Raw model (for completeness)
{
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"allanxclassaddon_v1.1.pk3"
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"added": "2021-01-10 03:08:34",
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"added": "2021-01-10 03:08:34",
"file": {
"type": "PK3",
"size": 49891,
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{
"source": "pk3",
"name": "weapons/Allanxwep.txt",
"contents": "actor CursedBuster : BaseMM8BDMWep\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power Up! Allanx??!?!? WTF!?!?\"\nObituary \"%o was cursified by %k's curse buster.\"\nTag \"amazing, right?\"\nweapon.ammotype \"CursedCBMAmmo\"\n\nWeapon.AmmoUse2 5\nWeapon.AmmoType2 \"CursedCBMAmmo\"\n\nStates\n{\nSpawn:\nALL1 A 1\nloop\nReady:\nALL1 A 3 A_GiveInventory(\"CursedCBMAmmo\",2)\nALL1 A 0 ACS_ExecuteAlways(981,0,0)\nALL1 A 0 A_WeaponReady\nGoto Ready\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nALL1 A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nALL1 A 1 A_Raise\nLoop\nFire:\nALL1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nALL1 A 0 A_FireCustomMissile(\"CursedShot\",1,10,8,0)\nALL1 B 5\nALL1 C 5\nALL1 C 0 A_Refire\ngoto Ready\nAltfire:\nALL1 B 5\nALL1 C 5\nALL1 B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nALL1 B 1 A_FireCustomMissile(\"CursedBomb55\",1,1,8,0)\nALL1 B 1\nALL1 C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 C 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nALL1 C 1 A_FireCustomMissile(\"CursedBomb55\",1,1,9,0)\nALL1 C 1\nALL1 B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nALL1 B 1 A_FireCustomMissile(\"CursedBomb55\",1,1,10,0)\nALL1 B 1\nALL1 C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 C 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nALL1 C 1 A_FireCustomMissile(\"CursedBomb55\",1,1,11,0)\nALL1 C 1\nALL1 B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nALL1 B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nALL1 B 1 A_FireCustomMissile(\"CursedBomb55\",1,1,12,0)\nALL1 B 1\nBASK C 0 A_Refire\ngoto Ready\nNoAmmo:\nALL1 B 1\nGoto Ready\nFlash:\nTNT1 A 1\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\nactor CursedCBMAmmo : Ammo\n{\ninventory.amount 112\ninventory.maxamount 112\nammo.backpackamount 112\nammo.backpackmaxamount 112\n}\n\nactor CursedShot\n{\nPROJECTILE\ndamagetype \"MegaBuster3\"\nObituary \"%o was Cursified by %k's Real Curse Buster.\"\nDamage (20)\nradius 25\nheight 25\nSpeed 20\nscale 2\nStates\n{\nSpawn:\nMBU2 ABCE 2\nloop\n}\n}\n\nactor CursedBomb55\n{\nPROJECTILE\ndamagetype \"HyperBomb\"\nObituary \"%o was blown up by %k's Cursed Bomb 55.\"\n-NOGRAVITY\n+RIPPER\n+SEEKERMISSILE\nRadius 6\nHeight 7\nscale 2.5\nspeed 13\nreactiontime 85\nStates\n{\nSpawn:\nBOMB A 0\nBOMB A 0 ThrustThingZ(0, 12, 0, 1)\nBOMB A 1 A_SeekerMissile (2, 10, SMF_LOOK, 256, 10)\nGoto Spawn+2\nDeath:\nBOMB A 0 A_Stop\nBOMB A 0 A_PlaySoundEx(\"weapon/hyperbomb\", \"Weapon\")\nBOMB A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nBOMB A 0 A_Explode(10, 180, 0)\nBOMB BCDEFGHIJKLMNOPQR 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "classes/allanx.txt",
"contents": "actor Allanx: PlayerPawn\n{\nplayer.forwardmove 1\nplayer.sidemove 1, 1\nplayer.jumpz 12\nplayer.colorrange 0 0\nplayer.soundclass \"megaman\"\nplayer.displayname \"Allanx\"\nplayer.damagescreencolor \"yellow\"\nplayer.startitem \"CursedBuster\"\nplayer.startitem \"CursedCBMAmmo\", 112\n+NOBLOOD\n+DONTBLAST\n+NODAMAGETHRUST\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nALLA A 0\nALLA B 1\nALLA A 1\nGoto Spawn+2\nSee:\nALLA BCDE 5\nGoto Spawn\nMissile:\nALLA F 5\nALLA G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nALLA H 0\nGoto pain+1\nPain.Bright:\nALLA H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Wind:\nALLA H 0 ThrustThing(random(0,255),50,1,0)\nALLA H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nALLA H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nALLA H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nALLA H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nALLA H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nALLA H 0 ThrustThingZ(0,150,1,0)\nALLA H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nALLA H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nALLA H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nALLA H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nALLA H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nALLA H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nALLA H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nALLA H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain:\nALLA H 0 A_Stop\nALLA H 0 A_Pain\nALLA H 0 //A_GiveInventory(\"TempInvince\",1)\nALLA H 0 //SetPlayerProperty(0, 1, 4)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 1 A_SpawnItem(\"PainFX\",0,3)\nALLA H 1 //A_Recoil(1)\nALLA H 0 SetPlayerProperty(0, 0, 4)\nALLA H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\n//New deathstates start here\n//New deathstates stop here\nDeath.Beam:\nDeath.Gravity:\nDeath.instagib:\nALLA Z 1 SetPlayerProperty(0, 0, 4)\nALLA H 0 A_GiveToTarget(\"KilledMe\",1)\nALLA Z 0 A_PlayerScream\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nALLA Z -1\nstop\nDeath:\nALLA H 0 SetPlayerProperty(0, 0, 4)\nALLA H 0 A_TakeInventory(\"WeaponCharge\",999)\nALLA H 0 A_NoBlocking\nALLA H 0 A_GiveInventory(\"CutterFlag\",999)\nALLA H 0 A_Stop\nALLA H 1 A_GiveToTarget(\"KilledMe\",1)\nALLA H 19 ACS_ExecuteAlways(999,0,0)\nALLA H 0 SetPlayerProperty(0, 0, 4)\nALLA H 0 A_PlayerScream\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nALLA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nALLA Z -1\nstop\nDeath.Falling:\nALLA H 0 SetPlayerProperty(0, 0, 4)\nALLA H 0 A_TakeInventory(\"WeaponCharge\",999)\nALLA H 0 A_NoBlocking\nALLA H 0 A_GiveInventory(\"CutterFlag\",999)\nALLA Z 1 A_PlayerScream\nALLA Z 1 A_Stop\nALLA Z 1 ACS_ExecuteAlways(999,0,0)\nALLA Z -1\nstop\n}\n}"
}
]
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}