nDamage (150)\ndamagetype \"Great\"\nradius 12\nheight 15\nscale 2.5\nStates\n{\nSpawn:\nGBUS ABC 2\nLoop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(150, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\nactor GreatShotAlt : GreatShot\n{\nDamage (100)\n}\n\nactor BotFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor BotFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor BotFlag3 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor GreatBusterBot : MegaBuster\n{\nObituary \"%o was destroyed by %k's Great Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,25)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",25,\"Altfire\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",0,0,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBUST B 0 A_TakeInventory(\"BotFlag1\",100)\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",0,0,8,0)\nBEXP B 0 A_GiveInventory (\"Shocked\", 1)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",random(-7,-5),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",random(5,7),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP A 40\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/MistressBuster.txt",
"contents": "actor MistressBuster : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was seduced by %k's Mistress Buster.\"\nweapon.ammotype \"UberEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA2 R 1\nstop\nReady:\nREMB A 0 ACS_ExecuteAlways (998,0,174)\nREMB A 0 A_Gunflash\nREMB A 1 A_WeaponReady(WRF_NOSWITCH)\nREMB A 0 //A_GiveInventory(\"UberEnergyAmmo\",1)\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nREMB A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nREMB A 1 A_Raise\nLoop\nFire:\n//REMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nREMB A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nREMB A 0 A_FireCustomMissile(\"MistressShot\",0,0,8,0)\nREMB BCB 3\nREMB A 10\nREMB A 0 A_Refire\nGoto Ready+2\nFlash:\nTNT1 A 3 A_GiveInventory(\"UberEnergyAmmo\",1)\nloop\nAltFire:\n//REMB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nREMB A 1 A_JumpIfInventory(\"UberEnergyAmmo\",100,\"BOOMBADDABOOM\")\nGoto Ready+2\nBOOMBADDABOOM:\nREMB A 0 A_JumpIfInventory(\"CopyVisionFlag\",1,\"Fire\")\nREMB A 0 A_FireCustomMissile(\"MistressCopyVisionSpawner\",0,0,8,0,0,0)//A_SpawnItemEx(\"CopyVision\",30,0,0,0,0,0,0,0,0)\nREMB A 0 A_TakeInventory(\"UberEnergyAmmo\",100)\nREMB A 0 A_GiveInventory(\"CopyVisionFlag\",1)\nREMB BC 3\nREMB A 5\nREMB A 15\nREMB A 0 A_Refire\ngoto Ready+2\n}\n}\n\nactor MistressShot\n{\nTranslation \"87:87=38:38\", \"42:42=41:41\", \"209:215=41:41\"\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 60\nDamage (85)\ndamagetype \"Seductive\"\nradius 12\nheight 15\nscale 2.5\nStates\n{\nSpawn:\nGBUS A 2 A_SpawnItemEx(\"MissShotFX\",0,0,0,4,0,0,-55)\nGBUS B 2 A_SpawnItemEx(\"MissShotFX\",0,0,0,4,0,0,0)\nGBUS C 2 A_SpawnItemEx(\"MissShotFX\",0,0,0,4,0,0,55)\nLoop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(85, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor MissShotFX\n{\nTranslation \"209:215=41:41\"\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nMMFX CCDE 2 A_Fadeout\nstop\n}\n}\n\nactor MistressCopyVisionSpawner\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\nDamage(0)\nHeight 1\nRadius 1\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"MistressCopyVision\",48,0,-32,0,0,0,0,0,0)\nstop\n}\n}\n\nactor MistressCopyVision\n{\nPROJECTILE\nRenderStyle \"Translucent\"\nTranslation \"192:192=40:40\", \"198:198=3:3\", \"0:8=41:41\", \"247:247=41:41\"\nAlpha 0.70\nscale 2.5\n+THRUGHOST\n+RIPPER\n+NOCLIP\n+DONTBLAST\nhealth 9999\nRadius 32\nHeight 32\nDamage (0)\nreactiontime 10\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/copyvision\", \"weapon\")\nTNT1 A 0 ACS_ExecuteAlways(259, 0, 0)\nMORO A 2\nTNT1 A 2\nMORO A 2\nTNT1 A 2\nGoto Shooting\nShooting:\nMORO F 2 A_GiveToTarget(\"TargetMarker\", 1)\nMORO F 2 ACS_ExecuteAlways(989, 0, ACS_ExecuteWithResult(257)+100, 32)\nMORO F 0 A_PlaySoundEx(\"weapon/minchrgshot\",\"Body\")\nMORO F 15 A_CustomMissile(\"MistressCopyShot\",32,0,Random(-3, 3),2,-pitch)\nMORO F 0 A_JumpIfInTargetInventory(\"IsDead\", 1, \"Death\")\nMORO F 0 A_Countdown\nLoop\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"CopyVisionFlag\", 1)\nMORO FFF 3 A_Fadeout\nStop\n}\n}\n\nactor MistressCopyShot : MistressShot\n{\nObituary \"%o was seduced once again by %k's Mistress Copy-Vision.\"\n/*\nPROJECTILE\nTranslation \"196:206=40:40\", \"110:110=43:43\"\nObituary \"%o was seduced once again by %k's Mistress Copy-Vision.\"\nDamage (34)\nSpeed 40\nDamageType \"Seductive\"\n+DONTBLAST\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nCOPY DE 2\nGoto Spawn+2\nDeath:\nTNT1 A 0\nstop\n}*/\n}"
},
{
"source": "pk3",
"name": "Wep/ColdBuster.txt",
"contents": "actor ColdBuster : MegaBuster 20039\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o was frozen today by %k's Cold Buster.\"\nweapon.ammotype \"ColdEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nFRBI F 0 ACS_ExecuteAlways(998,0,15)\nFRBI F 1 A_WeaponReady(WRF_NOSWITCH)\nFRBI F 0 A_GiveInventory(\"ColdEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFRBI F 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFRBI F 1 A_Raise\nLoop\nFire:\nFRBI F 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFRBI F 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI F 0 A_FireCustomMissile(\"ColdShot\",0,0,8,0)\nFRBI F 0 A_GiveInventory(\"ColdEnergyAmmo\",2)\nFRBI GHG 2\nFRBI F 20\nFRBI F 0 A_Refire\nGoto Ready+1\nAltFire:\nFRBI F 0 A_JumpIfInventory(\"ColdEnergyAmmo\",10,\"Hail\")\nGoto Ready+1\nHail:\nFRBI F 0 A_TakeInventory(\"ColdEnergyAmmo\",10)\nFRBI F 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"FrostyMist\",random(-4,4),0,8,0,0,random(-3,3))\nFRBI F 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"FrostyMist\",random(-4,4),0,8,0,0,random(-3,3))\nFRBI F 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"FrostyMist\",random(-4,4),0,8,0,0,random(-3,3))\nFRBI F 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"FrostyMist\",random(-4,4),0,8,0,0,random(-3,3))\nFRBI F 8 A_ReFire\nFRBI F 20\nFRBI F 4\nGoto Ready+1\n/*Altfire:\nFRBI F 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFRBI F 0 A_JumpIfInventory(\"ColdEnergyAmmo\",500,\"Hail\")\ngoto Ready+1\nHail:\nFRBI F 0 A_TakeInventory(\"ColdEnergyAmmo\",500)\nFRBI F 0 A_PlaySoundEx(\"weapon/coilbounce1\",\"Weapon\")\nFRBI F 0 ThrustThingZ(0,60,0,0)\nFRBI F 15\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI G 2\nFRBI G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFRBI GH 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nFRBI G 0 A_Recoil(5)\nFRBI F 2\nFRBI F 0 A_Refire\nGoto Ready+1*/\n}\n}\n\nactor ColdEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor FrostyMist\n{\nPROJECTILE\n+RIPPER\nrenderstyle add\nalpha 0.8\nSpeed 40\nRadius 6\nHeight 6\nscale 2.5\ndamage (15)\ndamagetype \"Cold\"\nreactiontime 20\n+BLOODLESSIMPACT\nstates\n{\nSpawn:\nFCRA D 0 A_CountDown\nFCRA D 2 A_SetTranslucent (0.6, 0)\nFCRA D 0 A_CountDown\nFCRA D 2 A_SetTranslucent (0.4, 0)\nFCRA D 0 A_CountDown\nFCRA D 2 A_SetTranslucent (0.2, 0)\nFCRA D 0 A_CountDown\nFCRA D 2 A_SetTranslucent (0.4, 0)\nloop\nDeath:\nTNT1 A 0 A_Stop\nstop\n}\n}\n\nactor ColdShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 50\nDamage (120)\ndamagetype \"Cold\"\nradius 12\nheight 12\nscale 3.0\nStates\n{\nSpawn:\nFCRA D 1\nFCRA D 0 A_SpawnItemEx(\"ColdTrail\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nLoop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nMMFX BCDE 2\nstop\n}\n}\n\nactor ColdTrail\n{\nPROJECTILE\ndamagetype \"Cold\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nFCRA D 1\nFCRA D 1 A_SetTranslucent (0.8, 0)\nFCRA D 1\nFCRA D 1 A_SetTranslucent (0.6, 0)\nFCRA E 1\nFCRA E 1 A_SetTranslucent (0.4, 0)\nFCRA E 1\nFCRA E 1 A_SetTranslucent (0.2, 0)\nstop\n}\n}\n\nactor ColdBit\n{\nPROJECTILE\n-NOGRAVITY\nDamage (20)\ndamagetype \"Cold\"\nHeight 6\nRadius 6\nScale 2.5\nObituary \"%o didn't see one of %k's Cold Shot Remains.\"\nStates\n{\nSpawn:\nFCRA E 4\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 2\nstop\n}\n}\n\nactor HailRainSpawner\n{\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\nRadius 10\nHeight 10\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0 ThrustThingZ(0,999,0,0)\nTNT1 A 1\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 3\nTNT1 A 0 A_SpawnItemEx(\"HailRainShot\",random(300,-300),random(300,-300),-11,0,0,-20)\nTNT1 A 1\nstop\n}\n}\n\nactor HailRainShot\n{\nPROJECTILE\n+RIPPER\ndamage (150)\ndamagetype \"Cold\"\nheight 10\nradius 10\nScale 2.5\nStates\n{\nSpawn:\nFCRA D 4\nloop\nDeath:\nTNT1 A 0 A_PlaySoundEx(\"weapon/freezecrackerhit\",\"Weapon\")\nTNT1 A 0 A_ChangeFlag(NOGRAVITY,1)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"ColdBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nMMFX BCDE 2\nstop\n}\n}\n\nactor ColdBusterBot : MegaBuster\n{\nObituary \"%o was frozen today by %k's Cold Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,15)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag2\",200,\"Altfire\")\nBEXP A 0 ThrustThingZ(0,42,0,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nBEXP A 2\nBEXP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nBEXP A 2\nBEXP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nBEXP A 2\nBEXP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 1 A_FireCustomMissile(\"ColdShot\",random(-10,10),0,8,0,0,random(-5,5))\nBEXP A 0 A_GiveInventory(\"BotFlag2\",5)\nBEXP BCB 2\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBUST B 0 A_TakeInventory(\"BotFlag2\",200)\nBUST B 2\nBUST B 0 ThrustThingZ(0,40,0,0)\nBUST B 10\nBUST B 0 ThrustThingZ(0,-60,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 0 A_SpawnItemEx(\"HailRainSpawner\",0,0,0)\nBUST B 2\nBUST B 10\nBUST B 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/IgniteBuster.txt",
"contents": "actor IgniteBuster : MegaBuster 20022\n{\nWeapon.AmmoUse 25\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o was set on fire by %k's Ignite Buster.\"\nweapon.ammotype \"IgniteEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nIGNR A 0 ACS_ExecuteAlways(998,0,130)\nIGNR A 1 A_WeaponReady(WRF_NOSWITCH)\nIGNR A 0 A_GiveInventory(\"IgniteEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nIGNR A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nIGNR A 1 A_Raise\nLoop\nFire:\nIGNR A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR A 0 A_FireCustomMissile(\"IgniteShot\",0,1,8,0)\nIGNR BCB 2\nIGNR A 35\nIGNR A 0 A_Refire\nGoto Ready+1\nAltFire:\nIGNR A 2\nAltHold:\nIGNR A 0 A_JumpIfInventory(\"IgniteEnergyAmmo\",15,\"Burst\")\ngoto NoAmmo\nBurst:\nIGNR A 0 A_JumpIfInventory(\"IsUnderWater\", 1, \"WaterBurst\")\nIGNR A 0 A_TakeInventory(\"IgniteEnergyAmmo\",20)\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"FlameThrowerFlames\",random(-12,12),0,8,0,0,random(-7,7))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"FlameThrowerFlames\",random(-12,12),0,8,0,0,random(-7,7))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"FlameThrowerFlames\",random(-12,12),0,8,0,0,random(-7,7))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"FlameThrowerFlames\",random(-12,12),0,8,0,0,random(-7,7))\nIGNR A 8 A_ReFire\nIGNR A 20\nIGNR A 4\nGoto Ready+1\nWaterBurst:\nIGNR A 0 A_TakeInventory(\"IgniteEnergyAmmo\",20)\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"WaveThrowerWave\",random(-6,6),0,8,0,0,random(-3,3))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"WaveThrowerWave\",random(-6,6),0,8,0,0,random(-3,3))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"WaveThrowerWave\",random(-6,6),0,8,0,0,random(-3,3))\nIGNR A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nIGNR BC 1 A_FireCustomMissile(\"WaveThrowerWave\",random(-6,6),0,8,0,0,random(-3,3))\nIGNR A 8 A_ReFire\nIGNR A 20\nIGNR A 4\nGoto Ready+1\nNoAmmo:\nIGNR A 1 A_ClearRefire\nIGNR A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor IgniteEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor IgniteShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 60\nDamage (160)\ndamagetype \"Ignite\"\nradius 12\nheight 12\nscale 2.5\nStates\n{\nSpawn:\nFIRE D 1\nFIRE D 0 A_SpawnItemEx(\"IgniteTrail\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nLoop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains1\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains4\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains1\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IgniteRemains4\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(150, 128, 0)\nBALA A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor IgniteTrail\n{\nPROJECTILE\ndamagetype \"Ignite\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nFIRE E 1\nFIRE E 1 A_SetTranslucent (0.8, 0)\nFIRE E 1\nFIRE E 1 A_SetTranslucent (0.6, 0)\nFIRE F 1\nFIRE F 1 A_SetTranslucent (0.4, 0)\nFIRE F 1\nFIRE F 1 A_SetTranslucent (0.2, 0)\nstop\n}\n}\n\nactor FlameThrowerFlames\n{\nPROJECTILE\n+RIPPER\nrenderstyle add\nalpha 0.8\nSpeed 30\nRadius 6\nHeight 6\nscale 2.5\ndamage (20)\ndamagetype \"Ignite\"\nreactiontime 20\n+DOOMBOUNCE\n+BLOODLESSIMPACT\nstates\n{\nSpawn:\nFLTH A 0 A_CountDown\nFLTH A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLTH A 2 A_SetTranslucent (0.6, 0)\nFLTH B 0 A_CountDown\nFLTH B 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLTH B 2 A_SetTranslucent (0.4, 0)\nFLTH C 0 A_CountDown\nFLTH C 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLTH C 2 A_SetTranslucent (0.2, 0)\nFLTH D 0 A_CountDown\nFLTH D 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nFLTH D 2 A_SetTranslucent (0.4, 0)\nloop\nDeath:\nTNT1 A 0 A_Stop\nstop\n}\n}\n\nActor WaveThrowerWave : FlameThrowerFlames\n{\n-DOOMBOUNCE\nDamagetype \"IgniteUW\"\nObituary \"%o was boiled by %k's Ignite Buster.\"\nalpha 1.0\nStates\n{\nSpawn:\nWABU EFGH 3 A_FadeOut(0.1)\nloop\n}\n}\n\nactor IgniteRemains1\n{\nPROJECTILE\n-NOGRAVITY\nSpeed 45\nRadius 6\nHeight 6\nscale 2.5\ndamage (35)\ndamagetype \"Ignite\"\nstates\n{\nSpawn:\nIGBI B 4\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 J 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Voice\")\nMMFX BCDE 2\nstop\n}\n}\n\nactor IgniteRemains2 : IgniteRemains1\n{\nstates\n{\nSpawn:\nIGBI C 4\nloop\n}\n}\n\nactor IgniteRemains3 : IgniteRemains1\n{\nstates\n{\nSpawn:\nIGBI D 4\nloop\n}\n}\n\nactor IgniteRemains4 : IgniteRemains1\n{\nstates\n{\nSpawn:\nIGBI E 4\nloop\n}\n}\n\nactor IgniteBusterBot : MegaBuster\n{\nObituary \"%o was set on fire by %k's Ignite Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,130)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag2\",200,\"KeepOnShooting\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"IgniteShot\",0,0,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",5)\nBEXP BCB 2\nBEXP A 35\nBEXP A 0 A_Refire\nGoto Ready+1\nKeepOnShooting:\nBEXP A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 1 A_FireCustomMissile(\"FlameThrowerFlames\",random(-12,12),0,8,0,0,random(-7,7))\nSCLA A 0 A_TakeInventory(\"BotFlag2\",5)\nSCLA A 0 A_JumpIfInventory(\"BotFlag2\",1,\"KeepOnShooting\")\nIGNR A 8 A_ReFire\nIGNR A 20\nIGNR A 4\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/RageBuster.txt",
"contents": "actor RageBuster : MegaBuster 30022\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was defeated by %k's Rage Buster.\"\nweapon.ammotype \"RageEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nRABU A 0 ACS_ExecuteAlways(998,0,52)\nRABU A 1 A_WeaponReady(WRF_NOSWITCH)\nRABU A 0 A_GiveInventory(\"RageEnergyAmmo\",1)\nRABU A 0 A_JumpIfHealthLower(651,\"Ready2\")\nGoto Ready+1\nReady2:\nRABU D 0 ACS_ExecuteAlways (998,0,66)\nRABU D 0 A_GiveInventory(\"DesperationFlag1\",1)\nRABU D 1 A_WeaponReady(WRF_NOSWITCH)\nRABU D 0 A_GiveInventory(\"RageEnergyAmmo\",1)\nRABU D 0 A_JumpIfHealthLower(376,\"Ready3\")\nGoto Ready2+2\nReady3:\nRABU G 0 ACS_ExecuteAlways (998,0,65)\nRABU G 0 A_GiveInventory(\"HellFlag1\",1)\nRABU G 1 A_WeaponReady(WRF_NOSWITCH)\nRABU G 0 A_GiveInventory(\"RageEnergyAmmo\",1)\nGoto Ready3+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRABU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRABU A 1 A_Raise\nLoop\nFire:\nRABU A 0 A_JumpIfInventory(\"DesperationFlag1\", 1, \"RageGet\")\nRABU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRABU A 0 A_FireCustomMissile(\"RageShot1\",0,1,8,0)\nRABU BCB 2\nRABU A 20\nRABU D 0 A_JumpIfHealthLower(651,\"Ready2\")\nRABU A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nBEXP A 1 ACS_Execute(979,0)\nGoto Ready+1\nRageGet:\nRABU D 0 A_JumpIfInventory(\"HellFlag1\", 1, \"Ragetastic\")\nRABU D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRABU D 0 A_FireCustomMissile(\"RageShot2\",-8,0,8,0)\nRABU D 0 A_FireCustomMissile(\"RageShot2\",8,0,8,0)\nRABU EFE 2\nRABU D 10\nRABU D 0 A_JumpIfHealthLower(376,\"Ready3\")\nRABU D 0 A_Refire\nGoto Ready2+2\nRagetastic:\nRABU G 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"RageShot3\",0,1,8,0)\nRABU G 0 A_FireCustomMissile(\"RageShot3\",8,0,8,0)\nRABU G 0 A_FireCustomMissile(\"RageShot3\",-8,0,8,0)\nRABU HIH 2\nRABU H 0 A_Refire\nGoto Ready3+2\nAltFire:\nRABU A 0 A_JumpIfInventory(\"DesperationFlag1\", 1, \"ThisDamScript\")\nRABU A 0 A_JumpIfInventory(\"RageEnergyAmmo\",100,\"StepAside\")\ngoto NoAmmo\nStepAside:\nRABU A 0 A_TakeInventory(\"RageEnergyAmmo\",100)\nRABU A 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU A 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU BCB 2\nRABU A 10\nRABU A 0 A_Refire\nGoto Ready+1\nThisDamScript:\nRABU A 0 A_JumpIfInventory(\"HellFlag1\", 1, \"ThisGheyDamScript\")\nRABU D 0 A_JumpIfInventory(\"RageEnergyAmmo\",100,\"StepAsideAgain\")\ngoto NoAmmo2\nStepAsideAgain:\nRABU D 0 A_TakeInventory(\"RageEnergyAmmo\",100)\nRABU D 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU D 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU EFE 2\nRABU D 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU D 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU EFE 2\nRABU D 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU D 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU EFE 2\nRABU D 10\nRABU D 0 A_Refire\nGoto Ready2+2\nThisGheyDamScript:\nRABU G 0 A_JumpIfInventory(\"RageEnergyAmmo\",100,\"GoStepAsideAgain\")\ngoto NoAmmo3\nGoStepAsideAgain:\nRABU G 0 A_TakeInventory(\"RageEnergyAmmo\",100)\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 0 A_PlaySoundEx(\"weapon/gravityhold\",\"Weapon\")\nRABU G 0 A_FireCustomMissile(\"AsideStep\",0,1,8,0)\nRABU HIH 1\nRABU G 10\nRABU G 0 A_Refire\nGoto Ready3+2\nNoAmmo:\nRABU A 0\ngoto Ready+1\nNoAmmo2:\nRABU D 0\ngoto Ready2+2\nNoAmmo3:\nRABU G 0\ngoto Ready3+2\n}\n}\n\nactor RageEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor RageShot1 : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Rage\"\nSpeed 60\nDamage (165)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor RageShot2 : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was bombed by %k's Rage Buster.\"\ndamagetype \"Rage\"\nSpeed 75\nDamage (115)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor RageShot3 : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nObituary \"%o was mowed down by %k's Rage Buster.\"\ndamagetype \"Rage\"\nSpeed 60\nDamage (85)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor AsideStep\n{\nObituary \"%o saw the light.\"\ndamagetype \"RageBurst\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(50,450,0)\nstop\n}\n}\n\nactor HellWheelDamage\n{\nObituary \"%o lost all hope due to \\cjSkullman's \\cuHell Wheel.\"\ndamagetype \"Skull4MI\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(50, 80, 0)\nstop\n}\n}\n\nactor DeadlyHellWheelDamage\n{\nObituary \"%o was never seen again.\"\ndamagetype \"Skull4MI\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(265, 80, 0)\nstop\n}\n}\n\nactor ThatSkullShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Skull4MI\"\nSpeed 80\nDamage (50)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor ThatDeadlySkullShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Skull4MI\"\nObituary \"%o was totally defeated by \\cjSkullman's \\crDesperate \\cuSkull Buster.\"\nSpeed 90\nDamage (100)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor WheelBoost1: PowerSpeed\n{\n Speed 1.5\n}\n\nactor WheelBoost2: PowerSpeed\n{\n Speed 2\n}\n\nactor HellWheelBooster1: PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 10\n powerup.type \"WheelBoost1\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 1\n loop\n }\n}\n\nactor HellWheelBooster2: PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 10\n powerup.type \"WheelBoost2\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 1\n loop\n }\n}\n\nactor HellFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor RageUnitBarrier1 : SkullBarrier1\n{\nTranslation \"192:192=4:4\", \"193:198=96:96\"\nStates\n{\nSpawn:\nSKLB A 2\nstop\n}\n}\n\nactor RageUnitBarrier2 : RageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB B 2\nstop\n}\n}\n\nactor RageUnitBarrier3 : RageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB C 2\nstop\n}\n}\n\nactor RageUnitBarrier4 : RageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB D 2\nstop\n}\n}\n\nactor RageUnitBarrier5 : RageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB E 2\nstop\n}\n}\n\nactor RageUnitBarrier6 : RageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB F 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier1 : SkullBarrier1\n{\nTranslation \"192:192=95:95\", \"193:198=184:184\"\nStates\n{\nSpawn:\nSKLB A 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier2 : DeuxRageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB B 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier3 : DeuxRageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB C 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier4 : DeuxRageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB D 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier5 : DeuxRageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB E 2\nstop\n}\n}\n\nactor DeuxRageUnitBarrier6 : DeuxRageUnitBarrier1\n{\nStates\n{\nSpawn:\nSKLB F 2\nstop\n}\n}\n\nactor DesperationFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor RageBusterBot : MegaBuster\n{\nObituary \"%o was defeated by %k's \\cuSkull Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,25)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nReady2:\nBEXP A 0 ACS_ExecuteAlways (998,0,128)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"HellFlag1\",1)\nGoto Ready2+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"DesperationFlag1\", 1, \"DesperationFire\")\nBEXP A 0 A_JumpIfHealthLower(351,\"DesperationGet\")\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"HellWheeling\")\nRABU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRABU A 0 A_FireCustomMissile(\"ThatSkullShot\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nRABU BCB 2\nRABU A 20\nRABU A 0 A_Refire\nGoto Ready+1\nDesperationFire:\nBEXP A 0 A_JumpIfInventory(\"HellFlag1\",100,\"OHWOWTHISTHING\")\nRABU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nRABU A 0 A_FireCustomMissile(\"ThatDeadlySkullShot\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"HellFlag1\",5)\nRABU BCB 2\nRABU A 15\nRABU A 0 A_Refire\nGoto Ready2+1\nHellWheeling:\nSCLA A 0 A_GiveInventory(\"HellWheelBooster1\",1)\nSCLA A 1 A_WeaponReady(WRF_NOFIRE)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"RageUnitBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"HellWheelDamage\",0,0,0)\nSCLA A 0 A_Recoil(-15)\nSCLA A 0 A_TakeInventory(\"BotFlag1\",10)\nSCLA A 0 A_JumpIfInventory(\"BotFlag1\",1,\"HellWheeling\")\ngoto Ready+1\nOHWOWTHISTHING:\nSCLA A 0 A_GiveInventory(\"HellWheelBooster2\",1)\nSCLA A 1 A_WeaponReady(WRF_NOFIRE)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 1 A_SpawnItemEx(\"DeuxRageUnitBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nSCLA A 0 A_SpawnItemEx(\"DeadlyHellWheelDamage\",0,0,0)\nSCLA A 0 A_Recoil(-35)\nSCLA A 0 A_TakeInventory(\"HellFlag1\",10)\nSCLA A 0 A_JumpIfInventory(\"HellFlag1\",1,\"OHWOWTHISTHING\")\ngoto Ready2+1\nDesperationGet:\nRABU A 0 A_GiveInventory(\"DesperationFlag1\",1)\nRABU A 5\ngoto Ready2\n}\n}"
},
{
"source": "pk3",
"name": "Wep/HomingMagnet.txt",
"contents": "actor HomingMagnet : MegaBuster 20038\n{\nWeapon.AmmoUse 50\nWeapon.AmmoGive 50\nWeapon.SlotNumber 1\nObituary \"%o was found by %k's Homing Magnet.\"\nweapon.ammotype \"MagnetEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP I 1\nstop\nReady:\nHOBU A 0 ACS_ExecuteAlways(998,0,77)\nHOBU A 1 A_WeaponReady(WRF_NOSWITCH)\nHOBU A 0 A_GiveInventory(\"MagnetEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nHOBU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nHOBU A 1 A_Raise\nLoop\nFire:\nHOBU A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nHOBU A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nHOBU A 0 A_FireCustomMissile(\"HomingMagnetMissile\",0,1,8,0)\nHOBU A 0 A_FireCustomMissile(\"HomingMagnetMissile\",8,0,8,3)\nHOBU A 0 A_FireCustomMissile(\"HomingMagnetMissile\",-8,0,8,3)\nHOBU CBA 4\nHOBU A 12\nHOBU A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nHOBU A 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nHOBU A 1 A_FireCustomMissile (\"SnipeMissile\",0,1,8,0)\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHOBU CBA 2\nHOBU A 1\nHOBU A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor MagnetEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 50\n+INVENTORY.IGNORESKILL\n}\n\nactor HomingMagnetMissile : MageStaffFX2\n{\nPROJECTILE\nRadius 8\nHeight 5\nscale 2.5\ndamagetype \"Homing\"\ndamage (75)\nspeed 50\n+SEEKERMISSILE\nreactiontime 60\nStates\n{\nSpawn:\nMAGG A 2 A_MStaffTrack\nMAGG A 0 A_CountDown\nloop\nDeath:\nMAGG A 0 A_Stop\nMAGG A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nMAGG A 0 A_Explode(40, 50, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor SnipeMissile\n{\nPROJECTILE\n+SEEKERMISSILE\nObituary \"%o was struck by %k's Pseudo-Homing Magnet.\"\nRadius 8\nHeight 5\nscale 2.5\ndamagetype \"Snipe\"\nTranslation \"227:227=74:74\"\ndamage (75)\nspeed 80\nStates\n{\nSpawn:\nMAGG A 0\nMAGG A 2 A_SeekerMissile(45,90)\nloop\nDeath:\nMAGG A 0 A_Stop\nMMFX BCDE 2\nstop\n}\n}\n\nactor HomingMagnetBot : MegaBuster\n{\nObituary \"%o was found by %k's Homing Magnet.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,77)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag3\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag3\",50,\"Altfire\")\nHOBU A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nHOBU A 0 A_FaceTarget\nHOBU A 1 A_FireCustomMissile (\"HomingMagnetMissile\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag3\",5)\nHOBU CBA 4\nHOBU A 6\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBEXP B 0 A_TakeInventory(\"BotFlag3\",50)\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",8,0,8,3)\nBEXP BCB 3\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",0,1,8,0)\nBEXP BCB 3\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",-8,0,8,3)\nBEXP BCB 3\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",-8,0,8,3)\nBEXP BCB 3\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",0,1,8,0)\nBEXP BCB 3\nBEXP B 0 A_FaceTarget\nHOBU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SnipeMissile\",8,0,8,3)\nBEXP A 12\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/SinisterBomb.txt",
"contents": "actor SinisterBomb : MegaBuster 20041\n{\nWeapon.AmmoUse 50\nWeapon.AmmoGive 50\nWeapon.SlotNumber 1\nObituary \"%o was surprised by %k's Sinister Bomb.\"\nweapon.ammotype \"SinisterEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nTRIC A 0 ACS_ExecuteAlways(998,0,4)\nTRIC A 0 A_JumpIfInventory(\"PansyEscape\",1,\"EscapeGo\")\nTRIC A 0 A_SetTranslucent (1.0, 0)\nTRIC A 0 A_TakeInventory(\"PansyFlag\",1)\nTRIC A 1 A_WeaponReady(WRF_NOSWITCH)\nTRIC A 0 A_GiveInventory(\"SinisterEnergyAmmo\",1)\nTRIC A 0 A_GiveInventory(\"PansyEscape\",1)\nGoto Ready+3\nEscapeGo:\nSHAH A 0 A_JumpIfInventory(\"PansyFlag\",1,\"Ready2\")\ngoto Ready+2\nReady2:\nSHAH A 0 A_TakeInventory(\"PansyEscape\",5)\nSHAH A 6 A_WeaponReady\nTRIC A 0 A_GiveInventory(\"SinisterEnergyAmmo\",2)\nSHAH A 0 A_JumpIfInventory(\"PansyEscape\",1,\"Ready2\")\ngoto RevealThouSelf\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nTRIC A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nTRIC A 1 A_Raise\nLoop\nFire:\nTRIC A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRIC A 0 A_JumpIfInventory(\"PansyFlag\",1,\"Fire2\")\nTRIC A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nTRIC A 0 A_SetTranslucent (1.0, 0)\nTRIC A 0 A_TakeInventory(\"PansyFlag\",1)\nTRIC A 0 A_FireCustomMissile(\"SinisterRepeater\",0,1,8,0)\nTRIC BCB 2\nTRIC A 20\nTRIC A 0 A_Refire\nGoto Ready+2\nFire2:\nTRIC A 0 A_JumpIfNoAmmo(\"NoAmmo2\")\nTRIC A 0 A_TakeInventory(\"PansyFlag\",999)\nTRIC A 0 A_TakeInventory(\"PansyEscape\",999)\nTRIC A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nTRIC A 0 A_TakeInventory(\"PansyFlag\",1)\nTRIC A 0 A_FireCustomMissile(\"SinisterRepeaterDELUX\",0,1,8,0)\nTRIC B 1 A_SetTranslucent (0.1, 0)\nTRIC B 1 A_SetTranslucent (0.2, 0)\nTRIC C 1 A_SetTranslucent (0.3, 0)\nTRIC C 1 A_SetTranslucent (0.4, 0)\nTRIC B 1 A_SetTranslucent (0.5, 0)\nTRIC B 1 A_SetTranslucent (0.6, 0)\nTRIC A 1 A_SetTranslucent (0.7, 0)\nTRIC A 1 A_SetTranslucent (0.8, 0)\nTRIC A 1 A_SetTranslucent (0.9, 0)\nTRIC A 17\nTRIC A 0 A_Refire\nGoto Ready+2\nNoAmmo:\nTRIC A 1 ACS_Execute(979,0)\nTRIC A 0 A_TakeInventory(\"PansyFlag\",999)\nGoto Ready+2\nNoAmmo2:\nTRIC A 1 ACS_Execute(979,0)\nTRIC A 0 A_TakeInventory(\"PansyFlag\",999)\nTRIC A 0 A_TakeInventory(\"PansyEscape\",999)\nGoto Ready+2\nAltfire:\nTRIC A 0 A_JumpIfInventory(\"PansyEscape\",250,\"OMGHAX\")\nTRIC A 2\nTRIC A 0\nGoto RevealThouSelf\nRevealThouSelf:\nTRIC A 0 A_PlaySoundEx(\"classes/reveal\",\"Weapon\")\nTRIC A 1 A_SetTranslucent (0.1, 0)\nTRIC A 1 A_SetTranslucent (0.2, 0)\nTRIC A 1 A_SetTranslucent (0.3, 0)\nTRIC A 1 A_SetTranslucent (0.4, 0)\nTRIC A 1 A_SetTranslucent (0.5, 0)\nTRIC A 1 A_SetTranslucent (0.6, 0)\nTRIC A 1 A_SetTranslucent (0.7, 0)\nTRIC A 1 A_SetTranslucent (0.8, 0)\nTRIC A 1 A_SetTranslucent (0.9, 0)\nTRIC A 1 A_SetTranslucent (1.0, 0)\nTRIC A 0 A_TakeInventory(\"PansyFlag\",1)\ngoto Ready+2\nOMGHAX:\n//TRIC A 0 A_JumpIfInventory(\"PansyFlag\",1,\"Ready2\")\n//TRIC A 0 A_GiveInventory(\"PansyFlag\",1)\nTRIC A 0 A_PlaySoundEx(\"classes/hide\",\"Weapon\")\nTRIC A 1 A_SetTranslucent (0.9, 0)\nTRIC A 1 A_SetTranslucent (0.8, 0)\nTRIC A 1 A_SetTranslucent (0.7, 0)\nTRIC A 1 A_SetTranslucent (0.6, 0)\nTRIC A 1 A_SetTranslucent (0.5, 0)\nTRIC A 1 A_SetTranslucent (0.4, 0)\nTRIC A 1 A_SetTranslucent (0.3, 0)\nTRIC A 1 A_SetTranslucent (0.2, 0)\nTRIC A 1 A_SetTranslucent (0.1, 0)\nTRIC A 1 A_SetTranslucent (0.0, 0)\nTRIC A 0 A_GiveInventory(\"PansyFlag\",1)\ngoto Ready2\n}\n}\n\nactor SinisterEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 50\n+INVENTORY.IGNORESKILL\n}\n\nactor SinisterRepeater\n{\nPROJECTILE\n-NOGRAVITY\nRadius 6\nHeight 7\nscale 2.5\nTranslation \"62:62=239:239\"\ndamagetype \"Sinister\"\nspeed 60\ndamage (0)\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDEBO A 0 A_Explode(150, 128, 0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor SinisterRepeater2\n{\nPROJECTILE\n-NOGRAVITY\nRadius 6\nHeight 7\nscale 2.5\nTranslation \"62:62=239:239\"\ndamagetype \"Sinister\"\nspeed 80\ndamage (0)\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDEBO A 0 A_Explode(120, 128, 0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nActor SinisterRepeater3 : SinisterRepeater\n{\nStates\n{\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDEBO A 0 //A_Explode(75, 128, 0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater2\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\nactor SinisterStopper\n{\nPROJECTILE\nRadius 6\nHeight 7\nscale 2.5\nObituary \"%o became an hero.\"\ndamagetype \"Derp\"\nspeed 60\ndamage (1)\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor PansyEscape : Inventory\n{\ninventory.amount 1\ninventory.maxamount 250\n}\n\nactor PansyFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SinisterRepeaterDELUX\n{\nPROJECTILE\n-NOGRAVITY\nRadius 6\nHeight 7\nscale 2.5\ndamagetype \"Sinister\"\nspeed 70\ndamage (0)\nStates\n{\nSpawn:\nBALA ABCD 3\nloop\nDeath:\nDEBO A 0 A_Stop\nDEBO A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nDEBO A 0 A_SpawnItemEx(\"SinisterRepeater3\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor SinisterBombBot : MegaBuster\n{\nObituary \"%o was surprised by %k's Sinister Bomb.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,4)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag3\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag3\",50,\"Altfire\")\nBEXP A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"SinisterRepeater3\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag3\",2)\nBEXP BCB 2\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBUST B 0 A_TakeInventory(\"BotFlag3\",50)\nTRIC A 0 A_PlaySoundEx(\"classes/hide\",\"Weapon\")\nTRIC A 1 A_SetTranslucent (0.9, 0)\nTRIC A 1 A_SetTranslucent (0.8, 0)\nTRIC A 1 A_SetTranslucent (0.7, 0)\nTRIC A 1 A_SetTranslucent (0.6, 0)\nTRIC A 1 A_SetTranslucent (0.5, 0)\nTRIC A 1 A_SetTranslucent (0.4, 0)\nTRIC A 1 A_SetTranslucent (0.3, 0)\nTRIC A 1 A_SetTranslucent (0.2, 0)\nTRIC A 1 A_SetTranslucent (0.1, 0)\nTRIC A 1 A_SetTranslucent (0.0, 0)\nTRIC A 1 A_ChangeFlag(\"SHOOTABLE\",0)\nTRIC A 50\nTRIC A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nTRIC A 0 A_SetTranslucent (1.0, 0)\nTRIC AA 0 A_FireCustomMissile(\"SinisterRepeaterDELUX\",0,1,8,0)\nTRIC A 1 A_ChangeFlag(\"SHOOTABLE\",1)\nBEXP BCB 2\nBEXP A 40\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/GeneralReplaces.txt",
"contents": "actor SmallHealth2 : Health replaces SmallHealth\n{\nInventory.RespawnTics 210\ninventory.amount 50\ninventory.maxamount 600 //it's only fair...\ninventory.pickupmessage \"Picked up a health capsule.\"\n+COUNTITEM\ninventory.pickupsound \"item/energyup\"\nScale 2.0\nStates\n{\nSpawn:\nHBAL AB 6\nloop\n}\n}\n\nactor BigHealth2 : Health replaces BigHealth\n{\nInventory.RespawnTics 350\ninventory.amount 100\ninventory.maxamount 600\nScale 2.0\ninventory.pickupmessage \"Picked up a large health capsule.\"\ninventory.pickupsound \"item/energyup\"\n+COUNTITEM\nStates\n{\nSpawn:\nHBAL CD 6\nloop\n}\n}\n\n//Presenting...The Dakutatoru Dev.Bot\n//Acts and talks just like Dakutatoru!\n//Enjoy playing offline matches and seeing this thing online at random!\n//Just hope for it to be quite useful..\n//\n//\"That's quite annoying..\" - BH\n\nactor DakuMinorAfterLifeExplosion\n{\nPROJECTILE\ndamagetype \"Great\"\nobituary \"\\cgAfterlife! \\c-%k became best friends with %o.\"\nRadius 6\nHeight 7\nscale 2.5\n+NOGRAVITY\n+NOINTERACTION\nspeed 0\nStates\n{\nSpawn:\nNAPA A 0\ngoto Death\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0 //A_playSoundEx(\"weapon/astrocrush\",\"Weapon\")\nNAPA D 0 A_Explode(834, 128, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor DakuMinorAfterLifeExplosion2 : DakuMinorAfterLifeExplosion\n{\nobituary \"\\cgAfterlife! \\c-%k took down %o with a final explosion!\"\nStates\n{\nSpawn:\nNAPA A 0\ngoto Death\nDeath:\nNAPA A 0 A_Stop\nNAPA A 0\nNAPA D 0 A_Explode(600, 256, 0)\nASEX ABCDEF 2\nstop\n}\n}\n\nactor DakuCorpseChasis\n{\nheight 6\nradius 6\n-NOGRAVITY\n-SOLID\n+CLIENTSIDEONLY\n//+DONTBLAST\nscale 2.5\nStates\n{\nSpawn:\nDACO A 50\nDACO AAAAAAAAA 5 A_Fadeout\nstop\n}\n}\n\nactor DakuCorpseChasis2 : DakuCorpseChasis\n{\nStates\n{\nSpawn:\nDACO A 100\nDACO AAAAAAAAA 5 A_Fadeout\nstop\n}\n}\n\nactor DakuCorpsePieceA\n{\nheight 2\nradius 2\n-NOGRAVITY\n-SOLID\n+CLIENTSIDEONLY\n//+DONTBLAST\nscale 2.5\nStates\n{\nSpawn:\nDACO B 50\nDACO BBBBBBBBB 5 A_Fadeout\nloop\n}\n}\n\nactor DakuCorpsePieceA2 : DakuCorpsePieceA\n{\nStates\n{\nSpawn:\nDACO B 100\nDACO BBBBBBBBB 5 A_Fadeout\nloop\n}\n}\n\nactor DakuCorpsePieceB\n{\nheight 2\nradius 2\n-NOGRAVITY\n-SOLID\n+CLIENTSIDEONLY\n//+DONTBLAST\nscale 2.5\nStates\n{\nSpawn:\nDACO C 50\nDACO CCCCCCCCC 5 A_Fadeout\nloop\n}\n}\n\nactor DakuCorpsePieceB2 : DakuCorpsePieceB\n{\nStates\n{\nSpawn:\nDACO C 100\nDACO CCCCCCCCC 5 A_Fadeout\nloop\n}\n}\n\nactor DakuCorpsePieceC\n{\nheight 2\nradius 2\n-NOGRAVITY\n-SOLID\n+CLIENTSIDEONLY\n//+DONTBLAST\nscale 2.5\nStates\n{\nSpawn:\nDACO D 50\nDACO DDDDDDDDD 5 A_Fadeout\nloop\n}\n}\n\nactor DakuCorpsePieceC2 : DakuCorpsePieceC\n{\nStates\n{\nSpawn:\nDACO D 100\nDACO DDDDDDDDD 5 A_Fadeout\nloop\n}\n}\n\nactor DakuPowerShot\n{\nPROJECTILE\n+FORCEXYBILLBOARD\nTranslation \"192:192=87:87\", \"198:198=199:199\"\nRadius 6\nHeight 7\nscale 2.5\nspeed 55\nDamage (random(15, 75))\ndamagetype \"Cluster\"\nStates\n{\nSpawn:\nDLBO ABAB 3\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/flashbomb\", \"Weapon\")\nFLEX A 0 A_Explode(50, 80, 0)\nFLEX AA 1\nFLEX A 0 A_Explode(45, 80, 0)\nFLEX BB 1\nFLEX A 0 A_Explode(40, 80, 0)\nFLEX CC 1\nFLEX A 0 A_Explode(35, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(35, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(30, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(30, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(25, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(25, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(20, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(20, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(15, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(15, 80, 0)\nFLEX FF 1\nFLEX A 0 A_Explode(10, 80, 0)\nFLEX EE 1\nFLEX A 0 A_Explode(10, 80, 0)\nFLEX FF 1\nFLEX FECBA 1\nstop\n}\n}\n\nactor APEffectsForLulz\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nRadius 3\nHeight 3\n+NOGRAVITY\nscale 2.5\nrenderstyle add\n- SOLID\nStates\n{\nSpawn:\nDLBO ABABABABAB 2 A_FadeOut(0.02)\nstop\n}\n}\n\nactor APDashAttacku\n{\nPROJECTILE\n+DONTSPLASH\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nDamagetype \"Ram\"\nDamage 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(175,80,0)\nstop\n}\n}\n\nactor DecoyBusterBotWep : MegaBuster\n{\nObituary \"%o now hates %k.\"\nStates\n{\nReady:\nBUST B 0 A_GiveInventory(\"DeadlyFlag1\",1)\nBEXP A 0 ACS_ExecuteAlways (998,0,18)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 //A_GiveInventory(\"BotFlag1\",2)\nGoto Ready+2\nFire:\n//BUST B 1 A_Jumpifcloser(256, \"AntiMeleeCounter\")\n//BEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"BLASTER\")\nBUST B 0 A_Jump(32, \"ScareLeft\", \"ScareRight\", \"ScareUp\", \"ScareBack\")\nBUST B 0 A_Jump(56, \"TriShot\", \"AntiPersonnelDash\", \"QuadCane\", \"DualCracker\")\nBUST B 0 A_Jump(64, \"DakuPower\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DakuClusterBomb\",0,0,8,0)\nBEXP A 0 //A_GiveInventory(\"BotFlag1\",4)\nBEXP BCB 5\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nSuicidalAttack:\nDLVB A 0 A_FireCustomMissile(\"CopyDeadlyExplosive\",0,0,8,0)\nDLVB A 0 A_PlayWeaponSound(\"weapon/crackermine\")\nDLVB BCB 4\nDLVB A 2\nDLVB A 20\nGoto Ready+2\nAntiPersonnelDash:\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU G 1\nGRBU G 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nGRBU H 1 A_Recoil(-10)\nGRBU H 0 A_SpawnItemEx(\"APDashAttacku\",0,0,0)\nGRBU H 1 A_Recoil(-12)\nGRBU H 0 A_SpawnItemEx(\"APDashAttacku\",0,0,0)\nGRBU H 1 A_Recoil(-14)\nGRBU H 0 A_SpawnItemEx(\"APDashAttacku\",0,0,0)\nGRBU H 1 A_Recoil(-16)\nGRBU H 0 A_SpawnItemEx(\"APDashAttacku\",0,0,0)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU A 0 A_SpawnItemEx(\"APEffectsForLulz\", 0, random(-20,20), random(-20,70),0,0,0,0,32)\nGRBU G 1 A_Jump(64, \"ShottoGunnoCounteru\")\nGRBU A 0 A_Refire\nGoto Ready+2\nTriShot:\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"CopyGreatShot\",0,0,8,0)\nBEXP BCB 2 A_Recoil(2)\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"CopyGreatShot\",random(-7,-5),0,8,0)\nBEXP BCB 2 A_Recoil(2)\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"CopyGreatShot\",random(5,7),0,8,0)\nBEXP BCB 2 A_Recoil(2)\nBEXP A 30\nBEXP A 0 A_Refire\ngoto Ready+2\nQuadCane:\nDLVB A 0 A_Jump(32, \"OldPikCane\")\nDLVB A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nDLVB A 0 A_FireCustomMissile(\"CopyHomingArcaneShot\",random(-2,2),0,8,0)\nDLVB BCB 1\nDLVB A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nDLVB A 0 A_FireCustomMissile(\"CopyHomingArcaneShot\",random(-2,2),0,8,0)\nDLVB BCB 1\nDLVB A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nDLVB A 0 A_FireCustomMissile(\"CopyHomingArcaneShot\",random(-2,2),0,8,0)\nDLVB BCB 1\nDLVB A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nDLVB A 0 A_FireCustomMissile(\"CopyHomingArcaneShot\",random(-2,2),0,8,0)\nDLVB BCB 2\nDLVB A 4\nDLVB A 10\nGoto Ready+2\nOldPikCane:\nBEXP A 0 A_FireCustomMissile(\"CopyArcaneBomb\",0,0,8,0)\nBEXP A 0 A_PlayWeaponSound(\"weapon/crackermine\")\nBEXP BCB 4\nBEXP A 2\nBEXP A 20\nGoto Ready+2\nDualCracker:\nDLVB A 0 A_TakeInventory(\"DecoySinisterAmmo\",50)\nDLVB A 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"CopySinisterBomb\",random(-7,-5),0,8,0)\nDLVB A 0 A_FireCustomMissile(\"CopySinisterBomb\",random(5,7),0,8,0)\nDLVB BC 3\nDLVB A 10\nGoto Ready+2\nShottoGunnoCounteru:\nDLVB A 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB A 0 A_FireCustomMissile(\"CopyShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nDLVB BC 3\nDLVB A 10\nGoto Ready+2\nScareUp:\nBEXP A 0 A_PlaySoundEx(\"Daku/Taunt\",\"SoundSlot5\")\nTANB A 0 A_Recoil(-25)\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nScareBack:\nBEXP A 0 A_PlaySoundEx(\"Daku/Taunt\",\"SoundSlot5\")\nTANB A 0 A_Recoil(25)\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nScareRight:\nBEXP A 0 A_PlaySoundEx(\"Daku/Taunt\",\"SoundSlot5\")\nTANB A 0 ThrustThing (angle*256/360+64, 40, 1, 0)\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nScareLeft:\nBEXP A 0 A_PlaySoundEx(\"Daku/Taunt\",\"SoundSlot5\")\nTANB A 0 ThrustThing (angle*256/360+192, 40, 1, 0)\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+2\nDakuPower:\n//DLVB C 0 A_FaceTarget\nBUST B 0 A_Jump(8, \"SuicidalAttack\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DakuPowerShot\",0,0,8,0)\nBEXP A 0 //A_GiveInventory(\"BotFlag1\",4)\nBEXP BCB 2\nBEXP A 10\nBEXP A 0 A_Refire\nGoto Ready+2\n/*AltFire:\nBUST B 0 A_TakeInventory(\"BotFlag1\",100)\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",0,0,8,0)\nBEXP B 0 A_GiveInventory (\"Shocked\", 1)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",random(-7,-5),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"GreatShot\",random(5,7),0,8,0)\nBEXP B 0 A_Recoil(10)\nBEXP BCB 2\nBEXP A 40\nBEXP A 0 A_Refire\nGoto Ready+2*/\n}\n}\n\nactor DakuClusterBomb\n{\nPROJECTILE\nTranslation \"41:41=74:74\"\n+SKYEXPLODE\ndamagetype \"Great\"\nRadius 8\nHeight 8\nscale 2.5\ndamage (0)\nspeed 60\nStates\n{\nSpawn:\nREMI ABCD 2\nloop\nDeath:\nREMI A 0 A_Stop\nREMI A 0 A_PlaySound(\"weapon/rminestick\")\nREME A 0 A_PlaySound(\"weapon/rmineexplode\")\nREME A 1 A_Explode(50,80,0)\nREME B 1\nREME A 1 A_Explode(25,80,0)\nREME C 1\nREME A 1 A_Explode(25,80,0)\nREME D 1\nREME A 1 A_Explode(25,80,0)\nREME F 1\nREME A 1 A_Explode(25,80,0)\nREME G 1\nREME A 1 A_Explode(25,80,0)\nREME H 1\nREME A 1 A_Explode(25,80,0)\nREME I 1\nREME A 1 A_Explode(25,80,0)\nREME J 1\nREME A 1 A_Explode(25,80,0)\nREME K 1\nREME A 1 A_Explode(25,80,0)\nREME L 1\nREME A 1 A_Explode(25,80,0)\nREME M 1\nREME A 1 A_Explode(25,80,0)\nREME B 1\nREME A 1 A_Explode(25,80,0)\nREME C 1\nREME A 1 A_Explode(25,80,0)\nREME D 1\nREME A 1 A_Explode(25,80,0)\nREME F 1\nREME A 1 A_Explode(25,80,0)\nREME G 1\nREME A 1 A_Explode(25,80,0)\nREME H 1\nREME ANAPOPO 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Wep/MachineBuster.txt",
"contents": "actor MachineBuster : MegaBuster 20070\n{\nWeapon.AmmoUse 10\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was crushed by %k's Machine Buster.\"\nweapon.ammotype \"MachineEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nHEGU A 0 ACS_ExecuteAlways(998,0,2)\nReadyOnce:\nHEGU A 1 A_WeaponReady\nHEGU A 0 A_JumpIfInventory(\"MachineEnergyAmmo\",100,\"ReadyOnce\")\nHEGU A 0 A_JumpIfNoAmmo(\"ReloadNoAmmo\")\nGoto Reload\nReload:\nHEGU A 26 A_WeaponReady\nHEGU EF 3 A_WeaponReady\nTNT1 A 10 A_WeaponReady\nHEGU FE 3 A_WeaponReady\nHEGU A 0 A_GiveInventory(\"MachineEnergyAmmo\",100)\ngoto ReadyOnce\nReloadNoAmmo:\nHEGU A 26 A_WeaponReady(WRF_NOPRIMARY)\nHEGU EF 3 A_WeaponReady(WRF_NOPRIMARY)\nTNT1 A 10 A_WeaponReady(WRF_NOPRIMARY)\nHEGU FE 3 A_WeaponReady(WRF_NOPRIMARY)\nHEGU A 0 A_GiveInventory(\"MachineEnergyAmmo\",100)\ngoto ReadyOnce\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nHEGU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nHEGU A 1 A_Raise\nLoop\nFire:\nHold:\nHEGU A 0 A_JumpIfNoAmmo(\"ReloadNoAmmo\")\nHEGU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU A 0 A_FireCustomMissile(\"HeavyShot\",random(-2,2),1,-8,0)\nHEGU A 0 A_Recoil(1)\nHEGU BC 2\nHEGU D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU D 0 A_FireCustomMissile(\"HeavyShot\",random(-2,2),0,8,0)\nHEGU D 0 A_Recoil(1)\nHEGU DC 2\nHEGU A 0 A_Refire\nGoto ReadyOnce\n/*NoAmmo:\nHEGU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU A 0 A_FireCustomMissile(\"GheyShot\",random(-2,2),1,-8,0)\nHEGU BC 1\nHEGU D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU D 0 A_FireCustomMissile(\"GheyShot\",random(-2,2),0,8,0)\nHEGU DC 1\nHEGU A 0 A_Refire\nGoto ReadyOnce*/\nAltfire:\nHEGU A 0 A_JumpIf(momz==0, \"LongJump\")\ngoto ReadyOnce\nLongJump:\nHEGU A 0 A_PlaySoundEx(\"weapon/coilbounce1\",\"Weapon\")\nHEGU A 0 ThrustThingZ(0,70,0,0)\nHEGU A 0 A_Recoil(-20)\nHEGU EF 2\nTNT1 A 20\nHEGU FEA 2\nHEGU A 0 A_Refire\nGoto ReadyOnce\n/*ReloadPlox:\nHEGU EF 2\nTNT1 A 20\nTNT1 A 0 A_GiveInventory(\"MachineEnergyAmmo\",100)\nTNT1 A 0 A_TakeInventory(\"ReloadFlag2\",1)\nHEGU FEA 2\nGoto ReadyOnce*/\n}\n}\n\nactor MachineEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor ReloadFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReloadFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReloadTrigger : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+COUNTITEM\n+INVBAR\nstates\n{\nSpawn:\nTNT1 A 0\nloop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"ReloadFlag1\",1,\"ComeOnNow\")\nfail\nComeOnNow:\nTNT1 A 0 A_TakeInventory(\"ReloadFlag1\",1)\nTNT1 A 0 A_GiveInventory(\"ReloadFlag2\",1)\nTNT1 A 0\n}\n}\n\nactor HeavyShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\nSpeed 60\nDamage (125)\ndamagetype \"Heavy\"\nradius 12\nheight 15\nscale 2.5\nStates\n{\nSpawn:\nHESH ABC 2\nLoop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor GheyShot\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Heavy\"\nSpeed 40\nDamage (1)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor HeavyDrill\n{\nPROJECTILE\nSpeed 60\nDamage (350)\ndamagetype \"Heavy\"\nObituary \"%o died a painful death by %k's Heavy Drills.\"\nScale 2.5\nHeight 6\nRadius 6\nStates\n{\nSpawn:\nDRIL ABC 3\nDRIL A 0 A_SpawnItemEx(\"HeavyDrillRipper\",0,0,5,2,0,0)\nDRIL A 0 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\nloop\nDeath:\nDRIL A 0 A_Stop\nDRIL A 0 A_PlaySoundEx(\"weapon/drillexplode\", \"Weapon\")\nDRIL A 0 A_Explode(200, 128, 0)\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\nactor HeavyDrillRipper\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+RIPPER\ndamagetype \"Lucky\"\nDamage (50)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nMMFX BCDE 3\nstop\n}\n}\n\nactor HeavyFlag1 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\n}\n\nactor MachineBusterBot : MegaBuster\n{\nObituary \"%o was crushed by %k's Machine Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,2)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\nHEGU A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nHEGU A 0 A_JumpIfInventory(\"HeavyFlag1\",50,\"ReloadFaggot\")\nHEGU A 0 A_GiveInventory(\"HeavyFlag1\",5)\nHEGU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU A 0 A_FireCustomMissile(\"HeavyShot\",random(-2,2),1,-8,0)\nHEGU BC 2\nHEGU D 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU D 0 A_FireCustomMissile(\"HeavyShot\",random(-2,2),0,8,0)\nHEGU A 0 A_GiveInventory(\"BotFlag1\",5)\nHEGU DC 2\nHEGU A 0 A_Refire\nGoto Ready+1\nAltFire:\nBUST B 0 A_TakeInventory(\"BotFlag1\",100)\nHEGU A 0 A_GiveInventory(\"HeavyFlag1\",50)\nHEGU A 0 SetPlayerProperty(0,1,4)\nHEGU EF 2\nTNT1 A 40\nHEGU FEA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 A_Recoil(10)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),1,-8,0)\nHEGU A 0 A_FireCustomMissile(\"HeavyDrill\",random(-2,2),0,8,0)\nHEGU AA 2\nHEGU A 0 SetPlayerProperty(0,0,4)\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+1\nReloadFaggot:\nHEGU A 0 SetPlayerProperty(0,1,4)\nHEGU EF 2\nTNT1 A 40\nTNT1 A 0 A_TakeInventory(\"HeavyFlag1\",50)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nHEGU FEA 2\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/StarBlade.txt",
"contents": "actor BouncyStarBlade : MegaBuster\n{\nWeapon.AmmoUse 10\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o was cut up by %k's Star Blade.\"\nweapon.ammotype \"ShadowEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"RAIIAI\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP A 1\nstop\nReady:\nRAID A 0 ACS_ExecuteAlways(998,0,70)\nRAID A 1 A_WeaponReady//(WRF_NOSWITCH)\nRAID A 0 A_GiveInventory(\"ShadowEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nRAID A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nRAID A 1 A_Raise\nLoop\nFire:\nRAID A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRAID A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nRAID A 0 A_FireCustomMissile(\"StarBladeThing\",0,1,8,0)\nRAID BCDEFG 2\nTNT1 A 4\nRAID HI 1\nRAID A 2\nRAID A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nRAID A 1 ACS_Execute(979,0)\nGoto Ready+1\nAltfire:\nRAID A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRAID A 0 A_JumpIfInventory(\"ShadowEnergyAmmo\",200,\"Inject\")\ngoto Ready+1\nInject:\nRAID A 0 A_TakeInventory(\"ShadowEnergyAmmo\",200)\nRAID A 0 A_FireCustomMissile(\"Injection\",0,1,8,0)\nRAID HI 4\nRAID A 16\nRAID A 0 A_Refire\nGoto Ready+1\n}\n}\n\nActor FloatyStarBlade : BouncyStarBlade\n{\nWeapon.AmmoUse 5\ninventory.icon \"RAIIBI\"\nStates\n{\nFire:\nRAID A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRAID A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nRAID A 0 A_FireCustomMissile(\"StarBladeSniper\",0,1,8,0)\nRAID BCDEFG 2\nTNT1 A 4\nRAID HI 1\nRAID A 2\nRAID A 0 A_Refire\nGoto Ready+1\n}\n}\n\nActor ReturningStarBlade : BouncyStarBlade\n{\nWeapon.AmmoUse 20\ninventory.icon \"RAIICI\"\nStates\n{\nFire:\nRAID A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nRAID A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nRAID A 0 A_FireCustomMissile(\"StarBladeStopper1\",0,1,8,0)\nRAID BCDEFG 2\nTNT1 A 4\nRAID HI 1\nRAID A 2\nRAID A 0 A_Refire\nGoto Ready+1\n}\n}\n\nactor ShadowEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor StarBladeThing\n{\nPROJECTILE\nSpeed 40\nDamage (100)\ndamagetype \"Raid\"\n+RIPPER\n+DONTBLAST\n+CANBOUNCEWATER\nBounceType \"Hexen\"\nBounceCount 3\nRadius 7\nHeight 7\nscale 2.5\nStates\n{\nSpawn:\nSBLA ABAB 3\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor StarBladeSniper : StarBladeThing\n{\nSpeed 70\n-RIPPER\nBouncetype \"none\"\nDamage (150)\n}\n\nactor Injection\n{\nPROJECTILE\nRadius 10\n+DONTBLAST\nHeight 10\nscale 2.5\nObituary \"%o suffered a horrible death by %k's Injection.\"\ndamage (150)\ndamagetype \"OMGWTF\"\nspeed 50\nStates\n{\nSpawn:\nMURU A 1\nloop\n}\n}\n\nactor CancerVision : PowerSpeed\n{\nPowerup.Duration 9999\nSpeed 0.1\nPowerup.Color Black, 0.5\n}\n\nactor WithAidsDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 DamageThing(50)\nstop\n}\n}\n\nactor IHaveAids\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nObituary \"%o died due to Aids.\"\nStates\n{\nSpawn:\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"WithAidsDamage\",1)\nTNT1 A 10\nTNT1 A 0 A_GiveToTarget(\"INoLongerHaveAids\",1)\nstop\n}\n}\n\nactor INoLongerHaveAids : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"CancerVision\",1)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nactor StarBladeThingReturner\n{\nPROJECTILE\nSpeed 40\nDamage (150)\ndamagetype \"Raid\"\n+RIPPER\n+DONTBLAST\nRadius 7\nHeight 7\nscale 2.5\nStates\n{\nSpawn:\nSBLA ABAB 3 A_Recoil(4)\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor StarBladeStopper1\n{\nPROJECTILE\nSpeed 60\nDamage (125)\ndamagetype \"Raid\"\n+RIPPER\n+DONTBLAST\nRadius 7\nHeight 7\nBounceType \"Hexen\"\nscale 2.5\nStates\n{\nSpawn:\nSBLA ABAB 3\nSBLA A 0 A_Stop\nSBLA ABABABAB 3 A_FaceTarget\nSBLA A 0 A_SpawnItemEx(\"StarBladeStopper2\",0,0,0,-31,0,0-momz,180,0)\nStop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor StarBladeStopper2 : FastProjectile\n{\nPROJECTILE\nSpeed 80\nDamage (125)\ndamagetype \"Raid\"\n+RIPPER\n+DONTBLAST\nRadius 7\nHeight 7\nscale 2.5\nStates\n{\nSpawn:\nSBLA ABAB 1\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor StarBladeUpper\n{\nPROJECTILE\nSpeed 25\nDamage (120)\ndamagetype \"Raid\"\n+RIPPER\n+DONTBLAST\n+NOEXPLODEFLOOR\nRadius 7\nHeight 7\nscale 2.5\nStates\n{\nSpawn:\nSBLA ABAB 3\nSpin:\nSBLA AB 3 ThrustThingZ(0, 6, 0, 1)\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor SauceBewebProjectileShotto\n{\nPROJECTILE\nRadius 12\nHeight 8\nscale 2.5\nDamage (random(125, 485))\n+RIPPER\n+DONTBLAST\ndamagetype \"Raid\"\nspeed 45\nStates\n{\nSpawn:\nTNT1 A 3\nTBLA HI 2\nTBLA BCD 3\nGoto Spawn+3\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor StarBladeBot : MegaBuster\n{\nObituary \"%o was cut up by %k's Star Blade.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,70)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\n//BEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nBEXP A 0 A_Jump(32, \"Altfire\")\nBUST B 0 A_Jump(56, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Jump(256, \"StarShot1\", \"StarShot2\", \"StarShot3\", \"StarShot4\", \"StarShot5\")\nBEXP A 1\nGoto Ready+1\nDodgeUpwards:\nTANB AA 0 A_Recoil(-25)\nBEXP A 20\nBEXP A 0 A_Jump(16, \"Altfire\")\nBEXP A 0 A_Jump(32, \"CounterShotto\")\nBEXP A 0 A_Refire\nGoto Ready+1\nDodgeBackwards:\nTANB AA 0 A_Recoil(25)\nBEXP A 20\nBEXP A 0 A_Jump(16, \"Altfire\")\nBEXP A 0 A_Jump(32, \"CounterShotto\")\nBEXP A 0 A_Refire\nGoto Ready+1\nDodgeRight:\nTANB AA 0 ThrustThing (angle*256/360+64, 40, 1, 0)\nBEXP A 20\nBEXP A 0 A_Jump(16, \"Altfire\")\nBEXP A 0 A_Jump(32, \"CounterShotto\")\nBEXP A 0 A_Refire\nGoto Ready+1\nDodgeLeft:\nTANB AA 0 ThrustThing (angle*256/360+192, 40, 1, 0)\nBEXP A 20\nBEXP A 0 A_Jump(16, \"Altfire\")\nBEXP A 0 A_Jump(32, \"CounterShotto\")\nBEXP A 0 A_Refire\nGoto Ready+1\nCounterShotto:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 2 A_FireCustomMissile(\"StarBladeThing\",0,1,8,0)\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nRAID A 2 A_FireCustomMissile(\"StarBladeThing\",8,0,8,3)\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nRAID A 2 A_FireCustomMissile(\"StarBladeThing\",-8,0,8,3)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(32, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nStarShot1:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeThingReturner\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(16, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nStarShot2:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeStopper1\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(16, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nStarShot3:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeThing\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(16, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nStarShot4:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeUpper\",0,1,8,0)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(16, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nStarShot5:\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeThing\",0,1,8,0)\nBEXP BCB 4 //A_FaceTarget\nBEXP A 0 ThrustThingZ(0,42,0,0)\nBEXP A 0 A_Jump(16, \"Altfire\")\nBEXP A 0 A_PlaySoundEx(\"weapon/shadow\",\"Weapon\")\nBEXP A 0 A_FireCustomMissile(\"StarBladeThing\",0,1,8,0)\nRAID A 0 A_FireCustomMissile(\"StarBladeThing\",8,0,8,3)\nRAID A 0 A_FireCustomMissile(\"StarBladeThing\",-8,0,8,3)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",5)\nBEXP BCB 5\nBEXP A 10 A_Jump(16, \"DodgeLeft\", \"DodgeRight\", \"DodgeUpwards\", \"DodgeBackwards\")\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"StarShot6\")\nRAID A 0 A_FireCustomMissile(\"Injection\",0,1,8,0)\nRAID A 0 A_FireCustomMissile(\"Injection\",8,0,8,3)\nRAID A 0 A_FireCustomMissile(\"Injection\",-8,0,8,3)\nRAID HI 4\nRAID A 16\nRAID A 0 A_Refire\nGoto Ready+1\nStarShot6:\nRAID A 0 A_TakeInventory(\"BotFlag1\",100)\nRAID A 0 A_FaceTarget\nTENA A 0 A_PlaySoundEx(\"weapon/tengushot\",\"Weapon\")\nRAID A 0 A_FireCustomMissile(\"SauceBewebProjectileShotto\",0,1,8,0)\nRAID HI 4\nRAID A 16\nRAID A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/DangerEye.txt",
"contents": "actor DangerEye : MegaBuster\n{\nWeapon.AmmoUse 5\nWeapon.AmmoGive 100\nWeapon.AmmoUse2 0\nWeapon.AmmoGive2 200\nWeapon.SlotNumber 1\nObituary \"%o was shot down by %k's Sharp Bullets.\"\nweapon.ammotype \"DangerEnergyAmmo\"\nweapon.ammotype2 \"FlightEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nFLSB T 0 ACS_ExecuteAlways(998,0,86)\nFLSB T 1 A_WeaponReady(WRF_NOSWITCH)\nFLSB T 0 A_GiveInventory(\"FlightEnergyAmmo\",2)\nFLSB T 0 A_GiveInventory(\"DangerEnergyAmmo\",2)\ngoto Ready+1\nDeselect:\nFLSB T 1 SetPlayerProperty(0, 0, 3)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFLSB T 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFLSB T 1 A_Raise\nLoop\nFire:\nFLSB T 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFLSB T 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"FlightBullets\",random(-2,2),1,-8,0)\nFLSB UV 2\nFLSB T 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"FlightBullets\",random(-2,2),0,8,0)\nFLSB UV 2\nFLSB T 0 A_Refire\nGoto Ready+1\nAirFire:\nFLSB T 0 A_TakeInventory(\"FlightEnergyAmmo\",200)\nFLSB T 0 A_Stop\nFLSB T 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"DangerMissile\",-5,1,20,0)\nFLSB T 0 A_FireCustomMissile(\"DangerMissile\",5,1,-20,0)\nFLSB T 0 A_Recoil(10)\nFLSB UV 2\nFLSB T 20\nFLSB T 0 A_Refire\nGoto Ready+1\nAltFire:\nFLSB T 0 A_JumpIfInventory(\"FlightEnergyAmmo\",200,\"AirFire\")\ngoto NoAmmo\nNoAmmo:\nFLSB T 1 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor FlightEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor DangerEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor DangerMissile\n{\nPROJECTILE\nTranslation \"191:207=77:77\"\n-EXTREMEDEATH\nRadius 10\nHeight 10\nscale 3.5\nObituary \"%o went boom by %k's Danger Missile.\"\ndamage (275)\ndamagetype \"Flight\"\nspeed 80\nStates\n{\nSpawn:\nDIVE AB 1\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nFLEX A 0 A_Explode(125, 100, 0)\nFLEX ABCEFECBA 1\nstop\n}\n}\n\nactor DangerCrystal\n{\nPROJECTILE\n+RIPPER\nDamage (120)\n+DOOMBOUNCE\nHeight 8\nRadius 8\ndamagetype \"Flight\"\nScale 2.5\nspeed 30\nStates\n{\nSpawn:\nCRYE ABCDEAA 4\nCRYE A 0 A_Stop\nCRYE ABCDEAA 4\ngoto Death\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"DangerCrystalBit\",0,0,8,random(-20,20),random(-20,20),random(0,20),0,0,0)\nMMFX BCDE 2\nstop\n}\n}\n\nactor DangerCrystalBit\n{\nPROJECTILE\n-NOGRAVITY\nScale 2.5\nHeight 20\nRadius 20\nDamage(60)\n+DOOMBOUNCE\ndamagetype \"Flight\"\nbouncefactor 1.0\nspeed 20\nreactiontime 4\nStates\n{\nSpawn:\nCRYE A 0 A_CountDown\nCRYE FGHIJFF 4\nloop\nDeath:\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nMMFX BCDE 2\nstop\n}\n}\n\nactor FlightTrigger : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FlightTrigger2 : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor DangerCrystalSpawn1 : actor\n{\nPROJECTILE\n+RIPPER\n+DOOMBOUNCE\n-EXTREMEDEATH\nTranslation \"191:207=77:77\"\nObituary \"%o went boom by %k's Danger Missile.\"\nRadius 10\nHeight 10\nscale 3.5\ndamage (120)\ndamagetype \"Flight\"\nspeed 0\nStates\n{\nSpawn:\nDIVE AAAAAAA 1 A_Recoil(3)\nDIVE A 0 A_Stop\nDIVE AAAA 2\nDIVE A 0 A_SpawnItemEx(\"DangerCrystalSpawn2\")\nstop\n}\n}\n\nactor DangerCrystalSpawn2 : actor\n{\nPROJECTILE\n+RIPPER\n-NOGRAVITY\n-EXTREMEDEATH\nTranslation \"191:207=77:77\"\nObituary \"%o went boom by %k's Danger Missile.\"\nRadius 10\nHeight 10\nscale 3.5\ndamage (120)\ndamagetype \"Flight\"\nspeed 0\nStates\n{\nSpawn:\nDIVE ABAB 2 A_Recoil(-10)\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nFLEX A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nFLEX A 0 A_Explode(250, 128, 0)\nFLEX ABCEFECBA 1\nstop\n}\n}\n\nactor FlightBullets : FastProjectile\n{\nPROJECTILE\n+THRUGHOST\n+RIPPER\ntranslation \"220:220=5:5\"\nRadius 6\nHeight 7\ndamagetype \"Flight\"\nscale 2.5\ndamage (20)\nspeed 70\nStates\n{\nSpawn:\nNEDC A 1\nloop\n}\n}\n\nactor DangerEyeBot : MegaBuster\n{\nObituary \"%o was shot down by %k's Sharp Bullets.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,86)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nBEXP A 0 A_GiveInventory(\"BotFlag1\",2)\nFLSB T 0 A_PlaySoundEx(\"weapon/megabuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"FlightBullets\",random(-2,2),1,-8,0)\nFLSB UV 2\nFLSB T 0 A_PlaySoundEx(\"weapon/megabuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"FlightBullets\",random(-2,2),0,8,0)\nFLSB UV 2\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBEXP A 0 A_TakeInventory(\"BotFlag1\",100)\nBUST B 0 SetPlayerProperty(0,1,4)\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,0,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-16,-16),random(0,0))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-16,-16),random(0,0))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-32,32),random(-8,16))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-32,32),random(-8,16))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-64,64),random(-16,32))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-64,64),random(-16,32))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-16,-16),random(0,0))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-16,-16),random(0,0))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-32,32),random(-8,16))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-32,32),random(-8,16))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-64,64),random(-16,32))\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nBUST B 0 A_SpawnItemEx(\"DangerCrystalSpawn1\",0,0,32,15,random(-64,64),random(-16,32))\nBEXP CBA 2\nBEXP A 10\nBUST B 0 SetPlayerProperty(0,0,4)\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/SafetyEye.txt",
"contents": "actor SafetyEye : MegaBuster\n{\nWeapon.AmmoUse 5\nWeapon.AmmoGive 100\nWeapon.AmmoUse2 0\nWeapon.AmmoGive2 200\nWeapon.SlotNumber 1\nObituary \"%o was shot down by %k's Blunt Bullets.\"\nweapon.ammotype \"DangerEnergyAmmo\"\nweapon.ammotype2 \"FlightEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.ALT_AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nWOOD I 0 ACS_ExecuteAlways(998,0,51)\nWOOD I 1 A_WeaponReady(WRF_NOSWITCH)\nWOOD I 0 A_GiveInventory(\"DangerEnergyAmmo\",1)\nWOOD I 0 A_GiveInventory(\"FlightEnergyAmmo\",1)\ngoto Ready+1\nDeselect:\nWOOD I 1 SetPlayerProperty(0, 0, 3)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nWOOD I 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nWOOD I 1 A_Raise\nLoop\nFire:\nWOOD I 0 A_JumpIfNoAmmo(\"NoAmmo\")\nWOOD I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"BluntShotBullets\",random(-2,2),1,-8,0)\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nWOOD I 0 A_FireCustomMissile(\"BluntShotBullets\",random(-2,2),0,8,0)\nWOOD JK 2\nWOOD I 0 A_Refire\nGoto Ready+1\nAirFire:\nAHUD B 0 A_TakeInventory(\"FlightEnergyAmmo\",200)\nAHUD B 0 A_Stop\nAHUD B 0 A_ChangeFlag(\"NOGRAVITY\", 1)\nWOOD I 0 SetPlayerProperty(0,1,4)\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,0,0)\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-16,-16),random(0,0))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-16,-16),random(0,0))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-32,32),random(-8,16))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-32,32),random(-8,16))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-64,64),random(-16,32))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-64,64),random(-16,32))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-16,-16),random(0,0))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-16,-16),random(0,0))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-32,32),random(-8,16))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-32,32),random(-8,16))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-64,64),random(-16,32))\nWOOD JK 2\nWOOD I 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nWOOD I 0 A_SpawnItemEx(\"DEMSpawnShot1\",0,0,32,15,random(-64,64),random(-16,32))\nWOOD JK 2\nWOOD I 10\nAHUD B 0 A_ChangeFlag(\"NOGRAVITY\", 0)\nWOOD I 0 SetPlayerProperty(0,0,4)\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nWOOD I 0 A_JumpIfInventory(\"FlightEnergyAmmo\",200,\"AirFire\")\ngoto NoAmmo\nNoAmmo:\nWOOD I 1 ACS_Execute(979,0)\ngoto Ready+1\n}\n}\n\nactor DEMSpawnShot1 : actor\n{\nPROJECTILE\n//+RIPPER\n+DOOMBOUNCE\n-EXTREMEDEATH\nTranslation \"191:207=135:135\"\nObituary \"%o went poof by %k's Scrub Missiles.\"\nRadius 10\nHeight 10\nscale 3.5\ndamage (100)\ndamagetype \"Flight\"\nspeed 0\nStates\n{\nSpawn:\nDIVE AAAAAAA 1 A_Recoil(3)\nDIVE A 0 A_Stop\nDIVE AAAA 2\nDIVE A 0 A_SpawnItemEx(\"DEMSpawnShot2\")\nstop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nFLEX A 0 A_Explode(50, 128, 0)\nFLEX ABCEFECBA 1\nstop\n}\n}\n\nactor DEMSpawnShot2 : MageStaffFX2\n{\nPROJECTILE\n+SEEKERMISSILE\n-EXTREMEDEATH\nTranslation \"191:207=135:135\"\nObituary \"%o went poof by %k's Scrub Missiles.\"\nRadius 10\nHeight 10\nscale 3.5\ndamage (50)\ndamagetype \"Flight\"\nspeed 70\nStates\n{\nSpawn:\nDIVE ABAB 2 A_MStaffTrack\nDIVE A 0 A_Recoil(-5)\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nFLEX A 0 A_Explode(50, 128, 0)\nFLEX ABCEFECBA 1\nstop\n}\n}\n\nactor SafetyCrystalSpawn1 : MageStaffFX2\n{\nPROJECTILE\nTranslation \"191:207=135:135\"\n+SEEKERMISSILE\n-EXTREMEDEATH\nRadius 10\nHeight 10\nscale 3.5\nObituary \"%o went poof by %k's Scrub Missile.\"\ndamage (275)\ndamagetype \"Flight\"\nspeed 80\nStates\n{\nSpawn:\nDIVE AB 1 A_MStaffTrack\nloop\nDeath:\nFLEX A 0 A_Stop\nFLEX A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nFLEX A 0 A_Explode(125, 100, 0)\nFLEX ABCEFECBA 1\nstop\n}\n}\n\nactor BluntShotBullets : FastProjectile\n{\nPROJECTILE\nTranslation \"214:216=90:90\"\nAlpha 0.90\nRenderStyle Add\nRadius 2\nHeight 2\nScale 1.5\nDamage (random(50,150))\ndamagetype \"Flight\"\nSpeed 70\nStates\n{\nSpawn:\nBASB A 1 A_SpawnItemEX(\"BluntBulletTracerTrail\")\nLoop\n}\n}\n\nactor BluntBulletTracerTrail\n{\n//Alpha 0.75\n//RenderStyle Add\nTranslation \"214:216=90:90\"\nSpeed 0\n+NOGRAVITY\n+NODAMAGETHRUST\nScale 1.5\nStates\n{\nSpawn:\nBASB A 1 BRIGHT A_FadeOut(0.2)\nLoop\n}\n}\n\nactor SafetyEyeBot : MegaBuster\n{\nObituary \"%o was shot down by %k's Blunt Bullets.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,51)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag1\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag1\",100,\"Altfire\")\nBEXP A 0 A_GiveInventory(\"BotFlag1\",2)\nFLSB T 0 A_PlaySoundEx(\"weapon/megabuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"BluntShotBullets\",random(-2,2),1,-8,0)\nWOOD JK 2\nFLSB T 0 A_PlaySoundEx(\"weapon/megabuster\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"BluntShotBullets\",random(-2,2),0,8,0)\nWOOD JK 2\nBEXP A 0 A_Refire\nGoto Ready+1\nAltfire:\nFLSB T 0 A_Stop\nFLSB T 0 A_TakeInventory(\"BotFlag1\",100)\nFLSB T 0 A_FaceTarget\nFLSB T 0 A_PlaySoundEx(\"weapon/airshooter\",\"Weapon\")\nFLSB T 0 A_FireCustomMissile(\"SafetyCrystalSpawn1\",-5,1,20,0)\nFLSB T 0 A_FireCustomMissile(\"SafetyCrystalSpawn1\",5,1,-20,0)\nFLSB T 0 A_Recoil(10)\nWOOD JK 2\nWOOD I 20\nFLSB T 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/LuckyBuster.txt",
"contents": "actor LuckyBuster : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o was bombed by %k's Lucky Buster.\"\nweapon.ammotype \"LuckyEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nLUBU A 0 ACS_ExecuteAlways(998,0,77)\nLUBU A 0 A_Gunflash\nLUBU A 0 A_TakeInventory(\"LuckyCharge\",999)\nLUBU A 1 A_WeaponReady //(WRF_NOSWITCH)\nLUBU A 1 A_GiveInventory(\"LuckyEnergyAmmo\",1)\nGoto Ready+3\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLUBU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLUBU A 1 A_Raise\nLoop\nFire:\nLUBU C 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nLUBU C 0 A_FireCustomMissile(\"LuckyShot1\",0,0,8,0)\nLUBU CBA 2 A_TakeInventory(\"LuckyCharge\",999)\nLUBU A 1 A_Refire\ngoto Ready+3\nFire2:\nLUBU C 0 ACS_ExecuteAlways(991,0,77)\nLUBU C 0 A_TakeInventory(\"LuckyCharge\",999)\nLUBU C 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nLUBU C 3 A_FireCustomMissile(\"LuckyShot2\",0,0,8,0)\nLUBU CBA 3\nLUBU A 0 A_Refire\ngoto Ready+3\nFire3:\nLUBU C 0 ACS_ExecuteAlways(991,0,77)\nLUBU C 0 A_JumpIfInventory(\"LuckyCharge\",70,\"Fire4\")\nLUBU C 0 A_TakeInventory(\"LuckyCharge\",999)\nLUBU C 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU C 3 A_FireCustomMissile(\"LuckyChargeShot\",0,0,8,0)\n//LUBU C 3 A_Jump(256, \"StunPush\", \"RipperHerp\", \"TheShotThatCame\", \"ExplosiveDerp\", \"YOULOSEGOODDAYSIR\", \"RandomHurtShot\")\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nLUBU A 0 A_Refire\ngoto Ready+3\nFire4:\nLUBU C 0 A_TakeInventory(\"LuckyCharge\",999)\nLUBU C 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU C 5 A_FireCustomMissile(\"LuckyChargeShot\",0,0,8,0)\nLUBU C 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU C 5 A_FireCustomMissile(\"LuckyChargeShot\",0,0,8,0)\nLUBU C 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU C 5 A_FireCustomMissile(\"LuckyChargeShot\",0,0,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nLUBU A 0 A_Refire\nGoto Ready+3\nHold:\n//LUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"BotCheck\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",71,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",70,\"SurpriseCelebiBonusSound\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",31,\"Charge2\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",18,\"Charge\")\nLUBU A 1 A_GiveInventory(\"LuckyCharge\",1)\nLUBU A 0 A_Refire\nGoto Ready+3\nBotCheck:\nSAPT A 0 ACS_ExecuteAlways(974,0)\nGoto Fire3\nCharge:\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"BotCheck\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",71,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",70,\"SurpriseCelebiBonusSound\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",31,\"Charge2\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",19,\"Charge1\")\nLUBU A 1\nLUBU A 0 A_PlaySoundEx(\"weapon/LuckyStart\",\"Weapon\")\nGoto Charge1\nCharge1:\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"BotCheck\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",71,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",70,\"SurpriseCelebiBonusSound\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",32,\"SurpriseCelebi\")\nLUBU A 0 A_JumpIfInventory(\"LuckyCharge\",31,\"Charge2\")\nLUBU A 0\nLUBU A 0 ACS_ExecuteAlways(991,0,77)\nLUBU A 1 A_GiveInventory(\"LuckyCharge\",1)\nLUBU A 0 ACS_ExecuteAlways(991,0,78)\nLUBU D 2\nLUBU A 0 A_Refire\nGoto Fire2\nSurpriseCelebi:\nGoto Charge2+2\nSurpriseCelebiBonusSound:\nLUBU A 0 A_PlaySoundEx(\"misc/LuckUp2\",\"Item\")\nGoto Charge2+2\nCharge2:\nLUBU A 0 A_PlaySoundEx(\"misc/LuckUp1\",\"Item\")\nLUBU A 0 A_PlaySoundEx(\"weapon/LuckyLoop\",\"Weapon\",true)\nLUBU A 0 ACS_ExecuteAlways(974,0)\nLUBU A 0 ACS_ExecuteAlways(991,0,79)\nLUBU E 1 A_GiveInventory(\"LuckyCharge\",1)\nLUBU A 0 ACS_ExecuteAlways(991,0,80)\nLUBU F 1 A_GiveInventory(\"LuckyEnergyAmmo\",1)\nLUBU A 0 ACS_ExecuteAlways(991,0,77)\nLUBU A 2\nLUBU A 0 A_Refire\nGoto Fire3\nFlash:\nTNT1 A 6 A_GiveInventory(\"LuckyEnergyAmmo\",1)\nloop\nAltFire:\nLUBU A 0 A_JumpIfInventory(\"LuckyEnergyAmmo\",200,\"ElementOfLucky\")\ngoto Ready+3\nElementOfLucky:\nLUBU A 0 A_TakeInventory(\"LuckyEnergyAmmo\",200)\nLUBU B 0 A_PlaySoundEx(\"weapon/mirrorabsorb\",\"Item\")\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,0,0)\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-16,-16),random(0,0))\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-16,-16),random(0,0))\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-32,32),random(-8,16))\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-32,32),random(-8,16))\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-64,64),random(-16,32))\nLUBU CB 2\nLUBU B 0 A_PlaySoundEx(\"weapon/LuckShot1\",\"Weapon\")\nLUBU B 0 A_SpawnItemEx(\"DependingLuck\",0,0,32,15,random(-64,64),random(-16,32))\nLUBU CB 2\nLUBU A 10\nLUBU A 0 A_Refire\nGoto Ready+2\nNoAmmo:\nLUBU A 1 ACS_Execute(979,0)\nLUBU A 0 A_Refire\nGoto Ready+2\nStunPush:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"StunPushExecute\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\nRipperHerp:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"RipperingShotExecute\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\nTheShotThatCame:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"NotCumExecute\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\nExplosiveDerp:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"LuckyExplosive\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\nYOULOSEGOODDAYSIR:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"LuckyShotBasic3\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\nRandomHurtShot:\nTNT1 A 0 A_TakeInventory(\"LuckyCharge\",100)\nLUBU A 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nLUBU A 0 A_FireCustomMissile(\"LuckyShotRandom3\",0,1,8,0)\nLUBU CBA 2\nLUBU A 4 A_ClearRefire\nLUBU A 2\nGoto Ready+2\n}\n}\n\nactor LuckyEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor LuckyChargeShot\n{\nPROJECTILE\n+RIPPER\nRadius 5\nHeight 5\nscale 2.5\ndamagetype \"ExplosiveLucky\"\ndamage (0)\n+FORCEXYBILLBOARD\n+NOCLIP\nspeed 80\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Jump(256, \"StunPush\", \"RipperHerp\", \"TheShotThatCame\", \"ExplosiveDerp\", \"YOULOSEGOODDAYSIR\", \"RandomHurtShot\")\nstop\nStunPush:\nTNT1 A 0 A_SpawnItemEx(\"StunPushExecute\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\nRipperHerp:\nTNT1 A 0 A_SpawnItemEx(\"RipperingShotExecute\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\nTheShotThatCame:\nTNT1 A 0 A_SpawnItemEx(\"NotCumExecute\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\nExplosiveDerp:\nTNT1 A 0 A_SpawnItemEx(\"LuckyExplosive\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\nYOULOSEGOODDAYSIR:\nTNT1 A 0 A_SpawnItemEx(\"LuckyShotBasic3\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\nRandomHurtShot:\nTNT1 A 0 A_SpawnItemEx(\"LuckyShotRandom3\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor LuckyShot1\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Lucky\"\nSpeed 40\nDamage (50)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor LuckyShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Lucky\"\nSpeed 50\nDamage (100)\nradius 15\nheight 15\nscale 2.5\nStates\n{\nSpawn:\nMMFX D 4\nloop\n}\n}\n\nactor StunPushExecute\n{\nPROJECTILE\nTranslation \"192:207=40:40\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"Derp\"\ndamage (250)\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nTNT1 A 0 A_RadiusThrust (400000, 256, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor RipperingShotExecute\n{\nPROJECTILE\nTranslation \"192:207=252:252\"\n+RIPPER\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"Lucky\"\ndamage (200)\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nMMFX BCDE 3\nstop\n}\n}\n\nactor NotCumExecute\n{\nPROJECTILE\nTranslation \"192:207=249:249\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"BrightLucky\"\ndamage (200)\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nTNT1 A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Voice\")\nMMFX BCDE 3\nstop\n}\n}\n\nactor LuckyExplosive\n{\nPROJECTILE\nTranslation \"192:207=88:88\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"ExplosiveLucky\"\ndamage (300)\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nBALA A 0 A_Stop\nBALA A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nBALA A 0 A_Explode(200, 128, 0)\nBALA A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor LuckyShotRandom3\n{\nPROJECTILE\nTranslation \"192:207=216:216\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"QuickLucky\"\nDamage (random(250, 750))\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nMMFX BCDE 3\nstop\n}\n}\n\nactor LuckyShotBasic3\n{\nPROJECTILE\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"QuickLucky\"\ndamage (500)\n+FORCEXYBILLBOARD\nspeed 80\nStates\n{\nSpawn:\nDLBL ABCD 3\nloop\nDeath:\nMMFX BCDE 3\nstop\n}\n}\n\nactor DependingLuck\n{\nPROJECTILE\n+RIPPER\n+DOOMBOUNCE\nRadius 5\nHeight 5\nscale 2.5\ndamage (75)\ndamagetype \"Lucky\"\nspeed 0\nStates\n{\nSpawn:\nMMFX EDCB 1 A_Recoil(3)\nMMFX B 0 A_Stop\nMMFX BBBB 2\nMMFX B 0 A_Jump(256, \"Stun\", \"Ripper\", \"Blind\", \"Explosive\", \"Basic\", \"Random\")\nstop\nStun:\nMMFX B 0 A_SpawnItemEx(\"DependingShotI\")\nstop\nRipper:\nMMFX B 0 A_SpawnItemEx(\"DependingShotII\")\nstop\nBlind:\nMMFX B 0 A_SpawnItemEx(\"DependingShotIII\")\nstop\nExplosive:\nMMFX B 0 A_SpawnItemEx(\"DependingShotIV\")\nstop\nBasic:\nMMFX B 0 A_SpawnItemEx(\"DependingShotV\")\nstop\nRandom:\nMMFX B 0 A_SpawnItemEx(\"DependingShotVI\")\nstop\n}\n}\n\nactor DependingShotI\n{\nPROJECTILE\n-NOGRAVITY\nTranslation \"192:207=40:40\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"Derp\"\ndamage (250)\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_RadiusThrust (400000, 256, 0)\nDLBL A 0 A_Explode(125, 128, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor DependingShotII\n{\nPROJECTILE\n-NOGRAVITY\nTranslation \"192:207=252:252\"\n+RIPPER\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"Lucky\"\ndamage (200)\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDLBL A 0 A_Explode(100, 128, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor DependingShotIII\n{\nPROJECTILE\n-NOGRAVITY\nTranslation \"192:207=249:249\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"BrightLucky\"\ndamage (200)\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Voice\")\nDLBL A 0 A_Explode(125, 128, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor DependingShotIV\n{\nPROJECTILE\n-NOGRAVITY\nTranslation \"192:207=88:88\"\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"ExplosiveLucky\"\ndamage (300)\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/crackerexplode\", \"Weapon\")\nDLBL A 0 A_Explode(180, 128, 0)\nDLBL A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nNAPA EFGHIJKLMNOPQRS 1\nstop\n}\n}\n\nactor DependingShotV\n{\nPROJECTILE\n-NOGRAVITY\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"QuickLucky\"\ndamage (500)\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDLBL A 0 A_Explode(150, 128, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor DependingShotVI\n{\nPROJECTILE\nTranslation \"192:207=216:216\"\n-NOGRAVITY\nRadius 16\nHeight 16\nscale 2.5\ndamagetype \"QuickLucky\"\nDamage (random(250, 750))\n+FORCEXYBILLBOARD\nspeed 0\nStates\n{\nSpawn:\nDLBL ABCD 2 A_Recoil(-10)\nloop\nDeath:\nDLBL A 0 A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nDLBL A 0 A_Explode(120, 128, 0)\nMMFX BCDE 3\nstop\n}\n}\n\nactor LuckyChargingGFX\n{\n-SOLID\nPROJECTILE\n+DONTBLAST\ndamage 0\nheight 2\nradius 2\nspeed 20\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOINTERACTION\nscale 2.5\nStates\n{\nSpawn:\nCHPO A 5\nstop\n}\n}\n\nactor LuckyCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 71\n}\n\nactor LuckyBusterBot : MegaBuster\n{\nObituary \"%o was bombed by %k's Lucky Buster.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,77)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"BotFlag2\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"BotFlag2\",200,\"Altfire\")\nBEXP A 1 A_FaceTarget\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP A 0 A_GiveInventory(\"BotFlag2\",5)\nBEXP B 0 A_FireCustomMissile(\"LuckyShot1\",0,0,8,0)\nBEXP BC 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyShot1\",0,0,8,0)\nBEXP BC 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyShot1\",0,0,8,0)\nBEXP BC 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyShot1\",0,0,8,0)\nBEXP BC 2\nBEXP A 10\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBEXP A 0 A_TakeInventory(\"BotFlag2\",200)\nBEXP A 1 A_FaceTarget\nBEXP A 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nBEXP A 45\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"StunPushExecute\",0,0,8,0)\nBEXP BCB 4\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"RipperingShotExecute\",0,0,8,0)\nBEXP BCB 4\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"NotCumExecute\",0,0,8,0)\nBEXP BCB 4\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyExplosive\",0,0,8,0)\nBEXP BCB 4\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyShotBasic3\",0,0,8,0)\nBEXP BCB 4\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"LuckyShotRandom3\",0,0,8,0)\nBEXP BCB 4\nBEXP A 10\nBEXP A 0 A_Refire\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/GreatShield.txt",
"contents": "actor GreatShield : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%o was eliminated by %k's Shotgun Buster.\"\nweapon.ammotype \"TurtleEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nGRBU A 0 ACS_ExecuteAlways(998,0,45)\nGRBU A 0 A_Gunflash\nGRBU A 1 A_WeaponReady(WRF_NOSWITCH)\nGRBU A 1 A_GiveInventory(\"TurtleEnergyAmmo\",1)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGoto Ready+2\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nGRBU A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nGRBU A 1 A_Raise\nLoop\nFire:\nGRBU ABC 2\nGRBU C 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot1\",0,0,8,0)\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nTANB ABCA 2\nGRBU CBA 2\nGRBU A 10\nGRBU A 0 A_ReFire\nGoto Ready+2\nNoAmmo:\nGRBU A 1 ACS_Execute(979,0)\nGoto Ready+2\nFlash:\nTNT1 A 2 A_GiveInventory(\"TurtleEnergyAmmo\",1)\nloop\nAltFire:\nGRBU A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nGRBU A 0 A_JumpIfInventory(\"TurtleEnergyAmmo\",100,\"CrushAttack\")\ngoto Ready+2\nCrushAttack:\nGRBU A 0 A_TakeInventory(\"TurtleEnergyAmmo\",100)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU G 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nGRBU H 1 A_Recoil(-6)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-8)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-10)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-12)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_Refire\nGoto Ready+2\n}\n}\n\nactor TurtleEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 100\n+INVENTORY.IGNORESKILL\n}\n\nactor GreatShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage (0)\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"Metaphysical\", 0.0\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n+GHOST\n//+NOINTERACTION\n+NORADIUSDMG\nStates\n{\nSpawn:\nGRSH A 0\nGRSH A 2\nstop\nDeath:\nGRSH A 0 //A_PlaySound(\"item/protoreflect\")\nGRSH A 1\nstop\nPain:\nGRSH A 0\nGRSH A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor GreatShieldFX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\nHeight 0\nRadius 0\nscale 2.5\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nGRSH A 0\nGRSH A 2\nstop\n}\n}\n\n//These may look weak, but you should NEVER underestimate a ripping FastProjectile.\nactor ShotGunShot1 : FastProjectile\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Metaphysical\"\nSpeed 70\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor ShotGunShot2 : FastProjectile\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Metaphysical\"\nSpeed 80\nDamage (6)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor ShotGunShot3 : FastProjectile\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Metaphysical\"\nSpeed 60\nDamage (15)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}\n\nactor GreatBumRush\n{\nPROJECTILE\n+DONTSPLASH\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nDamagetype \"Ram\"\nObituary \"%o was crushed by %k's GreatShield Bash.\"\nDamage 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(125,80,0)\nstop\n}\n}\n\nactor RiotShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage (0)\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"Johnson\", 0.0\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n+GHOST\n//+NOINTERACTION\n+NORADIUSDMG\nStates\n{\nSpawn:\nRISH A 0\nRISH A 2\nstop\nDeath:\nRISH A 0 //A_PlaySound(\"item/protoreflect\")\nRISH A 1\nstop\nPain:\nRISH A 0\nRISH A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\n//Zard tries to make a bot...\nactor GreatShieldBot : MegaBuster\n{\nObituary \"%o was eliminated by %k's Shotgun Buster.\"\nStates\n{\nReady:\nGRBU A 0 ACS_ExecuteAlways (998,0,45)\nGRBU A 1 A_WeaponReady(WRF_NOSWITCH)\nGRBU A 0 A_GiveInventory(\"BotFlag3\",1)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 1 A_WeaponReady(WRF_NOSWITCH)\nGoto Ready+1\nFire:\nGRBU A 0 A_JumpIfInventory(\"BotFlag3\",50,\"Altfire\")\nGRBU A 0 A_Jump(10, \"Danmakumode\")\nGRBU ABC 2\nGRBU A 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_FireCustomMissile(\"ShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_GiveInventory(\"BotFlag3\",5)\nTANB ABCA 2\nGRBU CBA 2\nGRBU A 10\nGRBU A 0 A_ReFire\nGoto Ready+1\nAltFire:\nGRBU A 0 A_TakeInventory(\"BotFlag3\",50)\nGRBU A 0 A_Jump(64, \"ChasingGreatRush\")\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU G 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nGRBU H 1 A_Recoil(-6)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-8)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-10)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-12)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1\nGRBU A 0 A_Refire\ngoto Ready+1\nDanmakumode:\nGRBU A 0 A_PlaySound(\"weapon/mirrorabsorb\")\nGRBU A 5 A_GiveInventory(\"BotFlag1\",50)\nGRBU ABC 2\nDanmakuFiring:\nGRBU A 0 A_PlaySoundEx(\"Weapon/mbuster\",\"Weapon\")\nGRBU C 1 A_FireCustomMissile(\"CopyShotGunShot1\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 1 A_FireCustomMissile(\"CopyShotGunShot2\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU C 1 A_FireCustomMissile(\"CopyShotGunShot3\",random(-10,10),0,8,0,0,random(-5,5))\nGRBU A 0 A_TakeInventory(\"BotFlag1\",1)\nTANB ABCA 1 A_JumpIfInventory(\"BotFlag1\",1,\"DanmakuFiring\")\nGRBU CBA 1\nGRBU ABC 5\nGoto Ready+1\nChasingGreatRush:\nGRBU A 0 A_PlaySound(\"weapon/mirrorabsorb\")\nGRBU A 5 A_GiveInventory(\"Shocked\",1)\nGRBU A 0 A_GiveInventory(\"BotFlag1\",100)\nGreatRushing:\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU A 0 A_SpawnItemEx(\"GreatShieldFX\",23,-17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nGRBU G 1 A_FaceTarget\nGRBU G 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nGRBU H 1 A_Recoil(-6)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-8)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-10)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU H 1 A_Recoil(-12)\nGRBU H 0 A_SpawnItemEx(\"GreatBumRush\",0,0,0)\nGRBU G 10 A_FaceTarget\nGRBU G 0 A_TakeInventory(\"BotFlag1\",20)\nGRBU G 0 A_JumpIfInventory(\"BotFlag1\",1,\"GreatRushing\")\nGRBU A 0 A_Refire\ngoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "Wep/DireSpear.txt",
"contents": "actor DireSpear : MegaBuster\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 200\nWeapon.SlotNumber 1\nObituary \"%o died inside by %k's Dire Spear.\"\nweapon.ammotype \"DireEnergyAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP L 1\nstop\nReady:\nBUST B 0 ACS_ExecuteAlways(998,0,125)\nBUST B 1 A_WeaponReady(WRF_NOSWITCH)\nBUST B 0 A_GiveInventory(\"DireEnergyAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfInventory(\"DireEnergyAmmo\",50,\"MediumBlast\")\nBUST B 0 A_PlaySound(\"weapon/mirrordeflect\")\nBUST A 0 A_FireCustomMissile(\"DireShotWeak\",0,0,8,0)\nBUST CD 2\nBUST B 10\ngoto Ready+1\nMediumBlast:\nBUST B 0 A_JumpIfInventory(\"DireEnergyAmmo\",200,\"FullBlast\")\nBUST B 0 A_TakeInventory(\"DireEnergyAmmo\",50)\nBUST B 0 A_PlaySound(\"weapon/mirrordeflect\")\nBUST B 0 A_FireCustomMissile(\"DireShotMedium\",0,0,8,0)\nBUST CD 2\nBUST B 10\ngoto Ready+1\nFullBlast:\nBUST B 0 A_TakeInventory(\"DireEnergyAmmo\",200)\nBUST B 0 A_PlaySound(\"weapon/mirrordeflect\")\nBUST B 0 A_FireCustomMissile(\"DireShotFull\",0,0,8,0)\nBUST CD 2\nBUST B 10\ngoto Ready+1\nAltFire:\nBUST B 0 A_JumpIfInventory(\"DireEnergyAmmo\",200,\"Flashtastic\")\ngoto Ready+1\nFlashtastic:\nBUST B 0 A_TakeInventory(\"DireEnergyAmmo\",200)\nBUST B 0 A_GiveInventory(\"LimAbsorbPower\",1)\nBUST A 0 A_GiveInventory(\"LimTempArmor\",1)\nBUST B 0 SetPlayerProperty(0,1,4)\nBUST B 0\nBUST B 0 A_PlaySound(\"weapon/mirrorabsorb\")\nBUST B 30\nBUST B 0 A_TakeInventory(\"LimAbsorbPower\",1)\nBUST B 0 A_TakeInventory(\"BasicArmor\",9999)\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",300,\"FlashX\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",270,\"FlashIX\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",240,\"FlashVIII\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",210,\"FlashVII\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",180,\"FlashVI\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",150,\"FlashV\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",120,\"FlashIV\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",90,\"FlashIII\")\nBUST B 0 A_JumpIfInventory(\"LimChargeRelease\",60,\"FlashII\")\nBUST B 0\ngoto FlashI\nFlashI:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashII:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashIII:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"WeakPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashIV:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashV:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashVI:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashVII:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashVIII:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashIX:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nFlashX:\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"StrongPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto StopFlash\nStopFlash:\nBUST B 0 A_TakeInventory(\"LimChargeRelease\",300)\nGoto Ready+1\n}\n}\n\nactor DireEnergyAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n+INVENTORY.IGNORESKILL\n}\n\nactor DireShotWeak\n{\nObituary \"%o was poked by %k's Dire Shot.\"\nPROJECTILE\n+THRUGHOST\nRadius 8\nHeight 7\nscale 2.5\ndamage (100)\ndamagetype \"Dire\"\nspeed 48\nStates\n{\nSpawn:\nMIRR C 1\nloop\n}\n}\n\nactor DireShotMedium\n{\nObituary \"%o died from %k's Dire Shot.\"\nPROJECTILE\n+THRUGHOST\nRadius 8\nHeight 7\nscale 2.5\ndamage (200)\ndamagetype \"Dire\"\nspeed 48\nStates\n{\nSpawn:\nMIRR D 0\nMIRR C 1\nloop\n}\n}\n\nactor DireShotFull\n{\nObituary \"%o was torn apart by %k's Dire Shot.\"\nPROJECTILE\n+RIPPER\n+THRUGHOST\nscale 2.5\ndamage (150)\ndamagetype \"Dire\"\nspeed 50\nStates\n{\nSpawn:\nMIRR DE 2\nloop\n}\n}\n\nactor LimAbsorbPower : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor LimChargeRelease : Inventory\n{\ninventory.amount 1\ninventory.maxamount 300\n}\n\nactor WeakPowerFlash\n{\nObituary \"%o died inside by %k's Dire Spear.\"\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"DireFlash\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(150, 450,0)\nstop\n}\n}\n\nactor SomeWhatPowerFlash\n{\nObituary \"%o died inside by %k's Dire Spear.\"\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"DireFlash\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(200, 450,0)\nstop\n}\n}\n\nactor StrongPowerFlash\n{\nObituary \"%o died inside by %k's Dire Spear.\"\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"DireFlash\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(300, 450,0)\nstop\n}\n}\n\nactor StrongPowerFlashDeath : StrongPowerFlash\n{\nObituary \"%o realized %k really is a real Super-Sand-Lesbian!\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(600, 500,0)\nstop\n}\n}\n\nactor LimTempArmor : BasicArmorPickup\n{\nArmor.Savepercent 99\nArmor.Saveamount 1000\nStates\n{\nSpawn:\nPLAY A 1\nloop\n}\n}\n\nactor LimCustomFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor DireSpearBot : MegaBuster\n{\nObituary \"%o died inside by %k's Dire Spear.\"\nStates\n{\nReady:\nBEXP A 0 ACS_ExecuteAlways (998,0,125)\nBEXP A 1 A_WeaponReady(WRF_NOSWITCH)\nBEXP A 0 A_GiveInventory(\"LimCustomFlag\",1)\nGoto Ready+1\nFire:\nBEXP A 0 A_JumpIfInventory(\"LimCustomFlag\",200,\"Altfire\")\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect2\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DireShotFull\",0,0,8,0)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DireShotMedium\",0,0,8,0)\nBEXP BCB 2\nBEXP B 0 A_PlaySoundEx(\"weapon/mirrordeflect\",\"Weapon\")\nBEXP B 0 A_FireCustomMissile(\"DireShotWeak\",0,0,8,0)\nBEXP A 0 A_GiveInventory(\"LimCustomFlag\",5)\nBEXP BCB 2\nBEXP A 20\nBEXP A 0 A_Refire\nGoto Ready+1\nAltFire:\nBUST B 0 SetPlayerProperty(0,1,4)\nBUST B 0 A_GiveInventory(\"LimAbsorbPower\",1)\nBUST B 0 A_PlaySound(\"weapon/mirrorabsorb\")\nBUST B 30\nBUST B 0 A_TakeInventory(\"LimAbsorbPower\",1)\nBUST B 0 A_TakeInventory(\"LimCustomFlag\",200)\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 2\nBUST B 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"SomeWhatPowerFlash\",0,1,8,0)\nBUST B 0 ACS_ExecuteAlways(976,0)\nBUST CD 3\nBUST B 0 SetPlayerProperty(0,0,4)\nBUST B 0 A_Refire\nGoto Ready+1\n}\n}"
}
]
},
"maps": []
}