Raw model (for completeness)
{
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"sha1": "453bf2b97772709c0b21855804a27d3abfb3d682",
"sha256": "bf6f28eda4224a19f854e8c2675116e9541d615be83c3808ba1d64b072fd7876",
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"pokemod-beta-31.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:54:45",
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"name": null,
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"added": "2021-01-10 03:54:45",
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"type": "PK3",
"size": 15134923,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/453bf2b97772709c0b21855804a27d3abfb3d682/453bf2b97772709c0b21855804a27d3abfb3d682.pk3.gz",
"corrupt": false
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"content": {
"maps": [
"TESTZONE",
"TestZone"
],
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{
"source": "pk3",
"name": "Actors/baseactors.txt",
"contents": "actor BasicTeamColorPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"FireB\")\nTNT1 A 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"FireR\")\nTNT1 A 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"FireG\")\nTNT1 A 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"FireY\")\nTNT1 A 0 A_JumpIfInventory(\"IsInGame\",1,\"FireX\")\nTNT1 A 0\nDone:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicProjectile\n{\nPROJECTILE\n+MTHRUSPECIES\n+CANNOTPUSH\nSpeed 40\nDamage (10)\nradius 5\nheight 5\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicFastProjectile : FastProjectile\n{\nPROJECTILE\n+MTHRUSPECIES\n+CANNOTPUSH\nMissileHeight 8\nSpeed 90\nDamage (0)\nradius 5\nheight 5\nStates\n{\nSpawn:\nTNT1 A 0\nBUST A 1\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicHitscanPuff : BulletPuff\n{\nscale 1\n+PUFFONACTORS\n+ALWAYSPUFF\n+PUFFGETSOWNER\n+MTHRUSPECIES\n+CANNOTPUSH\nalpha 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nBUST A 1\nstop\n}\n}\n\nactor BasicExplosion\n{\nObituary \"%o told %k they are OP and should be nerfed.\"\nDamageType \"Normal\"\n-SOLID\n+DONTBLAST\n+NOGRAVITY\n+MISSILE\n+RIPPER\n+SKYEXPLODE\n+NOINTERACTION\n+DONTSPLASH\n+THRUGHOST\n+THRUACTORS\n+DONTREFLECT\n+CANNOTPUSH\nheight 1\nradius 1\nDamage(0)\nSpeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5000,32,0)\nstop\n}\n}\n\nActor BasicHelper\n{\n+NOINTERACTION\n-SOLID\n+MISSILE\nradius 1\nheight 1\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nrenderstyle none\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicClientSide\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+CANNOTPUSH\nradius 2\nheight 2\nscale 2.5\n}\n\nactor BasicNotClientSide : BasicClientSide\n{\n-CLIENTSIDEONLY\n}\n\nactor ReSolidifier : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\nTNT1 A 0 A_GiveToTarget(\"UnSolid\",1)\nSpawn2:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"ReSolidifierCheckPickup\",1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"UnSolid\",1,\"Spawn2a\")\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\ngoto SuperDeath\nSpawn2a:\nTNT1 A 0 A_JumpIfInTargetInventory(\"StaminaFlag\",1,\"Spawn2\")\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",1)\nTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",10,\"Spawn2H\")\ngoto Spawn2\nSpawn2H:\nTNT1 A 0 A_GiveToTarget(\"StopBeingUnSolidNoob\",1)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",100)\ngoto Spawn2\nSpawn3:\nTNT1 A 1 A_GiveToTarget(\"StaminaFlag\",5)\nTNT1 A 0 A_JumpIfInTargetInventory(\"StaminaFlag\",496,2)\nTNT1 A 0 A_CheckFlag(\"SOLID\",\"Spawn3\",AAPTR_TARGET)\nTNT1 A 0\nstop\nSuperDeath:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor UnSolid : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReSolidifierCheckPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ReSolidifierCheck\",0,0,0,momx,momy,momz,0,8,0)\nstop\n}\n}\n\nactor StopBeingUnSolidNoob : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 DamageThing(1,15)\nstop\n}\n}\n\nactor ReSolidifierCheck\n{\nPROJECTILE\n+DONTSPLASH\n+SKYEXPLODE\n+DONTBLAST\n+DONTREFLECT\n+THRUGHOST\nDamage (0)\nradius 24\nheight 84\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"ReSolidify\",1)\nstop\nDeath:\nXDeath:\nTNT1 A 0 A_TakeFromTarget(\"StaminaFlag\",2)\nstop\n}\n}\n\nactor ReSolidify : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"UnSolid\",1,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_ChangeFlag(\"SOLID\",1)\nTNT1 A 0 A_TakeInventory(\"UnSolid\",1)\nstop\n}\n}\n\nactor SkinEnabler : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_ChangeFlag(\"NOSKIN\",0)\nstop\n}\n}\n\nActor WallJumperX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTARGETSWITCH\nHeight 0\nRadius 0\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"WallJump\",1,\"Boost\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"Spawn\")\nstop\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"WallJumpGive\")\nTNT1 A 1 A_GiveToTarget(\"NoWallJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"WallJumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 7 A_TakeInventory(\"WallJumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoTo Spawn\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor WallJumpGive : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"WallN\",1,\"Jump1\")\nTNT1 A 0 A_JumpIfInventory(\"WallE\",1,\"Jump2\")\nTNT1 A 0 A_JumpIfInventory(\"WallW\",1,\"Jump3\")\nTNT1 A 0 A_JumpIfInventory(\"WallS\",1,\"Jump4\")\nstop\nJump1:\n//TNT1 A 0 A_Recoil (5)\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump2:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump3:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\nJump4:\nTNT1 A 0 ACS_ExecuteAlways(160,0)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nstop\n}\n}\n\nactor WallJumping : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n-INVBAR\nStates\n{\nSpawn:\nTNT1 A 1\n//loop\nUse:\nTNT1 A 0 A_SpawnItemEx(\"WallCheckN\",23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckS\",-23,0,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckE\",0,23,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_SpawnItemEx(\"WallCheckW\",0,-23,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"WallJumpMan\")\nTNT1 A 1\n//fail\nstop\n}\n}\n\nactor WallJumpMan\n{\n-SOLID\n+NOGRAVITY\n+MISSILE\n+NOTARGETSWITCH\n+NOBLOCKMAP\nHeight 0\nRadius 0\nscale 2.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"WallJump\",1,\"Boost\")\nGoto Boost\nBoost:\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nGoto BoostLoop1\nBoostLoop1:\nTNT1 A 1 A_GiveToTarget(\"WallJumpGive\")\nTNT1 A 1 A_GiveToTarget(\"NoWallJump\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostLoop2:\nTNT1 A 0 A_GiveInventory(\"WallJumpCount\",1)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",34,\"BoostEnd\")\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 0 A_JumpIfInventory(\"WallJumpCount\",9,\"BoostLoop2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AdaptorFlag\",1,\"BoostLoop2\")\nstop\nBoostEnd:\nTNT1 A 0// A_Print(\"BoostEnd\")\nTNT1 A 7 A_TakeInventory(\"WallJumpCount\",999)\nTNT1 A 1 A_TakeFromTarget(\"NoWallJump\",999)\nTNT1 A 1 A_TakeFromTarget(\"WallJumping\",1)\nTNT1 A 0 A_TakeFromTarget(\"WallJump\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor WallCheckN\n{\nPROJECTILE\n+RIPPER\n+PAINLESS\nHeight 10\nRadius 10\nSpeed 0\ndamage (0)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallN\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallN\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckS : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallS\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallS\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckE : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallE\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallE\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallCheckW : WallCheckN\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_TakeFromTarget(\"WallW\",1)\nTNT1 A 1\nstop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"WallW\",1)\nTNT1 A 1\nstop\n}\n}\n\nactor WallN : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WallS : WallN\n{\n}\nactor WallE : WallN\n{\n}\nactor WallW : WallN\n{\n}\n\n//a phony tracer round meant to acompany a hitscan attack to give some indication on it's direction. uses a script called pitchmatch\n//to grab the pitch of the shooter and set it to the actor for angular purposes.\n\nactor FakeBullet : BasicFastProjectile\n{\n+CLIENTSIDEONLY\nSpeed 175\nDamage (0)\nradius 8\nheight 13\nscale 2\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetPitch(CallACS(\"PKMNACS_PitchGrab\"))\nSpawn2:\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-5,0,(sin(pitch)*5),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-10,0,(sin(pitch)*10),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-15,0,(sin(pitch)*15),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-20,0,(sin(pitch)*20),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-25,0,(sin(pitch)*25),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-30,0,(sin(pitch)*30),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-35,0,(sin(pitch)*35),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-40,0,(sin(pitch)*40),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-45,0,(sin(pitch)*45),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-50,0,(sin(pitch)*50),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-55,0,(sin(pitch)*55),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"FakeBulletFx\",cos(pitch)*-60,0,(sin(pitch)*60),momX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0\nTNT1 A 1\nGoto Spawn2\nLoop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n\tactor FakeBullet_BLUE : FakeBullet\n {//MissileType \"FakeBulletFx\"\n translation \"192:192=205:205\", \"198:198=74:74\" , \"196:196=196:196\"\n\t}\n\n\tactor FakeBullet_RED : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=171:171\", \"198:198=41:41\" , \"196:196=170:170\"\n\t}\n\n actor FakeBullet_GREEN : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=104:104\", \"198:198=128:128\" , \"196:196=138:138\"\n }\n\n actor FakeBullet_GOLD : FakeBullet\n\t{//MissileType \"FakeBulletFx_RED\"\n\ttranslation \"192:192=229:229\", \"198:198=232:232\" , \"196:196=214:214\"\n\t}\nactor FakeBulletFx : BasicClientSide\n{\nscale 0.5\nAlpha 0.9\nRenderstyle \"Add\"\nStates\n{\nSpawn:\nCRBM A 0\nBASH B 1\nBASH BBB 1 A_Fadeout\nstop\n}\n}\n\nactor HexBarrierBase //for multipart hexagon barriers\n{\n Radius 14\n Height 12\n Scale 0.5\n RenderStyle None\n Alpha 0.25\n //Bloodtype \"ShieldHit\"\n //Species \"LightMember\"\n Health 900\n Painchance 256\n //Designatedteam 0\n +MISSILE\n +SHOOTABLE\n +NOTARGETSWITCH\n +NOGRAVITY\n +NOTELEPORT\n +NOTARGETSWITCH\n +THRUSPECIES\n +DONTRIP\n +DONTSPLASH\n +FLOORCLIP\n //+REFLECTIVE\n +DONTREFLECT\n +NODAMAGETHRUST\n //+DONTTHRUST\n +DONTBLAST\n +GHOST\t//Give projectiles that you wish to pass through the shield THRUGHOST flag\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"HexBitVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n HEXA A 2\n stop\n\tPain:\n\tTNT1 A 0 A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tstop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldHit\n{\n Radius 1\n Height 1\n Scale 0.5\n Renderstyle Add\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n MMFX A 0 bright\n MMFX A 1 bright A_Stop\n MMFX A 0 bright A_PlaySound (\"weapon/MirrorDeflect\")\n MMFX A 1 bright\n stop\n }\n}\n\nactor HexBitVisual\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle Add\t//Fuzzy looks great in software mode\n Alpha 0.35\n +NOINTERACTION\n //+CLIENTSIDEONLY\n +FLOORCLIP\n States\n {\n Spawn:\n TNT1 A 0\n HEXA AAAA 1 bright\n //HEXA AA 1 bright A_Fadeout(0.4)\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\n//Pit Protection\nactor TempPitProtection : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsBot\",1,\"Nope\")\nTNT1 A 0 A_JumpIf(CallACS(\"PKMNACS_CheckPitProtect\")==0,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"TempPitProtectionPowerup\",1,\"Continue\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",0)\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtectHelper\")\nContinue:\nTNT1 A 0 A_GiveInventory(\"TempPitProtectionPowerup\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor TempPitProtectionPowerup : Powerup\n{\nPowerup.Duration 35\n}\n\nactor TempPitProtectHelper : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nSpawnLoop:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPitProtectionPowerup\",1,\"SpawnLoop\")\nTNT1 A 0 A_GiveToTarget(\"TempPitProtectionEnder\",1)\nstop\n}\n}\n\nactor TempPitProtectionEnder : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",1)\nstop\n}\n}\n\nactor TeamTranslationItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_JumpIfInTargetInventory(\"LightTeamFlag\",1,\"BFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"WilyTeamFlag\",1,\"RFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CossackTeamFlag\",1,\"GFire\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"KingTeamFlag\",1,\"YFire\")\nstop\nBFire:\nTNT1 A 0 Thing_SetTranslation(0, 230)\nstop\nRFire:\nTNT1 A 0 Thing_SetTranslation(0, 231)\nstop\nGFire:\nTNT1 A 0 Thing_SetTranslation(0, 232)\nstop\nYFire:\nTNT1 A 0 Thing_SetTranslation(0, 233)\nstop\n}\n}\n\nactor BasicGuideDot\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nScale 1.0\nRenderstyle Stencil\nStencilColor \"#FBFF00\"\nStates\n{\nSpawn:\nBASB U 0\nBASB U 1\nstop\n}\n}\n\nActor VisibilityWatcher\n{\n+NOINTERACTION\n-SOLID\n+MISSILE\nradius 1\nheight 1\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nrenderstyle none\nReactionTime 70\nargs 70\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"MISSILE\",0)\nSpawn1:\nTNT1 A 1 A_CountdownArg(0,\"CheckInv\")\nLoop\n\nCheckInv:\nTNT1 A 1 A_JumpIfInTargetInventory(\"Once\",1,\"Reloop\")\nGoto Death\n\nReloop:\nTNT1 A 0 A_SetArg(0,ReactionTime)\nGoto Spawn\n\nDeath:\nTNT1 A 1 A_GiveToTarget(\"ForceVisible\")\nTNT1 A 5\nstop\n}\n}\n\nactor BasicWarper\n{//Used for Warpers\n+NOINTERACTION\n+CLIENTSIDEONLY\n-SOLID\n+MISSILE\n+THRUACTORS\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\nHeight 2\nRadius 2\nScale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"GeneralWarper\",0)\nTNT1 A 0 A_GiveInventory(\"ProjectileCodeSyncTarget\",1)\nTNT1 A 0 A_Jump(256,\"Shield\")\nGoto Shield\nShield:\nSTAR AABBCCDD 1 A_Warp(AAPTR_TARGET, 0, 0, 16, 0, 24)//WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION\nloop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/baseflags.txt",
"contents": "actor ForceVisible : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_SetTranslucent(1.0,0)\nTNT1 A 0 A_ChangeFlag(\"INVISIBLE\",0)\nTNT1 A 0 A_ChangeFlag(\"SHADOW\",0)\nstop\n}\n}\n\nactor NetCheck_A : Powerup{powerup.duration 7}\nactor NetCheck_B : Powerup{powerup.duration 7}\nactor NetCheck_C : Powerup{powerup.duration 7}\nactor NetCheck_D : Powerup{powerup.duration 7}\nactor NetCheck_Freeze : Powerup{powerup.duration 7}\nactor NetCheck_DD : Powerup{powerup.duration 3}\n\nactor InMenu : Once{}\n\n//[+]========================================================================[+]\n//------------------------------|Player Resources|---------------------------\n//[+]========================================================================[+]\n\nactor ShotCounter : Ammo\n{\ninventory.amount 1\ninventory.maxamount 5\n+INVENTORY.IGNORESKILL\n}\n\n//100.0%\nactor BusterPower : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1000\n+INVENTORY.IGNORESKILL\n}\n\nactor AntiBusterPower : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nactor ClassResource : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nactor AmmoDelay : Inventory\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nactor UseResource : Once{}\n//[+]========================================================================[+]\n//--------------------------------|Ultimates Script|---------------------------\n//[+]========================================================================[+]\n\nactor LevelupFX : BasicClientside\n{\nscale 2.5\nAlpha 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nHGEN MNMN 3\nTNT1 A 0 A_stop\nHGEN MNMN 3\nHGEN MNMNMNMN 3 A_Fadeout\nstop\n}\n}\n\nActor LeveLUpCue : CustomInventory\n{\n+COUNTITEM\n+INVBAR\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.QUIET\nInventory.Amount 1\nInventory.MaxAmount 1\ninventory.icon \"DWRASI\"\nInventory.PickUpSound \"item/1up\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP Q 1\nLoop\nUse:\nTNT1 A 0 A_spawnitemEX(\"LevelupFX\",0,0,40,0,0,3,0,1)\nTNT1 A 0 A_PlaySoundEX(\"Misc/Levelup\",\"Soundslot8\")\nTNT1 A 0 A_GiveInventory(\"LevelupBuffer\")\nstop\n}\n}\n\nActor LevelupBuffer : Powerup{inventory.amount 1 powerup.duration 7}\n\n//[+]========================================================================[+]\n\nactor IsInGame : Once {}\n\nactor OnceC : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor AbnormalItemPosition : Once {}\n\nactor InvisibleFlag : Once {}\nactor CannotUseHealing : Once {}\nActor JumpCanclerDisable : Once {}\nActor StaminaFlag : Ammo {+INVENTORY.IGNORESKILL Inventory.MaxAmount 500}\nactor CanWallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor NoJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor NoWallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor WallJump : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor WallJumpCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30\n}\n\nActor NoArmorBar : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nActor ScriptCharge : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1000\n}\n\nActor ClassToggleItem : Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n//[+]========================================================================[+]\n//--------------------------------|Zangief Script|---------------------------\n//[+]========================================================================[+]\nactor SuplexID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 64\n}\nactor ZangiefAngle : Inventory\n{\ninventory.amount 1\ninventory.maxamount 255\n}\n\nactor AntiInvincible : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(Health>0,\"InGame\")\nstop\nInGame:\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nActor GrappledFlag : Powerup{inventory.amount 1 powerup.duration 7}\n\n//[+]========================================================================[+]\n//--------------------------------|Targeting Script|---------------------------\n//[+]========================================================================[+]\nactor TargetingFlag : Inventory{inventory.amount 1 inventory.maxamount 64}\nactor TargetingRangeFlag : Inventory{inventory.amount 1 inventory.maxamount 3000}\nActor TargActive : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TargScriptActive : Powerup{inventory.amount 1 powerup.duration 3}\nActor TargHolder : Powerup{inventory.amount 1 powerup.duration 7}\n\nactor WepScanFlag : once{}\n\n//[+]========================================================================[+]\n\nactor ProjectilePortDead : Powerup{powerup.duration 17}\n\nactor HaltPlayer : CustomInventory //Interrupts movement states\n{\nstates\n{\npickup:\nTNT1 A 0 A_GiveInventory(\"ProjectilePortDead\",1)\nTNT1 A 0 A_GiveInventory(\"DashBreaker\",1)\nstop\n}\n}\n\nactor DashSet_A : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 SetPlayerProperty(0,1,0)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSet_B : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 SetPlayerProperty(0,1,4)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSet_C : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor DashSetOff : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,2)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0\n\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nGoto Pickup2\n\nPickup2:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nstop\n\nNope:\nTNT1 A 0\nStop\n}\n}\n\nactor IsInvunFlag : OnceC{}\n\nactor InvulnerableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\nstop\n}\n}\nactor InvulnerableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nstop\n}\n}\n\nactor UnhittableOn_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"IsInvunFlag\",1)\nTNT1 A 0 A_GiveInventory(\"UnhittableProtect\",1)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",1)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",1)\nstop\n}\n}\nactor UnhittableOff_Pickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"IsInvunFlag\",9)\nTNT1 A 0 A_TakeInventory(\"UnhittableProtect\",9)\nTNT1 A 0 A_ChangeFlag(\"NONSHOOTABLE\",0)\nTNT1 A 0 A_ChangeFlag(\"NORADIUSDMG\",0)\nstop\n}\n}\nactor UnhittableProtect : PowerProtection\n{\nPowerup.Duration -60\n//damagefactor \"InsertRailGunHere\", 0.0\n}\n\n//[+]========================================================================[+]\n//-------------------------|Projectile TRanslation Script|---------------------\n//[+]========================================================================[+]\nactor ProjectileCode : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"ProjectileSpawned\",1)\nPickup1:\nTNT1 A 0 A_JumpIf(CallACS(\"Check_ProjectileColor_Server\"),\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"TeamBlue\")\nTNT1 A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"TeamRed\")\nTNT1 A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"TeamGreen\")\nTNT1 A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"TeamGold\")\nstop\nTeamBlue:\nTeamBlue1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",0)\nstop\nTeamRed:\nTeamRed1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",1)\nstop\nTeamGreen:\nTeamGreen1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",2)\nstop\nTeamGold:\nTeamGold1:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"Set_Projectile_Translation\",3)\nstop\n}\n}\n\nactor ProjectileSpawned : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ProjectileDCode : ProjectileCode\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"ProjectileSpawned\",1,\"PickupNo\")\ngoto Pickup1\nPickupNo:\nTNT1 A 0\nstop\n}\n}\n\nactor ProjectileCodeNo : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0\nstop\n}\n}\n\nactor SyncTarget : ProjectileCode\n{\nstates\n{\nPickup:\nTNT1 A 0\ngoto Pickup1\nTeamBlue:\nTeamRed:\nTeamGreen:\nTeamGold:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\nstop\n}\n}\n\nactor ProjectileCodeSyncTarget : ProjectileCode\n{\nstates\n{\nTeamBlue:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamBlue1\nTeamRed:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamRed1\nTeamGreen:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamGreen1\nTeamGold:\nTNT1 A 0 ACS_NamedExecuteWithResult(\"SyncTargetToTID\",CallACS(\"Core_GetTarget\"))\ngoto TeamGold1\n}\n}\n\nactor ProjectileFXCode : ProjectileCode {}\n\n//[+]========================================================================[+]\n//-------------------------|PokemonClass Spawn|---------------------\n//[+]========================================================================[+]\n\nactor PKMNStarterKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_Setup\",0)\n\nTNT1 A 0 //A_GiveInventory(\"PokeFormHandler\",1)\nTNT1 A 0 A_GiveInventory(\"EvoStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"TMShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"ItemShopStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"PlayerStatusItem\",1)\nTNT1 A 0 A_GiveInventory(\"ShopGuardItem\",1)\n\nTNT1 A 0 A_GiveInventory(\"PPRecovery\",1)\n\nstop\n}\n}\n\nactor PKMNRentalKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"PlayerStatusItem\",1)\nTNT1 A 0 A_GiveInventory(\"ShopGuardItem\",1)\n\nTNT1 A 0 A_GiveInventory(\"PPRecovery\",1)\n\nstop\n}\n}\n\nactor PKMNDeadKit : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"MoveTutorStartItem\",1)\nTNT1 A 0 A_GiveInventory(\"MoveShiftStartItem\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"LoadMoveset\",0)\nstop\n}\n}\n//[+]========================================================================[+]\n//-------------------------|Persistant Loadouts|---------------------\n//[+]========================================================================[+]\n\nactor SaveMovesetFlag : Inventory{inventory.amount 1 inventory.maxamount 5}\n\nactor PersistentLoadout : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"INSTAGIB_CHECK\"),\"PickupNo\")\nTNT1 A 0 A_GiveInventory(\"Once\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PERSISTENT_LOADOUT\",0)\nstop\nPickupNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PickupOn : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\",1)\nstop\n}\n}\n\nactor PickupOff : CustomInventory\n{\nstates\n{\npickup:\nTNT1 A 0 A_ChangeFlag(\"PICKUP\",0)\nstop\n}\n}\n\n//[+]========================================================================[+]\n//-------------------------|Skins|---------------------\n//[+]========================================================================[+]\n\nactor PokeFormHandler : CustomInventory\n{\nstates\n{\nPickup:\n//TNT1 A 0 A_ChangeFlag(\"NOSKIN\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"Wait_PokeSkinHandler\",0)\nstop\n}\n}\n\nactor EvoMaskFX_Spawn : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n//+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\n//TNT1 A 0 A_Jumpifinventory(\"EvoMaskFX_Buffer\",1,\"Nope\")\nTNT1 A 0 A_SpawnItemEX(\"EvoMaskFX\")\n//TNT1 A 0 A_GiveInventory(\"EvoMaskFX_Buffer\",0)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor EvoMaskFX_Buffer : PowerUp {inventory.amount 1 Powerup.Duration 5}\n\nactor EvoMaskFX : BasicClientside\n{\nscale 4.0\nRenderstyle \"Add\"\nReactionTime 17\nAlpha 0.1\nspeed 7\nStates\n{\nSpawn:\nASEX A 0\nASEX A 1 A_Warp(AAPTR_TARGET,0,0,22,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nASEX A 0 A_SetScale(ScaleX+0.2)\nRFLC B 0 A_CountDown\nRFLC B 0 A_JumpIF(reactionTime > 12,\"Spawn2\")\nASEX A 0 A_FadeOut(0.05)\nloop\nSpawn2:\nASEX A 0 A_Fadein(0.1)\nGoto Spawn\n\nDeath:\nRFLC B 0\nstop\n}\n}\n//[+]========================================================================[+]\n//-------------------------|Menu Items|---------------------\n//[+]========================================================================[+]\nactor EvoStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Evolution Stone\"\nTag \"Evo Stone\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 A_GiveInventory(\"MenuSpawnSafeZone\",0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"EvolveTrigger\",0)\nfail\n}\n}\n\nactor MoveTutorStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Move Tutor\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptLevelUpMove\",0)\nfail\n}\n}\n\nactor ItemShopStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Item Shop\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptItemShop\",0)\nfail\n}\n}\n\nactor TMShopStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"TM Shop\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptTMShop\",0)\nfail\n}\n}\n\nactor MoveShiftStartItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Move Tutor\"\nTag \"Move Tutor\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PromptMoveReposition\",0)\nfail\n}\n}\n\nactor PlayerStatusItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Status Screen\"\nTag \"Status Screen\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 A_GiveInventory(\"MenuSpawnSafeZone\",0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"ShowPlayerStatus\",0)\nfail\n}\n}\n\nactor ShopGuardItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Shop Security\"\nTag \"Shop Security\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\nstates\n{\nSpawn:\nWEAP X 1\nloop\nUse:\nTNT1 A 0 A_GiveInventory(\"MenuSpawnSafeZone\",0)\nfail\n}\n}\n\nactor PKMN_WhiteFlagDropper : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"HasFlagBall\") == 1,\"DropFlag\")\nstop\nDropFlag:\nSCRW A 1 ACS_NamedExecuteAlways(\"FlagFumble\",0)\nstop\n}\n}\n\nactor BasicWarperHold : Powerup {inventory.amount 1 Powerup.Duration 17}\n\nactor PlayerIsInvisible : PlayerPropertyFrozen {}\n\nactor PlayerVisibilityOff : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",1)\nTNT1 A 0 A_SetTranslucent(0.0,0)\nstop\n}\n}\n\nactor PlayerVisibilityOn : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 1 A_ChangeFlag(\"INVISIBLE\",0)\nTNT1 A 0 A_SetTranslucent(1.0,0)\nstop\n}\n}\n\nActor TargetMarker3 : TargetMarker\n{\nstates\n{\nUse:\n//TNT1 A 0 A_FireCustomMissile(\"TargetTracer\",0,0,0,16,0,0)\nTNT1 A 0 A_SpawnItemEx(\"TargetTracer3\", 0, 8, 32, Cos(pitch)*1000, 0, sin(-pitch)*1000,0)\nstop\n}\n}\n\nactor TargetTracer3 : TargetTracer\n{\n+NOCLIP\n+NOINTERACTION\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase-flags.txt",
"contents": "actor ClassDeathPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 SetPlayerProperty(0, 0, 4)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_TakeInventory(\"ConcreteTime\", 999)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",999)\nTNT1 A 0 A_GiveInventory(\"IsDead\",1)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_GiveToTarget(\"KilledMeStock\",1)\nTNT1 A 0 A_GiveToTarget(\"KilledMe\",1)\nstop\n}\n}\n\nactor PainPower : Powerup\n{\npowerup.duration 3\n}\n\nactor GravityHoldPainPower : PainPower {}\nactor WilyIcePainPower : PainPower {}\n\nactor TypeDeathFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ExplodeDeathFlag : TypeDeathFlag {}\nactor FallingDeathFlag : TypeDeathFlag {}\nactor RisingDeathFlag : TypeDeathFlag {}\nactor IceDeathFlag : TypeDeathFlag {}\n\nactor RiseMyMegamanFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 35\n}\n\nactor GlassHealthBar : Inventory //1.5x or more\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor ProtoHealthBar : GlassHealthBar //1.3 - 1.499\n{\n}\nactor LightHealthBar : GlassHealthBar //1.2 - 1.299\n{\n}\nactor MegaHealthBar : GlassHealthBar //1.1 - 1.199\n{\n}\nactor DuoHealthBar : GlassHealthBar //0.9 - 0.999\n{\n}\nactor SturdyHealthBar : GlassHealthBar //0.8 - 0.899\n{\n}\nactor DocToadHealthBar : GlassHealthBar //0.7 - 0.799\n{\n}\nactor ToadHealthBar : GlassHealthBar //.6 - .699\n{\n}\nactor HeavyHealthBar : GlassHealthBar //.55 - .6 most useful bar ever >_>\n{\n}\nactor HardHealthBar : GlassHealthBar //.5 nuff said\n{\n}\n\nactor NGS_DeathEffectActor\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nScale 4\nRENDERSTYLE \"add\"\nStates\n{\nSpawn:\nASEX A 0\nSPKH D 1\nASEX A 0 A_SpawnItemEx(\"NGS_DeathFX1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nTNT1 A 4\nASEX A 0 A_PlaysoundEX(\"misc/DeathSound\",\"soundslot6\")\nCENF AAAAA 0 A_SpawnItemEx(\"NGS_DeathFX3\", 0, 0, 0, 8, 8, random2(8), random(0, 359),SXF_TRANSFERTRANSLATION)\nCENF AAAAA 0 A_SpawnItemEx(\"NGS_DeathFX2\", 0, 0, 0, 10, 10, random2(10), random(0, 359),SXF_TRANSFERTRANSLATION)\nSPKH D 0 A_Fadeout(0.5)\nSPKH D 1 A_setscale(ScaleX + 2.0)\nTNT1 A 17\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX1 //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\n+NOINTERACTION\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1.0\nRENDERSTYLE \"add\"\n\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nTCEX A 0\nTCEX BBCCDD 1 A_setscale(ScaleX + 0.2)\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX E 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nTCEX F 1 A_setscale(ScaleX + 0.2)\nTCEX E 0 A_Fadeout\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX2 : NGS_DeathFX1\n{\nRENDERSTYLE \"add\"\nscale 1.5\nSpeed 20\nreactiontime 10\nStates\n{\nSpawn:\nNDFX A 0\nNDFX A 0 A_SetScale(Frandom(1.0,2.0))\nNDFX BCDE 1 A_ScaleVelocity(0.8)\nSpawn2:\nNDFX BCDE 1\nNDFX A 0 A_CountDown\nNDFX A 0 A_Jumpif(reactiontime >= 5, \"Spawn2\")\nTCEX E 0 A_Fadeout(0.1)\nloop\n}\n}\n\nactor NGS_DeathFX3 : BasicFastProjectile //These are decorative.\n{\nPROJECTILE\nRENDERSTYLE \"add\"\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\nmissiletype \"NGS_DeathFX3Trail\"\nMissileheight 8\nStates\n{\nSpawn:\nMMFX A 0\nCFL5 AB 1\nCFL5 AABB 1 A_SetScale(0.3)\nCFL5 CD 2\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor NGS_DeathFX3Trail : BasicClientside\n{\nscale 1\nRenderstyle \"add\"\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nCFL5 CD 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase.txt",
"contents": "actor ClassBase : ClassBase2 {}\n\nactor ClassBaseRentals : ClassBase Replaces ClassBase {+NOSKIN}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase0.txt",
"contents": "actor ClassBase0 : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\n//player.forwardmove 0.6, 0.6\n//player.sidemove 0.58, 0.58\nplayer.forwardmove 1.0, 0.5\nplayer.sidemove 1.0, 0.5\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"mm8bdmplayer\", 1\nHealth 100\nPlayer.MaxHealth 100\nPlayer.AttackZOffset 10\nmass 9999\ngravity 0.6\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\n+QUICKTORETALIATE\n+NOSKIN\n+THRUSPECIES\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"BlockExplosion\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nscale 2.5\nbloodtype \"MegamanBlood\"\n\nvar int User_AbraTid;\nvar int User_STargTID;\nvar int User_angleDistRegister;\nvar int User_STargRange;\nvar int user_wepangle;\nvar int user_weppitch;\nvar int user_wepangle2;\nvar int user_HitMemory;\nvar int user_HitFrame;\n\nvar int user_RemoteX;\nvar int user_RemoteY;\nvar int user_RemoteZ;\nStates\n{\nSuperSpawn:\n\"----\" A 1 A_Jump(256,\"Spawn\")\nwait\nSuperClassPain:\n\"----\" A 1 A_Jump(256,\"ClassPain\")\nwait\nSuperClassDeath:\n\"----\" A 1 A_Jump(256,\"ClassDeath\")\nwait\n\nMegamanPain:\n\"----\" A 0 A_Pain\n\"----\" A 0 //ACS_NamedExecuteAlways(\"Ult_Giver\",0,User_HitMemory,1)\n\"----\" A 1 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockback\",0,1,1)//A_Recoil(1)\n\"----\" AAAAAAAAA 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\n//---\nPainWeak:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Weak\",\"Voice\")\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,4)\ngoto SuperSpawn\n\nPainNormal:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Normal\",\"Voice\")\n\"----\" A 0 //A_ScaleVelocity(0.75)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,3)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\nPainStrong:\n\"----\" A 0 //A_PlaySoundEx(\"PokePain/Strong\",\"Voice\")\n\"----\" A 0 //A_ScaleVelocity(0.4)\n\"----\" A 0 A_GiveInventory(\"SleepBreaker\")\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,2)\n\"----\" HHHHHHHHH 0 A_SpawnItemEx(\"CentaurFlashFX\", 0, 0, 28, 256/24, 256/24, random2(256/24), random(0, 359))\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n//---\n\nBonkDeath:\n\"----\" H 0 A_SpawnitemEX(\"SkyUppercutCeilingBonk\")//\nGoto Death\n\nMegamanDeath:\n\"----\" A 5\nMegamanExplode:\nTNT1 A 0 A_SpawnItemEx(\"NGS_DeathEffectActor\", 0, 0, 32, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\nMegamanFall:\nTNT1 A 0 A_SpawnItemEx(\"NGS_DeathEffectActor\", 0, 0, 32, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)//A_PlayerScream\nMegamanErase:\nTNT1 A 1 A_CheckPlayerDone\nwait\n\n// SINGLEPLAYER STUFF\nTheEnd: // Used in the original ending\n\"####\" G 4\nloop\nWalkForward:\n\"####\" BBBBBCCCCCDDDDDEEEEE 1 A_Recoil(-0.8)\nloop\nCreditWalk:\n\"####\" BCDE 8\nloop\nCreditRun:\n\"####\" BCDE 5\nloop\nDozerCarry:\n\"####\" BBBBCCCCDDDDEEEEBBBBCCCCDDDDBBBBCCCCDDDD 1 A_Recoil(-1)\n\"####\" F 10 A_Stop\n\"####\" F -1\nstop\nDozerThrow:\n\"####\" F 0 A_ChangeFlag(\"THRUACTORS\",1)\n\"####\" F 20 ThrustThingZ(0, 60, 0, 1)\n\"####\" G 20\n\"####\" A -1\nstop\nEndlessPain:\n\"####\" H -1\nstop\n}\n}\n\nactor DeathFX3\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\n\nStates\n{\nSpawn:\nMMFX JKLM 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX4 : DeathFX3\n{\nspeed 5\n}\n\nactor FakeDeathFX2\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 0, 15, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 0, -15, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 10, 10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -10, 10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 10, -10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -10, -10, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, 15, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX3\",0, 0, 0, 0, -15, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 0, 5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 0, -5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 3.5, 3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -3.5, 3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 3.5, -3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -3.5, -3.5, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, 5, 0, 0, SXF_TRANSFERTRANSLATION)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX4\",0, 0, 0, 0, -5, 0, 0, SXF_TRANSFERTRANSLATION)\n\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase1.txt",
"contents": "actor ClassBase1 : ClassBase0\n{\nStates\n{\n//===|Type Pains\nNormalPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Normal) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFightingPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fighting) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFlyingPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Flying) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPoisonPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Poison) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGroundPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ground) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nRockPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Rock) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nBugPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Bug) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGhostPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ghost) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ghost) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ghost) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nSteelPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Steel) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFirePain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fire) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nWaterPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Water) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nGrassPain:\nPLY1 H 0\n\"####\" H 0\n\"####\" H 0 A_GiveInventory(\"AbsorbCheck\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Grass) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nElectricPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Electric) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPsychicPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Psychic) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nIcePain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Ice) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nDragonPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dragon) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nDarkPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Dark) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nFairyPain:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 2 ,\"PainStrong\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 1 ,\"PainNormal\")\n\"----\" A 0 A_JumpIf(CallACS(\"PKMN_PainSound\",Type_Fairy) == 0 ,\"PainWeak\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\n//===|Type Deaths\nNormalDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\nGoto Death\n\nFightingDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\nGoto Death\n\nFlyingDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\nGoto Death\n\nPoisonDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Poison)\nGoto Death\n\nGroundDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ground)\nGoto Death\n\nRockDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Rock)\nGoto Death\n\nBugDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Bug)\nGoto Death\n\nGhostDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ghost)\nGoto Death\n\nSteelDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Steel)\nGoto Death\n\nFireDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\nGoto Death\n\nWaterDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\nGoto Death\n\nGrassDeath:\n\"####\" H 0 A_GiveInventory(\"AbsorbCheck\")\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Grass)\nGoto Death\n\nElectricDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Electric)\nGoto Death\n\nPsychicDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Psychic)\nGoto Death\n\nIceDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Ice)\nGoto Death\n\nDragonDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dragon)\nGoto Death\n\nDarkDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dark)\nGoto Death\n\nFairyDeath:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fairy)\nGoto Death\n\nPain:\n\"----\" A 0 //A_ScaleVelocity(0.75)\n\"----\" A 0\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n//goto SuperClassPain\nDeath:\n\"----\" A 0 A_GiveInventory(\"ClassDeathPickup\",1)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,3)\ngoto SuperClassDeath\n\nClassPain:\nPLY1 H 0\n\"####\" H 0\nMegamanPain:\n\"----\" A 0 A_JumpIfInventory(\"GravityHoldPainPower\",1,\"GravityHoldWait\")\n\"----\" A 0 A_JumpIfInventory(\"WilyIcePainPower\",1,\"WilyIceWait\")\ngoto \"Super::MegamanPain\"\nGravityHoldWait:\n\"----\" A 2\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\ngoto \"Super::MegamanPain\"\nWilyIceWait:\n\"----\" A 30\n\"----\" A 30\n\"----\" A 0 SetPlayerProperty(0,0,0)\n\"----\" A 0 A_TakeInventory(\"IceVision\",1)\ngoto SuperSpawn\n\nClassDeath:\n\"####\" H 0\nMegamanDeath:\n\"----\" A 0 A_JumpIfInventory(\"ExplodeDeathFlag\",1,\"MegamanExplode\")\n\"----\" A 0 A_JumpIfInventory(\"FallingDeathFlag\",1,\"MegamanFall\")\n\"----\" A 0 A_JumpIfInventory(\"RisingDeathFlag\",1,\"MegamanRise\")\n\"----\" A 0 A_JumpIfInventory(\"IceDeathFlag\",1,\"MegamanIce\")\ngoto \"Super::MegamanDeath\"\nMegamanRise:\n\"----\" A 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nRiseMyMegaman:\n\"----\" A 1 ThrustThingZ(0,10,0,1)\n\"----\" A 0 A_JumpIf(ceilingz-z<=(height+1), \"RiseMyMegamanEnd\")\n\"----\" A 0 A_GiveInventory(\"RiseMyMegamanFlag\", 1)\n\"----\" A 0 A_JumpIfInventory(\"RiseMyMegamanFlag\", 35, \"RiseMyMegamanEnd\")\nloop\n/*RiseMyMegamanEnd:\n\"----\" A 0\ngoto MegamanExplode*/\nRiseMyMegamanEnd:\n\"----\" A 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\ngoto MegamanFall\nMegamanIce:\n\"----\" A 1 A_PlayerScream\n\"----\" A 0 ACS_ExecuteAlways(998,0,105,1)\n\"----\" A 0 A_FreezeDeath\n\"----\" A 35\n\"----\" A 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\ngoto MegamanErase\n\nPain.GravityHold:\n\"----\" A 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" A 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" A 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" A 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" A 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceNo\nGravityForce4:\n\"----\" A 0 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceB\nGravityForce3:\n\"----\" A 0 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceB\nGravityForce2:\n\"----\" A 0 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceB\nGravityForce1:\n\"----\" A 0 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceB\nGravityForceB:\n\"----\" A 0 A_GiveInventory(\"GravityHoldPainPower\",1)\nGoto Pain+1\nGravityForceNo:\n\"----\" A 0 A_CheckFloor(2)\n\"----\" A 0 ThrustThingZ(0,150,1,0)\n\"----\" A 0\nGoto Pain+1\n\nPain.WilyIce:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" A 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" A 0 A_GiveInventory(\"IceVision\",1)\n\"----\" A 0 A_Stop\n\"----\" A 0 A_GiveInventory(\"WilyIcePainPower\",1)\nGoto Pain+1\n\nDeath.Beam:\n//Death.GravityHold:\nDeath.instagib:\nDeath.Telefrag:\n\"----\" A 0 A_GiveInventory(\"ExplodeDeathFlag\",1)\ngoto Death\nDeath.Falling:\n\"----\" A 0 A_JumpIfInventory(\"FallDeathExplodeFlag\", 1, \"Death\")\n\"----\" A 0 A_GiveInventory(\"FallingDeathFlag\",1)\ngoto Death\nDeath.WindStorm:\nDeath.GravityHold:\nDeath.TornadoBlow:\n\"----\" A 0 A_GiveInventory(\"RisingDeathFlag\",1)\ngoto Death\n\nIce:\n\"----\" A 0 A_GiveInventory(\"IceDeathFlag\",1)\ngoto Death\n\n//////////////////\n\nPain.BotSight:\nPLY1 B 5 HealThing(1)\ngoto SuperSpawn\nPain.ProtoBuster:\nPain.DarkMan:\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.BassBuster:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Gamma:\nPain.Misc:\nPain.KyorownBullet:\nPain.Treble:\nPain.FlameSwordSpark:\nPLY1 H 0\nGoto pain+1\nPain.Reggae:\nTNT1 A 0 A_PlaySoundEx(\"item/reggae\", \"SoundSlot7\", 0)\nGoto Pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\nPLY1 H 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\nPLY1 H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\nPLY1 H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\nPLY1 H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\nPLY1 H 0 A_GiveInventory(\"FlameSwordProtect\", 1)\nPLY1 HH 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\npain.LaserTrident:\nPLY1 H 0 A_GiveInventory(\"LaserTridentProtect\", 1)\ngoto pain+1\nPain.WindStorm:\nPain.FlingDamage:\nPLY1 H 0 //ThrustThing(random(0,255),50,1,0)\nPLY1 H 0 ThrustThing(random(0,255),5,0,0)\nPLY1 H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLY1 H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",125)\nPLY1 H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLY1 H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLY1 H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLY1 H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLY1 H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLY1 H 0 A_Stop\nGoto Pain+1\nPain.ConcreteShot:\nPLY1 H 0 A_JumpIfInventory(\"ConcreteVision\", 1, \"ConcreteReset\")\nPLY1 H 0 A_GiveInventory(\"ConcreteVision\", 1)\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\nPLY1 H 0 A_SpawnItemEx(\"ConcreteWatcher\")\ngoto Pain+1\nConcreteReset:\nPLY1 H 0 A_GiveInventory(\"ConcreteTime\", 105)\ngoto Pain+1\nPain.TornadoBlow:\nPLY1 H 0 ThrustThingZ(0, 60, 0, 0)\ngoto Pain+1\nPain.WilyFire:\nPLY1 H 0 A_SpawnItemEx(\"ImOnFire\")\nPLY1 H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLY1 H 0\nPLY1 H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nPain.TimeStopper:\nPLY1 H 0 A_GiveInventory(\"TimeStopActivator\", 1)\nGoto Pain+1\nBeatAssist:\nPLY1 H 0\nPLY1 H 0 HealThing(2)\nPLY1 H 2 ACS_NamedExecuteAlways(\"core_beatflight\", 0, 0, 1)\nPLY1 H 0 A_JumpIfInventory(\"BeatCallProtection\", 1, \"Spawn\")\nGoto Pain+1\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/classbase2.txt",
"contents": "actor ClassBase2 : ClassBase1\n{\nStates\n{\n// -=-=-=- Pain States -=-=-=-\n//#region -=- Normal -=-\nPain.Swift:\nPain.SpikeCannon:\nPain.FurySwipes:\nPain.Glare:\nPain.SoftBoiled:\nPain.MorningSun:\n//--[Move|Normal]--\n \"----\" H 0\nGoto NormalPain\n\nPain.Eggbomb:\n\"----\" H 0\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\nGoto NormalPain\n\nPain.Slam:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"SlamProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"SlamImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\n\"----\" H 0\nGoto NormalPain\n\nPain.CrushClaw:\n\"----\" H 0 A_GiveInventory(\"CrushClawNerfInitiate\",1)\nGoto NormalPain\n\nPain.Fakeout:\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\",1)\nGoto NormalPain\n\nPain.Thrash:\n\"----\" H 0 A_GiveInventory(\"ThrashProtect\",1)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Normal)\nGoto NormalPain\n\nPain.QuickAttack:\n\"----\" H 0 A_GiveInventory(\"QuickAttackDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"QuickAttackCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Normal)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.TakeDown:\n\"----\" H 0 A_GiveInventory(\"TakeDownDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"TakeDownCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,25)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.DoubleEdge:\n\"----\" H 0 A_GiveInventory(\"DoubleEdgeDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"DoubleEdgeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.HeadButt:\n\"----\" H 0 A_GiveInventory(\"HeadButtDelay\",1)\n\"----\" H 0 A_GiveInventory(\"HeadButtCringeChance\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"HeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto NormalPain\n\nPain.RapidSpin:\n\"----\" H 0 A_GiveInventory(\"RapidSpinProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Normal)\nGoto NormalPain\n\nPain.FalseSwipe:\n \"----\" H 0 //A_JumpIfHealthLower(2,\"PainFalse2\")\nGoto PainFalse\n\nPain.FalseSwipe2:\n \"----\" H 0\nGoto PainFalse2\n\n/*\nFalseAward:\n\"----\" H 0 ACS_NamedExecuteAlways(\"FalseEXPAward\",0)\nGoto NormalPain\n*/\n\nPainFalse:\nPLY1 H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,1)\n/*\n\"####\" H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n\"----\" A 1 ACS_NamedExecuteAlways(\"PKMN_HitEXP\",0,User_HitMemory,1)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\n*/\ngoto SuperSpawn\n\nPainFalse2:\nPLY1 H 0\n\"####\" H 0\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n\"----\" HHHHHHHHH 2 A_SpawnItemEx(\"PainFX\",-5,0,3,0,0,0)\n\"----\" A 1\ngoto SuperSpawn\n\nPain.Slash1:\n\"----\" H 0 A_GiveInventory(\"Slash1Protect\", 1)\nGoto NormalPain\nPain.Slash2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"Slash2Protect\", 1)\nGoto NormalPain\n\n//#endregion\n\n//#region -=- Fighting -=-\n\nPain.Fighting:\nPain.HammerArm:\nPain.FocusBlast:\n//--[Move|Fighting]--\n\"----\" H 0\nGoto FightingPain\n\nPain.VacuumWave:\n\"----\" H 0\nGoto FightingPain\n\nPain.DoubleKick:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\n\"----\" H 0 A_GiveInventory(\"DoubleKickProtect\",1)\nGoto FightingPain\n\nPain.Skyuppercut:\n\"----\" H 0 A_GiveInventory(\"SkyuppercutProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,70,0)\nGoto FightingPain\n\nPain.HiJumpKick:\n\"----\" H 0 A_GiveInventory(\"HiJumpKickDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"HiJumpKickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\nGoto FightingPain\n\nPain.Machpunch:\n\"----\" H 0 A_GiveInventory(\"MachpunchDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"MachpunchCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FightingPain\n\nPain.CloseCombat:\n\"----\" H 0 A_GiveInventory(\"CloseCombatProtect\",1)\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Fighting)\nGoto FightingPain\n\nPain.DrainPunch:\n\"----\" H 0 A_GiveInventory(\"DrainPunchProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FightingPain\n\n//#endregion\n\n//#region -=- Flying -=-\n\nPain.Peck:\nPain.WingAttack:\n//--[Move|Flying]--\n\"----\" H 0\ngoto FlyingPain\n\nPain.AirSlash:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"AirSlashProtect\",1)\nGoto FlyingPain\n\nPain.DrillPeck:\n\"----\" H 0 A_GiveInventory(\"DrillPeckProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\ngoto FlyingPain\n\nPain.SkyDrop1:\n\"----\" H 0 A_GiveInventory(\"SkyDropSuplexStart\",1)\ngoto FlyingPain\nPain.SkyDrop2:\n\"----\" H 0 A_GiveInventory(\"SkyDropPushStart\",1)\ngoto FlyingPain\n\nPain.BraveBird:\n\"----\" H 0 A_GiveInventory(\"BraveBirdDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"BraveBirdCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FlyingPain\n\nPain.Acrobatics:\n\"----\" H 0 //A_GiveInventory(\"AcrobaticsDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"AcrobaticsCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Misc/CeilingBonk\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\ngoto FlyingPain\n//#endregion\n\n//#region -=- Poison -=-\nPain.Venoshock:\nPain.PoisonTail:\n//--[Move|Poison]--\n\"----\" H 0\nGoto PoisonPain\n\nPain.PoisonTail1:\n\"----\" H 0 A_GiveInventory(\"PoisonTail1Protect\", 1)\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\nPain.PoisonTail2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"PoisonTail2Protect\", 1)\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\n\nPain.ClearSmog:\n\"----\" H 0 A_GiveInventory(\"ClearSmogProtect\")\n\"----\" H 0 A_GiveInventory(\"ClearSmogPurge\")\n\"----\" H 0\nGoto PoisonPain\n\nPain.Sludge:\nPain.SludgeBomb:\n\"----\" H 0\n\"----\" H 0 A_Jump(83,2)\n\"----\" H 0 A_GiveInventory(\"PoisonStatusProc\")\n\"----\" H 0\nGoto PoisonPain\n//#endregion\n\n//#region -=- Ground -=-\n\nPain.Ground:\nPain.SandTomb:\nPain.Dig:\n\n//--[Move|Ground]--\n\"----\" H 0\nGoto GroundPain\n\npain.Earthquake:\n\"----\" H 0 A_jumpifinventory(\"EarthQuakeProtect\",1,2)\n\"----\" H 0 A_GiveInventory(\"EarthQuakeProtect\",1)\n\"----\" H 0\nGoto GroundPain\n\nPain.Bulldoze:\n\"----\" H 0 A_GiveInventory(\"BulldozeProtect\",1)\n\"----\" H 0 A_GiveInventory(\"BulldozeNerfInitiate\",1)\nGoto GroundPain\n\nPain.MudShot:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudShotNerfInitiate\",1)\nGoto GroundPain\n\npain.Mudslap:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudslapNerfInitiate\",1)\nGoto GroundPain\n\npain.MudBomb:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"MudBombNerfInitiate\",1)\nGoto GroundPain\n//#endregion\n\n//#region -=- Rock -=-\n\nPain.PowerGem:\nPain.RockBlast:\nPain.RockThrow:\nPain.RockTomb:\nPain.RockPolish:\n//--[Move|Rock]--\n\"----\" H 0\nGoto RockPain\n\nPain.StealthRock:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\nGoto RockPain\n\nPain.Rollout:\n\"----\" H 0 A_GiveInventory(\"RolloutProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto RockPain\n\nPain.RockSlide:\n\"----\" H 0 A_GiveInventory(\"RockSlideProtect\")\n\"----\" H 0 A_GiveInventory(\"RockSlideProtect2\")\n\"----\" H 0 A_Jump(230,2)\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\")\n\"----\" H 0\nGoto RockPain\n\nPain.StoneEdge:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\nGoto RockPain\n\n//#endregion\n\n//#region -=- Bug -=-\n\nPain.Bug:\nPain.FuryCutter:\n//--[Move|Bug]--\n\"----\" H 0\nGoto BugPain\n\nPain.XScissor1:\n\"----\" H 0 A_GiveInventory(\"XScissor1Protect\", 1)\n\"----\" H 0 A_Jumpifinventory(\"XScissor2Protect\",1,\"XScissorImpact\")\nGoto BugPain\nPain.XScissor2:\n\"----\" H 0 A_GiveInventory(\"XScissor2Protect\", 1)\n\"----\" H 0 A_Jumpifinventory(\"XScissor1Protect\",1,\"XScissorImpact\")\nGoto BugPain\nXScissorImpact:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\nGoto BugPain\n\n//#endregion\n\n//#region -=- Ghost -=-\n\nPain.ShadowBall:\nPain.PhantomForce:\n//--[Move|Ghost]--\n\"----\" H 0\nGoto GhostPain\n\nPain.Astonish:\n\"----\" H 0 A_GiveInventory(\"AstonishBackstabItem\",1)\nGoto GhostPain\nPain.Astonish2:\n\"----\" H 0\n\"----\" H 0 //A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"CringeStatusProc\")\n\"----\" H 0\nGoto GhostPain\n\n//#endregion\n\n//#region -=- Steel -=-\nPain.FlashCannon:\n//--[Move|Steel]--\n\"----\" H 0\nGoto SteelPain\n\nPain.IronTail:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"IronTailProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"IronTailImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Water)\n\"----\" H 0\nGoto SteelPain\n\nPain.MetalClaw:\n\"----\" H 0 A_GiveInventory(\"MetalClawProtect\",1)\n\"----\" H 0 A_GiveInventory(\"MetalClawNerfInitiate\",1)\nGoto SteelPain\n\nPain.GyroBall:\n\"----\" H 0 A_GiveInventory(\"GyroBallProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto SteelPain\n\n//#endregion\n\n//#region -=- Fire\n\nPain.Fire:\n//--[Move|Fire]--\n\"----\" H 0\nGoto FirePain\n\nPain.FlameCharge:\n\"----\" H 0 A_GiveInventory(\"FlameChargeProtect\",1)\n\"----\" H 0\nGoto FirePain\n\nPain.Firepunch:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"FirePunchProtect\")\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\nGoto FirePain\n\nPain.Ember:\nPain.FireBlast:\nPain.FlameBurst:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\n\"----\" H 0\nGoto FirePain\n\nPain.Eruption:\nPain.LavaPlume:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\n\"----\" H 0\nGoto FirePain\n\nPain.BlazeKick:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\n\"----\" H 0\nGoto FirePain\n\nPain.FireSpin:\n\"----\" H 0 A_Giveinventory(\"FireSpinProtect\")\n\"----\" H 0 A_Giveinventory(\"FireSpinSlower\")\nGoto FirePain\n\nPain.HeatWave:\n\"----\" H 0 A_Giveinventory(\"HeatWaveProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Fire)\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\n\"----\" H 0\nGoto FirePain\n\npain.FlameThrower:\n\"----\" H 0 A_jumpifinventory(\"FlameThrowerProtect\",1,2)\n\"----\" H 0 A_GiveInventory(\"FlameThrowerProtect\",1)\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\n\"----\" H 0\nGoto FirePain\n\npain.FireFang:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fire)\n//\"----\" H 0 A_jumpifinventory(\"BurnMark\",1,2)\n//\"----\" H 0 A_SpawnItemEX(\"BurnWatcher\",1)\n//\"----\" H 0 A_Giveinventory(\"BurnMark\")\n\"----\" H 0\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"FirePunchBurnProc\")\nGoto FirePain\n\nPain.FlareBlitz:\n\"----\" H 0 A_GiveInventory(\"FlareBlitzDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"FlareBlitzCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FirePain\n\nPain.FlameWheel:\n\"----\" H 0 A_GiveInventory(\"FlameWheelProtect\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto FirePain\n\nPain.Overheat:\n\"----\" H 0 A_Giveinventory(\"OverheatProtect\")\n\"----\" H 0\nGoto FirePain\n\nPain.Incinerate:\n\"----\" H 0 A_Giveinventory(\"IncinerateProtect\")\n\"----\" H 0 A_Giveinventory(\"IncinerateItemTorch\")\n\"----\" H 0\nGoto FirePain\n\nPain.Inferno:\n\"----\" H 0 A_Giveinventory(\"InfernoProtect\")\n\"----\" H 0 A_GiveToTarget(\"InfernoPowerBuild\")\nGoto FirePain\n//#endregion\n\n//#region -=- Water -=-\n\nPain.WaterGun:\nPain.WaterPulse:\nPain.Whirlpool:\n//--[Move|Water]--\n\"----\" H 0\nGoto WaterPain\n\nPain.BubbleBeam:\n\"----\" H 0 A_GiveInventory(\"BubbleBeamProtect\",1)\nGoto WaterPain\n\nPain.Bubble:\n\"----\" H 0 A_GiveInventory(\"BubbleProtect\",1)\nGoto WaterPain\n\nPain.Surf:\n//\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Water)\n\"----\" H 0 A_GiveInventory(\"SurfProtect\",1)\nGoto WaterPain\n\nPain.Dive:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,55,0)\nGoto WaterPain\n\nPain.Brine:\n\"----\" H 0 A_GiveInventory(\"BrineProtect\",1)\nGoto WaterPain\n\nPain.HydroPump:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"HydroPumpProtect\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,5,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.AquaTail:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"AquaTailProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"AquaTailImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.AquaJet:\n\"----\" H 0 A_GiveInventory(\"AquaJetDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"AquaJetCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,10,Type_Water)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto WaterPain\n\nPain.Waterfall:\n\"----\" H 0 A_GiveInventory(\"WaterfallProtect1\",1)\n\"----\" H 0 A_GiveInventory(\"WaterfallProtect2\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 0\nGoto WaterPain\n\nPain.Liquidation:\n\"----\" H 0 A_GiveInventory(\"LiquidationNerfInitiate\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Water)\nGoto WaterPain\n\nPain.MuddyWater:\n\"----\" H 0 A_GiveInventory(\"MuddyWaterNerfInitiate\",1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,8,Type_Water)\n\"----\" H 0\nGoto WaterPain\n\nPain.Scald:\n\"----\" H 0 A_Jump(230,2)\n\"----\" H 0 A_GiveInventory(\"BurnStatusProc\")\n\"----\" H 0\nGoto WaterPain\n\n//#endregion\n\n//#region -=- Grass -=-\n //===|Grass\n\nPain.Leafage:\nPain.MagicalLeaf:\nPain.SeedBomb:\nPain.EnergyBall:\nPain.SolarBeam:\nPain.BulletSeed:\n//--[Move|Grass]--\n\"----\" H 0\nGoto GrassPain\n\nPain.PetalBlizzard:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PetalBlizzardProtect\",1)\nGoto GrassPain\n\nPain.PowerWhip:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PowerWhipProtect\",1)\n\"----\" H 0 A_SpawnItemEX(\"PowerWhipImpactPuff\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Null)\n\"----\" H 0\nGoto GrassPain\n\nPain.RazorLeaf:\n\"----\" H 0 A_GiveInventory(\"RazorLeafProtect\", 1)\nGoto GrassPain\n\nPain.Absorb:\n\"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto GrassPain\n\nPain.MegaDrain:\n\"----\" H 0 A_GiveInventory(\"MegaDrainProtect\", 1)\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto GrassPain\n\nPain.GigaDrain:\n\"----\" H 0 A_GiveInventory(\"GigaDrainProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto GrassPain\n\nPain.LeafBlade1:\n\"----\" H 0 A_GiveInventory(\"LeafBlade1Protect\", 1)\nGoto GrassPain\nPain.LeafBlade2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n\"----\" H 0 A_GiveInventory(\"LeafBlade2Protect\", 1)\nGoto GrassPain\n\nPain.VineWhip:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,5,Type_Grass)\nGoto GrassPain\n\nPain.WoodHammer:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Grass)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto GrassPain\n\n//#endregion\n\n//#region -=- Electric -=-\n\nPain.Shockwave:\n//--[Move|Electric]--\n\"----\" H 0\nGoto ElectricPain\n\nPain.WildCharge:\n\"----\" H 0 A_GiveInventory(\"WildChargeDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"WildChargeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto FirePain\n\nPain.Spark:\n\"----\" H 0 A_GiveInventory(\"SparkDelay\",1)\n\"----\" H 0 A_GiveInventory(\"SparkParaChance\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"SparkCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Electric)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto ElectricPain\n\nPain.ThunderPunch:\n\"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Electric)\n\"----\" H 0 A_GiveInventory(\"ThunderPunchProtect\")\n\"----\" H 0 A_GiveInventory(\"ThunderPunchParaProc\")\nGoto ElectricPain\n\nPain.ThunderShock:\n\"----\" H 0 A_GiveInventory(\"ThunderShockParaChance\", 1)\nGoto ElectricPain\n\nPain.Thunderbolt:\n\"----\" H 0 A_GiveInventory(\"ThunderboltProtect\",1)\n\"----\" H 0 A_GiveInventory(\"ThunderBoltParaChance\",1)\nGoto ElectricPain\n\nPain.Thunder:\n\"----\" H 0 A_GiveInventory(\"ThunderParaChance\",1)\nGoto ElectricPain\n//#endregion\n\n//#region -=- Psychic -=-\nPain.Confusion:\nPain.Psychic:\nPain.Extrasensory:\n//--[Move|Psychic]--\n\"----\" H 0\nGoto PsychicPain\n\nPain.Psywave:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsywaveProtect\",1)\nGoto PsychicPain\n\nPain.Psyshock:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsyshockProtect\",1)\nGoto PsychicPain\n\nPain.PsyBeam:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsyBeamProtect\",1)\nGoto PsychicPain\n\nPain.PsychoCut:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"PsychoCutProtect\",1)\nGoto PsychicPain\n\nPain.ZenHeadButt:\n\"----\" H 0 A_GiveInventory(\"ZenHeadbuttDelay\",1)\n\"----\" H 0 A_GiveInventory(\"HeadButtCringeChance\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"ZenHeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Psychic)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto PsychicPain\n\nPain.DreamEater:\n\"----\" H 0 A_GiveInventory(\"DreamEaterProtect\", 1)\n\"----\" H 0 //A_SpawnItemEX(\"DreamEaterFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto PsychicPain\n//#endregion\n\n//#region -=- Ice -=-\n\n //===|Ice\n Pain.IcicleSpear:\n //--[Move|Ice]--\n \"----\" H 0\n Goto IcePain\n\n Pain.IcePunch:\n \"----\" H 0 //ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,15,Type_Ice)\n \"----\" H 0 A_GiveInventory(\"IcePunchProtect\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IcePunchFreezeRate\",1)\n Goto IcePain\n\n Pain.IceFang:\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IcePunchFreezeRate\",1)\n Goto IcePain\n\n Pain.PowderSnow:\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"PowderSnowFreezeRate\",2)\n Goto IcePain\n\n Pain.IcyWind:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"IcyWindProtect\",1)\n \"----\" H 0 A_GiveInventory(\"IcyWindNerfInitiate\",1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Ice)\n Goto IcePain\n\n Pain.IcicleCrash:\n \"----\" H 0 A_GiveInventory(\"IcicleCrashProtect\")\n \"----\" H 0 A_GiveInventory(\"IcicleCrashProtect2\")\n \"----\" H 0 A_Jump(230,2)\n \"----\" H 0 A_GiveInventory(\"CringeStatusProc\")\n \"----\" H 0\n Goto IcePain\n\n Pain.IceBeam:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"IceBeamProtect\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"IceBeamFreezeRate\",2)\n Goto IcePain\n\n Pain.Blizzard:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"BlizzardProtect\",1)\n \"----\" H 0 A_GiveInventory(\"FreezeStatusProc\",1)\n \"----\" H 0 A_GiveInventory(\"BlizzardFreezeRate\",2)\n Goto IcePain\n\n Pain.AuroraBeam:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"AuroraBeamProtect\",1)\n \"----\" H 0 A_GiveInventory(\"AuroraBeamNerfInitiate\",1)\n Goto IcePain\n\n Pain.IceShard:\n \"----\" H 0\n Goto IcePain\n//#endregion\n\n//#region -=- Dragon -=-\nPain.DragonPulse:\nPain.DragonDarts:\n//--[Move|Dragon]--\n\"----\" H 0\nGoto DragonPain\n\nPain.DragonClaw:\n\"----\" H 0 A_GiveInventory(\"DragonClawProtect\",1)\nGoto DragonPain\n\nPain.Outrage:\n\"----\" H 0 A_GiveInventory(\"OutrageProtect\",1)\n\"----\" H 0\nGoto DragonPain\n\nPain.DracoMeteor:\n\"----\" H 0 A_GiveInventory(\"DracoMeteorProtect\",1)\n\"----\" H 0\nGoto DragonPain\n\nPain.DragonRush:\n\"----\" H 0 A_GiveInventory(\"DragonRushDelay\",1)\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"DragonRushCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,60,Type_Dragon)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto DragonPain\n\nPain.Twister:\n\"----\" H 0 A_GiveInventory(\"TwisterProtect\",1)\n\"----\" H 0 A_GiveInventory(\"TwisterCringeChance\",1)\nGoto DragonPain\n\nPain.DragonRage:\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPain.DragonBreath:\n\"----\" H 0 A_GiveInventory(\"DragonBreathParaChance\",1)\n\"----\" H 0\nGoto DragonPain\n//#endregion\n\n//#region -=- Dark -=-\n\n Pain.Pursuit:\nPain.HoneClaws:\n\n //--[Move|Dark]--\n \"----\" H 0\n Goto DarkPain\n\n Pain.DarkPulse:\n \"----\" H 0\n \"----\" H 0 A_GiveInventory(\"DarkPulseProtect\",1)\n \"----\" H 0 A_GiveInventory(\"DarkPulseCringeChance\",1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,25,Type_Ice)\n Goto DarkPain\n\n Pain.NightSlash1:\n \"----\" H 0 A_GiveInventory(\"NightSlash1Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkPain\n Pain.NightSlash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"NightSlash2Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkPain\n Pain.NightSlash3:\n \"----\" H 0\n Goto DarkPain\n\n Pain.Crunch:\n Pain.Bite:\n \"----\" H 0 //A_Jump(230,2)\n \"----\" H 0 //A_GiveInventory(\"CringeStatusProc\")\n \"----\" H 0\n Goto DarkPain\n//#endregion\n\n//#region -=- Fairy -=-\n\nPain.DisarmingVoice:\nPain.MoonBlast:\nPain.CraftyShield:\n//--[Move|Fairy]--\n\"----\" H 0\nGoto FairyPain\n\nPain.Dazzlinggleam:\n\"----\" H 0 A_GiveInventory(\"DazzlinggleamProtect\", 1)\nGoto FairyPain\n\nPain.DrainingKiss:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FairyPain\n\n//#endregion\n\n//#region -=- Typeless -=-\n\nPain.Melee:\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"NormalPain\")\n\"----\" H 0 A_Jump(256,\"PainNormal\")\nGoto PainNormal\n\nPain.Toxic:\n\"----\" H 0 A_Giveinventory(\"ToxicStacker\")\nPain.PoisonPowder:\nPain.PoisonGas:\n\"----\" H 0 A_Giveinventory(\"PoisonStatusProc\")\n\"----\" H 0\ngoto SuperSpawn\n\nPain.Spikes:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\nGoto PainNormal\nPain.ToxicSpikes:\n\"----\" H 0 A_Giveinventory(\"PoisonStatusProc\")\n\"----\" H 0 A_Giveinventory(\"ToxicStacker\")\n\"----\" H 0 A_GiveInventory(\"HaltPlayer\")\n\"----\" H 0 A_Stop\nGoto PainNormal\n//#endregion\n\n// -=-=-=- Death States -=-=-=-\n//#region -=- Normal -=-\n Death.FalseSwipe: //should never happen but just in case\n Death.Swift:\n Death.RapidSpin:\n Death.SkullBash:\n Death.Fakeout:\n Death.Thrash:\n Death.SpikeCannon:\nDeath.FurySwipes:\nDeath.CrushClaw:\nDeath.EggBomb:\nDeath.Glare:\nDeath.SoftBoiled:\nDeath.MorningSun:\n //--[Move|Normal]--\n \"----\" H 0\n Goto NormalDeath\n\n Death.Slam:\n \"----\" H 0 A_SpawnItemEX(\"SlamImpactPuff\")\n Goto NormalDeath\n\n Death.QuickAttack:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"QuickAttackCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.TakeDown:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"TakeDownCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,25)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.DoubleEdge:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"DoubleEdgeCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.HeadButt:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Normal)\n \"----\" H 0 A_GiveToTarget(\"HeadButtCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Normal)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.Slash1:\n \"----\" H 0 A_GiveInventory(\"Slash1Protect\", 1)\n Goto NormalDeath\n Death.Slash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"Slash2Protect\", 1)\n Goto NormalDeath\n//#endregion\n\n//#region -=- Fighting -=-\n\nDeath.CloseCombat:\nDeath.HammerArm:\n//--[Move|Fighting]--\n\"----\" H 0\nGoto FightingDeath\n\nDeath.VacuumWave:\nDeath.DoubleKick:\nDeath.CloseCombat:\nDeath.FocusBlast:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,6,Type_Fighting)\nGoto FightingDeath\n\nDeath.Skyuppercut:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n\"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"SkyuppercutDeath2\")\nGoto Death\nSkyuppercutDeath2:\n\"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n\"----\" H 0 A_SpawnitemEX(\"SkyUppercutCeilingBonk\")//\nGoto Death\n\nDeath.HiJumpKick:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 A_GiveToTarget(\"HiJumpKickCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,45,0)\n\"----\" H 0 A_SpawnitemEX(\"BodyBumper\",0,0,0,Velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)// Hijumpkick\n\"----\" HHHHHHHHHH 1 A_JumpIfInventory(\"BodyBumpCheck\",1, \"Death\")\nGoto Death\n\nDeath.Machpunch:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fighting)\n\"----\" H 0 A_GiveToTarget(\"MachpunchCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Fighting)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.DrainPunch:\n\"----\" H 0 A_GiveInventory(\"DrainPunchProtect\", 1)\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FightingDeath\n\n//#endregion\n\n//#region -=- Flying -=-\n\nDeath.Peck:\nDeath.DrillPeck:\nDeath.AirSlash:\nDeath.WingAttack:\n//--[Move|Flying]--\n\"----\" H 0\ngoto FlyingDeath\n\nDeath.Acrobatics:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"AcrobaticsCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"Misc/CeilingBonk\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\nGoto Death\n\nDeath.SkyDrop:\n\"----\" H 0\ngoto FlyingDeath\nDeath.SkyDrop2:\n\"----\" H 0 A_GiveInventory(\"SkyDropPushStart\",1)\ngoto FlyingDeath\n\nDeath.BraveBird:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Flying)\n\"----\" H 0 A_GiveToTarget(\"BraveBirdCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Flying)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\n//#endregion\n\n//#region -=- Poison -=-\nDeath.Venoshock:\nDeath.Sludge:\nDeath.SludgeBomb:\nDeath.ClearSmog:\nDeath.PoisonTail1:\n//--[Move|Poison]--\n\"----\" H 0\nGoto PoisonDeath\n\nDeath.PoisonTail2:\n\"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\nGoto PoisonDeath\n\n//#endregion\n\n//#region -=- Ground -=-\n\nDeath.Mudslap:\nDeath.MudBomb:\nDeath.Earthquake:\nDeath.MudShot:\nDeath.SandTomb:\nDeath.Dig:\nDeath.Bulldoze:\n//--[Move|Ground]--\n\"----\" H 0\nGoto GroundDeath\n\n//#endregion\n\n//#region -=- Rock -=-\n\nDeath.RockSlide:\nDeath.StealthRock:\nDeath.PowerGem:\nDeath.RockBlast:\nDeath.RockThrow:\nDeath.RockPolish:\n//--[Move|Rock]--\n\"----\" H 0 A_Stop\nGoto RockDeath\n\nDeath.RockTomb:\n\"----\" H 0 A_GiveInventory(\"RockTombNerfInitiate\",1)\nGoto RockDeath\n\nDeath.Rollout:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,45,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto RockDeath\n\nDeath.StoneEdge:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Rock)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n\"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"StoneEdgeDeath2\")\nGoto Death\nStoneEdgeDeath2:\n\"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n\"----\" H 0 A_SpawnitemEX(\"WaterfallCeilingBonk\")//\nGoto Death\n\n//#endregion\n\n//#region -=- Bug -=-\n\nDeath.XScissor1:\nDeath.XScissor2:\nDeath.FuryCutter:\n//--[Move|Bug]--\n\"----\" H 0\nGoto BugDeath\n\n//#endregion\n\n//#region -=- Ghost -=-\n\nDeath.ShadowBall:\nDeath.Astonish:\nDeath.Astonish2:\nDeath.PhantomForce:\n//--[Move|Ghost]--\n\"----\" H 0\nGoto GhostDeath\n\n//#endregion\n\n//#region -=- Steel -=-\n\nDeath.MetalClaw:\nDeath.FlashCannon:\n//--[Move|Steel]--\n\"----\" H 0\nGoto SteelDeath\n\nDeath.IronTail:\n\"----\" H 0 A_SpawnItemEX(\"IronTailImpactPuff\")\nGoto SteelDeath\n\nDeath.GyroBall:\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,45,Type_Steel)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,25,0)\nGoto SteelDeath\n\n//#endregion\n\n//#region -=- Fire -=-\n Death.Ember:\n Death.FireBlast:\n Death.FireSpin:\n Death.FlameThrower:\n Death.FireFang:\n Death.FlameBurst:\n Death.HeatWave:\n Death.BlazeKick:\n Death.LavaPlume:\n Death.Eruption:\n Death.Overheat:\nDeath.Firepunch:\nDeath.FlameCharge:\n //--[Move|Fire]--\n \"----\" H 0\n Goto FireDeath\n\n Death.FlareBlitz:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\n \"----\" H 0 A_GiveToTarget(\"FlareBlitzCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fire)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.FlameWheel:\n \"----\" H 0 A_GiveInventory(\"FlameWheelProtect\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,30,Type_Fire)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\n Goto FireDeath\n\n Death.Inferno:\n \"----\" H 0 A_GiveToTarget(\"InfernoPowerBuild\")\n Goto FireDeath\n//#endregion\n\n//#region -=- Water -=-\n Death.WaterGun:\n Death.WaterPulse:\n Death.AquaTail:\n Death.HydroPump:\n Death.BubbleBeam:\n Death.Bubble:\n Death.Brine:\n Death.Surf:\n Death.Liquidation:\n Death.MuddyWater:\n Death.WhirlPool:\n //--[Move|Water]--\n \"----\" H 0\n Goto WaterDeath\n\n Death.AquaTail:\n \"----\" H 0 A_SpawnItemEX(\"AquaTailImpactPuff\")\n Goto WaterDeath\n\n Death.AquaJet:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\n \"----\" H 0 A_GiveToTarget(\"AquaJetCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,35,Type_Water)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.Waterfall:\n Death.Dive:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Water)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,120,0)\n \"----\" HHHHHHHHHHHHHHHHH 1 A_JumpIf(MomZ <=0 || CeilingZ-Z <= height, \"WaterfallDeath2\")\n Goto Death\n WaterfallDeath2:\n \"----\" H 1 A_JumpIf(CeilingZ-Z > height, \"Death\")\n \"----\" H 0 A_SpawnitemEX(\"WaterfallCeilingBonk\")//\n Goto Death\n\n//#endregion\n\n//#region -=- Grass -=-\n Death.RazorLeaf:\n Death.MagicalLeaf:\n Death.VineWhip:\n Death.SeedBomb:\n Death.EnergyBall:\n Death.SolarBeam:\n Death.Bulletseed:\n Death.PetalBlizzard:\n //--[Move|Grass]--\n \"----\" H 0\n Goto GrassDeath\n\n Death.PowerWhip:\n \"----\" H 0 A_SpawnItemEX(\"PowerWhipImpactPuff\")\n Goto GrassDeath\n\n Death.LeafBlade1:\n \"----\" H 0 A_GiveInventory(\"LeafBlade1Protect\", 1)\n Goto GrassDeath\n Death.LeafBlade2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"LeafBlade2Protect\", 1)\n Goto GrassDeath\n\n Death.WoodHammer:\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,40,Type_Grass)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,15,0)\n Goto GrassDeath\n\n Death.Absorb:\n \"----\" H 0 A_SpawnItemEX(\"AbsorbDrainFXSpawn\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n Goto GrassDeath\n\n Death.MegaDrain:\n \"----\" H 0 A_GiveInventory(\"MegaDrainProtect\", 1)\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n \"----\" H 0\n Goto GrassDeath\n\n Death.GigaDrain:\n \"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n \"----\" H 0\n Goto GrassDeath\n//#endregion\n\n//#region -=- Electric -=-\n\nDeath.ThunderPunch:\nDeath.ThunderShock:\nDeath.Thunderbolt:\nDeath.Thunder:\nDeath.Shockwave:\n//--[Move|Electric]--\n\"----\" H 0\nGoto ElectricDeath\n\nDeath.WildCharge:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Fire)\n\"----\" H 0 A_GiveToTarget(\"WildChargeCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Fire)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMN_RecoilDamager\",0,30)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.Spark:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Electric)\n\"----\" H 0 A_GiveToTarget(\"SparkCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Electric)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\n//#endregion\n\n//#region -=- Psychic -=-\nDeath.Confusion:\nDeath.Psychic:\nDeath.Extrasensory:\nDeath.Psywave:\nDeath.Psyshock:\nDeath.Psybeam:\nDeath.PsychoCut:\n//--[Move|Psychic]--\n\"----\" H 0\nGoto PsychicDeath\n\nDeath.ZenHeadButt:\n\"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Psychic)\n\"----\" H 0 A_GiveToTarget(\"ZenHeadButtCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Psychic)\n\"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n\"----\" H 5\nGoto Death\n\nDeath.DreamEater:\n\"----\" H 0 //A_SpawnItemEX(\"DreamEaterFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,90)\n\"----\" H 0\nGoto PsychicDeath\n//#endregion\n\n//#region -=- Ice -=-\n Death.PowderSnow:\n Death.IcyWind:\n Death.IcePunch:\n Death.IceFang:\n Death.IcicleSpear:\n Death.IcicleCrash:\n Death.IceBeam:\n Death.AuroraBeam:\n Death.Blizzard:\n Death.IceShard:\n //--[Move|Ice]--\n \"----\" H 0\n Goto IceDeath\n//#endregion\n\n//#region -=- Dragon -=-\n Death.DragonPulse:\n Death.DragonBreath:\n Death.DragonClaw:\n Death.DracoMeteor:\n Death.Outrage:\n Death.DragonDarts:\n Death.Twister:\n //--[Move|Dragon]--\n \"----\" H 0\n Goto DragonDeath\n\n Death.DragonRush:\n \"----\" A 0 ACS_NamedExecuteAlways(\"PKMN_PainSound\",0,Type_Dragon)\n \"----\" H 0 A_GiveToTarget(\"DragonRushCollision\",1)\n \"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockBack\",0,50,Type_Dragon)\n \"----\" H 0 ACS_NamedExecuteAlways(\"PKMNACS_HitKnockUp\",0,35,0)\n \"----\" H 5\n Goto Death\n\n Death.DragonRage:\n \"----\" H 0\n Goto Death\n//#endregion\n\n//#region -=- Fairy -=-\n\nDeath.DisarmingVoice:\nDeath.MoonBlast:\nDeath.Dazzlinggleam:\nDeath.CraftyShield:\n//--[Move|Fairy]--\n\"----\" H 0\nGoto FairyDeath\n\nDeath.DrainingKiss:\n\"----\" H 0 A_SpawnItemEX(\"GigaDrainFXSpawn\")\n\"----\" H 0 ACS_NamedExecuteAlways(\"LifeDrainEffect\",0,50)\n\"----\" H 0\nGoto FairyDeath\n\n//#endregion\n\n//#region -=- Dark -=-\n Death.Pursuit:\n Death.Bite:\n Death.Crunch:\nDeath.HoneClaws:\nDeath.DarkPulse:\n //--[Move|Dark]--\n \"----\" H 0\n Goto DarkDeath\n Death.NightSlash1:\n \"----\" H 0 A_GiveInventory(\"NightSlash1Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkDeath\n Death.NightSlash2:\n \"----\" H 0 A_SpawnItemEX(\"PowerStrikeFX2\",0,0,28)\n \"----\" H 0 A_GiveInventory(\"NightSlash2Protect\", 1)\n \"----\" H 0 A_GiveInventory(\"NightSlashBackstabItem\",1)\n Goto DarkDeath\n Death.NightSlash3:\n \"----\" H 0\n Goto DarkDeath\n//#endregion\n\n//#region -=- Typeless -=-\n\nDeath.Spikes:\nDeath.ToxicSpikes:\n\"----\" H 0 A_Stop\nGoto Death\n//#endregion\n\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/ClassBaseDeployable.txt",
"contents": "/*\n * -=-=-=-\n * Base actor for all damate taking deployable entities, be it a substitute or block walls.\n *\n * For now, Deployables are considered typeless, as implementing weaknesses isn't the difficult part, it's giving\n * player feedback on hitting weaknesses that is going to make things messy. for now. this holds painstates\n * primarily for ripping moves.\n*/\n\nActor BasicDeployable : ClassBase\n{\n+MISSILE\n+SHOOTABLE\n+SOLID\n+NODAMAGETHRUST\n+NOTARGETSWITCH\n+NOBLOOD\n+MOVEWITHSECTOR\n+DONTSPLASH\n+NOEXPLODEFLOOR\n+STEPMISSILE\n+DONTREFLECT\n+NOTAUTOAIMED\nspeed 0\nDamage(0)\nMaxstepheight 7\nMass 9999999\nRadius 16\nHeight 56\nPainchance 256\n\nDamagefactor \"PoisonGas\", 0.0\nDamagefactor \"PoisonPowder\", 0.0\nDamagefactor \"Toxic\", 0.0\nDamagefactor \"FalseSwipe\", 0.0\n\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n\nPain:\nPainWeak:\nPainNormal:\nPainStrong:\nSuperClassPain:\nTNT1 A 0 A_Jump(256,\"Deploy.Pain\")\nwait\n\nDeath:\nClassDeath:\n\"----\" A 1 A_Jump(256,\"Deploy.Death\")\nwait\n\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/ClassbaseStatuses.txt",
"contents": "Actor CureAll : Powerup{inventory.amount 1 powerup.duration 17}\nActor FeelingFine : Powerup{inventory.amount 1 powerup.duration -3}\n\n//[+]=========================[+]\n//----------|Poison|-------------\n//[+]=========================[+]\nactor PoisonStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"PoisonGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempPoisonGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"PoisonProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"PoisonMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"PoisonMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"PoisonWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/poison\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"PoisonMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor PoisonWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nDamageType \"PoisonDamage\"\nObituary \"$OB_RANGERPOISON\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\n//LASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",user_OwnerTID,1,8)) //ACS_ExecuteWithResult(GetTargValueHPPerc,6)\nLASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",AAPTR_TARGET,1,8))\nSpawn2:\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 35,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0 ACS_NamedExecuteAlways(\"DotDamager\", 0,user_TickDamage,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nLASH A 0\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonMark\",1,\"Spawn2\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"PoisonMark\",999)\nstop\n}\n}\n\nactor StatusNummer : PowerProtection // for DOTs\n{\ninventory.amount 1\ninventory.maxamount 1\n+NOPAIN\nPowerup.Duration 1\n}\n\nactor PoisonedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nWAVB GGGGG 2\nWAVB H 3 A_Stop\nstop\n}\n}\n\nactor PoisonedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,Random(1,4))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor PoisonMark : PowerProtection\n{\npowerup.duration -10\nDamageFactor \"PoisonGas\", 0\nDamageFactor \"PoisonPowder\", 0\nDamageFactor \"Venoshock\", 2.0\n//Powerup.Color Green, 0.15\n}\n\nactor PoisonStackDelay : powerup\n{powerup.duration 5}\n\nActor PoisonGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempPoisonGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\n//[+]=========================[+]\n//----------|Sleep|-------------\n//[+]=========================[+]\nactor SleepStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"CringeGuard\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"SleepMark\",1)\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"HaltPlayer\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_SleepHandler\",0)\nTNT1 A 0 A_SpawnItemEX(\"SleepWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/sleep\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"SleepMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor SleepWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 10 A_GiveToTarget(\"SleepingTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SleepMark\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"SleepMark\",999)\nTNT1 A 1 A_GiveToTarget(\"SleepBreaker\")\nstop\n}\n}\n\nactor SleepMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor SleepingTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"SleepingEffectFX\",0,24,64,0,0,4,0)\nstop\n}\n}\n\nactor SleepingEffectFX\n{\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nScale 2\nStates\n{\nSpawn:\nTNT1 A 0\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 2 A_Weave(1,0,8,0)\nSpawn2:\nZSLP A 0 A_SetScale(ScaleX + 0.1)\nZSLP A 0 A_Weave(1,0,8,0)\nZSLP A 2 A_FadeOut(0.05)\nloop\n}\n}\n\nactor SleepBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Cringed\")\nTNT1 A 0 A_Jumpifinventory(\"SleepMark\",1,\"Spook\")\ngoto EndSleed\n\nSpook:\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\ngoto EndSleed\n\nEndSleed:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nCringed:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"SleepMark\", 999)\nstop\n}\n}\n\n//[+]========================[+]\n//----------|Burn|-------------\n//[+]========================[+]\n\nactor BurnMark : PAtk\n{\npowerup.duration -15\ndamagefactor \"Normal\", 0.5\n//Powerup.Color Green, 0.15\n}\n\nactor BurnStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"BurnGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempBurnGuard\",1,\"Nope\")\nTNT1 A 0 //A_Jumpifinventory(\"BurnProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"BurnMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"BurnMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"BurnWatcher\")\nTNT1 A 0 A_Playsoundex(\"status/burn\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"BurnMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor BurnWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nDamageType \"BurnDamage\"\nObituary \"$OB_RANGERBurn\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\n//LASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",user_OwnerTID,1,6)) //ACS_ExecuteWithResult(GetTargValueHPPerc,6)\nLASH A 0 A_Setuservar(\"user_TickDamage\",CallACS(\"PKMNACS_HealthPercent\",AAPTR_TARGET,1,6))\nSpawn2:\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempBurnGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempBurnGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 35,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0 ACS_NamedExecuteAlways(\"DotDamager\", 0,user_TickDamage,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\nLASH A 0\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"BurnMark\",999)\nstop\n}\n}\n\nactor BurnedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nBRNF A 0 Thrustthingz(0,30,0,0)\nBRNF ABCDEFGH 1 A_Fadein(0.1)\nBRNF C 0\nstop\n}\n}\n\nactor BurnedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,Random(1,4))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nActor BurnGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempBurnGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\n//[+]==============================[+]\n//------------|Paralysis|-------------\n//[+]==============================[+]\n\nactor ParalysisMark : Powerup\n{\npowerup.duration -6\n//Powerup.Color Green, 0.15\n}\n\nactor LongPara : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\nPowerup.Duration -6\npowerup.type \"ParalysisMark\"\n}\n\nactor ShortPara : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\nPowerup.Duration -3\npowerup.type \"ParalysisMark\"\n}\n\nactor ParalysisStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor ParalysisStatusProc2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Zap_ParalysisStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"Zap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempZap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"LongPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Zap_ParalysisStatusProc2 : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"Zap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"TempZap_ParalysisGuard\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"ParalyzeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"ParalysisMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nTNT1 A 0 A_SpawnItemEX(\"ParalysisWatcher\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_Playsoundex(\"status/paralyze\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"ShortPara\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor STF_Paralyze : Powerup\n{\npowerup.duration 35\n}\n\nactor ParalysisWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\n\nSpawn2:\n TNT1 A 0 A_GiveToTarget(\"Paralyze_NerfInitiate\",1)\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempParalysisGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n TNT1 A 0 A_GiveToTarget(\"ParalizedEffect\",1)\n\n TNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"TempParalysisGuard\",1,\"DeathTake\")\n TNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"ParalysisMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"ParalysisBreaker\",1)\nTNT1 A 1 A_TakefromTarget(\"ParalysisMark\",999)\nstop\n}\n}\n\nactor ParalizedFX1 //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.7\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nBRNF A 0\nBRNF A 0 A_SetScale(Frandom(0.7,1.7))\nTBOL JL 2\nBRNF C 0\nstop\n}\n}\n\nactor ParalizedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"ParalizedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,0)\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nActor ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempParalysisGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\nActor Zap_ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 0x7FFFFFFF}\nActor TempZap_ParalysisGuard : Powerup{inventory.amount 1 powerup.duration 17}\n\nactor ParalysisBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 1 A_TakeInventory(\"STF_Paralyze\",999)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\n}\n}\n\nactor Paralyze_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Paralyze\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Paralyze\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Paralyze\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Freeze|-------------\n//[+]=========================[+]\n\nactor SemiFreezeMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor FreezeMark : Powerup\n{\npowerup.duration -5\n//Powerup.Color Green, 0.15\n}\n\nactor STF_Freeze1 : Powerup\n{\npowerup.duration 35\n}\n\nactor STF_Freeze2 : Powerup\n{\npowerup.duration 35\n}\n\nactor FreezeValue : Inventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n}\n\nactor FreezeStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MAJOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"FreezeProof\",1,\"Nope\")\n//==\nTNT1 A 0 A_Jumpifinventory(\"SemiFreezeMark\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"SemiFreezeMark\",1)\nTNT1 A 0 A_GiveInventory(\"FreezeValue\",10)\nTNT1 A 0 A_SpawnItemEX(\"FreezeWatcher\")\nTNT1 A 0 A_Playsoundex(\"support/Negative\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"SemiFreezeMark\",1)\nTNT1 A 0 A_GiveInventory(\"FreezeValue\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor HardFreeze : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"HaltPlayer\")\nTNT1 A 0 A_GiveInventory(\"FreezeMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"HardFreezeFX\",1)\nTNT1 A 0 A_GiveInventory(\"IceImmunity\",1)\nTNT1 A 0 A_Playsoundex(\"weapon/IceManBreak\",\"Soundslot8\")\nstop\n\nSustain:\nTNT1 A 0\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor FreezeWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"SemiFreezeMark\")\nTNT1 A 5\n\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",100,\"FullFreeze\")\n//TNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",50,\"HalfFreeze\")\nGoto PartFreeze\n\nPartFreeze:\nTNT1 A 0 A_GiveToTarget(\"Freeze1_NerfInitiate\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SemiFreezeMark\",1,\"FreezeCycle\")\nGoto Death\n\nHalfFreeze:\nTNT1 A 0 A_GiveToTarget(\"Freeze2_NerfInitiate\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SemiFreezeMark\",1,\"FreezeCycle\")\nGoto Death\n\nFullFreeze:\nTNT1 A 0 A_GiveInventory(\"RestFX_Spawn\")\nTNT1 A 0 A_GiveToTarget(\"HardFreeze\")\nTNT1 A 0 A_TakefromTarget(\"SemiFreezeMark\",999)\nFullFreezeCycle:\nTNT1 A 5 A_TakefromTarget(\"FreezeValue\",7)\nTNT1 A 0 A_GiveToTarget(\"FreezeMark\")\nTNT1 A 0 A_GiveToTarget(\"FreezeTagPickup2\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",1,\"FullFreezeCycle\")\nGoto Death\n\nFreezeCycle:\nTNT1 A 1 A_TakefromTarget(\"FreezeValue\",3)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CureAll\",1,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeValue\",1,\"Spawn\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 0 A_TakefromTarget(\"FreezeMark\",999)\nTNT1 A 0 A_TakefromTarget(\"SemiFreezeMark\",999)\nTNT1 A 1 A_GiveToTarget(\"FreezeBreaker\")\nstop\n}\n}\n\nactor HardFreezeFX : BasicClientside\n{\nscale 3.5\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"FreezeFXWarper\",0)\nSpawn2:\nIBLK ABCDEF 1 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nTNT1 A 0 A_JumpIfInTargetInventory(\"FreezeMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nTNT1 A 0 A_playSoundEx(\"weapon/icewavebreak\",\"Weapon\")\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 AAAAAA 0 A_SpawnItemEx(\"FreezingFX3\",random2(32),0,random(32,64),5,0,random(5,15),random(0,360),0)\nTNT1 A 1\nstop\n}\n}\n\nactor FreezeTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX\",random2(32),random2(32),random(32,64),0,0,-4,0)\nstop\n}\n}\n\nactor FreezingFX : BasicClientside\n{\nscale 3.5\nrenderstyle \"add\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nBLIZ ABCCC 2\nstop\n}\n}\n\nactor FreezeTagPickup2 : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX\",random2(32),random2(32),random(32,64),0,0,-4,0)\nTNT1 A 0 A_SpawnItemEx(\"FreezingFX2\",random2(32),random2(32),random(32,64),0,0,0,0,0)\nstop\n}\n}\n\nactor FreezingFX2 : BasicClientside\n{\nscale 3.5\nrenderstyle \"add\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nFCRA ABC 2\nstop\n}\n}\n\nactor FreezingFX3 : BasicClientside\n{\n+MISSILE\n-NOINTERACTION\n-NOGRAVITY\n+BOUNCEONFLOORS\nscale 3.5\nspeed 7\nReactiontime 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetScale(Frandom(2.5,4.0))\nIMAC D 0 A_Jump(50,\"Spawn2\")\nIMAC E 0 A_Jump(50,\"Spawn2\")\nIMAC F 0 A_Jump(50,\"Spawn2\")\nIMAC G 0 A_Jump(50,\"Spawn2\")\nSpawn2:\nIMAC \"#\" 25\nSpawn3:\nIMAC \"#\" 3 A_SetTranslucent(0.0,0)\nIMAC \"#\" 3 A_SetTranslucent(1.0,0)\nIMAC \"#\" 0 A_CountDown\nloop\n}\n}\n\nactor FreezeBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_Jumpifinventory(\"IceImmunity\",1,\"Defrost\")\nTNT1 A 1 A_TakeInventory(\"FreezeValue\",999)\nGoto End\n\nDefrost:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nTNT1 A 0 A_TakeInventory(\"IceImmunity\",999)\nGoto End\n\nEnd:\nTNT1 A 1 A_TakeInventory(\"STF_Freeze1\",999)\nTNT1 A 1 A_TakeInventory(\"STF_Freeze2\",999)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n}\n}\n\nactor Freeze1_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Freeze1\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor Freeze2_NerfInitiate : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_STATS),\"Nope\") //Blocked by Protect|Detect|Substitute|Mist\nTNT1 A 0 A_Jumpifinventory(\"STF_Freeze2\",1,\"Sustain\")\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"STF_Freeze2\",1)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nstop\n\nSustain:\nTNT1 A 0 A_GiveInventory(\"STF_Freeze1\",1)\nTNT1 A 0 A_GiveInventory(\"STF_Freeze2\",1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]=========================[+]\n//----------|Cringe|-------------\n//[+]=========================[+]\n\nactor CringeStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpif(CallACS(\"CheckStatusGuard\",0,STATUS_MINOR),\"Nope\") //Blocked by protect|Detect|Substitute|Safeguard\nTNT1 A 0 A_Jumpifinventory(\"FreezeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeMark\",1,\"Nope\")\nTNT1 A 0 A_Jumpifinventory(\"CringeGuard\",1,\"Nope\")\n//==\nTNT1 A 0 A_PlaySoundEX(\"Move/Fakeout2\",\"SoundSlot8\")\nTNT1 A 0 A_GiveInventory(\"CringeMark\",1)\nTNT1 A 0 A_GiveInventory(\"HaltPlayer\",1)\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"CringeWatcher\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"CringeMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor CringeWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3\nTNT1 A 0 A_GiveToTarget(\"CringeSetter\") //just in case\n\nSpawn2:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 5 //A_GiveToTarget(\"CringingTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CringeMark\",1,\"Spawn2\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"CringeMark\",999)\nTNT1 A 1 A_GiveToTarget(\"CringeBreaker\")\nstop\n}\n}\n\nactor CringeMark : Powerup\n{\npowerup.duration 55\n//Powerup.Color Green, 0.15\n}\n\nactor CringeGuard : Powerup\n{\npowerup.duration 55\n//Powerup.Color Green, 0.15\n}\n\nactor CringingTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"CentaurFlashFX\", random2(256/24), random2(256/24), 45, 2, 2, 2, random(0, 359))\nstop\n}\n}\n\nactor CringeSetter : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\n//TNT1 A 0 //A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,0)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX\",0,0,40)\nTNT1 A 0 A_SpawnItemEX(\"FrightFX2\",0,0,40)\nstop\n}\n}\n\nactor CringeBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"CringeMark\", 999)\nTNT1 A 1 A_GiveInventory(\"CringeGuard\")\nTNT1 A 0 A_SpawnItemEX(\"AlertFX\")\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 A_GiveInventory(\"StatUpdator\",1)\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMN_JumpToggle\",0,1)\nstop\n}\n}\n\nactor FrightFX : BasicClientside\n{\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEX(\"Move/Fakeout2\",\"SoundSlot7\")\nFRIT AB 2\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nFRIT A 1 A_SetScale(ScaleX+0.5)\nFRIT A 0 A_Fadeout(0.3)\nTNT1 A 6\nstop\n}\n}\n\nactor FrightFX2 : BasicClientside\n{\nscale 2.5\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nSpawn2:\nFRIT CCDDEEFFGGHH 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CringeMark\",1,\"Spawn2\")\nGoto Death\nDeath:\nFRIT IIJJKKLLMMNNOO 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nstop\n}\n}\n\nactor AlertFX : BasicClientside\n{\nscale 3.5\nTranslation \"192:192=104:104\", \"198:198=110:110\", \"195:195=130:130\"\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_NamedExecuteAlways(\"AlertFXWarper\",0)\nTNT1 A 0 A_GiveInventory(\"ProjectileFXCode\",1)\nSpawn2:\nALRT ABCDEDCBA 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nloop\nDeath:\nALRT A 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT A 0 A_Fadeout\nALRT B 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT B 0 A_Fadeout\nALRT C 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT C 0 A_Fadeout\nALRT D 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT D 0 A_Fadeout\nALRT E 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT E 0 A_Fadeout\nALRT D 1 A_Warp(AAPTR_TARGET,0,0,60,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nALRT D 0 A_Fadeout\nstop\n}\n}\n\n//[+]=========================[+]\n//----------|Fatigue|-------------\n//[+]=========================[+]\n\nactor FatigueStatusProc : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Jumpifinventory(\"FatigueMark\",1,\"Nope\")\n//==\nTNT1 A 0 A_PlaySoundEX(\"support/Negative\",\"SoundSlot8\")\nTNT1 A 0 A_GiveInventory(\"FatigueMark\",1)\nTNT1 A 0 A_SpawnItemEX(\"FatigueWatcher\")\nstop\n\nSustain:\nTNT1 A 0 //A_GiveInventory(\"FatigueMark\",1)\nstop\n\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor FatigueWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 3\nTNT1 A 0 A_GiveToTarget(\"FatigueSetter\") //just in case\n\nSpawn2:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 5 A_GiveToTarget(\"FatigueTagPickup\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"FatigueMark\",1,\"Spawn2\")\nGoto Death\n\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"FatigueMark\",999)\nTNT1 A 1 A_GiveToTarget(\"FatigueBreaker\")\nstop\n}\n}\n\nactor FatigueMark : Powerup\n{\npowerup.duration 70\n//Powerup.Color Green, 0.15\n}\n\nactor FatigueSetter : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nstop\n}\n}\n\nactor FatigueBreaker : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"FatigueMark\", 999)\nTNT1 A 1 //A_GiveInventory(\"FatigueGuard\")\nTNT1 A 0 A_PlaySoundEX(\"support/Heal3\",\"SoundSlot8\")\nstop\n}\n}\n\nactor FatigueTagPickup : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FatigueParticle\", random2(256/24), random2(256/24), 45, 2, 2, 2, random(0, 359))\nstop\n}\n}\n\nactor FatigueParticle : BasicClientside\n{\nscale 3.0\nRenderstyle \"Translucent\"\nalpha 0.8\nspeed 7\nStates\n{\nSpawn:\nTNT1 A 0\nTAUN ABCCCCBA 3\nTAUN AAA 2 A_SetScale(Scalex-0.5)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/classbases/customwepman.txt",
"contents": "actor CustomWepMan : ClassBase\n{\nplayer.startitem \"NotBusterAmmo\", 3\nplayer.startitem \"mm8bdmplayer\", 1\nstates\n{\nSpawn:\nCUTM A 0\nCUTM B 1\nCUTM A 1\nGoto Spawn+2\nSee:\nCUTM BCDE 5\nGoto Spawn\nMissile:\nCUTM F 5\nCUTM G 4\ngoto Spawn\n}\n}\n\nactor CSCCWepBase : BaseMM8BDMWep\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.ammotype \"BusterAmmo\"\ninventory.icon \"NULLICON\"\nDropitem \"\"\nInventory.ForbiddenTo \"\"\n+INVENTORY.UNDROPPABLE\n+WEAPON.NOAUTOAIM\nstates\n{\nSpawn:\nWEAP X 1\nloop\nAltfire:\n\"----\" A 0 A_JumpIfInventory(\"NotBusterAmmo\", 1, \"Fire\")\ngoto \"Super::AltFire\"\n}\n}\n\nactor NotBusterAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\nammo.backpackamount 1\nammo.backpackmaxamount 3\n}"
},
{
"source": "pk3",
"name": "Actors/classbases.txt",
"contents": "#include \"actors/classbases/classbase0.txt\"\n#include \"actors/classbases/classbase1.txt\"\n#include \"actors/classbases/classbase2.txt\"\n#include \"actors/classbases/classbase.txt\"\n#include \"actors/classbases/customwepman.txt\"\n\n#include \"actors/classbases/classbase-flags.txt\"\n#include \"actors/classbases/classbaseStatuses.txt\"\n#include \"actors/classbases/classbaseDeployable.txt\""
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Ditto.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Ditto : ClassBase //replaces Megaman\n{\nPlayer.DisplayName \"Ditto\"\nPlayer.SoundClass \"Megaman\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 75\nPlayer.StartItem \"Base_PDefense\", 70\nPlayer.StartItem \"Base_SAttack\", 65\nPlayer.StartItem \"Base_SDefense\", 85\n\n//============|\n\nStates\n{\nSpawn:\nGEVE A 0\nGEVE B 1\nGEVE A 1\nGoTo Spawn+2\nSee:\nGEVE BCDE 5\nGoTo Spawn+1\nMissile:\nGEVE A 0\nGEVE F 5\nGEVE G 4\nGoTo Spawn+2\n\nPainFix:\nGEVE H 0\nGoTo PainFrames\n}\n}\n\nactor DittoStarterMoves : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"BiteMove2\")\nTNT1 A 0 A_GiveInventory(\"QuickAttackMove3\")\nTNT1 A 0 A_GiveInventory(\"HelpingHandMove4\")\nTNT1 A 0 A_GiveInventory(\"SwiftMove1\")\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Eevee.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Eevee : ClassBase\n{\nPlayer.DisplayName \"Eevee\"\nPlayer.SoundClass \"Megaman\"\n\nplayer.startitem \"PersistentLoadout\"\nplayer.startitem \"PokeFormHandler\"\nplayer.startitem \"EvoStartItem\"\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 75\nPlayer.StartItem \"Base_PDefense\", 70\nPlayer.StartItem \"Base_SAttack\", 65\nPlayer.StartItem \"Base_SDefense\", 85\n\n//============|\n\nStates\n{\nSpawn:\nGEVE A 0\nGEVE B 1\nGEVE A 1\nGoTo Spawn+2\nSee:\nGEVE BCDE 5\nGoTo Spawn+1\nMissile:\nGEVE A 0\nGEVE F 5\nGEVE G 4\nGoTo Spawn+2\n\nPainFix:\nGEVE H 0\nGoTo PainFrames\n}\n}\n\nactor EeveeStarterMoves : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"BiteMove2\")\nTNT1 A 0 A_GiveInventory(\"QuickAttackMove3\")\nTNT1 A 0 A_GiveInventory(\"HelpingHandMove4\")\nTNT1 A 0 A_GiveInventory(\"SwiftMove1\")\nstop\n}\n}\n\nactor EeveeSetupItem : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"PKMNACS_StartupScript\",0,0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Espeon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Espeon : ClassBase\n{\nPlayer.DisplayName \"Espeon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 65\nPlayer.StartItem \"Base_PDefense\", 60\nPlayer.StartItem \"Base_SAttack\", 130\nPlayer.StartItem \"Base_SDefense\", 95\n\n//============|\n\nStates\n{\nSpawn:\nGESP A 0\nGESP B 1\nGESP A 1\nGoTo Spawn+2\nSee:\nGESP BCDE 5\nGoTo Spawn+1\nMissile:\nGESP A 0\nGESP F 5\nGESP G 4\nGoTo Spawn+2\n\nPainFix:\nGESP H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Flareon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Flareon : ClassBase\n{\nPlayer.DisplayName \"Flareon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"EmberMove\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 130\nPlayer.StartItem \"Base_PDefense\", 65\nPlayer.StartItem \"Base_SAttack\", 95\nPlayer.StartItem \"Base_SDefense\", 110\n\n//============|\n\nStates\n{\nSpawn:\nGFLA A 0\nGFLA B 1\nGFLA A 1\nGoTo Spawn+2\nSee:\nGFLA BCDE 5\nGoTo Spawn+1\nMissile:\nGFLA A 0\nGFLA F 5\nGFLA G 4\nGoTo Spawn+2\n\nPainFix:\nGFLA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Glaceon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Glaceon : ClassBase\n{\nPlayer.DisplayName \"Glaceon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 60\nPlayer.StartItem \"Base_PDefense\", 110\nPlayer.StartItem \"Base_SAttack\", 130\nPlayer.StartItem \"Base_SDefense\", 95\n\n//============|\n\nStates\n{\nSpawn:\nGGLA A 0\nGGLA B 1\nGGLA A 1\nGoTo Spawn+2\nSee:\nGGLA BCDE 5\nGoTo Spawn+1\nMissile:\nGGLA A 0\nGGLA F 5\nGGLA G 4\nGoTo Spawn+2\n\nPainFix:\nGGLA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Jolteon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Jolteon : ClassBase\n{\nPlayer.DisplayName \"Jolteon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"ThunderShockMove\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 65\nPlayer.StartItem \"Base_PDefense\", 60\nPlayer.StartItem \"Base_SAttack\", 110\nPlayer.StartItem \"Base_SDefense\", 95\n\n//============|\n\nStates\n{\nSpawn:\nGJOL A 0\nGJOL B 1\nGJOL A 1\nGoTo Spawn+2\nSee:\nGJOL BCDE 5\nGoTo Spawn+1\nMissile:\nGJOL A 0\nGJOL F 5\nGJOL G 4\nGoTo Spawn+2\n\nPainFix:\nGJOL H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Leafeon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Leafeon : ClassBase\n{\nPlayer.DisplayName \"Leafeon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 65\nPlayer.StartItem \"Base_PAttack\", 110\nPlayer.StartItem \"Base_PDefense\", 130\nPlayer.StartItem \"Base_SAttack\", 60\nPlayer.StartItem \"Base_SDefense\", 65\n\n//============|\n\nStates\n{\nSpawn:\nGLEA A 0\nGLEA B 1\nGLEA A 1\nGoTo Spawn+2\nSee:\nGLEA BCDE 5\nGoTo Spawn+1\nMissile:\nGLEA A 0\nGLEA F 5\nGLEA G 4\nGoTo Spawn+2\n\nPainFix:\nGLEA H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Umbreon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Umbreon : ClassBase\n{\nPlayer.DisplayName \"Umbreon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"BasicBuster\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 95\nPlayer.StartItem \"Base_PAttack\", 65\nPlayer.StartItem \"Base_PDefense\", 110\nPlayer.StartItem \"Base_SAttack\", 60\nPlayer.StartItem \"Base_SDefense\", 130\n\n//============|\n\nStates\n{\nSpawn:\nGUMB A 0\nGUMB B 1\nGUMB A 1\nGoTo Spawn+2\nSee:\nGUMB BCDE 5\nGoTo Spawn+1\nMissile:\nGUMB A 0\nGUMB F 5\nGUMB G 4\nGoTo Spawn+2\n\nPainFix:\nGUMB H 0\nGoTo PainFrames\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Classes/Depreciated/Vaporeon.txt",
"contents": "/*\n[+]===================================[+]\n\n[+]===================================[+]\n*/\n\nActor Vaporeon : ClassBase\n{\nPlayer.DisplayName \"Vaporeon\"\nPlayer.SoundClass \"Megaman\"\n\nPlayer.StartItem \"WaterGunMove\"\n\n//============|\nPlayer.StartItem \"Base_HP\", 130\nPlayer.StartItem \"Base_PAttack\", 65\nPlayer.StartItem \"Base_PDefense\", 60\nPlayer.StartItem \"Base_SAttack\", 110\nPlayer.StartItem \"Base_SDefense\", 95\n\n//============|\n\nStates\n{\nSpawn:\nGVAP A 0\nGVAP B 1\nGVAP A 1\nGoTo Spawn+2\nSee:\nGVAP BCDE 5\nGoTo Spawn+1\nMissile:\nGVAP A 0\nGVAP F 5\nGVAP G 4\nGoTo Spawn+2\n\nPainFix:\nGVAP H 0\nGoTo PainFrames\n}\n}"
}
]
},
"maps": []
}