sharedresources6.pk3

PK3 28 KiB 0 map(s)

Counts

endoom0
graphics0
lumps25
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "056b130d-c3ff-4997-92d8-3abc39724301",
    "sha1": "e7abab77adbdc0a5e107722e290dcb0e441a3db7",
    "sha256": "3e66e8176484d1f7bbf6119e83ec7011b67a14d20c93491d981b83fe27e9ca5e",
    "filenames": [
      "sharedresources6.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-04-20 12:27:13",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2013-04-20 12:27:13",
    "file": {
      "type": "PK3",
      "size": 28288,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e7abab77adbdc0a5e107722e290dcb0e441a3db7/e7abab77adbdc0a5e107722e290dcb0e441a3db7.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 25,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "sharedresources6.pk3",
      "description": "A small ZDoom resource PK3 intended to be loaded alongside other WADs rather than played on its own, with no maps included. It replaces core pickups (keys, ammo, weapons, health, armor, and several powerups/runes) with CustomInventory versions that run ACS scripts to manage a shared “pool” system and other gameplay bookkeeping. The player class is overridden to start with the modified pistol and a set of inventory “taker/dump” items for withdrawing or querying stored health/armor. Includes GLDEFS dynamic lights for several pickups, and also provides replacements for Skulltag-era weapons and powerups (e.g., minigun, railgun, BFG10K, spheres/runes).",
      "tags": [
        "acs_scripting",
        "ammo_replacements",
        "coop_focused",
        "custom_playerclass",
        "decorate",
        "dynamic_lights",
        "gameplay_mod",
        "health_armor_system",
        "no_maps",
        "powerup_replacements",
        "resource_pk3",
        "skulltag_compatibility",
        "weapon_replacements",
        "zdoom"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"sharedgeneral.txt\"\n#include \"sharedreplace.txt\"\n#include \"sharedakw.txt\"\n#include \"sharedpowerunes.txt\"\n#include \"sharedtakers.txt\"\n#include \"sharedplayer.txt\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "object HealthPoolSoulSphere\n{\nframe SOUL { light SOULSPHERE }\n}\n\nobject HealthPoolMegasphere\n{\nframe MEGAA0 { light MEGASPHERE1 }\nframe MEGAB0 { light MEGASPHERE2 }\nframe MEGAC0 { light MEGASPHERE3 }\nframe MEGAD0 { light MEGASPHERE4 }\n}\n\nobject HealthPoolHealthBonus\n{\nframe BON1 { light HEALTHPOTION }\n}\n\nobject HealthPoolMaxHealthBonus\n{\nframe BON3 { light MAXHEALTHPOTION }\n}\n\nobject HealthPoolTakeFull\n{\nframe SOUL { light SOULSPHERE }\n}\n\nobject ArmorPoolGreenArmor\n{\nframe ARM1A { light GREENARMOR1 }\nframe ARM1B { light GREENARMOR2 }\n}\n\nobject ArmorPoolBlueARmor\n{\nframe ARM2A { light BLUEARMOR1 }\nframe ARM2B { light BLUEARMOR2 }\n}\n\nobject ArmorPoolRedArmor\n{\nframe ARM3A0 { light REDARMOR1 }\nframe ARM3B0 { light REDARMOR2 }\n}\n\nobject ArmorPoolArmorBonus\n{\nframe BON2 { light ARMORBONUS }\n}\n\nobject ArmorPoolMaxArmorBonus\n{\nframe BON4 { light MAXARMORBONUS }\n}\n\nobject InvulnerabilitySphere2\n{\n    frame PINV { light INVULN }\n}\n\nobject BlurSphere2\n{\n    frame PINS { light BLURSPHERE1 }\n\n    frame PINSA { light BLURSPHERE2 }\n    frame PINSB { light BLURSPHERE3 }\n    frame PINSC { light BLURSPHERE4 }\n    frame PINSD { light BLURSPHERE5 }\n}\n\nobject TurboSphere2\n{\n    frame TURB { light TURBOSPHERE }\n}\n\nobject DoomSphere2\n{\n    frame DOOM { light DOOMSPHERE }\n}\n\nobject GuardSphere2\n{\n    frame GARD { light GUARDSPHERE }\n}\n\nobject InvisibilitySphere2\n{\n    frame INVS { light INVISIBILITYSPHERE }\n}\n\nobject TimefreezeSphere2\n{\n    frame TIME { light TIMEFREEZESPHERE }\n}"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "clearplayerclasses\n\naddplayerclass SharedPlayer"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "sharedMain"
      },
      {
        "source": "pk3",
        "name": "sharedakw.txt",
        "contents": "//Decorate by Synert\n\n/*====================\n|| Key replacements ||\n====================*/\nACTOR RedCard2 : CustomInventory replaces RedCard\n{\n   inventory.pickupmessage \"$GOTREDCARD\" // \"Picked up a red keycard.\"\n   inventory.icon \"STKEYS2\"\n   States\n   {\n    Spawn:\n      RKEY A 10\n      RKEY B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,0)\n   }\n}\n\nACTOR YellowCard2 : CustomInventory replaces YellowCard\n{\n   inventory.pickupmessage \"$GOTYELWCARD\" // \"Picked up a yellow keycard.\"\n   inventory.icon \"STKEYS1\"\n   States\n   {\n    Spawn:\n      YKEY A 10\n      YKEY B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,1)\n   }\n}\n\nACTOR BlueCard2 : CustomInventory replaces BlueCard\n{\n   inventory.pickupmessage \"$GOTBLUECARD\" // \"Picked up a blue keycard.\"\n   inventory.icon \"STKEYS0\"\n   States\n   {\n    Spawn:\n      BKEY A 10\n      BKEY B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,2)\n   }\n}\n\nACTOR RedSkull2 : CustomInventory replaces RedSkull\n{\n   inventory.pickupmessage \"$GOTREDSKUL\" // \"Picked up a red skull key.\"\n   inventory.icon \"STKEYS5\"\n   States\n   {\n    Spawn:\n      RSKU A 10\n      RSKU B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,3)\n   }\n}\n\nACTOR YellowSkull2 : CustomInventory replaces YellowSkull\n{\n   inventory.pickupmessage \"$GOTYELWSKUL\" // \"Picked up a yellow skull key.\"\n   inventory.icon \"STKEYS4\"\n   States\n   {\n    Spawn:\n      YSKU A 10\n      YSKU B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,4)\n   }\n}\n\nACTOR BlueSkull2 : CustomInventory replaces BlueSkull\n{\n   inventory.pickupmessage \"$GOTBLUESKUL\" // \"Picked up a blue skull key.\"\n   inventory.icon \"STKEYS3\"\n   States\n   {\n    Spawn:\n      BSKU A 10\n      BSKU B 10 bright\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(902,0,5)\n   }\n}\n\n/*=====================\n|| Ammo replacements ||\n=====================*/\nACTOR Clip2 : CustomInventory replaces Clip\n{\n   Inventory.PickupMessage \"$GOTCLIP\" // \"Picked up a clip.\"\n   Inventory.Icon \"CLIPA0\"\n   States\n   {\n    Spawn:\n      CLIP A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,0,10)\n      Stop\n    Nope:\n      TNT1 A 0\n      Fail\n   }\n}\n\nACTOR ClipBox2 : Clip2 replaces ClipBox\n{\n   Inventory.PickupMessage \"$GOTCLIPBOX\" // \"Picked up a box of bullets.\"\n   States\n   {\n    Spawn:\n      AMMO A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,0,50)\n      Stop\n   }\n}\n\nACTOR Shell2 : CustomInventory replaces Shell\n{\n   Inventory.PickupMessage \"$GOTSHELLS\" // \"Picked up 4 shotgun shells.\"\n   Inventory.Icon \"SHELA0\"\n   States\n   {\n    Spawn:\n      SHEL A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Shell\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,1,4)\n      Stop\n    Nope:\n      TNT1 A 0\n      Fail\n   }\n}\n\nACTOR ShellBox2 : Shell2 replaces ShellBox\n{\n   Inventory.PickupMessage \"$GOTSHELLBOX\" // \"Picked up a box of shotgun shells.\"\n   States\n   {\n    Spawn:\n      SBOX A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Shell\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,1,20)\n      Stop\n   }\n}\n\nACTOR RocketAmmo2 : CustomInventory replaces RocketAmmo\n{\n   Inventory.PickupMessage \"$GOTROCKET\" // \"Picked up a rocket.\"\n   Inventory.Icon \"ROCKA0\"\n   States\n   {\n    Spawn:\n      ROCK A -1\n      stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,2,1)\n      Stop\n    Nope:\n      TNT1 A 0\n      Fail\n   }\n}\n\nACTOR RocketBox2 : RocketAmmo2 replaces RocketBox\n{\n   Inventory.PickupMessage \"$GOTROCKBOX\" // \"Picked up a box of rockets.\"\n   States\n   {\n    Spawn:\n      BROK A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,2,5)\n      Stop\n   }\n}\n\nACTOR Cell2 : CustomInventory replaces Cell\n{\n   Inventory.PickupMessage \"$GOTCELL\" // \"Picked up an energy cell.\"\n   Inventory.Icon \"CELLA0\"\n   States\n   {\n    Spawn:\n      CELL A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Cell\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,20)\n      Stop\n    Nope:\n      TNT1 A 0\n      Fail\n   }\n}\n\nACTOR CellPack2 : Cell2 replaces CellPack\n{\n   Inventory.PickupMessage \"$GOTCELLBOX\" // \"Picked up an energy cell pack.\"\n   States\n   {\n    Spawn:\n      CELP A -1\n      Stop\n    Pickup:\n      TNT1 A 0 A_JumpIfInventory(\"Cell\",0,\"Nope\")\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,100)\n      Stop\n   }\n}\n\nACTOR Backpack2 : CustomInventory replaces Backpack\n{\n   Inventory.PickupMessage \"$GOTBACKPACK\" // \"Picked up a backpack full of ammo!\"\n   States\n   {\n    Spawn:\n      BPAK A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(906)\n      stop\n   }\n}\n\n/*=======================\n|| Weapon replacements ||\n=======================*/\nACTOR Chainsaw2 : Chainsaw replaces Chainsaw\n{\n   decal \"BulletChip\"\n   weapon.slotnumber 1\n   +UNDROPPABLE\n   States\n   {\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"ChainsawSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR Pistol2 : Pistol replaces Pistol\n{\n   decal bulletchip\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   weapon.slotnumber 2\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      PISG A 4\n      PISG B 0 A_FirePistol\n      PISG B 0 ACS_ExecuteAlways(904,0,0,1) //fire 1 bullet\n      PISG B 6\n      PISG C 4\n      PISG B 5 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"PistolSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR Shotgun2 : Shotgun replaces Shotgun\n{\n   decal bulletchip\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   weapon.slotnumber 3\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      SHTG A 3\n      SHTG A 0 A_FireShotgun\n      SHTG A 0 ACS_ExecuteAlways(904,0,1,1) //fire 1 shell\n      SHTG A 7\n      SHTG BC 5\n      SHTG D 4\n      SHTG CB 5\n      SHTG A 3\n      SHTG A 7 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"ShotgunSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR SuperShotgun2 : SuperShotgun replaces SuperShotgun\n{\n   decal bulletchip\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  2\n   weapon.slotnumber 3\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      SHT2 A 3\n      SHT2 A 0 A_FireShotgun2\n      SHT2 A 0 ACS_ExecuteAlways(904,0,1,2) //fire 2 shells\n      SHT2 A 7\n      SHT2 B 7\n      SHT2 C 7 A_CheckReload\n      SHT2 D 7 A_OpenShotgun2\n      SHT2 E 7\n      SHT2 F 7 A_LoadShotgun2\n      SHT2 G 6\n      SHT2 H 6 A_CloseShotgun2\n      SHT2 A 5 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"SuperShotgunSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR Chaingun2 : Chaingun replaces Chaingun\n{\n   decal bulletchip\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   weapon.slotnumber 4\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      CHGG A 0 A_FireCGun\n      CHGG A 0 ACS_ExecuteAlways(904,0,0,1) //fire one bullet\n      CHGG A 4\n      CHGG A 0 A_JumpIfInventory(\"Clip\",0,\"Ready\")\n      CHGG B 0 A_FireCGun\n      CHGG B 0 ACS_ExecuteAlways(904,0,0,1) //fire one bullet\n      CHGG B 4\n      CHGG B 0 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"ChaingunSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR RocketLauncher2 : RocketLauncher replaces RocketLauncher\n{\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   weapon.slotnumber 5\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      MISG B 8 A_GunFlash\n      MISG B 0 A_FireMissile\n      MISG B 0 ACS_ExecuteAlways(904,0,2,1) //fire one rocket\n      MISG B 12\n      MISG B 0 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"RocketLauncherSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR PlasmaRifle2 : PlasmaRifle replaces PlasmaRifle\n{\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   weapon.slotnumber 6\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      PLSG A 0 A_FirePlasma // See PlasmaBall\n      PLSG A 0 ACS_ExecuteAlways(904,0,3,1) //fire one cell\n      PLSG A 3\n      PLSG B 20 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"PlasmaRifleSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR BFG9002 : BFG9000 replaces BFG9000\n{\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  40\n   weapon.slotnumber 7\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      BFGG A 20 A_BFGSound\n      BFGG B 10 A_GunFlash\n      BFGG B 0 A_FireBFG\n      BFGG B 0 ACS_ExecuteAlways(904,0,3,40) //fire 40 cells\n      BFGG B 10\n      BFGG B 20 A_ReFire\n      goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"BFG9000Spawn\",0,0)\n      stop\n   }\n}\n\n/*================================\n|| Skulltag Weapon Replacements ||\n================================*/\nACTOR Minigun2 : Minigun replaces Minigun\n{\n   Decal \"BulletChip\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   Weapon.SlotNumber 4\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      MNGG A 0 A_GunFlash\n      MNGG A 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n      MNGG A 0 ACS_ExecuteAlways(904,0,0,1) //fire one bullet\n      MNGG A 2\n      MNGG A 0 A_JumpIfInventory(\"Clip\",0,5)\n      MNGG B 0 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n      MNGG B 0 ACS_ExecuteAlways(904,0,0,1) //fire one bullet\n      MNGG B 2\n      MNGG A 2 A_ReFire\n      MNGG B 2\n      MNGG A 4\n      MNGG B 4\n      MNGG A 8\n      MNGG B 8\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"MinigunSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR GrenadeLauncher2 : GrenadeLauncher replaces GrenadeLauncher\n{\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  1\n   Weapon.SlotNumber 5\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      GRLG B 8 A_GunFlash\n      GRLG B 0 A_FireSTGrenade\n      GRLG B 0 ACS_ExecuteAlways(904,0,2,1) //fire one rocket\n      GRLG B 12\n      GRLG B 0 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"GrenadeLauncherSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR Railgun2 : Railgun replaces Railgun\n{\n   Decal \"RailScorch\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  10\n   Weapon.SlotNumber 6\n   +UNDROPPABLE\n   States\n   {\n    Fire:\n      RLGG E 0 A_FireRailgun\n      RLGG E 0 ACS_ExecuteAlways(904,0,3,10) //fire 10 cells\n      RLGG E 12\n      RLGG F 6 A_CheckForReload(4, \"Reloaded\")\n      RLGG GHIJK 6\n      RLGG L 6 A_ResetReloadCounter\n    Reloaded:\n      RLGG A 6\n      RLGG M 0 A_ReFire\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"RailgunSpawn\",0,0)\n      stop\n   }\n}\n\nACTOR BFG10K2 : BFG10K replaces BFG10K\n{\n   Decal \"BFGLightning\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse  5\n   Weapon.SlotNumber 7\n   +UNDROPPABLE\n   States\n   {\n    Hold:\n      BG2G K 2 A_GunFlash\n      BG2G L 0 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n      BG2G L 0 ACS_ExecuteAlways(904,0,3,5) //fire 5 cells\n      BG2G L 2\n      BG2G M 2\n      BG2G N 0 A_ReFire\n      BG2G O 35 A_PlaySound (\"weapons/bfg10kcool\")\n      Goto Ready\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItem(\"BFG10KSpawn\",0,0)\n      stop\n   }\n}\n\n/*==================\n|| Weapon pickups ||\n==================*/\nACTOR ChainsawSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTCHAINSAW\" // \"A chainsaw!  Find some meat!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      CSAW A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(909,0,0)\n   }\n}\n\nACTOR PistolSpawn : CustomInventory //this isn't really needed, it's just there in case\n{           //someone drops the pistol or something. On the debug script this will nearly always be a 0\n   Inventory.PickupMessage \"$PICKUP_PISTOL_DROPPED\" // \"Picked up a pistol.\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      PIST A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,0,20) //give 20 bullets\n      TNT1 A 0 ACS_ExecuteAlways(909,0,1)\n   }\n}\n\nACTOR ShotgunSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTSHOTGUN\" // \"You got the shotgun!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      SHOT A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,1,8) //give 8 shells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,2)\n   }\n}\n\nACTOR SuperShotgunSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTSHOTGUN2\" // \"You got the super shotgun!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      SGN2 A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,1,8) //give 8 shells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,3)\n   }\n}\n\nACTOR ChaingunSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTCHAINGUN\" // \"You got the chaingun\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      MGUN A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,0,20) //give 20 bullets\n      TNT1 A 0 ACS_ExecuteAlways(909,0,4)\n   }\n}\n\nACTOR RocketLauncherSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTLAUNCHER\" // \"You got the rocket launcher!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      LAUN A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,2,2) //give 2 rockets\n      TNT1 A 0 ACS_ExecuteAlways(909,0,5)\n   }\n}\n\nACTOR PlasmaRifleSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTPLASMA\" // \"You got the plasma gun!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      PLAS A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,40) //give 40 cells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,6)\n   }\n}\n\nACTOR BFG9000Spawn : CustomInventory\n{\n   Inventory.PickupMessage \"$GOTBFG9000\" // \"You got the BFG9000!  Oh, yes.\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      BFUG A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,40) //give 40 cells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,7)\n   }\n}\n\n/*===========================\n|| Skulltag Weapon Pickups ||\n===========================*/\nACTOR MinigunSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$PICKUP_MINIGUN\" // \"You got the minigun!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      MNGN A -1\n      stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,0,20) //give 20 bullets\n      TNT1 A 0 ACS_ExecuteAlways(909,0,8)\n   }\n}\n\nACTOR GrenadeLauncherSpawn : CustomInventory\n{\n   Inventory.PickupMessage \"$PICKUP_GRENADELAUNCHER\" // \"You got the grenade launcher!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      GLAU A -1\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,2,2) //give 2 rockets\n      TNT1 A 0 ACS_ExecuteAlways(909,0,9)\n   }\n}\n\nACTOR RailgunSpawn : CustomInventory\n{\n   Inventory.Pickupmessage \"$PICKUP_RAILGUN\" // \"You got the railgun!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      RAIL A -1\n      stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,40) //give 40 cells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,10)\n   }\n}\n\nACTOR BFG10KSpawn : CustomInventory\n{\n   Inventory.Pickupmessage \"$PICKUP_BFG10K\" // \"You got the BFG10000! Hell, yes!\"\n   inventory.pickupsound \"misc/w_pkup\"\n   States\n   {\n    Spawn:\n      BFG2 A -1\n      stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(905,0,3,40) //give 40 cells\n      TNT1 A 0 ACS_ExecuteAlways(909,0,11)\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "sharedgeneral.txt",
        "contents": "actor MaxArmorIndicator: Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 0x7FFFFFFF\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 0x7FFFFFFF\n}\n\nactor DoNotCheckMaxArmor: Inventory\n{\n   +UNDROPPABLE\n   Inventory.MaxAmount 1\n}\n\nActor InfiniArmorBonus: BasicArmorBonus\n{\n   Inventory.Pickupmessage \"lol infinite armor bonus\"\n   Inventory.Icon \"ARM1A0\"\n   Armor.Savepercent 33.33333\n   Armor.Saveamount 1\n   Armor.Maxsaveamount 1000000\n   +COUNTITEM\n   +INVENTORY.ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      BON2 A 140\n      BON2 B 4\n      BON2 C 2\n      BON2 DCDCDCDCDCD 6\n      BON2 C 2\n      BON2 B 4\n      loop\n   }\n}\n\nACTOR InfiniMaxArmorBonus: BasicArmorBonus\n{\n   Inventory.Pickupmessage \"lol infinite armor bonus\"\n   Inventory.Icon \"ARM1A0\"\n   Armor.Savepercent 33.33333\n   Armor.Saveamount 0\n   Armor.Maxsaveamount 1000000\n   Armor.MaxBonus 1\n   Armor.MaxBonusMax 1000000\n   +INVENTORY.ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      BON4 ABCDCB 2\n      loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "sharedplayer.txt",
        "contents": "ACTOR SharedPlayer: DoomPlayer\n{\n   Player.StartItem \"Pistol2\"\n   Player.StartItem \"Fist\"\n   Player.StartItem \"Clip\", 1\n   Player.StartItem \"ArmorPoolDump\"\n   Player.StartItem \"HealthPoolDump\"\n   Player.StartItem \"ArmorPoolTakeGreen\"\n   Player.StartItem \"ArmorPoolTakeBlue\"\n   Player.StartItem \"ArmorPoolTakeRed\"\n   Player.StartItem \"HealthPoolTakeStimpack\"\n   Player.StartItem \"HealthPoolTakeMedikit\"\n   Player.StartItem \"HealthPoolTakeFull\"\n}"
      },
      {
        "source": "pk3",
        "name": "sharedpowerunes.txt",
        "contents": "//Shared powerups and runes decorate\n//By Synert\n\n/*============\n|| Powerups ||\n============*/\nACTOR Infrared2 : CustomInventory replaces Infrared\n{\n   +COUNTITEM\n   +INVENTORY.ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTVISOR\" // \"Light Amplification Visor\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   States\n   {\n    Spawn:\n      PVIS A 6 Bright\n      PVIS B 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,0)\n      stop\n   }\n}\n\nACTOR Allmap2 : CustomInventory replaces Allmap\n{\n   +COUNTITEM\n   +INVENTORY.ALWAYSPICKUP\n   Inventory.PickupSound \"misc/p_pkup\"\n   Inventory.PickupMessage \"$GOTMAP\" // \"Computer Area Map\"\n   States\n   {\n    Spawn:\n      PMAP ABCDCB 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,1)\n      Stop\n   }\n}\n\nACTOR Invulnerabilitysphere2 : CustomInventory replaces Invulnerabilitysphere\n{\n   +COUNTITEM\n   +INVENTORY.BIGPOWERUP\n   +INVENTORY.ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTINVUL\" // \"Invulnerability!\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   States\n   {\n    Spawn:\n      PINV ABCD 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,2)\n      Stop\n   }\n}\n\nACTOR Blursphere2 : CustomInventory replaces Blursphere\n{\n   +VISIBILITYPULSE\n   +COUNTITEM\n   +INVENTORY.BIGPOWERUP\n   +INVENTORY.ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTINVIS\" // \"Partial Invisibility\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   RenderStyle Translucent\n   States\n   {\n    Spawn:\n      PINS ABCD 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,3)\n      Stop\n   }\n}\n\nACTOR Radsuit2 : CustomInventory replaces Radsuit\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   Inventory.PickupMessage \"$GOTSUIT\" // \"Radiation Shielding Suit\"\n   States\n   {\n    Spawn:\n      SUIT A -1 Bright\n      Stop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,4)\n      Stop\n   }\n}\n\n//skulltag powerups\nACTOR Turbosphere2 : CustomInventory replaces Turbosphere\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   Inventory.PickupMessage \"Turbosphere!\"\n   States\n   {\n    Spawn:\n      TURB ABCD 3 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,6)\n      Stop\n   }\n}\n\nACTOR Doomsphere2 : CustomInventory replaces Doomsphere\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   Inventory.PickupMessage \"Doomsphere\"\n   States\n   {\n    Spawn:\n      DOOM A 10 Bright\n      DOOM B 15 Bright\n      DOOM C 8 Bright\n      DOOM D 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,7)\n      Stop\n   }\n}\n\nACTOR Guardsphere2 : CustomInventory replaces Guardsphere\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   Inventory.PickupMessage \"Guardsphere\"\n   States\n   {\n    Spawn:\n      GARD ABCD 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,8)\n      Stop\n   }\n}\n\nACTOR Invisibilitysphere2 : CustomInventory replaces Invisibilitysphere\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   +VISIBILITYPULSE\n   RenderStyle Translucent\n   Inventory.PickupMessage \"Invisibility\"\n   States\n   {\n    Spawn:\n      SINV ABCD 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,9)\n      Stop\n   }\n}\n\nACTOR Timefreezesphere2 : CustomInventory replaces Timefreezesphere\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   Inventory.PickupMessage \"Time freeze!\"\n   States\n   {\n    Spawn:\n      TIME ABCD 6 Bright\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,1,10)\n      Stop\n   }\n}\n\n/*=========\n|| Runes ||\n=========*/\n\nACTOR HasteRune2 : CustomInventory replaces HasteRune\n{\n   +INVENTORY.ALWAYSPICKUP\n   +COUNTITEM\n   +NOGRAVITY\n   +FLOATBOB\n   Inventory.PickupMessage \"$PICKUP_HASTE\"\n   States\n   {\n    Spawn:\n      HASR ABCD 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,0)\n      Stop\n   }\n}\n\nACTOR HighJumpRune2 : HasteRune2 replaces HighJumpRune\n{\n   Inventory.PickupMessage \"$PICKUP_HIGHJUMP\"\n   States\n   {\n    Spawn:\n      HIJR ABCD 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,1)\n      Stop\n   }\n}\n\nACTOR ReflectionRune2 : HasteRune2 replaces ReflectionRune\n{\n   Inventory.PickupMessage \"$PICKUP_REFLECTION\"\n   States\n   {\n    Spawn:\n      REFR AB 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,2)\n      Stop\n   }\n}\n\nACTOR ProsperityRune2 : HasteRune2 replaces ProsperityRune\n{\n   Inventory.PickupMessage \"$PICKUP_PROSPERITY\"\n   States\n   {\n    Spawn:\n      PRSR ABCDE 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,3)\n      Stop\n   }\n}\n\nACTOR RegenerationRune2 : HasteRune2 replaces RegenerationRune\n{\n   Inventory.PickupMessage \"$PICKUP_REGENERATION\"\n   States\n   {\n    Spawn:\n      REGR AB 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,4)\n      Stop\n   }\n}\n\nACTOR ResistanceRune2 : HasteRune2 replaces ResistanceRune\n{\n   Inventory.PickupMessage \"$PICKUP_RESISTANCE\"\n   States\n   {\n    Spawn:\n      RESR ABCDEFGH 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,5)\n      Stop\n   }\n}\n\nACTOR SpreadRune2 : HasteRune2 replaces SpreadRune\n{\n   Inventory.PickupMessage \"$PICKUP_SPREAD\"\n   States\n   {\n    Spawn:\n      SPRR ABCD 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,6)\n      Stop\n   }\n}\n\nACTOR DrainRune2 : HasteRune2 replaces DrainRune\n{\n   Inventory.PickupMessage \"$PICKUP_DRAIN\"\n   States\n   {\n    Spawn:\n      DRAR ABCD 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,7)\n      Stop\n   }\n}\n\nACTOR RageRune2 : HasteRune2 replaces RageRune\n{\n   Inventory.PickupMessage \"$PICKUP_RAGE\"\n   States\n   {\n    Spawn:\n      RAGR ABCDEFGH 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,8)\n      Stop\n   }\n}\n\nACTOR StrengthRune2 : HasteRune2 replaces StrengthRune\n{\n   Inventory.PickupMessage \"$PICKUP_STRENGTH\"\n   States\n   {\n    Spawn:\n      STRR ABCD 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteAlways(701,0,0,9)\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "sharedreplace.txt",
        "contents": "actor HealthPoolMedikit: CustomInventory replaces Medikit\n{\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTMEDIKIT\"\n   States\n   {\n    Spawn:\n      MEDI A -1\n      stop\n\n    Use:\n      MEDI A 0 ACS_ExecuteWithResult(375, 25)\n      stop\n   }\n}\n\nactor HealthPoolStimpack: CustomInventory replaces Stimpack\n{\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTSTIM\"\n   States\n   {\n    Spawn:\n      STIM A -1\n      stop\n\n    Use:\n      MEDI A 0 ACS_ExecuteWithResult(375, 10, 0, 1)\n      stop\n   }\n}\n\nactor HealthPoolHealthBonus: CustomInventory replaces HealthBonus\n{\n   Inventory.MaxAmount 0\n   +COUNTITEM\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   +FANCYPICKUPSOUND\n   Inventory.PickupMessage \"$GOTHTHBONUS\"\n   States\n   {\n    Spawn:\n      BON1 ABCDCB 6\n      loop\n\n    Use:\n      MEDI A 0 ACS_ExecuteWithResult(375, 1, 100, 1)\n      stop\n   }\n}\n\nactor HealthPoolSoulSphere: CustomInventory replaces SoulSphere\n{\n   Inventory.MaxAmount 0\n   +COUNTITEM\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   +FANCYPICKUPSOUND\n   Inventory.PickupMessage \"$GOTSUPER\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   Inventory.PickupAnnouncerEntry \"SoulSphere\"\n   States\n   {\n    Spawn:\n      SOUL ABCDCB 6 Bright\n      Loop\n\n    Use:\n      MEDI A 0 ACS_ExecuteWithResult(375, 100, 100)\n      stop\n   }\n}\n\nactor HealthPoolMegasphere: CustomInventory replaces Megasphere\n{\n   Inventory.MaxAmount 0\n   +COUNTITEM\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   +FANCYPICKUPSOUND\n   Inventory.PickupMessage \"$GOTMSPHERE\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   Inventory.PickupAnnouncerEntry \"Megasphere\"\n   States\n   {\n    Spawn:\n      MEGA ABCD 6 BRIGHT\n      loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteWithResult(385, 200, 200, 1)\n      TNT1 A 0 ACS_ExecuteWithResult(375, 200, 100)\n      stop\n   }\n}\n\nactor HealthPoolBerserk: CustomInventory replaces Berserk\n{\n   Inventory.MaxAmount 0\n   +COUNTITEM\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   Inventory.PickupMessage \"$GOTBERSERK\"\n   Inventory.PickupSound \"misc/p_pkup\"\n   States\n   {\n    Spawn:\n      PSTR A -1\n      Stop\n    Use:\n      TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n      TNT1 A 0 ACS_ExecuteWithResult(375, 100)\n      TNT1 A 0 ACS_ExecuteWithResult(701, 1, 5)\n      TNT1 A 0 A_SelectWeapon(\"Fist\")\n      Stop\n   }\n}\n\nactor HealthPoolMaxHealthBonus: CustomInventory replaces MaxHealthBonus\n{\n   Inventory.MaxAmount 1\n   Inventory.PickupMessage \"$PICKUP_MAXHEALTHBONUS\"\n   States\n   {\n    Spawn:\n      BON3 ABCDCB 6\n      Loop\n    Pickup:\n      TNT1 A 0 ACS_ExecuteWithResult(379, 1, 100, 50)\n      Stop\n   }\n}\n\nActor ArmorPoolGreenArmor: CustomInventory replaces GreenArmor\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"$GOTARMOR\"\n   Inventory.Icon \"ARM1A0\"\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      ARM1 A 6\n      ARM1 B 7 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteWithResult(385, 100, 100, 0)\n      stop\n   }\n}\n\nActor ArmorPoolBlueArmor: CustomInventory replaces BlueArmor\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"$GOTMEGA\"\n   Inventory.Icon \"ARM2A0\"\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      ARM2 A 6\n      ARM2 B 6 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteWithResult(385, 200, 200, 1)\n      stop\n   }\n}\n\nACTOR ArmorPoolRedArmor: CustomInventory replaces RedArmor\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"$PICKUP_REDARMOR\"\n   Inventory.Icon \"ARM3A0\"\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      ARM3 A 6\n      ARM3 B 6 bright\n      goto Spawn\n\n    Use:\n      TNT1 A 0 ACS_ExecuteWithResult(385, 200, 200, 2)\n      stop\n   }\n}\n\nActor ArmorPoolArmorBonus: CustomInventory replaces ArmorBonus\n{\n   Inventory.Pickupmessage \"$GOTARMBONUS\"\n   Inventory.Icon \"BON2A0\"\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      BON2 ABCDCB 6\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteWithResult(386, 1, 200, 0)\n      stop\n   }\n}\n\nACTOR ArmorPoolMaxArmorBonus: CustomInventory replaces MaxArmorBonus\n{\n   Inventory.Pickupmessage \"$PICKUP_MAXARMORBONUS\"\n   Inventory.Icon \"ARM1A0\"\n   Inventory.MaxAmount 0\n   +AUTOACTIVATE\n   +ALWAYSPICKUP\n   States\n   {\n    Spawn:\n      BON4 ABCDCB 6\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteWithResult(390, 1, 200, 50)\n      stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "sharedtakers.txt",
        "contents": "actor HealthPoolTakeStimpack: CustomInventory\n{\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n\n   Inventory.Icon \"HPOLStim\"\n   Inventory.PickupMessage \"Health Pool stimpack\"\n   States\n   {\n    Spawn:\n      STIM A -1\n      stop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(376, 0, 10)\n      fail\n   }\n}\n\nactor HealthPoolTakeMedikit: CustomInventory\n{\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n\n   Inventory.Icon \"HPOLMEDI\"\n   Inventory.PickupMessage \"Health Pool medikit\"\n   States\n   {\n    Spawn:\n      MEDI A -1\n      stop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(376, 0, 25)\n      fail\n   }\n}\n\nactor HealthPoolTakeFull: CustomInventory\n{\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n\n   Inventory.Icon \"HPOLFULL\"\n   Inventory.PickupMessage \"Health Pool medikit\"\n   States\n   {\n    Spawn:\n      SOUL ABCDCB 6 Bright\n      Loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(376, 0, 10000)\n      fail\n   }\n}\n\nactor HealthPoolDump: CustomInventory\n{\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n\n   Inventory.Icon \"HPOLQURY\"\n   Inventory.PickupMessage \"Health Pool health dump\"\n   States\n   {\n    Spawn:\n      TNT1 A -1\n      stop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(377, 0, 0,0,0)\n      fail\n   }\n}\n\nActor ArmorPoolTakeGreen: CustomInventory\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"Armor Pool Green Armor taker\"\n   Inventory.Icon \"APOLARM1\"\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n   States\n   {\n    Spawn:\n      ARM1 A 6\n      ARM1 B 7 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(387, 0, 100, 100, 0)\n      fail\n   }\n}\n\nActor ArmorPoolTakeBlue: CustomInventory\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"Armor Pool Blue Armor taker\"\n   Inventory.Icon \"APOLARM2\"\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n   States\n   {\n    Spawn:\n      ARM2 A 6\n      ARM2 B 6 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(387, 0, 200, 200, 1)\n      fail\n   }\n}\n\nACTOR ArmorPoolTakeRed: CustomInventory\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"Armor Pool Red ARmor taker\"\n   Inventory.Icon \"APOLARM3\"\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n   States\n   {\n    Spawn:\n      ARM3 A 6\n      ARM3 B 6 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(387, 0, 200, 200, 2)\n      fail\n   }\n}\n\nACTOR ArmorPoolDump: CustomInventory\n{\n   Radius 20\n   Height 16\n   Inventory.Pickupmessage \"Armor Pool Dump\"\n   Inventory.Icon \"APOLARM0\"\n   Inventory.MaxAmount 1\n   +INVBAR\n   +KEEPDEPLETED\n   States\n   {\n    Spawn:\n      ARM1 A 6\n      ARM2 B 6 bright\n      ARM3 A 6\n      ARM1 B 6 bright\n      ARM2 A 6\n      ARM3 B 6 bright\n      loop\n\n    Use:\n      TNT1 A 0 ACS_ExecuteAlways(389, 0, -1)\n      fail\n   }\n}"
      }
    ]
  },
  "maps": []
}

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