Raw model (for completeness)
{
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"id": "04e5ba9b-ac48-4529-a5c2-6e5fa2295ded",
"sha1": "c43dfcbb129b287d14e7185b7b799578ac86ee5d",
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"mmxclasses-v1.1dbetatest1.pk3"
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"ZDOOM"
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"filename": null,
"added": "2013-09-09 01:18:41",
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"name": null,
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"maps": null,
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"added": "2013-09-09 01:18:41",
"file": {
"type": "PK3",
"size": 18402607,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c43dfcbb129b287d14e7185b7b799578ac86ee5d/c43dfcbb129b287d14e7185b7b799578ac86ee5d.pk3.gz",
"corrupt": false
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"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 653,
"maps": 0,
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"engines_guess": [
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"text_files": [
{
"source": "pk3",
"name": "credits.txt",
"contents": "MM Classes by Yellow Devil\nMMX1 Classes by TheBladeRoden\nLaunch Octopus skin by Wil\nBoomer Kuwanger skin by LlamaHombre\nStorm Eagle skin by Chimera Man\nSting Chameleon skin by Megaman\nX skin by Chimera Man\nXBuster spiral projectiles by Tsuki\nSpark Mandrill skin by JaxOf7 edited by TheBladeRoden"
},
{
"source": "pk3",
"name": "changelog.txt",
"contents": "v1d:\n-Lowered Homing Torpedo damage from 25 to 20 and loosened its tracking.\n-Teleport no longer passes through fences and the like.\n-Ice Sled now has a 15 tic recovery period after crashing before it can be used again.\n-Oil Puddles now only last for 20 seconds.\n-Fixed sprite name conflict with Fireball and Firetraps.\n-Changed base damage factors to reflect weight data rather than sprite size.\n\t*Armored Armadillo decrease from 0.97 to 0.8.\n\t*Boomer Kuwanger increase from 1.28 to 1.24.\n\t*Chill Penguin decrease from 1.39 to 1.14.\n\t*Flame Mammoth increase from 0.68 to 0.71.\n\t*Launch Octopus increase from 0.85 to 0.94.\n\t*Spark Mandrill increase from 0.7 to 0.73.\n\t*Sting Chameleon increase from 1.21 to 1.4.\n\t*Storm Eagle increase from 0.88 to 1.05.\n-Hadouken moved to the Item slot.\n\t*Required ammo increased from 100 to 200.\n-Dash moved to XBuster altfire.\n\t*A picture of X dashing is now displayed when dashing.\n\t*Fixed bug where dashing while aiming at someone locks you in place and dashes them instead.\n\t*Deacreased total thrust from 40 to 36.\n-Fixed Boomerang Cutter altfire being able to fire without ammo.\n-Rolling Shield fixes.\n\t*Roll cancel is now disabled unless rolling.\n\t*Fixed bug where using roll cancel will make the following roll stop prematurely.\n\t*Fixed bug where you are left floating if you hit a skybox.\n-Fireball now does 10 base damamge and 15 explosive damage, instead of 20 base damage.\n-HeadBeam changes.\n\t*Counter Charge capacity increased from 8 to 16.\n\t*Old Head Beam counter shots fire at half charge, more powerful counter shots fire at full charge.\n\t*Added ammo meter for Counter Charge.\n-Boomerange Cutter changes.\n\t*Slowed firing rate from 12 tics to 15 tics.\n\t*Lowered damage from 4 to 3.\n-Iron Tongue changes.\n\t*Damage comes from the projectiles themselves instead of damagers spawns.\n\t*Tip does 8 damage while midsections do 1 each.\n-Added Spark Mandrill skin.\n-Added Dash Punch altfire to Lights Out.\n-Added decloaking item to Sting Chameleon.\n-Slowed Pipi firing rate from 43 to 53.\n-Replaced BoosterFX on Storm Eagle with dust clouds.\n-Added proper MMX font to splash screen.\n-Added +CLIENTSIDEONLY flags to X's weapon effects.\n-Added chat strings for X.\n-Players blinded by the Lights Out have a dim bulb showing over their heads.\n-Flame Mammoth's max deployed Oil Puddles lowered from infinity to 10.\n-Jump Press now creates an earthquake effect.\n\nv1c:\n-Got rid of Storm Eagle's super adaptor effects.\n-Fixed errors in the bots' chats.\n-Rolling Shield and Ice Sled now stop instead of going through fences and the like.\n-Added X class, skin, bot, and weapons.\n-Decresed Iron Tongue damage to 4 from 5.\n-Armored Armadillo damage factor from Dash Punch lowered to 1.45 from 1.93.\n-Fixed horizontal ammo bars for Ice Breath and Whirlpool.\n-Fixed Deadlift's teleport ammo usage.\n-Various weapon sound channel fixes.\n-Changed Homing Torpedo's altfire spread to 2, 4, and 6, from 1, 4, and 8.\n\nv1b:\n-Fixed Armored Armadillo being able to change weapons when rolling.\n-Gave Flame Mammoth's Fireball weapon the NOAUTOAIM flag.\n-Jump Press changes.\n\t*Plays a new jumping sound.\n\t*Increased ammo usage to 8 from 6.\n\t*No longer uses Tango icon.\n-Added Storm Eagle skin.\n-Added Sting Chameleon skin.\n-Adjusted colors on Sting Chameleon HUD.\n-Unskinned classes given temporary stock skins.\n-Lowered Storm Tornado damage to 3 from 5.\n-Increased Ice Breath damage to 1 from 0.\n-Increased blinding factor of Lights Out to 2.5 from 2.\n-Dead Lift changes.\n\t*Gives a thrust forward when fired.\n\t*Only plays lifting animation when it hits someone.\n\t*Slower firing rate.\n-Dash Punch changes.\n\t*Now has an obituary.\n\t*Thrusts people backwards when it hits.\n-Homing Torpedo changes.\n\t*Improved tracking.\n\t*Slower refire time.\n-Gave bots infinite ammo.\n-Added Flame Mammoth taunt."
},
{
"source": "pk3",
"name": "actors/megaman.txt",
"contents": "actor Megaman : PlayerPawn\n{\nplayer.displayname \"Megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPLAY H 0\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PLAY H 0 ThrustThing(random(0,1),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_GiveInventory(\"FrozenPickup\",1)\nPLAY H 35\nPLAY A 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPLAY H 0 ThrustThing(64,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPLAY H 0 ThrustThing(32,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPLAY H 0 ThrustThing(0,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPLAY H 0 ThrustThing(224,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPLAY H 0 ThrustThing(192,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPLAY H 0 ThrustThing(160,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPLAY H 0 ThrustThing(128,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPLAY H 0 ThrustThing(96,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPLAY H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nPLAY H 0\nPLAY H 1 ThrustThingZ(0,100,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nGoTo Death\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/Guide.txt",
"contents": "actor Guide : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\ndamagefactor \"Needle\", 1.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPLAY H 0\nGoto pain+1\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.Gravity:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,60,0,0)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/ArmoredArmadillo.txt",
"contents": "actor ArmoredArmadillo : PlayerPawn\n{\nplayer.displayname \"ArmoredArmadillo\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"HeadBeamWep\"\nplayer.startitem \"RollingShieldWep\"\nplayer.startitem \"ArmoredAmmo\", 28\ndamagefactor \"Strong\", 0.4\ndamagefactor \"Normal\", 0.8\ndamagefactor \"Weak\", 1.59\ndamagefactor \"Armored\", 0.8\ndamagefactor \"ArmoredRolling\", 0.8\ndamagefactor \"Boomer\", 0.8\ndamagefactor \"DeadLift\", 0.8\ndamagefactor \"Chill\", 0.8\ndamagefactor \"ChillSled\", 0.8\ndamagefactor \"ChillFreeze\", 0.8\ndamagefactor \"FlameM\", 0.4\ndamagefactor \"FlameQuake\", 0.4\ndamagefactor \"Launch\", 0.8\ndamagefactor \"LaunchNorth\", 0.8\ndamagefactor \"LaunchNorthEast\", 0.8\ndamagefactor \"LaunchEast\", 0.8\ndamagefactor \"LaunchSouthEast\", 0.8\ndamagefactor \"LaunchSouth\", 0.8\ndamagefactor \"LaunchSouthWest\", 0.8\ndamagefactor \"LaunchWest\", 0.8\ndamagefactor \"LaunchNorthWest\", 0.8\ndamagefactor \"Spark\", 1.59\ndamagefactor \"SparkDash\", 1.45\ndamagefactor \"SparkDark\", 1.195\ndamagefactor \"Sting\", 0.8\ndamagefactor \"Storm\", 0.4\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.8\ndamagefactor \"Proto\", 0.8\ndamagefactor \"Proto3\", 0.8\ndamagefactor \"Cutter\", 0.8\ndamagefactor \"Guts\", 0.81\ndamagefactor \"Ice2\", 0.8\ndamagefactor \"Bomb\", 0.8\ndamagefactor \"FireStorm\", 0.4\ndamagefactor \"FireSpin\", 0.4\ndamagefactor \"Thunder\", 1.59\ndamagefactor \"Metal\", 0.8\ndamagefactor \"Air\", 0.4\ndamagefactor \"Bubble\", 0.8\ndamagefactor \"Quick\", 0.8\ndamagefactor \"Crash\", 0.8\ndamagefactor \"WeakFire\", 0.4\ndamagefactor \"Atomic\", 0.4\ndamagefactor \"Leaf\", 0.8\ndamagefactor \"Needle\", 0.8\ndamagefactor \"Magnet\",0.8\ndamagefactor \"Gemini\", 0.8\ndamagefactor \"Hard\", 0.8\ndamagefactor \"Top\", 0.8\ndamagefactor \"Snake\", 0.8\ndamagefactor \"Shock\", 1.59\ndamagefactor \"Shadow\", 0.8\ndamagefactor \"Bright\", 0.8\ndamagefactor \"Rain\", 0.8\ndamagefactor \"Drill\", 0.8\ndamagefactor \"WeakPharoah\", 0.8\ndamagefactor \"Pharoah\", 0.8\ndamagefactor \"PharaohHold\", 0.8\ndamagefactor \"Ring\", 0.8\ndamagefactor \"Dust\", 0.8\ndamagefactor \"Dive\", 0.8\ndamagefactor \"Gravity\", 0.8\ndamagefactor \"WaterWave\", 0.8\ndamagefactor \"Stone\", 0.8\ndamagefactor \"Gyro\", 0.8\ndamagefactor \"Star\", 0.8\ndamagefactor \"Kick\", 0.8\ndamagefactor \"Napalm\", 0.8\ndamagefactor \"Crystal\", 0.8\ndamagefactor \"CrystalBit\", 0.8\ndamagefactor \"Blizzard\", 0.8\ndamagefactor \"Centaur\", 0.8\ndamagefactor \"Flame\", 0.4\ndamagefactor \"Knight\", 0.8\ndamagefactor \"Tomahawk\", 0.8\ndamagefactor \"Wind\", 0.4\ndamagefactor \"Yamato\", 0.8\ndamagefactor \"FCrack\", 0.8\ndamagefactor \"Mirror\", 0.8\ndamagefactor \"SakuCrush\", 0.8\ndamagefactor \"SakuDrill\", 0.8\ndamagefactor \"Screw\", 0.8\ndamagefactor \"Ballade\", 0.8\ndamagefactor \"Cat\", 0.8\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.4\ndamagefactor \"Met\", 0.8\ndamagefactor \"Devil\", 0.8\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.8\ndamagefactor \"Punch\", 0.8\ndamagefactor \"Fire\", 0.4\ndamagefactor \"FireWave\", 0.4\ndamagefactor \"Heat\", 0.4\ndamagefactor \"Skull\", 0.8\ndamagefactor \"Plant\", 0.8\ndamagefactor \"Windg\", 0.4\ndamagefactor \"StarCrash\", 0.8\n\ndamagefactor \"FCrack2\", 0.8\ndamagefactor \"Junk\", 0.8\ndamagefactor \"Burst\", 0.8\ndamagefactor \"Bolt\", 1.59\ndamagefactor \"Coil\", 0.8\ndamagefactor \"Coil2\", 0.8\ndamagefactor \"Claw\", 0.8\ndamagefactor \"Noise\", 0.8\ndamagefactor \"Scorch\", 0.4\ndamagefactor \"Treble\", 0.8\n\ndamagefactor \"Oil\", 0.8\ndamagefactor \"Slow\", 0.8\ndamagefactor \"Roll\", 0.8\n\ndamagefactor \"WilyLightning\", 1.59\ndamagefactor \"WilyFire\", 0.4\ndamagefactor \"WilyIce\", 0.8\n\ndamagefactor \"FirePillar\", 0.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nPROM B 1 ACS_ExecuteAlways(137)\nPROM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nPROM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nPROM F 5 ACS_ExecuteAlways(137)\nPROM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPROM H 0\nGoto pain+1\nPain.Wind:\nPROM H 0 ThrustThing(random(0,255),50,1,0)\nPROM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPROM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPROM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPROM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPROM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPROM H 0 ThrustThingZ(0,150,1,0)\nPROM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPROM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPROM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPROM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PROM H 0 A_Print(\"Gravity 4\")\nPROM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PROM H 0 A_Print(\"Gravity 3\")\nPROM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PROM H 0 A_Print(\"Gravity 2\")\nPROM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PROM H 0 A_Print(\"Gravity 1\")\nPROM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPROM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPROM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PROM H 0 ThrustThing(random(0,25),35,1,0)\nPROM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPROM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPROM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_GiveInventory(\"FrozenPickup\",1)\nPROM H 35\nPROM A 0 SetPlayerProperty(0,0,4)\nPROM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPROM H 0 ThrustThing(64,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPROM H 0 ThrustThing(32,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPROM H 0 ThrustThing(0,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPROM H 0 ThrustThing(224,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPROM H 0 ThrustThing(192,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPROM H 0 ThrustThing(160,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPROM H 0 ThrustThing(128,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPROM H 0 ThrustThing(96,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPROM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPROM H 0 A_Stop\nPROM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPROM H 0 A_Pain\nPROM H 0 //A_GiveInventory(\"TempInvince\",1)\nPROM H 0 //SetPlayerProperty(0, 1, 4)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 0 //SetPlayerProperty(0, 0, 4)\nPROM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nPROM H 0\nPROM H 1 ThrustThingZ(0,100,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath.instagib:\nPROM Z 1 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_GiveToTarget(\"KilledMe\",1)\nPROM Z 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 0 A_Stop\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath.Falling:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM Z 1 A_PlayerScream\nPROM Z 1 A_Stop\nPROM Z 1 ACS_ExecuteAlways(999,0,0)\nPROM Z -1\nstop\nPunkSpin:\nPROM AVW 3\nPROM XY 3\nGoto PunkSpin+3\nPunkStop:\nPROM WV 5\nGoto Spawn\nEnkerRaise:\nPROM Y 1\nloop\nEnkerAbsorb:\nPROM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPROM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPROM Y 3 ACS_ExecuteAlways(998,0,65)\nPROM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPROM Y 3 ACS_ExecuteAlways(998,0,66)\nPROM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPROM Y 1 A_SpawnItemEx(\"DarkDamager\")\nPROM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPROM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPROM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/BoomerKuwanger.txt",
"contents": "actor BoomerKuwanger : PlayerPawn\n{\nplayer.displayname \"BoomerKuwanger\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 1.0, 1.0\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.98, 0.98\nplayer.jumpz 10\nplayer.startitem \"BoomerangCutterWep\"\nplayer.startitem \"DeadliftWep\"\nplayer.startitem \"BoomerAmmo\", 28\ndamagefactor \"Strong\", 0.62\ndamagefactor \"Normal\", 1.24\ndamagefactor \"Weak\", 2.47\ndamagefactor \"Armored\", 1.24\ndamagefactor \"ArmoredRolling\", 1.24\ndamagefactor \"Boomer\", 1.24\ndamagefactor \"DeadLift\", 1.24\ndamagefactor \"Chill\", 1.24\ndamagefactor \"ChillSled\", 1.24\ndamagefactor \"ChillFreeze\", 1.24\ndamagefactor \"FlameM\", 1.24\ndamagefactor \"FlameQuake\", 1.24\ndamagefactor \"Launch\", 2.47\ndamagefactor \"LaunchNorth\", 2.47\ndamagefactor \"LaunchNorthEast\", 2.47\ndamagefactor \"LaunchEast\", 2.47\ndamagefactor \"LaunchSouthEast\", 2.47\ndamagefactor \"LaunchSouth\", 2.47\ndamagefactor \"LaunchSouthWest\", 2.47\ndamagefactor \"LaunchWest\", 2.47\ndamagefactor \"LaunchNorthWest\", 2.47\ndamagefactor \"Spark\", 1.24\ndamagefactor \"SparkDash\", 1.24\ndamagefactor \"SparkDark\", 1.24\ndamagefactor \"Sting\", 1.24\ndamagefactor \"Storm\", 1.24\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.24\ndamagefactor \"Proto\", 1.24\ndamagefactor \"Proto3\", 1.24\ndamagefactor \"Cutter\", 1.24\ndamagefactor \"Guts\", 1.24\ndamagefactor \"Ice2\", 1.24\ndamagefactor \"Bomb\", 1.24\ndamagefactor \"FireStorm\", 1.24\ndamagefactor \"FireSpin\", 1.24\ndamagefactor \"Thunder\", 1.24\ndamagefactor \"Metal\", 1.24\ndamagefactor \"Air\", 1.24\ndamagefactor \"Bubble\", 1.24\ndamagefactor \"Quick\", 1.24\ndamagefactor \"Crash\", 1.24\ndamagefactor \"WeakFire\", 1.24\ndamagefactor \"Atomic\", 1.24\ndamagefactor \"Leaf\", 1.24\ndamagefactor \"Needle\", 1.24\ndamagefactor \"Magnet\", 2.47\ndamagefactor \"Gemini\", 1.24\ndamagefactor \"Hard\", 1.24\ndamagefactor \"Top\", 1.24\ndamagefactor \"Snake\", 1.24\ndamagefactor \"Shock\", 1.24\ndamagefactor \"Shadow\", 1.24\ndamagefactor \"Bright\", 1.24\ndamagefactor \"Rain\", 1.24\ndamagefactor \"Drill\", 1.24\ndamagefactor \"WeakPharoah\", 1.24\ndamagefactor \"Pharoah\", 1.24\ndamagefactor \"PharaohHold\", 1.24\ndamagefactor \"Ring\", 1.24\ndamagefactor \"Dust\", 1.24\ndamagefactor \"Dive\", 2.47\ndamagefactor \"Gravity\", 1.24\ndamagefactor \"WaterWave\", 1.24\ndamagefactor \"Stone\", 1.24\ndamagefactor \"Gyro\", 1.24\ndamagefactor \"Star\", 1.24\ndamagefactor \"Kick\", 1.24\ndamagefactor \"Napalm\", 1.24\ndamagefactor \"Crystal\", 1.24\ndamagefactor \"CrystalBit\", 1.24\ndamagefactor \"Blizzard\", 1.24\ndamagefactor \"Centaur\", 1.24\ndamagefactor \"Flame\", 1.24\ndamagefactor \"Knight\", 1.24\ndamagefactor \"Tomahawk\", 1.24\ndamagefactor \"Wind\", 1.24\ndamagefactor \"Yamato\", 1.24\ndamagefactor \"FCrack\", 1.24\ndamagefactor \"Mirror\", 1.24\ndamagefactor \"SakuCrush\", 1.24\ndamagefactor \"SakuDrill\", 1.24\ndamagefactor \"Screw\", 1.24\ndamagefactor \"Ballade\", 1.24\ndamagefactor \"Cat\", 1.24\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.24\ndamagefactor \"Met\", 1.24\ndamagefactor \"Devil\", 1.24\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.24\ndamagefactor \"Punch\", 1.24\ndamagefactor \"Fire\", 1.24\ndamagefactor \"FireWave\", 1.24\ndamagefactor \"Heat\", 1.24\ndamagefactor \"Skull\", 1.24\ndamagefactor \"Plant\", 1.24\ndamagefactor \"Windg\", 1.24\ndamagefactor \"StarCrash\", 1.24\n\ndamagefactor \"FCrack2\", 1.24\ndamagefactor \"Junk\", 1.24\ndamagefactor \"Burst\", 1.24\ndamagefactor \"Bolt\", 1.24\ndamagefactor \"Coil\", 1.24\ndamagefactor \"Coil2\", 1.24\ndamagefactor \"Claw\", 1.24\ndamagefactor \"Noise\", 1.24\ndamagefactor \"Scorch\", 1.24\ndamagefactor \"Treble\", 1.24\n\ndamagefactor \"Oil\", 1.24\ndamagefactor \"Slow\", 1.24\ndamagefactor \"Roll\", 1.24\n\ndamagefactor \"WilyLightning\", 1.24\ndamagefactor \"WilyFire\", 1.24\ndamagefactor \"WilyIce\", 1.24\n\ndamagefactor \"FirePillar\", 1.24\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nKUWA A 1 ACS_ExecuteAlways(137)\nKUWA A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nKUWA BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nKUWA F 5 ACS_ExecuteAlways(137)\nKUWA G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nKUWA H 0\nGoto pain+1\nPain.Wind:\nKUWA H 0 ThrustThing(random(0,255),50,1,0)\nKUWA H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nKUWA H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nKUWA H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nKUWA H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nKUWA H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nKUWA H 0 ThrustThingZ(0,150,1,0)\nKUWA H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nKUWA H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nKUWA H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nKUWA H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//KUWA H 0 A_Print(\"Gravity 4\")\nKUWA H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//KUWA H 0 A_Print(\"Gravity 3\")\nKUWA H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//KUWA H 0 A_Print(\"Gravity 2\")\nKUWA H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//KUWA H 0 A_Print(\"Gravity 1\")\nKUWA H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nKUWA H 0 ThrustThing(random(0,255),random(0,50),1,0)\nKUWA H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//KUWA H 0 ThrustThing(random(0,25),35,1,0)\nKUWA H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nKUWA H 0 ThrustThing(random(0,255),random(0,50),1,0)\nKUWA H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nKUWA H 0 SetPlayerProperty(0,1,4)\nKUWA H 0 A_GiveInventory(\"FrozenPickup\",1)\nKUWA H 35\nKUWA A 0 SetPlayerProperty(0,0,4)\nKUWA H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nKUWA H 0 ThrustThing(64,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nKUWA H 0 ThrustThing(32,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nKUWA H 0 ThrustThing(0,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nKUWA H 0 ThrustThing(224,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nKUWA H 0 ThrustThing(192,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nKUWA H 0 ThrustThing(160,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nKUWA H 0 ThrustThing(128,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nKUWA H 0 ThrustThing(96,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nKUWA H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nKUWA H 0 A_Stop\nKUWA H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nKUWA H 0 A_Pain\nKUWA H 0 //A_GiveInventory(\"TempInvince\",1)\nKUWA H 0 //SetPlayerProperty(0, 1, 4)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 0 //SetPlayerProperty(0, 0, 4)\nKUWA H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nKUWA H 0\nKUWA H 1 ThrustThingZ(0,100,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA H 1 A_GiveToTarget(\"KilledMe\",1)\nKUWA H 19 ACS_ExecuteAlways(999,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath.instagib:\nKUWA Z 1 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_GiveToTarget(\"KilledMe\",1)\nKUWA Z 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath:\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA H 0 A_Stop\nKUWA H 1 A_GiveToTarget(\"KilledMe\",1)\nKUWA H 19 ACS_ExecuteAlways(999,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath.Falling:\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA Z 1 A_PlayerScream\nKUWA Z 1 A_Stop\nKUWA Z 1 ACS_ExecuteAlways(999,0,0)\nKUWA Z -1\nstop\nPunkSpin:\nKUWA AVW 3\nKUWA XY 3\nGoto PunkSpin+3\nPunkStop:\nKUWA WV 5\nGoto Spawn\nEnkerRaise:\nKUWA Y 1\nloop\nEnkerAbsorb:\nKUWA Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nKUWA Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nKUWA Y 3 ACS_ExecuteAlways(998,0,65)\nKUWA Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nKUWA Y 3 ACS_ExecuteAlways(998,0,66)\nKUWA Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nKUWA Y 1 A_SpawnItemEx(\"DarkDamager\")\nKUWA Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nKUWA Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nKUWA G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/ChillPenguin.txt",
"contents": "actor ChillPenguin : PlayerPawn\n{\nplayer.displayname \"ChillPenguin\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"ShotgunIceWep\"\nplayer.startitem \"IceBreathWep\"\nplayer.startitem \"ChillAmmo\", 28\ndamagefactor \"Strong\", 0.57\ndamagefactor \"Normal\", 1.39\ndamagefactor \"Weak\", 2.28\ndamagefactor \"Armored\", 1.39\ndamagefactor \"ArmoredRolling\", 1.39\ndamagefactor \"Boomer\", 1.39\ndamagefactor \"DeadLift\", 1.39\ndamagefactor \"Chill\", 1.39\ndamagefactor \"ChillSled\", 1.39\ndamagefactor \"ChillFreeze\", 1.39\ndamagefactor \"FlameM\", 2.28\ndamagefactor \"FlameQuake\", 2.38\ndamagefactor \"Launch\", 1.39\ndamagefactor \"LaunchNorth\", 1.39\ndamagefactor \"LaunchNorthEast\", 1.39\ndamagefactor \"LaunchEast\", 1.39\ndamagefactor \"LaunchSouthEast\", 1.39\ndamagefactor \"LaunchSouth\", 1.39\ndamagefactor \"LaunchSouthWest\", 1.39\ndamagefactor \"LaunchWest\", 1.39\ndamagefactor \"LaunchNorthWest\", 1.39\ndamagefactor \"Spark\", 1.39\ndamagefactor \"SparkDash\", 1.39\ndamagefactor \"SparkDark\", 1.39\ndamagefactor \"Sting\", 1.39\ndamagefactor \"Storm\", 1.39\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.39\ndamagefactor \"Proto\", 1.39\ndamagefactor \"Proto3\", 1.39\ndamagefactor \"Cutter\", 1.39\ndamagefactor \"Guts\", 1.39\ndamagefactor \"Ice2\", 1.39\ndamagefactor \"Bomb\", 1.39\ndamagefactor \"FireStorm\", 2.28\ndamagefactor \"FireSpin\", 2.28\ndamagefactor \"Thunder\", 1.39\ndamagefactor \"Metal\", 1.39\ndamagefactor \"Air\", 1.39\ndamagefactor \"Bubble\", 1.39\ndamagefactor \"Quick\", 1.39\ndamagefactor \"Crash\", 1.39\ndamagefactor \"WeakFire\", 2.28\ndamagefactor \"Atomic\", 2.28\ndamagefactor \"Leaf\", 1.39\ndamagefactor \"Needle\", 1.39\ndamagefactor \"Magnet\", 1.39\ndamagefactor \"Gemini\", 1.39\ndamagefactor \"Hard\", 1.39\ndamagefactor \"Top\", 1.39\ndamagefactor \"Snake\", 1.39\ndamagefactor \"Shock\", 1.39\ndamagefactor \"Shadow\", 1.39\ndamagefactor \"Bright\", 1.39\ndamagefactor \"Rain\", 1.39\ndamagefactor \"Drill\", 1.39\ndamagefactor \"WeakPharoah\", 1.39\ndamagefactor \"Pharoah\", 1.39\ndamagefactor \"PharaohHold\", 1.39\ndamagefactor \"Ring\", 1.39\ndamagefactor \"Dust\", 1.39\ndamagefactor \"Dive\", 1.39\ndamagefactor \"Gravity\", 1.39\ndamagefactor \"WaterWave\", 1.39\ndamagefactor \"Stone\", 1.39\ndamagefactor \"Gyro\", 1.39\ndamagefactor \"Star\", 1.39\ndamagefactor \"Kick\", 1.39\ndamagefactor \"Napalm\", 1.39\ndamagefactor \"Crystal\", 1.39\ndamagefactor \"CrystalBit\", 1.39\ndamagefactor \"Blizzard\", 1.39\ndamagefactor \"Centaur\", 1.39\ndamagefactor \"Flame\", 2.28\ndamagefactor \"Knight\", 1.39\ndamagefactor \"Tomahawk\", 1.39\ndamagefactor \"Wind\", 1.39\ndamagefactor \"Yamato\", 1.39\ndamagefactor \"FCrack\", 1.39\ndamagefactor \"Mirror\", 1.39\ndamagefactor \"SakuCrush\", 1.39\ndamagefactor \"SakuDrill\", 1.39\ndamagefactor \"Screw\", 1.39\ndamagefactor \"Ballade\", 1.39\ndamagefactor \"Cat\", 1.39\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.39\ndamagefactor \"Met\", 1.39\ndamagefactor \"Devil\", 1.39\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.39\ndamagefactor \"Punch\", 1.39\ndamagefactor \"Fire\", 2.28\ndamagefactor \"FireWave\", 2.28\ndamagefactor \"Heat\", 2.28\ndamagefactor \"Skull\", 1.39\ndamagefactor \"Plant\", 1.39\ndamagefactor \"Windg\", 1.39\ndamagefactor \"StarCrash\", 1.39\n\ndamagefactor \"FCrack2\", 1.39\ndamagefactor \"Junk\", 1.39\ndamagefactor \"Burst\", 1.39\ndamagefactor \"Bolt\", 1.39\ndamagefactor \"Coil\", 1.39\ndamagefactor \"Coil2\", 1.39\ndamagefactor \"Claw\", 1.39\ndamagefactor \"Noise\", 1.39\ndamagefactor \"Scorch\", 2.28\ndamagefactor \"Treble\", 1.39\n\ndamagefactor \"Oil\", 1.39\ndamagefactor \"Slow\", 1.39\ndamagefactor \"Roll\", 1.39\n\ndamagefactor \"WilyLightning\", 1.39\ndamagefactor \"WilyFire\", 2.28\ndamagefactor \"WilyIce\", 1.39\n\ndamagefactor \"FirePillar\", 2.28\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nFREE B 1 ACS_ExecuteAlways(137)\nFREE A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nFREE BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nFREE F 5 ACS_ExecuteAlways(137)\nFREE G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nFREE H 0\nGoto pain+1\nPain.Wind:\nFREE H 0 ThrustThing(random(0,255),50,1,0)\nFREE H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nFREE H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nFREE H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nFREE H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nFREE H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nFREE H 0 ThrustThingZ(0,150,1,0)\nFREE H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nFREE H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nFREE H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nFREE H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//FREE H 0 A_Print(\"Gravity 4\")\nFREE H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//FREE H 0 A_Print(\"Gravity 3\")\nFREE H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//FREE H 0 A_Print(\"Gravity 2\")\nFREE H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//FREE H 0 A_Print(\"Gravity 1\")\nFREE H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nFREE H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFREE H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//FREE H 0 ThrustThing(random(0,25),35,1,0)\nFREE H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nFREE H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFREE H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nFREE H 0 SetPlayerProperty(0,1,4)\nFREE H 0 A_GiveInventory(\"FrozenPickup\",1)\nFREE H 35\nFREE A 0 SetPlayerProperty(0,0,4)\nFREE H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nFREE H 0 ThrustThing(64,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nFREE H 0 ThrustThing(32,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nFREE H 0 ThrustThing(0,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nFREE H 0 ThrustThing(224,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nFREE H 0 ThrustThing(192,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nFREE H 0 ThrustThing(160,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nFREE H 0 ThrustThing(128,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nFREE H 0 ThrustThing(96,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nFREE H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nFREE H 0 A_Stop\nFREE H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nFREE H 0 A_Pain\nFREE H 0 //A_GiveInventory(\"TempInvince\",1)\nFREE H 0 //SetPlayerProperty(0, 1, 4)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 0 //SetPlayerProperty(0, 0, 4)\nFREE H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nFREE H 0\nFREE H 1 ThrustThingZ(0,100,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE H 1 A_GiveToTarget(\"KilledMe\",1)\nFREE H 19 ACS_ExecuteAlways(999,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath.instagib:\nFREE Z 1 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_GiveToTarget(\"KilledMe\",1)\nFREE Z 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath:\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE H 0 A_Stop\nFREE H 1 A_GiveToTarget(\"KilledMe\",1)\nFREE H 19 ACS_ExecuteAlways(999,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath.Falling:\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE Z 1 A_PlayerScream\nFREE Z 1 A_Stop\nFREE Z 1 ACS_ExecuteAlways(999,0,0)\nFREE Z -1\nstop\nPunkSpin:\nFREE AVW 3\nFREE XY 3\nGoto PunkSpin+3\nPunkStop:\nFREE WV 5\nGoto Spawn\nEnkerRaise:\nFREE Y 1\nloop\nEnkerAbsorb:\nFREE Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nFREE Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nFREE Y 3 ACS_ExecuteAlways(998,0,65)\nFREE Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nFREE Y 3 ACS_ExecuteAlways(998,0,66)\nFREE Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nFREE Y 1 A_SpawnItemEx(\"DarkDamager\")\nFREE Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nFREE Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nFREE G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/FlameMammoth.txt",
"contents": "actor FlameMammoth : PlayerPawn\n{\nplayer.displayname \"FlameMammoth\"\nplayer.soundclass \"flamemammoth\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.58, 0.58\nplayer.jumpz 10\nplayer.startitem \"FireBallWep\"\nplayer.startitem \"FireWaveWep\"\nplayer.startitem \"FlameAmmo\", 28\ndamagefactor \"Strong\", 0.36\ndamagefactor \"Normal\", 0.71\ndamagefactor \"Weak\", 1.42\ndamagefactor \"Armored\", 0.71\ndamagefactor \"ArmoredRolling\", 0.71\ndamagefactor \"Boomer\", 0.71\ndamagefactor \"DeadLift\", 0.71\ndamagefactor \"Chill\", 0.71\ndamagefactor \"ChillSled\", 0.71\ndamagefactor \"ChillFreeze\", 0.71\ndamagefactor \"FlameM\", 0.71\ndamagefactor \"FlameQuake\", 0.71\ndamagefactor \"Launch\", 0.71\ndamagefactor \"LaunchNorth\", 0.71\ndamagefactor \"LaunchNorthEast\", 0.71\ndamagefactor \"LaunchEast\", 0.71\ndamagefactor \"LaunchSouthEast\", 0.71\ndamagefactor \"LaunchSouth\", 0.71\ndamagefactor \"LaunchSouthWest\", 0.71\ndamagefactor \"LaunchWest\", 0.71\ndamagefactor \"LaunchNorthWest\", 0.71\ndamagefactor \"Spark\", 0.71\ndamagefactor \"SparkDash\", 0.71\ndamagefactor \"SparkDark\", 0.71\ndamagefactor \"Sting\", 0.71\ndamagefactor \"Storm\", 1.42\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.71\ndamagefactor \"Proto\", 0.71\ndamagefactor \"Proto3\", 0.71\ndamagefactor \"Cutter\", 0.71\ndamagefactor \"Guts\", 0.71\ndamagefactor \"Ice2\", 0.71\ndamagefactor \"Bomb\", 0.71\ndamagefactor \"FireStorm\", 0.71\ndamagefactor \"FireSpin\", 0.71\ndamagefactor \"Thunder\", 0.71\ndamagefactor \"Metal\", 0.71\ndamagefactor \"Air\", 1.42\ndamagefactor \"Bubble\", 0.71\ndamagefactor \"Quick\", 0.71\ndamagefactor \"Crash\", 0.71\ndamagefactor \"WeakFire\", 0.71\ndamagefactor \"Atomic\", 0.71\ndamagefactor \"Leaf\", 0.71\ndamagefactor \"Needle\", 0.71\ndamagefactor \"Magnet\", 0.71\ndamagefactor \"Gemini\", 0.71\ndamagefactor \"Hard\", 0.71\ndamagefactor \"Top\", 0.71\ndamagefactor \"Snake\", 0.71\ndamagefactor \"Shock\", 0.71\ndamagefactor \"Shadow\", 0.71\ndamagefactor \"Bright\", 0.71\ndamagefactor \"Rain\", 0.71\ndamagefactor \"Drill\", 0.71\ndamagefactor \"WeakPharoah\", 0.71\ndamagefactor \"Pharoah\", 0.71\ndamagefactor \"PharaohHold\", 0.71\ndamagefactor \"Ring\", 0.71\ndamagefactor \"Dust\", 0.71\ndamagefactor \"Dive\", 0.71\ndamagefactor \"Gravity\", 0.71\ndamagefactor \"WaterWave\", 0.71\ndamagefactor \"Stone\", 0.71\ndamagefactor \"Gyro\", 0.71\ndamagefactor \"Star\", 0.71\ndamagefactor \"Kick\", 0.71\ndamagefactor \"Napalm\", 0.71\ndamagefactor \"Crystal\", 0.71\ndamagefactor \"CrystalBit\", 0.71\ndamagefactor \"Blizzard\", 0.71\ndamagefactor \"Centaur\", 0.71\ndamagefactor \"Flame\", 0.71\ndamagefactor \"Knight\", 0.71\ndamagefactor \"Tomahawk\", 0.71\ndamagefactor \"Wind\", 1.42\ndamagefactor \"Yamato\", 0.71\ndamagefactor \"FCrack\", 0.71\ndamagefactor \"Mirror\", 0.71\ndamagefactor \"SakuCrush\", 0.71\ndamagefactor \"SakuDrill\", 0.71\ndamagefactor \"Screw\", 0.71\ndamagefactor \"Ballade\", 0.71\ndamagefactor \"Cat\", 0.71\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.71\ndamagefactor \"Met\", 0.71\ndamagefactor \"Devil\", 0.71\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.71\ndamagefactor \"Punch\", 0.71\ndamagefactor \"Fire\", 0.71\ndamagefactor \"FireWave\", 0.71\ndamagefactor \"Heat\", 0.71\ndamagefactor \"Skull\", 0.71\ndamagefactor \"Plant\", 0.71\ndamagefactor \"Windg\", 0.71\ndamagefactor \"StarCrash\", 0.71\n\ndamagefactor \"FCrack2\", 0.71\ndamagefactor \"Junk\", 0.71\ndamagefactor \"Burst\", 0.71\ndamagefactor \"Bolt\", 0.71\ndamagefactor \"Coil\", 0.71\ndamagefactor \"Coil2\", 0.71\ndamagefactor \"Claw\", 0.71\ndamagefactor \"Noise\", 0.71\ndamagefactor \"Scorch\", 0.71\ndamagefactor \"Treble\", 0.71\n\ndamagefactor \"Oil\", 0.71\ndamagefactor \"Slow\", 0.71\ndamagefactor \"Roll\", 0.71\n\ndamagefactor \"WilyLightning\", 0.71\ndamagefactor \"WilyFire\", 0.71\ndamagefactor \"WilyIce\", 0.71\n\ndamagefactor \"FirePillar\", 0.71\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nFLAM B 1 ACS_ExecuteAlways(137)\nFLAM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nFLAM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nFLAM F 5 ACS_ExecuteAlways(137)\nFLAM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nFLAM H 0\nGoto pain+1\nPain.Wind:\nFLAM H 0 ThrustThing(random(0,255),50,1,0)\nFLAM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nFLAM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nFLAM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nFLAM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nFLAM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nFLAM H 0 ThrustThingZ(0,150,1,0)\nFLAM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nFLAM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nFLAM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nFLAM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//FLAM H 0 A_Print(\"Gravity 4\")\nFLAM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//FLAM H 0 A_Print(\"Gravity 3\")\nFLAM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//FLAM H 0 A_Print(\"Gravity 2\")\nFLAM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//FLAM H 0 A_Print(\"Gravity 1\")\nFLAM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nFLAM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFLAM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//FLAM H 0 ThrustThing(random(0,25),35,1,0)\nFLAM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nFLAM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFLAM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nFLAM H 0 SetPlayerProperty(0,1,4)\nFLAM H 0 A_GiveInventory(\"FrozenPickup\",1)\nFLAM H 35\nFLAM A 0 SetPlayerProperty(0,0,4)\nFLAM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nFLAM H 0 ThrustThing(64,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nFLAM H 0 ThrustThing(32,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nFLAM H 0 ThrustThing(0,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nFLAM H 0 ThrustThing(224,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nFLAM H 0 ThrustThing(192,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nFLAM H 0 ThrustThing(160,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nFLAM H 0 ThrustThing(128,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nFLAM H 0 ThrustThing(96,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nFLAM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nFLAM H 0 A_Stop\nFLAM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nFLAM H 0 A_Pain\nFLAM H 0 //A_GiveInventory(\"TempInvince\",1)\nFLAM H 0 //SetPlayerProperty(0, 1, 4)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 0 //SetPlayerProperty(0, 0, 4)\nFLAM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nFLAM H 0\nFLAM H 1 ThrustThingZ(0,100,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM H 1 A_GiveToTarget(\"KilledMe\",1)\nFLAM H 19 ACS_ExecuteAlways(999,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath.instagib:\nFLAM Z 1 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_GiveToTarget(\"KilledMe\",1)\nFLAM Z 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath:\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM H 0 A_Stop\nFLAM H 1 A_GiveToTarget(\"KilledMe\",1)\nFLAM H 19 ACS_ExecuteAlways(999,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath.Falling:\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM Z 1 A_PlayerScream\nFLAM Z 1 A_Stop\nFLAM Z 1 ACS_ExecuteAlways(999,0,0)\nFLAM Z -1\nstop\nPunkSpin:\nFLAM AVW 3\nFLAM XY 3\nGoto PunkSpin+3\nPunkStop:\nFLAM WV 5\nGoto Spawn\nEnkerRaise:\nFLAM Y 1\nloop\nEnkerAbsorb:\nFLAM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nFLAM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nFLAM Y 3 ACS_ExecuteAlways(998,0,65)\nFLAM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nFLAM Y 3 ACS_ExecuteAlways(998,0,66)\nFLAM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nFLAM Y 1 A_SpawnItemEx(\"DarkDamager\")\nFLAM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nFLAM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nFLAM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/LaunchOctopus.txt",
"contents": "actor LaunchOctopus : PlayerPawn\n{\nplayer.displayname \"LaunchOctopus\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"HomingTorpedoWep\"\nplayer.startitem \"WhirlpoolWep\"\nplayer.startitem \"LaunchAmmo\", 28\ndamagefactor \"Strong\", 0.47\ndamagefactor \"Normal\", 0.94\ndamagefactor \"Weak\", 1.87\ndamagefactor \"Armored\", 1.87\ndamagefactor \"ArmoredRolling\", 1.87\ndamagefactor \"Boomer\", 0.94\ndamagefactor \"DeadLift\", 0.94\ndamagefactor \"Chill\", 0.94\ndamagefactor \"ChillSled\", 0.94\ndamagefactor \"ChillFreeze\", 0.94\ndamagefactor \"FlameM\", 0.5\ndamagefactor \"FlameQuake\", 0.5\ndamagefactor \"Launch\", 0.94\ndamagefactor \"LaunchNorth\", 0.94\ndamagefactor \"LaunchNorthEast\", 0.94\ndamagefactor \"LaunchEast\", 0.94\ndamagefactor \"LaunchSouthEast\", 0.94\ndamagefactor \"LaunchSouth\", 0.94\ndamagefactor \"LaunchSouthWest\", 0.94\ndamagefactor \"LaunchWest\", 0.94\ndamagefactor \"LaunchNorthWest\", 0.94\ndamagefactor \"Spark\", 0.94\ndamagefactor \"SparkDash\", 0.94\ndamagefactor \"SparkDark\", 0.94\ndamagefactor \"Sting\", 0.94\ndamagefactor \"Storm\", 0.94\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.94\ndamagefactor \"Proto\", 0.94\ndamagefactor \"Proto3\", 0.94\ndamagefactor \"Cutter\", 0.94\ndamagefactor \"Guts\", 0.94\ndamagefactor \"Ice2\", 0.94\ndamagefactor \"Bomb\", 0.94\ndamagefactor \"FireStorm\", 0.5\ndamagefactor \"FireSpin\", 0.5\ndamagefactor \"Thunder\", 0.94\ndamagefactor \"Metal\", 0.94\ndamagefactor \"Air\", 0.94\ndamagefactor \"Bubble\", 0.94\ndamagefactor \"Quick\", 0.94\ndamagefactor \"Crash\", 0.94\ndamagefactor \"WeakFire\", 0.5\ndamagefactor \"Atomic\", 0.5\ndamagefactor \"Leaf\", 1.87\ndamagefactor \"Needle\", 0.94\ndamagefactor \"Magnet\", 0.94\ndamagefactor \"Gemini\", 0.94\ndamagefactor \"Hard\", 0.94\ndamagefactor \"Top\", 0.94\ndamagefactor \"Snake\", 0.94\ndamagefactor \"Shock\", 0.94\ndamagefactor \"Shadow\", 0.94\ndamagefactor \"Bright\", 0.94\ndamagefactor \"Rain\", 0.94\ndamagefactor \"Drill\", 0.94\ndamagefactor \"WeakPharoah\", 0.94\ndamagefactor \"Pharoah\", 0.94\ndamagefactor \"PharaohHold\", 0.94\ndamagefactor \"Ring\", 0.94\ndamagefactor \"Dust\", 0.94\ndamagefactor \"Dive\", 0.94\ndamagefactor \"Gravity\", 0.94\ndamagefactor \"WaterWave\", 0.94\ndamagefactor \"Stone\", 0.94\ndamagefactor \"Gyro\", 0.94\ndamagefactor \"Star\", 1.87\ndamagefactor \"Kick\", 0.94\ndamagefactor \"Napalm\", 0.94\ndamagefactor \"Crystal\", 0.94\ndamagefactor \"CrystalBit\", 0.94\ndamagefactor \"Blizzard\", 0.94\ndamagefactor \"Centaur\", 0.94\ndamagefactor \"Flame\", 0.5\ndamagefactor \"Knight\", 0.94\ndamagefactor \"Tomahawk\", 0.94\ndamagefactor \"Wind\", 0.94\ndamagefactor \"Yamato\", 0.94\ndamagefactor \"FCrack\", 0.94\ndamagefactor \"Mirror\", 0.94\ndamagefactor \"SakuCrush\", 0.94\ndamagefactor \"SakuDrill\", 0.94\ndamagefactor \"Screw\", 0.94\ndamagefactor \"Ballade\", 0.94\ndamagefactor \"Cat\", 0.94\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.5\ndamagefactor \"Met\", 0.94\ndamagefactor \"Devil\", 0.94\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.94\ndamagefactor \"Punch\", 0.94\ndamagefactor \"Fire\", 0.5\ndamagefactor \"FireWave\", 0.5\ndamagefactor \"Heat\", 0.94\ndamagefactor \"Skull\", 0.94\ndamagefactor \"Plant\", 0.94\ndamagefactor \"Windg\", 0.94\ndamagefactor \"StarCrash\", 0.94\n\ndamagefactor \"FCrack2\", 0.94\ndamagefactor \"Junk\", 1.87\ndamagefactor \"Burst\", 0.94\ndamagefactor \"Bolt\", 0.94\ndamagefactor \"Coil\", 0.94\ndamagefactor \"Coil2\", 0.94\ndamagefactor \"Claw\", 0.94\ndamagefactor \"Noise\", 0.94\ndamagefactor \"Scorch\", 0.5\ndamagefactor \"Treble\", 0.94\n\ndamagefactor \"Oil\", 0.94\ndamagefactor \"Slow\", 0.94\ndamagefactor \"Roll\", 1.87\n\ndamagefactor \"WilyLightning\", 0.94\ndamagefactor \"WilyFire\", 0.5\ndamagefactor \"WilyIce\", 0.94\n\ndamagefactor \"FirePillar\", 0.5\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nDIVM A 1 ACS_ExecuteAlways(137)\nDIVM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nDIVM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nDIVM F 5 ACS_ExecuteAlways(137)\nDIVM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nDIVM H 0\nGoto pain+1\nPain.Wind:\nDIVM H 0 ThrustThing(random(0,255),50,1,0)\nDIVM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nDIVM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nDIVM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nDIVM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nDIVM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nDIVM H 0 ThrustThingZ(0,150,1,0)\nDIVM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nDIVM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nDIVM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nDIVM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//DIVM H 0 A_Print(\"Gravity 4\")\nDIVM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//DIVM H 0 A_Print(\"Gravity 3\")\nDIVM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//DIVM H 0 A_Print(\"Gravity 2\")\nDIVM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//DIVM H 0 A_Print(\"Gravity 1\")\nDIVM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nDIVM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nDIVM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//DIVM H 0 ThrustThing(random(0,25),35,1,0)\nDIVM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nDIVM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nDIVM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nDIVM H 0 SetPlayerProperty(0,1,4)\nDIVM H 0 A_GiveInventory(\"FrozenPickup\",1)\nDIVM H 35\nDIVM A 0 SetPlayerProperty(0,0,4)\nDIVM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nDIVM H 0 ThrustThing(64,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nDIVM H 0 ThrustThing(32,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nDIVM H 0 ThrustThing(0,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nDIVM H 0 ThrustThing(224,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nDIVM H 0 ThrustThing(192,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nDIVM H 0 ThrustThing(160,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nDIVM H 0 ThrustThing(128,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nDIVM H 0 ThrustThing(96,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nDIVM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nDIVM H 0 A_Stop\nDIVM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nDIVM H 0 A_Pain\nDIVM H 0 //A_GiveInventory(\"TempInvince\",1)\nDIVM H 0 //SetPlayerProperty(0, 1, 4)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 0 //SetPlayerProperty(0, 0, 4)\nDIVM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nDIVM H 0\nDIVM H 1 ThrustThingZ(0,100,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM H 1 A_GiveToTarget(\"KilledMe\",1)\nDIVM H 19 ACS_ExecuteAlways(999,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath.instagib:\nDIVM Z 1 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_GiveToTarget(\"KilledMe\",1)\nDIVM Z 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath:\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM H 0 A_Stop\nDIVM H 1 A_GiveToTarget(\"KilledMe\",1)\nDIVM H 19 ACS_ExecuteAlways(999,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath.Falling:\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM Z 1 A_PlayerScream\nDIVM Z 1 A_Stop\nDIVM Z 1 ACS_ExecuteAlways(999,0,0)\nDIVM Z -1\nstop\nPunkSpin:\nDIVM AVW 3\nDIVM XY 3\nGoto PunkSpin+3\nPunkStop:\nDIVM WV 5\nGoto Spawn\nEnkerRaise:\nDIVM Y 1\nloop\nEnkerAbsorb:\nDIVM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nDIVM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nDIVM Y 3 ACS_ExecuteAlways(998,0,65)\nDIVM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nDIVM Y 3 ACS_ExecuteAlways(998,0,66)\nDIVM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nDIVM Y 1 A_SpawnItemEx(\"DarkDamager\")\nDIVM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nDIVM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nDIVM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/SparkMandrill.txt",
"contents": "actor SparkMandrill : PlayerPawn\n{\nplayer.displayname \"SparkMandrill\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.738, 0.738\nplayer.jumpz 10\nplayer.startitem \"ElectricSparkWep\"\nplayer.startitem \"LightsOutWep\"\nplayer.startitem \"SparkAmmo\", 28\ndamagefactor \"Strong\", 0.37\ndamagefactor \"Normal\", 0.73\ndamagefactor \"Weak\", 1.47\ndamagefactor \"Armored\", 0.73\ndamagefactor \"ArmoredRolling\", 0.73\ndamagefactor \"Boomer\", 0.73\ndamagefactor \"DeadLift\", 0.73\ndamagefactor \"Chill\", 1.47\ndamagefactor \"ChillSled\", 1.47\ndamagefactor \"ChillFreeze\", 1.47\ndamagefactor \"FlameM\", 0.73\ndamagefactor \"FlameQuake\", 0.73\ndamagefactor \"Launch\", 0.73\ndamagefactor \"LaunchNorth\", 0.73\ndamagefactor \"LaunchNorthEast\", 0.73\ndamagefactor \"LaunchEast\", 0.73\ndamagefactor \"LaunchSouthEast\", 0.73\ndamagefactor \"LaunchSouth\", 0.73\ndamagefactor \"LaunchSouthWest\", 0.73\ndamagefactor \"LaunchWest\", 0.73\ndamagefactor \"LaunchNorthWest\", 0.73\ndamagefactor \"Spark\", 0.73\ndamagefactor \"SparkDash\", 0.73\ndamagefactor \"SparkDark\", 0.73\ndamagefactor \"Sting\", 0.73\ndamagefactor \"Storm\", 0.73\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.73\ndamagefactor \"Proto\", 0.73\ndamagefactor \"Proto3\", 0.73\ndamagefactor \"Cutter\", 0.73\ndamagefactor \"Guts\", 0.73\ndamagefactor \"Ice2\", 1.47\ndamagefactor \"Bomb\", 0.73\ndamagefactor \"FireStorm\", 0.73\ndamagefactor \"FireSpin\", 0.73\ndamagefactor \"Thunder\", 0.73\ndamagefactor \"Metal\", 0.73\ndamagefactor \"Air\", 0.73\ndamagefactor \"Bubble\", 0.73\ndamagefactor \"Quick\", 0.73\ndamagefactor \"Crash\", 0.73\ndamagefactor \"WeakFire\", 0.73\ndamagefactor \"Atomic\", 0.73\ndamagefactor \"Leaf\", 0.73\ndamagefactor \"Needle\", 0.73\ndamagefactor \"Magnet\", 0.73\ndamagefactor \"Gemini\", 0.73\ndamagefactor \"Hard\", 0.73\ndamagefactor \"Top\", 0.73\ndamagefactor \"Snake\", 0.73\ndamagefactor \"Shock\", 0.73\ndamagefactor \"Shadow\", 0.73\ndamagefactor \"Bright\", 0.73\ndamagefactor \"Rain\", 0.73\ndamagefactor \"Drill\", 0.73\ndamagefactor \"WeakPharoah\", 0.73\ndamagefactor \"Pharoah\", 0.73\ndamagefactor \"PharaohHold\", 0.73\ndamagefactor \"Ring\", 0.73\ndamagefactor \"Dust\", 0.73\ndamagefactor \"Dive\", 0.73\ndamagefactor \"Gravity\", 0.73\ndamagefactor \"WaterWave\", 0.73\ndamagefactor \"Stone\", 0.73\ndamagefactor \"Gyro\", 0.73\ndamagefactor \"Star\", 0.73\ndamagefactor \"Kick\", 0.73\ndamagefactor \"Napalm\", 0.73\ndamagefactor \"Crystal\", 0.73\ndamagefactor \"CrystalBit\", 0.73\ndamagefactor \"Blizzard\", 1.47\ndamagefactor \"Centaur\", 0.73\ndamagefactor \"Flame\", 0.73\ndamagefactor \"Knight\", 0.73\ndamagefactor \"Tomahawk\", 0.73\ndamagefactor \"Wind\", 0.73\ndamagefactor \"Yamato\", 0.73\ndamagefactor \"FCrack\", 1.47\ndamagefactor \"Mirror\", 0.73\ndamagefactor \"SakuCrush\", 0.73\ndamagefactor \"SakuDrill\", 0.73\ndamagefactor \"Screw\", 0.73\ndamagefactor \"Ballade\", 0.73\ndamagefactor \"Cat\", 0.73\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.73\ndamagefactor \"Met\", 0.73\ndamagefactor \"Devil\", 0.73\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.73\ndamagefactor \"Punch\", 0.73\ndamagefactor \"Fire\", 0.73\ndamagefactor \"FireWave\", 0.73\ndamagefactor \"Heat\", 0.73\ndamagefactor \"Skull\", 0.73\ndamagefactor \"Plant\", 0.73\ndamagefactor \"Windg\", 0.73\ndamagefactor \"StarCrash\", 0.73\n\ndamagefactor \"FCrack2\", 1.47\ndamagefactor \"Junk\", 0.73\ndamagefactor \"Burst\", 0.73\ndamagefactor \"Bolt\", 0.73\ndamagefactor \"Coil\", 0.73\ndamagefactor \"Coil2\", 0.73\ndamagefactor \"Claw\", 0.73\ndamagefactor \"Noise\", 0.73\ndamagefactor \"Scorch\", 0.73\ndamagefactor \"Treble\", 0.73\n\ndamagefactor \"Oil\", 0.73\ndamagefactor \"Slow\", 0.73\ndamagefactor \"Roll\", 0.73\n\ndamagefactor \"WilyLightning\", 0.73\ndamagefactor \"WilyFire\", 0.73\ndamagefactor \"WilyIce\", 1.47\n\ndamagefactor \"FirePillar\", 0.73\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSPMD B 1 ACS_ExecuteAlways(137)\nSPMD A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSPMD BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSPMD F 5 ACS_ExecuteAlways(137)\nSPMD G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSPMD H 0\nGoto pain+1\nPain.Wind:\nSPMD H 0 ThrustThing(random(0,255),50,1,0)\nSPMD H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSPMD H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSPMD H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSPMD H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSPMD H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSPMD H 0 ThrustThingZ(0,150,1,0)\nSPMD H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSPMD H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSPMD H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSPMD H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//SPMD H 0 A_Print(\"Gravity 4\")\nSPMD H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//SPMD H 0 A_Print(\"Gravity 3\")\nSPMD H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//SPMD H 0 A_Print(\"Gravity 2\")\nSPMD H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//SPMD H 0 A_Print(\"Gravity 1\")\nSPMD H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSPMD H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSPMD H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//SPMD H 0 ThrustThing(random(0,25),35,1,0)\nSPMD H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSPMD H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSPMD H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSPMD H 0 SetPlayerProperty(0,1,4)\nSPMD H 0 A_GiveInventory(\"FrozenPickup\",1)\nSPMD H 35\nSPMD A 0 SetPlayerProperty(0,0,4)\nSPMD H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSPMD H 0 ThrustThing(64,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSPMD H 0 ThrustThing(32,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSPMD H 0 ThrustThing(0,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSPMD H 0 ThrustThing(224,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSPMD H 0 ThrustThing(192,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSPMD H 0 ThrustThing(160,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSPMD H 0 ThrustThing(128,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSPMD H 0 ThrustThing(96,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSPMD H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSPMD H 0 A_Stop\nSPMD H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSPMD H 0 A_Pain\nSPMD H 0 //A_GiveInventory(\"TempInvince\",1)\nSPMD H 0 //SetPlayerProperty(0, 1, 4)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 0 //SetPlayerProperty(0, 0, 4)\nSPMD H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSPMD H 0\nSPMD H 1 ThrustThingZ(0,100,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD H 1 A_GiveToTarget(\"KilledMe\",1)\nSPMD H 19 ACS_ExecuteAlways(999,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath.instagib:\nSPMD Z 1 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_GiveToTarget(\"KilledMe\",1)\nSPMD Z 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath:\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD H 0 A_Stop\nSPMD H 1 A_GiveToTarget(\"KilledMe\",1)\nSPMD H 19 ACS_ExecuteAlways(999,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath.Falling:\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD Z 1 A_PlayerScream\nSPMD Z 1 A_Stop\nSPMD Z 1 ACS_ExecuteAlways(999,0,0)\nSPMD Z -1\nstop\nPunkSpin:\nSPMD AVW 3\nSPMD XY 3\nGoto PunkSpin+3\nPunkStop:\nSPMD WV 5\nGoto Spawn\nEnkerRaise:\nSPMD Y 1\nloop\nEnkerAbsorb:\nSPMD Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSPMD Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSPMD Y 3 ACS_ExecuteAlways(998,0,65)\nSPMD Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSPMD Y 3 ACS_ExecuteAlways(998,0,66)\nSPMD Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSPMD Y 1 A_SpawnItemEx(\"DarkDamager\")\nSPMD Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSPMD Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSPMD G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/StingChameleon.txt",
"contents": "actor StingChameleon : PlayerPawn\n{\nplayer.displayname \"StingChameleon\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"ChameleonStingWep\"\nplayer.startitem \"IronTongueWep\"\nplayer.startitem \"CamouflageGiver\"\nplayer.startitem \"StingAmmo\", 28\ndamagefactor \"Strong\", 0.7\ndamagefactor \"Normal\", 1.4\ndamagefactor \"Weak\", 2.79\ndamagefactor \"Armored\", 1.4\ndamagefactor \"ArmoredRolling\", 1.4\ndamagefactor \"Boomer\", 2.79\ndamagefactor \"DeadLift\", 2.79\ndamagefactor \"Chill\", 1.4\ndamagefactor \"ChillSled\", 1.4\ndamagefactor \"ChillFreeze\", 1.4\ndamagefactor \"FlameM\", 1.4\ndamagefactor \"FlameQuake\", 1.4\ndamagefactor \"Launch\", 1.4\ndamagefactor \"LaunchNorth\", 1.4\ndamagefactor \"LaunchNorthEast\", 1.4\ndamagefactor \"LaunchEast\", 1.4\ndamagefactor \"LaunchSouthEast\", 1.4\ndamagefactor \"LaunchSouth\", 1.4\ndamagefactor \"LaunchSouthWest\", 1.4\ndamagefactor \"LaunchWest\", 1.4\ndamagefactor \"LaunchNorthWest\", 1.4\ndamagefactor \"Spark\", 1.4\ndamagefactor \"SparkDash\", 1.4\ndamagefactor \"SparkDark\", 1.4\ndamagefactor \"Sting\", 1.4\ndamagefactor \"Storm\", 1.4\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.4\ndamagefactor \"Proto\", 1.4\ndamagefactor \"Proto3\", 1.4\ndamagefactor \"Cutter\", 2.79\ndamagefactor \"Guts\", 1.4\ndamagefactor \"Ice2\", 1.4\ndamagefactor \"Bomb\", 1.4\ndamagefactor \"FireStorm\", 1.4\ndamagefactor \"FireSpin\", 1.4\ndamagefactor \"Thunder\", 1.4\ndamagefactor \"Metal\", 2.79\ndamagefactor \"Air\", 1.4\ndamagefactor \"Bubble\", 1.4\ndamagefactor \"Quick\", 1.4\ndamagefactor \"Crash\", 1.4\ndamagefactor \"WeakFire\", 1.4\ndamagefactor \"Atomic\", 1.4\ndamagefactor \"Leaf\", 1.4\ndamagefactor \"Needle\", 1.4\ndamagefactor \"Magnet\", 1.4\ndamagefactor \"Gemini\", 1.4\ndamagefactor \"Hard\", 1.4\ndamagefactor \"Top\", 1.4\ndamagefactor \"Snake\", 1.4\ndamagefactor \"Shock\", 1.4\ndamagefactor \"Shadow\", 2.79\ndamagefactor \"Bright\", 1.4\ndamagefactor \"Rain\", 1.4\ndamagefactor \"Drill\", 1.4\ndamagefactor \"WeakPharoah\", 1.4\ndamagefactor \"Pharoah\", 1.4\ndamagefactor \"PharaohHold\", 1.4\ndamagefactor \"Ring\", 1.4\ndamagefactor \"Dust\", 1.4\ndamagefactor \"Dive\", 1.4\ndamagefactor \"Gravity\", 1.4\ndamagefactor \"WaterWave\", 1.4\ndamagefactor \"Stone\", 1.4\ndamagefactor \"Gyro\", 2.79\ndamagefactor \"Star\", 1.4\ndamagefactor \"Napalm\", 1.4\ndamagefactor \"Crystal\", 1.4\ndamagefactor \"CrystalBit\", 1.4\ndamagefactor \"Blizzard\", 1.4\ndamagefactor \"Centaur\", 1.4\ndamagefactor \"Flame\", 1.4\ndamagefactor \"Knight\", 1.4\ndamagefactor \"Tomahawk\", 2.79\ndamagefactor \"Wind\", 1.4\ndamagefactor \"Yamato\", 1.4\ndamagefactor \"FCrack\", 1.4\ndamagefactor \"Mirror\", 1.4\ndamagefactor \"SakuCrush\", 1.4\ndamagefactor \"SakuDrill\", 1.4\ndamagefactor \"Screw\", 1.4\ndamagefactor \"Ballade\", 1.4\ndamagefactor \"Cat\", 1.4\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.4\ndamagefactor \"Met\", 1.4\ndamagefactor \"Devil\", 1.4\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 2.79\ndamagefactor \"Punch\", 1.4\ndamagefactor \"Fire\", 1.4\ndamagefactor \"FireWave\", 1.4\ndamagefactor \"Heat\", 1.4\ndamagefactor \"Skull\", 1.4\ndamagefactor \"Plant\", 1.4\ndamagefactor \"Windg\", 1.4\ndamagefactor \"StarCrash\", 1.4\n\ndamagefactor \"FCrack2\", 1.4\ndamagefactor \"Junk\", 1.4\ndamagefactor \"Burst\", 1.4\ndamagefactor \"Bolt\", 1.4\ndamagefactor \"Coil\", 1.4\ndamagefactor \"Coil2\", 1.4\ndamagefactor \"Claw\", 2.79\ndamagefactor \"Noise\", 1.4\ndamagefactor \"Scorch\", 1.4\ndamagefactor \"Treble\", 1.4\n\ndamagefactor \"Oil\", 1.4\ndamagefactor \"Slow\", 1.4\ndamagefactor \"Roll\", 1.4\n\ndamagefactor \"WilyLightning\", 1.4\ndamagefactor \"WilyFire\", 1.4\ndamagefactor \"WilyIce\", 1.4\n\ndamagefactor \"FirePillar\", 1.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\n/*renderstyle Add\nalpha 0.5*/\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSTNG B 1 ACS_ExecuteAlways(137)\nSTNG A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSTNG BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSTNG F 5 ACS_ExecuteAlways(137)\nSTNG G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSTNG H 0\nGoto pain+1\nPain.Wind:\nSTNG H 0 ThrustThing(random(0,255),50,1,0)\nSTNG H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSTNG H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSTNG H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSTNG H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSTNG H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSTNG H 0 ThrustThingZ(0,150,1,0)\nSTNG H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSTNG H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSTNG H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSTNG H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//STNG H 0 A_Print(\"Gravity 4\")\nSTNG H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//STNG H 0 A_Print(\"Gravity 3\")\nSTNG H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//STNG H 0 A_Print(\"Gravity 2\")\nSTNG H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//STNG H 0 A_Print(\"Gravity 1\")\nSTNG H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSTNG H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTNG H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//STNG H 0 ThrustThing(random(0,25),35,1,0)\nSTNG H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSTNG H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTNG H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSTNG H 0 SetPlayerProperty(0,1,4)\nSTNG H 0 A_GiveInventory(\"FrozenPickup\",1)\nSTNG H 35\nSTNG A 0 SetPlayerProperty(0,0,4)\nSTNG H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSTNG H 0 ThrustThing(64,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSTNG H 0 ThrustThing(32,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSTNG H 0 ThrustThing(0,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSTNG H 0 ThrustThing(224,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSTNG H 0 ThrustThing(192,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSTNG H 0 ThrustThing(160,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSTNG H 0 ThrustThing(128,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSTNG H 0 ThrustThing(96,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSTNG H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSTNG H 0 A_Stop\nSTNG H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSTNG H 0 A_Pain\nSTNG H 0 //A_GiveInventory(\"TempInvince\",1)\nSTNG H 0 //SetPlayerProperty(0, 1, 4)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 0 //SetPlayerProperty(0, 0, 4)\nSTNG H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSTNG H 0\nSTNG H 1 ThrustThingZ(0,100,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG H 1 A_GiveToTarget(\"KilledMe\",1)\nSTNG H 19 ACS_ExecuteAlways(999,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath.instagib:\nSTNG Z 1 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_GiveToTarget(\"KilledMe\",1)\nSTNG Z 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath:\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG H 0 A_Stop\nSTNG H 1 A_GiveToTarget(\"KilledMe\",1)\nSTNG H 19 ACS_ExecuteAlways(999,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath.Falling:\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG Z 1 A_PlayerScream\nSTNG Z 1 A_Stop\nSTNG Z 1 ACS_ExecuteAlways(999,0,0)\nSTNG Z -1\nstop\nPunkSpin:\nSTNG AVW 3\nSTNG XY 3\nGoto PunkSpin+3\nPunkStop:\nSTNG WV 5\nGoto Spawn\nEnkerRaise:\nSTNG Y 1\nloop\nEnkerAbsorb:\nSTNG Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSTNG Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSTNG Y 3 ACS_ExecuteAlways(998,0,65)\nSTNG Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSTNG Y 3 ACS_ExecuteAlways(998,0,66)\nSTNG Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSTNG Y 1 A_SpawnItemEx(\"DarkDamager\")\nSTNG Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSTNG Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSTNG G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/StormEagle.txt",
"contents": "actor StormEagle : PlayerPawn\n{\nplayer.displayname \"StormEagle\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"StormTornadoWep\"\nplayer.startitem \"PipiEggWep\"\nplayer.startitem \"StormAmmo\", 28\ndamagefactor \"Strong\", 0.53\ndamagefactor \"Normal\", 1.05\ndamagefactor \"Weak\", 2.1\ndamagefactor \"Armored\", 1.05\ndamagefactor \"ArmoredRolling\", 1.05\ndamagefactor \"Boomer\", 1.05\ndamagefactor \"DeadLift\", 1.05\ndamagefactor \"Chill\", 1.05\ndamagefactor \"ChillSled\", 1.05\ndamagefactor \"ChillFreeze\", 1.05\ndamagefactor \"FlameM\", 1.05\ndamagefactor \"FlameQuake\", 1.05\ndamagefactor \"Launch\", 1.05\ndamagefactor \"LaunchNorth\", 1.05\ndamagefactor \"LaunchNorthEast\", 1.05\ndamagefactor \"LaunchEast\", 1.05\ndamagefactor \"LaunchSouthEast\", 1.05\ndamagefactor \"LaunchSouth\", 1.05\ndamagefactor \"LaunchSouthWest\", 1.05\ndamagefactor \"LaunchWest\", 1.05\ndamagefactor \"LaunchNorthWest\", 1.05\ndamagefactor \"Spark\", 1.05\ndamagefactor \"SparkDash\", 1.05\ndamagefactor \"SparkDark\", 1.05\ndamagefactor \"Sting\", 2.1\ndamagefactor \"Storm\", 1.05\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.05\ndamagefactor \"Proto\", 1.05\ndamagefactor \"Proto3\", 1.05\ndamagefactor \"Cutter\", 1.05\ndamagefactor \"Guts\", 1.05\ndamagefactor \"Ice2\", 1.05\ndamagefactor \"Bomb\", 1.05\ndamagefactor \"FireStorm\", 1.05\ndamagefactor \"FireSpin\", 1.05\ndamagefactor \"Thunder\", 1.05\ndamagefactor \"Metal\", 1.05\ndamagefactor \"Air\", 1.05\ndamagefactor \"Bubble\", 1.05\ndamagefactor \"Quick\", 1.05\ndamagefactor \"Crash\", 1.05\ndamagefactor \"WeakFire\", 1.05\ndamagefactor \"Atomic\", 1.05\ndamagefactor \"Leaf\", 1.05\ndamagefactor \"Needle\", 2.1\ndamagefactor \"Magnet\", 1.05\ndamagefactor \"Gemini\", 1.05\ndamagefactor \"Hard\", 1.05\ndamagefactor \"Top\", 1.05\ndamagefactor \"Snake\", 1.05\ndamagefactor \"Shock\", 1.05\ndamagefactor \"Shadow\", 1.05\ndamagefactor \"Bright\", 1.05\ndamagefactor \"Rain\", 1.05\ndamagefactor \"Drill\", 1.05\ndamagefactor \"WeakPharoah\", 1.05\ndamagefactor \"Pharoah\", 1.05\ndamagefactor \"PharaohHold\", 1.05\ndamagefactor \"Ring\", 1.05\ndamagefactor \"Dust\", 1.05\ndamagefactor \"Dive\", 1.05\ndamagefactor \"Gravity\", 1.05\ndamagefactor \"WaterWave\", 1.05\ndamagefactor \"Stone\", 1.05\ndamagefactor \"Gyro\", 1.05\ndamagefactor \"Star\", 1.05\ndamagefactor \"Kick\", 1.05\ndamagefactor \"Napalm\", 1.05\ndamagefactor \"Crystal\", 1.05\ndamagefactor \"CrystalBit\", 1.05\ndamagefactor \"Blizzard\", 1.05\ndamagefactor \"Centaur\", 1.05\ndamagefactor \"Flame\", 1.05\ndamagefactor \"Knight\", 1.05\ndamagefactor \"Tomahawk\", 1.05\ndamagefactor \"Wind\", 1.05\ndamagefactor \"Yamato\", 2.1\ndamagefactor \"FCrack\", 1.05\ndamagefactor \"Mirror\", 1.05\ndamagefactor \"SakuCrush\", 1.05\ndamagefactor \"SakuDrill\", 1.05\ndamagefactor \"Screw\", 1.05\ndamagefactor \"Ballade\", 1.05\ndamagefactor \"Cat\", 1.05\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.05\ndamagefactor \"Met\", 1.05\ndamagefactor \"Devil\", 1.05\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.05\ndamagefactor \"Punch\", 1.05\ndamagefactor \"Fire\", 1.05\ndamagefactor \"FireWave\", 1.05\ndamagefactor \"Heat\", 1.05\ndamagefactor \"Skull\", 1.05\ndamagefactor \"Plant\", 1.05\ndamagefactor \"Windg\", 1.05\ndamagefactor \"StarCrash\", 1.05\n\ndamagefactor \"FCrack2\", 1.05\ndamagefactor \"Junk\", 1.05\ndamagefactor \"Burst\", 1.05\ndamagefactor \"Bolt\", 1.05\ndamagefactor \"Coil\", 1.05\ndamagefactor \"Coil2\", 1.05\ndamagefactor \"Claw\", 1.05\ndamagefactor \"Noise\", 1.05\ndamagefactor \"Scorch\", 1.05\ndamagefactor \"Treble\", 1.05\n\ndamagefactor \"Oil\", 1.05\ndamagefactor \"Slow\", 1.05\ndamagefactor \"Roll\", 1.05\n\ndamagefactor \"WilyLightning\", 1.05\ndamagefactor \"WilyFire\", 1.05\ndamagefactor \"WilyIce\", 1.05\n\ndamagefactor \"FirePillar\", 1.05\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\n/*renderstyle Add\nalpha 0.5*/\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSTOR B 1 ACS_ExecuteAlways(137)\nSTOR A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSTOR BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSTOR F 5 ACS_ExecuteAlways(137)\nSTOR G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSTOR H 0\nGoto pain+1\nPain.Wind:\nSTOR H 0 ThrustThing(random(0,255),50,1,0)\nSTOR H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSTOR H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSTOR H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSTOR H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSTOR H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSTOR H 0 ThrustThingZ(0,150,1,0)\nSTOR H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSTOR H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSTOR H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSTOR H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//STOR H 0 A_Print(\"Gravity 4\")\nSTOR H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//STOR H 0 A_Print(\"Gravity 3\")\nSTOR H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//STOR H 0 A_Print(\"Gravity 2\")\nSTOR H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//STOR H 0 A_Print(\"Gravity 1\")\nSTOR H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSTOR H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTOR H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//STOR H 0 ThrustThing(random(0,25),35,1,0)\nSTOR H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSTOR H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTOR H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSTOR H 0 SetPlayerProperty(0,1,4)\nSTOR H 0 A_GiveInventory(\"FrozenPickup\",1)\nSTOR H 35\nSTOR A 0 SetPlayerProperty(0,0,4)\nSTOR H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSTOR H 0 ThrustThing(64,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSTOR H 0 ThrustThing(32,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSTOR H 0 ThrustThing(0,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSTOR H 0 ThrustThing(224,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSTOR H 0 ThrustThing(192,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSTOR H 0 ThrustThing(160,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSTOR H 0 ThrustThing(128,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSTOR H 0 ThrustThing(96,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSTOR H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSTOR H 0 A_Stop\nSTOR H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSTOR H 0 A_Pain\nSTOR H 0 //A_GiveInventory(\"TempInvince\",1)\nSTOR H 0 //SetPlayerProperty(0, 1, 4)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 0 //SetPlayerProperty(0, 0, 4)\nSTOR H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSTOR H 0\nSTOR H 1 ThrustThingZ(0,100,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR H 1 A_GiveToTarget(\"KilledMe\",1)\nSTOR H 19 ACS_ExecuteAlways(999,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath.instagib:\nSTOR Z 1 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_GiveToTarget(\"KilledMe\",1)\nSTOR Z 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath:\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR H 0 A_Stop\nSTOR H 1 A_GiveToTarget(\"KilledMe\",1)\nSTOR H 19 ACS_ExecuteAlways(999,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath.Falling:\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR Z 1 A_PlayerScream\nSTOR Z 1 A_Stop\nSTOR Z 1 ACS_ExecuteAlways(999,0,0)\nSTOR Z -1\nstop\nPunkSpin:\nSTOR AVW 3\nSTOR XY 3\nGoto PunkSpin+3\nPunkStop:\nSTOR WV 5\nGoto Spawn\nEnkerRaise:\nSTOR Y 1\nloop\nEnkerAbsorb:\nSTOR Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSTOR Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSTOR Y 3 ACS_ExecuteAlways(998,0,65)\nSTOR Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSTOR Y 3 ACS_ExecuteAlways(998,0,66)\nSTOR Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSTOR Y 1 A_SpawnItemEx(\"DarkDamager\")\nSTOR Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSTOR Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSTOR G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/Dumbman.txt",
"contents": "actor Dumbman : PlayerPawn\n{\nplayer.displayname \"Dumbman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.05, 0.05\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.05, 0.05\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPLAY H 0\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PLAY H 0 ThrustThing(random(0,1),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_GiveInventory(\"FrozenPickup\",1)\nPLAY H 35\nPLAY A 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPLAY H 0 ThrustThing(64,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPLAY H 0 ThrustThing(32,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPLAY H 0 ThrustThing(0,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPLAY H 0 ThrustThing(224,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPLAY H 0 ThrustThing(192,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPLAY H 0 ThrustThing(160,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPLAY H 0 ThrustThing(128,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPLAY H 0 ThrustThing(96,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPLAY H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nPLAY H 0\nPLAY H 1 ThrustThingZ(0,100,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nGoTo Death\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/MegaManX.txt",
"contents": "actor X : PlayerPawn\n{\nplayer.displayname \"X\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"XBuster\"\nplayer.startitem \"RSHIwep\"\nplayer.startitem \"Firewavewep\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"RSHIammo\",70\nplayer.startitem \"FlameAmmo\", 28\n\n+NODAMAGETHRUST\n+NOSKIN\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS B 1 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS A 1 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nGoto Spawn+2\nSee:\nMMXS BCDE 5 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nGoto Spawn\nMissile:\nMMXS F 5 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS G 4 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\ngoto Spawn\nDash:\nMMXS I 4\ngoto Spawn\n/*MMXS I 2 SetPlayerProperty(0,1,0)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 10\nMMXS I 0 SetPlayerProperty(0,0,0)\nMMXS I 0 A_GiveInventory(\"DashItem\",1)*/\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nMMXS H 0\nGoto pain+1\nPain.Wind:\nMMXS H 0 ThrustThing(random(0,255),50,1,0)\nMMXS H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nMMXS H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nMMXS H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nMMXS H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nMMXS H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nMMXS H 0 ThrustThingZ(0,150,1,0)\nMMXS H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nMMXS H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nMMXS H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nMMXS H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//MMXS H 0 A_Print(\"Gravity 4\")\nMMXS H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//MMXS H 0 A_Print(\"Gravity 3\")\nMMXS H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//MMXS H 0 A_Print(\"Gravity 2\")\nMMXS H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//MMXS H 0 A_Print(\"Gravity 1\")\nMMXS H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nMMXS H 0 ThrustThing(random(0,255),random(0,50),1,0)\nMMXS H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//MMXS H 0 ThrustThing(random(0,1),35,1,0)\nMMXS H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nMMXS H 0 ThrustThing(random(0,255),random(0,50),1,0)\nMMXS H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nMMXS H 0 SetPlayerProperty(0,1,4)\nMMXS H 0 A_GiveInventory(\"FrozenPickup\",1)\nMMXS H 35\nMMXS A 0 SetPlayerProperty(0,0,4)\nMMXS H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nMMXS H 0 ThrustThing(64,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nMMXS H 0 ThrustThing(32,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nMMXS H 0 ThrustThing(0,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nMMXS H 0 ThrustThing(224,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nMMXS H 0 ThrustThing(192,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nMMXS H 0 ThrustThing(160,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nMMXS H 0 ThrustThing(128,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nMMXS H 0 ThrustThing(96,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nMMXS H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nMMXS H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nMMXS H 0 A_Stop\nMMXS H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nMMXS H 0 A_Pain\nMMXS H 0 //A_GiveInventory(\"TempInvince\",1)\nMMXS H 0 //SetPlayerProperty(0, 1, 4)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 0 //SetPlayerProperty(0, 0, 4)\nMMXS H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nMMXS H 0\nMMXS H 1 ThrustThingZ(0,100,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS H 1 A_GiveToTarget(\"KilledMe\",1)\nMMXS H 19 ACS_ExecuteAlways(999,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nGoTo Death\nDeath.instagib:\nMMXS Z 1 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_GiveToTarget(\"KilledMe\",1)\nMMXS Z 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nDeath:\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS H 0 A_Stop\nMMXS H 1 A_GiveToTarget(\"KilledMe\",1)\nMMXS H 19 ACS_ExecuteAlways(999,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nDeath.Falling:\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS Z 1 A_PlayerScream\nMMXS Z 1 A_Stop\nMMXS Z 1 ACS_ExecuteAlways(999,0,0)\nMMXS Z -1\nstop\nPunkSpin:\nMMXS AVW 3\nMMXS XY 3\nGoto PunkSpin+3\nPunkStop:\nMMXS WV 5\nGoto Spawn\nEnkerRaise:\nMMXS Y 1\nloop\nEnkerAbsorb:\nMMXS Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nMMXS Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nMMXS Y 3 ACS_ExecuteAlways(998,0,65)\nMMXS Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nMMXS Y 3 ACS_ExecuteAlways(998,0,66)\nMMXS Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nMMXS Y 1 A_SpawnItemEx(\"DarkDamager\")\nMMXS Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nMMXS Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nMMXS G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/ArmoredAWeps.txt",
"contents": "actor HeadbeamWep : MegaBuster 4000\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"%o was beamed up by %k's Head Beam.\"\nweapon.ammotype \"ArmoredAmmo\" //\"CounterCharge\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"HEBEIC\"\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nAAHD A 0 ACS_ExecuteAlways(998,0,400)\nAAHD A 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 ACS_ExecuteAlways (146,0)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Ready\")\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterReady\")\nAAHD A 5 A_WeaponReady\nAAHD A 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nAAHD A 1 A_Lower\nAAHD A 0 A_TakeInventory(\"ShieldHolding\", 1)\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nAAHD A 1 A_Raise\nLoop\nFire:\nBUSH E 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Fire\")\nPROC A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterFire\")\nAAHD A 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"HeadBeam\",0,1,0,16)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nAltFire:\nBUSH E 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltFire\")\nPROC A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltFire\")\nPROC A 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"AltHold\")\nAAHD ABC 2\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 1\nAAHD C 0 A_Refire\nAltHold:\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHoldSound\")\nAAHD C 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltHoldSound\")\nAAHD C 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 1\nAAHD C 0 A_ReFire\nAAHD C 1 A_WeaponReady\nGoto CoolDown\nCoolDown:\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Cooldown\")\nAAHD C 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterCooldown\")\nAAHD C 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD CBA 2\nGoto Ready+1\nNoAmmo:\nGoto Ready+1\nCounterReady:\nAAHD A 0 ACS_ExecuteAlways(991,0,63)\nAAHD D 5 A_WeaponReady\nAAHD D 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nCounterFire:\nAAHD D 0 A_TakeInventory(\"CounterCharge\",8)\nAAHD D 0 A_TakeInventory(\"PlayedChargeSound\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",0,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",45,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",90,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",135,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",180,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",225,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",270,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",315,0,0,0)\nAAHD D 0 ACS_ExecuteAlways(991,0,36)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nCounterAltFire:\nAAHD D 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"CounterAltHold\")\nAAHD D 0 ACS_ExecuteAlways(991,0,63)\nAAHD DEF 2\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_Refire\nGoto Ready+1\nCounterAltHoldSound:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_JumpIfInventory(\"PlayedChargeSound\", 1, \"CounterAltHold\")\nAAHD F 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nAAHD F 0 A_GiveInventory(\"PlayedChargeSound\",1)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHold\")\nAAHD F 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltHold\")\nGoto Ready+1\nCounterAltHold:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_ReFire\nAAHD F 1 A_WeaponReady\nGoto CoolDown\nCounterCoolDown:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD FED 2\nAAHD F 1 A_WeaponReady\nGoto Ready+1\nCounter2Ready:\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 ACS_ExecuteAlways(991,0,400)\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 ACS_ExecuteAlways(991,0,400)\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 A_WeaponReady\nAAHD D 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nCounter2Fire:\n//AAHD D 0 A_Print (\"Counter2Fire\")\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_TakeInventory(\"CounterCharge\",16)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",16)\nAAHD D 0 A_TakeInventory(\"PlayedChargeSound\",1)\nAAHD D 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",0,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",45,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",90,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",135,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",180,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",225,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",270,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",315,0,0,0)\nAAHD D 0 ACS_ExecuteAlways(991,0,36)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nCounter2AltFire:\n//AAHD F 0 A_Print (\"Counter2AltFire\")\nAAHD D 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"Counter2AltHold\")\nAAHD D 1 ACS_ExecuteAlways(991,0,63)\nAAHD A 1 ACS_ExecuteAlways(991,0,400)\nAAHD E 1 ACS_ExecuteAlways(991,0,63)\nAAHD B 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_Refire\nGoto Ready+1\nCounter2AltHoldSound:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_JumpIfInventory(\"PlayedChargeSound\", 1, \"Counter2AltHold\")\nAAHD F 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nAAHD F 0 A_GiveInventory(\"PlayedChargeSound\",1)\nAAHD F 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHold\")\nGoto Ready+1\nCounter2AltHold:\n//AAHD F 0 A_Print (\"Counter2AltHold\")\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_ReFire\nAAHD C 0 A_WeaponReady\nGoto CoolDown\nCounter2CoolDown:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD E 1 ACS_ExecuteAlways(991,0,63)\nAAHD B 1 ACS_ExecuteAlways(991,0,400)\nAAHD D 1 ACS_ExecuteAlways(991,0,63)\nAAHD A 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_WeaponReady\nGoto Ready+1\n}\n}\n\nactor ArmoredAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nACTOR ShieldHolding : PowerSpeed\n{\n\tInventory.amount 1\n\tInventory.maxamount 1\n \tSpeed 0.3\n}\n\nactor CounterCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 16\ninventory.pickupsound \"weapon/weaponup\"\nInventory.Pickupmessage \"Power up! Counter Charge!\"\n}\n\nactor PlayedChargeSound : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ShockPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nInventory.Pickupmessage \"Ow! You are shocked!\"\ndamagetype \"Spark\"\nStates\n{\nSpawn:\nSPAS ABABABAB 4\nstop\nPickup:\nSPAS A 1\nTNT1 A 0 ACS_ExecuteAlways (141,0)\nTNT1 A 0 A_TakeInventory (\"ShockPickup\", 1)\nstop\n}\n}\n\n/*actor HeadBeamShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\ndamagetype \"Proto\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\ngoto spawn+1\nDeath:\nBUST A 1\nstop\n}\n}*/\n\nactor ArmShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"Proto\", 0.0\ndamagefactor \"Thunder\", 1\ndamagefactor \"Shock\", 1\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n+GHOST\n//+NOINTERACTION\n+NORADIUSDMG\n+SHIELDREFLECT\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.Shock:\nHARM H 0 A_SpawnItemEx(\"ShockPickup\",0,0,0,-1, 0, 0, 0, 0, 0)\nstop\nPain.Thunder:\nHARM H 0 A_SpawnItemEx(\"ShockPickup\",0,0,0,-1, 0, 0, 0, 0, 0)\nstop\nPain:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"CounterCharge\",1)\n//HARM H 0 A_SpawnItemEx(\"CounterCharge\",0,0,0,-1, 0, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor ArmShieldFX\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\nARSH A 2\nstop\n}\n}\n\nactor HeadBeam\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 9\nheight 11\nscale 2.5\nStates\n{\nSpawn:\nHEBE ABC 3\nLoop\nDeath:\n//BUST A 1\nstop\n}\n}\n\nactor HeadBeam2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 29\nDamage (35)\nradius 10\nheight 10\nscale 2.5\nStates\n{\nSpawn:\nHEBE DEF 3\nloop\n}\n}\n\nactor HeadBeam3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 32\nDamage (50)\nradius 20\nheight 20\nscale 5\nStates\n{\nSpawn:\nHEBE DEF 3\nloop\n}\n}\n\nactor RollingShieldWep : MegaBuster 4001\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o is ROFDOL because of %k's Rolling Shield.\"\nweapon.ammotype \"ArmoredAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"AAROIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP M 1\nloop\nReady:\n//AAHD A 0 A_Print(\"Ready\")\nAAHD A 0 ACS_ExecuteAlways(998,0,401)\nAAHD D 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")\nAAHD A 0 ACS_ExecuteAlways (146,0)\nAAHD A 5 A_WeaponReady\nPROC L 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nAAHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nAAHD A 1 A_Raise\nLoop\nFire:\n//AAHD A 0 A_Print(\"Fire\")\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD A 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")//PROC L 0 A_GiveInventory(\"IsRolling\",1)\nAAHD A 0 A_GiveInventory(\"IsRolling\",1)\nAAHD ABC 4\n//MAGG C 12\nAAHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"RollingShieldProj\",0,1,8,0)\nGoto AlreadyRolling\nAltFire:\n//AAHD A 0 A_Print(\"Altfire\")\nAAHD A 0 A_JumpIfInventory(\"IsRolling\",1,\"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nAAHD A 0 A_PlaySoundEx(\"menu/change\",\"Weapon\")\nAAHD A 0 A_GiveInventory(\"KillRolling\",1)\nAAHD A 0 A_TakeInventory(\"IsRolling\",1)\nAAHD CB 3 ACS_ExecuteAlways (146,0)\nAAHD A 0 A_TakeInventory(\"KillRolling\",1)\nAAHD A 0 A_Refire\nGoto Ready+1\nAlreadyRolling:\n//AAHD A 0 A_Print(\"AlreadyRolling\")\nAAHD A 0 A_WeaponReady (2)\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1// ACS_ExecuteAlways (147,0)\n//PROC L 0 A_JumpIfInventory(\"IsRolling\",0,\"Ready\")\nTNT1 L 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")\nTNT1 A 0 A_Refire\nGoTo Ready+1\n//Ready1:\n//GoTo Ready+1\nNoAmmo:\n//AAHD A 0 A_Print(\"NoAMmo\")\nAAHD A 1 A_TakeInventory(\"IsRolling\",1)\nAAHD A 3 ACS_ExecuteAlways (146,0)\nAAHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n/*NotRollingYet:\nBLIZ EF 3\nAAHD A 16\nAAHD A 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"RollingShieldProj\",0,1,8,0)\n//PROC L 0 A_GiveInventory(\"IsRolling\",1)\nAAHD A 0 A_Refire\nGoto AlreadyRolling*/\n/*Spawn:\nWEA2 E 1\nloop\nReady:\nCKIC C 0 ACS_ExecuteAlways(998,0,24)\nCKIC C 5 A_WeaponReady\nPROC L 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCKIC C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCKIC C 1 A_Raise\nLoop\nTest:\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"ChargeKick\",0,1,0,0)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA BCA 2 A_WeaponReady\nGoto Ready\nFire:\nSLID C 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlide:\nCKIC B 5\nCKIC C 5\nSLID C 0 A_JumpIf(momz==0, \"SlideSlide\")\nSlideSlide:\nSLID C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSLID C 0 A_GiveInventory(\"RollingSlide\")\nPROC H 0 A_TakeInventory(\"ArmoredAmmo\", 5)\nSLID C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSLID C 0 SetPlayerProperty(0,1,0)\nSLID C 2 A_Recoil(-40)\nSLID A 8 SetPlayerProperty(0,0,0)\nSLID B 5\nSLID C 5\nSLID C 0 A_Refire\nNoAmmo:\nBUSH A 1 ACS_Execute(979,0)\nGoto Ready+1\nNoAmmo:\nSLID C 0 A_TakeInventory(\"RollingSlide\",1)\nBUSH A 1 ACS_Execute(979,0)\nGoto Ready+1*/\n}\n}\n\nactor RollingShieldProj\n{\nPROJECTILE\n+NOBLOCKMAP\n//+MISSILE\n//Monster\n//+CANPUSHWALLS\n//+ACTIVATEMCROSS\n+DOOMBOUNCE\n+SKYEXPLODE\nRadius 23\nHeight 56\ndamagetype \"ArmoredRolling\"\nscale 2.5\ndamage (30)\n+FORCEXYBILLBOARD\n+REFLECTIVE\n+DONTRIP\n+RIPPER\nspeed 25\nreactiontime 100\nbouncefactor 0.9\nwallbouncefactor 0.9\nSeeSound \"weapon/powerstone\"\nStates\n{\nSpawn:\nAARO A 0\nAARO A 0 //ACS_ExecuteAlways (144,0)\nAARO A 0 A_GiveToTarget(\"IsRolling\",1)\nAARO A 0 A_TakeFromTarget(\"ArmoredAmmo\",1)\nAARO A 1 ACS_ExecuteAlways (144,0)\nAARO A 1 ACS_ExecuteAlways (144,0)\nAARO B 1 ACS_ExecuteAlways (144,0)\nAARO B 1 ACS_ExecuteAlways (144,0)\nAARO A 0 A_TakeFromTarget(\"ArmoredAmmo\",1)\nAARO C 1 ACS_ExecuteAlways (144,0)\nAARO C 1 ACS_ExecuteAlways (144,0)\nAARO D 1 ACS_ExecuteAlways (144,0)\nAARO D 1 ACS_ExecuteAlways (144,0)\nAARO A 0 A_CountDown\nAARO A 0 A_JumpIfInTargetInventory(\"KillRolling\", 1, \"Death\")\nAARO A 0 A_JumpIfInTargetInventory(\"ArmoredAmmo\", 1, \"SpawnPlus2\")\nGoTo Death\nSpawnPlus2:\nGoTo Spawn+2\nDeath:\nAARO A 1 A_TakeFromTarget(\"IsRolling\",1)\nAARO A 1 A_TakeFromTarget(\"KillRolling\",1)\nAARO D 0 ACS_ExecuteAlways (146,0)\nstop\n}\n}\n\nactor RollingSlide : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n/*actor IsRolling : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}*/\n\nactor IsRolling : Inventory 11004\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Rolling!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nAARO A 1\nloop\n}\n}\n\nactor KillRolling : Inventory\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\n+COUNTITEM\n+INVBAR\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nAARO A 1\nloop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/BoomerKWeps.txt",
"contents": "actor BoomerangCutterWep : MegaBuster 4002\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"%o was sliced and diced by %k's boomerang cutter.\"\nInventory.Pickupmessage \"Power up! Boomerang Cutter!\"\nweapon.ammotype \"BoomerAmmo\"\n+WEAPON.AMMO_OPTIONAL\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"BOCUIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nReady:\nBKHD S 0 ACS_ExecuteAlways(998,0,403)\n//BKHD S 0 A_TakeInventory(\"BoomerangCutterFlag\",999)\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 5 A_WeaponReady\nBKHD S 0 A_GiveInventory(\"BoomerAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBKHD S 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBKHD S 1 A_Raise\nLoop\nFire:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD T 2 A_FireCustomMissile(\"BoomerangCutter\",0,1,8,0)\nBKHD T 0 A_GiveInventory (\"BoomerangCutterFlag\",2)\nBKHD UV 2\nBKHD WXY 3\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 0 A_Refire\nGoTo Ready +1\nAltFire:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerAmmo\",2,\"AltfireSuccess\")\nAltFireSuccess:\nBKHD Y 0 A_TakeInventory(\"BoomerAmmo\",2)\nBKHD T 2 A_FireCustomMissile(\"BoomerangCutterRight\",0,0,8,0)\nBKHD T 0 A_GiveInventory (\"BoomerangCutterFlag\",2)\nBKHD UV 2\nBKHD WXY 3\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 0 A_Refire\nGoTo Ready +1\nBoomerangFull:\nBKHD U 10\nBKHD S 0 //ACS_ExecuteAlways(153,0)\nGoto BoomerangCheck\nBoomerangCheck:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\n//TNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",0,\"BoomerangEmpty\")\nGoTo BoomerangEmpty\nBoomerangEmpty:\nBKHD S 0\nGoTo Ready+1\n/*Return:\nBKHD Y 0 A_TakeInventory(\"BoomerangCutterFlag\",3)\nBKHD YZ 2\nBKHD S 0 A_Refire\nGoto Ready+1*/\nNoAmmo:\nBKHD S 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor BoomerAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BoomerangCutter\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\n+DONTSPLASH\ndamage (1)\n//+DOOMBOUNCE\n+RIPPER\n+DONTBLAST\n+NOTARGETSWITCH\n+NOCLIP\n+NOINTERACTION\nmeleerange 12\nreactiontime 10\n+SKYEXPLODE\n//+FLOAT\ndamagetype \"Boomer\"\nspeed 20\nFloatSpeed 16\n//bouncefactor 0\n//wallbouncefactor 0\nStates\n{\nSpawn:\nBOCU A 0\nBOCU A 0 A_PlaySound(\"weapon/boomerangcutter\")\nBOCU A 0 //A_GiveToTarget(\"BoomerangCutterFlag\",1)\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 2 ACS_ExecuteAlways(150,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nGoTo Spin\nSpin:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU A 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU C 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nGoTo Looping\nLooping:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Countdown\nGoTo Return\nReturn:\nBOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",2)\n//BOCU A 0 A_GiveToTarget(\"BoomerAmmo\",1)\nstop\nDeath:\nGoTo Looping\n//BOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",3)\nstop\n}\n}\n\nactor BoomerangCutterRight : BoomerangCutter\n{\nStates\n{\nSpawn:\nBOCU A 0\nBOCU A 0 A_PlaySound(\"weapon/boomerangcutter\")\nBOCU A 0 //A_GiveToTarget(\"BoomerangCutterFlag\",1)\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 2 ACS_ExecuteAlways(150,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nGoTo Spin\nSpin:\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU A 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU C 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nGoTo Looping\nLooping:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Countdown\nGoTo Return\nReturn:\nBOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",2)\nstop\nDeath:\nGoTo Looping\nstop\n}\n}\n\nactor BoomerangCutterDamager\n{\nPROJECTILE\ndamagetype \"Boomer\"\n+RIPPER\ndamage (2)\nradius 12\nheight 12\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor BoomerangCutterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 6\n}\n\nactor DeadLiftWep : MegaBuster 4003\n{\nWeapon.AmmoUse 3\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o was made dead by %k's Dead Lift\"\nInventory.Pickupmessage \"Power up! Dead Lift!\"\nweapon.ammotype \"BoomerAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"BKTEIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nReady:\nBKHD A 0 ACS_ExecuteAlways(998,0,403)\nBKHD A 5 A_WeaponReady\nBKHD A 0 A_GiveInventory(\"BoomerAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBKHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBKHD A 1 A_Raise\nLoop\nFire:\nBKHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBKHD A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nBKHD A 0 SetPlayerProperty(0,1,0)\nBKHD A 2 A_Recoil(-20)\nBKHD A 0 A_FireCustomMissile(\"DeadLiftProj\",0,1,8,0)\nBKHD A 0 SetPlayerProperty(0,0,0)\nBKHD BBBBBBBBBBBBBBBBBBBBBBBB 1 A_JumpIfInventory(\"DeadliftFlag\",1,\"DeadLiftConnect\")\nBKHD A 10\nBKHD A 0 A_Refire\nGoTo Ready+1\nDeadliftConnect:\nBKHD A 0 A_TakeInventory(\"DeadLiftFlag\",1)\nBKHD A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon2\")\nBKHD A 0 SetPlayerProperty(0,1,0)\nBKHD BCD 4\nBKHD A 0 SetPlayerProperty(0,0,0)\nBKHD A 20\nBKHD A 0 A_Refire\nGoTo Ready+1\nAltFire:\nBKHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBKHD A 0 A_JumpIfInventory(\"BoomerAmmo\",9,\"HasAltFireAmmo\")\nGoTo Ready+1\nHasAltFireAmmo:\nBKHD A 0 A_PlaySoundEx(\"weapon/boomerteleport\",\"Weapon\")\nBKHD A 1 A_FireCustomMissile(\"TeleportTracer\",0,0,8,0)\nBKHD A 0 A_FireCustomMissile(\"BoomerClone\",0,0,8,0)\n//BKHD A 1 A_SpawnItemEx(\"BoomerClone\",0,0,16,0,0,0,SXF_NOCHECKPOSITION)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 0 ACS_ExecuteAlways (154,0)\nBKHD A 0 A_TakeInventory(\"BoomerAmmo\",9)\nBKHD A 20 A_SetTranslucent (1.0, 0)\nBKHD A 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nBKHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor DeadLiftProj\n{\nPROJECTILE\nRadius 16\nHeight 16\nscale 2.5\ndamage (40)\ndamagetype \"DeadLift\"\nspeed 40\nStates\n{\nSpawn:\nMMFX AAAA 1\nstop\nCrash:\nMMFX A 0\nMMFX A 0 A_GiveToTarget(\"DeadLiftFlag\",1)\nStop\n}\n}\n\nactor TeleportTracer\n{\nPROJECTILE\n//+FLOORHUGGER\n//+GHOST\n-SOLID\n+RIPPER\nRadius 16\nHeight 16\nscale 2.5\ndamage (0)\ndamagetype \"Boomer\"\nspeed 100\nStates\n{\nSpawn:\nTNT1 B 0\nTNT1 B 1 ACS_ExecuteAlways (174,0)\nTNT1 B 1\nTNT1 B 4\nstop\nDeath:\nTNT1 B 1 ACS_ExecuteAlways (174,0)\nstop\n}\n}\n\nactor TeleportTracerSecond : TeleportTracer\n{\nStates\n{\nSpawn:\nTNT1 B 4\nLoop\nDeath:\nTNT1 B 0 A_Stop\nTNT1 B 0 //A_ChangeFlag(\"FLOORHUGGER\",1)\nTNT1 B 1\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\n/*BKTE B 1 A_SetTranslucent (0.1, 0)\nBKTE B 1 A_SetTranslucent (0.2, 0)\nBKTE B 1 A_SetTranslucent (0.3, 0)\nBKTE B 1 A_SetTranslucent (0.4, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.6, 0)\nBKTE B 1 A_SetTranslucent (0.7, 0)\nBKTE B 1 A_SetTranslucent (0.8, 0)\nBKTE B 1 A_SetTranslucent (0.9, 0)\nBKTE B 1 A_SetTranslucent (1, 0)*/\nBKHD A 0 A_PlaySoundEx(\"weapon/boomerteleport\",\"1\")\nBKTE B 1 ACS_ExecuteAlways (155,0)\nBKTE B 1 ACS_ExecuteAlways (146,0)\nstop\n}\n}\n\nactor DeadLiftFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BoomerClone : PlayerPawn\n{\n//MONSTER\n+THRUGHOST\nobituary \"%o was surprised by a Boomer Clone.\"\nHeight 16\nRadius 16\nHealth 100\nscale 2.5\npainchance 255\nreactiontime 1400\ndamagefactor \"Boomer\", 0.0\nspeed 15\n//+SHOOTABLE\n+FLOAT\n//+NOGRAVITY\n//+NOBLOOD\n//+WINDTHRUST\n//+NEVERRESPAWN\n//-ACTIVATEMCROSS\n+FRIENDLY\n-SOLID\n//+NORADIUSDMG\n//+LOOKALLAROUND\n+NOBLOCKMAP\n+DROPOFF\nStates\n{\nSpawn:\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nDeath:\nTNT1 A 0 A_CustomMissile(\"TeleportTracerSecond\",0,0,0,2,-90)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/ChillPWeps.txt",
"contents": "actor ShotgunIceWep : MegaBuster 4004\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Shotgun Ice!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SGICIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nReady:\nCPHD A 0 ACS_ExecuteAlways(998,0,404)\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD A 0 ACS_ExecuteAlways (146,0)\nCPHD A 0 A_GiveInventory(\"ChillAmmo\",1)\nCPHD A 5 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCPHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nCPHD A 0 A_SpawnItemEx(\"FreezeFX\",-1,8,32,0,0,0)\nCPHD A 0 A_FireCustomMissile(\"IceShot\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",2)\nCPHD B 6\nCPHD A 14\nCPHD A 0 A_Refire\nGoto Ready+1\nAltFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_JumpIfInventory(\"ChillAmmo\",5,\"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nCPHD A 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\n//CPHD A 0 A_SpawnItemEx(\"SledStart\",0,0,8,10,0,0,0,SXF_NOCHECKPOSITION)\nCPHD A 0 A_FireCustomMissile(\"SledStart\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",1)\nCPHD ABD 5\nGoto AlreadySledding\nAlreadySledding:\nCPHD E 0 A_WeaponReady\nCPHD E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\n//PROC L 0 A_JumpIfInventory(\"IsRolling\",0,\"Ready\")\nCPHD C 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD DBA 5\nCPHD C 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nCPHD A 1 ACS_Execute(979,0)\nCPHD A 1 A_TakeInventory(\"IsSledding\",1)\nCPHD A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}\n\nactor ChillAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor FreezeFX\n{\n+NOGRAVITY\nscale 2.5\n+NOINTERACTION\nPROJECTILE\nHeight 1\nRadius 1\nStates\n{\nSpawn:\nFCRA ABC 4\nstop\n}\n}\n\nactor IceShot\n{\nPROJECTILE\nRadius 10\nHeight 10\nscale 2.5\ndamage (15)\nspeed 30\ndamagetype \"Chill\"\nSpawnID 255\nObituary \"%o was iced by %k's Shotgun Ice.\"\nStates\n{\nSpawn:\nSGIC A 4\nloop\nDeath:\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecrackerhit\",\"Weapon\")\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-180,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-135,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-155,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,135,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,155,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor IceBit\n{\nPROJECTILE\nRadius 6\nHeight 6\nscale 2.5\ndamage (5)\nspeed 30\nstates\n{\nSpawn:\nSGIC B 4\nloop\n}\n}\n\nactor SledStart\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+SOLID\n+SKYEXPLODE\nRadius 14\nHeight 11\ndamagetype \"ChillSled\"\nscale 2.5\ndamage (20)\nspeed 1\nreactiontime 100\ngravity 1\nObituary \"%o was sent exploring by %k's Ice Sled.\"\nStates\n{\nSpawn:\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoto Death\nDeath:\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"Sled\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\n/*Spawn:\nSLED A 1 //A_Stop\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 1 ACS_ExecuteAlways (144,0)\n//SLED A 0 ACS_ExecuteAlways (145,0)\n//SLED A 1 ACS_ExecuteAlways (155,0)\nSLED A 1 A_JumpIf(z-floorz<8,\"Death2\")\nSLED A 0 A_CountDown\nGoTo Spawn\nDeath:\n//TNT1 A 0 A_JumpIf(z-floorz<8,\"Death2\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\nDeath2:\n//TNT1 A 1 A_SpawnItemEx(\"BubbleLead\",0,0,0,18,0,0,0,0,0)\nTNT1 A 1 A_SpawnItemEx(\"Sled\",0,0,0,momx,momy,0,0,0,0)\nstop*/\n\nactor Sled\n{\nPROJECTILE\n+SOLID\n-NOGRAVITY\n+RIPPER\n+FLOORHUGGER\n+SKYEXPLODE\nDamage (20)\nRadius 14\nHeight 11\ndamagetype \"ChillSled\"\nScale 2.5\ngravity 1\nspeed 1\nObituary \"%o was sent exploring by %k's Ice Sled.\"\nStates\n{\nSpawn:\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nSLED A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_Recoil(-2)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoto Death\nDeath:\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\n//GSHE A 1 A_JumpIf(z-floorz<12, \"Floor\")\n//Goto Spawn\n//FIBA B 1 A_SpawnItemEx(\"RedShell\",0,0,1,momx,momy,-1*momz,angle,SXF_NOCHECKPOSITION)'\nstop\nAir:\nTNT1 A 1 A_SpawnItemEx(\"SledStart\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n\n}\n}\n\n/*Spawn:\nRSHE A 1 A_ChangeFlag(\"FLOORHUGGER\",1)\nRSHE A 0 A_ChangeFlag(\"FLOORHUGGER\",0)\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\n//SLED A 1 A_GiveInventory(\"Clip\",1)\nSLED A 0 //ACS_ExecuteAlways (156,0)\n// removed setup-scripts\nSLED A 0 //ACS_ExecuteAlways (157,0) // changed execution script to 144\nSLED A 0 A_Recoil(-2)\nSLED A 0 //ACS_ExecuteAlways (155,0)\nSLED AAA 1 //ACS_ExecuteAlways (157,0) // changed execution script to 144, 3 frames\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 1 A_TakeFromTarget(\"ChillAmmo\",1)\nAARO A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoTo Spawn\n/*SLED A 1 A_GiveToTarget(\"IsSledding\",1)\nSLED A 1 A_GiveInventory(\"Clip\",1)\nSLED A 0 ACS_ExecuteAlways (144,0)//ACS_ExecuteAlways (144,0)\nSLED A 0 ACS_ExecuteAlways (145,0)\nSLED A 1 ACS_ExecuteAlways (154,0)\nSLED A 0 A_Recoil(-2)\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 1 A_Stop\n//SLED A 1 ACS_ExecuteAlways (156,0)\n/*SLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nGoTo Spawn+4*/\n/*Air:\nTNT1 A 1 A_SpawnItemEx(\"SledStart\",0,0,0,momx,momy,0,0,0,0)\nstop\nDeath:\n//TNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"Continue\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\n/*XDeath:\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop*/\n/*Continue:\nTNT1 A 1 A_SpawnItemEx(\"Sled\",0,0,0,0,0,0,0,0,0)\n//TNT1 A 0 A_CustomMissile(\"Sled\",0,0,0,2,0)\nTNT1 A 1\nstop*/\n\nactor SledChunk1\n{\n-SOLID\nPROJECTILE\n-NOGRAVITY\n+CLIENTSIDEONLY\nDamage (0)\nRadius 14\nHeight 11\nScale 2.5\ngravity 1\nStates\n{\nSpawn:\nSLED B 4\nLoop\nDeath:\nstop\n}\n}\n\nactor SledChunk2 :SledChunk1\n{\nStates\n{\nSpawn:\nSLED C 4\nLoop\nDeath:\nstop\n}\n}\n\nactor SledChunk3 :SledChunk1\n{\nStates\n{\nSpawn:\nSLED D 4\nLoop\nDeath:\nstop\n}\n}\n\nactor IsSledding : Inventory 11004\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Sledding!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nSLED A 1\nloop\n}\n}\n\nactor IceBreathWep : MegaBuster 4005\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"Power up! Ice Breath!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"ICEBIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nReady:\nCPHD A 0 ACS_ExecuteAlways(998,0,405)\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 ACS_ExecuteAlways (146,0)\nCPHD A 0 A_GiveInventory(\"ChillAmmo\",1)\nCPHD A 5 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCPHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_PlaySoundEx(\"weapon/icebreath\",\"Weapon\")\nCPHD A 0 A_SpawnItemEx(\"PenguinStatue\", 64, 0, 0, 0, 0, 0, 0, 0, 0)\nCPHD A 0 A_FireCustomMissile(\"IceBreathFX\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",2)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 0 A_Refire\nGoto Ready+1\nAltFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfInventory(\"ChillAmmo\",4,\"AltFireSuccess\")\nGoto NoAmmo\nAltFireSuccess:\nCPHD A 0 A_GiveInventory(\"BlizzardFlag\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nCPHD A 0 A_FireCustomMissile(\"BlizzardFX\",0,1,8,0)\nCPHD A 0 A_TakeInventory(\"ChillAmmo\",4)\nCPHD DE 4\nCPHD E 16\nCPHD D 4\nCPHD A 0 A_TakeInventory(\"BlizzardFlag\",1)\nCPHD A 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nCPHD A 1 ACS_Execute(979,0)\nCPHD A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}\n\nactor PenguinStatue : CustomInventory\n{\nProjectile\nheight 60\nradius 18\nscale 2.5\nHealth 25\nDamage 10\nDamagetype \"ChillFreeze\"\nObituary \"%o got frozen by %k's Penguin Statues.\"\n//+FORCEYBILLBOARD\n-NOGRAVITY\n+SHOOTABLE\n+SOLID\nReactiontime 10\nStates\n{\nSpawn:\n/*TNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)*/\nICEP A 0\nICEP BC 10\nICEP AAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nICEP A 0 A_Countdown //A_TakeFromTarget (\"ChillAmmo\",1)\n//ICEP A 0 A_JumpIfInTargetInventory(\"ChillAmmo\",4,\"SpawnPlus3\")\n//ICEP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nGoTo Spawn+3\nSpawnPlus3:\nGoto Spawn+3\nDeath:\nICEP C 35\nICEP B 35\nGoTo Crash\n/*Death:\nICEP A 0\nICEP A 4 A_Countdown\nICEP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nGoTo Crash*/\nLaunch:\nICEP A 1 A_Stop\nICEP A 1 ACS_ExecuteAlways (159,0)\nICEP A 4 A_SpawnItemEx(\"PenguinStatueMoving\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nStop\nCrash:\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\n}\n}\n\nactor PenguinStatueMovingStart : PenguinStatue\n{\nStates\n{\nSpawn:\nICEP A 1 A_JumpIf(z-floorz<16,\"Death2\")\nLoop\nDeath:\nICEP A 1 A_JumpIf(z-floorz<16,\"Death2\")\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"PenguinStatueMoving\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor PenguinStatueMoving : PenguinStatueMovingStart\n{\n-NoGravity\nStates\n{\nSpawn:\nICEP A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nICEP A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 0 A_Recoil(-2)\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 0 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nLoop\nDeath:\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\nAir:\nTNT1 A 1 A_SpawnItemEx(\"PenguinStatueMovingStart\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor IceBreathFX\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n//+NoInteraction\n+CLIENTSIDEONLY\n//+Ripper\ndamagetype \"Chill\"\nObituary \"%o got frozen by %k's IceBreath.\"\n//seesound \"weapon/mbuster\"\nSpeed 5\nDamage (1)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nICEB ABCDEF 4\nStop\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor BlizzardFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BlizzardFX\n{\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\n+CLIENTSIDEONLY\nheight 1\nradius 1\nSpeed 10\n-SOLID\nreactiontime 50\nStates\n{\nSpawn:\nTNT1 G 0\nTNT1 G 0 A_PlaySoundEx(\"weapon/rainflush\",\"Voice\")\nTNT1 G 1 A_SpawnItemEx(\"BlizzardBit\", random(-128,128), random(-128,128), random(128,128), random(0,0), random(15,15), -15, 90, SXF_CLIENTSIDE)\nTNT1 G 0 A_SpawnItemEx(\"BlizzardBit\", random(-128,128), random(-128,128), random(128,128), random(0,0), random(15,15), -15, 90, SXF_CLIENTSIDE)\nTNT1 G 0 A_Countdown\nGoto Spawn+2\n}\n}\n\nactor BlizzardBit\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+NoInteraction\n+CLIENTSIDEONLY\nSpeed 5\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nICEB G 4\nLoop\n}\n}\n\nACTOR FrozenPickup : CustomInventory 11001\n{\n+AUTOACTIVATE\n+COUNTITEM\ninventory.amount 1\ninventory.maxamount 1\nRadius 10\nHeight 10\nScale 2.5\nInventory.PickupMessage \"You got Frozen!\"\nInventory.Icon \"FCRASI\"\ninventory.pickupsound \"weapon/weaponup\"\nInventory.RespawnTics 99999999999999999999999999999999999999999999999\nreactiontime 30\nStates\n {\n Spawn:\n\tICEP A 1 ACS_ExecuteAlways(211,0)\n\tICEP A 35 ACS_ExecuteAlways(211,0)\n\tTNT1 A 0 A_CountDown\n Goto Spawn\n\tUse:\n\tICEP A 1\n TNT1 A 0 A_GiveInventory (\"FrozenWep\", 1)\n\tTNT1 A 0 A_SelectWeapon (\"FrozenWep\")\n stop\n\tDeath:\n\tICEP A 1 ACS_ExecuteAlways (221,0)\n\tstop\n }\n}\n\nactor FrozenWep : MegaBuster 4006\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"How did %k kill %o with Frozen?\"\nInventory.Pickupmessage \"You are Frozen!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n//inventory.icon \"FCRASI\"\nScale 2.0\nStates\n{\nSpawn:\nICEP A 1\nloop\nReady:\nFROZ A 0 ACS_ExecuteAlways(998,0,406)\nFROZ A 5 A_WeaponReady(2)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFROZ A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nFROZ A 10 A_JumpIfNoAmmo(\"NoAmmo\")\nFROZ A 10 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFROZ A 10 A_Refire\nGoto Ready+1\nNoAmmo:\nFROZ A 1 ACS_Execute(979,0)\nFROZ A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "weapons/FlameMWeps.txt",
"contents": "actor FireBallWep : MegaBuster 4007\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Fire Ball!\"\nweapon.ammotype \"FlameAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"FIRBIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nReady:\nFMHD A 0 ACS_ExecuteAlways(998,0,407)\nFMHD A 5 A_WeaponReady\nFMHD A 0 A_GiveInventory(\"FlameAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFMHD A 1 A_Raise\nLoop\nFire:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nFMHD A 0 A_FireCustomMissile(\"FireBallProj\",0,1,8,0)\nFMHD BC 4\n//FMHD A 0 A_TakeInventory(\"FlameAmmo\",2)\nFMHD A 20\nFMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nFMHD A 0 A_JumpIfInventory(\"PuddleCount\",10,\"NoAmmo\")\nFMHD A 0 A_JumpIfInventory(\"FlameAmmo\",2,\"AltFireSuccess\")\ngoto Ready+1\nAltFireSuccess:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFMHD A 0 A_FireCustomMissile(\"OilProj\",0,0,0,0)\nFMHD DEF 3\nFMHD A 0 A_TakeInventory(\"FlameAmmo\",2)\nFMHD D 3\nFMHD A 17\nFMHD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FlameAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor FireBallProj\n{\nPROJECTILE\nDamage (15)\nHeight 11\nRadius 11\n//+DONTBLAST\n-NOGRAVITY\n//+NOTARGETSWITCH\nScale 2.5\nspeed 30\nDamagetype \"FlameM\"\nObituary \"%o was set ablaze %k's Fire Ball.\"\nStates\n{\nSpawn:\nFIRB A 0\n//TACK A 0 A_Recoil(-16)\nFIRB A 1 ThrustThingZ(0, 15, 0, 1)\nFIRB BCDA 3\nGoto Spawn+2\nDeath:\nFIRB A 0 A_SetGravity (0)\nFIRB A 0 A_Explode(15,32)\nFIRB EFG 3\nStop\n}\n}\n\nactor OilProj\n{\nPROJECTILE\nDamage (0)\nHeight 11\nRadius 11\n//+DONTBLAST\n-NOGRAVITY\n//+NOTARGETSWITCH\nScale 2.5\nspeed 30\n//Damagetype \"FlameM\"\nStates\n{\nSpawn:\nOILS A 0\nOILS A 0 A_GiveToTarget(\"PuddleCount\",1)\nLooping:\n//TACK A 0 A_Recoil(-16)\nTNT1 A 1 ThrustThingZ(0, 15, 0, 1)\nOILS A 4\nGoTo Looping\nLooping:\nOILS A 4\nOILS A 1 A_JumpIf(z-floorz<12, \"Death\")\nLoop\nDeath:\nFIBA A 1 A_JumpIf(z-floorz>12, \"Looping\")\nOILS BCD 3\nOILS A 0 A_SpawnItemEx(\"OilPuddle\", 0, 0, 0, 0, 0, 0, 0)\nStop\n}\n}\n\nactor OilPuddle\n{\nProjectile\n-NOBLOCKMAP\n-MISSILE\n+DONTSPLASH\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+NODAMAGETHRUST\n+NOGRAVITY\n//+NOTARGETSWITCH\n//+DONTRIP\n//+GHOST\n//+NORADIUSDMG\nheight 12\nradius 28\nscale 2.5\nhealth 100\nmass 99999\ndamagefactor \"normal\", 0.1\ndamagefactor \"WeakFire\", 5000\ndamagefactor \"Atomic\", 5000\ndamagefactor \"Firestorm\", 5000\ndamagefactor \"Firespin\", 5000\ndamagefactor \"Flame\", 5000\ndamagefactor \"FlameM\", 5000\nDamage (25)\nDamagetype \"FlameM\"\nObituary \"%k fired up a %o barbeque.\"\nReactiontime 175\nStates\n{\nSpawn:\nOILS E 4 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nOILS E 0 //A_Countdown\nLoop\nPain:\nFIRB BCDA 3\nStop\nDeath.WeakFire:\nGoTo Death.FlameM\nDeath.Atomic:\nGoTo Death.FlameM\nDeath.FireStorn:\nGoTo Death.FlameM\nDeath.FireSpin:\nGoTo Death.FlameM\nDeath.Flame:\nGoTo Death.FlameM\nDeath.FlameM:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS F 8 A_SpawnItemEx(\"FlameTower\",0,0,0,0,0,0,0)\nOILS E 0 A_Explode (50,64,1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS G 8 A_SpawnItemEx(\"FlameTower\",0,0,22,0,0,0,0)\nOILS E 0 A_Explode (50,98,1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS H 8 A_SpawnItemEx(\"FlameTower\",0,0,44,0,0,0,0)\nOILS E 0 A_Explode (50,128,1)\nStop\nDeath:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nOILS FGH 8\n//MMFX BCDE 3\nStop\n//GoTo Spawn\nHarmlessDeath:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nMMFX BCDE 3\nstop\n\n}\n}\n\nactor FlameTower\n{\nProjectile\n+NOINTERACTION\n+NODAMAGETHRUST\n//+NOTARGETSWITCH\n//+PAINLESS\nheight 22\nradius 22\nscale 2.5\nDamage (25)\nDamagetype \"FlameM\"\nStates\n{\nSpawn:\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,64,0)\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,98,0)\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,128,0)\nStop\n}\n}\n\nactor PuddleCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\ninventory.icon \"OILSIC\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nOILS A 1\nloop\n}\n}\n\nactor FireWaveWep : MegaBuster 4008\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"Power up! Fire Wave!\"\nweapon.ammotype \"FlameAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"FIRWIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nReady:\nFMHD A 0 ACS_ExecuteAlways(998,0,408)\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 5 A_WeaponReady\nFMHD A 0 A_GiveInventory(\"FlameAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFMHD A 1 A_Raise\nLoop\nFire:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,1,8,0)\nFMHD A 0 A_Refire\nFMHD C 4\nFMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 0 A_JumpIfInventory(\"FlameAmmo\",8,\"AltFireAlmostSuccess\")\ngoto Ready+1\nAltFireAlmostSuccess:\nFMHD A 0 A_JumpIf(momz==0, \"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_GiveInventory(\"IsJumping\",1)\nFMHD A 0 A_PlaySoundEx(\"weapon/coilbounce1\",\"Weapon\")\nFMHD A 0 ThrustThing(angle*256/360,20,1,0)\nFMHD A 10 ThrustThingZ(0,50,0,0)\nFMHD A 0 A_TakeInventory(\"FlameAmmo\",8)\nFMHD A 20\nFMHD A 0 A_Refire\nFMHD A 0 A_JumpIf(momz>0, \"JumpLoop\")\nGoto Ready+1\nJumpLoop:\nFMHD A 4 A_JumpIf(momz==0, \"shockland\")\nLoop\nShockLand:\nHFIS A 0 A_PlaySoundEX(\"misc/hugequake\",\"Weapon2\")\nHFIS A 0 A_FireCustomMissile (\"QuakeDamage\",0,0,0,0)\nFMHD A 0 A_TakeInventory(\"IsJumping\",1)\nFMHD A 0 ACS_Execute(165,0)\nFMHD A 16\nGoTo Ready+1\nNoAmmo:\nFMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FireWaveProj\n{\nPROJECTILE\nDamage (5)\nHeight 11\nRadius 11\nScale 2.5\nspeed 25\nDamagetype \"FlameM\"\nObituary \"%k waved goodbye to %o with their Fire Wave.\"\nStates\n{\nSpawn:\nFIRW A 4\nFIRW A 0 A_Stop\nFIRW BCDE 1\nStop\n}\n}\n\nactor QuakeDamage //yeah, yeah Hardman clone\n{\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\nheight 1\nradius 256\ndamage (20)\ndamagetype \"FlameQuake\"\nObituary \"%o was crushed into dust by %k\"\n-SOLID\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor IsJumping : Inventory\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Jumping!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nSLED A 1\nloop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/LaunchOWeps.txt",
"contents": "actor HomingTorpedoWep : MegaBuster 4009\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Dive Missile!\"\nweapon.ammotype \"LaunchAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"HOTOIC\"\nScale 2.0\nStates\n{\nSpawn:\nHOTO I 4\nloop\nReady:\nLOHD A 0 ACS_ExecuteAlways(998,0,409)\nLOHD A 5 A_WeaponReady\nLOHD A 0 A_GiveInventory(\"LaunchAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLOHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLOHD A 1 A_Raise\nLoop\n/*Fire:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",0,1,-16,-16)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",0,1,16,-16)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",0,1,-16,16)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",0,1,16,16)\nLOHD A 1 //A_SpawnItemEx(\"TorpedoMonster\",0,0,32,20,0,0)\nBLIZ EFD 3\nLOHD A 23\nLOHD A 0 A_Refire\nGoto Ready+1*/\nFire:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 1\ngoto Hold\nHold:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",46,\"Hold5\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",45,\"BotCheck4\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",31,\"Hold4\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",30,\"BotCheck3\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",16,\"Hold3\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",15,\"BotCheck2\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",2,\"Hold2\")\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",1,\"BotCheck1\")\n//LOHD F 4 A_PlaySoundEx(\"weapon/sakugarne\", \"Weapon\")\nLOHD F 1 A_GiveInventory(\"LaunchCharge\",1)\nLOHD A 0 ACS_ExecuteAlways(994,0)\nLOHD A 0 A_Refire\nGoto Fire1\nBotCheck1:\nLOHD A 0 A_Jump (32,\"BotFire1\",\"BotFire1\")\nGoto Hold2Start\nBotFire1:\nLOHD A 0 ACS_ExecuteAlways(974,0)\nGoTo Hold2Start\nHold2Start:\nLOHD F 4 A_PlaySoundEx(\"weapon/sakugarne\", \"Weapon\")\nHold2:\nLOHD A 0\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",15,\"BotCheck2\")\nLOHD G 1 //ACS_ExecuteAlways(991,0,60)\nLOHD A 0 //ACS_ExecuteAlways(991,0,3)\nLOHD G 1 A_GiveInventory(\"LaunchCharge\",1)\nLOHD A 0 A_Refire\nGoto Fire1\nBotCheck2:\nLOHD H 0 A_Jump (64, \"BotFire2\",\"BotFire2\")\nGoto Hold3Start\nBotFire2:\nLOHD A 0 ACS_ExecuteAlways(974,0)\nGoTo Hold3Start\nHold3Start:\nLOHD H 4 A_PlaySoundEx(\"weapon/sakugarne\", \"Weapon\")\nHold3:\nLOHD A 0\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",30,\"BotCheck3\")\nLOHD I 1 //ACS_ExecuteAlways(991,0,3)\nLOHD A 0 //ACS_ExecuteAlways(991,0,61)\nLOHD I 1 A_GiveInventory(\"LaunchCharge\",1)\nLOHD A 0 A_Refire\nGoto Fire2\nBotCheck3:\nLOHD J 0 A_Jump (128, \"BotFire3\",\"BotFire3\")\nGoto Hold4Start\nBotFire3:\nLOHD A 0 ACS_ExecuteAlways(974,0)\nGoTo Hold4Start\nHold4Start:\nLOHD J 4 A_PlaySoundEx(\"weapon/sakugarne\", \"Weapon\")\nHold4:\nLOHD A 0\nLOHD K 1 //ACS_ExecuteAlways(991,0,3)\nLOHD K 1 //ACS_ExecuteAlways(991,0,62)\nLOHD A 0 A_JumpIfInventory(\"LaunchCharge\",45,\"BotCheck4\")\nLOHD A 0 A_GiveInventory(\"LaunchCharge\",1)\nLOHD A 0 A_Refire\nGoto Fire3\nBotCheck4:\nLOHD L 0 A_Jump (256, \"BotFire4\",\"BotFire4\")\nBotFire4:\nLOHD A 0 ACS_ExecuteAlways(974,0)\nGoTo Hold5Start\nHold5Start:\nLOHD L 4 A_PlaySoundEx(\"weapon/sakugarne\", \"Weapon\")\nHold5:\nLOHD A 0 ACS_ExecuteAlways(974,0)\nLOHD M 1 //ACS_ExecuteAlways(991,0,3)\nLOHD M 1 //ACS_ExecuteAlways(991,0,62)\nLOHD A 0 A_GiveInventory(\"LaunchCharge\",1)\nLOHD A 0 A_Refire\nGoto Fire4\nFire1:\nLOHD A 0 A_StopSoundEx (\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchCharge\",500)\nLOHD A 0 A_ClearRefire\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",2)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD FG 4\nLOHD A 20\nGoto Ready+1\nFire2:\nLOHD A 0 A_StopSoundEx (\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchCharge\",500)\nLOHD A 0 A_ClearRefire\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 4, \"Fire2r\")\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",2)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD FG 4\nLOHD A 20\nGoto Ready+1\nFire2r:\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",4)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",8,1,-16,-8,0,0)\nLOHD NI 4\nLOHD A 20\nGoto Ready+1\nFire3:\nLOHD A 0 A_StopSoundEx (\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchCharge\",500)\nLOHD A 0 A_ClearRefire\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 6, \"Fire3r\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 4, \"Fire2r\")\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",2)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD FG 4\nLOHD A 20\nGoto Ready+1\nFire3r:\nLOHD A 0 A_TakeInventory(\"LaunchAmmo\",6)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",8,1,-16,-8,0,0)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",8,1,-16,16,0,16)\nLOHD OK 4\nLOHD A 20\nGoto Ready+1\nFire4:\nLOHD A 0 A_StopSoundEx (\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchCharge\",500)\nLOHD A 0 A_ClearRefire\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 8, \"Fire4r\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 6, \"Fire3r\")\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\", 4, \"Fire2r\")\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",2)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD FG 4\nLOHD A 20\nGoto Ready+1\nFire4r:\nLOHD A 0 //A_TakeInventory(\"LaunchAmmo\",8)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,-8,0,0)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",8,1,-16,-8,0,0)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",8,1,-16,16,0,16)\nLOHD A 0 A_FireCustomMissile(\"TorpedoProj\",-8,1,16,16,0,16)\nLOHD PM 4\nLOHD A 20\nGoto Ready+1\nAltFire:\nLOHD A 0 A_JumpIfInventory(\"LaunchAmmo\",3,\"AltFireSuccess\")\ngoto Ready+1\nAltFireSuccess:\nLOHD A 0 A_JumpIfInventory(\"HasFiredRight\",1,\"AltFireLeft\")\nAltFireRight:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchAmmo\",3)\nLOHD A 0 A_GiveInventory(\"HasFiredRight\",1)\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-2,2),0,8,0,0,random(-2,2))\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-4,4),0,8,0,0,random(-4,4))\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-6,6),0,8,0,0,random(-6,6))\nLOHD B 18\nLOHD BCA 4\nLOHD A 0 A_Refire\nGoto Ready+1\nAltFireLeft:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nLOHD A 0 A_TakeInventory(\"LaunchAmmo\",3)\nLOHD A 0 A_TakeInventory(\"HasFiredRight\",1)\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-1,1),0,-8,0,0,random(-1,1))\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-4,4),0,-8,0,0,random(-4,4))\nLOHD A 0 A_FireCustomMissile(\"MissileProj\",random(-8,8),0,-8,0,0,random(-8,8))\nLOHD D 18\nLOHD DEA 4\nLOHD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nLOHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor LaunchAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor MissileProj\n{\nPROJECTILE\n-EXTREMEDEATH\nRadius 6\nHeight 6\nscale 2.5\ndamage (15)\ndamagetype \"Launch\"\nspeed 15 //35\nObituary \"%k's Missiles did not miss %o.\"\nStates\n{\nSpawn:\nMISS A 1\nMISS A 1\nMISS A 0 A_SpawnItemEx(\"SmokeFX\",-16,0,0,0,0,0,0)\nMISS A 0 ACS_ExecuteAlways(160,0)\nloop\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor TorpedoProj : MageStaffFX2\n{\nPROJECTILE\n+SEEKERMISSILE\n//-EXTREMEDEATH\n+LOOKALLAROUND\nRadius 9\nHeight 12\nscale 2.5\ndamage (20)\ndamagetype \"Launch\"\nspeed 20\nObituary \"%o was damned by %k's Homing Torpedo.\"\nHealth 100\nStates\n{\nSpawn:\nHOTO A 0/*1 A_MStaffTrack\nGoTo Looping\nLooping:*/\nHOTO A 1 A_MStaffTrack\nHOTO A 0 A_SpawnItemEx(\"SmokeFX\",-16,0,0,0,0,0,0)\nHOTO A 1 A_JumpIf(z-floorz<8,\"FloorCheck\")\nHOTO A 1 A_MStaffTrack\nHOTO A 0 //A_SpawnItemEx(\"SmokeFX\",-16,0,0,0,0,0,0)\nHOTO A 1 A_JumpIf(z-floorz<8,\"FloorCheck\")\n//ACS_ExecuteAlways(160,0)\n//DIVE A 0 //A_SeekerMissile (10,30)//A_MStaffTrack\n//DIVE A 0 //ACS_ExecuteAlways(161,0)\n//TNT1 A 0 A_Jump(256, \"Track\")\nLoop\nFloorCheck:\nHOTO A 1 A_JumpIfTargetInLOS (\"FloorTracerAlive\",360)\n//DIVE A 1 A_ChangeFlag(\"FLOORHUGGER\",1)\n//DIVE A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nGoto Death\nFloorTracerAlive:\nHOTO A 1 A_Stop\nHOTO A 1 A_MStaffTrack\nHOTO A 0 A_SpawnItemEx(\"SmokeFX\",0,0,0,0,0,0,0)\nHOTO A 0 ACS_ExecuteAlways(164,0)\nHOTO A 1 A_MStaffTrack\nHOTO A 0 //A_SpawnItemEx(\"SmokeFX\",0,0,0,0,0,0,0)\nHOTO A 1\nGoTo FloorCheck+2\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor TorpedoMonster\n{\nMONSTER\n//PROJECTILE\n+THRUGHOST\n//+SEEKERMISSILE\nobituary \"%o was surprised by a Gemini Clone.\"\nHeight 5\nRadius 5\nHealth 100\nscale 2.5\nTranslation \"192:192=4:4\"\npainchance 0\nreactiontime 1000\nspeed 20\nMeleedamage 5\nMass 1\n-SHOOTABLE\n+FLOAT\n+NOGRAVITY\n+NOBLOOD\n-WINDTHRUST\n+NEVERRESPAWN\n-ACTIVATEMCROSS\n+FRIENDLY\n-SOLID\n//+NORADIUSDMG\n+LOOKALLAROUND\nStates\n{\nSpawn:\nDIVE A 0\nDIVE A 1\nDIVE A 1 A_Look\nDIVE A 1 //A_SeekerMissile (10,30)\nDIVE A 1 A_Countdown\nSee:\nDIVE AB 1 A_Chase(\"Meleeattack\",0)\nDIVE A 0 A_Countdown\nloop\nMeleeattack:\nDIVE A 5 A_MeleeAttack\nGoto Death\nDeath:\nMMFX BCDE 2\nstop\n}\n}\n\nactor SmokeFX\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+NoInteraction\n+CLIENTSIDEONLY\n//+Ripper\ndamagetype \"Launch\"\n//seesound \"weapon/mbuster\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nSMOK ABCD 3\nStop\n}\n}\n\nactor MissileDeathFX\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+NoInteraction\n//+Ripper\ndamagetype \"Launch\"\n//seesound \"weapon/mbuster\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nMMFX BCDE 2\nstop\n}\n}\n\nactor LaunchCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 50\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor HasFiredRight : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WhirlpoolWep : MegaBuster 4010\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o was drained by %k's Whirlpool.\"\nInventory.Pickupmessage \"Power up! Whirlpool!\"\nweapon.ammotype \"LaunchAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"WHIRIC\"\nScale 2.0\nStates\n{\nSpawn:\nWHIR I 4\nLoop\nReady:\nLOHD A 0 ACS_ExecuteAlways(998,0,410)\nLOHD A 5 A_WeaponReady\nLOHD A 0 A_GiveInventory(\"LaunchAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nLOHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nLOHD A 1 A_Raise\nLoop\nFire:\nLOHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nLOHD A 0 A_GiveInventory (\"Shocked\", 1)\nLOHD A 0 A_PlaySoundEx(\"weapon/napalm\",\"Weapon\")\nLOHD A 0 A_SpawnItemEx (\"WhirlpoolFX\",20,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushN\",32,0,0,25,0,0,270,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushN\",32,0,0,25,0,0,248,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushNE\",32,0,0,25,0,0,225,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushNE\",32,0,0,25,0,0,203,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushE\",32,0,0,25,0,0,180,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushE\",32,0,0,25,0,0,158,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushSE\",32,0,0,25,0,0,135,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushSE\",32,0,0,25,0,0,113,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushS\",32,0,0,25,0,0,90,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushS\",32,0,0,25,0,0,68,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushSW\",32,0,0,25,0,0,45,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushSW\",32,0,0,25,0,0,23,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushW\",32,0,0,25,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushW\",32,0,0,25,0,0,338,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushNW\",32,0,0,25,0,0,315,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 1 A_SpawnItemEx (\"WhirlpushNW\",32,0,0,25,0,0,293,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\n//LOHD A 2 A_SpawnItemEx (\"WhirlpushNW\",360,0,0,-25,0,0,315,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE,0)\nLOHD A 0 A_FireCustomMissile(\"MagnetPull\" , 0,1,8,0)\n//BLIZ EFD 1\nLOHD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nLOHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nActor Magnetpull\n{\nProjectile\nRadius 120\nHeight 5\nscale 2.5\ndamagetype \"magnet\"\nObituary \"%o was thrown about by %k's Magnet Pull!\"\ndamage (0)\n+RIPPER\nspeed 0\n\nStates\n{\nSpawn:\nMGNE A 0 //A_CustomBulletAttack(255,0,255,100,\"MagnetPuff\",3000,false)\nMGNE AB 4\nstop\n}\n}\n\nactor Magpush\n{\n height 7\n radius 7\n PROJECTILE\n +DONTBLAST\n +RIPPER\n //+PAINLESS\n //+NONETID\n //+CLIENTSIDEONLY\n damage 1\n states\n {\n Spawn:\n WHIR A 1 A_RadiusThrust (60000, 7, 0)\n WHIR B 1 A_RadiusThrust (60000, 7, 0)\n WHIR C 1 A_RadiusThrust (60000, 7, 0)\n WHIR A 1 A_RadiusThrust (60000, 7, 0)\n WHIR B 1 A_RadiusThrust (60000, 7, 0)\n WHIR C 1 A_RadiusThrust (60000, 7, 0)\n WHIR A 1 A_RadiusThrust (60000, 7, 0)\n WHIR B 1 A_RadiusThrust (60000, 7, 0)\n WHIR C 1 A_RadiusThrust (60000, 7, 0)\n stop\n }\n}\n\nactor WhirlPushN\n{\n height 64\n radius 32\n PROJECTILE\n +DONTBLAST\n +NODAMAGETHRUST\n //+FORCEPAIN\n //+NOINTERACTION\n //+RIPPER\n //+PAINLESS\n //+NONETID\n //+CLIENTSIDEONLY\n scale 2.5\n damage 1\n damagetype \"Launchnorth\"\n states\n {\n Spawn:\n TNT1 DDD 2\n TNT1 DDD 2\n stop\n Crash:\n TNT1 D 0 A_Jump(128,\"Healthgive\")\n HealthGive:\n TNT1 D 0 A_GiveToTarget(\"Health\",1)\n }\n}\n\nactor WhirlPushNE : WhirlPushN\n{\n damagetype \"Launchnortheast\"\n}\n\nactor WhirlPushE : WhirlPushN\n{\n damagetype \"Launcheast\"\n}\n\nactor WhirlPushSE : WhirlPushN\n{\n damagetype \"Launchsoutheast\"\n}\n\nactor WhirlPushS : WhirlPushN\n{\n damagetype \"Launchsouth\"\n}\nactor WhirlPushSW : WhirlPushN\n{\n damagetype \"Launchsouthwest\"\n}\nactor WhirlPushW : WhirlPushN\n{\n damagetype \"Launchwest\"\n}\nactor WhirlPushNW : WhirlPushN\n{\n damagetype \"Launchnorthwest\"\n}\n\nactor WhirlPoolFX\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+NoInteraction\n//+Ripper\ndamagetype \"Launch\"\n//seesound \"weapon/mbuster\"\nSpeed 0\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nWHIR ABC 3\nWHIR ABC 3\nStop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/SparkMWeps.txt",
"contents": "actor ElectricSparkWep : MegaBuster 4011\n{\nWeapon.AmmoUse 3\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Electric Spark!\"\nweapon.ammotype \"SparkAmmo\"\ninventory.icon \"ELSPIC\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEAP K 1\nloop\nReady:\nSMHD A 0 ACS_ExecuteAlways(998,0,412)\nSMHD A 5 A_WeaponReady\nSMHD A 0 A_GiveInventory(\"SparkAmmo\",1)\nFSTO A 0 //A_GiveInventory(\"LightsOutAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSMHD A 1 A_Raise\nLoop\nFire:\nSMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSMHD A 0 A_TakeInventory(\"SparkAmmo\",3)\nSMHD BC 3\nSMHD A 0 A_PlaySoundEx(\"weapon/sparkshock\",\"Weapon\")\nSMHD A 0 A_SpawnItemEx(\"ElectricSparkProj\",22,0,11,15,0,0,0,SXF_NOCHECKPOSITION)\nSMHD A 0 A_SpawnItemEx(\"ElectricSparkProj\",-22,0,11,15,0,0,180,SXF_NOCHECKPOSITION)\nSMHD D 8\nSMHD A 20\nSMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nSMHD A 0 A_JumpIfInventory(\"SparkAmmo\",4,\"AltFireSuccess\")\ngoto Ready+1\nAltFireSuccess:\nSMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSMHD A 0 A_TakeInventory(\"SparkAmmo\",4)\nSMHD A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSMHD E 2 SetPlayerProperty(0,1,4)\nSMHD E 2 A_Recoil(-10)\nSMHD F 1 A_FireCustomMissile(\"DashPunchDummy\",0,0,8,0)\nSMHD F 1 A_FireCustomMissile(\"DashPunch\",0,1,8,0)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 1 SetPlayerProperty(0,0,4)\nSMHD F 8\nSMHD A 10\nSMHD A 10\nSMHD A 0 A_Refire\nGoto Ready+1\n\nNoAmmo:\nSMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SparkAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor ElectricSparkStart\n{\nPROJECTILE\n-NOGRAVITY\n+SOLID\ngravity 1\nDamage (40)\nHeight 22\nRadius 22\nScale 2.5\nObituary \"%o sparkled from %k's Electric Spark.\"\nStates\n{\nSpawn:\nELSP A 2\nELSP B 2\n//SLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nloop\nDeath:\nTNT1 A 1 A_SpawnItemEx(\"ElectricSparkProj\",0,0,0,15,0,0,0,0,0|SXF_NOCHECKPOSITION)\nstop\n/*Death2:\nTNT1 A 0 A_SpawnItemEx(\"Sled\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)*/\nCrash:\nICEP A 0\nstop\n}\n}\n\nactor ElectricSparkProj : ElectricSparkStart\n{\nPROJECTILE\n+SOLID\n-NOGRAVITY\n+FLOORHUGGER\ngravity 1\nStates\n{\nSpawn:\nELSP A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nELSP A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nGoTo Looping\nLooping:\nELSP A 2\nELSP A 0 A_JumpIf(z-floorz>0, \"Air\")\nELSP B 2\nELSP A 0 A_JumpIf(z-floorz>0, \"Air\")\nLoop\nDeath:\nELSP A 0 A_SpawnItemEx(\"ElectricSparkSplit\",0,0,0,0,15,0,0,0,0)\nELSP A 0 A_SpawnItemEx(\"ElectricSparkSplit\",0,0,0,0,-15,0,0,0,0)\nELSP A 0 A_SpawnItemEx(\"ElectricSparkSplit\",0,0,0,0,0,15,0,0,0)\nELSP A 0 A_SpawnItemEx(\"ElectricSparkSplit\",0,0,0,0,0,-15,0,0,0)\nstop\nAir:\nELSP A 1 A_SpawnItemEx(\"ElectricSparkStart\",0,0,0,0,0,-15,0,SXF_NOCHECKPOSITION)\nstop\nCrash:\nICEP A 0\nstop\n}\n}\n\nactor ElectricSparkSplit : ElectricSparkProj\n{\n+NOGRAVITY\n-FLOORHUGGER\nStates\n{\nSpawn:\nELSP AB 2\nLoop\nDeath:\nstop\nCrash:\nICEP A 0\nstop\n}\n}\n\nactor DashPunch\n{\nPROJECTILE\nRadius 14\nHeight 25\nscale 2.5\ndamage (60)\ndamagetype \"SparkDash\"\nObituary \"%o was sent flying by %k's Dash Punch.\"\nspeed 30\nStates\n{\nSpawn:\nMMFX AAAAAA 1\nstop\n}\n}\n\nactor DashPunchDummy\n{\nPROJECTILE\n+NOINTERACTION\nRadius 14\nHeight 25\nscale 2.5\ndamage (0)\nspeed 30\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAA 1 ACS_ExecuteAlways(171,0)\nstop\n}\n}\n\nactor LightsOutWep : MegaBuster 4012\n{\nWeapon.AmmoUse 5\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o got their lights knocked out by %k's Lights Out.\"\nInventory.Pickupmessage \"Power up! Lights Out!\"\nweapon.ammotype \"SparkAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"LIOUIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 E 1\nloop\nReady:\nSMHD A 0 ACS_ExecuteAlways(998,0,412)\nSMHD A 5 A_WeaponReady\nSMHD A 0 A_GiveInventory(\"SparkAmmo\",1)\nSMHD A 0 //A_GiveInventory(\"LightsOutAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSMHD A 1 A_Raise\nLoop\nFire:\nSMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSMHD A 0 A_PlaySoundEx(\"weapon/flashstopper\",\"Weapon\")\nSMHD A 0 A_FireCustomMissile(\"LightsOutProj\",0,1,8,0)\nSMHD A 0 ACS_ExecuteAlways(976,0)\nSMHD G 4\nSMHD A 4\nSMHD G 4\nSMHD A 4\nSMHD G 34\nSMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nSMHD A 0 A_JumpIfInventory(\"SparkAmmo\",4,\"AltFireSuccess\")\ngoto Ready+1\nAltFireSuccess:\nSMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSMHD A 0 A_TakeInventory(\"SparkAmmo\",4)\nSMHD A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSMHD E 2 SetPlayerProperty(0,1,4)\nSMHD E 2 A_Recoil(-10)\nSMHD F 1 A_FireCustomMissile(\"DashPunchDummy\",0,0,8,0)\nSMHD F 1 A_FireCustomMissile(\"DashPunch\",0,1,8,0)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 2 A_Recoil(-10)\nSMHD F 1 SetPlayerProperty(0,0,4)\nSMHD F 8\nSMHD A 10\nSMHD A 10\nSMHD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nSMHD A 5 A_GiveInventory(\"LightsOutAmmo\",1)\nSMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\n/*actor FlashStopperGiver : CustomInventory 10079\n{\nInventory.Pickupmessage \"Power up! Flash Stopper!\"\ninventory.pickupsound \"weapon/weaponup\"\nInventory.RespawnTics 1800\nscale 2.0\nstates\n{\nSpawn:\nWEA3 E 1\nloop\nPickup:\nWEA3 E 0 A_GiveInventory(\"FlashStopperWep\")\nstop\n}\n}*/\n\nactor LightsOutProj\n{\n-SOLID\n+NOGRAVITY\nPROJECTILE\ndamage 0\nradius 1\nheight 1\ndamagetype \"SparkDark\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(10, 450,0)\nstop\n}\n}\n\nactor IsDarkened : Inventory\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 20\ninventory.pickupmessage \"Support Item! Is Darkened!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nSLED A 1\nloop\n}\n}\n\nactor LightsOutAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 200\n}\n\nactor DimBulbFXSpawner : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"DimBulbFX\", 0, 0, 96, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nstop\n}\n}\n\nactor DimBulbFX\n{\n+MISSILE\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\ndamage 0\nRadius 2\nHeight 2\nscale 2.5\nStates\n{\nSpawn:\nLIOU A 3\nstop\n}\n}"
}
]
},
"maps": []
}