corvusv1b2.pk3

PK3 384 KiB 0 map(s)

Counts

endoom0
graphics0
lumps155
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "sha1": "3d75a74d130db9e0448a53302d99e96e0c318b83",
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      "corvusv1b2.pk3"
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      "filename": null,
      "added": "2015-09-07 17:53:52",
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    "added": "2015-09-07 17:53:52",
    "file": {
      "type": "PK3",
      "size": 393241,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3d75a74d130db9e0448a53302d99e96e0c318b83/3d75a74d130db9e0448a53302d99e96e0c318b83.pk3.gz",
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    "text_files": [
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "//-------------------------------------------------------------------------\\\\\n//----------------- This Corvus class is made by *Ivan!* ------------------\\\\\n//-------------- I call it my own cause I did the DECORATE. ---------------\\\\\n//------------- The sprites and sounds are from the original --------------\\\\\n//---------------------- Corvus. I made Corvus to -------------------------\\\\\n//------------- work as if it was included in the GVHv2b9.pk3 -------------\\\\\n//---------------- that was originally made by Cutman Mike ----------------\\\\\n//--------------------------- Thank you Mike!!! ---------------------------\\\\\n//-------------------------------------------------------------------------\\\\\n\nAuthor:\t\t\t*Ivan!*\nFile name:\t\tCorvusV1B2.pk3\nVersion:\t\t1, Beta 2\nRelease date:\tFebruary 24th, 2011\n\n[ Class Info ]\n\nHealth:\t150\n\nSpeed:\n\t\tStraight:\tMedium\n\t\tSideways:\tSlow\n\nAttacks:\n\t\tFirst:\tUnlimited fire missiles which make low damage. They give a speed boost.\n\t\tSecond:\tA fire ball which leaves fire trails. You throw a ball to the sky and fire rain spawns.\n\t\tThird:\tFire phoenix which throw multiple fire balls under it. You can call fire souls to get rid of ghouls.\n\nAbilities:\n\t\t•\tIs the human with most health.\n\t\t•\tAmmo recharges when hurt while health is lower than 100.\n\nDisadvantages:\n\t\t•\tHe's a slow human.\n\t\t•\tYou might run out of ammo if you dont get hurt.\n\t\t•\tYou can hurt yourself with your own weapons.\n\nSome tips:\n\t\t•\tYou have strong weapons, check all of them and find out how to easily kill ghouls!\n\t\t•\tWhen health is lower than 100 try to use the big weapons as much as you can!\n\nComments:\n\t\t•\tIt's Corvus from Heretic. I don't know much about these games but I made these classes like I think they would be nice.\n\nNotes:\n\t\t•\tI got bad critics from the start. Why don't you make your own class if you think something\n\t\t\tshouldn't be in it? Because of this I removed the Hexen weapon as Corvus is the Heretic player.\n\t\t•\tI only want people to be nice next time. You know I'll fix any bugs you could ever find. Being\n\t\t\tmean will make me quit making human classes.\n\t\t•\tSame for the ghouls already made. Some might think one of them is over powered, while others\n\t\t\tmight think it is useless. Yurei is the case. No one knows how to use her and they say anything\n\t\t\tbecause they rage when killed, no matter if they're playing as human or Yurei. They told me that\n\t\t\tif I didn't tell them how to attack they'll never figure out. MY GHOULS ARE ONLY ADD-ONS! They\n\t\t\taren't classes like Marine, Hunter, Cyborg, GhostBuster, Engineer, Santa, Sjas, Creeper, Jitterskull,\n\t\t\tChoke or Frost Bite. They will be like them with achievements and all their effects working when\n\t\t\tI mix GVH with them, as I said I would do it when I finish my classes. I have done 8 ghoul classes:\n\t\t\tRavager, Eyesore, Jugulum, Soul Harvester, Misty, Clowny, Yurei and Iodsa. Now they're a total\n\t\t\tof 13 ghoul classes. I made 2 human classes: Mage and Corvus. I will make 5 more humans to make GVH\n\t\t\teach team have the same number of classes. These are all the classes made and the slots to make more.\n\n\t\tHumans:\t\t\t\t\t\t\tGhouls:\n\n\t\t• Marine\t\t\t\t\t\t• Sjas\n\t\t• Hunter\t\t\t\t\t\t• Creeper\n\t\t• Cyborg\t\t\t\t\t\t• Jitterskull\n\t\t• GhostBuster\t\t\t\t\t• Choke\n\t\t• Engineer\t\t\t\t\t\t• Frost Bite\n\t\t• Santa\t\t\t\t\t\t\t•• Ravager\n\t\t•• Mage\t\t\t\t\t\t\t•• Eyesore\n\t\t•• Corvus\t\t\t\t\t\t•• Jugulum\n\t\t•• Knight coming.\t\t\t\t•• Soul Harvester\t\t\t\t\t\t\t\t\t\t\t\t\t\tReferences:\n\t\t••• Corruptor coming.\t\t\t•• Misty\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t•\tOriginal class, made by Cutman Mike.\n\t\t???\t\t\t\t\t\t\t\t•• Clowny\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t••\tAdded existing class.\n\t\t???\t\t\t\t\t\t\t\t•• Yurei\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t•••\tAdded class made by *Ivan!*.\n\t\t???\t\t\t\t\t\t\t\t••• Iodsa\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t???\tFree slot.\n\n\t\t•\tAfter this I might keep making human and ghoul classes if all keeps going good. But they will be\n\t\t\tadd-ons like these classes I made.\n\nAdditional note:\n\n\t\t•\tNow I decided to begin accepting class petitions, but I'll make anything I want to them. You better\n\t\t\thave some respect to me if you want me to make any human class you want. And so that you know, I'm\n\t\t\tbased on the balance. I won't make over powered classes, so if the class of yours is over powered and\n\t\t\tyou leave it on my watch it won't be over powered anymore. I now how to get things correctly nerfed.\n\n//-------------------------------------------------------------------------------------\\\\\n\n¤¤¤\tIf you find any bugs or something you think it's over powered, you can send me an\n\t\te-mail and I'll try to fix it as soon as I can.\t¤¤¤\n\nE-Mail:\tlisantivan95@hotmail.com"
      },
      {
        "source": "pk3",
        "name": "Changelog.txt",
        "contents": "[ Changes between V1B1 & V1B2 ]\n\n-\tRemoved Corvus's skull wand. Already explained in \"Credits.txt\" in the \"Note\" section.\n+\tFloor-hugger fire ball's fire trail now makes more damage.\n+\tFire rain now spawns in a larger space and make more damage.\n-\tRemoved CorvusPhoenix's secondary attack.\n+\tRenamed all the weapons. Fire Gloves, Fire Wand and Phoenix Wand.\n+\tFire Gloves now have a secondary attack.\n+\tAdded CorvusSkull's secondary attack to Phoenix Wand."
      },
      {
        "source": "pk3",
        "name": "Actors/Corvus.txt",
        "contents": "Actor Corvus : PlayerPawn\n{\n\tSpeed 1\n\tHealth 150\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 164, 166\n\tPlayer.DisplayName \"Corvus\"\n\tPlayer.SoundClass \"Corvus\"\n\tPlayer.MaxHealth 150\n\tPlayer.ForwardMove 0.7\n\tPlayer.SideMove 0.4\n\tPlayer.ScoreIcon \"CORVUSST\"\n\tPlayer.StartItem \"Fire Gloves\", 1\n\tPlayer.StartItem \"Fire Wand\", 1\n\tPlayer.StartItem \"Phoenix Wand\", 1\n\tPlayer.StartItem \"CorvusAmmo1\", 1\n\tPlayer.StartItem \"CorvusAmmo2\", 8\n\tPlayer.StartItem \"CorvusAmmo3\", 3\n\tPlayer.StartItem \"CorvusAmmo4\", 5\n\tPlayer.StartItem \"CorvusAmmo5\", 5\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n{\n\tSpawn:\n\t\tCORV A -1\n\t\tStop\n\tSee:\n\t\tCORV ABCD 4\n\t\tLoop\n\tMissile:\n\t\tCORV F 6 bright\n\t\tCORV E 12\n\t\tGoto Spawn\n\tPain:\n\t\tCORV G 0 A_JumpIfHealthLower(100,\"PainGive\")\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tCORV G 0 A_JumpIfHealthLower(100,\"PainGiveStun\")\n\t\tCORV G 0 A_Pain\n\t\tCORV G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPainGive:\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo1\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo2\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo3\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo4\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo5\",1)\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPainGiveStun:\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo1\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo2\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo3\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo4\",1)\n\t\tCORV G 0 A_GiveInventory(\"CorvusAmmo4\",5)\n\t\tCORV G 0 A_Pain\n\t\tCORV G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tCORV H 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV H 6\n\t\tCORV I 6 A_PlayerScream\n\t\tCORV JK 6\n\t\tCORV L 6 A_NoBlocking\n\t\tCORV MNO 6\n\t\tCORV P -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tCORV A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCORV A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCORV A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCORV A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCORV A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Jitter:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCORV G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"CORVUSHEAD\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor \"Fire Gloves\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType2 \"CorvusAmmo1\"\n\tWeapon.AmmoGive2 1\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"CORVATTK\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCVAT ABCABCABCABCABCABC 5 bright A_WeaponReady\n\t\tCVAT A 0 A_GiveInventory(\"CorvusAmmo1\",1)\n\t\tLoop\n\tDeselect:\n\t\tCVAT A 1 bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tCVAT A 1 bright A_Raise\n\t\tLoop\n\tFire:\n\t\tCVAT DE 3 bright\n\t\tCVAT F 2 bright A_FireCustomMissile(\"CorvusFireBall\")\n\t\tCVAT GH 2 bright\n\t\tCVAT E 0 A_ReFire\n\t\tGoto Ready\n\tHold:\n\t\tCVAT F 2 bright A_FireCustomMissile(\"CorvusFireBall\")\n\t\tCVAT GH 2 bright\n\t\tCVAT I 2 bright A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tCVAT A 0 A_Recoil(-30)\n\t\tCVAT A 0 A_PlayWeaponSound(\"CorvusBoost\")\n\t\tCVAT A 0 A_FireCustomMissile(\"Clip\",0,1)\n\t\tCVAT ABCABCABCABC 5 bright A_GiveInventory(\"CorvusBoost\")\n\t\tGoto Ready\n\t}\n}\n\nActor CorvusAmmo1 : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackPackAmount 1\n\tAmmo.BackPackMaxAmount 1\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusBoost : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\tPowerup.Duration 21\n\tPowerup.Color \"00 00 00\", 0.0\n\tPowerup.Type \"Speed\"\n\tSpeed 1\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tLoop\n\t}\n}\n\nActor CorvusFireBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 28\n\tDamage (9)\n\tDamageType \"Fire2\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 0.5\n\tSeeSound \"CorvusAttack\"\n\tDeathSound \"CorvusHit\"\n\tObituary \"%k dried %o to death.\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tGLDF A 1 bright\n\t\tLoop\n\tDeath:\n\t\tGLDF BCDE 3 bright\n\t\tStop\n\t}\n}\n\nActor \"Fire Wand\" : Weapon\n{\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"CORVWAND\"\n\tWeapon.AmmoType \"CorvusAmmo2\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo3\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCRVW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCRVW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCRVW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCRVW B 3 A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW C 2 bright A_FireCustomMissile(\"TracerFireBall\")\n\t\tCRVW C 3 Offset(0,42) bright\n\t\tCRVW D 3\n\t\tCRVW A 11\n\t\tGoto Ready\n\tAltFire:\n\t\tCRVW A 1 Offset(0,42)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW E 5 A_FireCustomMissile(\"Clip\",0,1)\n\t\tCRVW F 5 bright A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW G 5 bright A_SpawnItemEx(\"FireRainBall\",10,2,20,0,0,20)\n\t\tCRVW H 5 bright\n\t\tCRVW E 5 bright\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,42)\n\t\tCRVW A 12 Offset(0,32)\n\t\tGoto Ready\n\t}\n}\n\nActor CorvusAmmo2 : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 8\n\tInventory.MaxAmount 8\n\tAmmo.BackPackAmount 8\n\tAmmo.BackPackMaxAmount 8\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo3 : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 3\n\tInventory.MaxAmount 3\n\tInventory.Icon \"WANDAMMO\"\n\tAmmo.BackPackAmount 3\n\tAmmo.BackPackMaxAmount 3\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor TracerFireBall\n{\n\tSpeed 25\n\tHeight 4\n\tRadius 4\n\tDamage (10)\n\tDamageType \"Fire2\"\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tDeathSound \"FireTracer\"\n\tObituary \"%o got in %k's way.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB D 0 A_CustomMissile(\"FireTracer\",0,0,180)\n\t\tCVFB D 0 A_Explode(30,40,1)\n\t\tCVFB DEFG 2 bright\n\t\tStop\n\t}\n}\n\nActor FireTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 10\n\tAlpha 0.95\n\tDamage 5\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tObituary \"%o has been hit by %k's walking fire ball.\"\n\t+FLOORHUGGER\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB A 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB B 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB C 3 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB A 1 bright\n\t\tStop\n\t}\n}\n\nActor FloorHuggerFire : FireTracer\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"Fire2\"\n\tObituary \"%o got onto %k's fire path.\"\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tFRSK ABCDEFEDCBA 3 bright A_Explode(4,30,1)\n\t\tStop\n\t}\n}\n\nActor FireRainBall\n{\n\tMass 5\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFRRN A 1 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB DEFG 2 bright\n\t\tCVFB ZZZZZZ 5 A_SpawnItemEx(\"FireRainSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor FireRainSpawner\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tRadius 1\n\tHeight 8\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tCVFB DD 1 A_SpawnItemEx(\"FireRain\",0,10,0,0,0,-22)\n\t\tstop\n\t}\n}\n\nActor FireRain\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 5\n\tDamageType \"Fire2\"\n\tScale 2\n\tDeathSound \"RainFall\"\n\tObituary \"%o stood in the middle of a fire storm that %k has predicted.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFRIN ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tFRIN DE 5 bright A_Explode(18, 80, 1)\n\t\tFRIN FGH 5\n\t\tstop\n\t}\n}\n\nActor \"Phoenix Wand\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tInventory.Icon \"CORVPHNX\"\n\tWeapon.AmmoType \"CorvusAmmo4\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo5\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tPHXW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPHXW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPHXW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPHXW B 3 A_PlayWeaponSound(\"ThowRain\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FirePhoenix\")\n\t\tPHXW C 3 Offset(0,42) bright\n\t\tPHXW D 3\n\t\tPHXW A 15\n\t\tGoto Ready\n\tAltFire:\n\t\tPHXW A 1 A_JumpIfTargetInLOS(\"Shoot\")\n\t\tGoto Ready\n\tShoot:\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FireSoul\")\n\t\tPHXW D 3 Offset(0,42) bright\n\t\tPHXW B 3\n\t\tPHXW A 16\n\t\tGoto Ready\n\t}\n}\n\nActor CorvusAmmo4 : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo5 : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tInventory.Icon \"SOULMAGE\"\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FirePhoenix\n{\n\tRadius 15\n\tHeight 10\n\tSpeed 30\n\tDamage 5\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt a direct hit from %k's fire phoenix.\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tPHNX ABCDEF 3 bright A_SpawnItemEx(\"PhoenixFireBall\",0,random(-25,25),0,0,0,-20,0,SXF_NOCHECKPOSITION)\n\t\tGoto Spawn+5\n\tDeath:\n\t\tGLDF BCDE 3 bright A_Explode(2,30,1)\n\t\tStop\n\t}\n}\n\nActor PhoenixFireBall\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 7\n\tDamageType \"Fire2\"\n\tScale 2\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"\\c-One of %k's phoenix balls fell on %o's head from above.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPXFB A 1 bright\n\t\tLoop\n\tDeath:\n\t\tPXFB BCDEFGHI 2 bright A_Explode(3,60,1)\n\t\tStop\n\t}\n}\n\nActor FireSoul\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 20\n\tDamage 4\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tSeeSound \"FireSoulSee\"\n\tDeathSound \"FireSoulHit\"\n\tObituary \"%k invoked fire souls to carry %o to the place where %g belongs.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABC 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/CorvusGibs.txt",
        "contents": "Actor CORVUSHEAD : MARINEHEAD\n{\n    States\n    {\n    Spawn:\n        CVHD A 0\n        CVHD A 0 ThrustThingZ(0,45,0,1)\n        Goto See\n    See:\n\t\tNULL A 0 A_JumpIf(WaterLevel > 1, \"Remove\")\n\t\tCVHD A 5 A_CustomMissile(\"Blood\", -5,0,0)\n        CVHD A 5 ThrustThingZ(0,6,1,1)\n        CVHD A 5\n        Loop\n    Death:\n        CVHD A -1\n        Stop\n\tRemove:\n\t\tNULL A 0\n        Stop\n    }\n}"
      }
    ]
  },
  "maps": []
}

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