rpgc-va1.pk3

PK3 1.8 MiB 0 map(s)

Counts

endoom0
graphics0
lumps406
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "086e6578-34cd-4e9b-b6f9-57343776fc4a",
    "sha1": "11d8106b29768a11a7bea26bdb7d859328edc3fd",
    "sha256": "c051ccac30aa20f774e1c627776ef4f23858181b83982910f7b53f33714c6319",
    "filenames": [
      "rpgc-va1.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-05-21 20:48:20",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-05-21 20:48:20",
    "file": {
      "type": "PK3",
      "size": 1920589,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/11d8106b29768a11a7bea26bdb7d859328edc3fd/11d8106b29768a11a7bea26bdb7d859328edc3fd.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 406,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "SBARINFO.H.txt",
        "contents": "//HORIZONTAL BARS\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"HLTHHUD\", 0, 160;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"HLTH_R\", 0, 160;}\n\n\tDrawBar \"TS2HLTHB\", \"TS2BARE\", Health, Horizontal, 39, 164;\n\tDrawBar \"TS2ARMR\", \"TS2NOBAR\", Basicarmor, Horizontal, 39, 164;\n\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(Left), 5, 166; //72\n\nInInventory not NoClipBar, 1{\nInInventory LightTeamFlag, 1 {DrawImage \"AMMOHUD\", 68, 151;}\nInInventory WilyTeamFlag, 1 {DrawImage \"AMMO_R\", 68, 151;}\nDrawNumber 3, smallfont, white, Ammo1, alignment(left), 90, 167;\n}\n\nInInventory not NoCoolBar, 1{\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 216, 159;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 216, 159;}\n}\n\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 241, 159;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 241, 159;}\n\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 266, 159;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 266, 159;}\n\n//[+]=====================[+]\n//---------|Knight|--------\n//[+]=====================[+]\nIsSelected BurstBlade {\n//Drawbar \"VARAMM48\", \"VAREMPTY\", Crossbowprime, Horizontal, 30, 138;\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 120, 157;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 120, 157;}\nDrawBar \"CLDBAR02\", \"TS2BARE\", ShieldEnergy, Horizontal, 146, 163;\nininventory ShieldBreak ,1 {DrawBar \"CLDBAR01\", \"ALTHBAR\", ShieldEnergy, Horizontal, 26, 141;}\nDrawImage \"PROTOS\", 134, 165;\n\n// ===Protection===\nDrawImage \"BARRI\", 247, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ProtectionCooldownitem, vertical,reverse, 244, 162;\nininventory ProtectionCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ProtectionCooldownitem, vertical,reverse, 244, 162;}\n\n// ===Shield Wave===\nDrawImage \"MIRRSI\", 272, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ShieldWaveCooldownitem, vertical,reverse, 269, 162;\nininventory ShieldWaveCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ShieldWaveCooldownitem, vertical,reverse, 269, 162;}\n\n}\n//[+]=====================[+]\n//---------|Archer|--------\n//[+]=====================[+]\nIsSelected RPGCrossbow {\n// ===Barricade===\nDrawImage \"LTSCI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BarricadeCooldownItem, vertical,reverse, 219, 162;\nininventory BarricadeCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BarricadeCooldownItem, vertical,reverse, 219, 162;}\n\n// ===Arrow Vulcan===\nDrawImage \"ARVC1I\", 247, 165;\ninInventory AutoBowFlag ,1 {DrawImage \"ARVC2I\", 247, 165;}\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ArrowVulcanCooldownItem, vertical,reverse, 244, 162;\nininventory ArrowVulcanCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ArrowVulcanCooldownItem, vertical,reverse, 244, 162;}\n\n// ===Grappling hook===\nDrawImage \"GRAPI\", 272, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", GrapplingHookCooldownItem, vertical,reverse, 269, 162;\nininventory GrapplingHookCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", GrapplingHookCooldownItem, vertical,reverse, 269, 162;}\n\n}\n//[+]=====================[+]\n//---------|Rogue|--------\n//[+]=====================[+]\nIsSelected ThrowingKnives {\n// ===Rogue Impact===\nDrawImage \"SCLASI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", RogueImpactCooldownitem, vertical,reverse, 219, 162;\nininventory RogueImpactCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", RogueImpactCooldownitem, vertical,reverse, 219, 162;}\n\n// ===Sticky Bomb===\nDrawImage \"BOMBSI\", 247, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", StickyBombCooldownitem, vertical,reverse, 244, 162;\nininventory StickyBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", StickyBombCooldownitem, vertical,reverse, 244, 162;}\n\n// ===Sprinting===\nDrawImage \"CHARSI\", 272, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", SprintingCooldownitem, vertical,reverse, 269, 162;\nininventory SprintingCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", SprintingCooldownitem, vertical,reverse, 269, 162;}\n\n}\n//[+]=====================[+]\n//-----------|Mage|----------\n//[+]=====================[+]\nIsSelected MagicLauncher {\n// ===Fire Bomb===\nDrawImage \"FIRESI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", FireBombCooldownitem, vertical,reverse, 219, 162;\nininventory FireBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", FireBombCooldownitem, vertical,reverse, 219, 162;}\n\n// ===Thunder Mine===\nDrawImage \"LIGHTNI\", 247, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ThunderMineCooldownitem, vertical,reverse, 244, 162;\nininventory ThunderMineCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ThunderMineCooldownitem, vertical,reverse, 244, 162;}\n\n// ===Snow Storm===\nDrawImage \"BLIZSI\", 272, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", SnowStormCooldownitem, vertical,reverse, 269, 162;\nininventory SnowStormCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", SnowStormCooldownitem, vertical,reverse, 269, 162;}\n\n}\n\n//[+]=====================[+]\n//---------|Scholar|--------\n//[+]=====================[+]\nIsSelected FlaskGun {\n// ===Pitch Potion===\n//DrawImage \"BARRI\", 222, 165;\n//DrawBar \"ALTEMP\", \"ALTHBAR1\", FireBombCooldownitem, vertical,reverse, 219, 162;\n//ininventory FireBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", FireBombCooldownitem, vertical,reverse, 219, 162;}\n\n// ===Heal Mist===\nDrawImage \"HFLAI\", 247, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealMistCooldownitem, vertical,reverse, 244, 162;\nininventory HealMistCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealMistCooldownitem, vertical,reverse, 244, 162;}\n\n// ===PainKiller===\nDrawImage \"CENTSI\", 272, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", PainkillerCooldownitem, vertical,reverse, 269, 162;\nininventory PainkillerCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", PainkillerCooldownitem, vertical,reverse, 269, 162;}\n\n}\n//InInventory not NoCoolBar, 1{\n//InInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 26, 138;}\n//InInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 26, 138;}\n//}\n/*\nininventory MinibombFlag {\n\nDrawImage \"MEGABALI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MinibombCooldownitem, vertical,reverse, 219, 162;\nininventory MinibombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MinibombCooldownitem, vertical,reverse, 219, 162;}\n\n}\n\nininventory MannTurretFlag {\n\nDrawImage \"TRETI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MannTurretCooldownitem, vertical,reverse, 219, 162;\nininventory MannTurretCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MannTurretCooldownitem, vertical,reverse, 219, 162;}\n\n}\n\nininventory ProxyMineFlag {\n\nDrawImage \"PROXI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ProxyMineCooldownitem, vertical,reverse, 219, 162;\nininventory ProxyMineCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ProxyMineCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory HealFlareFlag {\n\nDrawImage \"HFLAI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealFlareCooldownitem, vertical,reverse, 219, 162;\nininventory HealFlareCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealFlareCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory LightScreenFlag {\nDrawImage \"LTSCI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", LightScreenCooldownitem, vertical,reverse, 219, 162;\nininventory LightScreenCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", LightScreenCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory BarrierFlag {\n\nDrawImage \"BARRI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BarrierCooldownitem, vertical,reverse, 219, 162;\nininventory BarrierCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BarrierCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory GrapplingHookFlag {\n\nDrawImage \"WIRE\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", GrapplingHookCooldownitem, vertical,reverse, 219, 162;\nininventory GrapplingHookCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", GrapplingHookCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory ClearsprayFlag {\n\nDrawImage \"WATERBI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ClearsprayCooldownitem, vertical,reverse, 219, 162;\nininventory ClearsprayCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ClearsprayCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory TopGrenadeFlag {\nDrawImage \"TPGNI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", TopGrenadeCooldownitem, vertical,reverse, 219, 162;\nininventory TopGrenadeCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", TopGrenadeCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory MegaHealBombFlag {\nDrawImage \"MEGHEI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MegaHealBombCooldownitem, vertical,reverse, 219, 162;\nininventory MegaHealBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MegaHealBombCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory BoosterPackFlag {\nDrawImage \"ADAPSI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BoosterPackCooldownitem, vertical,reverse, 219, 162;\nininventory BoosterPackCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BoosterPackCooldownitem, vertical,reverse, 219, 162;}\n\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 231, 156;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 231, 156;}\nDrawBar \"CLDBAR01\", \"TS2BARE\", BP_Fuel, Horizontal, 257, 162;\nininventory BP_Fuel ,70 {DrawBar \"CLDBAR02\", \"ALTHBAR\", BP_Fuel, Horizontal, 257, 162;}\nDrawImage \"OILLI\", 245, 164;\n}\n\nininventory TimeBombFlag {\nDrawImage \"TIMBI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", TimeBombCooldownitem, vertical,reverse, 219, 162;\nininventory TimeBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", TimeBombCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory HealthGeneratorFlag {\nDrawImage \"HGENI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealthGeneratorCooldownitem, vertical,reverse, 219, 162;\nininventory HealthGeneratorCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealthGeneratorCooldownitem, vertical,reverse, 219, 162;}\n}\n\nininventory WaveBeamFlag {\nDrawImage \"NCRUSI\", 222, 165;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", WaveBeamCooldownitem, vertical,reverse, 219, 162;\nininventory WaveBeamCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", WaveBeamCooldownitem, vertical,reverse, 219, 162;}\n}\n\nIsSelected Medipistol {\nDrawImage \"HBEAI\", 222, 165;}\n\nIsSelected RangeRifle {\nDrawImage \"SCOPI\", 222, 165;}\n\nIsSelected Crossbow {\n//Drawbar \"VARAMM48\", \"VAREMPTY\", Crossbowprime, Horizontal, 30, 138;\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 231, 156;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 231, 156;}\nDrawBar \"CLDBAR01\", \"TS2BARE\", Crossbowprime, Horizontal, 257, 162;\nininventory Crossbowprime ,55 {DrawBar \"CLDBAR02\", \"ALTHBAR\", Crossbowprime, Horizontal, 257, 162;}\nDrawImage \"OILLI\", 245, 164;\n}\n\nIsSelected Blastbow {\nDrawbar \"VARAMMO5\", \"VAREMPTY\", Blastbowprime, Horizontal, 30, 138;}\n*/\n}}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.V.txt",
        "contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"HLTHHUD\", 0, 160;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"HLTH_R\", 0, 160;}\n\n\tDrawBar \"TS2HLTHB\", \"TS2BARE\", Health, Horizontal, 39, 164;\n\tDrawBar \"TS2ARMR\", \"TS2NOBAR\", Basicarmor, Horizontal, 39, 164;\n\n\tDrawNumber 3, CONFONT, UNTRANSLATED, Health,fillzeros, alignment(Left), 5, 166; //72\n\nInInventory not NoClipBar, 1{\nInInventory LightTeamFlag, 1 {DrawImage \"AMMOHUD\", 0, 130;}\nInInventory WilyTeamFlag, 1 {DrawImage \"AMMO_R\", 0, 130;}\nDrawNumber 3, smallfont, white, Ammo1, alignment(left), 22, 146;\n}\n\nInInventory not NoCoolBar, 1{\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 50, 138;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 50, 138;}\n}\n\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 80, 160;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 80, 160;}\n\nInInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 105, 160;}\nInInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 105, 160;}\n\n//InInventory not NoCoolBar, 1{\n//InInventory LightTeamFlag, 1 {DrawImage \"ALTHUD\", 26, 138;}\n//InInventory WilyTeamFlag, 1 {DrawImage \"ALTHUD_R\", 26, 138;}\n}\n\n//[+]===============================[+]\n//---------|Status Conditions|--------\n//[+]===============================[+]\n\n//[+]===============================[+]\n//InInventory PainKillerPower, 1{\n/*\n\tInInventory LightTeamFlag, 1 {DrawImage \"INFOH\", 230, 4;}\n\tInInventory WilyTeamFlag, 1 {DrawImage \"INFOH_R\", 230, 4;}\nDrawstring smallfont, white, \"Invuln\", 245, 12,0,alignment(left);\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"INFOH\", 230, 25;} //+21\n\tInInventory WilyTeamFlag, 1 {DrawImage \"INFOH_R\", 230, 25;}\nDrawstring smallfont, white, \"Protec\", 245, 33,0,alignment(left); //+8\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"INFOH\", 230, 46;} //+21\n\tInInventory WilyTeamFlag, 1 {DrawImage \"INFOH_R\", 230, 46;}\nDrawstring smallfont, red, \"Burn!\", 245, 54,0,alignment(left); //+8\n\n\tInInventory LightTeamFlag, 1 {DrawImage \"INFOH\", 230, 67;} //+21\n\tInInventory WilyTeamFlag, 1 {DrawImage \"INFOH_R\", 230, 67;}\nDrawstring smallfont, red, \"Stuck!\", 245, 75,0,alignment(left); //+8\n*/\n//[+]=====================[+]\n//---------|Knight|--------\n//[+]=====================[+]\nIsSelected BurstBlade {\n//Drawbar \"VARAMM48\", \"VAREMPTY\", Crossbowprime, Horizontal, 30, 138;\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 70, 135;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 70, 135;}\nDrawBar \"CLDBAR02\", \"TS2BARE\", ShieldEnergy, Horizontal, 96, 141;\nininventory ShieldBreak ,1 {DrawBar \"CLDBAR01\", \"ALTHBAR\", ShieldEnergy, Horizontal, 96, 141;}\nDrawImage \"PROTOS\", 84, 143;\n\n// ===Protection===\nDrawImage \"BARRI\", 86, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ProtectionCooldownitem, vertical,reverse, 83, 163;\nininventory ProtectionCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ProtectionCooldownitem, vertical,reverse, 83, 163;}\n\n// ===Shield Wave===\nDrawImage \"MIRRSI\", 111, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ShieldWaveCooldownitem, vertical,reverse, 108, 163;\nininventory ShieldWaveCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ShieldWaveCooldownitem, vertical,reverse, 108, 163;}\n\n}\n//[+]=====================[+]\n//---------|Archer|--------\n//[+]=====================[+]\nIsSelected RPGCrossbow {\n// ===Barricade===\nDrawImage \"LTSCI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BarricadeCooldownItem, vertical,reverse, 53, 141;\nininventory BarricadeCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BarricadeCooldownItem, vertical,reverse, 53, 141;}\n\n// ===Arrow Vulcan===\nDrawImage \"ARVC1I\", 86, 166;\ninInventory AutoBowFlag ,1 {DrawImage \"ARVC2I\", 86, 166;}\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ArrowVulcanCooldownItem, vertical,reverse, 83, 163;\nininventory ArrowVulcanCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ArrowVulcanCooldownItem, vertical,reverse, 83, 163;}\n\n// ===Grappling hook===\nDrawImage \"GRAPI\", 111, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", GrapplingHookCooldownItem, vertical,reverse, 108, 163;\nininventory GrapplingHookCooldownItem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", GrapplingHookCooldownItem, vertical,reverse, 108, 163;}\n\n}\n//[+]=====================[+]\n//---------|Rogue|--------\n//[+]=====================[+]\nIsSelected ThrowingKnives {\n// ===Rogue Impact===\nDrawImage \"SCLASI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", RogueImpactCooldownitem, vertical,reverse, 53, 141;\nininventory RogueImpactCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", RogueImpactCooldownitem, vertical,reverse, 53, 141;}\n\n// ===Sticky Bomb===\nDrawImage \"BOMBSI\", 86, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", StickyBombCooldownitem, vertical,reverse, 83, 163;\nininventory StickyBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", StickyBombCooldownitem, vertical,reverse, 83, 163;}\n\n// ===Sprinting===\nDrawImage \"CHARSI\", 111, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", SprintingCooldownitem, vertical,reverse, 108, 163;\nininventory SprintingCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", SprintingCooldownitem, vertical,reverse, 108, 163;}\n\n}\n//[+]=====================[+]\n//-----------|Mage|----------\n//[+]=====================[+]\nIsSelected MagicLauncher {\n// ===Fire Bomb===\nDrawImage \"FIRESI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", FireBombCooldownitem, vertical,reverse, 53, 141;\nininventory FireBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", FireBombCooldownitem, vertical,reverse, 53, 141;}\n\n// ===Thunder Mine===\nDrawImage \"LIGHTNI\", 86, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ThunderMineCooldownitem, vertical,reverse, 83, 163;\nininventory ThunderMineCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ThunderMineCooldownitem, vertical,reverse, 83, 163;}\n\n// ===Snow Storm===\nDrawImage \"BLIZSI\", 111, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", SnowStormCooldownitem, vertical,reverse, 108, 163;\nininventory SnowStormCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", SnowStormCooldownitem, vertical,reverse, 108, 163;}\n\n}\n\n//[+]=====================[+]\n//---------|Scholar|--------\n//[+]=====================[+]\nIsSelected FlaskGun {\n// ===Pitch Potion===\n//DrawImage \"BARRI\", 56, 144;\n//DrawBar \"ALTEMP\", \"ALTHBAR1\", FireBombCooldownitem, vertical,reverse, 53, 141;\n//ininventory FireBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", FireBombCooldownitem, vertical,reverse, 53, 141;}\n\n// ===Heal Mist===\nDrawImage \"HFLAI\", 86, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealMistCooldownitem, vertical,reverse, 83, 163;\nininventory HealMistCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealMistCooldownitem, vertical,reverse, 83, 163;}\n\n// ===PainKiller===\nDrawImage \"CENTSI\", 111, 166;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", PainkillerCooldownitem, vertical,reverse, 108, 163;\nininventory PainkillerCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", PainkillerCooldownitem, vertical,reverse, 108, 163;}\n\n}\n\n/*\nininventory MinibombFlag {\n\nDrawImage \"MEGABALI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MinibombCooldownitem, vertical,reverse, 53, 141;\nininventory MinibombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MinibombCooldownitem, vertical,reverse, 53, 141;}\n\n}\n\nininventory MannTurretFlag {\n\nDrawImage \"TRETI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MannTurretCooldownitem, vertical,reverse, 53, 141;\nininventory MannTurretCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MannTurretCooldownitem, vertical,reverse, 53, 141;}\n\n}\n\nininventory ProxyMineFlag {\n\nDrawImage \"PROXI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ProxyMineCooldownitem, vertical,reverse, 53, 141;\nininventory ProxyMineCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ProxyMineCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory HealFlareFlag {\n\nDrawImage \"HFLAI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealFlareCooldownitem, vertical,reverse, 53, 141;\nininventory HealFlareCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealFlareCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory LightScreenFlag {\nDrawImage \"LTSCI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", LightScreenCooldownitem, vertical,reverse, 53, 141;\nininventory LightScreenCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", LightScreenCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory BarrierFlag {\n\nDrawImage \"BARRI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BarrierCooldownitem, vertical,reverse, 53, 141;\nininventory BarrierCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BarrierCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory GrapplingHookFlag {\n\nDrawImage \"WIRE\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", GrapplingHookCooldownitem, vertical,reverse, 53, 141;\nininventory GrapplingHookCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", GrapplingHookCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory ClearsprayFlag {\n\nDrawImage \"WATERBI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", ClearsprayCooldownitem, vertical,reverse, 53, 141;\nininventory ClearsprayCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", ClearsprayCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory TopGrenadeFlag {\nDrawImage \"TPGNI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", TopGrenadeCooldownitem, vertical,reverse, 53, 141;\nininventory TopGrenadeCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", TopGrenadeCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory MegaHealBombFlag {\nDrawImage \"MEGHEI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", MegaHealBombCooldownitem, vertical,reverse, 53, 141;\nininventory MegaHealBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", MegaHealBombCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory BoosterPackFlag {\nDrawImage \"ADAPSI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", BoosterPackCooldownitem, vertical,reverse, 53, 141;\nininventory BoosterPackCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", BoosterPackCooldownitem, vertical,reverse, 53, 141;}\n\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 70, 158;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 70, 158;}\nDrawBar \"CLDBAR01\", \"TS2BARE\", BP_Fuel, Horizontal, 96, 164;\nininventory BP_Fuel ,70 {DrawBar \"CLDBAR02\", \"ALTHBAR\", BP_Fuel, Horizontal, 96, 164;}\nDrawImage \"OILLI\", 84, 166;\n}\n\nininventory TimeBombFlag {\nDrawImage \"TIMBI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", TimeBombCooldownitem, vertical,reverse, 53, 141;\nininventory TimeBombCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", TimeBombCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory HealthGeneratorFlag {\nDrawImage \"HGENI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", HealthGeneratorCooldownitem, vertical,reverse, 53, 141;\nininventory HealthGeneratorCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", HealthGeneratorCooldownitem, vertical,reverse, 53, 141;}\n}\n\nininventory WaveBeamFlag {\nDrawImage \"NCRUSI\", 56, 144;\nDrawBar \"ALTEMP\", \"ALTHBAR1\", WaveBeamCooldownitem, vertical,reverse, 53, 141;\nininventory WaveBeamCooldownitem ,1 {DrawBar \"ALTEMP\", \"ALTHBAR\", WaveBeamCooldownitem, vertical,reverse, 53, 141;}\n}\n\nIsSelected Medipistol {\nDrawImage \"HBEAI\", 56, 144;}\n\nIsSelected RangeRifle {\nDrawImage \"SCOPI\", 56, 144;}\n\nIsSelected Crossbow {\n//Drawbar \"VARAMM48\", \"VAREMPTY\", Crossbowprime, Horizontal, 30, 138;\nInInventory LightTeamFlag, 1 {DrawImage \"RESOHUD\", 70, 135;}\nInInventory WilyTeamFlag, 1 {DrawImage \"RESO_R\", 70, 135;}\nDrawBar \"CLDBAR01\", \"TS2BARE\", Crossbowprime, Horizontal, 96, 141;\nininventory Crossbowprime ,55 {DrawBar \"CLDBAR02\", \"ALTHBAR\", Crossbowprime, Horizontal, 96, 141;}\nDrawImage \"OILLI\", 84, 143;\n}\n\nIsSelected Blastbow {\nDrawbar \"VARAMMO5\", \"VAREMPTY\", Blastbowprime, Horizontal, 30, 138;}\n*/\n}}"
      },
      {
        "source": "pk3",
        "name": "BOTINFO.txt",
        "contents": "clearbots\n{\n\tname = \"\\cnKnight\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Knight\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMEGA\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgArcher\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"BusterGun\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Archer\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgRogue\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"BusterGun\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Rogue\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgScholar\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"BusterGun\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Scholar\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgMage\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"BusterGun\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Mage\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgFootSoldier\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"BusterGun\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Assault:FootSoldier\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPROT\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ciGattling\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"Grenadelauncherwep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Heavy:Gattling\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ciGuardian\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"Grenadelauncherwep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Heavy:Guardian\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ciArtillery\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"Grenadelauncherwep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Heavy:Artillery\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ciDrake\"\n\taccuracy = 2\n\tintellect = 2\n\tevade = 2\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 2\n\tfavoriteweapon = \"Grenadelauncherwep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Base\"\n\tclass = \"Heavy:Drake\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBASS\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqMarksman\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 2\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"Repidifire\"\n\tcolor = \"00 00 00\"\n\tgender = \"Female\"\n\tskin = \"Base\"\n\tclass = \"Tactic:Marksman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqHunter\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 2\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"Repidifire\"\n\tcolor = \"00 00 00\"\n\tgender = \"Female\"\n\tskin = \"Base\"\n\tclass = \"Tactic:Hunter\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\caMedic\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 2\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"Hipegun\"\n\tcolor = \"00 00 00\"\n\tgender = \"female\"\n\tskin = \"roll\"\n\tclass = \"Medic:Field\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTROLL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqScorcher\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"auto\"\n\tclass = \"[Off]Scorcher\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTO\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqScout\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Scout\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqShredder\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Shredder\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cqSteelix\"\n\taccuracy = 0\n\tintellect = 0\n\tevade = 0\n\tanticipation = 0\n\treactiontime = 0\n\tperception = 0\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Auto-Unknown\"\n\tclass = \"[Off]Steelix\"\n\t//revealed = false\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAUTU\"\n\tchatfrequency = 0\n}\n\n//MM1\n{\n\tname = \"\\caCutman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RollingCutterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cutman\"\n\tclass = \"Cutman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCUT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciGutsman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SuperArmWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gutsman\"\n\tclass = \"Gutsman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGUTS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnIceman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlasherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"iceman\"\n\tclass = \"Iceman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTICE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBombman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bombman\"\n\tclass = \"Bombman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBOMB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFireman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FireStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"fireman\"\n\tclass = \"Fireman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFIRE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckElecman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBeamWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"elecman\"\n\tclass = \"Elecman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTELEC\"\n\tchatfrequency = 50\n}\n\n{\n   name = \"\\ctTimeman\"\n   accuracy = 2\n   intellect = 3\n   evade = 2\n   anticipation = 4\n   reactiontime = 4\n   perception = 4\n   favoriteweapon = \"TimeSlowWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"timeman\"\n   class = \"Timeman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTTIME\n   chatfrequency = 50\n}\n\n{\n   name = \"\\cuOilman\"\n   accuracy = 2\n   intellect = 3\n   evade = 2\n   anticipation = 4\n   reactiontime = 4\n   perception = 4\n   favoriteweapon = \"OilSliderWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"oilman\"\n   class = \"Oilman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTOIL\n   chatfrequency = 50\n}\n\n{\n   name = \"\\cnMegaman\\ct?\"\n   accuracy = 4\n   intellect = 3\n   evade = 2\n   anticipation = 1\n   reactiontime = 2\n   perception = 1\n   favoriteweapon = \"MegaBusterWep\"\n   color = \"00 00 00\"\n   gender = \"male\"\n   skin = \"Megaman?\"\n   class = \"Megaman\"\n   revealed = true\n   script = \"humanbot\"\n   chatlump = chats/BOTCOPY\n   chatfrequency = 50\n}\n\n//MM2\n{\n\tname = \"\\cgMetalman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MetalBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"metalman\"\n\tclass = \"Metalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMETL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chAirman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AirShooterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"airman\"\n\tclass = \"Airman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAIR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqBubbleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"bubbleman\"\n\tclass = \"Bubbleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBUBB\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgQuickman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"QuickBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quickman\"\n\tclass = \"Quickman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgCrashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crashman\"\n\tclass = \"Crashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chFlashman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TimeStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flashman\"\n\tclass = \"Flashman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckHeatman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AtomicFireWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"heatman\"\n\tclass = \"Heatman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHEA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqWoodMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LeafShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"woodman\"\n\tclass = \"Woodman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWOOD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdAlien\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"alien\"\n\tclass = \"DrWily\"\n\t//revealed = false\n\tscript = \"humanbot\"\n}\n//MM3\n{\n\tname = \"\\chNeedleman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NeedleCannonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"needleman\"\n\tclass = \"Needleman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNEED\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgMagnetman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagnetMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magnetman\"\n\tclass = \"Magnetman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ccGeminiman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GeminiLaserWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"geminiman\"\n\tclass = \"Geminiman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGEMI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHardman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hardman\"\n\tclass = \"Hardman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTHARD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciTopman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TopSpinWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"topman\"\n\tclass = \"Topman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOP\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqSnakeman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SearchSnakeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"snakeman\"\n\tclass = \"Snakeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSNAK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciSparkman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SparkShockWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"sparkman\"\n\tclass = \"Sparkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chShadowman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ShadowBladeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shadowman\"\n\tclass = \"Shadowman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDocRobot\"\n\taccuracy = 2\n\tintellect = 0\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 3\n\tperception = 0\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Docrobot\"\n\tclass = \"Docrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM4\n{\n\tname = \"\\ciBrightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashStopperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"brightman\"\n\tclass = \"Brightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdToadman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RainFlushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"toadman\"\n\tclass = \"Toadman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOAD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgDrillman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DrillBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"drillman\"\n\tclass = \"Drillman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRIL\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckPharaohMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PharaohShotWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pharaohman\"\n\tclass = \"Pharaohman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPHAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgRingman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RingBoomerangWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ringman\"\n\tclass = \"Ringman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTRING\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnDustMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DustCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dustman\"\n\tclass = \"Dustman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chDiveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DiveMissileWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"diveman\"\n\tclass = \"Diveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDIV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjSkullman\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SkullBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"skullman\"\n\tclass = \"Skullman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSKUL\"\n\tchatfrequency = 50\n}\n\n//MM5\n{\n\tname = \"\\cgGravityMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GravityHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gravityman\"\n\tclass = \"Gravityman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGRAV\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnWaveMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"waveman\"\n\tclass = \"Waveman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWAVE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\csStoneMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PowerStoneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"stoneman\"\n\tclass = \"Stoneman\"\n\trevealed = true\n\tscript = \"fatbot\"\n\tchatlump = \"chats/BOTSTON\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdGyroMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"GyroAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"gyroman\"\n\tclass = \"Gyroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGYRO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckStarMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"StarCrashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"starman\"\n\tclass = \"Starman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSTAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caChargeMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ChargeKickWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"chargeman\"\n\tclass = \"Chargeman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCHRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctNapalmMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NapalmBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"napalmman\"\n\tclass = \"Napalmman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTNAPA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvCrystalMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CrystalEyeWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"crystalman\"\n\tclass = \"Crystalman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCRYS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqDarkMan1\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman1\"\n\tclass = \"Darkman1\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cuDarkMan2\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman2\"\n\tclass = \"Darkman2\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\ctDarkMan3\"\n\taccuracy = 3\n\tintellect = 3\n\tevade = 3\n\tanticipation = 3\n\treactiontime = 3\n\tperception = 3\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman3\"\n\tclass = \"Darkman3\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n{\n\tname = \"\\cgDarkMan4\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\t//favoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"darkman4\"\n\tclass = \"Darkman4\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatfrequency = 0\n}\n\n//MM6\n{\n\tname = \"\\cjBlizzardMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BlizzardAttackWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"blizzardman\"\n\tclass = \"Blizzardman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBLIZ\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdCentaurMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"CentaurFlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"centaurman\"\n\tclass = \"Centaurman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCENT\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgFlameMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameBlastWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"flameman\"\n\tclass = \"Flameman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chKnightMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"KnightCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"knightman\"\n\tclass = \"Knightman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKNIG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\caPlantMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"PlantBarrierWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"plantman\"\n\tclass = \"Plantman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPLAM\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chTomahawkMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SilverTomahawkWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tomahawkman\"\n\tclass = \"Tomahawkman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTOMA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciWindMan\"\n\taccuracy = 3\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WindStormWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"windman\"\n\tclass = \"Windman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTWIND\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctYamatoMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"YamatoSpearWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"yamatoman\"\n\tclass = \"Yamatoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTYAMO\"\n\tchatfrequency = 50\n}\n\n//MM7\n{\n\tname = \"\\cvFreezeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FreezeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"freezeman\"\n\tclass = \"FreezeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFREE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cuJunkMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"JunkShieldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"junkman\"\n\tclass = \"JunkMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTJUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ciBurstMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"DangerWrapWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burstman\"\n\tclass = \"BurstMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjCloudMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"cloudman\"\n\tclass = \"CloudMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgSpringMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WildCoilWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"springman\"\n\tclass = \"SpringMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSPRI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdSlashMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SlashClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"slashman\"\n\tclass = \"SlashMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSLAS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctShadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"NoiseCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"shademan\"\n\tclass = \"ShadeMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSHDE\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqTurboMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScorchWheelWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"turboman\"\n\tclass = \"TurboMan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTURB\"\n\tchatfrequency = 50\n}\n\n//Mega Man 8\n{\n\tname = \"\\chDuo\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"duo\"\n\tclass = \"Duo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdTenguMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"TornadoHoldWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"tenguman\"\n\tclass = \"Tenguman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTTENG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqAstroMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"AstroCrushWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"astroman\"\n\tclass = \"Astroman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTASTR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\crSwordMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlameSwordWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"swordman\"\n\tclass = \"Swordman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSWOR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctClownMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ThunderClawWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"clownman\"\n\tclass = \"Clownman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCLOW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ceSearchMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HomingSniperWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"searchman\"\n\tclass = \"Searchman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTSEAR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cjFrostMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FrostWaveWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"frostman\"\n\tclass = \"Frostman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTFROS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chGrenadeMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"FlashBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"grenademan\"\n\tclass = \"Grenademan\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGREN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cnAquaMan\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaterBalloonWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"aquaman\"\n\tclass = \"Aquaman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTAQUA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvOriginalDuo\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"originalduo\"\n\tclass = \"Originalduo\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDUO\"\n\tchatfrequency = 25\n}\n\n{\n\tname = \"\\ctEvilRobot\"\n\taccuracy = 4\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"DuoFistWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"evilrobot\"\n\tclass = \"Evilrobot\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTEROB\"\n\tchatfrequency = 25\n}\n\n//Megaman & Bass\n{\n\tname = \"\\cqDynamoman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"LightingBoltWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"dynamoman\"\n\tclass = \"Dynamoman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDYNA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cvColdman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceWallWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"coldman\"\n\tclass = \"Coldman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTCOLD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckGroundman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SpreadDrillWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"groundman\"\n\tclass = \"Groundman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTGROU\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctPirateman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"RemoteMineWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"pirateman\"\n\tclass = \"Pirateman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPIRA\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgBurnerman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"WaveBurnerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"burnerman\"\n\tclass = \"Burnerman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBURN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmMagicman\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MagicCardWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"magicman\"\n\tclass = \"Magicman\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMAGI\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckKing\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ProtoBuster\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"king\"\n\tclass = \"King\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTKING\"\n\tchatfrequency = 50\n}\n\n//Genesis Unit\n{\n\tname = \"\\cgBuster Rod G\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HardKnuckleWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"busterrodg\"\n\tclass = \"BusterRodG\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBRG\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cqMega Water S\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"IceSlashWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"megawaters\"\n\tclass = \"MegaWaterS\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTMWS\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\chHyper Storm H\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"HyperBombWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"hyperstormh\"\n\tclass = \"HyperStormH\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTHSH\"\n\tchatfrequency = 50\n}\n\n//Killers\n{\n\tname = \"\\ckEnker\"\n\taccuracy = 4\n\tintellect = 2\n\tevade = 0\n\tanticipation = 2\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"MirrorBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"enker\"\n\tclass = \"Enker\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTENKR\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cgPunk\"\n\taccuracy = 4\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"ScrewCrusherWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"punk\"\n\tclass = \"Punk\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTPUNK\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ctBallade\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"BalladeCrackerWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"ballade\"\n\tclass = \"Ballade\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBALD\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cdQuint\"\n\taccuracy = 1\n\tintellect = 3\n\tevade = 0\n\tanticipation = 1\n\treactiontime = 2\n\tperception = 1\n\tfavoriteweapon = \"SakugarneWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"quint\"\n\tclass = \"Quint\"\n\trevealed = true\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTQUIN\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\cmDr. Wily\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"BubbleLeadWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"wilyskullsuit\"\n\tclass = \"DrWily\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTDRW\"\n\tchatfrequency = 50\n}\n\n{\n\tname = \"\\ckBBA Megaman\"\n\taccuracy = 1\n\tintellect = 4\n\tevade = 4\n\tanticipation = 4\n\treactiontime = 4\n\tperception = 4\n\tfavoriteweapon = \"MegaBusterWep\"\n\tcolor = \"00 00 00\"\n\tgender = \"male\"\n\tskin = \"Megaman-BBA\"\n\tclass = \"Megaman-BBA\"\n\tscript = \"humanbot\"\n\tchatlump = \"chats/BOTBBA\"\n\tchatfrequency = 50\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/SourceActors.txt",
        "contents": "/*\nThis file contains all the actors most main objects inherit from, typically\ncommon things like projectiles and explosionactors and such that all use the same\nstates code, this can help with reducing script size all around\n*/\n\nactor ProjectileBase\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(DamageRate,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FastProjectileBase : Fastprojectile\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+MTHRUSPECIES\ndamagetype \"Buster\"\nMissileHeight 8\nSpeed 40\nDamage (3 + ACS_ExecuteWithResult(DamageRate,8,360,50))\nradius 5\nheight 5\nscale 2.1\nStates\n{\nSpawn:\nTNT1 A 0\nBUST T 1\nloop\nDeath:\nBUST T 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor ExplosionBase\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+DONTBLAST\n+FORCEXYBILLBOARD\nSpeed 0\n//\nDamagetype \"Explosion\"\nradius 8\nheight 8\nscale 5.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 A_Explode(20, 310, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDEF 2\nstop\n}\n}\n\nactor HitscanBulletBase : FastprojectileBase\n{\ndamagetype \"Buster\"\nDamage (5 + ACS_ExecuteWithResult(DamageRate,4,360,150))\nspeed 255\nheight 5\nradius 5\nscale 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1\ngoto spawn+2\nDeath:\nTNT1 A 1 A_PlaySound(\"weapon/mirrordeflect\")\nTNT1 A 1 A_Spawnitemex(\"BustergunPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor FXActor_A\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Translucent\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor FXActor_B\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\nradius 8\nheight 8\nDamage (0)\nscale 3.0\nReactiontime 35\nRenderstyle \"Add\"\nAlpha 1.0\nStates\n{\nSpawn:\nICMS A 0\nICMS ABCD 2\nstop\n}\n}\n\nactor WatcherBase\n//Watchers area type of actor that is invisible and handles tasks in the background.\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\n+NOTARGETSWITCH\n+NONETID\nStates\n{\nSpawn:\nTNT1 A 1\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor LinearBullet : fastProjectileBase\n{\n//these are used for guns that utilize generic rounds.\nSpeed 10\nDamage (6 + ACS_ExecuteWithResult(DamageRate,6,300,65))\nradius 3\nheight 3\nReactiontime 14\nscale 1.0\nVar Int User_TrailCount;\nVar Int User_TP; //TrailPosition\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 1 ACS_ExecuteAlways(TargPitch,0)\n//TNT1 A 0 A_Jump(256,\"SpeedSet\")\n//Goto SpeedSet\n//SpeedSet:\nTNT1 A 0 A_ScaleVelocity(10)\nGoto Spawn2\nSpawn2:\n//TNT1 A 0 A_SetUserVar(\"User_TP\",3*User_TrailCount)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-3,0,(sin(pitch)*3),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-6,0,(sin(pitch)*6),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-9,0,(sin(pitch)*9),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-12,0,(sin(pitch)*12),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-15,0,(sin(pitch)*15),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-18,0,(sin(pitch)*18),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-21,0,(sin(pitch)*21),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-24,0,(sin(pitch)*24),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-27,0,(sin(pitch)*27),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-30,0,(sin(pitch)*30),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-33,0,(sin(pitch)*33),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-36,0,(sin(pitch)*36),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-39,0,(sin(pitch)*39),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-42,0,(sin(pitch)*42),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-45,0,(sin(pitch)*45),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\n//TNT1 A 0 A_SetUserVar(\"User_TrailCount\",User_TrailCount+1)\n//TNT1 A 0 A_Jumpif(User_TrailCount >= 20,1)\n//loop\n//TNT1 A 0\nTNT1 A 1 //A_SetUserVar(\"User_TrailCount\",1)\nTNT1 A 0 A_Countdown\nGoto Spawn2\nDeath:\nTNT1 A 1 A_Spawnitemex(\"LinearBulletPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor LinearBullet2 : fastProjectileBase\n{\n//these are used for guns that utilize generic rounds.\nSpeed 10\nDamage (6 + ACS_ExecuteWithResult(DamageRate,6,300,65))\nradius 3\nheight 3\nReactiontime 7\nscale 1.0\nVar Int User_TrailCount;\nVar Int User_TP; //TrailPosition\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AA 1 ACS_ExecuteAlways(TargPitch,0)\n//TNT1 A 0 A_Jump(256,\"SpeedSet\")\n//Goto SpeedSet\n//SpeedSet:\nTNT1 A 0 A_ScaleVelocity(16)\nGoto Spawn2\nSpawn2:\n//TNT1 A 0 A_SetUserVar(\"User_TP\",3*User_TrailCount)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-3,0,(sin(pitch)*3),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-6,0,(sin(pitch)*6),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-9,0,(sin(pitch)*9),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-12,0,(sin(pitch)*12),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-15,0,(sin(pitch)*15),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-18,0,(sin(pitch)*18),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-21,0,(sin(pitch)*21),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-24,0,(sin(pitch)*24),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-27,0,(sin(pitch)*27),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-30,0,(sin(pitch)*30),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-33,0,(sin(pitch)*33),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-36,0,(sin(pitch)*36),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-39,0,(sin(pitch)*39),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-42,0,(sin(pitch)*42),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_SpawnItemEx(\"LinearBulletTrail\",cos(pitch)*-45,0,(sin(pitch)*45),MomX,MomY,MomZ,0,SXF_TRANSFERPITCH|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\n//TNT1 A 0 A_SetUserVar(\"User_TrailCount\",User_TrailCount+1)\n//TNT1 A 0 A_Jumpif(User_TrailCount >= 20,1)\n//loop\n//TNT1 A 0\nTNT1 A 1 //A_SetUserVar(\"User_TrailCount\",1)\nTNT1 A 0 A_Countdown\nGoto Spawn2\nDeath:\nTNT1 A 1 A_Spawnitemex(\"LinearBulletPuff\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nactor LinearBulletTrail : FXActor_B\n{\nMissileHeight 8\nscale 1.0\nStates\n{\nSpawn:\nBASB U 2\nstop\n}\n}\n\nactor LinearBulletPuff : FXActor_A\n{\nscale 0.4\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor BarrierPartBase\n{\n  Radius 14\n  Height 12\n  Scale 0.5\n  RenderStyle None\n  Alpha 0.25\n  //Bloodtype \"ShieldHit\"\n  //Species \"BLUEMember\"\n  DamageFactor \"Explosion\", 0.1\n  Health 900\n  Painchance 256\n  //Designatedteam 0\n  +MISSILE\n  +SHOOTABLE\n  +NOTARGETSWITCH\n  +NOGRAVITY\n  +NOTELEPORT\n  +NOTARGETSWITCH\n  +THRUSPECIES\n  +DONTRIP\n  +DONTSPLASH\n  +FLOORCLIP\n  //+REFLECTIVE\n  +DONTREFLECT\n  +NODAMAGETHRUST\n  //+DONTTHRUST\n  +DONTBLAST\n  +GHOST\t//Give projectiles that you wish to pass through the shield THRUGHOST flag\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    HEXA A 2\n    stop\n\tPain:\n\tTNT1 A 0  A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tstop\n  Death:\n    TNT1 A 2\n    stop\n  }\n}\n\nactor ShieldHit\n{\n  Radius 1\n  Height 1\n  Scale 0.5\n  Renderstyle Add\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    MMFX A 0 bright\n    MMFX A 1 bright A_Stop\n    MMFX A 0 bright A_PlaySound (\"weapon/MirrorDeflect\")\n    MMFX A 1 bright\n    stop\n  }\n}\n\nactor ScreenPartVisual\n{\n  Radius 8\n  Height 8\n  Scale 0.5\n  RenderStyle Add\t//Fuzzy looks great in software mode\n  Alpha 0.35\n  +NOINTERACTION\n  //+CLIENTSIDEONLY\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n  TNT1 A 0\n    HEXA AAAA 1 bright\n    //HEXA AA 1 bright A_Fadeout(0.4)\n    stop\n  Death:\n    TNT1 A 2\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ConstList.txt",
        "contents": "//====|Medipistol heal rates|====\nConst int HealRate_B = 8;\nConst int HealRate_A = 15;\nConst int HealRate_Max = 30;\n\n//====|Mendingtool heal rates|====\nConst int HealRate2_B = 6;\nConst int HealRate2_A = 13;\nConst int HealRate2_Max = 20;\n\n//====|Weapon Spreads|====\n//FlaskGun\nconst float FLSPD = 2.5;\n\n//SalveHealRadius\nConst int SH_RAD = 240;\nConst int SH_RAD2 = SH_RAD/2;\n\n//megablitzer\nConst float MB_SPD = 4.6;\n\nConst float BB_SPD1 = 7.5;\nConst float BB_SPD2 = 5.5;\nConst float BB_SPD3 = 2.5;\n//Repidifier Bloom\nconst float RPB = 0.4;\n\n//[+]================|Sripts|===================[+]\n\nconst int  GetTotalHPPerc = 726;\nconst int  GetValueHPPerc = 727;\nconst int  WepBloomStat = 728;\nconst int  DamageRate = 729;\nconst int  RadiusGive = 730;\nconst int  JumpToggle = 731;\nconst int  MedivisionScript = 732;\nconst int  RadiusHeal = 733;\nconst int  DotDamager = 734;\nconst int  GrapplingHookPull = 735;\nconst int  TargPitch = 736;\nconst int  BlastKnockback = 737;\nconst int  CountTID = 738;\nconst int  ObjectTally = 739;\nconst int  ObjectDeathTally = 740;\nconst int  GetTargValueHPPerc = 741;\nconst int  HealRamp = 743;\nconst int  ArmorCheck = 744;\nconst int  TracerTID = 745;\nconst int  KnockBackScript = 746;\n\nconst int  GrabMemAngle = 748;\nconst int  ShiftMemAngle = 749;\nconst int  AreaHeal = 750;"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/ClassBase.txt",
        "contents": "Actor RPGHeroBase : PlayerPawn\n{\n+NOBLOOD\n+NOBLOODDECALS\n+NODAMAGETHRUST\n//+DONTBLAST\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+THRUSPECIES\n+NOSKIN\nBloodType \"\"\nheight 58\nradius 25\nPlayer.DisplayName \"Based Class\"\nPlayer.SoundClass \"megaman\"\nPlayer.DamageScreenColor \"black\"\nPlayer.JumpZ 10\nPlayer.ForwardMove 1.0, 1.0\nPlayer.SideMove 1.0, 1.0\nplayer.colorrange 0 0\nHealth 500\nPlayer.MaxHealth 500\nMass 999999\nDamageFactor \"Normal\", 1.0\nDamageFactor \"Falling\", 10.0\nGravity 0.8\nScale 2.5\nPlayer.MaxSkinSizeFactor 0, 0 //Fixes downsizing\nvar int user_wepangle;\n\nStates\n{\nSpawn:\n\"----\" A 0\n\"----\" B 1\n\"----\" A 1\ngoto Spawn+2\nSee:\n\"----\" BCDE 5\ngoto Spawn+1\nMissile:\n\"----\" F 5\n\"----\" G 4\ngoto Spawn+2\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.WaveBurner:\nPain.WaveBurnerUW:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPain.FireSpin:\nPain.DragonType:\nPain.IceType:\nPain.FireType:\nPain.SteelType:\nPain.HolyType:\nPain.FightingType:\nPain.FireSpinN:\nPain.HolyType2:\nPain.ENormalType:\n\"----\" H 0\ngoto Pain+3\nPain.Bright:\n\"----\" H 0\n\"----\" H 0 A_ScaleVelocity(0.65)\n\"----\" H 0 A_Jump(256, \"Pain\")\ngoto Pain+3\nPain.Wind:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),35,1,0)\n\"----\" H 0 ThrustThingZ(0,100,0,0)\ngoto Pain+3\nPain.Gravity:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThingZ(0,60,0,0)\ngoto Pain+3\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\n\"----\" H 0 A_ScaleVelocity(0.9)\nGoto Pain+3\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto Pain+3\nPain.FlameSword:\n\"----\" H 0 //A_GiveInventory(\"FlameSwordProtectTM\", 1)\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto Pain\nPain.WindStorm:\nPain.FlingDamage:\n\"----\" H 0\n\"----\" H 0 ThrustThing(random(0,255),30,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto Pain+3\n//-----Ehibika-----\n/*\nPain.LooseCannon:\nPain.LooseCannonRED:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"ShortInvulnerabilityFrames\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/coilbounce2\",\"SoundSlot5\")\n\"----\" H 0 A_GiveInventory(\"DoubleDonkable\")\n\"----\" H 0 A_SpawnItemEX(\"DonkWatcher\",1)\n\"----\" H 0 ThrustThing(random(0,255),10,1,0)\n\"----\" H 0 ThrustThingZ(0,20,0,1)\nGoto Pain+3\nPain.LooseCannonExpl:\nPain.LooseCannonExplRED:\n\"----\" H 0\n\"----\" H 0 A_Jumpifinventory(\"DoubleDonkable\",1,1)\nGoto Pain+3\n\"----\" H 0 A_SpawnitemEx(\"DoubleDonkIcon\",0,0,130,0,0,2)\n\"----\" H 0 ThrustThing(random(0,255),20,1,0)\n\"----\" H 0 ThrustThingZ(0,20,0,0)\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")  //got double donked!\nGoto Pain+3\n*/\n//-----Ehibika-----\nPain.SlashClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto Pain+3\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto Pain+3\nPain.TimeSlow:\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\n\"----\" H 0\nGoto Pain+3\nPain.SparkShock:\n\"----\" H 0\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\n\"----\" H 0\nGoto Pain+3\nPain.CrashBomb:\n\"----\" H 0\n\"----\" H 0 A_Stop\n\"----\" H 0\nGoto Pain+3\nPain.GravityHold:\n\"----\" H 0\n\"----\" H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\n\"----\" H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\n\"----\" H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\n\"----\" H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\n\"----\" H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\n\"----\" H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\n\"----\" H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\n\"----\" H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\n\"----\" H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,150,1,0)\n\"----\" H 0\nGoto Pain+3\nPain.WilyFire:\n\"----\" H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\n\"----\" H 0\nGoto Spawn+2\nPain.MagnetMissile:\nPain.DiveMissile:\nPain.HomingSniper:\n\"----\" H 0\n\"----\" H 0\nGoto Pain+3\n//---->Status Effect Pain States Start<----\nPain.Poisonous:\n\"----\" H 0 //A_Jump(192,\"Pain\")\n\"----\" H 0 A_jumpifinventory(\"PoisonProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempPoisonProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"PoisonMark\",1,3)\n\"----\" H 0 A_SpawnItemEX(\"PoisonWatcher\",1)\n\"----\" H 0 A_Playsoundex(\"support/Negative\",\"Soundslot7\")\n\"----\" H 0 A_Giveinventory(\"PoisonMark\")\n\"----\" H 0\n\"----\" H 0\nGoto Pain+1\n\nPain.Burner:\nPain.Incendiary:\n\"----\" H 0 //A_Jump(192,\"Pain\")\n\"----\" H 0 A_jumpifinventory(\"FireProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempFireProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"BurnMark\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"BurnWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"BurnMark\")\n\"----\" H 0\n\"----\" H 0 //A_GiveInventory(\"BurnerhitDelay\",1)\n\"----\" H 0\nGoto Pain+1\nPain.Freezer2:\n\"----\" H 0 A_jumpifinventory(\"TempFreezeProof\",1,\"NoFreeze\")\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 Thing_SetTranslation(0, 105)\n\"----\" H 0 A_SpawnItemEx(\"FreezeHandler\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 ACS_ExecuteAlways(998,0,1)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\n\"----\" H 0 A_Giveinventory(\"TempFreezeProof\")\nGoto Spawn+2\nNoFreeze:\n\"----\" H 0\nPain.Freezer1:\n\"----\" H 0 //A_Jump(192,\"Pain\")\n\"----\" H 0 A_jumpifinventory(\"ChillProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempChillProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"ChilledMark\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"ChillWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"ChilledMark\")\n\"----\" H 0\n\"----\" H 0 //A_GiveInventory(\"BurnerhitDelay\",1)\n\"----\" H 0\nGoto Pain+1\nPain.SnowStorm:\n\"----\" H 0 A_JumpIfInventory(\"SnowStormSlow\", 1 ,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/freezecracker\",\"SoundSlot5\")\n\"----\" H 0\n\"----\" H 0 A_GiveInventory(\"SnowStormSlow\", 1)\nGoto Pain+3\nPain.RogueImpact:\n\"----\" H 1\n\"----\" H 0 A_GiveToTarget(\"RogueImpactCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_ExecuteAlways(KnockBackScript,0,10)\n\"----\" H 0 ThrustThingZ(0,15,0,0)\n\"----\" H 0 A_GiveInventory(\"RogueImpactDelay\",1)\nGoto Pain+1\n\nPain.Crisperizer:\n\"----\" H 0 A_GiveInventory(\"FireCritCheck\",1)\n\"----\" H 0\nGoto Pain+1\n\nPain.Tackle:\n\"----\" H 0 //A_GiveInventory(\"TackleHitDelay\",1)\n\"----\" H 0 ThrustThing(random(0,255),30,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\n\"----\" H 0\nGoto Pain+1\n\nPain.ShieldWave:\n\"----\" H 0 ACS_ExecuteAlways(KnockBackScript,0,20)\n\"----\" H 0 ThrustThingZ(0,40,0,0)\n\"----\" H 0\nGoto Pain+3\n\nPain.FireBomb:\n\"----\" H 0 ACS_ExecuteAlways(KnockBackScript,0,10)\n\"----\" H 0 ThrustThingZ(0,70,0,0)\n\"----\" H 0\n\"----\" H 0 A_jumpifinventory(\"FireProof\",1,5)\n\"----\" H 0 A_jumpifinventory(\"TempFireProof\",1,4)\n\"----\" H 0 A_jumpifinventory(\"BurnMark\",1,2)\n\"----\" H 0 A_SpawnItemEX(\"BurnWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"BurnMark\")\nGoto Pain+3\n\n//---->Status Effect Pain States End<----\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+3\nBeatAssist:\n\"----\" H 0\n\"----\" H 0 HealThing(2)\n\"----\" H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+3\nPain:\n\"----\" H 0\n\"----\" H 0 //A_Recoil(1)\n\"----\" H 0\n\"----\" H 0 A_Pain\n\"----\" H 0 A_GiveInventory(\"CritCheck\")\n\t\"----\" H 0 A_GiveInventory(\"HealStall_A\",1)\n\t\"----\" H 0 A_GiveInventory(\"HealStall_B\",1)\n\"----\" H 0 //A_JumpIfInventory(\"IveBeenHit\", 1, 2)\n\"----\" H 0 //A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 0\n\"----\" H 0 A_Jump(256,\"PainFix\")\ngoto PainFix\nPainFix:\n\"----\" H 0\ngoto PainFrames\nPainFrames:\n\"----\" H 0 //SetPlayerProperty(0,0,4)\n\"----\" HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 0 //SetPlayerProperty(0,0,1)\n\"----\" H 0 A_ChangeFlag(\"ACTIVATEMCROSS\",0)\n\"----\" H 0 //SetPlayerProperty(0,0,4)\n\"----\" H 0 A_Jump(256,\"Spawn\")\ngoto Spawn+2\nDeath.FireSpinN:\nDeath.ETopSpin:\nDeath.TopSpin:\n\"----\" H 0\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_PlaySoundEx(\"weapon/topspinwav\",\"SoundSlot5\")\n\"----\" HHHHHHHHHH 7 A_SetAngle(angle-72)\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 1 A_CheckPlayerDone\nwait\n//===\nDeath.WindStorm:\nDeath.GravityHold:\n\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_TakeInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\nRiseMyMegaman:\n\"----\" H 1 ThrustThingZ(0,10,0,1)\n\"----\" H 0 A_JumpIf(ceilingz-z<64, \"ExplodeNow\")\n\"----\" H 0 A_GiveInventory(\"Cutterflag\", 1)\n\"----\" H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\nGoto RiseMyMegaman\nExplodeNow:\n\"----\" H 0 A_Stop\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\n\"----\" Z 2 //A_GiveInventory(\"IveBeenHit\",1)\n\"----\" Z 1 A_CheckPlayerDone\nwait\nDeath.HyperBomb:\nDeath.SuperBomb:\nDeath.SuperBombRED:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_TakeInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\nDeathLaunch:\n\"----\" H 1 ThrustThingZ(0,100,0,1)\nDeathFall:\n\"----\" H 1 ThrustThingZ(0,-10,0,1)\n\"----\" H 1 A_JumpIf(z-floorz<=0, \"ExplodeNow\")\n\"----\" H 0 A_GiveInventory(\"Cutterflag\", 1)\n\"----\" H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\ngoto DeathFall\n\nDeath.RogueImpact:\n\"----\" H 0 A_GiveToTarget(\"RogueImpactCollision\",1)\n\"----\" H 0 A_PlaySoundEx(\"weapon/Rebound\",\"SoundSlot5\")\n\"----\" H 0 ACS_ExecuteAlways(KnockBackScript,0,35)\n\"----\" H 0 ThrustThingZ(0,35,0,0)\n\"----\" H 17\nGoto Death\n\nDeath.Crisperizer:\n\"----\" H 0 A_GiveInventory(\"FireCritCheck\",1)\nGoto Death\nDeath:\n\"----\" H 0\n\"----\" H 1\n\"----\" H 0 //A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 0 A_GiveInventory(\"CritCheck\")\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n//\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n//\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" H 1 ACS_ExecuteAlways(999,0,0) //19\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlayerScream\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\n\"----\" H 1\n\"----\" H 0 //A_GiveInventory(\"IveBeenHit\",1)\n//\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n//\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" Z 1 A_PlayerScream\n\"----\" Z 1 A_Stop\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n/*\nDeath.LooseCannonExpl:\nDeath.LooseCannonExplRED:\n\"----\" H 0\n\"----\" H 1 A_Jumpifinventory(\"DonkCheck\",1,1)\nGoto Death.Explosion//\"----\" H 0 //A_Jump (256, \"Death.Explosion\")  //Gotta do this instead of [Goto Death], won't look right otherwise\n\"----\" H 0 A_SpawnitemEx(\"DoubleDonkIcon\",0,0,10,0,0,2)\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")  //got double donked to Death!\n*/\nDeath.SteamMissile:  //Death VIA Explosives\nDeath.SteamMissileRED:\nDeath.SuperNapalm:\nDeath.SuperNapalmRED:\nDeath.TorsoMissile:\nDeath.TorsoMissileRED:\nDeath.PosieMissile:\nDeath.PosieMissileRED:\nDeath.Explosion:\nDeath.ExplosionRED:\n\"----\" H 1\n\"----\" H 0 //A_GiveInventory(\"IveBeenHit\",1)\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 //A_GiveInventory(\"StaticBoardDeathFX\")\n\"----\" Z 1 //A_PlayerScream\n\"----\" Z 1 A_SpawnItemEx(\"ExplodeDeathFX\", 0, 0, 32)\n\"----\" Z 1 A_Stop\n\"----\" Z 0 //A_TakeInventory(\"OnBoard\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 2 ACS_ExecuteAlways(999,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n\nDeath.Freezer1:  //Death VIA Backstab\nDeath.Freezer2:\nIce:\n\"----\" H 1 A_KillChildren(KILS_KILLMISSILES)\n\"----\" H 0 A_RemoveChildren(True)\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_TakeInventory(\"WeaponCharge\",999)\n\"----\" Z 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" Z 0 A_GiveToTarget(\"GotKill\",1)\n//\"----\" H 1 A_PlayerScream\n\"----\" H 0 Thing_SetTranslation(0, 105)//ACS_ExecuteAlways(998,0,105,1)\n\"----\" H 0 A_NoBlocking\n//\"----\" H 0 Thing_SetTranslation(17, 4)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n\"----\" HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 Thing_SetTranslation(0, 105)\n//\"----\" H 0 A_SpawnItemEx(\"IceDeathStatueFX1\", 0, 0, 0,0,0,0,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\n\nEnkerRaise:\n\"----\" Y 1\nLoop\nEnkerAbsorb:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\ngoto EnkerAbsorb3\nEnkerAbsorb3:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,65)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\ngoto Spawn\nEnkerAbsorb2:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,66)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\ngoto Spawn\nTheEnd:\n\"----\" G 4\nloop\nCreditWalk:\n\"----\" BCDE 8\nloop\nCreditRun:\n\"----\" BCDE 5\nloop\n}\n}\n\n//XXXXXXXXXXXXXXXXXXXXXXXXXXXX\n//XXX    Status Effects    XXX\n//XXXXXXXXXXXXXXXXXXXXXXXXXXXX\nactor HealStall_A : powerup {Inventory.amount 1 powerup.duration -5}\nactor HealStall_B : powerup {Inventory.amount 1 powerup.duration -2}\n\n//Poison  ~Bika\nactor PoisonWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%o succumed to %k's Burning\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_Setuservar(\"user_TickDamage\",ACS_ExecuteWithResult(GetTargValueHPPerc,2))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\nSpawn2:\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\n//TNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\n//TNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"PoisonedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempPoisonProof\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 7,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0  ACS_ExecuteAlways(DotDamager, 0,user_TickDamage,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"PoisonMark\",1,\"Spawn2\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"PoisonMark\",999)\nstop\n}\n}\n\nactor StatusNummer : PowerProtection // for DOTs\n{\ninventory.amount 1\ninventory.maxamount 1\n+NOPAIN\nPowerup.Duration 1\n}\n\nactor PoisonedFX1  //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 0.9\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nWAVB GGGGG 2\nWAVB H 3 A_Stop\nstop\n}\n}\n\nactor PoisonedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"PoisonedFX1\",random(-24,24),random(-32,32),random(30,34),0,0,Random(1,4))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor PoisonMark : powerup\n{\npowerup.duration -10\nPowerup.Color Green, 0.3\n}\n\nactor PoisonStackDelay : powerup\n{powerup.duration 5}\n\n//Burn\nactor BurnWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%o succumed to %k's Burning\"\nvar int user_OwnerTID;\nvar int user_TickDamage;\nvar int user_LoopCount;\nStates\n{\nSpawn:\nTNT1 A 0\n// Sow e start by making this actor immediately set it's master to the spawner's target (last person to damage them)\n// and then we set them to our tracer pointer.\nTNT1 A 0 A_GiveToTarget(\"FireCritAble\",1)\nLASH A 0 A_Setuservar(\"user_OwnerTID\",ACS_ExecuteWithResult(257,0))\nLASH A 0 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_MASTER,PTROP_NOSAFEGUARDS)\nLASH A 0 A_ReArrangePointers(AAPTR_DEFAULT,AAPTR_DEFAULT,AAPTR_TARGET)\nSpawn2:\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"BurnedEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempFireProof\",1,\"DeathTake\")\n\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", user_LoopCount+1)\nTNT1 A 0 A_Jumpif( user_LoopCount <= 2,\"Spawn2\")\nTNT1 A 0 A_SetuserVar(\"user_LoopCount\", 0)\n\n// when we deal tick damage, we set the target to our master (the person responsible for inflicting the dot) and use this script\n// to make them deal tick damage to the victim directly.\nLASH A 0 A_ReArrangePointers(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_DEFAULT)\nLASH A 0  ACS_ExecuteAlways(DotDamager, 0,5,user_OwnerTID) //DOT Script\nLASH A 1 // this delay is important, otherwise it becomes a suicide\nLASH A 0 A_ReArrangePointers(AAPTR_TRACER,AAPTR_DEFAULT,AAPTR_DEFAULT)\n//now we set the target back to the spawner to keep the burn effect on them.\n//TNT1 A 0 A_GiveToTarget(\"BurnedDamage\",1)\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"BurnMark\",1,\"Spawn2\")\nTNT1 A 1 A_TakefromTarget(\"FireCritAble\",999)\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"BurnMark\",999)\nTNT1 A 1 A_TakefromTarget(\"FireCritAble\",999)\nstop\n}\n}\n\nactor BurnedEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"BurnedFX1\",random(-24,24),random(-32,32),random(1,32))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor BurnMark : PowerProtection\n{\npowerup.duration -2\nDamagefactor \"Crisperizer\" , 3.0\nPowerup.Color Red, 0.3\n}\n\nactor BurnStackDelay : powerup\n{powerup.duration 5}\n\nactor BurnedFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1\nRenderStyle \"Add\"\nAlpha 0.5\nStates\n{\nSpawn:\nBRNF AABBCCDDEEFGH 1\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n//Chilled\nactor ChillWatcher //: CustomInventory\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nObituary \"%o succumed to %k's Burning\"\nvar int user_OwnerTID;\nvar int user_LoopCount;\nvar int user_TickDamage;\nStates\n{\nSpawn:\nTNT1 A 0\nSpawn2:\n\nTNT1 A 1 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TempChillProof\",1,\"DeathTake\")\nTNT1 A 0 A_GiveToTarget(\"ChilledEffect\",1)\nTNT1 A 1 A_JumpIfInTargetInventory(\"ChilledMark\",1,\"Spawn2\")\nstop\nDeath:\nDeathTake:\nTNT1 A 0\nTNT1 A 1 A_TakefromTarget(\"ChilledMark\",999)\nstop\n}\n}\n\nactor ChillFX  //These are decorative.\n{\nPROJECTILE\n+NOINTERACTION\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 1.9\nRenderStyle \"Translucent\"\nAlpha 0.9\nStates\n{\nSpawn:\nFCRA IJIJIJ 2\nstop\n}\n}\n\nactor ChilledEffect : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nTNT1 A 0 A_SpawnItemEx(\"ChillFX\",random(-24,24),random(-32,32),random(40,54),0,0,Random(-1,-3))\nTNT1 A 0 //SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor ChilledMark : PowerSpeed\n{\npowerup.duration 85\nPowerup.Color Blue, 0.3\nSpeed 0.3\n}\n\nactor ExplodeDeathFX  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 5\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/drillexplode\", \"Body\")\nTNT1 AAAAA 2 A_SpawnitemEX(\"ExplodeDeathFX1\",Random(-80,80),Random(-80,80),Random(0,40))\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor FreezeHandler\n{\n+MISSILE\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 70\nTNT1 A 0 A_GiveToTarget(\"DeFreezer\",1)\nstop\n}\n}\n\nactor DeFreezer : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\n\"----\" H 0 ACS_ExecuteAlways(998,0,1)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_Giveinventory(\"TempFreezeProof\")\nTNT1 A 0 A_TakeInventory(\"IceVision\",1)\n\"----\" H 0 A_SpawnItemEX(\"ChillWatcher\",1)\n\"----\" H 0 A_Giveinventory(\"ChilledMark\")\nstop\n}\n}\n\nactor ExplodeDeathFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\nASEX ABCDEF 1\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor KilledMeflag : KilledMe Replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nTNT1 A 1 A_GiveInventory(\"GotKill\")\nstop\n}\n}\n\nactor GotKill : Powerup\n{\ninventory.amount 1\nPowerup.Duration 10\n}\n\nactor IceDeathStatueFX1  //These are decorative.\n{\nPROJECTILE\n+THRUACTORS\n+NOGRAVITY\nheight 2\nRadius 2\ndamage (0)\nreactiontime 1\nscale 2\n//RenderStyle \"Translucent\"\n//Alpha 0.5\nStates\n{\nSpawn:\n\"----\" H 100\nstop\nDeath:\nASEX A 0\nstop\n}\n}\n\nactor HitSound : CustomInventory  //stops the jump\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 //A_PlaySoundEx(\"Misc/gravitywarn\", \"SoundSlot5\",0,-1)\nstop\n}\n}\n\nactor DeathFX1N : DeathFX1 replaces DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 3\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2N : DeathFX1N replaces DeathFX2\n{\nspeed 5\n}\n//[+]========================================================================[+]\n//------------------------------|Primary Weapon|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Knight.txt",
        "contents": "Actor KnightHero : RPGHeroBase\n{\nHealth 400\nPlayer.MaxHealth 400\nPlayer.DisplayName \"Knight\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ScoreIcon \"botskil2.png\"\nPlayer.ForwardMove 0.65, 0.65\nPlayer.SideMove 0.65, 0.65\nPlayer.StartItem \"Ability_A_Item\"\nPlayer.StartItem \"Ability_B_Item\"\nPlayer.StartItem \"ReloadItem\"\n\nPlayer.StartItem \"NoCoolBar\"\n\nPlayer.StartItem \"BurstBlade\"\nplayer.startitem \"BurstBladeClip\", 6\nplayer.startitem \"ShieldEnergy\", 500\nStates\n{\nSpawn:\nKNIM A 0\nKNIM B 1\nKNIM A 1\nGoTo Spawn+2\nSee:\nKNIM BCDE 5\nGoTo Spawn+1\nMissile:\nKNIM F 5\nKNIM G 4\nGoTo Spawn+2\nPainFix:\nKNIM H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Archer.txt",
        "contents": "Actor ArcherHero : RPGHeroBase\n{\nHealth 250\nPlayer.MaxHealth 250\nPlayer.DisplayName \"Archer\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ScoreIcon \"botskil2.png\"\nPlayer.ForwardMove 0.75, 0.75\nPlayer.SideMove 0.75, 0.75\nPlayer.StartItem \"Ability_A_Item\"\nPlayer.StartItem \"Ability_B_Item\"\nPlayer.StartItem \"ReloadItem\"\n\nPlayer.StartItem \"RPGCrossbow\"\nplayer.startitem \"RPGCrossbowClip\", 8\nStates\n{\nSpawn:\nSJ01 A 0\nSJ01 B 1\nSJ01 A 1\nGoTo Spawn+2\nSee:\nSJ01 BCDE 5\nGoTo Spawn+1\nMissile:\nSJ01 F 5\nSJ01 G 4\nGoTo Spawn+2\nPainFix:\nSJ01 H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Rogue.txt",
        "contents": "Actor RogueHero : RPGHeroBase\n{\nHealth 150\nPlayer.MaxHealth 150\nPlayer.DisplayName \"Rogue\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 14\nPlayer.ScoreIcon \"botskil2.png\"\nPlayer.ForwardMove 0.95, 0.95\nPlayer.SideMove 0.95, 0.95\nPlayer.StartItem \"Ability_A_Item\"\nPlayer.StartItem \"Ability_B_Item\"\n\nPlayer.StartItem \"JumperFlag\"\nPlayer.StartItem \"PlusJump\"\nPlayer.StartItem \"PlusJumpCount\", 3\n\nPlayer.StartItem \"NoClipBar\"\n\nPlayer.StartItem \"ThrowingKnives\"\nplayer.startitem \"ThrowingKnivesClip\", 1\nStates\n{\nSpawn:\nQUIM A 0\nQUIM B 1\nQUIM A 1\nGoTo Spawn+2\nSee:\nQUIM BCDE 5\nGoTo Spawn+1\nMissile:\nQUIM F 5\nQUIM G 4\nGoTo Spawn+2\nPainFix:\nQUIM H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Mage.txt",
        "contents": "Actor MageHero : RPGHeroBase\n{\nHealth 100\nPlayer.MaxHealth 100\nPlayer.DisplayName \"Mage\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ScoreIcon \"botskil2.png\"\nPlayer.ForwardMove 0.65, 0.65\nPlayer.SideMove 0.65, 0.65\nPlayer.StartItem \"Ability_A_Item\"\nPlayer.StartItem \"Ability_B_Item\"\nPlayer.StartItem \"ReloadItem\"\n\nPlayer.StartItem \"MagicLauncher\"\nplayer.startitem \"MagicLauncherClip\", 8\nStates\n{\nSpawn:\nMGIC A 0\nMGIC B 1\nMGIC A 1\nGoTo Spawn+2\nSee:\nMGIC BCDE 5\nGoTo Spawn+1\nMissile:\nMGIC F 5\nMGIC G 4\nGoTo Spawn+2\nPainFix:\nMGIC H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Classes/Scholar.txt",
        "contents": "Actor ScholarHero : RPGHeroBase\n{\nHealth 250\nPlayer.MaxHealth 250\nPlayer.DisplayName \"Scholar\"\nPlayer.SoundClass \"megaman\"\nPlayer.JumpZ 12\nPlayer.ScoreIcon \"botskil2.png\"\nPlayer.ForwardMove 0.75, 0.75\nPlayer.SideMove 0.75, 0.75\nPlayer.StartItem \"Ability_A_Item\"\nPlayer.StartItem \"Ability_B_Item\"\nPlayer.StartItem \"ReloadItem\"\n\nPlayer.StartItem \"Mediscan\"\nPlayer.StartItem \"NoCoolBar\"\n\nPlayer.StartItem \"FlaskGun\"\nplayer.startitem \"FlaskGunClip\", 35\nStates\n{\nSpawn:\nMWSZ A 0\nMWSZ B 1\nMWSZ A 1\nGoTo Spawn+2\nSee:\nMWSZ BCDE 5\nGoTo Spawn+1\nMissile:\nMWSZ F 5\nMWSZ G 4\nGoTo Spawn+2\nPainFix:\nMWSZ H 0\nGoTo PainFrames\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Knight/KnightMainwep.txt",
        "contents": "//[+]========================================================================[+]\n//------------------------------|Primary Weapon|--------------------------------\n//[+]========================================================================[+]\n//\n//[+]========================================================================[+]\nactor BurstBlade : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 6\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 1\nscale 2.0\nObituary \"$OB_BURSTBLADE\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"BurstBladeClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nloop\nReady:\nSHLR K 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nSHLB K 0\nRedReady:\n\"####\" K 0 A_Jumpifinventory(\"Once\",1,3)\n\"####\" K 0 A_GunFlash\n\"####\" K 0 A_GiveInventory(\"Once\")\n\"####\" K 0\n\n\"####\" K 1 A_WeaponReady\n\"####\" K 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" K 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" K 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\n\"####\" K 0 A_Jumpifinventory(\"BurstBladeClip\",1,\"Ready\")\nGoto Reload\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" K 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" K 1 A_Raise\nLoop\nFire:\n\"####\" K 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" K 0 A_Jumpifinventory(\"ShotgunDelay\",1,\"NoAmmo\")\n\"####\" K 0 A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" K 0 A_PlaySoundEx(\"weapon/napalm\",\"SoundSlot7\")\n\n\"####\" K 0 A_GiveInventory(\"BurstBladeShooter\")\n\n\"####\" L 2 A_GiveInventory(\"ShotgunDelay\")\n\n\"####\" FED 2 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\n\"####\" D 9 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" D 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" D 2 Offset(0,32)\n\"####\" D 2 Offset(0,46)\n\"####\" D 2 Offset(0,58)\n\"####\" D 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" L 2 Offset(0,58)\n\"####\" L 2 Offset(0,46)\n\"####\" K 2 Offset(0,32)\n//\"####\" K 4  A_WeaponReady(WRF_NOPRIMARY)\n\"####\" K 0 A_Refire\n\"####\" K 1 A_GiveInventory(\"InputClear\")\n\n// ===30 frames===\ngoto Ready\nAltfire:\n//\"####\" K 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" K 0 //A_PlaySoundEx(\"weapon/HardBuster1\",\"Weapon\")\n\"####\" J 1 A_PlaySoundEx(\"weapon/mirroractivate\",\"Weapon\")\nAltHold:\n\"####\" K 0 A_Jumpifinventory(\"ShieldBreak\",1,\"NoAmmo\")\n\"####\" J 2 A_GiveInventory(\"FrontShieldshooter\")\n\"####\" K 0 A_GiveInventory(\"ShieldRegenDelay\")\n\"####\" K 0 A_Refire\n\"####\" JK 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" K 1 A_GiveInventory(\"InputClear\")\n\ngoto Ready\n\nUser1:\n\"####\" K 0 A_Jumpifinventory(\"ShieldBreak\",1,\"NoAmmo\")\n\"####\" K 0 A_Jumpifinventory(\"ProtectionCooldownItem\",1,\"NoAmmo\")\n\"####\" J 1 A_PlaySoundEx(\"weapon/tengushot\",\"Weapon\")\n\n\"####\" J 2 A_GiveInventory(\"ProtectionShooter\")\n\"####\" JK 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" K 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nUser2:\n\"####\" K 0 A_Jumpifinventory(\"ShieldBreak\",1,\"NoAmmo\")\n\"####\" K 0 A_Jumpifinventory(\"ShieldWaveCooldownItem\",1,\"NoAmmo\")\n\n\"####\" J 1 A_PlaySoundEx(\"weapon/minchrgshot\",\"Weapon\")\n\"####\" J 2 A_GiveInventory(\"ShieldWaveShooter\")\n\"####\" K 0 A_GiveInventory(\"ShieldWaveCooldown\")\n\"####\" J 0 A_Takeinventory(\"ShieldEnergy\",100)\n\"####\" JJJK 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\"####\" K 0 A_GiveInventory(\"ShieldRegenDelay\")\n\n\"####\" K 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nNoAmmo:\n\"####\" K 1 A_GiveInventory(\"InputClear\")\n\"####\" K 0 A_Jumpifinventory(\"BurstBladeClip\",1,\"Ready\")\n\nReload:\n\"####\" L 1 Offset(0,32)\n\"####\" L 1 Offset(0,46)\n\"####\" D 1 Offset(0,58)\n\"####\" D 1 Offset(0,70)\n\"####\" D 1 Offset(0,82)\n\"####\" D 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" D 32\n\"####\" D 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" D 1 Offset(0,82)\n\"####\" L 1 Offset(0,70)\n\"####\" L 1 Offset(0,58)\n\"####\" K 1 Offset(0,46)\n\"####\" K 1 Offset(0,32)\n\"####\" K 0 A_Giveinventory(\"BurstBladeClip\",5)\n\"####\" K 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" K 1 A_GiveInventory(\"InputClear\")\n\n\"####\" K 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 1\nTNT1 AAA 1 A_Jumpifinventory(\"ShieldRegenDelay\",1,\"Flash\")\nTNT1 A 0 A_Giveinventory(\"ShieldEnergy\",15)\nTNT1 A 0 A_Jumpifinventory(\"ShieldEnergy\",500,1)\nloop\nTNT1 A 0\nTNT1 A 0 A_Takeinventory(\"ShieldBreak\",9)\nloop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor BurstBladeClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 6\n}\nactor ShotgunDelay : Powerup {inventory.amount 1 powerup.duration 22 }\nactor ShieldRegenDelay : Powerup {inventory.amount 1 powerup.duration 25 }\n\nactor ShieldEnergy : inventory {inventory.amount 1 inventory.maxamount 500}\nactor ShieldBreak : inventory {inventory.amount 1 inventory.maxamount 1}\n\nactor ShieldBreaker : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"ShieldBreak\",1,\"Nope\")\nTNT1 A 0 A_Giveinventory(\"ShieldBreak\",1)\nTNT1 A 0 A_PlaySoundEx(\"weapon/CentaurFlash\",\"SoundSlot6\")\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor BurstBladePellet : LinearBullet2\n{\nObituary \"$OB_BURSTBLADE\"\nDamageType \"BurstBlade\"\n//Speed 21\nDamage (4 + ACS_ExecuteWithResult(DamageRate,3,330,35))\nradius 8\nheight 12\n}\n\n\tactor BurstBladePellet_BLUE : BurstBladePellet\n\t{\n\t//Missiletype \"RepidifierTrail_BLUE\"\n\t}\n\n\tactor BurstBladePellet_RED : BurstBladePellet\n\t{\n\t//Missiletype \"RepidifierTrail_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"\n\t}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nActor FrontShieldPart : BarrierPartBase\n{\n  Health 500\n  DamageFactor \"ShieldWave\", 0.1\n  DamageFactor \"ThunderMine\", 0.1\n  DamageFactor \"BlastMagical\", 0.1\n  DamageFactor \"SnowStorm\", 0.1\n  DamageFactor \"BurstBlade\", 0.5\n  Var int User_HitDrain;\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    HEXA AA 1  A_Stop\n\tTNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tGoto Death\n\tPain:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 A 0  A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tTNT1 A 0 A_SetuserVar(\"User_HitDrain\",500-Health)\n\tTNT1 A 0 A_TakeFromTarget(\"ShieldEnergy\",User_HitDrain)\n\tTNT1 A 0 Healthing(User_HitDrain)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldEnergy\",1,\"Death\")\n\tGoto Break\n\tBreak:\n\t\tTNT1 A 0 A_SpawnItemEx(\"LightScreenSpark\", 0, 0, 28, 256/24, 256/24, random2(256/24), random(0, 359))\n\t\tTNT1 A 0 A_GiveToTarget(\"ShieldBreaker\")\n  Death:\n    TNT1 A 2\n    stop\n  }\n}\n\nActor FrontShieldPart_B : FrontShieldPart{Designatedteam 0 Species \"BLUEMember\"}\nActor FrontShieldPart_R : FrontShieldPart{Designatedteam 1 Species \"REDMember\"}\n\nactor FrontShieldwatcher : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 2\nTNT1 A 0 A_GiveToTarget(\"Frontshieldshooter\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"frontshieldHealth\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ShieldPartVisual\n{\n  Radius 8\n  Height 8\n  Scale 0.5\n  RenderStyle Add\t//Fuzzy looks great in software mode\n  Alpha 0.5\n  +NOINTERACTION\n  //+CLIENTSIDEONLY\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n  TNT1 A 0\n    HEXA A 2 bright\n    stop\n  Death:\n    TNT1 A 2\n    stop\n  }\n}\n//[+]==================================[+]\n//[+]==================================[+]\nactor ShieldSpawner5up_B\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\nactor ShieldSpawner5up_R\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n//[+]==================================[+]\n//[+]==================================[+]\nactor ShieldSpawner4up_B\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_B\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\nactor ShieldSpawner4up_R\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"FrontShieldPart_R\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\nactor ShieldSpawner_BLUE\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  +MISSILE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_B\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_B\", 24, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_B\", -24, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_B\", 48, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_B\", -48, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_B\", 72, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_B\", -72, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_B\", 96, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_B\", -96, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    stop\n  }\n}\n\nactor ShieldSpawner_RED\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  +MISSILE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_R\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_R\", 24, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_R\", -24, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_R\", 48, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_R\", -48, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_R\", 72, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up_R\", -72, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_R\", 96, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up_R\", -96, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    stop\n  }\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor BurstBladeShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"BurstBladePellet\",Frandom(-MB_SPD,MB_SPD),2,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\n\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"BurstBladePellet_RED\",Frandom(-MB_SPD,MB_SPD),2,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_RED\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_RED\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_RED\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\n\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"BurstBladePellet_BLUE\",Frandom(-MB_SPD,MB_SPD),2,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_BLUE\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_BLUE\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nBUST BBBBBB 0 A_FireCustomMissile(\"BurstBladePellet_BLUE\",Frandom(-MB_SPD,MB_SPD),0,15,8,0,Frandom(-MB_SPD,MB_SPD))\nstop\n}\n}\n\nactor FrontShieldshooter : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 bright A_SpawnItemEx (\"ShieldSpawner_BLUE\", 0, cos(pitch)*92, (sin(pitch)*-92), Momx, Momy, Momz, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)\nstop\nTeamRedFire:\nBUST B 0 bright A_SpawnItemEx (\"ShieldSpawner_RED\", 0, cos(pitch)*92, (sin(pitch)*-92), Momx, Momy, Momz, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 bright A_SpawnItemEx (\"ShieldSpawner_BLUE\", 0, cos(pitch)*92, (sin(pitch)*-92), Momx, Momy, Momz, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEMOMENTUM)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Knight/Knight_Protection.txt",
        "contents": "//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor ProtectionShield : BasicArmorBonus\n{\n  armor.maxsaveamount 1000\n  armor.savepercent 100\n  armor.saveamount 1000\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor ProtectSeeker\n{\nPROJECTILE\n+DONTBLAST\n//+LOOKALLAROUND\n+SEEKERMISSILE\n+NOCLIP\n+NOINTERACTION\nRenderstyle \"Translucent\"\nAlpha 0.95\nradius 8\nheight 8\nDamage (0)\nMeleerange 100\nspeed 10\nfloatspeed 28\nscale 3.0\nReactiontime 35\nStates\n{\nSpawn:\nLASH A 0\nLASH A 0\nLASH A 0 A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT) //make the shooter our master\nLASH A 0 A_TransferPointer(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_TRACER,AAPTR_TRACER) //Set the Bullet's tracer to the Shooter's, if they have one.\n//LASH A 0 A_JumpifTracercloser(630,\"QuickSpot\") //immediately got a tracer, let's aim for them!\nLASH A 0 A_TransferPointer(AAPTR_MASTER,AAPTR_DEFAULT,AAPTR_PLAYER_GETTARGET,AAPTR_TARGET) //if the reticle is on someone, let's go for them.\nLASH A 0 A_Jumpifcloser(900,\"Targetcheck\")\nTNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 900, 0, 25, \"Targetcheck\")\n//TNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK, 1, 80, 0, 180, \"Targetcheck\")\nTNT1 AAAA 0 A_SpawnItemEx(\"ThunderMineAreaSpark\",30,random(-5,5),random(-5,5),momx/4,momy/4,1,0,SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nstop\nDoublecheck:\nTNT1 A 1\nLASH A 0 A_LookEx(LOF_NOSOUNDCHECK, 1, 630, 630, 25, \"Targetcheck\")\nstop\nTargetcheck:\nLASH A 0 A_Jumpifcloser(630,\"Targetcheck2\")\nGoto Doublecheck\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 //A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 //A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 //A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 //A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"ProtectSeekerFX\",0,0,0,0)\nGoto AfterSpot\nAfterSpot:\nLASH A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_TARGET) //make the target our tracer\nLASH A 0 A_TransferPointer(AAPTR_DEFAULT,AAPTR_MASTER,AAPTR_TRACER,AAPTR_TRACER) //Set the shooter's tracer to the bullet's\nLASH A 0 A_Jump(256,\"GiveHealth\")\ngoto GiveHealth\nDeath:\nTNT1 A 0\nstop\nGiveHealth:\nTNT1 A 1 A_Stop\nLASH A 0 A_SpawnitemEx(\"Protectionwatcher\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n//LASH A 0 A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nTNT1 A 0 A_GiveToTarget(\"ProtectsoundCue\",1)\nstop\n}\n}\n\nactor ProtectSeeker_RED : ProtectSeeker\n{\ntranslation \"192:192=54:54\", \"198:198=42:42\"\nStates\n{\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 //A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"ProtectSeekerFX_RED\",0,0,0,0)\nGoto AfterSpot\n}\n}\n\nactor ProtectSeeker_BLUE : ProtectSeeker\n{\nStates\n{\nTargetcheck2:\nLASH A 0 A_Jumpifintargetinventory(\"RespawnCamera\",1,\"Doublecheck\") //You aren't spawned yet\nLASH A 0 A_Jumpifintargetinventory(\"IsHealer\",1,\"Doublecheck\") //don't go for yourself\nLASH A 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"CossackTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nLASH A 0 A_Jumpifintargetinventory(\"KingTeamFlag\",1,\"Doublecheck\") //don't Heal enemies\nGoto Targetspotted\nQuickSpot:\nLASH A 0 //A_RearrangePointers(AAPTR_TRACER, AAPTR_DEFAULT, AAPTR_DEFAULT)\nGoto Targetspotted\nTargetspotted:\nLASH A 0 A_Facetarget\nTNT1 A 1 A_CustomMissile(\"ProtectSeekerFX\",0,0,0,0)\nGoto AfterSpot\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor ProtectSeekerFX\n{\n+MISSILE\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+NOCLIP\nSpeed 25\nDamage (0)\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jumpifcloser(100,\"Death\")\nTNT1 A 0 A_Spawnitemex(\"BeamGraphic\",0,0,0,0,0,0,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\nTNT1 A 1 A_Facetarget\nGoto BeamContinue\nBeamContinue:\nTNT1 A 0 A_CustomMissile(\"ProtectSeekerFX\",0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\n\tactor ProtectSeekerFX_RED : ProtectSeekerFX {\n\ttranslation \"192:192=54:54\", \"198:198=42:42\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jumpifcloser(100,\"Death\")\n\tTNT1 A 0 A_Spawnitemex(\"BeamGraphic\",0,0,0,0,0,0,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 A 1 A_Facetarget\n\tGoto BeamContinue\n\tBeamContinue:\n\tTNT1 A 0 A_CustomMissile(\"ProtectSeekerFX_RED\",0,0,0,0)\n\tstop\n\t}\n\t}\n\nactor BeamGraphic : FXActor_A\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nscale 3\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nLASH AAA 2\nLASH AAAAAA 2 A_Fadeout\nstop\n}\n}\n\nactor ProtectionWatcher // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n//+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nVar Int User_Tally;\nVar Int User_Subtraction;\nVar Int User_LOScheckTime;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_TRACER,AAPTR_TRACER)\nTNT1 A 1 ACS_ExecuteAlways(ObjectTally,0,4000)\nTNT1 A 0 A_GiveInventory(\"ProtectionShield\",1000,AAPTR_TRACER)\n//TNT1 A 0 A_Log(\"Bing!\")\n//TNT1 A 0 A_Logint(ACS_ExecuteWithResult(257))\n//TNT1 A 0 A_Logint(ACS_ExecuteWithResult(TracerTID))\nTNT1 A 0 A_GiveToTarget(\"ProtectionCooldown\")\n\nProtect:\nTNT1 A 1 A_GiveInventory(\"BarrierEffectSpawn_A\",1,AAPTR_TRACER)\nTNT1 A 0 A_SetUserVar(\"User_LOScheckTime\",User_LOScheckTime+1)\nTNT1 A 0 A_Jumpif(User_LOScheckTime > 25,\"LOSCheck\")\n\nTNT1 A 0 A_Jumpif(ACS_ExecuteWithResult(ArmorCheck) < 1000,\"ShieldDeduct\")\nTNT1 A 0 A_Jumpif(User_Tally > 1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldBreak\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldEnergy\",50,\"Protect\")\n\nGoto Death\n\nShieldDeduct:\nTNT1 A 0 A_SetUserVar(\"User_Subtraction\",1000 - ACS_ExecuteWithResult(ArmorCheck))\nTNT1 A 0 A_TakeFromTarget(\"ShieldEnergy\",User_Subtraction)\nTNT1 A 0 A_GiveInventory(\"ProtectionShield\",1000,AAPTR_TRACER)\nTNT1 A 0 A_GiveToTarget(\"ShieldRegenDelay\",1)\n\nTNT1 A 0 A_Jumpif(User_Tally > 1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldBreak\",1,\"Death\")\n\nGoto Protect\n\nLOSCheck:\nTNT1 A 0 A_SetUserVar(\"User_LOScheckTime\",0)\nTNT1 A 0 A_Warp(AAPTR_TRACER,0,0,35,0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\nTNT1 A 0 A_JumpIfTargetInLOS(\"Protect\",360,0,0,0)\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0\n//TNT1 A 0 A_Log(\"Bang!!\")\nTNT1 A 0 A_TakeInventory(\"ProtectionShield\",9999,AAPTR_TRACER)\nTNT1 A 0 A_GiveInventory(\"DepowerSoundCue\",1,AAPTR_TRACER)\n\nstop\n}\n}\n\nactor BarrierEffect_A : FXActor_A\n{\nscale 2.4\nStates\n{\nSpawn:\nTNT1 A 0\nRNFS AAA 1\nstop\n}\n}\n\nactor BarrierEffectSpawn_A : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_SpawnItemEx (\"BarrierEffect_A\", 0, 0, 0, momx, momy, momz, 0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM|SXF_TRANSFERTRANSLATION)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]actor DepowerSoundCue : CustomInventory\nactor ProtectSoundCue : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Playsoundex(\"Support/Barrier\",\"Soundslot7\")\nTNT1 A 0\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ProtectionCooler : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"ProtectionCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ProtectionCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ProtectionCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"ProtectionCooldownItem\",85)\nTNT1 A 0 A_Spawnitemex(\"ProtectionCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ProtectionCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 85\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor ProtectionShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBUST C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBUST C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST C 1 A_FireCustomMissile(\"ProtectSeeker\",0,0,13,0,0,0)\nstop\nTeamRedFire:\nBUST C 1 A_FireCustomMissile(\"ProtectSeeker_RED\",0,0,13,0,0,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST C 1 A_FireCustomMissile(\"ProtectSeeker_BLUE\",0,0,13,0,0,0)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Knight/Knight_ShieldWave.txt",
        "contents": "actor ShieldWaveProjectile\n{\nPROJECTILE\n+FLOORCLIP\n//+THRUGHOST\n+RIPPER\n+NOEXPLODEFLOOR\nRadius 5\nHeight 5\nscale 2.5\ndamage (0)\nreactiontime 20\nDamageType \"ShieldWave\"\nspeed 45\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 A_SpawnitemEx(\"ShieldWaveShock\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nTNT1 A 0 A_Countdown\nloop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor ShieldWaveShock\n{\nPROJECTILE\n+FLOORCLIP\n+THRUGHOST\n+MTHRUSPECIES\n+NOEXPLODEFLOOR\nRadius 5\nHeight 5\nscale 2.5\ndamage (0)\nreactiontime 5\nObituary \"$OB_SHIELDWAVE\"\nDamageType \"ShieldWave\"\nspeed 0\nStates\n{\nSpawn:\nBEWA B 0\nTNT1 A 1\nBEWA B 0 A_Explode(15,80,0,0,80)\nBEWA B 0 A_PlaySoundEx(\"weapon/noisecrush1\",\"Soundslot6\")\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(2.6,2.6)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(2.8,2.8)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.0,3.0)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.2,3.2)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.4,3.4)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.6,3.6)\nstop\nDeath:\nBEWA A 0\nstop\n}\n}\n\n\tactor ShieldWaveProjectile_BLUE : ShieldWaveProjectile\n\t{}\n\n\tactor ShieldWaveProjectile_RED : ShieldWaveProjectile\n\t{translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\", \"241:241=191:191\"}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor ShieldWaveCooler : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"ShieldWaveCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ShieldWaveCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ShieldWaveCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"ShieldWaveCooldownItem\",85)\nTNT1 A 0 A_Spawnitemex(\"ShieldWaveCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ShieldWaveCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 85\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor ShieldWaveShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"ShieldWaveProjectile\",0,0,0,-4)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"ShieldWaveProjectile_RED\",0,0,0,-4)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"ShieldWaveProjectile_BLUE\",0,0,0,-4)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Archer/ArcherMainWep.txt",
        "contents": "actor RPGCrossbow : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 8\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 2\nscale 2.0\nObituary \"$OB_CROSSBOW\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"RPGCrossbowClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBS2R B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBS2B B 0\nRedReady:\n\"####\" B 1 A_WeaponReady\n\t\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,\"Ready2\")\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" B 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\n\"####\" B 0 A_Jumpifinventory(\"RPGCrossbowClip\",1,\"Ready\")\nGoto Reload\n\nReady2:\n\"####\" B 1 A_WeaponReady\n\"####\" B 0 A_Jumpifinventory(\"Reload_Trigger\",1,\"Reload\")\n\"####\" B 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" B 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\n//\"####\" B 0 A_Jumpifinventory(\"RPGCrossbowClip\",1,\"Ready\")\n\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,\"Ready2\")\nGoto Ready\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" B 1 A_Raise\nLoop\nFire:\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,\"Fire2\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"RPGCrossbowShooter\")\n\"####\" CCDD 1\n\"####\" B 2\n\"####\" B 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" B 2 Offset(0,32)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 2 Offset(0,58)\n\"####\" B 2 Offset(0,46)\n\"####\" B 2 Offset(0,32)\n\"####\" B 2\n\"####\" B 0 A_GiveInventory(\"InputClear\")\n\"####\" C 0 A_REfire(\"Fire\")\ngoto Ready\n\nFire2:\n\"####\" B 0 A_PlaySoundEx(\"weapon/slashclaw\",\"Weapon\")\n\"####\" B 2 A_GiveInventory(\"RPGAutobowShooter\")\n\"####\" CD 1\n\"####\" C 0 A_REfire(\"AutoCheck\")\n\"####\" B 0 A_GiveInventory(\"InputClear\")\ngoto Ready\nAutoCheck:\n\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,1)\ngoto Hold\n\"####\" B 0\n\"####\" C 0 A_REfire(\"Fire\")\n\"####\" B 0 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nHold:\n\"####\" B 1\n\"####\" C 0 A_REfire\n\"####\" B 0 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nAltFire:\n\"####\" B 0 A_JumpIfinventory(\"BarricadeCooldownItem\",1,\"NoAmmo\")\n\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" B 0\n//\"####\" A 3\n\"####\" FFGGG 1\n\"####\" C 0 A_PlaySoundEx(\"weapon/mirroractivate\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BarricadeShooter\")\n\"####\" B 0 A_Giveinventory(\"BarricadeCooldown\")\n\"####\" IJKLM 2\n//\"####\" BCDE 2\n\"####\" B 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n/*\n\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,\"Altfire2\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Revup\",\"SoundSlot6\")\n\"####\" B 0 A_GiveInventory(\"AutoBowFlag\")\n\"####\" B 15\n\"####\" B 0 A_SpawnItemEx(\"AutobowWatcher\")\nGoto Althold\nAltfire2:\n\"####\" B 0\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 0 A_TakeInventory(\"AutoBowFlag\",99)\n\"####\" B 5\nGoto Althold\n\nAlthold:\n\"####\" B 1\n\"####\" C 0 A_REfire\n\"####\" B 0 A_GiveInventory(\"InputClear\")\ngoto Ready\n*/\n\nUser1: //===ArrowVulcan===\n\"####\" B 0 A_JumpIfinventory(\"ArrowVulcanCooldownItem\",1,\"NoAmmo\")\n\"####\" B 0 A_Jumpifinventory(\"AutoBowFlag\",1,\"NoAmmo\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 0 A_PlaySoundEx(\"weapon/Revup\",\"SoundSlot6\")\n\"####\" B 0 A_GiveInventory(\"AutoBowFlag\")\n\"####\" B 15\n\"####\" B 0 A_SpawnItemEx(\"AutobowWatcher\")\nGoto Ready\n/*\n\"####\" B 0 A_JumpIfinventory(\"BarricadeCooldownItem\",1,\"NoAmmo\")\n\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" B 0\n//\"####\" A 3\n\"####\" FFGGG 1\n\"####\" C 0 A_PlaySoundEx(\"weapon/mirroractivate\",\"Weapon\")\n\"####\" B 0 A_GiveInventory(\"BarricadeShooter\")\n\"####\" B 0 A_Giveinventory(\"BarricadeCooldown\")\n\"####\" IJKLM 2\n//\"####\" BCDE 2\n\"####\" B 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n*/\n\nUser2: //===Grappling Hook===\n\"####\" B 0 A_Jumpifinventory(\"GrapplingHookCooldownItem\",1,\"NoAmmo\")\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\n\"####\" E 0 A_PlaySoundEx(\"weapon/Mbuster\",\"Weapon\")\n\"####\" E 2 Offset(56,82)\n\"####\" E 2 Offset(28,58)\n\"####\" E 2 Offset(-14,18)\n\"####\" E 0 //A_Jumpifinventory(\"HookOutFlag\",1,\"NoAmmo\")\n\"####\" E 1 A_GiveInventory(\"GrapplingHookShooter\")\nHoldloop:\n\"####\" E 2\n\"####\" E 0 A_Jumpifinventory(\"HookOutFlag\",1,\"Holdloop\")\n\"####\" B 0 A_GiveInventory(\"InputClear\")\nGoto Ready\n\nNoAmmo:\n\"####\" B 1 A_GiveInventory(\"InputClear\")\n\"####\" B 0 A_Jumpifinventory(\"RPGCrossbowClip\",1,\"Ready\")\nReload:\n\"####\" B 0 A_ZoomFactor(1.0)\n\"####\" B 1 Offset(0,32)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,82)\n\"####\" B 0 A_PlaySoundEx(\"weapon/rminestick\",\"Weapon\")\n\"####\" B 44\n\"####\" B 0 A_PlaySoundEx(\"weapon/Crashland\",\"Weapon\")\n\"####\" B 1 Offset(0,82)\n\"####\" B 1 Offset(0,70)\n\"####\" B 1 Offset(0,58)\n\"####\" B 1 Offset(0,46)\n\"####\" B 1 Offset(0,32)\n\"####\" B 0 A_Giveinventory(\"RPGCrossbowClip\",8)\n\"####\" B 0 A_TakeInventory(\"Reload_Trigger\",999)\n\"####\" B 1 A_GiveInventory(\"InputClear\")\n\"####\" B 1 A_Refire(\"Fire\")\nGoto Ready\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor RPGCrossbowClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 8\n}\n\nActor AutoBowFlag : PowerSpeed {inventory.amount 1 Powerup.duration -3  speed 0.3}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor RPGCrossbowShot : fastProjectileBase\n{\nSpeed 175\nDamage (30 + ACS_ExecuteWithResult(DamageRate,5,500,115))\nradius 8\nheight 10\nscale 3.5\nObituary \"$OB_CROSSBOW\"\nMissileType \"RPGCrossbowTrail\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0\nSpawn2:\nARRS T 0\nARRS T 2\nLoop\nCrash:\nARRS T 0 A_Stop\nARRS T 1 A_Spawnitemex(\"RPGCrossbowPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nDeath:\nARRS T 0 A_Stop\nARRS T 1 A_Spawnitemex(\"RPGCrossbowPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nARRS T 10\nARRS TZTZTZTZ 2\nstop\n}\n}\n\n\tactor RPGCrossbowShot_BLUE : RPGCrossbowShot\n\t{MissileType \"RPGCrossbowTrail_BLUE\"\n\t}\n\n\tactor RPGCrossbowShot_RED : RPGCrossbowShot\n\t{MissileType \"RPGCrossbowTrail_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor RPGAutobowShot : fastProjectileBase\n{\nSpeed 80\nDamage (20 + ACS_ExecuteWithResult(DamageRate,5,300,115))\nradius 8\nheight 10\nscale 3.0\nObituary \"$OB_ARROWVULCAN\"\nMissileType \"RPGCrossbowTrail2\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0\nSpawn2:\nARRS T 0\nARRS T 2\nLoop\nCrash:\nARRS T 0 A_Stop\nARRS T 1 A_Spawnitemex(\"RPGCrossbowPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nDeath:\nARRS T 0 A_Stop\nARRS T 1 A_Spawnitemex(\"RPGCrossbowPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nARRS T 10\nARRS TZTZTZTZ 2\nstop\n}\n}\n\n\tactor RPGAutobowShot_BLUE : RPGAutobowShot\n\t{MissileType \"RPGCrossbowTrail2_BLUE\"\n\t}\n\n\tactor RPGAutobowShot_RED : RPGAutobowShot\n\t{MissileType \"RPGCrossbowTrail2_RED\"\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor RPGCrossbowPuff1 : FXActor_A\n{\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/Mirrordeflect\",\"Weapon\")\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor RPGCrossbowTrail : FXActor_B\n{\nscale 1.0\nAlpha 0.8\nStates\n{\nSpawn:\nTNT1 A 0\nBASB UU 1\nBASB UU 1 A_Fadeout\nstop\n}\n}\n\n\tactor RPGCrossbowTrail_BLUE : RPGCrossbowTrail\n\t{\n\t}\n\n\tactor RPGCrossbowTrail_RED : RPGCrossbowTrail\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\n\nactor RPGCrossbowTrail2 : FXActor_B\n{\nscale 0.5\nAlpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nBASB U 1\nBASB UU 1 A_Fadeout\nstop\n}\n}\n\t\tactor RPGCrossbowTrail2_BLUE : RPGCrossbowTrail2\n\t{\n\t}\n\n\tactor RPGCrossbowTrail2_RED : RPGCrossbowTrail2\n\t{\n\ttranslation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\", \"199:199=47:47\"\n\t}\nactor AutobowWatcher : WatcherBase\n{\nVar int user_DashTime;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 10\nSpawn2:\nTNT1 A 4 A_GiveToTarget(\"AutoBowRevCue\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"AutoBowFlag\",1,\"Spawn2\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 1 A_GiveToTarget(\"ArrowVulcanCooldown\")\nTNT1 A 1\nstop\n}\n}\n\nactor AutoBowRevCue : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\n\"####\" B 0 A_PlaySoundEx(\"weapon/Revved\",\"SoundSlot7\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ArrowVulcanCooler : WatcherBase // Coolers are a type of watcher actor that handle weapon cooldowns\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"ArrowVulcanCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"ArrowVulcanCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor ArrowVulcanCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"ArrowVulcanCooldownItem\",210)\nTNT1 A 0 A_Spawnitemex(\"ArrowVulcanCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor ArrowVulcanCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 210\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor RPGCrossbowShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"RPGCrossbowShot\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"RPGCrossbowShot_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"RPGCrossbowShot_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}\n\nactor RPGAutobowShooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"RPGAutobowShot\",0,0,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"RPGAutobowShot_RED\",0,0,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"RPGAutobowShot_BLUE\",0,0,4,8)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Archer/Archer_Barricade.txt",
        "contents": "actor BarricadeHealth : inventory {inventory.amount 1 inventory.maxamount 500}\nactor BarricadeActive : inventory {inventory.amount 1 inventory.maxamount 1}\nactor BarricadeKiller : powerup {inventory.amount 1 inventory.maxamount 1 Powerup.duration 5}\n\nActor ShieldHitBuffer : Powerup\n{\ninventory.amount 1\ninventory.maxamount 1\npowerup.duration 3\n}\n\nActor BarricadePart : BarrierPartBase\n{\n  Health 500\n    DamageFactor \"ShieldWave\", 0.1\n  DamageFactor \"ThunderMine\", 0.1\n  DamageFactor \"BlastMagical\", 0.1\n  DamageFactor \"SnowStorm\", 0.1\n  DamageFactor \"BurstBlade\", 0.5\n  Var int User_HitDrain;\n    RenderStyle \"ADD\"\n  Alpha 0.25\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    HEXA BB 1 A_Stop\n\tTNT1 A 0 //A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_JumpifinTargetInventory(\"BarricadeKiller\",1,\"Death\")\n\tTNT1 A 1 A_jumpifintargetinventory(\"BarricadeHealth\",1,\"Spawn\")\n\tHEXA BB 1\n\tGoto DeathCheck\n\tPain:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 //A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 A 0  A_PlaySoundEX (\"item/protoreflect\",\"Soundslot5\")\n\tTNT1 A 0 A_SetuserVar(\"User_HitDrain\",500-Health)\n\tTNT1 A 0 A_TakeFromTarget(\"BarricadeHealth\",User_HitDrain)\n\tTNT1 A 0 Healthing(User_HitDrain)\n\t//TNT1 A 0 A_logint(User_HitDrain)\n\tTNT1 B 0 A_jumpifintargetinventory(\"BarricadeHealth\",1,\"Spawn\")\n\tHEXA BB 1  A_Stop\n\tGoto DeathCheck\n\tDeathCheck:\n\tHEXA BBB 1 A_jumpifintargetinventory(\"BarricadeHealth\",1,\"Spawn\")\n\tGoto Death\n  Death:\n    TNT1 A 2\n    stop\n  }\n}\n\nActor BarricadePart_B : BarricadePart{Designatedteam 0 Species \"BLUEMember\"}\nActor BarricadePart_R : BarricadePart{Designatedteam 1 Species \"REDMember\"}\n\nActor BarricadePart2_B : BarricadePart{Designatedteam 0 Species \"BLUEMember\" Alpha 0.85}\nActor BarricadePart2_R : BarricadePart{Designatedteam 1 Species \"REDMember\" Alpha 0.95}\n\n//[+]==================================[+]\n//[+]==================================[+]\nactor ScreenManager\n{\n  Radius 8\n  Height 8\n  Scale 0.5\n  Alpha 0.75\n  //Species \"BLUEMember\"\n  +NOINTERACTION\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n  TNT1 A 0\n  Shield:\n  BASB A 2\n\tTNT1 A 0 A_TakeFromTarget(\"ShieldEnergy\",4)\n    TNT1 A 0 A_Jumpifintargetinventory(\"ShieldEnergy\",1,\"Shield\")\n\tgoto Death\n  Death:\n    TNT1 A 2\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/CentaurFlash\",\"Weapon\")\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"CentaurFlashFX\", 0, 0, 28, 256/24, 256/24, random2(256/24), random(0, 359))\n    stop\n  }\n}\n\n//[+]==================================[+]\n//[+]==================================[+]\nactor ScreenSpawner5up_B\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_B\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_B\", 0, 0, 80, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\nactor ScreenSpawner5up_R\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_R\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_R\", 0, 0, 80, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 16, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 32, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 48, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 64, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n//[+]==================================[+]\n//[+]==================================[+]\nactor ScreenSpawner4up_B\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_B\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_B\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_B\", 0, 0, 72, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\nactor ScreenSpawner4up_R\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_R\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart_R\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"BarricadePart2_R\", 0, 0, 72, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 24, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 40, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenPartVisual\", 0, 0, 56, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    stop\n  }\n}\n\n//[+]========================================================================[+]\n\nactor ScreenSpawnBall : ProjectileBase\n{\n+THRUACTORS\n+BOUNCEONWALLS\n+BOUNCEONCEILINGS\n+SKYEXPLODE\n+NOTARGETSWITCH\n//-NOGRAVITY\nDamage (0)\n//Missiletype \"RepidifierTrail\"\nspeed 60\nScale 1.6\nGravity 4.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nSCBL AA 2 A_SpawnitemEx(\"RepidifierTrail\")\nTNT1 A 0 A_Changeflag(\"NOGRAVITY\",0)\nSCBL A 2 A_SpawnitemEx(\"RepidifierTrail\")\nwait\nDeath:\nSCBL A 2 A_Checkfloor(\"Deploy\")\nTNT1 A 0\nstop\nDeploy:\nSCBL A 0 A_JumpifinTargetInventory(\"BarricadeActive\",1,\"Replace\")\nTNT1 A 0 A_Givetotarget(\"BarricadeActive\")\nSCBL A 1 A_GiveInventory(\"BarricadeProjector\")\nTNT1 A 0 A_SpawnitemEx(\"ScreenSpawnBallStationary\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nReplace:\nSCBL A 6 A_Givetotarget(\"BarricadeKiller\")\nSCBL A 0 A_GiveInventory(\"BarricadeProjector\")\nTNT1 A 0 A_SpawnitemEx(\"ScreenSpawnBallStationary\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\nActor ScreenSpawnBall_B : ScreenSpawnBall{Designatedteam 0 Species \"BLUEMember\" }\nActor ScreenSpawnBall_R : ScreenSpawnBall{Designatedteam 1 Species \"REDMember\" translation \"192:192=173:173\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor ScreenSpawnBallStationary : ProjectileBase\n{\n+NOINTERACTION\n+NOTARGETSWITCH\nDamage (0)\n//Missiletype \"RepidifierTrail\"\nspeed 0\nVar Int User_Spark;\nScale 1.6\nStates\n{\nSpawn:\nSCBL A 0\nSCBL A 3\nSpawn1:\nSCBL A 0 A_JumpifinTargetInventory(\"BarricadeKiller\",1,\"Terminate\")\nSCBL A 0 A_JumpifinTargetInventory(\"BarricadeHealth\",125,3)\nSCBL A 0 A_SetUserVar(\"User_Spark\",User_Spark+1)\nSCBL A 0 A_Jumpif(User_Spark >= 5,\"SparkFx\")\nSCBL A 2\nSCBL A 1 A_JumpifinTargetInventory(\"BarricadeHealth\",1,\"Spawn1\")\nSCBL A 2\nGoto DeathCheck\n\nSparkFx:\nSCBL AAA 0 A_SpawnItemEx(\"BarricadeSpark\", 0, 0, 28, 256/48, 256/48, random2(256/48), random(0, 359))\nSCBL A 0 A_SetUserVar(\"User_Spark\",0)\nSCBL A 1 A_JumpifinTargetInventory(\"BarricadeHealth\",1,\"Spawn1\")\nSCBL A 2\nGoto DeathCheck\nDeathCheck:   //intended to be a defense against desynch\nSCBL A 2\nSCBL AA 1 A_JumpifinTargetInventory(\"BarricadeHealth\",1,\"Spawn1\")\nGoto Death\nDeath:\nTNT1 A 1 A_TakeFromTarget(\"BarricadeActive\",99)\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/CentaurFlash\",\"Weapon\")\n\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BarricadeSpark\", 0, 0, 28, 256/24, 256/24, random2(256/24), random(0, 359))\nTerminate:\nTNT1 A 0\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor BarricadeSpark\n{\n+NOINTERACTION\n+NOGRAVITY\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n-SOLID\nscale 1.3\nheight 0\nradius 0\nStates\n{\nSpawn:\nTNT1 A 0\nCFL5 ABCD 2\nCFL5 ABCD 2\n\nstop\n}\n}\n\nactor BarricadeCooler : WatcherBase // Coolers are a type of watcher actor that handle weapon cooldowns\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"BarricadeCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"BarricadeCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor BarricadeCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"BarricadeCooldownItem\",210)\nTNT1 A 0 A_Spawnitemex(\"BarricadeCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor BarricadeCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 210\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor BarricadeShooter : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nTNT1 A 0 A_FireCustomMissile(\"ScreenSpawnBall\",0,1,8,0,0,0)\nstop\nTeamRedFire:\nTNT1 A 0 A_FireCustomMissile(\"ScreenSpawnBall_R\",0,1,8,0,0,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nTNT1 A 0 A_FireCustomMissile(\"ScreenSpawnBall_B\",0,1,8,0,0,0)\nTNT1 A 0\nstop\n}\n}\n\nactor BarricadeProjector : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifintargetinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifintargetinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\n//BUST B 0 A_SpawnItemEx(\"ScreenProjector\",cos(pitch)*65,0, (sin(pitch)*-65))\n  TNT1 A 1 A_GiveToTarget(\"BarricadeHealth\",500)\n    //TNT1 A 0 A_SpawnItemEx (\"ScreenManager\", 0, cos(pitch)*10, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 0, cos(pitch)*10, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", 24, cos(pitch)*10, 0, 0, 0, 0, 96,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", -24, cos(pitch)*10, 0, 0, 0, 0, 84,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 48, cos(pitch)*10, 0, 0, 0, 0, 102,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", -48, cos(pitch)*10, 0, 0, 0, 0, 78,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", 72, cos(pitch)*10, 0, 0, 0, 0, 108,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", -72, cos(pitch)*10, 0, 0, 0, 0, 72,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 96, cos(pitch)*10, 0, 0, 0, 0, 114,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", -96, cos(pitch)*10, 0, 0, 0, 0, 66,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nstop\nTeamRedFire:\n  TNT1 A 1 A_GiveToTarget(\"BarricadeHealth\",500)\n  //TNT1 A 0 A_SpawnItemEx (\"ScreenManager\", 0, cos(pitch)*10, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_R\", 0, cos(pitch)*10, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_R\", 24, cos(pitch)*10, 0, 0, 0, 0, 96,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_R\", -24, cos(pitch)*10, 0, 0, 0, 0, 84,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_R\", 48, cos(pitch)*10, 0, 0, 0, 0, 102,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_R\", -48, cos(pitch)*10, 0, 0, 0, 0, 78,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_R\", 72, cos(pitch)*10, 0, 0, 0, 0, 108,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_R\", -72, cos(pitch)*10, 0, 0, 0, 0, 72,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_R\", 96, cos(pitch)*10, 0, 0, 0, 0, 114,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_R\", -96, cos(pitch)*10, 0, 0, 0, 0, 66,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nstop\nTeamBlueFire:\n  TNT1 A 1 A_GiveToTarget(\"BarricadeHealth\",500)\n // TNT1 A 0 A_SpawnItemEx (\"ScreenManager\", 0, cos(pitch)*65, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 0, cos(pitch)*10, 0, 0, 0, 0, 90,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", 24, cos(pitch)*10, 0, 0, 0, 0, 96,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", -24, cos(pitch)*10, 0, 0, 0, 0, 84,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 48, cos(pitch)*10, 0, 0, 0, 0, 102,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", -48, cos(pitch)*10, 0, 0, 0, 0, 78,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", 72, cos(pitch)*10, 0, 0, 0, 0, 108,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner5up_B\", -72, cos(pitch)*10, 0, 0, 0, 0, 72,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", 96, cos(pitch)*10, 0, 0, 0, 0, 114,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\n    TNT1 A 0 A_SpawnItemEx (\"ScreenSpawner4up_B\", -96, cos(pitch)*10, 0, 0, 0, 0, 66,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION|SXF_TRANSFERPOINTERS)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Archer/Archer_GrapplingHook.txt",
        "contents": "actor GrapplingHook : Fastprojectile\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 3\n+NOTARGETSWITCH\n+SKYEXPLODE\n+LOOKALLAROUND\n+NOINTERACTION\n+THRUACTOrS\nReactiontime 53\nspeed 220\ngravity 2.5\nwallbouncefactor 0.6\nStates\n{\nSpawn:\nMBAL A 0\nNAPA A 0 A_GiveToTarget(\"HookOutFlag\",1)\nGRAP A 1\nGRAP A 1 A_Changeflag(\"NOINTERACTION\",0)\nspawn2:\nGRAP A 0\nGRAP A 1\nGRAP A 0 A_jumpifcloser(1500,\"Spawn2\")\nGRAP A 0 A_TakeFromTarget(\"HookOutFlag\",9)\nStop\nDeath:\nGRAP A 0\nGRAP A 0 A_JumpIfTargetInLOS(\"Hook\",0,0,0,0)\nGoto Terminate\nHook:\nGRAP A 0 A_Spawnitemex(\"GrapplingHookPlant\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_TRANSFERTRANSLATION)\nstop\n\nFinish:\nNAPA A 0 A_GiveToTarget(\"GravityUp\")\nNAPA A 0 A_TakeFromTarget(\"HookOutFlag\",9)\nNAPA B 0 A_GiveToTarget(\"GrapplingHookCooldown\")\nNAPA A 0\nstop\n\nTerminate:\nNAPA A 0 A_GiveToTarget(\"GravityUp\")\nNAPA A 0 A_TakeFromTarget(\"HookOutFlag\",9)\nNAPA A 0\nstop\n}\n}\n\n\tactor GrapplingHook_BLUE : GrapplingHook{}\n\tactor GrapplingHook_RED : GrapplingHook{ translation \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor GrapplingHookPlant\n{\nPROJECTILE\nRadius 5\nHeight 5\nscale 3\n+CANBOUNCEWATER\n+SKYEXPLODE\n+LOOKALLAROUND\n+NOINTERACTION\n+THRUACTOrS\nReactiontime 53\nVar int User_Hooktimer;\nspeed 175\ngravity 2.5\nwallbouncefactor 0.6\nStates\n{\nSpawn:\nNAPA A 0\nNAPA A 0 A_Stop\nNAPA A 0 A_GiveToTarget(\"GravityDown\")\nGRAP A 1 ACS_ExecuteAlways(GrapplingHookPull,0,80)\nTNT1 A 0 A_PlaySoundEx(\"weapon/WireAdp\", \"weapon\")\nNAPA A 0 A_Jumpifcloser(100,\"Finish\")\nNAPA A 0 //A_GiveInventory(\"Reeltimer\",1)\nNAPA A 0 A_Setuservar(\"User_Hooktimer\",User_Hooktimer+1)\nNAPA A 0 A_Jumpif(User_Hooktimer >= 40,\"Finish\")\nNAPA A 0 A_JumpIfTargetInLOS(\"Spawn\",0)\nFinish:\nNAPA A 0\nNAPA A 0 A_GiveToTarget(\"GravityUp\")\nNAPA A 0 A_GiveToTarget(\"GrapHookBounce\")\nNAPA A 0 A_TakeFromTarget(\"HookOutFlag\",9)\nNAPA B 0 A_GiveToTarget(\"GrapplingHookCooldown\")\nNAPA A 0\nstop\n}\n}\n\nactor HookOutFlag : inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\n//=======\n\nactor GrapplingHookCooler // Coolers are a type of watcher actor that handle weapon cooldowns\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nReactiontime 5\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"GrapplingHookCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"GrapplingHookCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor GrapplingHookCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"GrapplingHookCooldownItem\",70)\nTNT1 A 0 A_Spawnitemex(\"GrapplingHookCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor GrapplingHookCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 70\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor GrapplingHookShooter : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 0 A_FireCustomMissile(\"GrapplingHook\",0,0,8,0)\nstop\nTeamRedFire:\nBUST B 0 A_FireCustomMissile(\"GrapplingHook_RED\",0,0,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\nBUST B 0 A_FireCustomMissile(\"GrapplingHook_BLUE\",0,0,8,0)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Rogue/RogueMainwep.txt",
        "contents": "actor ThrowingKnives : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 1\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 2\nObituary \"$OB_KNIFE\"\nscale 2.0\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"ThrowingKnivesClip\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUSR M 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"RedReady\")\nBUST M 0\nRedReady:\n\"####\" M 0 A_Jumpifinventory(\"ThrowingKnifeDelay\",1,\"Ready2\")\n\"####\" M 1 A_WeaponReady\n\"####\" M 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" M 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\nGoto Ready\n\nReady2:\n\"####\" M 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" M 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" M 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\n\"####\" M 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\"####\" M 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\"####\" M 1 A_Raise\nLoop\nFire:\n\"####\" M 0 A_GiveInventory(\"SprintBreaker\")\n\"####\" M 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\"####\" M 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\n\"####\" M 0 A_GiveInventory(\"Knifeshooter\")\n\"####\" KJ 1\n\"####\" M 0 A_GiveInventory(\"Knifeshooter\")\n\"####\" IH 1\n\"####\" M 0 A_GiveInventory(\"Knifeshooter\")\n\"####\" GFF 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" M 0 A_GiveInventory(\"ThrowingKnifeDelay\")\nAfterFire:\n\"####\" F 1 A_WeaponReady(WRF_NOPRIMARY)\n\"####\" B 0 A_Jumpifinventory(\"User1_Trigger\",1,\"User1\")\n\"####\" B 0 A_Jumpifinventory(\"User2_Trigger\",1,\"User2\")\n\"####\" B 0 A_Jumpifinventory(\"ThrowingKnifeDelay\",1,\"AfterFire\")\n//\"####\" B 0 A_Refire\n\"####\" F 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nAltfire:\n\"####\" A 0 A_Jumpifinventory(\"RogueImpactCooldownItem\",1,\"NoAmmo\")\n\nHWAR A 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nHWAB A 0\n\"####\" A 0\n\n\"####\" A 1 A_GiveInventory(\"RogueImpactCooldown\")\n\"####\" A 0 SetPlayerProperty(0,1,4)\n\"####\" A 0 A_GiveInventory(\"RogueImpactInitiate\")\n\"####\" AAAAAAA 1 A_Jumpifinventory(\"DashBreaker\",1,\"DashEnd\")\n\"####\" B 0 A_ScaleVelocity(0.2)\n\n\"####\" B 0 SetPlayerProperty(0,0,4)\n\"####\" B 1 A_GiveInventory(\"InputClear\")\n//\"####\" B 0 A_GiveInventory(\"SprintBreaker\")\ngoto Ready\nDashEnd:\n\"####\" B 0 SetPlayerProperty(0,0,4)\n\"####\" B 1 A_GiveInventory(\"InputClear\")\n\"####\" B 0 A_GiveInventory(\"SprintBreaker\")\n\"####\" CDE 2\ngoto Ready\n\nUser1:\n\"####\" B 0 A_Jumpifinventory(\"StickyBombCooldownItem\",1,\"NoAmmo\")\n\n\"####\" FF 1\n\"####\" C 0 A_PlaySoundEx(\"weapon/crackerthrow\",\"Weapon\")\n\"####\" B 2 A_GiveInventory(\"StickyBombShooter\")\n\"####\" GIJKLM 2\n\"####\" B 1 A_GiveInventory(\"StickyBombCooldown\")\n\"####\" B 1 A_GiveInventory(\"InputClear\")\n//\"####\" B 1 A_GiveInventory(\"SprintBreaker\")\ngoto Ready\n\nUser2:\n\"####\" M 0 A_Jumpifinventory(\"SprintingCooldownItem\",1,\"NoAmmo\")\n\"####\" M 0 A_Jumpifinventory(\"SprintingTimer\",1,\"NoAmmo\")\nBUSR B 0 A_Jumpifinventory(\"WilyTeamFlag\",1,2)\nBUST B 0\n\"####\" E 0\n\n\"####\" E 0 A_TakeInventory(\"SprintBreaker\")\n\"####\" E 0 A_GiveInventory(\"SprintingTimer\")\n\"####\" E 0 A_PlaySoundEx(\"weapon/pharaoh1\",\"Weapon\")\n\"####\" E 0 A_SpawnItemEx(\"SprintingWatcher\")\n\"####\" E 2 Offset(56,82)\n\"####\" E 2 Offset(28,58)\n\"####\" E 2 Offset(-14,18)\n\"####\" E 1 A_GiveInventory(\"InputClear\")\ngoto Ready\n\nNoAmmo:\n\"####\" M 1 A_GiveInventory(\"InputClear\")\n\"####\" M 0 A_Jumpifinventory(\"ThriceGunClip\",1,\"Ready\")\nGoto Ready\nFlash:\nTNT1 A 5\nstop\nNoFlash:\nTNT1 A 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Ammo & inventory|---------------------------\n//[+]========================================================================[+]\nactor ThrowingKnivesClip : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor ThrowingKnifeDelay : Powerup {inventory.amount 1 powerup.duration 14 }\n\nactor DashBreaker : Powerup {inventory.amount 1 powerup.duration 22 }\nactor SprintBreaker : Powerup {inventory.amount 1 powerup.duration 22 }\n\nActor RogueImpactDelay : powerprotection\n{\nPowerup.duration 5\nDamagefactor \"RogueImpact\", 0\n}\n//[+]========================================================================[+]\n//--------------------------------|Projectiles |--------------------------------\n//[+]========================================================================[+]\nactor KnifeProjectile : fastProjectileBase\n{\nSpeed 96\nDamage (5 + ACS_ExecuteWithResult(DamageRate,17,175,15))\nradius 5\nheight 5\nscale 1.5\nObituary \"$OB_KNIFE\"\nStates\n{\nSpawn:\nTNT1 A 0\nTDAG A 4\nLoop\nDeath:\nTDAG A 1 A_Spawnitemex(\"DaggerDeflect\",0,0,0,-8,0,6,0,SXF_TRANSFERTRANSLATION)\nstop\nCrash:\nTDAG A 1 A_Spawnitemex(\"KnifeImpactPuff1\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\n}\n}\n\n\tactor KnifeProjectile_BLUE : KnifeProjectile\n\t{\n\t}\n\n\tactor KnifeProjectile_RED : KnifeProjectile\n\t{\n\ttranslation \"192:192=42:42\", \"198:198=54:54\" , \"196:196=170:170\"\n\t}\n\nactor RogueImpactBumper : ProjectileBase\n{\nSpeed 80\nDamage (0)\nradius 3\nheight 3\nDamagetype \"RogueImpact\"\nObituary \"$OB_ROGUEIMPACT\"\nscale 1.5\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"DashBreaker\",1,\"Terminate\")\nTNT1 A 1\nTNT1 A 1 A_Explode(45,80,0,0,80)\nstop\nDeath:\nXDeath:\nCrash:\nTNT1 A 1 A_GiveToTarget(\"RogueImpactCollision2\",1)\nTerminate:\nTNT1 A 1\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor KnifeImpactPuff1 : FXActor_A\n{\nscale 1.5\nStates\n{\nSpawn:\nBIM1 AABCDEF 1\nstop\n}\n}\n\nactor DaggerDeflect : FXActor_A\n{\nscale 1.5\n-NOINTERACTION\n-NOGRAVITY\n-NOCLIP\n-Bounceonfloors\nStates\n{\nSpawn:\nTDAG A 13\nTDAG AZAZAZ 2\nstop\n}\n}\n\nactor RogueImpactWave\n{\nPROJECTILE\n+FLOORCLIP\n+THRUGHOST\n+MTHRUSPECIES\n+NOEXPLODEFLOOR\nRadius 5\nHeight 5\nscale 2.0\ndamage (0)\nreactiontime 5\nDamageType \"ShieldWave\"\nspeed 0\nStates\n{\nSpawn:\nBEWA B 0\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(2.6,2.6)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(2.8,2.8)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.0,3.0)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.2,3.2)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.4,3.4)\n\nBEWA B 2 A_Fadeout\nBEWA B 0 A_SetScale(3.6,3.6)\nstop\nDeath:\nBEWA A 0\nstop\n}\n}\n\nactor RogueImpactCollision : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"DashBreaker\",1,\"Nope\")\nTNT1 A 1 A_GiveInventory(\"DashBreaker\",1)\nTNT1 A 0 A_Stop\nTNT1 A 0 A_ChangeVelocity(cos(-pitch)*-35,0,sin(pitch)*35,CVF_RELATIVE)\nTNT1 A 0 ThrustThingZ(0,30,1,1)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor RogueImpactCollision2 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"DashBreaker\",1,\"Nope\")\nTNT1 A 1 A_GiveInventory(\"DashBreaker\",1)\nTNT1 A 0 A_Stop\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor RogueImpactThrust : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",999,\"Nope\")\nTNT1 A 0 A_JumpIfInventory(\"DashBreaker\",1,\"Nope\")\nTNT1 A 0 A_ChangeVelocity(cos(-pitch)*80,0,sin(-pitch)*80,CVF_RELATIVE|CVF_REPLACE)\nTNT1 A 1 A_FireCustomMissile(\"RogueImpactBumper\",0,0,0,15)\nBASB A 1 A_SpawnitemEx(\"RogueImpactWave\",cos(-pitch)*30,0,(25)+(sin(pitch)*30),0,0,0,0,SXF_TRANSFERTRANSLATION)\nstop\nNope:\nTNT1 A 0\nstop\n}\n}\n\nactor RogueImpactInitiate : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_Spawnitemex(\"RogueImpactWatcher\")\nstop\n}\n}\n\nactor RogueImpactWatcher : WatcherBase // Coolers are a type of watcher actor that handle weapon cooldowns\n{\nVar int user_DashTime;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 0 A_JumpIfInTargetInventory(\"DashBreaker\",1,\"Death\")\nTNT1 A 0 A_SetUserVar(\"user_DashTime\",user_DashTime+1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1 A_GiveToTarget(\"RogueImpactThrust\")\nTNT1 A 0 A_Jumpif(user_DashTime <= 6,\"Spawn\")\nGoto Death\nCheck2:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DashBreaker\",1,\"Spawn\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 0 A_TakeFromTarget(\"RogueImpactActive\",1)\nstop\n}\n}\n\n//[+]========================================================================[+]\nactor RogueImpactCooler : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"RogueImpactCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"RogueImpactCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor RogueImpactCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"RogueImpactCooldownItem\",70)\nTNT1 A 0 A_Spawnitemex(\"RogueImpactCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor RogueImpactCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 70\n}\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\nactor Knifeshooter : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 1 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 1 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\nBUST B 1 A_FireCustomMissile(\"KnifeProjectile\",0,1,4,8)\nstop\nTeamRedFire:\nBUST B 1 A_FireCustomMissile(\"KnifeProjectile_RED\",0,1,4,8)\nTNT1 A 1\nstop\nTeamBlueFire:\nBUST B 1 A_FireCustomMissile(\"KnifeProjectile_BLUE\",0,1,4,8)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Rogue/Rogue_StickyBomb.txt",
        "contents": "actor StickyBomb\n{\n+MISSILE\n+NOTARGETSWITCH\n+NOBLOOD\n+DONTBLAST\n+SKYEXPLODE\n+HITTRACER\n+NOGRAVITY\n+MTHRUSPECIES\nObituary \"$OB_STICKYBOMB\"\ndamagetype \"Explosion\"\nradius 12\nheight 15\nscale 1.2\nspeed 45\nGravity 1.3\nVar Int User_FuseTime;\nVar Int User_GravTime;\nreactiontime 35\nstates\n{\nSpawn:\nBOMB S 0\nBOMB S 1\nBOMB S 0 A_SetUserVar(\"User_GravTime\",User_GravTime+1)\nBOMB S 1 A_Jumpif(User_GravTime == 4,\"Gravitize\")\ngoto spawn\nGravitize:\nBOMB S 0 A_Changeflag(\"NOGRAVITY\",0)\nBOMB S 0 A_SetUserVar(\"User_GravTime\",User_GravTime+1)\ngoto spawn\n\nXDeath:\nFIBO A 0\nstop\nDeath:\nBOMB S 0 A_PlaySoundEx(\"weapon/crackermine\",\"soundslot6\")\nBOMB S 0\nGoto WallCling\nCrash:\nBOMB S 0 A_PlaySoundEx(\"weapon/crackermine\",\"soundslot6\")\nBOMB S 1\nGoto Cling\n\nCling:\nBOMB S 0 A_PlaySoundEx(\"weapon/waterwave\",\"soundslot7\")\nBOMB S 0 A_Warp(AAPTR_TRACER,30,0,30,45,WARPF_INTERPOLATE)\nBOMB S 0 A_SetUserVar(\"User_FuseTime\",User_FuseTime+1)\nBOMB S 1 A_Jumpif(User_FuseTime >= reactiontime,\"Detonate\")\nloop\n\nWallCling:\nBOMB S 0 A_PlaySoundEx(\"weapon/waterwave\",\"soundslot7\")\nBOMB S 0 A_Stop\nBOMB S 0 A_SetUserVar(\"User_FuseTime\",User_FuseTime+1)\nBOMB S 1 A_Jumpif(User_FuseTime >= reactiontime,\"Detonate\")\nloop\n\nDetonate:\nTNT1 A 0 A_SpawnItemEx(\"StickyBombExplosion\")\nPSYB D 0 A_Explode(150, 164, 1,0,64)\nstop\n\nTerminate:\nPSYB D 0\nstop\n}\n}\n\n\tactor StickyBomb_BLUE : StickyBomb{translation \"227:227=198:198\",\"229:229=192:192\"}\n\tactor StickyBomb_RED : StickyBomb{translation \"197:197=219:219\", \"4:4=161:161\" , \"192:192=54:54\", \"198:198=42:42\" , \"196:196=170:170\"}\n\nactor StickyBombExplosion : ExplosionBase //now just the FX due to desynch\n{\nscale 4.5\nStates\n{\nSpawn:\nNAPC A 0\nNAPC D 0 //A_Explode(35, 350, 1,0,36)\nNAPC A 0 A_PlaySoundEx(\"weapon/napalm\", \"Weapon\")\nASEX ABCDDEEF 1\nstop\n}\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor StickyBombCooler : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"StickyBombCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"StickyBombCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor StickyBombCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"StickyBombCooldownItem\",175)\nTNT1 A 0 A_Spawnitemex(\"StickyBombCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor StickyBombCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 175\n}\n\n//[+]========================================================================[+]\n//--------------------------------|Item Shooters|------------------------------\n//[+]========================================================================[+]\n\nactor StickyBombShooter : CustomInventory  //places a buster posie based on the team.\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nBLTR C 0 A_Jumpifinventory(\"WilyTeamFlag\",1,\"TeamRedFire\")\nBLTR C 0 A_Jumpifinventory(\"LightTeamFlag\",1,\"TeamBlueFire\")\n\"####\" B 1 A_FireCustomMissile(\"StickyBomb\",0,1,8,0)\nstop\nTeamRedFire:\n\"####\" B 1 A_FireCustomMissile(\"StickyBomb_RED\",0,1,8,0)\nTNT1 A 0\nstop\nTeamBlueFire:\n\"####\" B 1 A_FireCustomMissile(\"StickyBomb_BLUE\",0,1,8,0)\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Rogue/Rogue_Sprinting.txt",
        "contents": "actor SprintingSpeed : Powerspeed {inventory.amount 1 powerup.duration 10 speed 1.75}\nactor SprintingJump : PowerHighJump  {inventory.amount 1 powerup.duration 10  Powerup.Strength 1.4 }\nactor SprintingTimer : Powerup  {inventory.amount 1 powerup.duration -5 }\n\nactor SprintingWatcher : WatcherBase\n{\nVar int user_DashTime;\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 A 1 A_GiveToTarget(\"SprintingSpeed\")\nTNT1 A 1 A_GiveToTarget(\"SprintingJump\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SprintBreaker\",1,\"Death\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SprintingTimer\",1,\"Spawn\")\nGoto Death\nDeath:\nDeathTake:\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"SprintingSpeed\",1)\nTNT1 A 0 A_TakeFromTarget(\"SprintingJump\",1)\nTNT1 A 1 A_GiveInventory(\"DepowerSoundCue\",1)\nTNT1 A 1 A_GiveToTarget(\"SprintingCooldown\")\nstop\n}\n}\n//[+]========================================================================[+]\n//--------------------------------|Special Actors|------------------------------\n//[+]========================================================================[+]\nactor SprintingCooler : WatcherBase\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"DeathTake\")\nTNT1 A 1\nTNT1 A 0 A_TakeFromTarget(\"SprintingCooldownItem\",1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"SprintingCooldownItem\",1,\"Spawn\")\nDeath:\nDeathTake:\nTNT1 A 0\nstop\n}\n}\n\nactor SprintingCooldown : CustomInventory\n{\ninventory.amount 1\nInventory.MaxAmount 100\n+AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_Giveinventory(\"SprintingCooldownItem\",175)\nTNT1 A 0 A_Spawnitemex(\"SprintingCooler\")\nstop\nNope:\n//BUST B 0 A_PlaySoundEx(\"weapon/heat3\",\"Item\")\nTNT1 A 0\nstop\n}\n}\n\nactor SprintingCooldownItem : inventory\n{\ninventory.amount 1\ninventory.maxamount 175\n}"
      }
    ]
  },
  "maps": []
}

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