unholyclassesv5c.pk3

PK3 1.5 MiB 0 map(s)

Counts

endoom0
graphics0
lumps989
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "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",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "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,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "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": []
}

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