Raw model (for completeness)
{
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"added": "2021/08/22 12:50:11",
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"added": "2021/08/22 12:50:11",
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{
"source": "pk3",
"name": "actors/fx/smoke_gray.txt",
"contents": "//==============GRAY SMOKE (Small, Medium and Large)================\n//used by the naposoldiers to make a smoke effect when they\n//fire their musket rifles\n\nactor SmallGraySmoke\n{\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n SMOW A 20 Bright A_FadeOut(0.1)\n SMOW A 20 Bright A_FadeOut(0.1)\n SMOW A 20 Bright A_FadeOut(0.1)\n SMOW A 20 Bright A_FadeOut(0.1)\n SMOW A 20 Bright A_FadeOut(0.1)\n SMOW A 20 Bright A_FadeOut(0.1)\n\t SMOW A 20 Bright A_FadeOut(0.1)\n\t SMOW A 20 Bright A_FadeOut(0.1)\n\t SMOW A 20 Bright A_FadeOut(0.1)\n\t SMOW A 20 Bright A_FadeOut(0.1)\n\t Stop\n }\n}\n\nactor MediumGraySmoke\n{\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n SMOW B 20 Bright A_FadeOut(0.1)\n SMOW B 20 Bright A_FadeOut(0.1)\n SMOW B 20 Bright A_FadeOut(0.1)\n SMOW B 20 Bright A_FadeOut(0.1)\n SMOW B 20 Bright A_FadeOut(0.1)\n SMOW B 20 Bright A_FadeOut(0.1)\n\t SMOW B 20 Bright A_FadeOut(0.1)\n\t SMOW B 20 Bright A_FadeOut(0.1)\n\t SMOW B 20 Bright A_FadeOut(0.1)\n\t SMOW B 20 Bright A_FadeOut(0.1)\n\t Stop\n }\n}\n\nactor LargeGraySmoke\n{\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n SMOW C 20 Bright A_FadeOut(0.1)\n SMOW C 20 Bright A_FadeOut(0.1)\n SMOW C 20 Bright A_FadeOut(0.1)\n SMOW C 20 Bright A_FadeOut(0.1)\n SMOW C 20 Bright A_FadeOut(0.1)\n SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t SMOW C 20 Bright A_FadeOut(0.05)\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/fx/muzzleflashes.txt",
"contents": "//==============MUZZLEFLASHES================\n//used by some actors\n\n//===MUZZLEFLASH1===\n//mid-sized muzzlefire\n\nactor Muzzleflash1\n{\n +NOGRAVITY\n States\n {\n Spawn:\n MZL1 A 4 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/items/healthball05.txt",
"contents": "ACTOR HealthBall5 : Health 25004\n//a bonus item that gives 5 hp\n//cannot go over 100hp\n{\n Inventory.PickupMessage \"Picked up a health ball.\"\n Inventory.Amount 5\n Inventory.MaxAmount 100\n //$Category LegoHealth\n States\n {\n Spawn:\n HH05 ABCDEFGH 4\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_archer.txt",
"contents": "//==============LEGO ARCHER==============\n//enemy\n\nactor LegoArcher 25020\n{\n Health 90\n Speed 10\n Radius 30\n Height 56\n Mass 70\n Monster\n MissileType \"Arrow\"\n SeeSound \"ARCHSEE\"\n AttackSound \"ARCHFIRE\"\n DeathSound \"MAGEDEAD\"\n ActiveSound \"ARCHACTI\"\n Obituary \"%o has been killed by a lego archer.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n ARCH A 1 A_Look\n\t Loop\n See:\n ARCH BC 5 A_Chase\n\t Loop\n Missile:\n ARCH DE 5 A_FaceTarget\n\t ARCH F 5 A_FaceTarget\n\t ARCH F 0 A_PlaySound (\"ARCHPULL\")\n\t ARCH G 10 A_FaceTarget\n\t ARCH I 0 A_PlaySound (\"ARCHRELA\")\n\t ARCH I 5 A_MissileAttack\n\t ARCH I 3 A_MonsterRefire (130, \"See\")\n Goto Missile\n Death:\n\t ARCH J 3 A_Scream\n\t ARCH KL 3\n\t ARCH M -1\n\t Stop\n }\n}\n\n//===ARROW===\n//projectile fired by the lego archer\nactor Arrow\n{\n Radius 11\n Height 8\n Speed 40\n Damage 5\n Projectile\n +RANDOMIZE\n SeeSound \"ARRWFIRE\"\n DeathSound \"ARRWDEAD\"\n Obituary \"%o has been hit by an arrow.\"\n States\n {\n Spawn:\n ARRW A 1\n Loop\n Death:\n ARRW A 70 A_PlaySound (\"ARRWDEAD\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_horse_white.txt",
"contents": "//==============LEGO WHITE HORSE==============\n//wandering animal\n\nactor LegoHorseWhite 25018\n{\n Health 220\n Speed 5\n Radius 56\n Height 80\n Mass 200\n Monster\n DeathSound \"HORSDEAD\"\n ActiveSound \"HORSACTI\"\n +FLOORCLIP\n //$Category Monsters\n States\n {\n Spawn:\n HORW A 1 A_Jump (150, \"Wander\")\n\t HORW A 140 //horse eats stuff on floor\n\t HORW BC 5\n\t HORW D 10\n\t HORW C 20\n\t HORW D 10\n\t HORW C 20\n\t HORW B 5\n\t HORW A 35\n\t Loop\n Wander:\n HORW E 0 A_Jump (20, \"Spawn\")\n\t HORW E 0 A_PlaySound (\"HORSWALK\")\n\t HORW EFG 7 A_Wander\n\t HORW G 0 A_PlaySound (\"HORSWALK\")\n\t HORW H 7 A_Wander\n\t Loop\n Death:\n HORW I 6 A_PlaySound (\"HORSDEAD\")\n\t HORW JKL 6\n\t HORW M 75\n\t HORW NOPQPQPQPON 6\n\t HORW M -1\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_knight.txt",
"contents": "//==============LEGO KNIGHT==============\n//enemy\n\nactor LegoKnight 25015\n{\n Health 100\n Speed 10\n Radius 30\n Height 56\n Mass 100\n Monster\n SeeSound \"KNGTSEE\"\n AttackSound \"KNGTFIRE\"\n DeathSound \"KNGTDEAD\"\n ActiveSound \"KNGTACTI\"\n Obituary \"%o has been killed by a legoknight.\"\n //$Category Monsters\n +FLOORCLIP\n +NOBLOOD\n States\n {\n Spawn:\n KNGT A 1 A_Look\n See:\n KNGT B 4 A_Chase\n\t KNGT C 4 A_Chase\n\t KGNT C 0 A_PlaySound(\"KNGTWALK\")\n\t Loop\n Melee:\n KNGT D 0 A_PlaySound(\"KNGTFIRE\")\n\t KNGT D 5\n\t KNGT E 5 Fast A_FaceTarget\n\t KNGT F 5 Fast A_CustomMeleeAttack (10)\n Goto See\n Death:\n KNGT G 4 A_Scream\n\t KNGT HI 4\n\t KNGT J -1\n\t Stop\n\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_mage.txt",
"contents": "//==============LEGO MAGE==============\n//enemy\n\nactor LegoMage 25017\n{\n Health 120\n Speed 10\n Radius 30\n Height 56\n Mass 70\n Monster\n MissileType \"MagicProjectile1\"\n SeeSound \"KNGTSEE\"\n AttackSound \"MAGEFIRE\"\n DeathSound \"MAGEDEAD\"\n ActiveSound \"KNGTACTI\"\n Obituary \"%o has been killed by a legomage.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n MAGE A 35 A_Look\n\t MAGE A 35 A_Look\n\t MAGE A 35 A_Look\n\t MAGE A 35 A_Look\n\t MAGE BCDEDEDEDEDEDEDCB 5 A_Look\n\t Loop\n See:\n MAGE FG 5 A_Chase\n\t Loop\n Missile:\n MAGE HIJ 5 A_FaceTarget\n\t MAGE K 5 A_MissileAttack\n Goto See\n Death:\n MAGE LMN 3\n\t MAGE O 3 A_PlaySound (\"MAGEDEAD\")\n\t MAGE P 3\n\t MAGE Q 70\n\t MAGE RST 3\n\t Stop\n }\n}\n\n//===MAGIC PROJECTILE 1 (fired by the Lego Mage)===\n//magic projectile fired by the lego mage\nactor MagicProjectile1 25019\n{\n Radius 11\n Height 8\n Speed 20\n Damage 10\n Projectile\n +RANDOMIZE\n SeeSound \"MGC1FIRE\"\n DeathSound \"MGC1DEAD\"\n Obituary \"%o has been hit by a magic spell.\"\n //$Category Projectiles\n States\n {\n Spawn:\n LSRB A 1 Bright\n Loop\n Death:\n LSRB B 0 A_PlaySound (\"DSFIRXPL\")\n LSRB B 3 Bright\n\tLSRB C 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_minifig_test.txt",
"contents": "//==============MINIFIG TEST==============\nactor Minifig 20999\n{\n Health 64\n Radius 20\n Height 56\n Speed 16\n Mass 20\n MONSTER\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n MNFG A 1 A_Look\n See:\n MNFG BC 6 A_Chase\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_naposoldier_blue.txt",
"contents": "//==============LEGO NAPOSOLDIER (BLUE)==============\n//(Napoleonic Wars Era footsoldier, blue)\n\nactor LegoNapoSoldierBlue 25021\n{\n Health 90\n Speed 10\n Radius 30\n Height 64\n Mass 80\n Monster\n Painchance 180\n //+NOINFIGHTING\n //Missiletype \"Tracer\" //commented because A_CustomMissile is\n //somewhat better for accuracy stuff (with Random()).\n //Before they fired \"Invisible Bullet\".\n //See below for the old code for \"Invisible Bullet\".\n SeeSound \"NSO1SEE\"\n AttackSound \"NSO1FIRE\"\n DeathSound \"NSO1DEAD\"\n ActiveSound \"NSO1ACTI\"\n Obituary \"%o has been killed by a lego Napo soldier.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n NSOB A 1 A_Look\n\t Loop\n See:\n NSOB BC 5 A_Chase\n\t NSOB C 0 A_PlaySound (\"NSO1WALK\")\n\t Loop\n Missile:\n NSOB DE 5\n\t NSOB F 10 A_FaceTarget\n\t //NSOB G 1 A_CustomBulletAttack (2,2,1,5)\n\t CANN G 0 A_SpawnItemEx (\"Muzzleflash1\", 96, -16, 48)\n\t NSOB G 1 A_CustomMissile(\"Tracer\", 32, 0, Random(-2,2))\n\t NSOB G 1 A_SpawnItemEx (\"SmallGraySmoke\", 32, -16, 48, 0.2 , 0, 0.3)\n\t NSOB H 2\n\t NSOB F 3 A_SpawnItemEx (\"MediumGraySmoke\", 64, -16, 56, 0.2 , 0, 0.1)\n\t NSOB F 3 A_SpawnItemEx (\"LargeGraySmoke\", 128, -16, 64, 0.2 , 0, 0.1)\n\t NSOB F 4 A_FaceTarget\n\t NSOB ED 5\n Goto See\n Pain:\n NSOB P 6\n\t Goto See\n Death:\n\t NSOB I 3 A_Scream\n\t NSOB JKLMN 6\n\t NSOB O -1\n\t Stop\n }\n}\n\n//===TRACER===\n//maybe better than the invisible bullet\n//Hitscan attacks make them fire at each other like idiots\nactor Tracer : FastProjectile\n{\n Radius 2\n Height 8\n Speed 120\n Damage 5\n Projectile\n MissileType \"DisappearingPuff\" //trail\n MissileHeight 8\n +RANDOMIZE\n SeeSound \"NSO1FIRE\"\n Obituary \"%o has been killed by a musket rifle bullet.\"\n States\n {\n Spawn:\n PUFF A 1\n Loop\n }\n}\n\n//===DISAPPEARINGPUFF===\n//so the Tracer can look like a tracer and not a small dot\nactor DisappearingPuff\n{\n +NOGRAVITY\n States\n {\n Spawn:\n PUFF AAA 1 A_FadeOut (0.3)\n\tPUFF A 1 A_FadeOut (0.1)\n Stop\n }\n}\n\n//===INVISIBLE BULLET===\n//replaced by the \"Tracer\"\n//invisible hyper-fast bullet fired by lego Naposoldiers\n//Hitscan attacks make them fire at each other like idiots\n//actor InvisibleBullet\n//{\n //Radius 8\n //Height 8\n //Speed 120\n //Damage 5\n //Projectile\n //+RANDOMIZE\n //SeeSound \"NSO1FIRE\"\n //Obituary \"%o has been killed by a musket rifle bullet.\"\n //States\n //{\n //Spawn:\n //TNT1 A 1\n //Loop\n //}\n//}\n\n//===Tracer"
},
{
"source": "pk3",
"name": "actors/monsters/lego_skeleton.txt",
"contents": "//==============LEGO SKELETON==============\n//Can be summoned by the lego mage\n\nactor LegoSkeleton 25022\n{\n Health 60\n Speed 10\n Radius 30\n Height 64\n Mass 70\n Monster\n Painchance 180\n Missiletype \"Bone\"\n SeeSound \"SKLTSEE\"\n AttackSound \"SKLTFIRE\"\n DeathSound \"SKLTDEAD\"\n ActiveSound \"SKLTACTI\"\n Obituary \"%o has been killed by a lego skeleton.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n SKLT A 1 A_Look\n\t Loop\n See:\n SKLT BC 5 A_Chase\n\t SKLT C 0 A_PlaySound (\"SKLTWALK\")\n\t Loop\n Melee:\n Missile:\n\t SKLT DEF 7 A_FaceTarget\n\t SKLT G 2 A_CustomComboAttack(\"Bone\", 32, 10 * random(1, 8), \"KNGTFIRE\")\n\t SKLT H 2\n\t SKLT I 5\n Goto See\n Pain:\n SKLT P 6\n\t Goto See\n Death:\n\t SKLT J 6 A_Scream\n\t SKLT K 6 A_NoBlocking\n\t SKLT LM 6\n\t SKLT N 105\n\t SKLT N 0 A_Jump (127, \"GTRaise\") //for GoToRaise\n\t SKLT N -1\n\t Stop\n XDeath:\n SKLT O 2 A_Scream\n\t Stop\n GTRaise:\n SKLT N -1 Thing_Raise(0)\n Raise:\n\t SKLT MLKJ 6\n\t Goto See\n }\n}\n\n//===BONE===\n//projectile fired by the lego skeleton\nactor Bone\n{\n Radius 11\n Height 8\n Speed 10\n Damage 3\n Projectile\n +RANDOMIZE\n Obituary \"%o has been hit by a bone.\"\n //$Category Projectiles\n States\n {\n Spawn:\n BONE A 2 A_PlaySound (\"KNGTFIRE\")\n\tBONE BCD 2\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/toy_soldier_green.txt",
"contents": "//==============TOY SOLDIER (GREEN)==============\n//Cannot move. Green. 16 angles (frames go from A to G)\n//Explode when they die!\n\nactor ToySoldierGreen 25023\n{\n Health 120\n Speed 0\n Radius 30\n Height 96\n Mass 150\n Monster\n SeeSound \"TGS1SEE\"\n AttackSound \"TGS1FIRE\"\n DeathSound \"TGS1DEAD\"\n ActiveSound \"TGS1ACTI\"\n Obituary \"%o has been killed by a green toy soldier.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n GTS1 A 1 A_Look\n\t Loop\n See:\n GTS1 A 1 A_Chase\n\t Loop\n Missile:\n\t GTS1 A 7 A_FaceTarget\n\t GTS1 B 2 bright A_CustomBulletAttack (2, 3, 1, 2)\n\t GTS1 C 2\n\t GTS1 A 1 A_MonsterRefire (100, \"See\")\n Goto Missile+1\n Death:\n EXL1 A 0 A_Scream\n\t EXL1 A 3 Bright A_Explode\n EXL1 BEGHIJMNO 3 Bright\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/mecha1_red.txt",
"contents": "//==============MECHA1 RED==============\n//enemy\n\nactor Mecha1Red 25025\n{\n Health 600\n Speed 20\n Radius 30\n Height 128\n Mass 300\n Monster\n MissileType \"LaserRed\"\n SeeSound \"MEKASEE\"\n AttackSound \"MEKAFIRE\"\n DeathSound \"MEKADEA1\"\n ActiveSound \"MEKAACTI\"\n Obituary \"%o has been killed by a red mecha toy.\"\n +FLOORCLIP\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n MEKA A 6 A_Look\n\t Loop\n See:\n MEKA B 0 A_PlaySound (\"MEKAWALK\")\n\t MEKA BCD 5 A_Chase\n\t Loop\n Missile:\n MEKA EFGH 5 A_FaceTarget\n\t MEKA I 2 bright A_MissileAttack\n\t MEKA H 1 A_FaceTarget\n\t MEKA H 1 A_MonsterRefire(127, \"See\")\n\t MEKA G 2\n Goto Missile+4\n Death:\n MEKA J 13 A_Scream\n\t MEKA KL 13\n\t MEKA M -1 A_PlaySound (\"MEKADEA2\")\n\t Stop\n }\n}\n\n//===RED LASER (fired by the mecha1 red)===\n\nactor LaserRed\n{\n Radius 11\n Height 32\n Speed 30\n Damage 10\n Projectile\n +RANDOMIZE\n SeeSound \"MEKAFIRE\"\n DeathSound \"LSRBDEAD\"\n Obituary \"%o has been hit by a red laser beam.\"\n //$Category Projectiles\n States\n {\n Spawn:\n MLAS ABCD 2 Bright\n Loop\n Death:\n LSRB B 3 Bright\n\tLSRB C 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/lego_cannon.txt",
"contents": "//==============LEGO CANNON (BLUE)==============\n//will probably change, because that much shoddy sprites\n//are not manageable anymore\n//update. All sprites have been deleted because fsdf it, now the\n//cannon is much simpler but at least it doesn't look like complete zmbf\n\nactor LegoCannon 25028\n{\n Health 800\n Speed 0\n Radius 16\n Height 64\n Mass 500\n Monster\n MissileType \"Round\"\n SeeSound \"CANOSEE\"\n AttackSound \"RONDFIRE\"\n DeathSound \"CANODEAD\"\n Obituary \"%o has been killed by a lego cannon.\"\n +NOBLOOD\n //$Category Monsters\n States\n {\n Spawn:\n CANN A 1 A_Look\n\t Loop\n See:\n CANN A 1 A_Chase\n\t Loop\n Missile:\n CANN A 15 A_FaceTarget\n\t CANN B 0 A_SpawnItemEx (\"Muzzleflash1\", 16, 16, 64)\n\t CANN B 1 bright A_MissileAttack\n\t CANN B 0 A_SpawnItemEx (\"SmallGraySmoke\", 16, 0, 56, 0.2, 0, 0.1)\n\t CANN C 4 bright A_FaceTarget\n\t CANN A 6 A_SpawnItemEx (\"MediumGraySmoke\", 20, 0, 56, 0.2, 0, 0.1)\n\t CANN A 1 A_SpawnItemEx (\"LargeGraySmoke\", 24, 0, 56, 0.2, 0, 0.1)\n\t CANN A 175\n Goto See\n }\n}\n\n//===ROUND===\n//projectile fired by the lego canon\nactor Round\n{\n Radius 16\n Height 16\n Speed 60\n Damage 70\n Gravity 0.25\n Projectile\n -NOGRAVITY\n +RANDOMIZE\n SeeSound \"RONDFIRE\"\n DeathSound \"RONDDEAD\"\n Obituary \"%o has been hit by a cannon round.\"\n States\n {\n Spawn:\n ROND A 1\n Loop\n Death:\n ROND A 0 A_Gravity\n ROND A 200 A_PlaySound (\"RONDDEAD\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/ammo.txt",
"contents": "//===================================================================\n//========================Lego Energy Ammo=============================\n//===================================================================\n\n//not the one loaded in the weapon\nactor LegoEnergyAmmo : Ammo 25012\n{\n Inventory.PickupMessage \"Picked up a lego energy cell\"\n Inventory.Amount 50\n Inventory.MaxAmount 200\n Inventory.Icon \"LSBAA0\"\n Ammo.BackpackAmount 25\n Ammo.BackpackMaxAmount 400\n //$Category Ammunition\n States\n {\n Spawn:\n LSBA A -1\n Stop\n }\n}\n\n//===LegoEnergyAmmoLoaded (that is loaded)===\n\nactor LegoEnergyAmmoLoaded : Ammo\n{\n Inventory.MaxAmount 50\n Inventory.Icon \"LSBAA0\"\n +IGNORESKILL\n}\n\n//===================================================================\n//=============================Lego Rocket Ammo=======================\n//===================================================================\n\nactor LegoRocketAmmo : Ammo 25010\n{\n Inventory.PickupMessage \"Picked up a lego rocket\"\n Inventory.Amount 1\n Inventory.MaxAmount 50\n Inventory.Icon \"LRCAA0\"\n Ammo.BackpackAmount 2\n Ammo.BackpackMaxAmount 100\n //$Category Ammunition\n States\n {\n Spawn:\n LRCA A -1\n Stop\n }\n}\n\n//===================================================================\n//=============================Firecracker Ammo=======================\n//===================================================================\n\nactor FirecrackerAmmo : Ammo 25026\n{\n Inventory.PickupMessage \"Picked up a firecracker\"\n Inventory.Amount 1\n Inventory.MaxAmount 25\n Inventory.Icon \"FCRMA0\"\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 50\n //$Category Ammunition\n States\n {\n Spawn:\n FCRM A -1\n Stop\n }\n}\n\n//===================================================================\n//=============================Yellow Coin=============================\n//===================================================================\n\nactor CoinYellow : Ammo 25002\n{\n Inventory.PickupMessage \"Yellow coin\"\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.Icon \"COINA0\"\n Ammo.BackpackAmount 5\n Ammo.BackpackMaxAmount 200\n //$Category Coins\n States\n {\n Spawn:\n COIN HGFEDCBA 2\n Loop\n }\n}\n\n//===================================================================\n//=============================Blue Coin=============================\n//===================================================================\n\nactor CoinBlue : Ammo 25003\n{\n Inventory.PickupMessage \"Blue coin\"\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.Icon \"BOINA0\"\n Ammo.BackpackAmount 5\n Ammo.BackpackMaxAmount 200\n //$Category Coins\n States\n {\n Spawn:\n BOIN ABCDEFGH 2\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/firecrackers.txt",
"contents": "//==============FIRECRACKER (weapon)==============\n\nactor FirecrackerWeapon : Weapon 25006\n{\n decal BulletChip\n inventory.pickupsound \"misc/w_pkup\"\n inventory.pickupmessage \"You got Firecrackers!\"\n inventory.icon \"FCRAA0\"\n weapon.selectionorder 400\n weapon.slotnumber 5\n weapon.ammotype \"FirecrackerAmmo\"\n weapon.ammogive 8\n weapon.ammoUse 1\n AttackSound \"weapons/lsg1\"\n //$Category Weapons\n states\n {\n Spawn:\n FCRA A -1\n stop\n Ready:\n FCRK A 140 A_WeaponReady\n FCRK B 3 A_WeaponReady\n FCRK C 3 A_WeaponReady\n FCRK D 3 A_WeaponReady\n FCRK C 3 A_WeaponReady\n FCRK B 3 A_WeaponReady\n loop\n Deselect:\n FCRK A 1 A_Lower\n loop\n Select:\n FCRK A 1 A_Raise\n loop\n Fire:\n FCRK E 3\n\tFCRK F 0 A_TakeInventory(\"FirecrackerAmmo\", 1)\n FCRK F 3 A_SpawnItemEX (\"Firecracker\", 64, 0, 64, 0, 0, 0, 0)\n FCRK GHI 1\n FCRK J 20\n FCRK J 10 A_ReFire\n Goto Ready\n }\n}\n\n//===FIRECRACKER (object)===\n\nactor Firecracker 25007\n{\n +FLOORCLIP\n //$Category LegoObjects\n states\n {\n Spawn:\n FCRO A 2\n FCRO B 1 A_PlaySound (\"FCROFUSE\", CHAN_WEAPON)\n FCRO CBCBCBCBCBCBCBCBCBCDEDEDEDEDEDEDEDEDEDE 1\n FCRO FGFGFGFGFGFGFGFGFGFGHIHIHIHIHIHIHIHIHIHI 1\n FCRO J 3 A_PlaySound (\"FCROEXPL\", CHAN_WEAPON)\n FCRO K 3 A_Explode\n FCRO LMNO 3\n FCRO O 3 A_Explode\n FCRO PQ 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/health_dispenser.txt",
"contents": "//==============HEALTH DISPENSER==============\n//its screen position should be -58 -41 for all sprites\n\nactor HealthDispenser : Weapon 25005\n{\n decal BulletChip\n inventory.pickupsound \"misc/w_pkup\"\n inventory.pickupmessage \"You got the Health Dispenser\"\n inventory.icon \"HDIFA0\"\n weapon.selectionorder 400\n weapon.slotnumber 4\n weapon.ammotype \"CoinBlue\"\n weapon.ammogive 5\n weapon.ammoUse 5\n //$Category Weapons\n states\n {\n Spawn:\n HDIF A -1\n stop\n Ready:\n HDIS A 1 A_WeaponReady\n loop\n Deselect:\n HDIS A 1 A_Lower\n loop\n Select:\n HDIS A 1 A_Raise\n loop\n Fire:\n HDIS BCDEFGGBCDEFGGBCDEFGBCDEFGGBCDEFGG 2\n HDIS HIJKL 5\n\tHDIS L 0 A_TakeInventory(\"Coinblue\", 5)\n HDIS M 5 A_SpawnItem (\"HealthBall5\", 64, 0, 0, 0)\n HDIS NOPQ 5\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/lego_laser-rifle.txt",
"contents": "//==============LEGO LASER RIFLE==============\n//thanks to GunLab for the excellent tutorial on how\n//to make a weapon that reloads\n\nactor LegoLaserRifle : Weapon 25011\n{\n inventory.pickupsound \"misc/w_pkup\"\n inventory.pickupmessage \"You got the Lego Laser Rifle!\"\n inventory.icon \"LASMA0\"\n weapon.selectionorder 300\n weapon.slotnumber 6\n weapon.ammotype1 \"LegoEnergyAmmoLoaded\"\n weapon.ammoUse1 1\n weapon.ammogive1 50\n weapon.ammotype2 \"LegoEnergyAmmo\"\n Weapon.AmmoUse2 0\n Weapon.AmmoGive2 0\n +Weapon.Ammo_Optional\n //$Category Weapons\n states\n {\n Spawn:\n LASM A -1\n stop\n Ready:\n LASR A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n loop\n Deselect:\n LASR A 1 A_Lower\n loop\n Select:\n LASR A 0 A_PlaySound (\"LASRSLCT\")\n LASR A 1 A_Raise\n loop\n Fire:\n LASR A 0 A_JumpIfNoAmmo (\"NoAmmo\")\n LASR B 2 A_FireCustomMissile (\"LegoLaser\", 0, 1, 16)\n\tLASR C 2\n Goto Ready\n NoAmmo:\n LASR R 5 A_PlaySound (\"LASRNAMO\", CHAN_WEAPON)\n\tGoto Ready\n Reload:\n LASR A 0 A_JumpIfInventory(\"LegoEnergyAmmoLoaded\", 50, 2) // If the gun's full, jump 2 states.\n LASR A 0 A_JumpIfInventory(\"LegoEnergyAmmo\", 50, \"ReloadWork\") // If there's extra ammo, reload.\n LASR A 1 // Here's where that first line ends up - the gun does nothing and returns to Ready.\n Goto Ready\n ReloadWork:\n LASR D 3\n\tLASR E 3 A_PlaySound (\"LASRREL1\", CHAN_WEAPON)\n\tLASR FGHIJK 3\n\tLASR L 3 A_PlaySound (\"LASRREL2\", CHAN_WEAPON)\n\tLASR MN 3\n\tLASR O 0 A_GiveInventory(\"LegoEnergyAmmoLoaded\", 50)\n\tLASR O 3 A_TakeInventory(\"LegoEnergyAmmo\", 50)\n\tLASR PQ 3\n\tGoto Ready\n }\n}\n\n//===LegoLaser (fired by LegoLaserRifle)===\n\nactor LegoLaser 25014\n{\n Radius 11\n Height 8\n Speed 60\n Damage 5\n Projectile\n +RANDOMIZE\n SeeSound \"LASRFIRE\"\n DeathSound \"LASRDEAD\"\n Obituary \"%o has been hit by a legolaser.\"\n //$Category Projectiles\n States\n {\n Spawn:\n LSRB A 1 Bright\n Loop\n Death:\n LSRB B 3 Bright\n\tLSRB C 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/lego_panzerfaust.txt",
"contents": "//==============LEGO PANZERFAUST==============\n\nactor LegoPanzerfaust : Weapon 25008\n{\n inventory.pickupsound \"misc/w_pkup\"\n inventory.pickupmessage \"You got the Lego Panzerfaust!\"\n inventory.icon \"LPZMA0\"\n weapon.selectionorder 200\n weapon.slotnumber 5\n weapon.ammotype \"LegoRocketAmmo\"\n weapon.ammogive 1\n weapon.ammoUse 1\n //$Category Weapons\n states\n {\n Spawn:\n LPZM A -1\n stop\n Ready:\n LPZF A 1 A_WeaponReady\n loop\n Deselect:\n LPZF A 1 A_Lower\n loop\n Select:\n LPZF A 1 A_Raise\n loop\n Fire:\n LPZF B 1 A_FireCustomMissile (\"LegoRocket\")\n LPZF B 0 A_PlaySound (\"LPZMREL1\")\n LPZF BC 3\n LPZF CDE 5\n LPZF FGHI 5\n LPZF J 5 A_PlaySound (\"LPZMREL2\")\n LPZF KLMN 5\n Goto Ready\n }\n}\n\n//===LegoRocket (fired by LegoPanzerfaust)===\n\nactor LegoRocket 25009\n{\n Radius 11\n Height 8\n Speed 40\n Damage 20\n Projectile\n +RANDOMIZE\n +DEHEXPLOSION\n SeeSound \"LRCKFIRE\"\n DeathSound \"LRCKEXPL\"\n Obituary \"%o has been hit by a legorocket.\"\n //$Category Projectiles\n States\n {\n Spawn:\n LRCK A 1 Bright\n Loop\n Death:\n EXL1 A 2 Bright A_Explode\n\tEXL1 BEGHIJMNO 2 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/lego_speakergun.txt",
"contents": "//==============LEGO SPEAKER GUN==============\n//its screen position should be as follow\n//LSK1A0 -216 -40\n//LSK1B0 -218 -37\n//LSK1C0 -228 -33\n//LSK1D0 -232 -30\n//LSK1E0 -237 -27\n\nactor LegoSpeakerGun : Weapon 25001\n{\n decal BulletChip\n inventory.pickupsound \"misc/w_pkup\"\n inventory.pickupmessage \"You got the LSG!\"\n inventory.icon \"LSG1A0\"\n weapon.selectionorder 400\n weapon.slotnumber 3\n weapon.ammotype \"Shell\"\n weapon.ammogive 8\n weapon.ammoUse 1\n AttackSound \"LSG1FIRE\"\n //$Category Weapons\n states\n {\n Spawn:\n LSG1 A -1\n stop\n Ready:\n LSK1 A 1 A_WeaponReady\n loop\n Deselect:\n LSK1 A 1 A_Lower\n loop\n Select:\n LSK1 A 1 A_Raise\n loop\n Fire:\n LSK1 A 0 A_GunFlash\n\tLSK1 A 0 A_PlaySound(\"LSG1FIRE\", CHAN_WEAPON)\n LSK1 B 2 A_FireBullets (2, 2, 3, 5, \"BulletPuff\")\n LSK1 CDE 2\n LSK1 D 5\n LSK1 A 5 A_ReFire\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/lego_sword_gray.txt",
"contents": "//==============LEGO SWORD (GRAY)==============\n\nactor LegoSwordGray : Weapon 25016\n{\n inventory.pickupsound \"SWRDSLCT\"\n inventory.pickupmessage \"You got the Lego Sword!\"\n inventory.icon \"SWRMA0\"\n weapon.selectionorder 100\n weapon.slotnumber 1\n AttackSound \"SWRDHIT\"\n //$Category Weapons\n states\n {\n Spawn:\n SWRM A -1\n stop\n Ready:\n SWRD A 1 A_WeaponReady\n loop\n Deselect:\n SWRD A 1 A_Lower\n loop\n Select:\n SWRD A 1 A_Raise\n loop\n Fire:\n SWRD BC 3\n\tSWRD B 0 A_PlaySound (\"KNGTFIRE\")\n\tSWRD D 3 A_CustomPunch (20, 1, TRUE, \"BULLETPUFF\", 96)\n\tSWRD EFG 3\n Goto Ready\n }\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}