Raw model (for completeness)
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{
"source": "pk3",
"name": "Scripts instructions.txt",
"contents": "Animation script:\nACS_ExecuteAlways(2107,0,x) where x is the animation number, max 10 animations,\nsee Bass for refence.\nStates are named Animation1, Animation2, etc.\n\nDouble tap dash script (only forward):\n1.Give the class the CanDash item, if the class isn't supposed to jump\nwhile dashing give it the CantJumpDash item.\nTreat these items as flags but don't remove them, otherwise the script may fail.\n2.Make an auto activate custom inventory with the dash boost, see\nMegaManSlide inside MegabusterV for reference.\n3.Give the class a Dash state, here you should put the animation and give the\nclass the item you made before, see Megaman for reference.\n4.Inside the dash state use ACS_ExecuteAlways(2102,0,x,y), where x is the the\nduration in tics of the dash animation and y is a dash cooldown.\nFor example, MegaMan dash animation is 20 tics long therefore the script should\nbe ACS_ExecuteAlways(2102,0,20,1), I give it a 1 tic cooldown to avoid desyncs.\n5.If the class isn't supposed to shoot while dashing, give the weapon a state\nand jump to it when you have the Dashing item, see MegabusterV for reference.\n6.If the class isn't supposed to dash while shooting, give the DontDash item at\nthe start of the shoot state and remove it at the end, see MegabusterV for reference.\n\nDouble jump script:\n1.Give the class the CanDoubleJump item.\n2.Make an auto activate custom inventory with the double jump boost, see\nBassDoubleJump inside BassbusterV for reference.\n3.Give the class a DoubleJump state, give the class the double jump boost here.\nSee Bass for reference."
},
{
"source": "pk3",
"name": "VClassConstants.txt",
"contents": "const int C_VULTGEN = 352;\n\nconst int C_CHECK_TARGET_OOC = 649;\nconst int C_CHECK_TRACER_OOC = 650;\nconst int C_CHECK_MASTER_OOC = 651;"
},
{
"source": "pk3",
"name": "SBARINFO.V.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBAR\", 24, 3;}\n\nDrawImage \"ULTBAR\", 298, 8;\n\nInInventory SkullShieldCheck, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory SkullBarrierProtection, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\nInInventory HalfHalfDamageProtection, 1{DrawBar \"BARFLS1\", \"NOBAR\", Health, vertical, 24, 8;}\n//VC\n\nInInventory UltimateAttackItem1, 1{DrawBar \"ULTBAR2\", \"BAREMPTY\", ShortUltimateAmmo, vertical, 301, 10;\nInInventory ShortUltimateAmmo, 100{DrawBar \"BARFLS1\", \"NOBAR\", ShortUltimateAmmo, vertical, 301, 10;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTNOPE\", \"BAREMPTY\", ShortUltimateAmmo, vertical, 301, 10;}}\n\nInInventory UltimateAttackItem2, 1{DrawBar \"ULTBAR2\", \"BAREMPTY\", MediumShortUltimateAmmo, vertical, 301, 10;\nInInventory MediumShortUltimateAmmo, 200{DrawBar \"BARFLS1\", \"NOBAR\", MediumShortUltimateAmmo, vertical, 301, 10;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTNOPE\", \"BAREMPTY\", MediumShortUltimateAmmo, vertical, 301, 10;}}\n\nInInventory UltimateAttackItem3, 1{DrawBar \"ULTBAR2\", \"BAREMPTY\", MediumUltimateAmmo, vertical, 301, 10;\nInInventory MediumUltimateAmmo, 300{DrawBar \"BARFLS1\", \"NOBAR\", MediumUltimateAmmo, vertical, 301, 10;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTNOPE\", \"BAREMPTY\", MediumUltimateAmmo, vertical, 301, 10;}}\n\nInInventory UltimateAttackItem4, 1{DrawBar \"ULTBAR2\", \"BAREMPTY\", MediumLongUltimateAmmo, vertical, 301, 10;\nInInventory MediumLongUltimateAmmo, 400{DrawBar \"BARFLS1\", \"NOBAR\", MediumLongUltimateAmmo, vertical, 301, 10;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTNOPE\", \"BAREMPTY\", MediumLongUltimateAmmo, vertical, 301, 10;}}\n\nInInventory UltimateAttackItem5, 1{DrawBar \"ULTBAR2\", \"BAREMPTY\", LongUltimateAmmo, vertical, 301, 10;\nInInventory LongUltimateAmmo, 500{DrawBar \"BARFLS1\", \"NOBAR\", LongUltimateAmmo, vertical, 301, 10;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTNOPE\", \"BAREMPTY\", LongUltimateAmmo, vertical, 301, 10;}}\n}\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWep{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWep{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWep{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWep{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWep{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWep{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWep{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 70{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected LeafShieldWep{Drawbar\"BARAM201\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", LeafShieldCharge, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWep{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWep{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWep{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected RingBoomerangWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullbarrierWep{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWep{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWep{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWep{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWep{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWep{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWep{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\t\t\t\t\t\t DrawBar \"BARHEALP\", \"BAREMPTY\", Health, vertical, 24, 8;}}\nIsSelected SilverTomahawkWep{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWep{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWep{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected DangerWrapWep{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWep{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWep{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWep{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWep{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWep{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWep{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWep{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWep{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWep{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWep{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWep {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWep{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWep{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWep{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWep{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWep{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWep{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWep{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaveBurnerWep{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWep{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LaserTridentWep {DrawBar \"BARAMM61\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoBlowWep {DrawBar \"BARAMM62\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JewelSatelliteWep{DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JewelShieldCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", JewelShieldCheck, vertical, 16, 8;}}\nIsSelected MagmaBazookaWep {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 20{DrawBar \"BARFLS13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ConcreteShotWep {DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlackHoleBombWep {DrawBar \"BARAMM66\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HornetChaserWep {DrawBar \"BARAMM67\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterShieldWep {DrawBar \"BARAMM69\", \"VAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"BARAMT69\", \"NOBAR\", WaterShieldCheck, vertical, 24, 8;}} // Over HP\nIsSelected CommandoBombWep {DrawBar \"BARAMM70\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ChillSpikeWep {DrawBar \"BARAMM71\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderWoolWep {DrawBar \"BARAMM72\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ReboundStrikerWep {DrawBar \"BARAMM73\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WheelCutterWep {DrawBar \"BARAMM74\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCutterCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", WheelCutterCheck, vertical, 16, 8;}}\nIsSelected SolarBlazeWep {DrawBar \"BARAMM75\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWep{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWep{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWep{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n// =================== CLASSES\n\n//HEROES\nIsSelected MegaBusterV{\nInInventory MegaCharge, 1{DrawBar \"CR5OVBAR\", \"NOBAR\", MegaCharge, vertical, 24, 8;}}\n//MM1\nIsSelected IceSlasherBoss{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\t}\nIsSelected ThunderBeamBoss{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 70{DrawBar \"BARFLS1\", \"NOBAR\", Ammo1, vertical, 16, 8;\n\t}}\nIsSelected FireStormBoss{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected TimeSlowBoss{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//MM2\nIsSelected QuickBoomerangBoss{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected LeafShieldBoss{Drawbar\"BARAM201\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"WOODBAR\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\tInInventory WoodAltAmmo, 1{DrawBar \"BARFLS1\", \"NOBAR\", WoodAltAmmo, vertical, 16, 8;}\n\t}\nIsSelected MetalBladeBoss{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS1\", \"NOBAR\", Ammo1, vertical, 16, 8;}\n\tInInventory MetalGearControl, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", MetalGearControl, vertical, 16, 8;}\n\t}\nIsSelected CrashBombBoss\n{\nDrawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\nDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\tInInventory Base56Ammo, 56{DrawBar \"BARFLS1\", \"NOBAR\", Ammo2, vertical, 8, 8;}\n}\n//$BINARY\nIsSelected AirShooterBoss\n{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\tInInventory AirmanCharge,2\n\t{\n\t\tDrawbar\"CR5OVBAR\", \"NOBAR\", AirmanCharge, vertical, 16, 8;\n\t}\n\tInInventory AirmanWallFlag\n\t{\n\t\tDrawImage \"AIRMWALL\",0,0;\n\t}\n}\n//MM3\nIsSelected SparkShockBoss{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TopSpinBoss{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory TopManCharge, 1\t{DrawBar\"TO3CHBAR\", \"NOBAR\", TopManCharge, vertical, 16, 8;}\n\t}\nIsSelected NeedleCannonBoss{\n\tInInventory Base56Ammo, 24{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tElse InInventory Not Base56Ammo, 24 {\n\tInInventory not NeedleUlt_P, 1 {Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\t\tElse InInventory NeedleUlt_P,1{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\t}\n\t//InInventory Not NeedleUser1Flag,1{DrawImage\"NEETB0\",258,32;}\n\t//InInventory NeedleUlt_P,1{DrawBar \"YSIDEBAR\", \"NOBAR\", NeedleUlt_P, vertical, 16, 8;}\n}\n\n//MM4\nIsSelected FlashStopperBoss\n{\n\tInInventory Base28Ammo, 19\n\t{\n\tDrawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\tElse InInventory Not Base28Ammo, 19\n\t{\n\tDrawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory WeaponCharge,70\n\t{\n\tDrawBar\"BARFLS1\", \"NOBAR\", Ammo1, Vertical, 16, 8;\n\t}\n}\n\n//MM5\nIsSelected NapalmBombBoss{\n\tDrawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", NapalmDashAmmo, vertical, 8,8;\n\t}\n\nIsSelected WaterWaveBoss{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\tDrawbar\"BARFLS1\", \"NOBAR\",WaveBubbleAmmo, vertical, 8, 8;\n\t}\n\nIsSelected StarCrashBoss{\n\tDrawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory StarCharge, 1{DrawBar \"BARFLS1\", \"NOBAR\", StarCharge, vertical, 16, 8;\n\t}}\n\nIsSelected CrystalEyeBoss{\n\tDrawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory CrystalManCharge, 1{DrawBar \"CR5OVBAR\", \"NOBAR\", CrystalManCharge, vertical, 16, 8;}\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\t}\n\n//MM6\nIsSelected FlameBlastBoss{\n\tDrawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory FlameAltCooldown, 1{DrawBar \"FL6OVBAR\", \"NOBAR\", FlameAltCooldown, vertical, 16, 8;\n\t}}\n\n//MM7\nIsSelected FreezeCrackerBoss{\n\tDrawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", BaseAltfireAmmo, vertical, 8,8;\n\t}\n//MM8\nIsSelected TornadoHoldBoss{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"BARAMM40\",\"BAREMPTY\",TengumanBossAmmo2,vertical,8,8;\n\tDrawbar\"BARFLS1\",\"NOBAR\",TengumanTDAmmo,vertical,8,8;}\nIsSelected AstroCrushBoss{Drawbar\"BARAMM41\", \"BAREMPTY\", Base28Ammo, vertical, 16, 8;\n\t}\n\n//MMB\n//MM9\nIsSelected PlugBallBoss {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM10\n//MMV\nIsSelected PhotonMissileBoss{Drawbar\"MARSVBAR\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawbar\"MARSBAR\", \"BAREMPTY\", Ammo2, vertical, 8, 8;\n\tInInventory MarsTankAmmo, 1{DrawBar \"YSIDEBAR\", \"NOBAR\", MarsTankAmmo, vertical, 16, 8;\n\t}}\n//MM11???\n\n//======================\n\n//Megaman\n//MM1 Bars\nIsSelected RollingCutterWepM{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWepM{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWepM{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWepM{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWepM{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWepM{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWepM{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWepM{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWepM{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWepM{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWepM{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWepM{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWepM{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWepM{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWepM{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 70{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected LeafShieldWepM{Drawbar\"BARAM201\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", LeafShieldCharge, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWepM{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWepM{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWepM{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWepM{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWepM{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWepM{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWepM{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWepM{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWepM{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWepM{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWepM{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWepM{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory PharaohCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory PharaohCharge, 1{DrawBar \"BARFLS1\", \"NOBAR\", PharaohCharge, vertical, 16, 8;}}\nIsSelected RingBoomerangWepM{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWepM{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWepM{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullBarrierWepM{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWepM{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWepM{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWepM{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWepM{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWepM{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWepM{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWepM{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWepM{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWepM{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWepM{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWepM{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWepM{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWepM{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\t\t\t\t\t\t DrawBar \"BARHEALP\", \"BAREMPTY\", Health, vertical, 24, 8;}}\nIsSelected SilverTomahawkWepM{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWepM{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWepM{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWepM{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWepM{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", JunkDuration, vertical, 16, 8;}}\nIsSelected DangerWrapWepM{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWepM{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWepM{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWepM{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWepM{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWepM{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected TornadoHoldWepM{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWepM{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWepM{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWepM{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWepM{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWepM {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWepM{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWepM{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWepM{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWepM{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWepM{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWepM{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWepM{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWepM{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 5{DrawBar \"BARFLS14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected WaveBurnerWepM{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWepM{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM9\nIsSelected PlugBallWepM {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LaserTridentWepM {DrawBar \"BARAMM61\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoBlowWepM {DrawBar \"BARAMM62\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JewelSatelliteWepM{DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JewelShieldCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", JewelShieldCheck, vertical, 16, 8;}}\nIsSelected MagmaBazookaWepM {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 19 {DrawBar \"BARFLS13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ConcreteShotWepM {DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlackHoleBombWepM {DrawBar \"BARAMM66\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory BlackHoleBombCooldown, 1 {DrawBar \"BARFLS15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected HornetChaserWepM {DrawBar \"BARAMM67\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n//MMK\nIsSelected SakugarneWepM{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWepM{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\nInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWepM{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWepM{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,8;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,8;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n}"
},
{
"source": "pk3",
"name": "SBARINFO.H.txt",
"contents": "//HORIZONTAL BARS\nheight 0;\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBARH\", 130, 179;}\n\nDrawImage \"ULTVAR\", 250, 182;\n\nInInventory SkullShieldCheck, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory SkullBarrierProtection, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\nInInventory HalfHalfDamageProtection, 1{DrawBar \"VARFLS1\", \"VNOBAR\", Health, horizontal, 130, 184;}\n//VC\n\nInInventory UltimateAttackItem1, 1{DrawBar \"ULTVAR2\", \"VAREMPTY\", ShortUltimateAmmo, horizontal, 253, 184;\nInInventory ShortUltimateAmmo, 100{DrawBar \"VARFLS1\", \"VNOBAR\", ShortUltimateAmmo, horizontal, 253, 184;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTVOPE\", \"VAREMPTY\", ShortUltimateAmmo, horizontal, 253, 184;}}\n\nInInventory UltimateAttackItem2, 1{DrawBar \"ULTVAR2\", \"VAREMPTY\", MediumShortUltimateAmmo, horizontal, 253, 184;\nInInventory MediumShortUltimateAmmo, 200{DrawBar \"VARFLS1\", \"VNOBAR\", MediumShortUltimateAmmo, horizontal, 253, 184;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTVOPE\", \"VAREMPTY\", MediumShortUltimateAmmo, horizontal, 253, 184;}}\n\nInInventory UltimateAttackItem3, 1{DrawBar \"ULTVAR2\", \"VAREMPTY\", MediumUltimateAmmo, horizontal, 253, 184;\nInInventory MediumUltimateAmmo, 300{DrawBar \"VARFLS1\", \"VNOBAR\", MediumUltimateAmmo, horizontal, 253, 184;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTVOPE\", \"VAREMPTY\", MediumUltimateAmmo, horizontal, 253, 184;}}\n\nInInventory UltimateAttackItem4, 1{DrawBar \"ULTVAR2\", \"VAREMPTY\", MediumLongUltimateAmmo, horizontal, 253, 184;\nInInventory MediumLongUltimateAmmo, 400{DrawBar \"VARFLS1\", \"VNOBAR\", MediumLongUltimateAmmo, horizontal, 253, 184;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTVOPE\", \"VAREMPTY\", MediumLongUltimateAmmo, horizontal, 253, 184;}}\n\nInInventory UltimateAttackItem5, 1{DrawBar \"ULTVAR2\", \"VAREMPTY\", LongUltimateAmmo, horizontal, 253, 184;\nInInventory LongUltimateAmmo, 500{DrawBar \"VARFLS1\", \"VNOBAR\", LongUltimateAmmo, horizontal, 253, 184;}\nInInventory PowerUltBuildCooldown, 1 {DrawBar \"ULTVOPE\", \"VAREMPTY\", LongUltimateAmmo, horizontal, 253, 184;}}\n}\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 122, 192;\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory OilCheck, 1{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 130, 192;}}\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nInInventory WeaponCharge, 71{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected LeafShieldWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nInInventory WeaponCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t\tDrawBar \"VARHEALP\", \"VAREMPTY\", health, horizontal, 130, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WheelCount, 1{Drawbar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 130, 192;}}\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 17{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected IceWaveWep{DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n// =================== CLASSES\n\n//HEROES\nIsSelected MegaBusterV{\nInInventory MegaCharge, 1{DrawBar \"CR5OVVAR\", \"VNOBAR\", MegaCharge, horizontal, 130, 184;}}\n//MM1\nIsSelected IceSlasherBoss{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\t}\nIsSelected ThunderBeamBoss{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory WeaponCharge, 70{DrawBar \"VARFLS1\", \"VNOBAR\", Ammo1, horizontal, 130, 192;\n\t}}\nIsSelected FireStormBoss{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\nIsSelected TimeSlowBoss{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//MM2\nIsSelected QuickBoomerangBoss{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\nIsSelected LeafShieldBoss{Drawbar\"VARAM201\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"WOODVAR\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\tInInventory WoodAltAmmo, 1{DrawBar \"VARFLS1\", \"VNOBAR\", WoodAltAmmo, horizontal, 130, 192;}\n\t}\nIsSelected MetalBladeBoss{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory WeaponCharge, 35{DrawBar \"VARFLS1\", \"VNOBAR\", Ammo1, horizontal, 130, 192;}\n\tInInventory MetalGearControl, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", MetalGearControl, horizontal, 130, 192;}\n\t}\nIsSelected CrashBombBoss\n{\nDrawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\tInInventory Base56Ammo, 56{DrawBar \"VARFLS1\", \"VNOBAR\", Ammo2, horizontal, 130, 176;}\n}\n//$BINARY\nIsSelected AirShooterBoss\n{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\tInInventory AirmanCharge,2\n\t{\n\t\tDrawbar\"CR5OVVAR\", \"VNOBAR\", AirmanCharge, horizontal, 130, 192;\n\t}\n\tInInventory AirmanWallFlag\n\t{\n\t\tDrawImage \"AIRMWALL\",0,0;\n\t}\n}\n//MM3\nIsSelected SparkShockBoss{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TopSpinBoss{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory TopManCharge, 1\t{DrawBar\"TO3CHVAR\", \"VNOBAR\", TopManCharge, horizontal, 130, 192;}\n\t}\nIsSelected NeedleCannonBoss{\n\tInInventory Base56Ammo, 24{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n\tElse InInventory Not Base56Ammo, 24 {\n\tInInventory not NeedleUlt_P, 1 {Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n\t\tElse InInventory NeedleUlt_P,1{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n\t}\n\t//InInventory Not NeedleUser1Flag,1{DrawImage\"NEETB0\",258,32;}\n\t//InInventory NeedleUlt_P,1{DrawBar \"YSIDEVAR\", \"VNOBAR\", NeedleUlt_P, horizontal, 130, 192;}\n}\n\n//MM4\nIsSelected FlashStopperBoss\n{\n\tInInventory Base28Ammo, 19\n\t{\n\tDrawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\tElse InInventory Not Base28Ammo, 19\n\t{\n\tDrawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory WeaponCharge,70\n\t{\n\tDrawBar\"VARFLS1\", \"VNOBAR\", Ammo1, horizontal, 130, 192;\n\t}\n}\n\n//MM5\nIsSelected NapalmBombBoss{\n\tDrawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", NapalmDashAmmo, horizontal, 130, 176;\n\t}\n\nIsSelected WaterWaveBoss{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\tDrawbar\"VARFLS1\", \"VNOBAR\",WaveBubbleAmmo, horizontal, 130, 176;\n\t}\n\nIsSelected StarCrashBoss{\n\tDrawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory StarCharge, 1{DrawBar \"VARFLS1\", \"VNOBAR\", StarCharge, horizontal, 130, 192;\n\t}}\n\nIsSelected CrystalEyeBoss{\n\tDrawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory CrystalManCharge, 1{DrawBar \"CR5OVVAR\", \"VNOBAR\", CrystalManCharge, horizontal, 130, 192;}\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\t}\n\n//MM6\nIsSelected FlameBlastBoss{\n\tDrawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory FlameAltCooldown, 1{DrawBar \"FL6OVVAR\", \"VNOBAR\", FlameAltCooldown, horizontal, 130, 192;\n\t}}\n\n//MM7\nIsSelected FreezeCrackerBoss{\n\tDrawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", BaseAltfireAmmo, horizontal, 130, 176;\n\t}\n//MM8\nIsSelected TornadoHoldBoss{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"VARAMM40\",\"VAREMPTY\",TengumanBossAmmo2,horizontal, 130, 176;\n\tDrawbar\"VARFLS1\",\"VNOBAR\",TengumanTDAmmo,horizontal, 130, 176;}\nIsSelected AstroCrushBoss{Drawbar\"VARAMM41\", \"VAREMPTY\", Base28Ammo, horizontal, 130, 192;\n\t}\n\n//MMB\n//MM9\nIsSelected PlugBallBoss {DrawBar \"VARAMM60\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n\n//MM10\n//MMV\nIsSelected PhotonMissileBoss{Drawbar\"MARSVVAR\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawbar\"MARSVAR\", \"VAREMPTY\", Ammo2, horizontal, 130, 176;\n\tInInventory MarsTankAmmo, 1{DrawBar \"YSIDEVAR\", \"VNOBAR\", MarsTankAmmo, horizontal, 130, 192;\n\t}}\n//MM11???\n\n//======================\n\n//Megaman\n//MM1 Bars\nIsSelected RollingCutterWepM{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SuperArmWepM{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected IceSlasherWepM{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HyperBombWepM{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FireStormWepM{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderBeamWepM{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TimeSlowWepM{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected OilSliderWepM{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory OilCheck, 1{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 130, 192;}}\n//MM2\nIsSelected MetalBladeWepM{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AirShooterWepM{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected BubbleLeadWepM{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected QuickBoomerangWepM{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CrashBombWepM{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TimeStopperWepM{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AtomicFireWepM{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nInInventory WeaponCharge, 71{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected LeafShieldWepM{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 130, 192;}}\n//MM3\nIsSelected NeedleCannonWepM{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MagnetMissileWepM{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected GeminiLaserWepM{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HardKnuckleWepM{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TopSpinWepM{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SearchSnakeWepM{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SparkShockWepM{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ShadowBladeWepM{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM4\nIsSelected FlashStopperWepM{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RainFlushWepM{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DrillBombWepM{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PharaohShotWepM{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nInInventory WeaponCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RingBoomerangWepM{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DustCrusherWepM{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected DiveMissileWepM{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SkullbarrierWepM{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\n//MM5\nIsSelected GravityHoldWepM{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaterWaveWepM{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PowerStoneWepM{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected GyroAttackWepM{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected StarCrashWepM{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected ChargeKickWepM{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected NapalmBombWepM{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CrystalEyeWepM{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM6\nIsSelected BlizzardAttackWepM{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CentaurFlashWepM{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlameBlastWepM{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected KnightCrushWepM{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected PlantbarrierWepM{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t\tDrawBar \"VARHEALP\", \"VAREMPTY\", health, horizontal, 130, 184;}}\nIsSelected SilverTomahawkWepM{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WindStormWepM{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected YamatoSpearWepM{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MM7\nIsSelected FreezeCrackerWepM{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected JunkShieldWepM{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected DangerWrapWepM{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderBoltWepM{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WildCoilWepM{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected SlashClawWepM{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected NoiseCrushWepM{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected ScorchWheelWepM{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WheelCount, 1{Drawbar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 130, 192;}}\n//MM8\n//IsSelected MegaBallWepM{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected TornadoHoldWepM{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected AstroCrushWepM{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlameSwordWepM{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected ThunderClawWepM{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected HomingSniperWepM{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory WeaponCharge, 17{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}}\nIsSelected IceWaveWepM{DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected FlashBombWepM{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaterBalloonWepM{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MMB\nIsSelected TenguBladeWepM{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected CopyVisionWepM{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected LightningBoltWepM{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected IceWallWepM{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected SpreadDrillWepM{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected RemoteMineWepM{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected WaveBurnerWepM{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MagicCardWepM{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n//MMK\nIsSelected SakugarneWepM{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected MirrorBusterWepM{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\nInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 130, 192;}}\nIsSelected ScrewCrusherWepM{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\nIsSelected BalladeCrackerWepM{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,16;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,16;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\", -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n}"
},
{
"source": "pk3",
"name": "STATLIST.txt",
"contents": "Jump Heights (higher gravity):\n- Very Low: 4\n- Low: 6\n- Slightly low: 8\n- Normal: 10\n- Slightly High: 12\n- High: 14\n- Very High: 16\n= Springman: Oblivion.\n\nForward/Backward Movement:\n- Very Slow: 0.65\n- Slow: 0.7\n- Slightly Slow: 0.75\n- Normal: 0.8\n- Slightly Fast: 0.85\n- Fast: 0.9\n- Very Fast: 0.95\n\nLeft/Right Movement:\n- Very Slow: 0.63\n- Slow: 0.68\n- Slightly Slow: 0.73\n- Normal: 0.78\n- Slightly Fast: 0.83\n- Fast: 0.88\n- Very Fast: 0.93"
},
{
"source": "pk3",
"name": "actors/BaseDefinitions.txt",
"contents": "actor VCBaseClass : PlayerPawn\n{\n\tplayer.displayname \"VCBaseClass\"\n\tplayer.soundclass \"megaman\"\n\tplayer.damagescreencolor \"yellow\"\n\tplayer.forwardmove 0.8, 0.8\n\tplayer.sidemove 0.78, 0.78\n\tplayer.jumpz 10\n\t+NOBLOOD\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\t+QUICKTORETALIATE\n\tplayer.startitem \"VCBaseWeapon\"\n\tplayer.colorrange 0 0\n\tdamagefactor \"Dummy\", 0.0\n\tPlayer.MaxSkinSizeFactor 0, 0\n\tmass 9999\n\tgravity 0.8\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tPLAY A 0\n\t\tNOFX A 1 A_Jump(256,\"Spawn\")\n\t\tloop\n\t\tSee:\n\t\tNOFX A 1 A_Jump(256,\"See\")\n\t\tloop\n\t\tMissile:\n\t\tNOFX A 1 A_Jump(256,\"Missile\")\n\t\tloop\n\t\tAnimation1:\n\t\tNOFX A 0\n\t\tGoto Spawn\n\t\tAnimation2:\n\t\tNOFX A 0\n\t\tGoto Spawn\n\t\tAnimation3:\n\t\tNOFX A 0\n\t\tGoto Spawn\n\t\tWeaponGetM:\n\t\tNOFX A 0\n\t\tgoto ClassDeath\n\t\tWeaponGetB:\n\t\tNOFX A 0\n\t\tgoto ClassDeath\n\t\tWeaponGetP:\n\t\tNOFX A 0\n\t\tgoto ClassDeath\n\t\tNOFX A 0\n\t\tgoto ClassDeath\n\n\t\t//VC PAIN STATES\n\t\tPain.Cutman:\n\t\tPain.Elecman:\n\t\tPain.Metalman:\n\t\tPain.Airman:\n\t\tNOFX A 0\n\t\tGoto Pain+1\n\t\tPain.AirmanVacuum:\n\t\tNOFX A 0 A_ScaleVelocity(0.8)\n\t\tNOFX A 0 A_GiveInventory(\"AirmanVacuumProtect\")\n\t\tgoto Pain+1\n\t\tpain.ElecmanShield:\n\t\tNOFX A 0 A_GiveInventory(\"ElecShieldProtect\", 1)\n\t\tNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\t\tNOFX A 0 A_GiveInventory(\"Shocked\",1)\n\t\tNOFX A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\n\t\tGoto Pain+1\n\t\tPain.Iceman:\n\t\tNOFX A 0\n\t\tGoto Pain+1\n\t\tpain.IcemanSlasher:\n\t\tNOFX A 0 A_GiveInventory(\"IcemanSlasherProtect\", 1)\n\t\tNOFX A 0 A_Stop\n\t\tNOFX A 0\n\t\tGoto Pain+1\n\t\tPain.Sparkman1:\n\t\tNOFX A 0 A_ScaleVelocity(0.9)\n\t\tgoto Pain+1\n\t\tpain.Sparkman2:\n\t\tNOFX A 0 A_GiveInventory(\"Sparkman2Protect\", 1)\n\t\tNOFX A 0 A_ScaleVelocity(0.8)\n\t\tgoto Pain+1\n\t\tPain.SparkmanShock:\n\t\tNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\t\tNOFX A 0 A_GiveInventory(\"Shocked\",1)\n\t\tNOFX A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\n\t\tGoto Pain+1\n\t\tPain:\n\t\tNOFX A 0 A_ScaleVelocity(0.75)\n\t\tNOFX A 0 A_JumpIfInventory(\"BrightUltFreezeDamage\",1,\"Pain_Bright\")\n\t\tNOFX A 0 A_JumpIfInventory(\"IAmFrozen\",1,\"PainUnfreeze\")\n\t\tNOFX A 0 A_Pain\n\t\tNOFX A 0 SetPlayerProperty(0,0,4)\n\t\tNOFX A 1 A_Jump(256,\"ClassPain\")\n\t\twait\n\n\t\tPainUnfreeze:\n\t\tNOFX A 0 A_ScaleVelocity(0.75)\n\t\tNOFX A 0 A_JumpIfInventory(\"BrightUltFreezeDamage\",1,\"Pain_Bright\")\n\t\tNOFX A 0 A_GiveInventory(\"ReleaseFromFreezes\")\n\t\tNOFX A 0 A_TakeInventory(\"IAmFrozen\")\n\t\tNOFX A 0 A_Pain\n\t\tNOFX A 0 SetPlayerProperty(0,0,4)\n\t\tNOFX A 1 A_Jump(256,\"ClassPain\")\n\t\twait\n\n\t\tPain_Bright:\n\t\tNOFX AA 0 A_TakeInventory(\"BrightUltFreezeDamage\",999)\n\t\tgoto Pain+2\n\n\t\tPain.WavemanWS1:\n\t\tNOFX A 0 A_GiveInventory(\"WavemanWSProtect\",1)\n\t\tgoto Pain+1\n\t\tPain.WavemanWS2:\n\t\tNOFX A 0 A_GiveInventory(\"WavemanWSProtect2\",1)\n\t\tgoto Pain+1\n\t\tPain.WavemanWS3:\n\t\tNOFX A 0 A_GiveInventory(\"WavemanWSProtect3\",1)\n\t\tgoto Pain+1\n\t\tPain.WavemanWS4:\n\t\tNOFX A 0 A_GiveInventory(\"WavemanWSProtect4\",1)\n\t\tgoto Pain+1\n\t\tPain.WavemanWS5:\n\t\tNOFX A 0 A_GiveInventory(\"WavemanWSProtect5\",1)\n\t\tgoto Pain+1\n\n\t\tPain.Tenguman:\n\t\tNOFX A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",6)\n\t\tgoto Pain+1\n\t\tPain.Tenguman2:\n\t\tTNT1 A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",12)\n\t\tNOFX A 0 A_GiveInventory(\"TenguHitFlag\",1)\n\t\tNOFX A 0 A_SpawnItemEx(\"TengumanTornadoHoldWatcher\")\n\t\tgoto Pain+1\n\t\tPain.Tenguman3:\n\t\tTNT1 A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",8)\n\t\tTNT1 A 0 A_GiveInventory(\"OhNoItsTengu\",1)\n\t\tNOFX A 0 A_GiveToTarget(\"TengumanBossAmmo2\",7)\n\t\tPLY1 H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\t\tPLY1 H 0 A_JumpIf(z-floorz>180,\"DunkForce4\")\n\t\tPLY1 H 0 A_JumpIf(z-floorz>128,\"DunkForce3\")\n\t\tPLY1 H 0 A_JumpIf(z-floorz>32,\"DunkForce2\")\n\t\tPLY1 H 0 A_JumpIf(z-floorz>8,\"DunkForce1\")\n\t\tGoto Pain+1\n\t\tDunkForce4:\n\t\tNOFX A 0 ThrustThingZ(0,228,1,0)\n\t\tGoto DunkEnd\n\t\tDunkForce3:\n\t\tNOFX A 0 ThrustThingZ(0,164,1,0)\n\t\tGoto DunkEnd\n\t\tDunkForce2:\n\t\tNOFX A 0 ThrustThingZ(0,128,1,0)\n\t\tGoto DunkEnd\n\t\tDunkForce1:\n\t\tNOFX A 0 ThrustThingZ(0,64,1,0)\n\t\tGoto DunkEnd\n\t\tDunkEnd:\n\t\tNOFX A 0 A_CheckFloor(1)\n\t\tNOFX A 0 A_SpawnItemEx(\"DunkDebrisSpawner\",0,0,0,0,0,momz,0,SXF_ABSOLUTEMOMENTUM)\n\t\tgoto Pain+1\n\t\tPain.Tenguman4:\n\t\tPLY1 H 0 A_GiveInventory(\"OhNoItsTengu\",1)\n\t\tgoto Pain+1\n\t\tPain.Tenguman5:\n\t\tTNT1 A 0 A_GiveInventory(\"OhNoItsTengu\",1)\n\t\tPLY1 H 0 A_GiveToTarget(\"TenguDunkFlag\",1)\n\t\tgoto Pain+1\n\t\tPain.TengumanKamaitachi:\n\t\tNOFX AAAAA 0 //A_Recoil(1)\n\t\tTNT1 A 0 A_GiveInventory(\"TengumanHitPickup\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",1)\n\t\tNOFX A 0 ThrustThingZ(0,37,0,0)\n\t\tNOFX A 0 A_GiveInventory(\"OhNoItsTengu\",1)\n\t\tGoto Pain+1\n\t\tPain.ShinKamaitachi:\n\t\tTNT1 A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",1)\n\t\tNOFX A 0 ThrustThingZ(0,40,0,0)\n\t\tNOFX A 0 A_GiveInventory(\"OhNoItsTengu\",1)\n\t\tGoto Pain+1\n\t\tPain.TenguDive:\n\t\tNOFX A 0\n\t\tgoto Pain+1\n\n\t\tPain.CrashUser1:\n\t\tNOFX A 0 ACS_NamedExecuteAlways(\"VC_GiveTargetAmmo\",0,1,4)\n\t\tgoto Pain+1\n\t\tPain.CrashUser1_LessAmmo:\n\t\tNOFX A 0 ACS_NamedExecuteAlways(\"VC_GiveTargetAmmo\",0,1,3)\n\t\tgoto Pain+1\n\t\tDeath.CrashUser1:\n\t\tNOFX A 0 ACS_NamedExecuteAlways(\"VC_GiveTargetAmmo\",0,1,8)\n\t\tgoto Death\n\t\tDeath.CrashUser1_LessAmmo:\n\t\tNOFX A 0 ACS_NamedExecuteAlways(\"VC_GiveTargetAmmo\",0,1,6)\n\t\tgoto Death\n\n\t\tPain.Crashman:\n\t\tNOFX A 0 A_ScaleVelocity(0.66)\n\t\tGoto Pain+1\n\n\t\tPain.Fireman:\n\t\tNOFX A 0\n\t\tgoto Pain+1\n\t\tPain.FiremanAlt:\n\t\tNOFX A 0 A_GiveInventory(\"FiremanAltProtect\")\n\t\tgoto Pain+1\n\t\tPain.NeedlemanTether:\n NOFX A 0 A_JumpIfInventory(\"Needleman_TetheredFlag\",1,4)\n NOFX A 0 A_GiveInventory(\"Needleman_Tethered\",1)\n NOFX A 0 A_GiveInventory(\"Needleman_TetheredTime\",70)\n NOFX A 0 A_SpawnItemEx(\"Needleman_TetherStun\",4,0,32)\n goto Pain\n NOFX A 0 A_TakeInventory(\"Needleman_TetheredTime\",6)\n NOFX A 0 A_GiveInventory(\"Needleman_TetheredTime\",12)\n goto Pain\n\n\t\tPain.BrightManFireWorks:\n\t\t\"----\" H 0\n\t\t\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\t\t\"----\" H 0 A_GiveInventory(\"BrightBlind\",95)\n\t\t\"----\" H 0 ACS_ExecuteAlways(249, 0)\n\t\tGoto Pain+1\n\t\t\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\n\t\tGoto Pain+1\n\t\tPain.BrightManUltLarge:\n\t\t\"----\" H 0\n\t\t\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\t\t\"----\" H 0 A_GiveInventory(\"BrightBlind\",245)\n\t\t\"----\" H 0 ACS_ExecuteAlways(249, 0)\n\t\tGoto Pain+2\n\t\t\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\t\tGoto Pain+2\n\t\tPain.BrightManUltSmall:\n\t\t\"----\" H 0 A_GiveInventory(\"BrightManUltFreezer\",1)\n\t\tGoto Pain+2\n\t\tPain.BrightmanJump:\n\t\t\"----\" H 0 A_GiveInventory(\"BrightmanJumpProtect\",1)\n\t\tGoto Pain+1\n\t\tPain.Freezeman:\n\t\t\"----\" A 0\n\t\tgoto Pain+1\n\t\tPain.FreezemanFreeze:\n\t\t\"----\" H 0 A_GiveInventory(\"FreezemanFreezeProtect\",1)\n\t\t\"----\" H 0 A_SpawnItemEx(\"MovementFreeze\")\n\t\tgoto Pain+2\n\t\tPain.FreezemanUltFreeze:\n\t\t\"----\" H 0 A_SpawnItemEx(\"MovementFreeze2\")\n\t\t\"----\" H 0 A_GiveInventory(\"FreezeVision\",1)\n\t\tgoto Pain+2\n\t\tPain.FreezemanUltFreeze2:\n\t\t\"----\" H 0 A_JumpIfInventory(\"FreezeVision\",1,\"Pain\")\n\t\t\"----\" H 0 A_SpawnItemEx(\"MovementDirectFreeze\")\n\t\t\"----\" H 0 A_GiveInventory(\"FreezeVision\",1)\n\t\t\"----\" H 0 A_JumpIfInventory(\"LightTeamFlag\",1,\"Pain.FreezeFireWeakness\")\n\t\t\"----\" H 0 A_JumpIfInventory(\"WilyTeamFlag\",1,\"Pain.FreezeFireWeakness\")\n\t\t\"----\" H 0 A_JumpIfInventory(\"CossackTeamFlag\",1,\"Pain.FreezeFireWeakness\")\n\t\t\"----\" H 0 A_JumpIfInventory(\"KingTeamFlag\",1,\"Pain.FreezeFireWeakness\")\n\t\tGoto Pain+2\n\t\tPain.FreezeFireWeakness:\n\t\t\"----\" H 0 A_GiveInventory(\"WeakToAllFire\")\n\t\tgoto Pain+2\n\t\tPain.Flameman:\n\t\t\"----\" A 0 A_ScaleVelocity(0.95)\n\t\tgoto Pain+1\n\t\tPain.Crystalman:\n\t\t\"----\" A 0\n\t\tgoto Pain+1\n\t\tPain.CrystalmanAlt:\n\t\t\"----\" H 0 A_GiveInventory(\"CrystalAltProtect\",1)\n\t\tgoto Pain+1\n\t\tPain.CrystalmanUlt:\n\t\t\"----\" H 0 A_Stop\n\t\tgoto Pain+1\n\t\t//============ Flings\n\t\tPain.NapalmDash:\n\t\t\"----\" A 0 A_SpawnItem(\"PainNapalmFlingHit\")\n\t\tgoto Pain+1\n\n\t\t//============ End of Flings\n\n//VANILLA\nPain.BotSight:\nPLY1 B 5 HealThing(1)\nGoto Spawn+2\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.GravityHold:\nPLY1 H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\nPLY1 H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLY1 H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLY1 H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLY1 H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\nPLY1 H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\nPLY1 H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\nPLY1 H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\nPLY1 H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\nPLY1 H 0 A_CheckFloor(2)\nPLY1 H 0 ThrustThingZ(0,150,1,0)\nPLY1 H 0\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.WilyIce:\nPLY1 H 0 SetPlayerProperty(0,1,4)\nPLY1 H 0 A_SpawnItemEx(\"ImFrozen\")\nPLY1 H 0 A_GiveInventory(\"IceVision\",1)\nPLY1 H 30 A_Stop\nPLY1 H 30\nPLY1 H 0 SetPlayerProperty(0,0,0)\nPLY1 H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\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\t\tClassPain:\n\t\tNOFX A 0 SetPlayerProperty(0,0,4)\n\t\tNOFX AAAAAAAAAA 2 A_SpawnItemEx(\"PainFX\")\n\t\tGoto Spawn+1\n\n\t\tDeath:\n\t\tNOFX A 0 SetPlayerProperty(0, 0, 4)\n\t\tNOFX A 0 A_NoBlocking\n\t\tNOFX A 0 A_GiveInventory(\"IsDead\",1)\n\t\tNOFX A 0 //A_Stop\n\t\tNOFX A 0 A_GiveToTarget(\"KilledMeStock\",1)\n\t\tNOFX A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tContinueDeath:\n\t\tNOFX A 0 A_JumpIfInTargetInventory(\"PowerUltBuildCooldown\",1,7)\n\t\tNOFX A 0 A_GiveToTarget(\"ShortUltimateAmmo\",25)\n\t\tNOFX A 0 A_GiveToTarget(\"MediumShortUltimateAmmo\",40)\n\t\tNOFX A 0 A_GiveToTarget(\"MediumUltimateAmmo\",50)\n\t\tNOFX A 0 A_GiveToTarget(\"MediumLongUltimateAmmo\",50)\n\t\tNOFX A 0 A_GiveToTarget(\"LongUltimateAmmo\",63)\n\t\tNOFX A 0 A_GiveToTarget(\"VeryLongUltimateAmmo\",75)\n\t\tNOFX A 0 A_GiveToTarget(\"LongestUltimateAmmo\",87)\n\t\tNOFX A 1 A_Jump(256,\"ClassDeath\")\n\t\twait\n\t\tClassDeath:\n\t\tNOFX A 20 ACS_ExecuteAlways(999,0,0)\n\t\tNOFX A 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)NOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tDeath.MetalUlt:\n\t\tDeath.FlameUlt:\n\t\tNOFX A 1 SetPlayerProperty(0, 0, 4)\n\t\tNOFX A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tNOFX A 0 A_GiveToTarget(\"KilledMeStock\",1)\n\t\tNOFX A 0 A_TakeInventory(\"WeaponCharge\",999)\n\t\tNOFX A 0 A_GiveInventory(\"CutterFlag\",999)\n\t\tNOFX A 0 A_GiveInventory(\"IsDead\",1)\n\t\tNOFX A 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tMegabuster:\n\t\tMegabuster2:\n\t\tNOFX A 0\n\t\tGoto pain\n\t\tPain.Megabuster3:\n\t\tNOFX A 0 A_GiveInventory(\"Megabuster3Protect\", 1)\n\t\tgoto Pain\n\t\tPain.MegaUppercut:\n\t\tNOFX A 0 A_ChangeVelocity(0,0,15,CVF_REPLACE)\n\t\tgoto Pain\n\t\tPain.CrescentKick:\n\t\tNOFX A 0\n\t\tgoto Pain\n\t\tDeath.ElecmanShield:\n\t\tNOFX A 0 A_GiveInventory(\"ElecShieldProtect\", 1)\n\t\tNOFX A 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\t\tNOFX A 0 A_GiveInventory(\"Shocked\",1)\n\t\tNOFX A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\n\t\tGoto Death\n\t\tPain.TopMan:\n\t\tNOFX A 0\n\t\tgoto Pain+1\n\t\tPain.TopmanAlt:\n\t\tNOFX A 0 A_GiveInventory(\"TopmanAltProtect\", 1)\n\t\tgoto Pain+1\n\t\tPain.TopmanAlt2:\n\t\tNOFX A 0 A_GiveInventory(\"TopmanAlt2Protect\", 1)\n\t\tgoto Pain+1\n\t\tDeath.TopmanUltimate:\n\t\tNOFX A 0 A_ChangeVelocity(random(-80,80),random(-80,80),random(20,40))\n\t\tgoto Death\n\n\t}\n}\n\nactor VCBaseWeapon : Weapon\n{\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+WEAPON.DONTBOB\n\tWeapon.SlotNumber 1\n\tinventory.pickupsound \"weapon/weaponup\"\n\tScale 2.0\n\tweapon.ammotype \"Base28Ammo\"\n\tinventory.icon \"TNT1A0\"\n\tdropitem \"\"\n\tStates\n\t{\n\tDeselect:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tLoop\n\tSelect:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\tTNT1 A 1 A_Raise\n\tLoop\n\n\tReady:\n\tTNT1 A 1 A_WeaponReady\n\tloop\n\tFire:\n\tTNT1 A 1 A_RailWait\n\tgoto Ready\n\n\tFlash:\n\tTNT1 A 1\n\tstop\n\n\tFlashloop:\n\t\tTNT1 A 0\n\t\tstop\n\tNoFlash:\n\t\tTNT1 A 0\n\t\tstop\n\tSound.BusterCharge:\n\t\tTNT1 A 9 A_PlaySoundEx(\"weapon/adapterchargeloop\",\"Weapon\",0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\n\t\tTNT1 A 1 A_JumpIfInventory(\"WeaponCharge\",1,\"Sound.BusterCharge\")\n\t\tstop\n\t}\n}\n\nactor BaseCustomFlag1 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor BaseCustomFlag2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor BaseDecorativeActor\n{\n\tscale 2.5\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor TankArmorClass : VCBaseClass {player.maxhealth 167 health 167} //damagefactor \"Normal\", 0.6\nactor HighArmorClass : VCBaseClass {player.maxhealth 137 health 137} //damagefactor \"Normal\", 0.73\nactor SemiHighArmorClass : VCBaseClass {player.maxhealth 116 health 116} //damagefactor \"Normal\", 0.86\n\nactor SemiWeakArmorClass : VCBaseClass {player.maxhealth 88 health 88} //damagefactor \"Normal\", 1.14\nactor WeakArmorClass : VCBaseClass {player.maxhealth 79 health 79} //damagefactor \"Normal\", 1.27\nactor GlassArmorClass : VCBaseClass {player.maxhealth 71 health 71} //damagefactor \"Normal\", 1.4\n\nActor SmallHealthVC : SmallHealth replaces SmallHealth\n{\n\tInventory.Amount 15\n\tInventory.MaxAmount 0\n}\n\nActor BigHealthVC : BigHealth replaces BigHealth\n{\n\tInventory.Amount 40\n\tInventory.MaxAmount 0\n}\n\nactor TankArmor : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor HighArmor : TankArmor {}\nactor SemiHighArmor : TankArmor {}\nactor NormalArmor : TankArmor {}\nactor SemiWeakArmor : TankArmor {}\nactor WeakArmor : TankArmor {}\nactor GlassArmor : TankArmor {}\n\nactor LongestUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 700\n\t+INVENTORY.IGNORESKILL\n}\n\nactor VeryLongUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 600\n\t+INVENTORY.IGNORESKILL\n}\n\nactor LongUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 500\n\t+INVENTORY.IGNORESKILL\n}\n\nactor MediumLongUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 400\n\t+INVENTORY.IGNORESKILL\n}\n\nactor MediumUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 300\n\t+INVENTORY.IGNORESKILL\n}\n\nactor MediumShortUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 200\n\t+INVENTORY.IGNORESKILL\n}\n\nactor ShortUltimateAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 100\n\t+INVENTORY.IGNORESKILL\n}\n\nactor Base28Ammo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 28\n\t+INVENTORY.IGNORESKILL\n}\n\nactor Base56Ammo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 56\n\t+INVENTORY.IGNORESKILL\n}\n\nactor Base112Ammo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 112\n\t+INVENTORY.IGNORESKILL\n}\n\nactor BaseAltfireAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 112\n\t+INVENTORY.IGNORESKILL\n}\n\nactor MovementReturnFailsafe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 //A_TakeInventory(\"WallStunned\")\nstop\n}\n}\n\nactor MovementFrozen : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,0)\nstop\n}\n}\n\nactor MovementFrozen2 : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nPickup:\nTNT1 A 0 A_Stop\nTNT1 A 0 SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor UltimateAttackItem1 : CustomInventory\n{\n\tTag \"$ITEM_ULTIMATE\"\n\t+inventory.undroppable\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"ULTAI0\"\n\tscale 2.0\n\t+COUNTITEM\n\t+INVBAR\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tFailure:\n\t\tULTA I 0\n\t\tULTA I 0 A_PlaySoundEx(\"classes/itemfail\",\"SoundSlot7\")\n\t\tfail\n\t\tUse:\n\t\tULTA I 0 A_JumpIfInventory(\"ShortUltimateAmmo\",100,1)\n\t\tgoto Failure\n\t\tULTA I 0 A_GiveInventory(\"UltAttackFlag\",1)\n\t\tfail\n\t}\n}\n\nactor UltimateAttackItem2 : CustomInventory\n{\n\tTag \"$ITEM_ULTIMATE\"\n\t+inventory.undroppable\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"ULTAI0\"\n\tscale 2.0\n\t+COUNTITEM\n\t+INVBAR\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tFailure:\n\t\tULTA I 0\n\t\tULTA I 0 A_PlaySoundEx(\"classes/itemfail\",\"SoundSlot7\")\n\t\tfail\n\t\tUse:\n\t\tULTA I 0 A_JumpIfInventory(\"MediumShortUltimateAmmo\",200,1)\n\t\tgoto Failure\n\t\tULTA I 0 A_GiveInventory(\"UltAttackFlag\",1)\n\t\tfail\n\t}\n}\n\nactor UltimateAttackItem3 : CustomInventory\n{\n\tTag \"$ITEM_ULTIMATE\"\n\t+inventory.undroppable\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"ULTAI0\"\n\tscale 2.0\n\t+COUNTITEM\n\t+INVBAR\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tFailure:\n\t\tULTA I 0\n\t\tULTA I 0 A_PlaySoundEx(\"classes/itemfail\",\"SoundSlot7\")\n\t\tfail\n\t\tUse:\n\t\tULTA I 0 A_JumpIfInventory(\"MediumUltimateAmmo\",300,1)\n\t\tgoto Failure\n\t\tULTA I 0 A_GiveInventory(\"UltAttackFlag\",1)\n\t\tfail\n\t}\n}\n\nactor UltimateAttackItem4 : CustomInventory\n{\n\tTag \"$ITEM_ULTIMATE\"\n\t+inventory.undroppable\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"ULTAI0\"\n\tscale 2.0\n\t+COUNTITEM\n\t+INVBAR\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tFailure:\n\t\tULTA I 0\n\t\tULTA I 0 A_PlaySoundEx(\"classes/itemfail\",\"SoundSlot7\")\n\t\tfail\n\t\tUse:\n\t\tULTA I 0 A_JumpIfInventory(\"MediumLongUltimateAmmo\",400,1)\n\t\tgoto Failure\n\t\tULTA I 0 A_GiveInventory(\"UltAttackFlag\",1)\n\t\tfail\n\t}\n}\n\nactor UltimateAttackItem5 : CustomInventory\n{\n\tTag \"$ITEM_ULTIMATE\"\n\t+inventory.undroppable\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"ULTAI0\"\n\tscale 2.0\n\t+COUNTITEM\n\t+INVBAR\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tFailure:\n\t\tULTA I 0\n\t\tULTA I 0 A_PlaySoundEx(\"classes/itemfail\",\"SoundSlot7\")\n\t\tfail\n\t\tUse:\n\t\tULTA I 0 A_JumpIfInventory(\"LongUltimateAmmo\",500,1)\n\t\tgoto Failure\n\t\tULTA I 0 A_GiveInventory(\"UltAttackFlag\",1)\n\t\tfail\n\t}\n}\n\nactor UltAttackFlag : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor PowerUltBuildCooldown : PowerUp {}\n\nactor UltBuildCooldownGiver : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type \"PowerUltBuildCooldown\"\n}\n\nactor UltTimeLimit : inventory\n{\n\tinventory.amount 50\n\tinventory.maxamount 50\n}\n\nactor InvProtection : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor DeathGFX\n{\n\theight 1\n\tradius 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-SOLID\n\t+DONTBLAST\n\tPROJECTILE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,16,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,16)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-16,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,-8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,-16)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,-8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,6,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-6,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,-3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,-6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,-3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,0,8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,0,16)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,0,8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,-8,0,-8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,0,0,-16)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX1\",0,0,0,8,0,-8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,0,3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,0,6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,0,3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,-3,0,-3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,0,0,-6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeathFX2\",0,0,0,3,0,-3)\n\t\tstop\n\t}\n}\n\nactor HalfHalfDamageProtection : PowerProtection\n{\ndamagefactor \"Normal\", 0.25\n}\n\nactor UnSolid : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ReSolidifier\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"UnSolid\",1)\nSpawn2:\nTNT1 A 0 A_GiveToTarget(\"ReSolidifierCheckPickup\",1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"UnSolid\",1,\"Spawn2\")\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ReSolidifierCheckPickup : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"ReSolidifierCheck\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nstop\n}\n}\n\nactor ReSolidifierCheck\n{\nPROJECTILE\n+DONTSPLASH\n+SKYEXPLODE\n//+NOINTERACTION\n//+NOCLIP\nDamage (0)\n//radius 160\n//height 160\n//radius 16\n//height 56\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\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 NapalmExplodeFX\n{\nSpeed 0\nDamage 0\nScale 2.5\nHeight 0\nRadius 0\n+NOGRAVITY\n+NOINTERACTION\n+NOCLIP\n-SOLID\nStates\n{\nSpawn:\nNAPA EFGHIJKLMNOPQRS 2\nstop\n}\n}\n\n//Copy-pasted from CBM\nactor TempPitProtect_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //insert possible variable here\nTNT1 A 0 A_JumpIfInventory(\"PowerTempPitProtect\",1,\"Pickup2\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",0)\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtect_H\")\nPickup2:\nTNT1 A 0 A_GiveInventory(\"PowerTempPitProtect\",1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PowerTempPitProtect : Powerup {Powerup.Duration 35}\n\n//Helper moved to BasicActors.txt\n\nactor TempPitProtectEnd_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsBot\",1,\"Pickup2\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",1)\nPickup2:\nTNT1 A 0\nstop\n}\n}\n\nactor UltSoundWatcherSpawn1: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher1\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn2: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher2\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn3: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher3\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn4: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher4\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn5: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher5\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn6: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher6\")\nstop\n}\n}\n\nactor UltSoundWatcherSpawn7: CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\n+INVBAR\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"UltReadySoundWatcher7\")\nstop\n}\n}\n\nactor UltReadySoundWatcher1\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"ShortUltimateAmmo\",100,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"ShortUltimateAmmo\",100,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher2 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"MediumShortUltimateAmmo\",200,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"MediumShortUltimateAmmo\",200,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher3 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"MediumUltimateAmmo\",300,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"MediumUltimateAmmo\",300,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher4 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"MediumLongUltimateAmmo\",400,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"MediumLongUltimateAmmo\",400,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher5 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"LongUltimateAmmo\",500,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"LongUltimateAmmo\",500,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher6 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"VeryLongUltimateAmmo\",600,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"VeryLongUltimateAmmo\",600,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltReadySoundWatcher7 : UltReadySoundWatcher1\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 1 A_JumpIfInTargetInventory(\"LongestUltimateAmmo\",700,\"Sound\")\nloop\nSound:\nTNT1 A 0 A_GiveToTarget(\"UltSoundPlayer\")\nLatency:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"LongestUltimateAmmo\",700,\"Latency\")\ngoto Spawn\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor UltSoundPlayer : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 ACS_NamedExecuteAlways(\"VC_UltReadySound\",0)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/TheClassList.txt",
"contents": "#include \"actors/Heroes/MegamanV.txt\"\n//#include \"actors/Heroes/ProtomanV.txt\"\n#include \"actors/Heroes/BassV.txt\"\n\n#include \"actors/MegaMan1/Cutman.txt\"\n#include \"actors/MegaMan1/Elecman.txt\"\n//#include \"actors/MegaMan1/Gutsman.txt\"\n#include \"actors/MegaMan1/Iceman.txt\"\n#include \"actors/MegaMan1/Fireman.txt\"\n//#include \"actors/MegaMan1/Bombman.txt\"\n#include \"actors/MegaMan1/Timeman.txt\"\n//#include \"actors/MegaMan1/Oilman.txt\"\n\n#include \"actors/MegaMan2/Quickman.txt\"\n#include \"actors/MegaMan2/Woodman.txt\"\n#include \"actors/MegaMan2/Airman.txt\"\n//#include \"actors/MegaMan2/Flashman.txt\"\n//#include \"actors/MegaMan2/Heatman.txt\"\n#include \"actors/MegaMan2/Crashman.txt\"\n//#include \"actors/MegaMan2/Bubbleman.txt\"\n#include \"actors/MegaMan2/Metalman.txt\"\n\n#include \"actors/MegaMan3/Needleman.txt\"\n#include \"actors/MegaMan3/Sparkman.txt\"\n#include \"actors/MegaMan3/Geminiman.txt\"\n//#include \"actors/MegaMan3/Hardman.txt\"\n//#include \"actors/MegaMan3/Magnetman.txt\"\n//#include \"actors/MegaMan3/Shadowman.txt\"\n#include \"actors/MegaMan3/Topman.txt\"\n//#include \"actors/MegaMan3/Snakeman.txt\"\n\n//#include \"actors/MegaMan4/Pharaohman.txt\"\n//#include \"actors/MegaMan4/Diveman.txt\"\n//#include \"actors/MegaMan4/Skullman.txt\"\n//#include \"actors/MegaMan4/Ringman.txt\"\n#include \"actors/MegaMan4/Brightman.txt\"\n//#include \"actors/MegaMan4/Toadman.txt\"\n//#include \"actors/MegaMan4/Drillman.txt\"\n//#include \"actors/MegaMan4/Dustman.txt\"\n\n//#include \"actors/MegaMan5/Gravityman.txt\"\n#include \"actors/MegaMan5/Napalmman.txt\"\n//#include \"actors/MegaMan5/Chargeman.txt\"\n#include \"actors/MegaMan5/Starman.txt\"\n//#include \"actors/MegaMan5/Gyroman.txt\"\n#include \"actors/MegaMan5/Waveman.txt\"\n//#include \"actors/MegaMan5/Stoneman.txt\"\n#include \"actors/MegaMan5/Crystalman.txt\"\n//#include \"actors/MegaMan5/Darkman1.txt\"\n//#include \"actors/MegaMan5/Darkman2.txt\"\n//#include \"actors/MegaMan5/Darkman3.txt\"\n//#include \"actors/MegaMan5/Darkman4.txt\"\n\n//#include \"actors/MegaMan6/Tomahawkman.txt\"\n//#include \"actors/MegaMan6/Windman.txt\"\n//#include \"actors/MegaMan6/Yamatoman.txt\"\n//#include \"actors/MegaMan6/Centaurman.txt\"\n#include \"actors/MegaMan6/Flameman.txt\"\n//#include \"actors/MegaMan6/Blizzardman.txt\"\n//#include \"actors/MegaMan6/Plantman.txt\"\n//#include \"actors/MegaMan6/Knightman.txt\"\n\n//#include \"actors/MegaMan7/Cloudman.txt\"\n//#include \"actors/MegaMan7/Slashman.txt\"\n#include \"actors/MegaMan7/Freezeman.txt\"\n//#include \"actors/MegaMan7/Shademan.txt\"\n//#include \"actors/MegaMan7/Turboman.txt\"\n//#include \"actors/MegaMan7/Burstman.txt\"\n//#include \"actors/MegaMan7/Junkman.txt\"\n//#include \"actors/MegaMan7/Springman.txt\"\n\n#include \"actors/MegaMan8/Tenguman.txt\"\n//#include \"actors/MegaMan8/Clownman.txt\"\n#include \"actors/MegaMan8/Astroman.txt\"\n//#include \"actors/MegaMan8/Frostman.txt\"\n//#include \"actors/MegaMan8/Searchman.txt\"\n//#include \"actors/MegaMan8/Swordman.txt\"\n//#include \"actors/MegaMan8/Grenademan.txt\"\n//#include \"actors/MegaMan8/Aquaman.txt\"\n//#include \"actors/MegaMan8/Duo.txt\"\n\n//#include \"actors/MegaMan&B/Coldman.txt\"\n//#include \"actors/MegaMan&B/Groundman.txt\"\n//#include \"actors/MegaMan&B/Magicman.txt\"\n//#include \"actors/MegaMan&B/Dynamoman.txt\"\n//#include \"actors/MegaMan&B/Burnerman.txt\"\n//#include \"actors/MegaMan&B/Pirateman.txt\"\n//#include \"actors/MegaMan&B/King.txt\"\n\n//#include \"actors/MegaMan9/Tornadoman.txt\"\n#include \"actors/MegaMan9/Plugman.txt\"\n//#include \"actors/MegaMan9/Splashwoman.txt\"\n//#include \"actors/MegaMan9/Jewelman.txt\"\n//#include \"actors/MegaMan9/Galaxyman.txt\"\n//#include \"actors/MegaMan9/Magmaman.txt\"\n//#include \"actors/MegaMan9/Hornetman.txt\"\n//#include \"actors/MegaMan9/Concreteman.txt\"\n//#include \"actors/MegaMan9/Fakeman.txt\"\n\n//#include \"actors/MegaMan10/Commandoman.txt\"\n//#include \"actors/MegaMan10/Chillman.txt\"\n//#include \"actors/MegaMan10/Nitroman.txt\"\n//#include \"actors/MegaMan10/Blademan.txt\"\n//#include \"actors/MegaMan10/Strikeman.txt\"\n//#include \"actors/MegaMan10/Pumpman.txt\"\n//#include \"actors/MegaMan10/Solarman.txt\"\n//#include \"actors/MegaMan10/Sheepman.txt\"\n\n//#include \"actors/MegaManV/Mercury.txt\"\n//#include \"actors/MegaManV/Venus.txt\"\n//#include \"actors/MegaManV/Terra.txt\"\n#include \"actors/MegaManV/Mars.txt\"\n//#include \"actors/MegaManV/Jupiter.txt\"\n//#include \"actors/MegaManV/Saturn.txt\"\n//#include \"actors/MegaManV/Uranus.txt\"\n//#include \"actors/MegaManV/Neptune.txt\"\n//#include \"actors/MegaManV/Pluto.txt\"\n//#include \"actors/MegaManV/Sunstar.txt\""
},
{
"source": "pk3",
"name": "actors/ExtraVActors.txt",
"contents": "actor CanDash : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor CantJumpDash : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor DontDash : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor CanDoubleJump : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor DashCanceler : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor JumpCanceler : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor TapCheck : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor Dashing : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor DashingCooldown : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor DoubleJumping : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor IsACopywep : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor GravityRestore : custominventory\n{\n+INVENTORY.AUTOACTIVATE\nStates\n{\nUse:\nTNT1 A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"UnderwaterGravity\")\nTNT1 A 0 A_SetGravity(0.8)\nstop\nUnderwaterGravity:\nTNT1 A 0 A_Setgravity(0.5)\nstop\n}\n}\n\nactor VC_AmmoTimer : Inventory{Inventory.Amount 1 Inventory.MaxAmount 999}\nactor VC_Timer : Inventory{Inventory.Amount 1 Inventory.MaxAmount 999} //Use for whatever\nactor VC_Timer2 : Inventory{Inventory.Amount 1 Inventory.MaxAmount 999}\nactor VC_AmmoTimerP : Powerup{Powerup.Duration 6}\n\nactor VC_Base56Ammo2Tics : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"VC_AmmoTimer\",1,\"Pickup2\")\nTNT1 A 0 A_GiveInventory(\"VC_AmmoTimer\",1)\nTNT1 A 0 A_GiveInventory(\"VC_AmmoTimerP\",1)\nstop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"VC_AmmoTimerP\",1,1)\ngoto Pickup2+3\nTNT1 A 0 A_GiveInventory(\"Base56Ammo\",1)\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"VC_AmmoTimer\",999)\nstop\n}\n}\n\nactor VC_Base28Ammo2Tics : VC_Base56Ammo2Tics\n{\nStates\n{\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"VC_AmmoTimerP\",1,1)\ngoto Pickup2+3\nTNT1 A 0 A_GiveInventory(\"Base28Ammo\",1)\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"VC_AmmoTimer\",999)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/CopywepActors.txt",
"contents": "actor NewShadowPlatform replaces ShadowPlatform\n{\n//$Category MM8BDM-Interactive Props\n-FORCEXYBILLBOARD\n+NOGRAVITY\n+SOLID\nspecies \"ShadowPlatform\"\n+THRUSPECIES\n+THRUGHOST\n+DONTBLAST\nheight 20\nradius 23\nscale 2.5\nStates\n{\nSpawn:\nSHPL A 0\nSHPL A 0 A_SpawnItemEx(\"ShadowPlatformDetect\", 0, 0, 25)\nSHPL A 0 A_JumpIfInventory(\"ShadowPlatformFlag\",1,\"PlatOpen\")\nSHPL A 2\ngoto Spawn+2\nPlatOpen:\nSHPL A 3 A_TakeInventory(\"ShadowPlatformFlag\",1)\nSHPL BC 3\nSHPL D 3 A_ChangeFlag(\"SOLID\",0)\nSHPL EEEEEEEEEEEE 4\nGoto PlayerCheck\nPlayerCheck:\nSHPL E 2\nSHPL E 2 A_JumpIf(ACS_ExecuteWithResult(261, 64) == 1, \"PlayerCheck\")\nSHPL D 0 A_ChangeFlag(\"SOLID\",1)\nSHPL DCB 3\nSHPL A 2\ngoto Spawn+1\n}\n}\n\nactor BlankActor1\n{\nstates\n{\nspawn:\nTNT1 A 0\nstop\n}\n}\n\nactor BlankActor82 : BlankActor1 replaces LaserBusterUpgrade\n{\n}\n\nactor BlankActor83 : BlankActor1 replaces ArrowBusterUpgrade\n{\n}\n\nactor BlankActor84 : BlankActor1 replaces DuoFistUpgrade\n{\n}\n\nactor BlankActor85 : BlankActor1 replaces TrebleBoostUpgrade\n{\n}\n\n/*actor BlankActor86 : BlankActor1 replaces WTank\n{\n}*/\n\nactor BlankActor87 : BlankActor1 replaces MTank\n{\n}\n\nactor BlankActor88 : BlankActor1 replaces BeatSupport\n{\n}\n\nactor BlankActor90 : BlankActor1 replaces EnergyBalancer\n{\n}\n\nactor BlankActor91 : BlankActor1 replaces EddieSummon\n{\n}\n\nactor BlankActor98 : BlankActor1 replaces TangoSummon\n{\n}\n\nactor BlankActor99 : BlankActor1 replaces MegaBallWep\n{\n}\n\nactor BlankActor100 : BlankActor1 replaces ProtoUpgrade\n{\n}\n\nactor BlankActor101 : BlankActor1 replaces TrebleSentry\n{\n}\n\nactor BlankActor102 : BlankActor1 replaces BassUpgrade\n{\n}\n\nactor TakeBusterVC : CustomInventory replaces TakeBuster\n{\ninventory.amount 1\ninventory.maxamount 1\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nUse:\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 7, \"KeepTreble\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 6, \"KeepDuo\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 5, \"KeepArrow\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 4, \"KeepLaser\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 3, \"KeepAdaptor\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 2, \"KeepProto\")\nTNT1 A 0 A_JumpIfInventory(\"BusterGiven\", 1, \"KeepCX\")\nGoto Death\nKeepTreble:\n//TNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nKeepDuo:\nTNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\n//TNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nKeepArrow:\nTNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\n//TNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nKeepLaser:\nTNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\n//TNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nKeepAdaptor:\nTNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\nTNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\n//TNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nKeepProto:\nTNT1 A 0 A_TakeInventory(\"TrebleBoost\",1)\n//TNT1 A 0 A_TakeInventory(\"ProtoBuster\",1)\nTNT1 A 0 A_TakeInventory(\"MegaBusterV\",1)\nTNT1 A 0 A_TakeInventory(\"SuperadaptorWep\",1)\nTNT1 A 0 A_TakeInventory(\"LaserBuster\",1)\nTNT1 A 0 A_TakeInventory(\"ArrowBuster\",1)\nTNT1 A 0 A_TakeInventory(\"DuoFist\",1)\nGoto Death\nDeath:\nTNT1 A 0 A_TakeInventory(\"BusterGiven\",999)\nstop\n}\n}\n\nactor CopywepGiver : CustomInventory\n{\ninventory.pickupsound \"weapon/weaponup\"\ninventory.amount 1\ninventory.maxamount 1\ninventory.respawntics 5\nscale 2.0\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsACopywep\",1, \"Pickup2\")\nfail\nPickup2:\nTNT1 B 0 A_JumpIfInventory(\"MegaBusterV\",1, \"No\")\nTNT1 B 0 A_GiveInventory(\"MegaBusterV\",1)\nstop\nNo:\nTNT1 B 0\nfail\n}\n}\n\nactor WTankSpawnerVC : CustomInventory replaces WTank\n{\n//$Category MM8BDM-Assists\n//$Title W-Tank\ninventory.amount 1\ninventory.maxamount 5\n//Inventory.RespawnTics 350\ninventory.pickupmessage \"$PU_WTANK\"\nTag \"$TAG_WTANK\"\ninventory.icon \"WTANK\"\nInventory.PickupSound \"item/1up\"\n+INVBAR\n+COUNTITEM\nscale 2.0\nstates\n{\nSpawn:\nEBAL H 0\nEBAL H 0 Thing_ChangeTID(0,999)\nEBAL HE 6\nGoto Spawn+2\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsACopywep\",1,\"Next\")\nfail\nNext:\nWEAP Q 0 A_GiveInventory(\"WTank\",1)\nstop\n}\n}\n\nactor RollingCutterPickup : CopywepGiver replaces RollingCutterWep\n{\nInventory.Pickupmessage \"$PU_ROLLINGCUTTER\"\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"RollingCutterWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"RollingCutterWepM\",1)\nstop\n}\n}\n\nactor SuperArmPickup : CopywepGiver replaces SuperArmWep\n{\nInventory.Pickupmessage \"$PU_SUPERARM\"\nStates\n{\nSpawn:\nWEAP O 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SuperArmWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SuperArmWepM\",1)\nstop\n}\n}\n\nactor HyperBombPickup : CopywepGiver replaces HyperBombWep\n{\nInventory.Pickupmessage \"$PU_HYPERBOMB\"\nStates\n{\nSpawn:\nWEAP H 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"HyperBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"HyperBombWepM\",1)\nstop\n}\n}\n\nactor FireStormPickup : CopywepGiver replaces FireStormWep\n{\nInventory.Pickupmessage \"$PU_FIRESTORM\"\nStates\n{\nSpawn:\nWEAP Y 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FireStormWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FireStormWepM\",1)\nstop\n}\n}\n\nactor IceSlasherPickup : CopywepGiver replaces IceSlasherWep\n{\nInventory.Pickupmessage \"$PU_ICESLASHER\"\nStates\n{\nSpawn:\nWEAP P 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"IceSlasherWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"IceSlasherWepM\",1)\nstop\n}\n}\n\nactor ThunderBeamPickup : CopywepGiver replaces ThunderBeamWep\n{\nInventory.Pickupmessage \"$PU_THUNDERBEAM\"\nStates\n{\nSpawn:\nWEAP R 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ThunderBeamWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ThunderBeamWepM\",1)\nstop\n}\n}\n\nactor OilSliderPickup : CopywepGiver replaces OilSliderWep\n{\nInventory.Pickupmessage \"$PU_OILSLIDER\"\nStates\n{\nSpawn:\nWEA7 J 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"OilSliderWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"OilSliderWepM\",1)\nstop\n}\n}\n\nactor TimeSlowPickup : CopywepGiver replaces TimeSlowWep\n{\nInventory.Pickupmessage \"$PU_TIMESLOW\"\nStates\n{\nSpawn:\nSLOT X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TimeSlowWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TimeSlowWepM\",1)\nstop\n}\n}\n\nactor AirShooterPickup : CopywepGiver replaces AirShooterWep\n{\nInventory.Pickupmessage \"$PU_AIRSHOOTER\"\nStates\n{\nSpawn:\nWEAP G 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"AirShooterWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"AirShooterWepM\",1)\nstop\n}\n}\n\nactor AtomicFirePickup : CopywepGiver replaces AtomicFireWep\n{\nInventory.Pickupmessage \"$PU_ATOMICFIRE\"\nStates\n{\nSpawn:\nWEAP E 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"AtomicFireWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"AtomicFireWepM\",1)\nstop\n}\n}\n\nactor BubbleLeadPickup : CopywepGiver replaces BubbleLeadWep\n{\nInventory.Pickupmessage \"$PU_BUBBLELEAD\"\nStates\n{\nSpawn:\nWEAP D 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"BubbleLeadWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"BubbleLeadWepM\",1)\nstop\n}\n}\n\nactor CrashBombPickup : CopywepGiver replaces CrashBombWep\n{\nInventory.Pickupmessage \"$PU_CRASHBOMB\"\nStates\n{\nSpawn:\nWEA2 C 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"CrashBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"CrashBombWepM\",1)\nstop\n}\n}\n\nactor LeafShieldPickup : CopywepGiver replaces LeafShieldWep\n{\nInventory.Pickupmessage \"$PU_LEAFSHIELD\"\nStates\n{\nSpawn:\nWEAP F 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"LeafShieldWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"LeafShieldWepM\",1)\nstop\n}\n}\n\nactor MetalBladePickup : CopywepGiver replaces MetalBladeWep\n{\nInventory.Pickupmessage \"$PU_METALBLADE\"\nStates\n{\nSpawn:\nWEAP S 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"MetalBladeWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"MetalBladeWepM\",1)\nstop\n}\n}\n\nactor QuickBoomerangPickup : CopywepGiver replaces QuickBoomerangWep\n{\nInventory.Pickupmessage \"$PU_QUICKBOOMERANG\"\nStates\n{\nSpawn:\nWEAP Z 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"QuickBoomerangWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"QuickBoomerangWepM\",1)\nstop\n}\n}\n\nactor TimeStopperPickup : CopywepGiver replaces TimeStopperWep\n{\nInventory.Pickupmessage \"$PU_TIMESTOPPER\"\nStates\n{\nSpawn:\nWEAP N 1\nLoop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TimeStopperWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TimeStopperWepM\",1)\nstop\n}\n}\n\n//MM3//MM3//MM3//MM3//MM3//MM3\n//MM3//MM3//MM3//MM3//MM3//MM3\nactor GeminiLaserPickup : CopywepGiver replaces GeminiLaserWep\n{\nInventory.Pickupmessage \"$PU_GEMINILASER\"\nStates\n{\nSpawn:\nWEAP M 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"GeminiLaserWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"GeminiLaserWepM\",1)\nstop\n}\n}\n\nactor HardKnucklePickup : CopywepGiver replaces HardKnuckleWep\n{\nInventory.Pickupmessage \"$PU_HARDKNUCKLE\"\nStates\n{\nSpawn:\nWEAP T 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"HardKnuckleWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"HardKnuckleWepM\",1)\nstop\n}\n}\n\nactor MagnetMissilePickup : CopywepGiver replaces MagnetMissileWep\n{\nInventory.Pickupmessage \"$PU_MAGNETMISSILE\"\nStates\n{\nSpawn:\nWEAP I 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"MagnetMissileWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"MagnetMissileWepM\",1)\nstop\n}\n}\n\nactor NeedleCannonPickup : CopywepGiver replaces NeedleCannonWep\n{\nInventory.Pickupmessage \"$PU_NEEDLECANNON\"\nStates\n{\nSpawn:\nWEAP L 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"NeedleCannonWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"NeedleCannonWepM\",1)\nstop\n}\n}\n\nactor SearchSnakePickup : CopywepGiver replaces SearchSnakeWep\n{\nInventory.Pickupmessage \"$PU_SEARCHSNAKE\"\nStates\n{\nSpawn:\nWEAP K 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SearchSnakeWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SearchSnakeWepM\",1)\nstop\n}\n}\n\nactor ShadowBladePickup : CopywepGiver replaces ShadowBladeWep\n{\nInventory.Pickupmessage \"$PU_SHADOWBLADE\"\nStates\n{\nSpawn:\nWEAP A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ShadowBladeWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ShadowBladeWepM\",1)\nstop\n}\n}\n\nactor SparkShockPickup : CopywepGiver replaces SparkShockWep\n{\nInventory.Pickupmessage \"$PU_SPARKSHOCK\"\nStates\n{\nSpawn:\nWEA2 G 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SparkShockWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SparkShockWepM\",1)\nstop\n}\n}\n\nactor TopSpinPickup : CopywepGiver replaces TopSpinWep\n{\nInventory.Pickupmessage \"$PU_TOPSPIN\"\nStates\n{\nSpawn:\nWEAP J 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TopSpinWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TopSpinWepM\",1)\nstop\n}\n}\n\n//MM4//MM4//MM4//MM4//MM4//MM4\n//MM4//MM4//MM4//MM4//MM4//MM4\nactor DiveMissilePickup : CopywepGiver replaces DiveMissileWep\n{\nInventory.Pickupmessage \"$PU_DIVEMISSILE\"\nStates\n{\nSpawn:\nWEA2 S 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"DiveMissileWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"DiveMissileWepM\",1)\nstop\n}\n}\n\nactor DrillBombPickup : CopywepGiver replaces DrillBombWep\n{\nInventory.Pickupmessage \"$PU_DRILLBOMB\"\nStates\n{\nSpawn:\nWEAP V 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"DrillBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"DrillBombWepM\",1)\nstop\n}\n}\n\nactor DustCrusherPickup : CopywepGiver replaces DustCrusherWep\n{\nInventory.Pickupmessage \"$PU_DUSTCRUSHER\"\nStates\n{\nSpawn:\nWEA2 K 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"DustCrusherWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"DustCrusherWepM\",1)\nstop\n}\n}\n\nactor FlashStopperPickup : CopywepGiver replaces FlashStopperWep\n{\nInventory.Pickupmessage \"$PU_FLASHSTOPPER\"\nStates\n{\nSpawn:\nWEA3 E 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FlashStopperWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FlashStopperWepM\",1)\nstop\n}\n}\n\nactor PharaohShotPickup : CopywepGiver replaces PharaohShotWep\n{\nInventory.Pickupmessage \"$PU_PHARAOHSHOT\"\nStates\n{\nSpawn:\nWEA2 L 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"PharaohShotWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"PharaohShotWepM\",1)\nstop\n}\n}\n\nactor RainFlushPickup : CopywepGiver replaces RainFlushWep\n{\nInventory.Pickupmessage \"$PU_RAINFLUSH\"\nStates\n{\nSpawn:\nWEA2 Y 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"RainFlushWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"RainFlushWepM\",1)\nstop\n}\n}\n\nactor RingBoomerangPickup : CopywepGiver replaces RingBoomerangWep\n{\nInventory.Pickupmessage \"$PU_RINGBOOMERANG\"\nStates\n{\nSpawn:\nWEA2 H 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"RingBoomerangWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"RingBoomerangWepM\",1)\nstop\n}\n}\n\nactor SkullBarrierPickup : CopywepGiver replaces SkullBarrierWep\n{\nInventory.Pickupmessage \"$PU_SKULLBARRIER\"\nStates\n{\nSpawn:\nWEA2 O 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SkullBarrierWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SkullBarrierWepM\",1)\nstop\n}\n}\n\n//MM5//MM5//MM5//MM5//MM5//MM5\n//MM5//MM5//MM5//MM5//MM5//MM5\nactor ChargeKickPickup : CopywepGiver replaces ChargeKickWep\n{\nInventory.Pickupmessage \"$PU_CHARGEKICK\"\nStates\n{\nSpawn:\nWEA2 E 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ChargeKickWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ChargeKickWepM\",1)\nstop\n}\n}\n\nactor CrystalEyePickup : CopywepGiver replaces CrystalEyeWep\n{\nInventory.Pickupmessage \"$PU_CRYSTALEYE\"\nStates\n{\nSpawn:\nWEA2 N 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"CrystalEyeWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"CrystalEyeWepM\",1)\nstop\n}\n}\n\nactor GravityHoldPickup : CopywepGiver replaces GravityHoldWep\n{\nInventory.Pickupmessage \"$PU_GRAVITYHOLD\"\nStates\n{\nSpawn:\nWEA3 F 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"GravityHoldWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"GravityHoldWepM\",1)\nstop\n}\n}\n\nactor GyroAttackPickup : CopywepGiver replaces GyroAttackWep\n{\nInventory.Pickupmessage \"$PU_GYROATTACK\"\nStates\n{\nSpawn:\nWEA2 I 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"GyroAttackWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"GyroAttackWepM\",1)\nstop\n}\n}\n\nactor NapalmBombPickup : CopywepGiver replaces NapalmBombWep\n{\nInventory.Pickupmessage \"$PU_NAPALMBOMB\"\nStates\n{\nSpawn:\nWEAP C 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"NapalmBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"NapalmBombWepM\",1)\nstop\n}\n}\n\nactor PowerStonePickup : CopywepGiver replaces PowerStoneWep\n{\nInventory.Pickupmessage \"$PU_POWERSTONE\"\nStates\n{\nSpawn:\nWEA2 J 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"PowerStoneWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"PowerStoneWepM\",1)\nstop\n}\n}\n\nactor StarCrashPickup : CopywepGiver replaces StarCrashWep\n{\nInventory.Pickupmessage \"$PU_STARCRASH\"\nStates\n{\nSpawn:\nWEA2 X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"StarCrashWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"StarCrashWepM\",1)\nstop\n}\n}\n\nactor WaterWavePickup : CopywepGiver replaces WaterWaveWep\n{\nInventory.Pickupmessage \"$PU_WATERWAVE\"\nStates\n{\nSpawn:\nWEA2 M 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"WaterWaveWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"WaterWaveWepM\",1)\nstop\n}\n}\n\n//MM6//MM6//MM6//MM6//MM6//MM6\n//MM6//MM6//MM6//MM6//MM6//MM6\nactor BlizzardAttackPickup : CopywepGiver replaces BlizzardAttackWep\n{\nInventory.Pickupmessage \"$PU_BLIZZARDATTACK\"\nStates\n{\nSpawn:\nWEAP W 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"BlizzardAttackWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"BlizzardAttackWepM\",1)\nstop\n}\n}\n\nactor CentaurFlashPickup : CopywepGiver replaces CentaurFlashWep\n{\nInventory.Pickupmessage \"$PU_CENTAURFLASH\"\nStates\n{\nSpawn:\nWEA3 G 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"CentaurFlashWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"CentaurFlashWepM\",1)\nstop\n}\n}\n\nactor FlameBlastPickup : CopywepGiver replaces FlameBlastWep\n{\nInventory.Pickupmessage \"$PU_FLAMEBLAST\"\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FlameBlastWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FlameBlastWepM\",1)\nstop\n}\n}\n\nactor KnightCrushPickup : CopywepGiver replaces KnightCrushWep\n{\nInventory.Pickupmessage \"$PU_KNIGHTCRUSH\"\nStates\n{\nSpawn:\nWEA2 W 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"KnightCrushWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"KnightCrushWepM\",1)\nstop\n}\n}\n\nactor PlantBarrierPickup : CopywepGiver replaces PlantBarrierWep\n{\nInventory.Pickupmessage \"$PU_PLANTBARRIER\"\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"PlantBarrierWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"PlantBarrierWepM\",1)\nstop\n}\n}\n\nactor SilverTomahawkPickup : CopywepGiver replaces SilverTomahawkWep\n{\nInventory.Pickupmessage \"$PU_SILVERTOMAHAWK\"\nStates\n{\nSpawn:\nWEA2 U 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SilverTomahawkWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SilverTomahawkWepM\",1)\nstop\n}\n}\n\nactor WindStormPickup : CopywepGiver replaces WindStormWep\n{\nInventory.Pickupmessage \"$PU_WINDSTORM\"\nStates\n{\nSpawn:\nWEA2 V 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"WindStormWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"WindStormWepM\",1)\nstop\n}\n}\n\nactor YamatoSpearPickup : CopywepGiver replaces YamatoSpearWep\n{\nInventory.Pickupmessage \"$PU_YAMATOSPEAR\"\nStates\n{\nSpawn:\nWEA2 R 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"YamatoSpearWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"YamatoSpearWepM\",1)\nstop\n}\n}\n\n//MM7//MM7//MM7//MM7//MM7//MM7\n//MM7//MM7//MM7//MM7//MM7//MM7\nactor FreezeCrackerPickup : CopywepGiver replaces FreezeCrackerWep\n{\nInventory.Pickupmessage \"$PU_FREEZECRACKER\"\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FreezeCrackerWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FreezeCrackerWepM\",1)\nstop\n}\n}\n\nactor DangerWrapPickup : CopywepGiver replaces DangerWrapWep\n{\nInventory.Pickupmessage \"$PU_DANGERWRAP\"\nStates\n{\nSpawn:\nWEA3 L 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"DangerWrapWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"DangerWrapWepM\",1)\nstop\n}\n}\n\nactor JunkShieldPickup : CopywepGiver replaces JunkShieldWep\n{\nInventory.Pickupmessage \"$PU_JUNKSHIELD\"\nStates\n{\nSpawn:\nWEA3 N 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"JunkShieldWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"JunkShieldWepM\",1)\nstop\n}\n}\n\nactor NoiseCrushPickup : CopywepGiver replaces NoiseCrushWep\n{\nInventory.Pickupmessage \"$PU_NOISECRUSH\"\nStates\n{\nSpawn:\nWEA3 J 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"NoiseCrushWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"NoiseCrushWepM\",1)\nstop\n}\n}\n\nactor ScorchWheelPickup : CopywepGiver replaces ScorchWheelWep\n{\nInventory.Pickupmessage \"$PU_SCORCHWHEEL\"\nStates\n{\nSpawn:\nWEA3 M 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ScorchWheelWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ScorchWheelWepM\",1)\nstop\n}\n}\n\nactor ThunderBoltPickup : CopywepGiver replaces ThunderBoltWep\n{\nInventory.Pickupmessage \"$PU_THUNDERBOLT\"\nStates\n{\nSpawn:\nWEA3 R 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ThunderBoltWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ThunderBoltWepM\",1)\nstop\n}\n}\n\nactor WildCoilPickup : CopywepGiver replaces WildCoilWep\n{\nInventory.Pickupmessage \"$PU_WILDCOIL\"\nStates\n{\nSpawn:\nWEA3 K 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"WildCoilWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"WildCoilWepM\",1)\nstop\n}\n}\n\nactor SlashClawPickup : CopywepGiver replaces SlashClawWep\n{\nInventory.Pickupmessage \"$PU_SLASHCLAW\"\nStates\n{\nSpawn:\nWEA3 Q 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SlashClawWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SlashClawWepM\",1)\nstop\n}\n}\n\nactor AstroCrushPickup : CopywepGiver replaces AstroCrushWep\n{\nInventory.Pickupmessage \"$PU_ASTROCRUSH\"\nStates\n{\nSpawn:\nWEA4 E 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"AstroCrushWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"AstroCrushWepM\",1)\nstop\n}\n}\n\nactor FlameSwordPickup : CopywepGiver replaces FlameSwordWep\n{\nInventory.Pickupmessage \"$PU_FLAMESWORD\"\nStates\n{\nSpawn:\nWEA4 F 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FlameSwordWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FlameSwordWepM\",1)\nstop\n}\n}\n\nactor FlashBombPickup : CopywepGiver replaces FlashBombWep\n{\nInventory.Pickupmessage \"$PU_FLASHBOMB\"\nStates\n{\nSpawn:\nWEA4 B 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"FlashBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"FlashBombWepM\",1)\nstop\n}\n}\n\nactor HomingSniperPickup : CopywepGiver replaces HomingSniperWep\n{\nInventory.Pickupmessage \"$PU_HOMINGSNIPER\"\nStates\n{\nSpawn:\nWEA4 H 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"HomingSniperWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"HomingSniperWepM\",1)\nstop\n}\n}\n\nactor IceWavePickup : CopywepGiver replaces IceWaveWep\n{\nInventory.Pickupmessage \"$PU_ICEWAVE\"\nStates\n{\nSpawn:\nWEA4 A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"IceWaveWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"IceWaveWepM\",1)\nstop\n}\n}\n\nactor ThunderClawPickup : CopywepGiver replaces ThunderClawWep\n{\nInventory.Pickupmessage \"$PU_THUNDERCLAW\"\nStates\n{\nSpawn:\nWEA4 G 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ThunderClawWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ThunderClawWepM\",1)\nstop\n}\n}\n\nactor TornadoHoldPickup : CopywepGiver replaces TornadoHoldWep\n{\nInventory.Pickupmessage \"$PU_TORNADOHOLD\"\nStates\n{\nSpawn:\nWEA4 C 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TornadoHoldWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TornadoHoldWepM\",1)\nstop\n}\n}\n\nactor WaterBalloonPickup : CopywepGiver replaces WaterBalloonWep\n{\nInventory.Pickupmessage \"$PU_WATERBALLOON\"\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"WaterBalloonWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"WaterBalloonWepM\",1)\nstop\n}\n}\n\n//MMB//MMB//MMB//MMB//MMB//MMB\n//MMB//MMB//MMB//MMB//MMB//MMB\nactor TenguBladePickup : CopywepGiver replaces TenguBladeWep\n{\nInventory.Pickupmessage \"$PU_TENGUBLADE\"\nStates\n{\nSpawn:\nTBLA X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TenguBladeWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TenguBladeWepM\",1)\nstop\n}\n}\n\nactor WaveBurnerPickup : CopywepGiver replaces WaveBurnerWep\n{\nInventory.Pickupmessage \"$PU_WAVEBURNER\"\nStates\n{\nSpawn:\nWABU X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"WaveBurnerWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"WaveBurnerWepM\",1)\nstop\n}\n}\n\nactor SpreadDrillPickup : CopywepGiver replaces SpreadDrillWep\n{\nInventory.Pickupmessage \"$PU_SPREADDRILL\"\nStates\n{\nSpawn:\nSPRE X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SpreadDrillWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SpreadDrillWepM\",1)\nstop\n}\n}\n\nactor CopyVisionPickup : CopywepGiver replaces CopyVisionWep\n{\nInventory.Pickupmessage \"$PU_COPYVISION\"\nStates\n{\nSpawn:\nCOPY X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"CopyVisionWepM\",1, \"No\")\n//TNT1 A 0 A_JumpIfInventory(\"NoDroppedWeapons\",1, \"No\")\nTNT1 A 0\n//fail\nTNT1 A 0 A_GiveInventory(\"CopyVisionWepM\",1)\nstop\n}\n}\n\nactor MagicCardPickup : CopywepGiver replaces MagicCardWep\n{\nInventory.Pickupmessage \"$PU_MAGICCARD\"\nStates\n{\nSpawn:\nMCAR X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"MagicCardWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"MagicCardWepM\",1)\nstop\n}\n}\n\nactor RemoteMinePickup : CopywepGiver replaces RemoteMineWep\n{\nInventory.Pickupmessage \"$PU_REMOTEMINE\"\nStates\n{\nSpawn:\nREMI X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"RemoteMineWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"RemoteMineWepM\",1)\nstop\n}\n}\n\nactor IceWallPickup : CopywepGiver replaces IceWallWep\n{\nInventory.Pickupmessage \"$PU_ICEWALL\"\nStates\n{\nSpawn:\nICWL X 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"IceWallWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"IceWallWepM\",1)\nstop\n}\n}\n\nactor LightningBoltPickup : CopywepGiver replaces LightningBoltWep\n{\nInventory.Pickupmessage \"$PU_LIGHTNINGBOLT\"\nStates\n{\nSpawn:\nLIBO A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"LightningBoltWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"LightningBoltWepM\",1)\nstop\n}\n}\n\n//MM9//MM9//MM9//MM9//MM9//MM9\n//MM9//MM9//MM9//MM9//MM9//MM9\nactor ConcreteShotPickup : CopywepGiver replaces ConcreteShotWep\n{\ninventory.pickupmessage \"$PU_CONCRETESHOT\"\nStates\n{\nSpawn:\nCONC A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ConcreteShotWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ConcreteShotWepM\",1)\nstop\n}\n}\n\nactor TornadoBlowPickup : CopywepGiver replaces TornadoBlowWep\n{\ninventory.pickupmessage \"$PU_TORNADOBLOW\"\nStates\n{\nSpawn:\nTBLO A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"TornadoBlowWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"TornadoBlowWepM\",1)\nstop\n}\n}\n\nactor LaserTridentPickup : CopywepGiver replaces LaserTridentWep\n{\ninventory.pickupmessage \"$PU_LASERTRIDENT\"\nStates\n{\nSpawn:\nLTRI A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"LaserTridentWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"LaserTridentWepM\",1)\nstop\n}\n}\n\nactor PlugBallPickup : CopywepGiver replaces PlugBallWep\n{\ninventory.pickupmessage \"$PU_PLUGBALL\"\nStates\n{\nSpawn:\nPBAL A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"PlugBallWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"PlugBallWepM\",1)\nstop\n}\n}\n\nactor HornetChaserPickup : CopywepGiver replaces HornetChaserWep\n{\ninventory.pickupmessage \"$PU_HORNETCHASER\"\nStates\n{\nSpawn:\nHCHS A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"HornetChaserWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"HornetChaserWepM\",1)\nstop\n}\n}\n\nactor MagmaBazookaPickup : CopywepGiver replaces MagmaBazookaWep\n{\ninventory.pickupmessage \"$PU_MAGMABAZOOKA\"\nStates\n{\nSpawn:\nMGM1 A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"MagmaBazookaWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"MagmaBazookaWepM\",1)\nstop\n}\n}\n\nactor BlackHoleBombPickup : CopywepGiver replaces BlackHoleBombWep\n{\ninventory.pickupmessage \"$PU_BLACKHOLEBOMB\"\nStates\n{\nSpawn:\nBLKH A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"BlackHoleBombWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"BlackHoleBombWepM\",1)\nstop\n}\n}\n\nactor JewelSatellitePickup : CopywepGiver replaces JewelSatelliteWep\n{\ninventory.pickupmessage \"$PU_JEWELSATELLITE\"\nStates\n{\nSpawn:\nJEWE A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"JewelSatelliteWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"JewelSatelliteWepM\",1)\nstop\n}\n}\n\nactor SolarBlazePickup : CopywepGiver replaces SolarBlazeWep\n{\nInventory.Pickupmessage \"$PU_SOLARBLAZE\"\nStates\n{\nSpawn:\nSOLA A 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SolarBlazeWep\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"SolarBlazeWep\",1)\nstop\n}\n}\n\nactor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsACopyWep\",1,2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeStopperWepM\",1)\nstop\n}\n}\n\nactor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsACopyWep\",1,2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashStopperWepM\",1)\nstop\n}\n}\n\nactor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsACopyWep\",1,2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SkullBarrierWepM\",1)\nstop\n}\n}\n\nactor SakugarneGiverC : SakugarneGiver replaces SakugarneWep\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"IsACopyWep\",1,2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SakugarneWepM\",1)\nstop\n}\n}\n\nactor MirrorBusterPickup : CopywepGiver replaces MirrorBusterWep\n{\nInventory.Pickupmessage \"$PU_MIRRORBUSTER\"\nStates\n{\nSpawn:\nWEA3 H 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"MirrorBusterWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"MirrorBusterWepM\",1)\nstop\n}\n}\n\nactor ScrewCrusherPickup : CopywepGiver replaces ScrewCrusherWep\n{\nInventory.Pickupmessage \"$PU_SCREWCRUSHER\"\nStates\n{\nSpawn:\nWEA3 D 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"ScrewCrusherWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"ScrewCrusherWepM\",1)\nstop\n}\n}\n\nactor BalladeCrackerPickup : CopywepGiver replaces BalladeCrackerWep\n{\nInventory.Pickupmessage \"$PU_BALLADECRACKER\"\nStates\n{\nSpawn:\nWEA3 C 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"BalladeCrackerWepM\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"BalladeCrackerWepM\",1)\nstop\n}\n}\n\nactor AdaptorPickup : CopywepGiver replaces AdaptorUpgrade\n{\nInventory.Pickupmessage \"$PU_SUPERADAPTOR\"\nInventory.PickupSound \"item/1up\"\ninventory.icon \"ADAPSI\"\nStates\n{\nSpawn:\nWEA3 P 1\nloop\nPickup2:\nTNT1 A 0 A_JumpIfInventory(\"SuperAdaptorWep\",1, \"No\")\nTNT1 A 0 A_GiveInventory(\"AdaptorUpgrade\",1)\nstop\n}\n}\n\nActor ThunderClawPegVC replaces ThunderClawPeg\n{\n//$Category MM8BDM-Interactive Props\n+SHOOTABLE\n+NODAMAGE\n+NODAMAGETHRUST\n+NOGRAVITY\n+NOBLOOD\n+QUICKTORETALIATE\n+NORADIUSDMG\n+FORCEXYBILLBOARD\n+CANTSEEK\n+THRUSPECIES\nspecies \"ClawPeg\"\nHealth 9999\nMass 99999\nHeight 32\nRadius 16\nSpeed 0\npainchance 256\nScale 2.5\nStates\n{\nSpawn:\nTHOO A 0\nTHOO A 0 A_SpawnItemEx(\"PegChainTop\",0,0,20)\nTHOO A 0 A_JumpIf(ceilingz - z < 16, \"Spawn2\")\nTHOO A 0 A_JumpIf(Args[0]>0, \"Spawn2\") //FUN WITH ARGS!\nTHOO A 1 A_SpawnItemEx(\"PegChain\",0,0,8,0,0,25)\nSpawn2:\nTHOO A 1\nloop\npain.ThunderClaw:\nTHOO A 1\nTHOO A 0 A_JumpIfInTargetInventory(\"WireFlag\", 1, \"TargetClear\")\nTHOO A 0 A_GiveToTarget(\"WireFlag\", 1)\nTHOO A 0 ACS_ExecuteAlways(248,0)\nGoto Spawn2\nTargetClear:\nTHOO A 0\nTHOO A 0 A_ClearTarget\nGoto Spawn2\n}\n}"
},
{
"source": "pk3",
"name": "actors/BasicActors.txt",
"contents": "actor VCOnce : Inventory {inventory.amount 1 inventory.maxamount 1}\nactor VCOnceP : Powerup {inventory.amount 1 inventory.maxamount 1 powerup.duration 1}\n\nactor BasicExplosion\n{\n\tObituary \"%o made %k explode.\"\n\tDamageType \"Normal\"\n\t-SOLID\n\t+DONTBLAST\n\t+NOGRAVITY\n\t+MISSILE\n\t+RIPPER\n\t+SKYEXPLODE\n\t+NOINTERACTION\n\t+DONTSPLASH\n\t+THRUGHOST\n\t+THRUACTORS\n\t+DONTREFLECT\n\theight 1\n\tradius 1\n\tDamage(0)\n\tSpeed 0\n\t//Scale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(100,32,0)\n\t\tstop\n\t}\n}\n\nactor BasicHelper//Used by things like PharaohFX\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t-SOLID\n\t+MISSILE\n\tradius 1\n\theight 1\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+DONTREFLECT\n\trenderstyle none\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor BasicShieldBlock\n{\n\t+MISSILE\n\t-SOLID\n\t+DONTSPLASH\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOTIMEFREEZE\n\t+NOGRAVITY\n\t+HEXENBOUNCE\n\t+BOUNCEONACTORS\n\t+DONTRIP\n\t+GHOST\n\t+NORADIUSDMG\n\tpainchance 256\n\tbloodtype \"\"\n\thealth 99999\n\tDamage 0\n\tHeight 42\n\tRadius 5\n\tSpeed 0\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\n\t\tTNT1 A 1\n\t\tstop\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BasicShieldBlockFX\")\n\t\tTNT1 A 1 A_PlaySound(\"item/protoreflect\")\n\t\tstop\n\t}\n}\n\nactor BasicShieldWarper\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t+MISSILE\n\t+THRUACTORS\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+DONTREFLECT\n\tHeight 2\n\tRadius 2\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"uc_clientwarper\",0,-1)\n\t\tTNT1 A 0 A_Jump(256,\"Shield\")\n\t\tGoto Shield\n\t\tShield:\n\t\tSTAR AABBCCDD 1 A_Warp(AAPTR_TARGET, 0, 0, 16, 0, 24)//WARPF_INTERPOLATE|WARPF_NOCHECKPOSITION\n\t\tloop\n\t}\n}\n\nactor BasicPowerupGiver : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor BasicHitBox\n{\n\tPROJECTILE\n\t+HITTRACER\n\t-THRUACTORS\n\t-NOINTERACTION\n\t-THRUGHOST\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\n//=====================\n//====== FX ===========\n//=====================\n\nactor BasicClientSide\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-SOLID\n\tradius 2\n\theight 2\n\tscale 2.5\n}\n\nactor BasicNotClientSide : BasicClientSide\n{\n\t-CLIENTSIDEONLY\n}\n\nactor BasicShieldBlockFX : BasicClientSide\n{\n\talpha 0.9\n\trenderstyle add\n\tstates\n\t{\n\t\tSpawn:\n\t\tPROC M 0 A_SetScale(scaleX + 0.1, 2.5)\n\t\tPROC M 1 A_FadeOut(0.05)\n\t\tloop\n\t}\n}\n\n//Put here from BaseDefinitions.txt\nactor TempPitProtect_H : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nSpawn2:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerTempPitProtect\",1,\"Spawn2\")\nTNT1 A 0 A_GiveToTarget(\"TempPitProtectEnd_P\",1)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/ClassBaseTID.txt",
"contents": "actor BasicHitBase\n{\n\tHeight 0\n\tRadius 0\n\t+NOINTERACTION\n\t-SOLID\n\t+NOGRAVITY\n\t+MISSILE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor BasicHitBaseF : BasicHitBase\n{\nvar int user_HIT;\n}\n\n//Flings\nactor PainBaseFlingHit : BasicHitBaseF\n{\n\tvar int user_Amount;\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\n\t\tTNT1 A 0 A_TransferPointer(2,0,2,2)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"VC_FLINGACS\",0,ACS_ExecuteWithResult(257,0),user_HIT,user_Amount)\n\t\tstop\n\t}\n}\n\nactor PainNapalmFlingHit : PainBaseFlingHit\n{\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetUserVar(\"user_Amount\",20)\n\t\tgoto PainBaseFlingHit::Spawn\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Heroes/MegamanV.txt",
"contents": "actor MegamanV : VCBaseClass\n{\n\t+NOSKIN\n\tplayer.displayname \"Megaman\"\n\tplayer.soundclass \"megamanc\"\n\tplayer.startitem \"NormalArmor\"\n\tplayer.startitem \"MegaBusterV\"\n\t//player.startitem \"CanDash\"\n\tplayer.startitem \"CantJumpDash\"\n\tplayer.startitem \"IsACopywep\"\n\tplayer.startitem \"UltimateAttackItem3\"\n\tplayer.startitem \"UltSoundWatcherSpawn3\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tMEGM A 0\n\t\tMEGM B 1\n\t\tMEGM A 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tGoto Spawn+2\n\n\t\tSee:\n\t\tMEGM BCDE 4 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tGoto Spawn+1\n\n\t\tMissile:\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM F 0 A_JumpIfInventory(\"MegaUpperAnim\",1,\"Upper\")\n\t\tMEGM F 1 A_JumpIfInventory(\"MegaSlide\",1,\"Dash\")\n\t\tMEGM G 8\n\t\tGoto Spawn+2\n\n\t\tUpper:\n\t\tMEGU P 27\n\t\tgoto Spawn+2\n\n\t\tDash:\n\t\tMGAS A 1\n\t\tMGAS A 0 A_TakeInventory(\"MegaSlide\",99)\n\t\tMGAS A 19\n\t\tgoto Spawn\n\n\t\tClassPain:\n\t\tMEGM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\n\t\tClassDeath:\n\t\tMEGM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tMEGM H 0 A_PlayerScream\n\t\tPLY1 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor MegaSlide : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SlideThrust : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nPickup:\n//TNT1 A 0 A_JumpIf(Momz>0,\"Down\")\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\nDown:\nTNT1 A 0 ThrustThingZ(0,0,1,0)\nTNT1 A 0 A_Recoil(-24)\nstop\n}\n}\n\nactor MegaBusterV : VCBaseWeapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 3\n\tObituary \"$OB_MEGAMAN1\"\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0 ACS_ExecuteAlways(998,0,0)\n\t\tTNT1 A 0\n\t\tBUST B 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tBUST E 1 A_WeaponReady\n\t\tBUST E 0 A_JumpIf(ACS_NamedExecuteWithResult(\"VC_CheckBtn\",3)==3,\"User1\")\n\t\tGoto Ready+2\n\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tBUST E 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tBUST E 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"DontDash\",1)\n\t\tBUST B 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tBUST B 0 A_FireCustomMissile(\"MegaVShot\",0,0,8,0)\n\t\tBUST FG 3\n\t\tBUST B 0 A_Refire\n\t\tBUST B 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto Ready+2\n\t\tFire2:\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,0)\n\t\tBUST B 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tBUST C 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\n\t\tBUST B 0 A_FireCustomMissile(\"MegaVShot2\",0,0,8,0)\n\t\tBUST GFE 3\n\t\tBUST E 8\n\t\tBUST B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto Ready+2\n\t\tFire3:\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,0)\n\t\tBUST B 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/cshot\",\"Weapon\")\n\t\tBUST B 0 A_FireCustomMissile(\"MegaVShot3\",0,0,8,0)\n\t\tBUST GFE 3\n\t\tBUST E 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto Ready+2\n\t\tHold:\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",41,\"Charge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",40,\"PreCharge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",20,\"Charge\")\n\t\tBUST E 1 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tGoto Ready+2\n\t\tCharge:\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",21,\"Charge1\")\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\n\t\tGoto Charge1\n\t\tCharge1:\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,92)\n\t\tBUST E 2 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,0)\n\t\tBUST H 2 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST H 0 A_Refire\n\t\tGoto Fire2\n\t\tPreCharge2:\n\t\tBUST B 0 A_GunFlash(\"MainFlash\")\n\t\tgoto Charge2\n\t\tCharge2:\n\t\tTNT1 A 1 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tGoto Fire3\n\n\t\tAltfire:\n\t\tAlthold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Dashing\",1,\"Dash\")\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",41,\"AltCharge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",40,\"PreAltCharge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",20,\"AltCharge\")\n\t\tTNT1 A 0 A_GiveInventory(\"DontDash\",1)\n\t\tHSP1 E 1 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+1\n\t\tAltCharge:\n\t\tBUST B 0 A_JumpIfInventory(\"MegaCharge\",21,\"AltCharge1\")\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\n\t\tGoto AltCharge1\n\t\tAltCharge1:\n\t\tHSP1 EE 2 A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST H 0 A_Refire\n\t\tBUST H 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+1\n\t\tPreAltCharge2:\n\t\tBUST B 0 A_GunFlash(\"AltfireFlash\")\n\t\tgoto AltCharge2\n\t\tAltCharge2:\n\t\tHSP1 E 1 Offset(0,48) A_GiveInventory(\"MegaCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tUpper:\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tTNT1 A 0 A_TakeInventory(\"MegaCharge\",999)\n\t\tTNT1 A 0 A_GiveInventory(\"MegaUppercutAirAmmo\",10)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"MegaUpperAnim\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/tengudash\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MegaUppercut1\",5,0,5,velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 ThrustThingZ(0, 70, 0, 0)\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tHSP1 FGH 1\n\t\tMegaUppercutAir:\n\t\tTNT1 A 0 A_TakeInventory(\"MegaUppercutAirAmmo\",1)\n\t\tHSP1 I 1 A_SpawnItemEx(\"MegaUppercut1\",5,0,5,velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaUppercutAirAmmo\",1,\"MegaUppercutAir\")\n\t\tgoto MegaUppercutFall\n\t\tMegaUppercutFall:\n\t\tTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tTNT1 A 0 A_JumpIf(z-floorz>0,\"MegaUppercutFall\")\n\t\tgoto MegaUppercutEnd\n\t\tMegaUppercutEnd:\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+2\n\n\t\tUser1:\n\t\tMKIC C 0 A_JumpIf(z-floorz == 0, \"Dash\")\n\t\tgoto Ready+2\n\t\tDash:\n\t\tMKIC C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\n\t\tMKIC C 0 A_GiveInventory(\"MegaSlide\",1)\n\t\tMKIC C 0 A_GiveInventory(\"SlideThrust\",1)\n\t\tMKIC C 2\n\t\tMKIC D 8\n\t\tMKIC BC 5\n\t\tBUST E 1\n\t\tgoto Ready+2\n\n\t\tMainFlash:\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,93)\n\t\tBUST I 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,1)\n\t\tstop\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,94)\n\t\tBUST J 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,1)\n\t\tstop\n\t\tBUST B 0 ACS_ExecuteAlways(991,0,0)\n\t\tBUST E 1 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,\"MainFlash\")\n\t\tstop\n\t\tAltfireFlash:\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\n\t\tTNT1 A 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,1)\n\t\tstop\n\t\tTNT1 A 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,1)\n\t\tstop\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MegaCharge\",1,\"AltfireFlash\")\n\t\tstop\n\t\tStopFlash:\n\t\tTNT1 A 0\n\t\tstop\n\t\tUltimateAttack:\n\t\tCUTA A 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\n\t\tBUST B 0 A_GunFlash(\"Flash.Ult\")\n\t\tBUST E 35\n\t\tBUST C 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/cshot\",\"Auto\")\n\t\tCUTA A 0 A_TakeInventory(\"MediumUltimateAmmo\",300)\n\t\tCUTA A 0 A_TakeInventory(\"UltAttackFlag\",1)\n\t\tBUST B 0 A_FireCustomMissile(\"MegaUltShot\",0,0,8,0)\n\t\tBUST FG 10\n\t\tgoto Ready+2\n\t\tFlash.Ult:\n\t\tBUST KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\n\t\tstop\n\t}\n}\n\nactor MegaCharge : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 41\n}\n\nactor MegaVShot\n{\n\tPROJECTILE\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\tdamagetype \"Megabuster\"\n\tSpeed 32\n\tDamage (9)\n\tradius 5\n\theight 5\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tBUST A 1\n\t\tgoto spawn+1\n\t\tXDeath:\n\t\tDeath:\n\t\tBUST A 1\n\t\tstop\n\t}\n}\n\nactor MegaVShot2\n{\n\tPROJECTILE\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\tdamagetype \"Megabuster2\"\n\tSpeed 32\n\tDamage (15)\n\tradius 20\n\theight 20\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tMBUS AB 2\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor MegaVShot3\n{\n\tPROJECTILE\n\t+RIPPER\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\tdamagetype \"Megabuster3\"\n\tObituary \"$OB_MEGAMAN2\"\n\tSpeed 35\n\tDamage (30)\n\tradius 32\n\theight 32\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tMBU2 ABC 2\n\t\tMBUS B 2\n\t\tgoto spawn+1\n\t\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tMMFX BCDE 3\n\t\tstop\n\t}\n}\n\nactor Megabuster3Protect : PowerProtection\n{\n\tPowerup.Duration 6\n\tdamagefactor \"Megabuster3\", 0.0\n}\n\nactor MegaUppercut1\n{\n\tObituary \"$OB_MEGAMAN3\"\n\tPROJECTILE\n\t+RIPPER\n\tdamagetype \"MegaUppercut\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(9,64,0)\n\t\tstop\n\t}\n}\n\nactor MegaUppercut2\n{\n\tObituary \"$OB_MEGAMAN3\"\n\tPROJECTILE\n\t+RIPPER\n\tdamagetype \"MegaUppercut\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(5,60,0)\n\t\tstop\n\t}\n}\n\nactor MegaUltShot\n{\n\tPROJECTILE\n\t+RIPPER\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\t+NOCLIP\n\tObituary \"$OB_MEGAMAN4\"\n\tSpeed 60\n\tDamage (30)\n\tradius 48\n\theight 48\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tMBU3 ABCD 2 A_GiveToTarget(\"MegaUltBuildCooldownGiver\")\n\t\tgoto Spawn+1\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor MegaUppercutAirAmmo : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n}\n\nactor MegaManSlide : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Auto\")\n\t\tTNT1 A 0 ThrustThingZ(0,0,1,0)\n\t\tTNT1 A 0 A_Recoil(-34)\n\t\tstop\n\t}\n}\n\nactor MegaUpperAnim : Powerup\n{\n+ADDITIVETIME\nPowerup.Duration 5\n}\n\nactor MegaUltBuildCooldownGiver : UltBuildCooldownGiver\n{\n\tPowerup.Duration 21\n}"
},
{
"source": "pk3",
"name": "actors/Heroes/BassV.txt",
"contents": "actor BassV : VCBaseClass\n{\n\tplayer.displayname \"Bass\"\n\tplayer.soundclass \"bassc\"\n\tplayer.startitem \"NormalArmor\"\n\tplayer.startitem \"BassBusterV\"\n\tplayer.startitem \"CanDash\"\n\tplayer.startitem \"CanDoubleJump\"\n\tplayer.startitem \"IsACopywep\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tBASS A 0\n\t\tBASS B 1\n\t\tBASS A 1\n\t\tGoto Spawn+2\n\n\t\tSee:\n\t\tBASS BCDE 4\n\t\tGoto Spawn+1\n\n\t\tMissile:\n\t\tBASS F 8\n\t\tBASS G 8\n\t\tGoto Spawn+2\n\n\t\tDash:\n\t\tTNT1 A 0 A_GiveInventory(\"BassDash\")\n\t\tBDAS A 20\n\t\tgoto Spawn\n\n\t\tDoubleJump:\n\t\tTNT1 A 0 A_GiveInventory(\"BassDoubleJump\")\n\t\tgoto Spawn+2\n\n\t\tAnimation1:\n\t\tBSB1 DEFGHIJ 3\n\t\tgoto Spawn+2\n\n\t\tClassPain:\n\t\tBASS HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tBASS H 20 ACS_ExecuteAlways(999,0,0)\n\t\tBASS H 0 A_PlayerScream\n\t\tPLY1 H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor BassBusterV : VCBaseWeapon\n{\n\tObituary \"%o was bombed by %k's \\cuBass Buster.\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0 ACS_ExecuteAlways(998,0,46)\n\t\tBUST B 0 A_TakeInventory(\"BassCharge\",999)\n\t\tBASB B 1 A_WeaponReady\n\t\tBASB B 0 //A_JumpIf(ACS_NamedExecuteWithResult(\"VC_CheckBtn\",3)==3,\"User1\")\n\t\tGoto Ready+1\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tBASB B 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tBASB B 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tTNT1 A 0 A_CheckFloor(\"FloorFire\")\n\t\tTNT1 A 0 A_GiveInventory(\"DontDash\",1)\n\t\tBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tBASB C 0 A_FireCustomMissile(\"BassShot2\",random(-2,2),0,8,random(-2,2))\n\t\tBASB CD 2\n\t\tBASB B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tFloorFire:\n\t\tTNT1 A 0 A_GiveInventory(\"DontDash\",1)\n\t\tBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tBASB C 0 A_FireCustomMissile(\"BassShot2\",random(-2,2),0,8,random(-2,2))\n\t\tBASB CD 2 A_ChangeVelocity(velx/1.2,vely/1.2,velz,CVF_REPLACE)\n\t\tBASB B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tGoto Ready+1\n\n\t\tAltfire:\n\t\tAlthold:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Dashing\",1,\"Dash\")\n\t\tTNT1 A 0 A_GiveInventory(\"DontDash\",1)\n\t\tBUST B 0 A_JumpIfInventory(\"BassCharge\",41,\"AltCharge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"BassCharge\",40,\"PreAltCharge2\")\n\t\tBUST B 0 A_JumpIfInventory(\"BassCharge\",20,\"AltCharge\")\n\t\tBASB G 1 A_GiveInventory(\"BassCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+1\n\t\tAltCharge:\n\t\tBUST B 0 A_JumpIfInventory(\"BassCharge\",21,\"AltCharge1\")\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilstart\",\"Weapon\")\n\t\tGoto AltCharge1\n\t\tAltCharge1:\n\t\tBASB GG 2 A_GiveInventory(\"BassCharge\",1)\n\t\tBUST H 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+1\n\t\tPreAltCharge2:\n\t\tBUST B 0 A_GunFlash(\"AltfireFlash\")\n\t\tgoto AltCharge2\n\t\tAltCharge2:\n\t\tBASB G 1 A_GiveInventory(\"BassCharge\",1)\n\t\tBUST B 0 A_Refire\n\t\tBUST B 0 ACS_ExecuteAlways(2107,0,1)\n\t\tBUST B 0 A_TakeInventory(\"BassCharge\",999)\n\t\tTNT1 A 0 A_GiveInventory(\"BassDash\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"BassCrescentKick\",5,0,5,velx,vely,velz,0,SXF_ABSOLUTEVELOCITY)\n\t\tTNT1 A 0 A_TakeInventory(\"DontDash\",1)\n\t\tgoto ready+1\n\t\tAltfireFlash:\n\t\tBUST B 0 A_PlaySoundEx(\"weapon/coilcharge\",\"Weapon\")\n\t\tTNT1 A 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BassCharge\",1,1)\n\t\tstop\n\t\tTNT1 A 2 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BassCharge\",1,1)\n\t\tstop\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsDead\",1,\"StopFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BassCharge\",1,\"AltfireFlash\")\n\t\tstop\n\t\tStopFlash:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor BassShot2 : BassShot\n{\n\tObituary \"%o was bombed by %k's \\cuBass Buster.\"\n\theight 9\n\tradius 9\n\tStates\n\t{\n\t\tSpawn:\n\t\tBASB EF 3\n\t\tgoto Spawn\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor BassDash : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Auto\")\n\t\tTNT1 A 0 ThrustThingZ(0,0,1,0)\n\t\tTNT1 A 0 A_Recoil(-24)\n\t\tstop\n\t}\n}\n\nactor BassDoubleJump : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,40,0,0)\n\t\tstop\n\t}\n}\n\nactor BassCharge : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 45\n}\n\nactor BassCrescentKick\n{\n\tObituary \"%o was knocked out by %k's \\c*Crescent Kick.\"\n\tPROJECTILE\n\t+RIPPER\n\tdamagetype \"CrescentKick\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(9,60,0)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan1/Cutman.txt",
"contents": "actor Cutman : VCBaseClass\n{\n\tplayer.startitem \"NormalArmor\"\n\tplayer.soundclass \"cutmanc\"\n\tPlayer.ViewHeight 45\n\tplayer.displayname \"Cutman\"\n\tplayer.forwardmove 0.85, 0.85\n\tplayer.sidemove 0.83, 0.83\n\tplayer.jumpz 12\n\tplayer.startitem \"RollingCutterBoss\"\n\tplayer.startitem \"Base28Ammo\", 14\n\tplayer.startitem \"UltimateAttackItem1\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn1\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCUTM A 0\n\t\tCUTM B 1\n\t\tCUTM A 1\n\t\tGoto Spawn+2\n\t\tSee:\n\t\tCUTM BBBBBCCCCCDDDDDEEEEE 1\n\t\tGoto Spawn\n\t\tAnimation1:\n\t\tCUTM F 7\n\t\tMissile:\n\t\tCUTM F 5\n\t\tCUTM G 4\n\t\tRepeat:\n\t\tCUTM G 1\n\t\tCUTM G 1 A_JumpIfInventory(\"CutterFlag\",1,\"Repeat\")\n\t\tCUTM G 0\n\t\tGoto Spawn+1\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tCUTM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tCUTM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tCUTM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tCUTM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tCUTM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor RollingCutterBoss : VCBaseWeapon\n{\n\tObituary \"%o was sliced and diced by %k's \\ccRolling Cutter.\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tCUTA A 0 A_TakeInventory(\"CutterFlag\",999)\n\t\tCUTA A 0 A_TakeInventory(\"CutterFlag2\",999)\n\t\tCUTA A 5 A_WeaponReady\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tCUTA A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,720)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tCUTA A 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",1,\"NoAmmo\")\n\t\tCUTS AB 2 A_GiveInventory(\"CutterFlag\",1)\n\t\tCUTA A 0 A_FireCustomMissile(\"CutRollingCutter\",0,1,8,0)\n\t\tCUTA DEFGH 2\n\t\tCUTA A 0 A_GiveInventory(\"RollingCutterFlag\",1)\n\t\tGoto Check1\n\t\tCheck1:\n\t\tTNT1 A 1 A_GiveInventory(\"CutterFlag\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",150,\"Return1\")\n\t\tGoto Check1\n\t\tReturn1:\n\t\tCUTA A 0 A_TakeInventory(\"CutterFlag\",999)\n\t\tCUTA A 0 A_TakeInventory(\"RollingCutterFlag\",1)\n\t\tCUTS ED 2\n\t\tCUTA A 9\n\t\tCUTA A 0 A_Refire\n\t\tGoto Ready\n\t\tAltFire:\n\t\tCUTS AB 2 A_GiveInventory(\"CutterFlag2\",1)\n\t\tCUTA A 0 A_FireCustomMissile(\"CutFlyingCutter\",0,1,8,0)\n\t\tCUTA DEFGH 2\n\t\tGoto Check2\n\t\tCheck2:\n\t\tTNT1 A 1 A_GiveInventory(\"CutterFlag2\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag2\",150,\"Return2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",150,\"Return1\")\n\t\tCUTA A 0 //A_GiveInventory(\"Base28Ammo\",1)\n\t\tGoto Check2\n\t\tReturn2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"Return1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RollingCutterFlag\",1,\"Check1\")\n\t\tCUTA A 0 A_TakeInventory(\"CutterFlag2\",999)\n\t\tCUTS ED 2\n\t\tCUTA A 9\n\t\tCUTA A 0 A_Refire\n\t\tGoto Ready\n\t\tUltimateAttack:\n\t\tCUTA A 0 ACS_NamedExecute(\"VC_SetState\",0,1)\n\t\tCUTA A 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tTNT1 A 0 A_GiveInventory(\"UltBuildCooldownGiver\",1)\n\t\tCUTA AABC 3\n\t\tCUTA A 0 A_FireCustomMissile(\"GiantRollingCutter\",0,1,8,0)\n\t\tCUTA A 0 A_TakeInventory(\"ShortUltimateAmmo\",100)\n\t\tCUTA A 0 A_TakeInventory(\"UltAttackFlag\",1)\n\t\tCUTA DEFGH 3\n\t\tGoto Check3\n\t\tCheck3:\n\t\tTNT1 A 1 A_GiveInventory(\"CutterFlag\",2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",300,\"Return3\")\n\t\tGoto Check3\n\t\tReturn3:\n\t\tCUTA A 0 A_TakeInventory(\"CutterFlag\",999)\n\t\tCUTA IJ 2 A_GiveInventory(\"DrillFlag\",2)\n\t\tBUIN A 0 A_TakeInventory(\"DrillFlag\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerUltBuildCooldown\",1)\n\t\tCUTA A 18\n\t\tCUTA A 0 A_Refire\n\t\tGoto Ready\n\t\tNoAmmo:\n\t\tCUTA A 1\n\t\tGoto Ready\n\t}\n}\n\nactor GiantRollingCutter\n{\n\tObituary \"%o was breaded and shredded by %k's \\ccGiga Rolling Cutter.\"\n\tPROJECTILE\n\tradius 4\n\theight 4\n\tDamage (0)\n\tscale 2.5\n\t+RIPPER\n\t+DONTSPLASH\n\t+SKYEXPLODE\n\t-NOGRAVITY\n\tSpeed 40\n\tdamagetype \"Cutman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\t//RCUT E 0 A_JumpIf(z-ceilingz==0-10, \"StopIT2\")\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death3\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)//A_SpawnItemEx(\"GiantCutterFX\",-32,random(-16,16),10,random(-5,-10),random(-10,10),random(5,10),0)\n\t\t//RCUT E 0 A_GiveInventory(\"CutterFlag\",2)\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Death3\")\n\t\tloop\n\t\tDeath:\n\t\tRCUT E 0 A_JumpIf(z-floorz==0,\"Death2\")\n\t\tRCUT E 0 A_CustomMissile(\"GiantRollingCutter2\")\n\t\tstop\n\t\tReturn:\n\t\tRCUT E 0 A_CustomMissile(\"GiantReturningCutter\",0,0,0,0)\n\t\tstop\n\t\tStopIT1:\n\t\tRCUT E 1 A_CustomMissile(\"GiantRollingCutterStop1\",0,0,0,100)\n\t\tstop\n\t\tReturn1:\n\t\tRCUT E 0 A_CustomMissile(\"GiantReturningCutter\",0,0,0,100)\n\t\tstop\n\t\tStopIT2:\n\t\tRCUT E 1 A_CustomMissile(\"GiantRollingCutterStop2\",0,0,0,-100)\n\t\tstop\n\t\tReturn2:\n\t\tRCUT E 1 A_CustomMissile(\"GiantReturningCutter\",0,0,0,-100)\n\t\tstop\n\t\tDeath2:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GiantRollingCutterRolling\",0,0,0,18,0,0,0,0,0)\n\t\tstop\n\t\tDeath3:\n\t\tDRIL A 0 A_TakeFromTarget(\"DrillFlag\",99)\n\t\tRCUT E 0 A_CustomMissile(\"GiantRollingCutter2\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor GiantReturningCutter\n{\n\tObituary \"%o was breaded and shredded by %k's \\ccGiga Rolling Cutter.\"\n\tPROJECTILE\n\t+DONTSPLASH\n\tradius 0\n\theight 0\n\tDamage (0)\n\tscale 2.5\n\t+NOCLIP\n\t+NOINTERACTION\n\tSpeed 30\n\tdamagetype \"Cutman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0 A_FaceTarget\n\t\tRCUT E 0 //A_ChangeVelocity(24,momy,momz,CVF_REPLACE|CVF_RELATIVE)\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_FaceTarget\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT E 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT F 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_CustomMissile(\"GiantReturningCutter\",0,0,0,0)\n\t\tstop\n\t\tEnd:\n\t\tCUTM A 0 A_PlaySoundEx(\"weapon/adapterreturn\",\"Voice\")\n\t\tRCUT E 0 A_GiveToTarget(\"CutterFlag\",999)\n\t\tstop\n\t}\n}\n\nactor GiantRollingCutter2\n{\n\tObituary \"%o was breaded and shredded by %k's \\ccGiga Rolling Cutter.\"\n\tPROJECTILE\n\tradius 4\n\t+DONTSPLASH\n\theight 4\n\tDamage (0)\n\tscale 2.5\n\t+RIPPER\n\t+SKYEXPLODE\n\tSpeed 40\n\tdamagetype \"Cutman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Death\")\n\t\tRCUT E 0 A_ChangeVelocity(0,0,20,CVF_REPLACE|CVF_RELATIVE)\n\t\tRCUT EEE 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_ChangeVelocity(0,0,20,CVF_REPLACE|CVF_RELATIVE)\n\t\tRCUT FFF 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Death\")\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_ChangeVelocity(0,0,20,CVF_REPLACE|CVF_RELATIVE)\n\t\tRCUT EEE 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_ChangeVelocity(0,0,20,CVF_REPLACE|CVF_RELATIVE)\n\t\tRCUT FFF 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_GiveInventory(\"CutterFlag\",2)\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Death\")\n\t\tDeath:\n\t\t//Ceiling:\n\t\tRCUT E 0 A_CustomMissile(\"GiantRollingCutter3\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor GiantRollingCutterStop1 : GiantRollingCutter\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0 A_Stop\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT EEEE 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT EF 3 //A_SpawnItemEx(\"GiantCutterFX\",-32,random(-16,16),10,random(-5,-10),random(-10,10),random(5,10),0)\n\t\tRCUT EEEE 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT EF 3 //A_SpawnItemEx(\"GiantCutterFX\",-32,random(-16,16),10,random(-5,-10),random(-10,10),random(5,10),0)\n\t\tRCUT E 0 A_GiveInventory(\"CutterFlag\",3)\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Return1\")\n\t\tloop\n\t}\n}\n\nactor GiantRollingCutterStop2 : GiantRollingCutter\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0 A_Stop\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT EEEE 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT EF 3 //A_SpawnItemEx(\"GiantCutterFX\",-32,random(-16,16),10,random(-5,-10),random(-10,10),random(5,10),0)\n\t\tRCUT EEEE 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT EF 3 //A_SpawnItemEx(\"GiantCutterFX\",-32,random(-16,16),10,random(-5,-10),random(-10,10),random(5,10),0)\n\t\tRCUT E 0 A_GiveInventory(\"CutterFlag\",3)\n\t\tRCUT E 0 A_JumpIfInventory(\"CutterFlag\",6,\"Return2\")\n\t\tloop\n\t}\n}\n\nactor GiantRollingCutter3\n{\n\tObituary \"%o was breaded and shredded by %k's \\ccGiga Rolling Cutter.\"\n\t+DONTSPLASH\n\tPROJECTILE\n\tradius 8\n\theight 8\n\tDamage (0)\n\tscale 2.5\n\t+RIPPER\n\t-NOGRAVITY\n\tSpeed 26\n\tdamagetype \"Cutman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT E 0\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT EEEFFF 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 0 A_JumpIfCloser(64,\"End\")\n\t\tRCUT EEEFFF 1 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tloop\n\t\tDeath:\n\t\tCUTM A 0 A_PlaySoundEx(\"weapon/adapterreturn\",\"Voice\")\n\t\tRCUT E 0 A_CustomMissile(\"GiantReturningCutter\")\n\t\tstop\n\t\tEnd:\n\t\tCUTM A 0 A_PlaySoundEx(\"weapon/adapterreturn\",\"Voice\")\n\t\tRCUT E 0 A_GiveToTarget(\"CutterFlag\",999)\n\t\tstop\n\t}\n}\n\nactor GiantRollingCutterRolling\n{\n\t-SOLID\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\tDamage (0)\n\tDamageType \"Cutman\"\n\tradius 8\n\theight 8\n\tScale 2.5\n\tgravity 3.0\n\tReactionTime 20\n\tspeed 18\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0 A_CountDown\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_GiveInventory(\"Clip\",1)\n\t\tRCUT E 0 A_PlaySoundEx(\"weapon/cut\",\"weapon\")\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT E 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT F 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\n\t\tRCUT E 0 A_SpawnItemEx(\"GiantCutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tloop\n\t\tDeath:\n\t\tDRIL A 0 A_TakeFromTarget(\"DrillFlag\",99)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"Continue\")\n\t\tTNT1 A 1 A_CustomMissile(\"GiantRollingCutter2\")\n\t\tstop\n\t\tContinue:\n\t\tTNT1 A 0 A_CustomMissile(\"GiantRollingCutterRolling\",0,0,0,2,0)\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor CutSlice\n{\n\tObituary \"%o was sliced in half by %k's \\ccCutter Slice.\"\n\tPROJECTILE\n\tRadius 5\n\tHeight 5\n\tscale 2.5\n\tdamage (20)\n\t+RIPPER\n\tdamagetype \"Cutman\"\n\tspeed 60\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor RollingCutterBot : RollingCutterBoss\n{\n\tStates\n\t{\n\t\tFire:\n\t\tCUTS A 0 A_Jump(51, \"BigCutter\")\n\t\tCUTS AB 2\n\t\tCUTA A 0 A_FireCustomMissile(\"CutRollingCutter\",0,1,8,0)\n\t\tCUTA DEFGH 2\n\t\tCUTA A 0 A_GiveInventory(\"Base28Ammo\",1)\n\t\tCUTA A 0 A_CheckFloor(\"JumpCut\")\n\t\tGoto Check1\n\t\tBigCutter:\n\t\tCUTS AB 3\n\t\tCUTA A 0 A_FireCustomMissile(\"GiantRollingCutter\",0,1,8,0)\n\t\tCUTA A 0 A_TakeInventory(\"Base28Ammo\",28)\n\t\tCUTA DEFGH 3\n\t\tCUTA A 10\n\t\tGoto Check1\n\t\tJumpCut:\n\t\tTNT1 A 0 ThrustThingZ(0, 56, 0, 0)\n\t\tgoto Check1\n\t}\n}\n\nactor CutRollingCutter\n{\n\tObituary \"%o was sliced and diced by %k's \\ccRolling Cutter.\"\n\tPROJECTILE\n\tRadius 8\n\tHeight 8\n\tscale 2.5\n\tdamage (0)\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\t+RIPPER\n\t+DONTBLAST\n\t+NOTARGETSWITCH\n\t+SKYEXPLODE\n\tmeleerange 12\n\treactiontime 48\n\t//+FLOAT\n\tdamagetype \"Cutman\"\n\tspeed 30\n\tFloatSpeed 20\n\tbouncefactor 1.0\n\twallbouncefactor 1.0\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT AAAB 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT BBCC 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT CDDD 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT AAAB 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT BBCC 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT CDDD 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_CustomMissile(\"CutRollingCutter2\",0,0,0,0)\n\t\tstop\n\t\tDeath:\n\t\tXDeath:\n\t\tCrash:\n\t\tRCUT A 0 A_CustomMissile(\"CutReturningCutter\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor CutRollingCutter2\n{\n\tObituary \"%o was sliced and diced by %k's \\ccRolling Cutter.\"\n\tPROJECTILE\n\tRadius 8\n\tHeight 8\n\tscale 2.5\n\tdamage (0)\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\t+RIPPER\n\t+DONTBLAST\n\t+NOTARGETSWITCH\n\t+SKYEXPLODE\n\tmeleerange 12\n\treactiontime 48\n\tdamagetype \"Cutman\"\n\tspeed 30\n\tFloatSpeed 20\n\tbouncefactor 1.0\n\twallbouncefactor 1.0\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0\n\t\tRCUT AAAB 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT BBCC 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_CustomMissile(\"CutReturningCutter\",0,0,0,0)\n\t\tstop\n\t\tDeath:\n\t\tRCUT A 0 A_GiveToTarget(\"CutterFlag\",999)\n\t\tstop\n\t}\n}\n\nactor CutFlyingCutter : FastProjectile\n{\n\tObituary \"%k made paper dolls out of %o with the \\ccFlying Cutter.\"\n\tPROJECTILE\n\tRadius 8\n\tHeight 8\n\tscale 2.5\n\tdamage (0)\n\t+DONTSPLASH\n\t+RIPPER\n\t+NOTARGETSWITCH\n\t+SKYEXPLODE\n\tmeleerange 12\n\t//+FLOAT\n\tdamagetype \"Cutman\"\n\tspeed 60\n\tFloatSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT AAB 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT BCC 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT DDA 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT ABB 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT CCD 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT DAA 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT BBC 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT CDD 1 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tDeath:\n\t\tRCUT A 0 A_CustomMissile(\"CutReturningFlyingCutter\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor CutReturningCutter : RollingCutter\n{\n\tObituary \"%o was sliced and diced by %k's \\ccRolling Cutter.\"\n\tradius 0\n\theight 0\n\tspeed 30\n\tdamagetype \"Cutman\"\n\tdamage 0\n\t+DONTSPLASH\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_Countdown\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\t/*RCUT DDDA 1 A_SpawnItemEx(\"CutRollingCutterDamager\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")*/\n\t\tRCUT A 0 A_CustomMissile(\"CutReturningCutter\",0,0,0,0)\n\t\tstop\n\t\tDeath:\n\t\tRCUT A 0 A_GiveToTarget(\"CutterFlag\",999)\n\t\tCUTA A 0 A_TakeFromTarget(\"RollingCutterFlag\",1)\n\t\tstop\n\t}\n}\n\nactor CutReturningFlyingCutter : RollingCutter\n{\n\tObituary \"%k made paper dolls out of %o with the \\ccFlying Cutter.\"\n\tradius 0\n\theight 0\n\tspeed 60\n\tdamagetype \"Cutman\"\n\tdamage 0\n\t+DONTSPLASH\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tRCUT A 0\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT D 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_Countdown\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT A 0 A_PlaySound(\"weapon/rollingcutter\")\n\t\tRCUT B 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT C 1 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT D 0 A_SpawnItemEx(\"CutRollingCutterDamager2\",0,0,0,2,0,0)\n\t\tRCUT A 0 A_FaceTarget\n\t\tRCUT A 0 A_JumpIfCloser(60,\"Death\")\n\t\tRCUT A 0 A_CustomMissile(\"CutReturningFlyingCutter\",0,0,0,0)\n\t\tstop\n\t\tDeath:\n\t\tRCUT A 0 A_GiveToTarget(\"CutterFlag2\",999)\n\t\tRCUT A 0 A_GiveToTarget(\"CutterFlag\",1)\n\t\tstop\n\t}\n}\n\nactor GiantCutRollingCutterDamager\n{\n\tObituary \"%o was breaded and shredded by %k's \\ccGiga Rolling Cutter.\"\n\tPROJECTILE\n\tdamagetype \"Cutman\"\n\t+RIPPER\n\tdamage (14)\n\tradius 48\n\theight 64\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tstop\n\t}\n}\n\nactor CutRollingCutterDamager\n{\n\tObituary \"%o was sliced and diced by %k's \\ccRolling Cutter.\"\n\tPROJECTILE\n\tdamagetype \"Cutman\"\n\tdamage (10)\n\tradius 16\n\theight 16\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tstop\n\t}\n}\n\nactor CutRollingCutterDamager2\n{\n\tObituary \"%k made paper dolls out of %o with the \\ccFlying Cutter.\"\n\tPROJECTILE\n\tdamagetype \"Cutman\"\n\t//+RIPPER\n\tdamage (10)\n\tradius 16\n\theight 16\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\t//TNT1 A 1\n\t\tstop\n\t}\n}\n\nactor CutterFlag2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan1/Elecman.txt",
"contents": "actor Elecman : SemiWeakArmorClass\n{\n\tplayer.startitem \"SemiWeakArmor\"\n\tplayer.soundclass \"elecmanc\"\n\tPlayer.ViewHeight 45\n\tplayer.displayname \"Elecman\"\n\tplayer.forwardmove 0.9, 0.9\n\tplayer.sidemove 0.88, 0.88\n\tplayer.jumpz 12\n\tplayer.startitem \"ThunderBeamBoss\"\n\tplayer.startitem \"Base28Ammo\", 14\n\tplayer.startitem \"UltimateAttackItem3\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn3\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tELEC A 0\n\t\tELEC B 1\n\t\tELEC A 1\n\t\tGoto Spawn+2\n\n\t\tSee:\n\t\tELEC BBBBCCCCDDDDEEEE 1\n\t\tGoto Spawn\n\n\t\tMissile:\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tELEC F 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Missile2\")\n\t\tELEC F 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\n\t\tMissile2:\n\t\tELEC GGGGGGGGG 1 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tGoto Spawn+1\n\n\t\tAnimation1:\n\t\tELEC G 8\n\t\tGoto Spawn+1\n\n\t\tAnimation2:\n\t\tELE1 A 45\n\t\tELE1 A 0 A_JumpIfInventory(\"ElecA1\",1,\"Animation2\")\n\t\tGoto Spawn+1\n\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tELEC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tELEC HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tELEC H 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tELEC H 20 ACS_ExecuteAlways(999,0,0)\n\t\tELEC H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tELEC A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor ThunderBeamBoss : VCBaseWeapon\n{\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 28\n\tObituary \"$OB_ELECMAN1\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0\n\t\tELEA A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tELEA A 3 A_WeaponReady//(2)\n\t\tELEA A 0 A_GiveInventory(\"Base28Ammo\",1)\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tELEA A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,725)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tELEA A 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tELEA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tELEA BCDDDDDD 1\n\t\tELEA C 1 A_JumpIfInventory(\"Base28Ammo\",14,\"Hold\")\n\t\tgoto Fire1\n\t\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WeaponCharge\",70,\"Hold2\")\n\t\tELEA J 1 A_GiveInventory(\"WeaponCharge\",2)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\n\t\tgoto Fire1\n\t\tHold2:\n\t\tELEA L 1\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\n\t\tgoto Fire2\n\t\tFire1.Again:\n\t\tELEA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tELEA BCDDDDDD 1\n\t\tFire1:\n\t\tELEA C 0 A_GiveInventory(\"BaseCustomFlag2\")\n\t\tELEA C 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"Weapon\")\n\t\tELEA C 0 A_FireCustomMissile(\"NewThunderBeam\",0,1,0,0)\n\t\tELEA C 0 A_FireCustomMissile(\"NewThunderBeam2\",-90,0,0,0)\n\t\tELEA C 0 A_FireCustomMissile(\"NewThunderBeam2\",90,0,0,0)\n\t\tELEA E 1\n\t\tELEA P 9\n\t\tELEA A 12\n\t\tELEA A 0 A_TakeInventory(\"BaseCustomFlag2\")\n\t\tELEA A 0 A_Refire(\"Fire1.Again\") //22\n\t\tELEA A 0 A_ClearRefire\n\t\tGoto Ready\n\t\tFire2:\n\t\tELEA C 0 A_GiveInventory(\"ElecA1\",1)//ACS_ExecuteAlways(2107,0,2)\n\t\tELEA DENOOO 1\n\t\tTNT1 A 0 A_TakeInventory(\"Base28Ammo\",14)\n\t\tELEA A 0 A_Stop\n\t\tELEA A 0 SetPlayerProperty(0,1,0)\n\t\tFire2Loop:\n\t\tELEA H 0 A_FireCustomMissile(\"ElecShockHitbox\",0,0,0,0)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,0)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,45)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,90)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,135)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,180)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,225)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,270)\n\t\tELEA H 0 A_SpawnItemEx(\"ElecFloorShock\",0,0,8,40,0,0,315)\n\t\tELEA H 0 A_JumpIfInventory(\"CutterFlag\",12,\"Fire2End\")\n\t\tELEA H 0 A_PlaySoundEx(\"weapon/Plugball\",\"Weapon\")\n\t\tELEA H 0 A_FireCustomMissile(\"ElecShockHitbox\",0,0,0,0)\n\t\tELEA HHHHHH 0 A_SpawnItemEx(\"ElecShockFX\",0,0,0,40,0,0,random(0,359))\n\t\tELEA HHHH 0 A_SpawnItemEx(\"PinpointThunderFX\",random(-10,10),random(-20,20),random(10,50),random(-10,10),random(-10,10),random(-10,10))\n\t\tELEA O 1 Offset(0,35) A_SpawnItemEx(\"PinpointThunderFX\",random(-10,10),random(-20,20),random(10,50),random(-10,10),random(-10,10),random(-10,10))\n\t\tELEA O 1 Offset(0,32) A_SpawnItemEx(\"PinpointThunderFX\",random(-10,10),random(-20,20),random(10,50),random(-10,10),random(-10,10),random(-10,10))\n\t\tELEA H 0 A_GiveInventory(\"CutterFlag\",1)\n\t\tELEA H 0 A_JumpIfInventory(\"CutterFlag\",12,\"Fire2Loop\")\n\t\tgoto Fire2Loop+10\n\t\tFire2End:\n\t\tELEA C 0 A_WeaponReady(WRF_NOFIRE)\n\t\tELEA FCBAA 1 A_ClearRefire\n\t\tELEA A 0 SetPlayerProperty(0,0,0)\n\t\tELEA A 14 A_TakeInventory(\"CutterFlag\",999)\n\t\tgoto Ready\n\t\tAltfire:\n\t\tELEA A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"ShieldThrow\")\n\t\tELEA A 0 A_JumpIfInventory(\"Base28Ammo\",24,\"AltStart\")\n\t\tgoto NoAmmo\n\t\tAltStart:\n\t\tELEA ABC 1\n\t\tELEA A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\n\t\tELEA F 0 A_PlaySoundEx(\"misc/wilystart\",\"Weapon\")\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tELEA F 1 Offset(0,34)\n\t\tELEA F 1 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"Base28Ammo\",24)\n\t\tELEA F 0 A_SpawnItem(\"ElecShieldWatcher\",1)\n\t\tELEA F 0 A_PlaySoundEx(\"misc/wilybeam\",\"Weapon\")\n\t\tELEA F 0 A_GunFlash\n\t\tELEA DB 2 A_WeaponReady(WRF_NOFIRE)\n\t\tELEA A 18\n\t\tgoto Ready\n\t\tShieldThrow:\n\t\tELEA BCDDDDDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tELEA A 0 A_GiveInventory(\"BaseCustomFlag2\")\n\t\tELEA C 0 A_PlaySoundEx(\"weapon/thunderbeam\",\"Weapon\")\n\t\tELEA C 0 A_FireCustomMissile(\"ElecShieldShot\",0,1,0,0)\n\t\tAltHold:\n\t\tELEA P 1 A_RailWait\n\t\tELEA E 0 A_Refire\n\t\tELEA A 0 A_TakeInventory(\"BaseCustomFlag2\")\n\t\tELEA B 2 A_GiveInventory(\"DrillFlag\",2)\n\t\tELEA E 0 A_TakeInventory(\"DrillFlag\",999)\n\t\tELEA A 2 A_ClearRefire\n\t\tELEA A 10\n\t\tGoto Ready\n\t\tUltimateAttack:\n\t\tTNT1 A 0 A_GiveInventory(\"UltBuildCooldownGiver\",1)\n\t\tCUTA A 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tJEWE M 0 A_ChangeFlag(REFLECTIVE, true)\n\t\tJEWE M 0 A_ChangeFlag(DEFLECT, true)\n\t\tELEA FHJJJJJJJ 1 A_SpawnItemEx(\"PinpointThunderFX\",random(-10,10),random(-20,20),random(10,50))\n\t\tCUTA A 0 A_TakeInventory(\"UltAttackFlag\",1)\n\t\tELEA C 0 A_PlaySoundEx(\"misc/electrap\",\"Weapon\")\n\t\tELEA C 0 A_FireCustomMissile(\"ElecPinpointMark\")\n\t\tELEA C 0 A_TakeInventory(\"MediumUltimateAmmo\",300)\n\t\tELEA MMLLMMLLMMLL 1 A_SpawnItemEx(\"PinpointThunderFX\",random(-10,10),random(-20,20),random(10,50))\n\t\tJEWE M 0 A_ChangeFlag(REFLECTIVE, false)\n\t\tJEWE M 0 A_ChangeFlag(DEFLECT, false)\n\t\tELEA A 0 SetPlayerProperty(0,0,0)\n\t\tELEA DB 3\n\t\tELEA A 34\n\t\tTNT1 A 0 A_TakeInventory(\"PowerUltBuildCooldown\",1)\n\t\tGoto Ready\n\t\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"ElecShieldHitbox\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BaseCustomFlag1\",1,\"Flash\")\n\t\tgoto NoFlash\n\t\tNoFlash:\n\t\tTNT1 A 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tstop\n\t\tNoAmmo:\n\t\tELEA A 1 A_ClearRefire\n\t\tGoto Ready\n\t}\n}\n\nactor ElecA1 : VCOnceP {powerup.duration 40}\n\nactor ElecPinpointMark : FastProjectile\n{\n\tPROJECTILE\n\t+SPECTRAL\n\tRadius 1\n\tHeight 1\n\tscale 2.5\n\t+DONTBLAST\n\t+SKYEXPLODE\n\tspeed 300\n\tdamage (0)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 AA 1\n\t\tDeath:\n\t\tTNT1 A 1 A_PlaySoundEx(\"weapon/thunderbolt\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PinpointThunder\",0,0,0,0)\n\t\tstop\n\t}\n}\n\nactor PinpointThunder\n{\n\tPROJECTILE\n\tscale 2.5\n\t+PIERCEARMOR\n\t+DONTBLAST\n\t+RIPPER\n\t+FLOORHUGGER\n\t+NOEXPLODEFLOOR\n\tdamagetype \"ElecmanLightning\"\n\tObituary \"$OB_ELECMAN2\"\n\tSpeed 0\n\tRadius 1\n\tHeight 64//100\n\tDamage (0)\n\tStates\n\t{\n\t\tSpawn:\n\t\tELEB A 0\n\t\tELEB A 0 A_SpawnItemEx(\"PinpointThunderFXSpawner\",0,0,8)\n\t\tLIBO L 0 A_SpawnItemEx(\"PinpointThunderExtend\", 0, 0, 64)\n\t\tELEB ABCDEFGABCDEF 2 A_Explode(8,96,0,0,72)\n\t\tELEB A 0 A_SpawnItemEx(\"PinpointThunderFXSpawner\",0,0,8)\n\t\tLIBO L 0 A_SpawnItemEx(\"PinpointThunderExtend\", 0, 0, 64)\n\t\tELEB GABCDEFGABCDE 2 A_Explode(8,96,0,0,72)\n\t\tstop\n\t}\n}\n\nActor PinpointThunderExtend : PinpointThunder\n{\n\t-FLOORHUGGER\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tLIBO L 0\n\t\tLIBO L 0 A_JumpIf(ceilingz-z <= 32, \"Death\")\n\t\tLIBO L 0 A_SpawnItemEx(\"PinpointThunderExtend\", 0, 0, 64)\n\t\tELEB ABCDEFGABCDEF 2//ABBCDDEFFGAABCCDEEFGG 1\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor PinpointThunderFXSpawner : PinpointThunderExtend\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"PinpointThunderFX\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,360))\n\t\tstop\n\t}\n}\n\nactor NewThunderBeam\n{\n\tObituary \"$OB_ELECMAN1\"\n\tPROJECTILE\n\tdamagetype \"Elecman\"\n\tscale 2.5\n\t+RIPPER\n\t+PIERCEARMOR\n\tSpeed 34\n\tRadius 18\n\tHeight 16\n\tDamage (13)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN ABCDEFG 3\n\t\tloop\n\t}\n}\n\nactor NewThunderBeam2\n{\n\tObituary \"$OB_ELECMAN1\"\n\tPROJECTILE\n\tdamagetype \"Elecman\"\n\tscale 2.5\n\t+RIPPER\n\t+PIERCEARMOR\n\t+THRUACTORS\n\tSpeed 34\n\tRadius 18\n\tHeight 16\n\tDamage (13)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN A 0\n\t\tTHUN A 3\n\t\tTHUN BCDEFG 3 A_ChangeFlag(\"THRUACTORS\",0)\n\t\tloop\n\t}\n}\n\nactor PinpointThunderFX : BaseDecorativeActor\n{\n\t-NOGRAVITY\n\ttranslation \"228:228=4:4\", \"61:61=215:215\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tCLOT S 2\n\t\tTNT1 A 2\n\t\tCLOT T 2\n\t\tTNT1 A 2\n\t\tCLOT U 2\n\t\tstop\n\t}\n}\n\nactor ElecShockHitbox\n{\n\tObituary \"$OB_ELECMAN3\"\n\ttranslation \"32:40=215:215\"\n\tPROJECTILE\n\tspeed 30\n\theight 50\n\tradius 50\n\tdamage (2)\n\tscale 10\n\trenderstyle translucent\n\talpha 0.8\n\tdamagetype \"ElecmanShock\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tstop\n\t}\n}\n\nactor ElecShockFX\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+FLOORHUGGER\n\t+CLIENTSIDEONLY\n\trenderstyle translucent\n\talpha 0.5\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tSPAS FGFG 2\n\t\tstop\n\t}\n}\n\nactor ElecFloorShock\n{\n\tObituary \"$OB_ELECMAN4\"\n\tPROJECTILE\n\tdamagetype \"Elecman\"\n\tscale 2.5\n\tSpeed 70\n\tRadius 24\n\t+PIERCEARMOR\n\t+FLOORHUGGER\n\t+DOOMBOUNCE\n\tHeight 16\n\tDamage (10)\n\tbouncefactor 0.99999\n\tbouncecount 2\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN TU 2\n\t\tloop\n\t}\n}\n\nactor ElecShieldWatcher\n{\n\tHeight 0\n\tRadius 0\n\t+NOINTERACTION\n\t-SOLID\n\t+NOGRAVITY\n\t+MISSILE\n\t+DONTBLAST\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1 A_GiveToTarget(\"ElecShieldGiveFX1\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag1\",1,\"OK2\")\n\t\tgoto Death\n\t\tOK2:\n\t\tTNT1 A 1 A_GiveToTarget(\"ElecShieldGiveFX2\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag1\",1,\"OK3\")\n\t\tgoto Death\n\t\tOK3:\n\t\tTNT1 A 1 A_GiveToTarget(\"ElecShieldGiveFX3\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag1\",1,\"OK4\")\n\t\tgoto Death\n\t\tOK4:\n\t\tTNT1 A 1 A_GiveToTarget(\"ElecShieldGiveFX4\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"Death\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"BaseCustomFlag1\",1,\"Spawn\")\n\t\tgoto Death\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_TakeFromTarget(\"BaseCustomFlag1\",1)\n\t\tTNT1 A 0 A_TakeFromTarget(\"BasicArmor\",100)\n\t\tstop\n\t}\n}\n\nactor ElecShieldGiveFX1 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tUse:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ElecShieldFX1\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tstop\n\t}\n}\n\nactor ElecShieldGiveFX2 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tUse:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ElecShieldFX2\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tstop\n\t}\n}\n\nactor ElecShieldGiveFX3 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tUse:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ElecShieldFX3\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tstop\n\t}\n}\n\nactor ElecShieldGiveFX4 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tUse:\n\t\tTNT1 A 1 A_SpawnItemEx(\"ElecShieldFX4\",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tstop\n\t}\n}\n\nactor ElecShieldFX1\n{\n\tscale 2.5\n\t- SOLID\n\t+NOGRAVITY\n\t//+CLIENTSIDEONLY\n\t//+NONETID\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN P 2\n\t\tstop\n\t}\n}\n\nactor ElecShieldFX2\n{\n\tscale 2.5\n\t- SOLID\n\t+NOGRAVITY\n\t//+CLIENTSIDEONLY\n\t//+NONETID\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN Q 2\n\t\tstop\n\t}\n}\n\nactor ElecShieldFX3\n{\n\tscale 2.5\n\t- SOLID\n\t+NOGRAVITY\n\t//+CLIENTSIDEONLY\n\t//+NONETID\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN R 2\n\t\tstop\n\t}\n}\n\nactor ElecShieldFX4\n{\n\tscale 2.5\n\t- SOLID\n\t+NOGRAVITY\n\t//+CLIENTSIDEONLY\n\t//+NONETID\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN S 2\n\t\tstop\n\t}\n}\n\nactor ElecShieldHitbox\n{\n\tObituary \"$OB_ELECMAN5\"\n\tPROJECTILE\n\t+NOGRAVITY\n\theight 60\n\tradius 60\n\tdamage (25)\n\tdamagetype \"ElecmanShield\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t\tXDeath:\n\t\tTNT1 A 0 A_TakeFromTarget(\"BaseCustomFlag1\",1)\n\t\tstop\n\t}\n}\n\nactor ElecShieldShot\n{\n\tPROJECTILE\n\t+NOTARGETSWITCH\n\t+FORCEXYBILLBOARD\n\t+RIPPER\n\tObituary \"$OB_ELECMAN5\"\n\tRadius 50\n\tHeight 8\n\tscale 2.5\n\tdamage (6)\n\tdamagetype \"Elecman\"\n\tspeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN P 0\n\t\tTHUN P 0 A_PlaySoundEx(\"classes/thundercarnival\",\"Weapon\",1)\n\t\tTHUN P 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Switch\")\n\t\tTHUN P 0 ACS_ExecuteAlways(259, 0, 1)\n\t\tTHUN P 0 A_ChangeVelocity(cos(-pitch)*20, 0, sin(-pitch)*20, CVF_RELATIVE|CVF_REPLACE)\n\t\tTHUN Q 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Switch\")\n\t\tTHUN P 0 A_PlaySoundEx(\"classes/thundercarnival\",\"Weapon\",1)\n\t\tTHUN B 0 ACS_ExecuteAlways(259, 0, 1)\n\t\tTHUN B 0 A_ChangeVelocity(cos(-pitch)*20, 0, sin(-pitch)*20, CVF_RELATIVE|CVF_REPLACE)\n\t\tTHUN R 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Switch\")\n\t\tTHUN B 0 A_ChangeVelocity(cos(-pitch)*20, 0, sin(-pitch)*20, CVF_RELATIVE|CVF_REPLACE)\n\t\tTHUN S 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Switch\")\n\t\tTHUN B 0 A_ChangeVelocity(cos(-pitch)*20, 0, sin(-pitch)*20, CVF_RELATIVE|CVF_REPLACE)\n\t\tloop\n\t\tDeath:\n\t\tSwitch:\n\t\tTHUN B 0 A_StopSound\n\t\tTHUN B 0 A_PlaySoundEx(\"weapon/thunderbolt\",\"Weapon\")\n\t\tTHUN BBBBBBBB 0 A_SpawnItemEx(\"PinpointThunderFX\",random(-20,20),random(-20,20),random(10,50),random(-20,20),random(-20,20),random(-20,20))\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,0)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,45)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,90)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,135)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,180)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,225)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,270)\n\t\tTHUN B 0 A_SpawnItemEx(\"ElecBarrierProj\",0,0,0,40,0,0,315)\n\t\tstop\n\t}\n}\n\nactor ElecBarrierProj\n{\n\tObituary \"$OB_ELECMAN5\"\n\tPROJECTILE\n\tdamagetype \"Elecman\"\n\tscale 2.5\n\tSpeed 50\n\tRadius 24\n\tHeight 16\n\tDamage (10)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTHUN TU 2\n\t\tloop\n\t}\n}\n\nactor ElecShieldProtect : PowerProtection\n{\n\tpowerup.duration 70\n\tDamageFactor \"ElecmanShield\", 0.0\n\tDamageFactor \"ElecmanShock\", 0.0\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan1/Iceman.txt",
"contents": "actor Iceman : VCBaseClass\n{\n\tplayer.startitem \"NormalArmor\"\n\tplayer.soundclass \"icemanc\"\n\tPlayer.ViewHeight 45\n\tplayer.displayname \"Iceman\"\n\tplayer.jumpz 12\n\tplayer.startitem \"IceSlasherBoss\"\n\tplayer.startitem \"Base28Ammo\", 28\n\tplayer.startitem \"BaseAltfireAmmo\", 37\n\tplayer.startitem \"UltimateAttackItem2\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn2\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tICEM A 0\n\t\tICEM B 1\n\t\tICEM A 1\n\t\tGoto Spawn+2\n\t\tSee:\n\t\tICEM BBBBBCCCCCDDDDDEEEEE 1\n\t\tGoto Spawn\n\t\tMissile:\n\t\tICEM F 5\n\t\tICEM G 4\n\t\tGoto Spawn+1\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tICEM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tICEM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tICEM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tICEM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tICEM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor IceSlasherBoss : VCBaseWeapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 28\n\tObituary \"$OB_ICEMAN1\"\n\tweapon.ammotype2 \"BaseAltfireAmmo\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0\n\t\tICEB A 1\n\t\tICEB A 2 A_WeaponReady\n\t\tICEB A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"GravityFix\")\n\t\tICEB A 0 A_SetGravity(0.8)\n\t\tICEB A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tICEB A 0 A_GiveInventory(\"Base28Ammo\",1)\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",3)\n\t\tGoto Ready+1\n\t\tGravityFix:\n\t\tICEB A 1\n\t\tICEB A 2 A_WeaponReady\n\t\tICEB A 0 A_SetGravity(0.25)\n\t\tICEB A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tICEB A 0 A_GiveInventory(\"Base28Ammo\",1)\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",3)\n\t\tICEB A 0 A_JumpIfInventory(\"IsUnderWater\",1,\"GravityFix\")\n\t\tGoto Ready+1\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tCUTA A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,722)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tICEB A 1 A_Raise\n\t\tLoop\n\n\t\tFire:\n\t\tICEB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tICEB ABC 3 A_SetGravity(0.5)\n\t\tHold:\n\t\tICEB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(50,\"Hold4\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(75,\"Hold3\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(90,\"Hold2\")\n\t\t//ICEB ABC 3\n\t\tICEB A 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\n\t\tICEB F 3 A_FireCustomMissile(\"IceSlasherFreeze\",0,1,0,0)\n\t\tICEB C 14\n\t\tBOMT A 0 A_GiveInventory(\"BaseAltFireAmmo\",4)\n\t\tICEB C 0 A_Refire\n\t\tICEB A 0 A_ClearRefire\n\t\tICEB C 0 A_SetGravity(0.8)\n\t\tGoto Ready\n\t\tHold2:\n\t\tICEB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(50,\"Hold4\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(75,\"Hold3\")\n\t\tICEB A 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\n\t\tICEB F 3 A_FireCustomMissile(\"IceSlasher2\",0,1,0,0)\n\t\tICEB C 12\n\t\tICEB C 0 A_Refire\n\t\tICEB A 0 A_ClearRefire\n\t\tICEB C 0 A_SetGravity(0.8)\n\t\tGoto Ready\n\t\tHold3:\n\t\tICEB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tDKC1 A 0 A_JumpIfHealthLower(50,\"Hold4\")\n\t\tICEB A 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\n\t\tICEB F 3 A_FireCustomMissile(\"IceSlasher3\",0,1,0,0)\n\t\tICEB C 10\n\t\tICEB C 0 A_Refire\n\t\tICEB A 0 A_ClearRefire\n\t\tICEB C 0 A_SetGravity(0.8)\n\t\tGoto Ready\n\t\tHold4:\n\t\tICEB A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tICEB A 0 A_PlaySoundEx(\"weapon/iceslasher\",\"Weapon\")\n\t\tICEB A 0 A_GiveInventory(\"BaseAltfireAmmo\",4)\n\t\tICEB F 3 A_FireCustomMissile(\"IceSlasherFreeze\",0,1,0,0)\n\t\tICEB C 6\n\t\tICEB C 0 A_Refire\n\t\tICEB A 0 A_ClearRefire\n\t\tICEB C 0 A_SetGravity(0.8)\n\t\tGoto Ready\n\t\tAltfire:\n\t\tICEB A 0 A_JumpIfInventory(\"BaseAltfireAmmo\",37,\"AltfireStart\")\n\t\tGoto NoAmmo\n\t\tAltfireStart:\n\t\tICEB A 1 Offset(0,44)\n\t\tICEB A 0 A_FireCustomMissile(\"IciclePreview\",0,0,0,0)\n\t\tICEB A 0 A_Refire\n\t\tICEB A 0 A_GiveInventory(\"BaseCustomFlag1\",1)\n\t\tICEB A 0 A_FireCustomMissile(\"IcicleMark\",0,0,0,0)\n\t\tICEB A 0 A_TakeInventory(\"BaseAltfireAmmo\",37)\n\t\tICEB A 20 A_WeaponReady(WRF_NOSECONDARY)\n\t\tGoto Ready\n\t\tUltimateAttack:\n\t\tCUTA A 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tICEB D 35\n\t\tICEB A 0 A_GiveInventory(\"IceUltBuildCooldownGiver\",1)\n\t\tICEB A 0 A_SpawnItemEx(\"IceLaserStart\",0,0,20,0,0,3)\n\t\tICEB E 0 A_PlaySoundEx(\"weapon/blizzardattack\",\"Item\")\n\t\tICEB E 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Body\")\n\t\tICEB E 0 A_PlaySoundEx(\"weapon/icewallspawn\",\"Weapon\")\n\t\tICEB E 5\n\t\tICEB E 0 A_StopSoundEx(CHAN_WEAPON)\n\t\tICEB D 5\n\t\tICEB A 2\n\t\tICEB A 0 A_TakeInventory(\"UltAttackFlag\",1)\n\t\tICEB A 0 A_TakeInventory(\"MediumShortUltimateAmmo\",200)\n\t\tgoto Ready\n\t\tNoAmmo:\n\t\tICEB A 1 A_ClearRefire\n\t\tGoto Ready\n\t}\n}\n\nactor IciclePreview : FastProjectile\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+NOEXPLODEFLOOR\n\t+THRUACTORS\n\tdamage (0)\n\tspeed 400\n\tradius 24\n\theight 56\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcicleFX\",0,0,0,0,0,-1000)\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor IcicleFX\n{\n\t+SKYEXPLODE\n\tPROJECTILE\n\tscale 2.5\n\tradius 5\n\theight 5\n\tRenderstyle Translucent\n\tAlpha 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tIICE A 2\n\t\tstop\n\t}\n}\n\nactor IcicleMark : FastProjectile\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+NOEXPLODEFLOOR\n\t+THRUACTORS\n\tdamage (0)\n\tspeed 200\n\tradius 24\n\theight 56\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 AA 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcicleSpawner\",0,0,0,0,0,300)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcicleSpawner\",-48,0,0,0,0,300)\n\t\tstop\n\t}\n}\n\nactor IcicleSpawner\n{\n\tPROJECTILE\n\t+RIPPER\n\t+DONTBLAST\n\t+SKYEXPLODE\n\tradius 1\n\theight 8\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t//TNT1 AA 1 ThrustThingZ(0,600,0,0)\n\t\tTNT1 AA 0 A_JumpIf(z-ceilingz==0-10, \"Death\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Icicle\",0,0,0,0,0,-24,0)\n\t\tstop\n\t\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Icicle\",0,0,0,0,0,-24,0)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Icicle\",0,0,0,0,0,-24,0)\n\t\tStop\n\t}\n}\n\nactor Icicle\n{\n\tObituary \"$OB_ICEMAN2\"\n\tPROJECTILE\n\tRadius 48\n\tHeight 4\n\tscale 3.0\n\tdamagetype \"Iceman\"\n\tdamage (23)\n\tspeed 0\n\t+DONTBLAST\n\t+NOCLIP\n\t-NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\tIICE A 0\n\t\tIICE A 2\n\t\tIICE A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tloopit:\n\t\tIICE ABCD 3\n\t\tloop\n\t\tXDeath:\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tIICE C 0 A_Stop\n\t\tTNT1 A 1\n\t\tCENF AAAAAAAAAA 0 A_SpawnItemEx(\"IcicleBreakBit\",random(0,16),random(0,16),random(0,56),random(-15,15),random(-15,15),random(5,15),random(0,360))\n\t\tIICE A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Body\")\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/icewavebreak\", \"Weapon\")\n\t\tTNT1 A 2\n\t\tstop\n\t}\n}\n\nactor IcicleBreakBit\n{\n\tObituary \"$OB_ICEMAN2\"\n\tscale 2.5\n\tPROJECTILE\n\t-NOGRAVITY\n\tHeight 4\n\tRadius 4\n\t+DOOMBOUNCE\n\tbouncefactor 0.7\n\tbouncecount 8\n\tdamage (7)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\tstop\n\n\t\tSpawn1:\n\t\tFROB D 1\n\t\tloop\n\n\t\tSpawn2:\n\t\tFROB E 1\n\t\tloop\n\n\t\tSpawn3:\n\t\tFROB F 1\n\t\tloop\n\n\t\tSpawn4:\n\t\tFROB G 1\n\t\tloop\n\t}\n}\n\nactor IceSlasher2\n{\n\tObituary \"$OB_ICEMAN1\"\n\tTranslation \"10:140=197:197\"\n\tPROJECTILE\n\tRadius 10\n\tHeight 5\n\tscale 2.5\n\tdamagetype \"Iceman\"\n\tdamage (8)\n\t+RIPPER\n\tspeed 24\n\tStates\n\t{\n\tSpawn:\n\tICES GHI 3\n\tloop\n\t}\n}\n\nactor IceSlasher3\n{\n\tObituary \"$OB_ICEMAN1\"\n\tTranslation \"10:140=197:197\"\n\tPROJECTILE\n\tRadius 10\n\tHeight 8\n\tscale 2.5\n\tdamagetype \"Iceman\"\n\tdamage (8)\n\t+RIPPER\n\tspeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\tICES GHI 3\n\t\tloop\n\t}\n}\n\nactor IceSlasherFreeze\n{\n\tObituary \"$OB_ICEMAN1\"\n\tTranslation \"10:140=197:197\"\n\tPROJECTILE\n\tRadius 10\n\tHeight 8\n\tscale 2.5\n\tdamagetype \"IcemanSlasher\"\n\tdamage (15)\n\t+RIPPER\n\tspeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\tICES GHI 3\n\t\tloop\n\t}\n}\n\nactor IcemanSlasherProtect : PowerProtection\n{\n\tpowerup.duration 18\n\tDamageFactor \"IcemanSlasher\", 0.0\n}\n\nactor IceLaserStart\n{\n\tObituary \"$OB_ICEMAN3\"\n\tPROJECTILE\n\t+DONTREFLECT\n\t+FORCEXYBILLBOARD\n\t+RIPPER\n\tSpeed 5\n\tDamage (5)\n\tradius 5\n\theight 5\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"IceLaser\",0,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\n\t\tstop\n\t}\n}\n\nactor IceLaser\n{\n\tObituary \"$OB_ICEMAN3\"\n\tPROJECTILE\n\t+DONTREFLECT\n\t+FORCEXYBILLBOARD\n\t+RIPPER\n\t+SKYEXPLODE\n\tdamagetype \"Iceman\"\n\tDamage (5)\n\tradius 20\n\theight 1\n\tscale 2.5\n\tspeed 0\n\tReactionTime 17\n\tStates\n\t{\n\t\tSpawn:\n\t\tKINP E 0\n\t\tKINP E 0 A_ScaleVelocity(10.0)\n\t\tKINP E 1\n\t\tContinue:\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",-16,-16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",-16,16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",-16,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",0,-16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",0,16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",16,-16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",16,16,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceLaserTrail\",16,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tKINP E 1 A_SpawnItemEx(\"IceLaserTrail\",0,0,0,momx/2,momy/2,momz/2,0,SXF_ABSOLUTEMOMENTUM)\n\t\tKINP E 0 A_Countdown\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SnowCloud\",0,0,0,5,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SnowCloud\",0,0,0,5,0,0,72)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SnowCloud\",0,0,0,5,0,0,144)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SnowCloud\",0,0,0,5,0,0,216)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SnowCloud\",0,0,0,5,0,0,288)\n\t\tstop\n\t}\n}\n\nactor IceLaserTrail\n{\n\t+DONTREFLECT\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tspeed 5\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tKINP E 0\n\t\tKINP EEEEEEEEEE 1 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor SnowCloud\n{\n\tPROJECTILE\n\t+THRUACTORS\n\t+HEXENBOUNCE\n\tRadius 1\n\tHeight 1\n\tScale 2.5\n\tSpeed 0\n\tDamage (0)\n\tdamagetype \"Iceman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tICLD A 0 A_PlaySoundEx(\"weapon/iceult\",\"Body\")\n\t\tICLD ABCDEFG 3\n\t\tICLD EFGEFGEFG 3\n\t\tICLD E 0 A_SpawnItemEx(\"SnowCloud2\",0,0,0,10,0,0)\n\t\tstop\n\t}\n}\n\nactor SnowCloud2\n{\n\tPROJECTILE\n\t+THRUACTORS\n\t+HEXENBOUNCE\n\t-ALLOWBOUNCEONACTORS\n\t+CANBOUNCEWATER\n\t-SKYEXPLODE\n\tWALLBOUNCEFACTOR 1\n\tBOUNCEFACTOR 1\n\tRadius 1\n\tHeight 1\n\treactiontime 20\n\tScale 2.5\n\tSpeed 0\n\tDamage (0)\n\tdamagetype \"Iceman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tICLD EEEFFFGGG 1 A_SpawnItemEx(\"IceManSnowflake\",0,0,-32,random(-10,10),random(-10,10),random(-1,0))\n\t\tICLD E 0 A_CountDown\n\t\tloop\n\t\tDeath:\n\t\tICLD GFEDCBA 3 A_Stop\n\t\tstop\n\t}\n}\n\nactor IceManSnowFlake\n{\n\tObituary \"$OB_ICEMAN4\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t-BOUNCEONFLOORS\n\tbouncefactor 0.9\n\talpha 0.7\n\trenderstyle add\n\tRadius 32\n\tHeight 32\n\tScale 2.5\n\tSpeed 0\n\tgravity 0.1\n\tDamage (18)\n\tdamagetype \"Iceman\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tICLD H 1 A_CheckFloor(\"Death\")\n\t\tloop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor IceUltBuildCooldownGiver : UltBuildCooldownGiver\n{\n\tPowerup.Duration 350\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan1/Fireman.txt",
"contents": "actor Fireman : VCBaseClass\n{\n\tplayer.startitem \"NormalArmor\"\n\tplayer.soundclass \"firemanc\"\n\tplayer.displayname \"Fireman\"\n\tplayer.jumpz 10\n\tplayer.startitem \"FireStormBoss\"\n\tplayer.startitem \"Base28Ammo\", 28\n\tplayer.startitem \"Base112Ammo\", 37\n\tplayer.startitem \"UltimateAttackItem1\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn1\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tFIRM A 0\n\t\tFIRM B 1\n\t\tFIRM A 1\n\t\tGoto Spawn+2\n\t\tSee:\n\t\tFIRM BBBBBCCCCCDDDDDEEEEE 1\n\t\tGoto Spawn\n\t\tAnimation1:\n\t\tTNT1 A 0 ACS_ExecuteAlways(2102,0,7,1)\n\t\tFIRM OPQ 7\n\t\tgoto Spawn+1\n\t\tMissile:\n\t\tFIRM F 5\n\t\tFIRM G 4\n\t\tGoto Spawn+1\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tFIRM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tFIRM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tFIRM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tFIRM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tFIRM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor FireStormBoss : VCBaseWeapon\n{\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 56\n\tWeapon.Ammotype \"BASE112AMMO\"\n\tObituary \"$OB_FIREMAN1\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tFIRB C 2 A_WeaponReady\n\t\tFIRB C 0 A_GiveInventory(\"BASE112AMMO\",2)\n\t\tGoto Ready\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tFIRB A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,724)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tFIRB A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BASE112AMMO\",5,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\t//TNT1 A 0 A_JumpIfHealthLower(75,\"FireFasterLeft\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FireStormVC\",0,0,8,0)\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"BASE112AMMO\",5)\n\t\tFIRB DE 1 A_SpawnItemEx(\"FireStormShield1\",30,0,32)\n\t\tFIRB E 2\n\t\tFIRB EE 1 A_SpawnItemEx(\"FireStormShield3\",30,0,32)\n\t\tFIRB EE 1 A_SpawnItemEx(\"FireStormShield1\",30,0,32)\n\t\tFIRB E 2\n\t\tFIRB DC 1 A_SpawnItemEx(\"FireStormShield3\",30,0,32)\n\t\tFIRB C 5\n\t\tFIRB C 1 A_Refire //A_WEAPONREADY(WRF_NOSECONDARY)\n\t\tgoto Ready\n\t\tFireFasterLeft:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FireStormVC\",0,0,8,0)\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"BASE112AMMO\",5)\n\t\tFIRB C 1\n\t\tFIRB D 3\n\t\tFIRB E 2\n\t\tFIRB E 1 A_Refire //A_WEAPONREADY(WRF_NOSECONDARY)\n\t\tgoto Ready\n\t\tFireFasterRight:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FireStormVCPower\",-14,0,8,10)\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"BASE56AMMO\",5)\n\t\tFIRB C 1\n\t\tFIRB F 3\n\t\tFIRB G 2\n\t\tFIRB G 1 A_Refire //A_WEAPONREADY(WRF_NOSECONDARY)\n\t\tgoto Ready\n\t\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BASE112AMMO\",28,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireManAdvantage\",1,\"FireWave\")\n\t\tgoto OtherAlt\n\t\tFireWave:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"BASE112AMMO\",28)\n\t\tFIRB F 2 A_SpawnItemEx(\"FiremanWave\",20,0,10)\n\t\tFIRB GGGF 2\n\t\tTNT1 A 0 SetPlayerproperty(0,0,0)\n\t\tFIRB C 5\n\t\tgoto Ready\n\t\tOtherAlt:\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"DroppingFireHeads\",14,0,0,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DroppingFireHeads\",-14,0,0,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DroppingFireHeads\",0,0,8,10)\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"BASE112AMMO\",28)\n\t\tFIRB GGGF 6\n\t\tFIRB C 5\n\t\tgoto Ready\n\t\tUltimateAttack:\n\t\tTNT1 A 0 A_GiveInventory(\"FireUltBuildCooldownGiver\",1)\n\t\tFIRB C 0 ACS_NamedExecute(\"VC_SetState\",0,1)\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"UltAttackFlag\",1)\n\t\tTNT1 A 0 a_ChangeFlag(\"INVULNERABLE\",1)\n\t\tTNT1 A 0 SetPlayerproperty(0,1,0)\n\t\tFIRB C 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FiremanWave\",0,0,8,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FiremanWave\",72,0,8,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FiremanWave\",144,0,8,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FiremanWave\",216,0,8,10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FiremanWave\",288,0,8,10)\n\t\tTNT1 A 0 A_GunFlash\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"BASE112AMMO\",5)\n\t\tFIRB CDDDEE 1\n\t\tTNT1 A 0 SetPlayerproperty(0,0,0)\n\t\tFIRB C 0 A_PlaySoundEx(\"weapon/firec\",\"Weapon\")\n\t\tTNT1 A 0 A_TakeInventory(\"BASE112AMMO\",5)\n\t\tFIRB CDDDEE 1\n\t\tFIRB C 5\n\t\tTNT1 A 0 a_ChangeFlag(\"INVULNERABLE\",0)\n\t\tTNT1 A 0 a_GiveInventory(\"FireManAdvantage\",1)\n\t\tGoto Ready\n\t\tFlash:\n\t\tTNT1 A 4 A_TakeInventory(\"ShortUltimateAmmo\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerUltBuildCooldown\",1,1)\n\t\tgoto FlashEnd\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShortUltimateAmmo\",1,\"Flash\")\n\t\tFlashEnd:\n\t\tTNT1 A 0 A_TakeInventory(\"ShortUltimateAmmo\",9999)\n\t\tTNT1 A 35 A_GiveInventory(\"FireUltBuildCooldownGiver\",1)\n\t\tstop\n\t\tNoAmmo:\n\t\tFIRB A 1\n\t\tGoto Ready\n\t}\n}\nactor DroppingFireHeads\n{\n\tPROJECTILE\n\tScale 2.5\n\tBouncetype Doom\n\t-ALLOWBOUNCEONACTORS\n\t+CANBOUNCEWATER\n\t-BOUNCEONFLOORS\n\tbouncecount 10\n\tbouncefactor 1\n\tRadius 16\n\tSpeed 5\n\tHeight 16\n\tgravity 1.8\n\tDamage (10)\n\tdamagetype \"FiremanAlt\"\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\tObituary \"$OB_FIREMAN2\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tHOTH C 0\n\t\tHOTH C 0 A_ScaleVelocity(12)\n\t\tHOTH CCCCDDDDCCCCDDDDCCCCDDDDCCCC 1 A_ScaleVelocity(0.925)\n\t\tHOTH C 0 A_Recoil(-10)\n\t\tHoming:\n\t\tHOTH CCDDCCDDCCDDCCDDCCDDCCDDCCDDCCDDCCDDCCDDCCDDCCDD 1 A_SeekerMissile(2, 10, SMF_LOOK, 50, 10)\n\t\tHomingEnd:\n\t\tHOTH CD 4 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tloop\n\t\tDeath:\n\t\tHOTH C 0 A_CHECKFLOOR(\"Death2\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tstop\n\t\tDeath2:\n\t\tTNT1 A 0 A_SPAWNITEMEX(\"FireManPillar\")\n\t\tstop\n\t\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanAltProtect : PowerProtection\n{\n\tpowerup.duration 2\n\tDamageFactor \"FiremanAlt\", 0.0\n}\n\nActor FireManPillar\n{\n\tPROJECTILE\n\tSPEED 0\n\tdamagetype \"FiremanAlt\"\n\tDamage (11)\n\tObituary \"$OB_FIREMAN3\"\n\tREACTIONTIME 9\n\tHeight 18\n\tRadius 18\n\t-NOGRAVITY\n\tGravity 1.8\n\tScale 2.5\n\tSTATES\n\t{\n\t\tSpawn:\n\t\tFWVE BCEF 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE EF 2 A_COUNTDOWN\n\t\tGoto Spawn+1\n\t\tDEATH:\n\t\tFWVE DA 2\n\t\tstop\n\t}\n}\n\nactor FireManAdvantage : PowerUpGiver\n{\n\tPowerup.Color None\n\tPowerup.Strength 2\n\tPowerup.Type \"Protection\"\n\tPowerup.Duration 50\n\t+INVENTORY.AUTOACTIVATE\n}\n\nactor FireStormVC\n\t{\n\tObituary \"$OB_FIREMAN1\"\n\trenderstyle translucent\n\tPROJECTILE\n\t+DONTBLAST\n\t+RIPPER\n\tRadius 14\n\tHeight 14\n\tscale 2.5\n\tdamagetype \"Fireman\"\n\tdamage (5)\n\tspeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\tFRMT AABBCC 1 A_Explode(2,36,0)\n\t\tFRMT AABBCC 1 A_Explode(2,36,0)\n\t\tFRMT A 0 A_JumpIf(z-floorz<36, \"FireStormGround\")\n\t\tloop\n\t\tFireStormGround:\n\t\tTNT1 A 0 A_SpawnItemEx (\"FireStormGround\",0,0,0)\n\t\tgoto Spawn\n\t\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\t//FIRE DEF 3 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tTNT1 A 0 A_CheckFloor(\"Ground\")\n\t\tFRMT ABC 2 A_Fadeout(0.25)\n\t\tgoto Death+2\n\t\tGround:\n\t\tTNT1 A 0 A_SpawnItemEx (\"FireStormGround\",0,0,0)\n\t\tFRMT ABC 2 A_Fadeout(0.25)\n\t\tgoto Ground+1\n\t}\n}\n\nactor FireStormVCPower : FireStormVC\n{\n\tSpeed 50\n\tStates\n\t{\n\t\tSpawn:\n\t\tFRMT AABBCC 1 A_Explode(21,38,0)\n\t\tFRMT AABBCC 1 A_Explode(21,38,0)\n\t\tFRMT A 0 A_JumpIf(z-floorz<36, \"FireStormGround\")\n\t\tloop\n\t}\n}\n\nactor FireStormShield1 : FireStormVC\n{\n\tDamagetype \"Fireman\"\n\trenderstyle translucent\n\talpha 0.6\n\tObituary \"$OB_FIREMAN4\"\n\tdamage (1)//(2)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tFRMS A 1 A_Explode(2,36,0)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FireStormShield2 : FireStormShield1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tFRMS B 1 //A_Explode(3,36,0)\n\t\tstop\n\t}\n}\n\nactor FireStormShield3 : FireStormShield1\n{\n\tdamage(2)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tFRMS C 1 A_Explode(3,36,0)\n\t\tstop\n\t}\n}\n\nactor FireStormGround\n{\n\tPROJECTILE\n\t+MISSILE\n\t+DONTBLAST\n\t+RIPPER\n\t+FLOORHUGGER\n\t+THRUGHOST\n\tObituary \"$OB_FIREMAN5\"\n\tScale 2.5\n\tHeight 10\n\tSpeed 0\n\tRadius 10\n\tDamagetype \"Fireman\"\n\tDamage (3)//(3)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE ABABABABABAB 2 A_Explode(2,16,0)//A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tTNT1 A 0 A_STOP\n\t\tFWVE DA 2 A_FADEOUT(0.2)\n\t\tstop\n\t}\n}\n\nactor FiremanWave\n{\n\tReactiontime 5\n\trenderstyle translucent\n\tPROJECTILE\n\t+MISSILE\n\t+DONTBLAST\n\t+RIPPER\n\t+FLOORHUGGER\n\t+THRUGHOST\n\tScale 2.5\n\tHeight 32\n\tSpeed 20\n\tRadius 16\n\tObituary \"$OB_FIREMAN6\"\n\tDamagetype \"Fireman\"\n\tDamage (0)//(5)\n\tStates\n\t{\n\t\tSpawn:\n\t\tFWVE F 0 A_CountDown\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",128,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave3\",96,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,-64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",128,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",128,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",64,64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",64,-64,0)\n\t\tPWVE A 0 A_GiveToTarget(\"FireUltBuildCooldownGiver\")\n\t\tFIRP AB 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",128,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave3\",96,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,-64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",128,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",128,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",64,64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",64,-64,0)\n\t\tFWVE F 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\n\t\tFWVE F 0 A_JumpIfInTargetInventory(\"ShortUltimateAmmo\",1,\"Spawn2\")\n\t\tgoto Death\n\t\tSpawn2:\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWaveX\",48,0,0)\n\t\tPWVE A 0 A_GiveToTarget(\"FireUltBuildCooldownGiver\")\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanWaveX : FiremanWave\n{\n\treactiontime 35\n\tStates\n\t{\n\t\tSpawn:\n\t\tFWVE F 0\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",0,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",0,32,0)\n\t\tPWVE A 0 A_GiveToTarget(\"FireUltBuildCooldownGiver\")\n\t\tFIRP CDCD 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave3B\",96,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave3\",128,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave3\",160,0,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave4\",96,-64,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",96,-32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",128,32,0)\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWave2\",128,-32,0)\n\t\tFWVE F 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\n\t\tFWVE F 0 A_JumpIfInTargetInventory(\"ShortUltimateAmmo\",1,\"Spawn2\")\n\t\tgoto Death\n\t\tSpawn2:\n\t\tFWVE F 0 A_SpawnItemEx(\"FiremanWaveX\",48,0,0)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanWave2 : FiremanWave\n{\n\talpha 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\tFWVE ABC 2 A_Explode(8,64,0)\n\t\tFWVE DCBA 2 A_FadeOut(0.25)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanWave4 : FiremanWave\n{\n\talpha 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\tFWVE AB 2 A_Explode(8,64,0)\n\t\tFWVE BA 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanWave3 : FiremanWave\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tFIRP ABCD 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFIRP EFEFEF 1 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFIRP CDAB 2 A_FadeOut(0.25)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FiremanWave3B : FiremanWave\n{\n\talpha 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\tFWVE CDCD 2 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE EFEFEF 1 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\n\t\tFWVE CDAB 2 A_FadeOut(0.25)\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor FireUltBuildCooldownGiver : UltBuildCooldownGiver\n{\nPowerup.Duration 35\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan1/TimeMan.txt",
"contents": "actor Timeman : SemiWeakArmorClass\n{\n\tplayer.startitem \"SemiWeakArmor\"\n\tplayer.soundclass \"Timemanc\"\n\tplayer.displayname \"Timeman\"\n\tplayer.forwardmove 0.8, 0.8\n\tplayer.sidemove 0.78, 0.78\n\tplayer.jumpz 10\n\tplayer.startitem \"TimeSlowBoss\"\n\tplayer.startitem \"Base28Ammo\", 14\n\tplayer.startitem \"UltimateAttackItem5\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn5\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tNTIM A 0\n\t\tNTIM B 1\n\t\tNTIM A 1\n\t\tGoto Spawn+2\n\t\tSee:\n\t\tNTIM BBBBCCCCDDDDEEEE 1\n\t\tGoto Spawn\n\t\tMissile:\n\t\tNTIM F 10\n\t\tNTIM G 8\n\t\tGoto Spawn+1\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tNTIM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tNTIM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tNTIM H 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tNTIM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tNTIM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tNTIM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor TimeSlowBoss : VCBaseWeapon\n{\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoType \"Base28Ammo\"\n\tObituary \"%o was slowed down by %k's \\ctTime Slow.\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tTIMH H 10 A_WeaponReady//(2)\n\t\tTIMH H 0 A_GiveInventory(\"Base28Ammo\",1)\n\t\tGoto Ready\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTIMH A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,726)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tTIMH A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tTIMM A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"Hold\")\n\t\tTIMM ABC 2\n\t\tTIMM JK 2 A_GiveInventory(\"BaseCustomFlag2\",1)\n\t\tHold:\n\t\tTIMH C 0 A_PlaySoundEx(\"weapon/timearrow\",\"Weapon\")\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrowFX\",0,0,16,-10)\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrow\",0,1,8,0)\n\t\tTIMM M 12\n\t\tTNT1 A 0 A_GIVEINVENTORY(\"HowManyArrowsAreUp\",1)\n\t\tTIMM M 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTIMH A 0 A_Refire\n\t\tTIMM KJ 2\n\t\tTIMM CBA 2 A_ClearRefire\n\t\t//TNT1 A 0 A_Refire(\"Fire\")//Nope\n\t\tTNT1 AAAAAAAAAAAA 0 A_CLEARREFIRE\n\t\tGoto Ready\n\t\tAltFire:\n\t\tTIMM A 0 A_JumpIfInventory(\"BaseCustomFlag2\",1,\"AltHold\")\n\t\tTIMM ABC 2\n\t\tTIMM JK 2 A_GiveInventory(\"BaseCustomFlag2\",1)\n\t\tAltHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HowManyArrowsAreUp\",2,\"Reverse\")\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"Base28Ammo\",2)\n\t\tTIMH C 0 A_PlaySoundEx(\"weapon/timearrow\",\"Weapon\")\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrowFX\",-8,0,16,-10)\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrowFX\",8,0,16,-10)\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrow2\",-8,1,8,0)\n\t\tTIMH C 0 A_FireCustomMissile(\"TimemanArrow2\",8,1,8,0)\n\t\tTIMM M 24\n\t\tTNT1 A 0 A_GIVEINVENTORY(\"HowManyArrowsAreUp\",2)\n\t\tTIMM M 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTIMH A 0 A_Refire\n\t\tTIMM KJ 2\n\t\tTIMM CBA 2 A_ClearRefire\n\t\t//TNT1 A 0 A_Refire(\"Fire\")//Nope\n\t\tTNT1 AAAAAAAAAAAA 0 A_CLEARREFIRE\n\t\tGoto Ready\n\t\tReverse:\n\t\tTIMH C 0 A_PlaySoundEx(\"weapon/timereverse\",\"Weapon\")\n\t\tTNT1 A 0 A_tAKEINVENTORY(\"HowManyArrowsAreUp\",999999999999)\n\t\tDRIL D 0 A_ClearRefire\n\t\tTIMM M 10 A_GiveInventory(\"TimeFlag\",2)\n\t\tTNT1 A 0 A_TakeInventory(\"TimeFlag\",999)\n\t\tTIMM ABC 2\n\t\tTIMM JK 2\n\t\tGoto Ready+1\n\t\tNoAmmo:\n\t\tTIMH H 1 ACS_Execute(979,0)\n\t\tGoto Ready\n\t\tUltimateAttack:\n\t\tFIRB C 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"UltAttackFlag\",1)\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"LongUltimateAmmo\",9999)\n\t\tTIMH H 0 A_TakeInventory(\"Base28Ammo\",28)\n\t\tTIMH H 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tTSLO A 0 A_Stop\n\t\tTSLO A 0 A_SetGravity(0.0)\n\t\tTSLO A 0 SetPlayerProperty(0,1,4)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX1\",0,0,0,0,16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX2\",0,0,0,0,-16)\n\t\tTIMH PPP 1 A_GiveInventory(\"Repulsion\",1)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX1\",0,0,0,0,16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX2\",0,0,0,0,-16)\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapon/slow\",\"Weapon\")\n\t\tTIMH OOO 1 A_GiveInventory(\"Repulsion\",1)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX1\",0,0,0,0,16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX2\",0,0,0,0,-16)\n\t\tTIMH NNN 1 A_GiveInventory(\"Repulsion\",1)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX1\",0,0,0,0,16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX2\",0,0,0,0,-16)\n\t\tTIMH I 2\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX1\",0,0,0,0,16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeRepulsionFX2\",0,0,0,0,-16)\n\t\tTSLO A 0 A_SpawnItemEx(\"TimeSpeedUpFX\",0,0,0,0,-16)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TimemanSlow\",0,1,0,0)\n\t\tTNT1 A 0 A_GiveInventory(\"Sped\",1)\n\t\tTIMH I 3\n\t\tTSLO A 0 SetPlayerProperty(0,0,4)\n\t\tTSLO A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTSLO A 0 A_Gravity\n\t\tTIMH NOP 3\n\t\tTNT1 A 0 A_TakeInventory(\"PowerUltBuildCooldown\",1)\n\t\tgoto Ready\n\t}\n}\n\nactor HowManyArrowsAreUp : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n}\n\nactor TimeFlag : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n}\n\nactor TimemanSlow : TimeSlow\n{\n\tObituary \"%o was clocked out by %k's \\ctTime Slow\\c-.\"\n\tdamagetype \"TimemanSlow\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(10,9000,0)\n\t\tSLOD EFGHIJKLMNEFGHIJKLMN 1\n\t\tstop\n\t}\n}\n\nactor TimeRepulsionFX1 : BaseDecorativeActor\n{\n\tStates\n\t{\n\tSpawn:\n\tTIMS X 4\n\tstop\n\t}\n}\n\nactor TimeRepulsionFX2 : BaseDecorativeActor\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTIMS B 4\n\t\tstop\n\t}\n}\n\nactor TimeSpeedUpFX : BaseDecorativeActor\n{\n\tvar int user_targetTID;\n\t+NOTARGETSWITCH\n\treactiontime 7\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\tTIMS C 0\n\t\tTNT1 A 0 A_SetUserVar(\"user_targetTID\",ACS_ExecuteWithResult(257,0))\n\t\tTIMS CCCDDDEEEFFFGGGIIIJJJKKK 1 Thing_Move(0, user_targetTID, 1)\n\t\tTIMS C 0 A_Countdown\n\t\tloop\n\t}\n}\n\nactor TimemanArrow\n{\n\tObituary \"%o was sped up by %k's \\ctTime Arrows.\"\n\tPROJECTILE\n\tdamagetype \"Timeman\"\n\tscale 2.5\n\tTranslation \"215:215=239:239\"\n\tSpeed 30\n\tRadius 8\n\tHeight 8\n\tDamage (12)\n\tStates\n\t{\n\t\tSpawn:\n\t\tSLOT EEI 3 A_JumpIfInTargetInventory(\"TimeFlag\",2,\"Reverse\")\n\t\tSLOT E 0 A_ScaleVelocity(1.25)\n\t\tloop\n\t\tReverse:\n\t\tTNT1 A 0 A_CustomMissile(\"ReturningArrow1\",0,0,0,0)\n\t\tSTOP\n\t\tDeath:\n\t\tTNT1 A 0 A_TAKEFROMTARGET(\"HowManyArrowsAreUp\",1)\n\t\tMMFX CDE 3\n\t\tstop\n\t}\n}\n\nactor ReturningArrow1\n{\n\tObituary \"%o was sped up by %k's \\ctTime Arrows.\"\n\tPROJECTILE\n\tdamagetype \"Timeman\"\n\tscale 2.5\n\tTranslation \"215:215=239:239\"\n\tSpeed 30\n\tRadius 8\n\tHeight 8\n\tReactionTime 5\n\tDamage (12)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 A_ScaleVelocity(-0.5)\n\t\tSLOT EEI 3\n\t\tSLOT E 3 A_CountDown\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tMMFX CDE 3 A_TAKEFROMTARGET(\"TimeFlag\",1)\n\t\tstop\n\t}\n}\n\nactor ReturningArrow2\n{\n\tObituary \"%o was slowed down by %k's \\ctTime Arrows.\"\n\tPROJECTILE\n\tdamagetype \"Timeman\"\n\tscale 2.5\n\tTranslation \"215:215=239:239\"\n\tSpeed 9\n\tRadius 8\n\tHeight 8\n\tReactionTime 5\n\tDamage (6)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 A_ScaleVelocity(-0.5)\n\t\tSLOT EEI 3\n\t\tSLOT E 3 A_CountDown\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tMMFX CDE 3 A_TAKEFROMTARGET(\"TimeFlag\",1)\n\t\tstop\n\t}\n}\n\nactor TimemanArrow2\n{\n\tObituary \"%o was slowed down by %k's \\ctTime Arrows.\"\n\tPROJECTILE\n\tdamagetype \"Timeman\"\n\tscale 2.5\n\tTranslation \"215:215=239:239\"\n\t+RIPPER\n\tSpeed 9\n\tRadius 8\n\tHeight 8\n\tDamage (16)\n\tStates\n\t{\n\t\tSpawn:\n\t\tSLOT EEI 3 A_JumpIfInTargetInventory(\"TimeFlag\",2,\"Reverse\")\n\t\tSLOT E 0 A_ScaleVelocity(1.25)\n\t\tloop\n\t\tReverse:\n\t\tTNT1 A 0 A_CustomMissile(\"ReturningArrow2\",0,0,0,0)\n\t\tSTOP\n\t\tDeath:\n\t\tTNT1 A 0 A_TAKEFROMTARGET(\"HowManyArrowsAreUp\",1)\n\t\tMMFX CDE 3\n\t\tstop\n\t}\n}\n\nactor TimemanArrowFX : TimemanArrow\n{\n\t+NOINTERACTION\n\tSpeed 20\n\tRadius 1\n\tHeight 1\n\tDamage (0)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tMMFX CDE 3 A_Stop\n\t\tstop\n\t}\n}\n\nactor Sped : PowerupGiver\n{\n\tSpeed 1.5\n\tpowerup.duration 175\n\tpowerup.type \"PowerSpeedUp\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\t\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 175\n\t\tstop\n\t}\n}\n\nactor PowerSpeedUp : PowerSpeed\n{\n\tSpeed 1.5\n\tPowerup.Color \"55 00 55\", 0.4\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan2/Quickman.txt",
"contents": "actor Quickman : GlassArmorClass\n{\n\tplayer.startitem \"GlassArmor\"\n\tplayer.soundclass \"QuickmanC\"\n\tPlayer.ViewHeight 45\n\tplayer.displayname \"Quickman\"\n\tplayer.forwardmove 0.9, 0.9\n\tplayer.sidemove 0.88, 0.88\n\tplayer.jumpz 14\n\tplayer.startitem \"QuickBoomerangBoss\"\n\tplayer.startitem \"QuickmanBossAmmo\", 28\n\tplayer.startitem \"UltimateAttackItem3\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn3\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tQUIM A 0\n\t\tQUIM B 1\n\t\tQUIM A 1\n\t\tGoto Spawn+2\n\t\tSee:\n\t\tQUIM BBBCCCDDDEEE 1\n\t\tGoto Spawn\n\t\tMissile:\n\t\tQUIM F 5\n\t\tQUIM G 4\n\t\tGoto Spawn+1\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tQUIM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tQUIM H 0 A_GiveInventory(\"MediumUltimateAmmo\",4)\n\t\tQUIM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+1\n\t\tClassDeath:\n\t\tQUIM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tQUIM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tQUIM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor QuickBoomerangBoss : VCBaseWeapon\n{\n\tWeapon.AmmoType \"QuickmanBossAmmo\"\n\tWeapon.AmmoGive 28\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 14\n\tObituary \"$OB_QUICKMAN1\"\n\tStates\n\t{\n\t\tReady:\n\t\tTNT1 A 0\n\t\tQUIK M 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")\n\t\tQUIK MMMMM 1 A_WeaponReady\n\t\tQUIK M 0 A_GiveInventory(\"QuickmanBossAmmo\",1)\n\t\tgoto Ready\n\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tQUIK A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,743)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tQUIK A 1 A_Raise\n\t\tLoop\n\n\t\tUltimateAttack:\n\t\tTNT1 A 0 A_GiveInventory(\"UltBuildCooldownGiver\",1)\n\t\tQUIK A 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tQUIK A 0 A_GiveInventory(\"QuickTimer\",770)\n\t\tQUIK A 0 A_GunFlash\n\t\tQUIK A 0 A_GiveInventory(\"PowerQuickSpeed\",1)\n\t\tQUIK A 0 A_TakeInventory(\"UltAttackFlag\",1)\n\t\tgoto Ready\n\n\t\tFlash:\n\t\tTNT1 A 1 A_TakeInventory(\"QuickTimer\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CutterFlag\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",10,\"Flash.Image\")\n\t\tTNT1 A 0 A_SetGravity(0.6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"QuickTimer\",1,\"Flash\")\n\t\tTNT1 A 0 A_SetGravity(0.8)\n\t\tTNT1 A 35\n\t\tTNT1 A 0 A_TakeInventory(\"CutterFlag\",99)\n\t\tTNT1 A 0 A_TakeInventory(\"MediumUltimateAmmo\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"PowerUltBuildCooldown\",1)\n\t\tstop\n\n\t\tFlash.Image:\n\t\tTNT1 A 0 A_TakeInventory(\"MediumUltimateAmmo\",4)\n\t\tTNT1 A 0 A_SpawnItemEx(\"QuickAfterimage\")\n\t\tTNT1 A 0 A_TakeInventory(\"CutterFlag\",99)\n\t\tgoto Flash\n\n\t\tFire:\n\t\tQUIK M 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tQUIK M 0 A_JumpIfInventory(\"PowerQuickSpeed\",1,\"FireULT\")\n\t\tQUIK M 1 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tQUIK M 0 A_FireCustomMissile(\"NormalQuickBoomerang\",0,1,8)\n\t\tQUIK M 0 A_FireCustomMissile(\"NormalQuickBoomerang\",20,0,8)\n\t\tQUIK M 0 A_FireCustomMissile(\"NormalQuickBoomerang\",-20,0,8)\n\t\tQUIK N 5\n\t\tQUIK M 7\n\t\tQUIK M 0 A_Refire\n\t\tgoto Ready\n\t\tFireULT:\n\t\tQUIK M 1 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tQUIK M 0 A_FireCustomMissile(\"SuperQuickBoomerang\",0,1,8)\n\t\tQUIK M 0 A_FireCustomMissile(\"SuperQuickBoomerang\",20,0,8)\n\t\tQUIK M 0 A_FireCustomMissile(\"SuperQuickBoomerang\",-20,0,8)\n\t\tQUIK N 5\n\t\tQUIK M 7\n\t\tQUIK M 0 A_Refire\n\t\tgoto Ready\n\n\t\tAltFire:\n\t\tQUIK M 0 A_JumpIfInventory(\"QuickmanBossAmmo\",14,1)\n\t\tgoto NoAmmo\n\t\tQUIK M 0 A_JumpIfInventory(\"PowerQuickSpeed\",1,\"AltULT\")\n\t\tQUIK M 0 A_GiveInventory(\"WeaponCharge\",10)\n\t\tQUIK M 0 A_TakeInventory(\"QuickmanBossAmmo\",14)\n\t\tQUIK M 0 A_Jump(256,\"AltContinue\")\n\t\tAltContinue:\n\t\tQUIK N 1 A_SpawnItemEx(\"QuickDash_AftImg\",32,0,0,0,0,0,0,1)\n\t\tQUIK N 0 A_ChangeVelocity(100,0,0,CVF_RELATIVE|CVF_REPLACE)\n\t\tQUIK N 0 SetPlayerProperty(0,1,4)\n\t\tQUIK N 0 A_SpawnItemEx(\"QuickHitBox\",64,0,32,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\n\t\tQUIK N 0 A_TakeInventory(\"WeaponCharge\",1)\n\t\tQUIK N 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AltContinue\")\n\t\tQUIK N 0 A_ScaleVelocity(0.285)\n\t\tQUIK N 0 SetPlayerProperty(0,0,4)\n\t\tQUIK NM 4\n\t\tQUIK MMMMMMMM 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tQUIK MMMMMMMM 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tgoto Ready\n\n\t\tAltULT:\n\t\tQUIK M 0 A_GiveInventory(\"WeaponCharge\",14)\n\t\tQUIK M 0 A_TakeInventory(\"QuickmanBossAmmo\",14)\n\t\tQUIK M 0 A_Jump(256,\"AltULTContinue\")\n\t\tAltULTContinue:\n\t\tQUIK N 1 A_SpawnItemEx(\"QuickDash_AftImg\",32,0,0,0,0,0,0,1)\n\t\tQUIK N 0 A_SpawnItemEx(\"QuickDashFX\",64,0,32)\n\t\tQUIK N 0 A_ChangeVelocity(105,0,0,CVF_RELATIVE|CVF_REPLACE)\n\t\tQUIK N 0 SetPlayerProperty(0,1,4)\n\t\tQUIK N 0 A_SpawnItemEx(\"UltQuickHitBox\",64,0,32,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)\n\t\tQUIK N 0 A_TakeInventory(\"WeaponCharge\",1)\n\t\tQUIK N 0 A_JumpIfInventory(\"WeaponCharge\",1,\"AltULTContinue\")\n\t\tQUIK N 0 A_ScaleVelocity(0.285)\n\t\tQUIK N 0 SetPlayerProperty(0,0,4)\n\t\tQUIK NM 4\n\t\tQUIK MMMMMM 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tQUIK MMMMMM 2 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\t\tgoto Ready\n\t\tNoAmmo:\n\t\tQUIK M 1\n\t\tgoto Ready\n\t}\n}\n\nactor QuickAfterimage\n{\ntranslation \"192:192=205:205\", \"198:198=74:74\", \"0:2=76:76\"\nPROJECTILE\n+NOCLIP\n+NOINTERACTION\n+THRUGHOST\nscale 2.5\nStates\n{\nSpawn:\nQUIM BCDE 2\nloopit:\nQUIM BCDE 2 A_FadeOut(0.2)\nloop\n}\n}\n\nactor QuickmanBossAmmo : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 28\n\tInventory.Amount 1\n}\n\nactor QuickmanDashProtection : PowerProtection\n{\n\tDamageFactor \"QuickDash\", 0.0\n\tPowerup.Duration 10\n}\n\nactor QuickmanBossAmmoAlt : QuickmanBossAmmo {}\n\nactor PowerQuickSpeed : PowerSpeed\n{\n\tPowerup.Duration 770\n\tSpeed 1.5\n}\n\nactor QuickTimer : Inventory\n{\n\tinventory.maxamount 770\n\tinventory.amount 1\n}\n\nactor NormalQuickBoomerang\n{\n\tDamageType \"QuickMan\"\n\tObituary \"$OB_QUICKMAN2\"\n\tRadius 10\n\tHeight 10\n\tScale 2.5\n\tDamage (6)\n\tSpeed 30\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tQUIC A 0\n\tQUIC ABCDABCDAB 2\n\tQUIC A 0 A_ScaleVelocity(-1)\n\tQUIC CDABCDABCD 2\n\tstop\n\t}\n}\n\nactor SuperQuickBoomerang : NormalQuickBoomerang\n{\n\tTranslation \"5:227=229:229\"\n\t+SEEKERMISSILE\n\tStates\n\t{\n\t\tSpawn:\n\t\tQUIC A 0\n\t\tQUIC ABCDABCDAB 2\n\t\tQUIC A 0 A_ScaleVelocity(0)\n\t\tQUIC ABCD 2\n\t\tQUIC A 0 A_ChangeVelocity(30,0,0,CVF_RELATIVE|CVF_REPLACE)\n\t\tQUIC AB 0 A_SeekerMissile(90,90,SMF_PRECISE|SMF_LOOK,256,256)\n\t\tDerp:\n\t\tQUIC ABCD 2\n\t\tloop\n\t}\n}\n\nactor QuickDashFX\n{\n\tTranslation \"192:192=105:105\", \"194:194=118:118\"\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-SOLID\n\tradius 2\n\theight 2\n\tscale 2.65\n\tStates\n\t{\n\t\tSpawn:\n\t\tGIGF HHIII 1 A_FadeOut(0.15)\n\t\tstop\n\t}\n}\n\nactor QuickDash_AftImg\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-SOLID\n\tradius 2\n\theight 2\n\tscale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tQUIM FFFGGGG 1 A_Fadeout\n\t\tstop\n\t}\n}\n\nactor QuickHitBox\n{\n\tPROJECTILE\n\tObituary \"$OB_QUICKMAN3\"\n\tDamageType \"QuickDash\"\n\tRadius 32\n\tHeight 32\n\tDamage (5)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(6,42,0,0,42)\n\t\tstop\n\t}\n}\n\nactor UltQuickHitBox : QuickHitBox\n{\n\tDamage (10)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(30,42,0,0,42)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/MegaMan2/Woodman.txt",
"contents": "actor Woodman : VCBaseClass\n{\n\tplayer.soundclass \"Woodmanc\"\n\tplayer.displayname \"Woodman\"\n\tplayer.forwardmove 0.75, 0.75\n\tplayer.sidemove 0.73, 0.73\n\tplayer.jumpz 10\n\tplayer.startitem \"LeafShieldBoss\"\n\tplayer.startitem \"Base56Ammo\", 56\n\tplayer.startitem \"BaseAltfireAmmo\", 112\n\tplayer.startitem \"UltimateAttackItem3\", 1\n\tplayer.startitem \"UltSoundWatcherSpawn3\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tWODM A 0\n\t\tWODM A 0 A_JumpIfInventory(\"WoodA1\",1,\"Animation1\")\n\t\tWODM B 1 A_JumpIfInventory(\"WoodA2\",1,\"Animation2\")\n\t\tWODM A 1 A_JumpIfInventory(\"WoodA2\",1,\"Animation2\")\n\t\tGoto Spawn+3\n\t\tSee:\n\t\tWODM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIfInventory(\"WoodA2\",1,\"Animation2\")\n\t\tGoto Spawn\n\t\tMissile:\n\t\tWODM F 1 A_JumpIfInventory(\"WoodA1\",1,\"Animation1\")\n\t\tWODM F 0 A_JumpIfInventory(\"WoodA2\",1,\"Animation2\")\n\t\tWODM FFFF 1 A_JumpIfInventory(\"WoodA1\",1,\"Animation1\")\n\t\tWODM GGGG 1 A_JumpIfInventory(\"WoodA1\",1,\"Animation1\")\n\t\tGoto Spawn+2\n\t\tAnimation1:\n\t\tWODM IJKLIJKL 2\n\t\tWODM I 0 A_JumpIfInventory(\"WoodA1\",1,\"Animation1\")\n\t\tgoto Spawn+3\n\t\tAnimation2:\n\t\tWOOH ABAB 4\n\t\tWOOH A 0 A_JumpIfInventory(\"WoodA2\",1,\"Animation2\")\n\t\tgoto Spawn+2\n\t\tClassTimeStop:\n\t\tPLAY A 0 SetPlayerProperty(0,1,4)\n\t\tPLAY A 0 ACS_Execute(528,0)\n\t\tWODM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\t\tPLAY A 0 SetPlayerProperty(0,0,4)\n\t\tGoto pain+1\n\t\tClassPain:\n\t\tWODM HHHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\t\tGoto Spawn+2\n\t\tClassDeath:\n\t\tWODM H 20 ACS_ExecuteAlways(999,0,0)\n\t\tWODM H 0 A_PlayerScream\n\t\tNOFX A 0 A_SpawnItemEx(\"FakeDeathFX\",0,0,32)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t\tClassIceDeath:\n\t\tWODM A 35\n\t\tNOFX A 0 A_SpawnItemEx(\"FrozenDeathFX\",0,0,16)\n\t\tNOFX A 1 A_CheckPlayerDone\n\t\twait\n\t}\n}\n\nactor LeafShieldBoss : VCBaseWeapon\n{\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType \"Base56Ammo\"\n\tWeapon.AmmoType2 \"BaseAltfireAmmo\"\n\tObituary \"$OB_WOODMAN1\"\n\tStates\n\t{\n\t\tDeselect:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tWOOA A 1 A_Lower\n\t\tLoop\n\t\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(991,0,747)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tWOOA A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UltAttackFlag\",1,\"UltimateAttack\")//I'll Finish this once rotations are done\n\t\tWOOA A 5 A_WeaponReady//(2)\n\t\tWOOA A 0 A_GiveInventory(\"Base56Ammo\",3)\n\t\tWOOA A 0 A_GiveInventory(\"BaseAltfireAmmo\",6)\n\t\tGoto Ready\n\t\tFire:\n\t\tWOOA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\n\t\tWOOA A 0 A_JumpIfInventory(\"ShieldCheck2\",1,\"ShieldThrow\")\n\t\tWOOA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"LeafRainLead\",1)\n\t\tWOOA A 1 A_GiveInventory(\"ShieldCheck\",1)//A_SpawnItemEx(\"BubbleLeadStart\",6,0,0,8,0,8,0,0,0)\n\t\tWOOA GGAAHH 1\n\t\tgoto ShieldActive\n\t\tShieldActive:\n\t\tWOOA A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"InvProtection\",1)\n\t\tWOOA A 0 A_PlayWeaponSound(\"weapon/leafshield\")\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield1Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield1Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield2Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield2Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 0 A_PlayWeaponSound(\"weapon/leafshield\")\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield3Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield3Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield4Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_SpawnItemEx(\"LeafShield4Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tGoto Shield\n\t\tShield:\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_ChangeFlag(\"PICKUP\",0)\n\t\tWOOA A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"InvProtection\",1)\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",2)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_PlayWeaponSound(\"weapon/leafshield\")\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield1Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield1Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield2Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield2Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 0 A_PlayWeaponSound(\"weapon/leafshield\")\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield3Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield3Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield4Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 1 A_WeaponReady(2)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,1)\n\t\tGoto NoAmmo\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",1) WOOA A 0 A_GiveInventory(\"WoodAltAmmo\",3)\n\t\tWOOA A 0 A_SpawnItemEx(\"LeafShield4Boss\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\n\t\tWOOA A 0 A_JumpIfInventory(\"Base56Ammo\",1,\"Shield\")\n\t\tgoto ShieldThrow\n\t\tShieldThrow:\n\t\tTNT1 A 0 A_TakeInventory(\"WoodAltAmmo\",99999)\n\t\tTNT1 A 0 A_TakeInventory(\"LeafRainLead\",999)\n\t\tWOOA A 0 A_ChangeFlag(\"PICKUP\",1)\n\t\tWOOA A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tTNT1 A 0 A_TakeInventory(\"InvProtection\",1)\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck\",999)\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck2\",999)\n\t\tWOOA A 0 A_FireCustomMissile(\"WoodManShield\",0,0,0,0)\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",8)\n\t\tWOOA DEF 4\n\t\tWOOA A 16\n\t\tgoto Ready\n\t\tNoAmmo:\n\t\tTNT1 A 0 A_takeInventory(\"LeafRainLead\",9999)\n\t\tWOOA A 0 A_ChangeFlag(\"PICKUP\",1)\n\t\tWOOA A 1 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\n\t\tWOOA A 1 A_JumpIfInventory(\"ShieldCheck2\",1,\"ShieldThrow\")\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck\",999)\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck2\",999)\n\t\tgoto Ready\n\t\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"LeafRainCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldCheck2\",1,\"LeafRainCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BaseAltfireAmmo\",112,\"WoodRoll\")\n\t\tgoto Ready\n\t\tWoodRoll:\n\t\tTNT1 A 0 A_ChangeFlag(\"Invulnerable\",1)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTNT1 A 0 A_takeInventory(\"IHaveHitAWall\",1)\n\t\tTNT1 A 0 A_GunFlash(\"LeafRollSounds\")\n\t\tTNT1 A 0 A_GiveInventory(\"WoodA1\",1)//ACS_EXECUTE(2107,0,1)\n\t\tGoto RollContinue\n\t\tRollContinue:\n\t\tTNT1 A 0 A_GiveInventory(\"WoodA1\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsRolling\",1)\n\t\tTNT1 A 1 A_JumpIfInventory(\"IHaveHitAWall\",1,\"RollEnd2\")\n\t\tTNT1 A 1 A_TakeInventory(\"BaseAltfireAmmo\",4)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NiceWallCheck\",50,0,50,momx,momy,momz,0,8,0)\n\t\tTNT1 A 1 A_JumpIfInventory(\"IHaveHitAWall\",1,\"RollEnd2\")\n\t\tTNT1 A 0 A_GiveInventory(\"WoodA1\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsRolling\",1)\n\t\tTNT1 A 1 A_JumpIfInventory(\"IHaveHitAWall\",1,\"RollEnd2\")\n\t\tTNT1 A 1 A_TakeInventory(\"BaseAltfireAmmo\",4)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NiceWallCheck\",50,0,50,momx,momy,momz,0,8,0)\n\t\tTNT1 A 1 A_JumpIfInventory(\"IHaveHitAWall\",1,\"RollEnd2\")\n\t\tTNT1 A 1 A_JumpIfInventory(\"BaseAltfireAmmo\",1,1)\n\t\tgoto RollEnd\n\t\tTNT1 A 0 A_Refire(\"RollContinue\")\n\t\tgoto RollEnd\n\t\tLeafRollSounds:\n\t\tTNT1 A 9 A_PlaySoundEx(\"Woodman/Roll\",\"Auto\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsDead\",1,\"NoFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRolling\",1,\"LeafRollSounds\")\n\t\tSTOP\n\t\tNoFlash:\n\t\tTNT1 A 1\n\t\tSTOP\n\t\tRollStop:\n\t\tTNT1 A 0 A_TakeInventory(\"BaseAltfireAmmo\",24)\n\t\tgoto RollEnd+1\n\t\tRollEnd:\n\t\tTNT1 A 0 A_TakeInventory(\"BaseAltfireAmmo\",12)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tTNT1 A 0 A_TakeInventory(\"IsRolling\",999)\n\t\tTNT1 A 0 A_StopSoundEx(\"Auto\")\n\t\tgoto Ready\n\t\tRollEnd2:\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_TakeInventory(\"BaseAltfireAmmo\",18)\n\t\tTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tTNT1 A 0 A_ChangeVelocity(-25,0,momz,CVF_RELATIVE|CVF_REPLACE)\n\t\tTNT1 A 0 A_TakeInventory(\"IsRolling\",999)\n\t\tTNT1 A 0 A_StopSoundEx(\"Auto\")\n\t\tgoto Ready\n\t\tLeafRainCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WoodAltAmmo\",56,1)\n\t\tgoto ShieldThrow\n\t\tTNT1 A 0 A_TakeInventory(\"WoodAltAmmo\",99999)\n\t\tTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tLEAF A 0 A_PlaySoundEx(\"weapon/leafshieldcounter\", \"body\")\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"LeafRainLead\",999)\n\t\tWOOA A 0 A_TakeInventory(\"ShieldCheck2\",999)\n\t\tWOOA A 0 A_TakeInventory(\"Base56Ammo\",999)\n\t\tWOOA A 0 A_GiveInventory(\"WoodA2\")\n\t\tWOOA A 0 A_ChangeFlag(\"PICKUP\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"LeafyRainyMaker\",0,1,0,0)\n\t\tWOOA BBAACCAABBAACCAA 1\n\t\tgoto Ready\n\t\tUltimateAttack:\n\t\tTNT1 A 0 A_GiveInventory(\"UltBuildCooldownGiver\",1)\n\t\tFIRB C 0 A_PlaySoundEx(\"classes/ultimateactivation\",\"Auto\")\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"UltAttackFlag\",1)\n\t\tTIMH H 0 A_TakeInventory(\"BaseCustomFlag1\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogHead\", 0, 25, 56 + 20, 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WoodUltWatcher\")\n\t\tWOOA BBAACCAABBAACCAABBAACCAABBAACCAA 1 A_GiveInventory(\"WoodA2\")\n\t\tGoto Ready\n\t}\n}\n\nactor WoodAltAmmo : inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 56\n}\n\nactor WoodDunIt : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 }\nactor LeafRainLead : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 }\n\nactor WoodA1 : VCOnceP {powerup.duration 4}\nactor WoodA2 : VCOnceP {powerup.duration 4}\n\nActor NiceWallCheck\n{\n\tmaxstepheight 15\n\tObituary \"$OB_WOODMAN2\"\n\tPROJECTILE\n\t+DONTBLAST\n\t+DONTREFLECT\n\t+NOGRAVITY\n\tRadius 20\n\tHeight 25\n\tdamage (7)\n\t+NOEXPLODEFLOOR\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tstop\n\t\tDeath:\n\t\tTNT1 A 0 A_CheckCeiling(\"XDeath\")\n\t\tTNT1 I 1 A_GiveToTarget(\"IHaveHitAWall\",1)\n\t\tStop\n\t\tXDEATH:\n\t\tTNT1 A 0\n\t\tSTOP\n\t}\n}\n\nActor LeafyRainyMaker\n{\n\tPROJECTILE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"LeafRainMakingIsDaBest\",0,0,0,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"LeafRainMakingIsDaBest\",0,0,0,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"LeafRainMakingIsDaBest\",0,0,0,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"LeafRainMakingIsDaBest\",0,0,0,0)\n\t\tstop\n\t}\n\n}\n\nactor IHaveHitAWall : Inventory { Inventory.Amount 0 Inventory.MaxAmount 1 }\nactor IsRolling : Inventory { Inventory.Amount 0 Inventory.MaxAmount 1 }\nactor ShieldCheck2 : ShieldCheck {}\n\nactor WoodManShield\n{\n\tscale 2.5\n\tPROJECTILE\n\tDamage (15)\n\tObituary \"$OB_WOODMAN1\"\n\tdamagetype \"WoodMan\"\n\t//+RIPPER\n\tSpeed 25\n\tRadius 12\n\tHeight 12\n\tStates\n\t{\n\t\tSpawn:\n\t\tWMLS EEFFGGHH 1 A_Explode(6,48,0,0,48)\n\t\tloop\n\t\tDeath:\n\t\tTNT1 AAAA 1 A_SpawnItemEx(\"LeafDebris\",0,0,0,random(-15,0),random(-15,15),random(5,10),0)//random(0,360))//MMFX BCDE 3\n\t\tstop\n\t}\n}\n\nactor LeafDebris\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tHeight 4\n\tRadius 4\n\tdamage (0)\n\tscale 2.5\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tWOO2 D 2\n\t\tTNT1 A 2\n\t\tWOO2 E 2\n\t\tTNT1 A 2\n\t\tWOO2 F 2\n\t\tTNT1 A 2\n\t\tWOO2 G 2\n\t\tTNT1 A 2\n\t\tWOO2 H 2\n\t\tTNT1 A 2\n\t\tWOO2 G 2\n\t\tstop\n\t}\n}\n\nactor LeafShieldOld1 //Yes, I imported the V5a Leaf Shield. Why'd you ask? :(\n{\n\tscale 2.5\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\t+MISSILE\n\tStates\n\t{\n\t\tSpawn:\n\t\tLFSH AA 0 A_JumpIfInTargetInventory(\"LeafShieldCharge\", 20, \"Large\")\n\t\tLFSH A 0 A_JumpIfInTargetInventory(\"LeafShieldCharge\", 10, \"Medium\")\n\t\tLFSH A 2\n\t\tstop\n\t\tLarge:\n\t\tWOOD A 2\n\t\tstop\n\t\tMedium:\n\t\tLFSH E 2\n\t\tstop\n\t}\n}\nactor LeafShield1Boss : LeafShieldOld1\n{\n\t-CLIENTSIDEONLY\n\t+DONTBLAST\n\t+NOINTERACTION\n\t+NONETID\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF L 1\n\t\tLEAF L 1\n\t\tstop\n\t}\n}\n\nactor LeafShield2Boss : LeafShield1Boss\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF M 1\n\t\tLEAF M 1\n\t\tstop\n\t}\n}\n\nactor LeafShield3Boss : LeafShield1Boss\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF N 1\n\t\tLEAF N 1\n\t\tstop\n\t}\n}\n\nactor LeafShield4Boss : LeafShield1Boss\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF O 1\n\t\tLEAF O 1\n\t\tstop\n\t}\n}\n\nactor LeafRainMakingIsDaBest\n{\n\tPROJECTILE\n\t+RIPPER\n\t+DONTBLAST\n\t-SOLID\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\t+NOINTERACTION\n\tradius 1\n\theight 1\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF XYZW 6 ThrustThingZ(0,60,0,0)\n\t\tLEAF XYZW 0 ThrustThingZ(0,60,0,0)\n\t\tLEAF A 0 A_Stop\n\t\tDeath:\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf\")\n\t\tLEAF Y 0 A_SpawnItemEx(\"CeilingLeaf2\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf3\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf4\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf5\")\n\t\tLEAF X 4 A_PlaySoundEx(\"weapon/leafrain\",\"Body\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf\")\n\t\tLEAF Y 0 A_SpawnItemEx(\"CeilingLeaf2\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf3\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf4\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf5\")\n\t\tLEAF X 4 A_PlaySoundEx(\"weapon/leafrain\",\"Body\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf\")\n\t\tLEAF Y 0 A_SpawnItemEx(\"CeilingLeaf2\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf3\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf4\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf5\")\n\t\tLEAF X 4 A_PlaySoundEx(\"weapon/leafrain\",\"Body\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf\")\n\t\tLEAF Y 0 A_SpawnItemEx(\"CeilingLeaf2\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf3\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf4\")\n\t\tLEAF X 0 A_SpawnItemEx(\"CeilingLeaf5\")\n\t\tstop\n\t}\n}\n\nactor CeilingLeaf\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 9\n\tscale 2.5\n\tspeed 15\n\tdamagetype \"Woodman\"\n\tdamage (10)\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+MISSILE\n\t+NOINTERACTION\n\t+NOCLIP\n\tReactiontime 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF X 1 A_SpawnItemEx(\"WoodManLeaf\",random(-128,128),random(-128,128),320,0,0,-16)\n\t\tLEAF XYZW 1 A_Countdown\n\t\tstop//goto Spawn+4\n\t}\n}\n\nactor CeilingLeaf2\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 9\n\tscale 2.5\n\tspeed 15\n\tdamagetype \"Woodman\"\n\tdamage (10)\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+MISSILE\n\t+NOINTERACTION\n\t+NOCLIP\n\tReactiontime 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF X 1 A_SpawnItemEx(\"WoodManLeaf\",random(100,320),random(100,320),320,0,0,-16)\n\t\tLEAF XYZW 1 A_Countdown\n\t\tstop//goto Spawn+4\n\t}\n}\n\nactor CeilingLeaf3\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 9\n\tscale 2.5\n\tspeed 15\n\tdamagetype \"Woodman\"\n\tdamage (10)\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+MISSILE\n\t+NOINTERACTION\n\t+NOCLIP\n\tReactiontime 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF X 1 A_SpawnItemEx(\"WoodManLeaf\",random(-100,-320),random(-100,-320),320,0,0,-16)\n\t\tLEAF XYZW 1 A_Countdown\n\t\tstop//goto Spawn+4\n\t}\n}\n\nactor CeilingLeaf4\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 9\n\tscale 2.5\n\tspeed 15\n\tdamagetype \"Woodman\"\n\tdamage (10)\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+MISSILE\n\t+NOINTERACTION\n\t+NOCLIP\n\tReactiontime 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF X 1 A_SpawnItemEx(\"WoodManLeaf\",random(-100,-320),random(100,320),320,0,0,-16)\n\t\tLEAF XYZW 1 A_Countdown\n\t\tstop//goto Spawn+4\n\t}\n}\n\nactor CeilingLeaf5\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 9\n\tscale 2.5\n\tspeed 15\n\tdamagetype \"Woodman\"\n\tdamage (10)\n\t+NOGRAVITY\n\t+DONTBLAST\n\t+MISSILE\n\t+NOINTERACTION\n\t+NOCLIP\n\tReactiontime 10\n\tstates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF X 1 A_SpawnItemEx(\"WoodManLeaf\",random(128,256),random(-128,-256),320,0,0,-16)\n\t\tLEAF XYZW 1 A_Countdown\n\t\tstop//goto Spawn+4\n\t}\n}\nactor WoodManLeaf\n{\n\tPROJECTILE\n\t+DONTBLAST\n\t+NOINTERACTION\n\tObituary \"$OB_WOODMAN3\"\n\tDamagetype \"Woodman\"\n\t//damage (10)\n\theight 10\n\tradius 10\n\tScale 2.5\n\tReactiontime 5\n\tStates\n\t{\n\t\tSpawn:\n\t\tLEAF XYZW 0\n\t\tLEAF XYZWXYZW 3 A_ChangeVelocity(5,0,momz,CVF_RELATIVE|CVF_REPLACE)\n\t\tLEAF XXXYYYZZZWWW 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\n\t\tLEAF XYZW 0 A_JumpIf(momz==0,\"Death\")\n\t\tLEAF XYZW 0 A_CountDown\n\t\tLEAF XYZWXYZW 3 A_ChangeVelocity(-5,0,momz,CVF_RELATIVE|CVF_REPLACE)\n\t\tLEAF XXXYYYZZZWWW 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\n\t\tLEAF XYZW 0 A_JumpIf(momz==0,\"Death\")\n\t\tLEAF XYZW 0 A_CountDown\n\t\tGoto Spawn+2\n\t\tSpawn2:\n\t\tLEAF XYZW 0 A_ChangeFlag(\"RIPPER\", 0)\n\t\tLEAF XYZW 0 A_ChangeFlag(\"NOINTERACTION\",0)\n\t\tLEAF XYZWXYZW 3 A_ChangeVelocity(-5,0,momz,CVF_RELATIVE|CVF_REPLACE)\n\t\tLEAF XXXYYYZZZWWW 1 A_JumpIf(ceilingz-z>8, \"Spawn2\")\n\t\tLEAF XYZW 0 A_JumpIf(momz==0,\"Death\")\n\t\tLEAF XYZW 0 A_CountDown\n\t\tGoto Spawn\n\t\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_Explode(11, 90, 0) //NERF\n\t\tTNT1 A 1 A_SpawnItemEx(\"LeafDebris\",0,0,0,random(-15,15),random(-15,15),random(5,10),random(0,360))//MMFX BCDE 3\n\t\tstop\n\t}\n}\n\nactor HotDogHead\n{\n\tPROJECTILE //MONSTER\n\t+MISSILE\n\t+FRIENDLY\n\t-COUNTKILL\n\t+ThruSpecies\n\t-SOLID\n\t+SKYEXPLODE\n\t-SHOOTABLE\n\t+NOCLIP\n\t+THRUACTORS\n\tSpecies \"HotDog\"\n\tSpeed 0\n\tHealth 99\n\t+INVULNERABLE\n\tRadius 8\n\tHeight 8\n\tscale 2.5\n\tDamageType \"NoUlt\"\n\tObituary \"$OB_WOODMAN4\"\n\tReactionTime 9\n\t+NOGRAVITY\n\t+RIPPER\n\tdamage (0)\n\tAlpha 0.6\n\tRenderStyle \"Translucent\"\n\tScale 2.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD AAAAAAAAAAAAAAAAAAAA 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"HotDogAngleVar\",0)\n\t\tTNT1 A 0 A_GiveToTarget(\"TargetMarker\", 1)\n\t\tGoto See\n\t\tSee:\n\t\tHOTD A 0 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tTNT1 A 0 A_GiveInventory(\"WolfFlag\",1)\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_LookEx(LOF_NOSOUNDCHECK,1,600,600,360,\"Missile\")\n\t\tHOTD A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\n\t\tHOTD AAAAAAA 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tMissile:\n\t\tHOTD A 0 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tTNT1 A 0 A_PlaySoundEx(\"FireWolf/Fire\",\"Auto\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFire\",0,2,-4,25,0,0)\n\t\tHOTD BBBBBBBBBBBB 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tHOTD A 0 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WolfFlag\",21,\"Death\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\n\t\tGoto See\n\t\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Misc/DevilPain\",\"Auto\")\n\t\tMMFX BBCCDDEE 1 A_Warp(AAPTR_TARGET, 0, 0, 32, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tTNT1 A 35 A_TAKEINVENTORY(\"WolfFlag\",9999)\n\t\tTNT1 A 0 A_TakeFromTarget(\"PowerUltBuildCooldown\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WoodUltStop\")\n\t\tSTOP\n\t}\n}\n\nactor WolfFlag : Inventory { Inventory.Amount 0 Inventory.MaxAmount 21 }\n\nactor HotDogFire\n{\n\tPROJECTILE\n\tRadius 12\n\tHeight 12\n\tscale 2.5\n\tDamage (20)\n\tScale 2.5\n\tDamageType \"NoUlt\"\n\t+ThruSpecies\n\tSpecies \"HotDog\"\n\tSpeed 90\n\tObituary \"$OB_WOODMAN4\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 A_ChangeFlag(\"ThruSpecies\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF A 2 A_Weave(8,-1,5,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF A 2 A_Weave(8,-1,5,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF A 2 A_Weave(8,-1,5,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF B 2 A_Weave(8,-1,5,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF B 2 A_Weave(8,-1,5,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HotDogFireTrail\")\n\t\tHOTF B 2 A_Weave(8,-1,5,1)\n\t\tgoto spawn+1\n\t\tDeath:\n\t\tMMFX BBCCDDEE 1\n\t\tTNT1 A 0\n\t\tSTOP\n\t}\n}\n\nactor HotDogFireTrail : HotDogFire\n{\n\tdamage(2)\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 2\n\t\tHOTF ABAB 2\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor WoodUltWatcher\n{\nHeight 0\nRadius 0\n+NOTARGETSWITCH\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nreactiontime 10\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"Core_TargetExists\",0) == 0, \"Death\")\nTNT1 A 2 A_TakeFromTarget(\"MediumUltimateAmmo\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"WoodUltStop\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"MediumUltimateAmmo\",1,\"Spawn\")\nloop\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"MediumUltimateAmmo\",999) //Failsafe\nstop\n}\n}\n\nactor WoodUltStop : Powerup\n{\n+ADDITIVETIME\nPowerup.Duration 5\n}"
}
]
},
"maps": []
}