Raw model (for completeness)
{
"meta": {
"id": "08766570-d0f9-4521-aae7-062a5eb3d7c9",
"sha1": "9cd38527adf55e0fde4e463ea820b7184ec6377c",
"sha256": "1e75e3efa54946b8f6c6c82db0261084e6c927002ebff0b511b413185b6bb8f2",
"filenames": [
"mmxclasses-v1test.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2013-10-07 22:12:22",
"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": "2013-10-07 22:12:22",
"file": {
"type": "PK3",
"size": 21860192,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9cd38527adf55e0fde4e463ea820b7184ec6377c/9cd38527adf55e0fde4e463ea820b7184ec6377c.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1615,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "credits.txt",
"contents": "MM Classes by Yellow Devil\nMMX1 Classes by TheBladeRoden\nLaunch Octopus skin by Wil\nBoomer Kuwanger skin by LlamaHombre\nStorm Eagle skin by Chimera Man\nSting Chameleon skin by Megaman\nX skin by Chimera Man\nXBuster spiral projectiles by Tsuki\nSpark Mandrill skin by JaxOf7 edited by TheBladeRoden"
},
{
"source": "pk3",
"name": "changelog.txt",
"contents": "v1d:\n-Lowered Homing Torpedo damage from 25 to 20 and loosened its tracking.\n-Teleport no longer passes through fences and the like.\n-Ice Sled now has a 15 tic recovery period after crashing before it can be used again.\n-Oil Puddles now only last for 20 seconds.\n-Fixed sprite name conflict with Fireball and Firetraps.\n-Changed base damage factors to reflect weight data rather than sprite size.\n\t*Armored Armadillo decrease from 0.97 to 0.8.\n\t*Boomer Kuwanger increase from 1.28 to 1.24.\n\t*Chill Penguin decrease from 1.39 to 1.14.\n\t*Flame Mammoth increase from 0.68 to 0.71.\n\t*Launch Octopus increase from 0.85 to 0.94.\n\t*Spark Mandrill increase from 0.7 to 0.73.\n\t*Sting Chameleon increase from 1.21 to 1.4.\n\t*Storm Eagle increase from 0.88 to 1.05.\n-Hadouken moved to the Item slot.\n\t*Required ammo increased from 100 to 200.\n-Dash moved to XBuster altfire.\n\t*A picture of X dashing is now displayed when dashing.\n\t*Fixed bug where dashing while aiming at someone locks you in place and dashes them instead.\n\t*Deacreased total thrust from 40 to 36.\n-Fixed Boomerang Cutter altfire being able to fire without ammo.\n-Rolling Shield fixes.\n\t*Roll cancel is now disabled unless rolling.\n\t*Fixed bug where using roll cancel will make the following roll stop prematurely.\n\t*Fixed bug where you are left floating if you hit a skybox.\n-Fireball now does 10 base damamge and 15 explosive damage, instead of 20 base damage.\n-HeadBeam changes.\n\t*Counter Charge capacity increased from 8 to 16.\n\t*Old Head Beam counter shots fire at half charge, more powerful counter shots fire at full charge.\n\t*Added ammo meter for Counter Charge.\n-Boomerange Cutter changes.\n\t*Slowed firing rate from 12 tics to 15 tics.\n\t*Lowered damage from 4 to 3.\n-Iron Tongue changes.\n\t*Damage comes from the projectiles themselves instead of damagers spawns.\n\t*Tip does 8 damage while midsections do 1 each.\n-Added Spark Mandrill skin.\n-Added Dash Punch altfire to Lights Out.\n-Added decloaking item to Sting Chameleon.\n-Slowed Pipi firing rate from 43 to 53.\n-Replaced BoosterFX on Storm Eagle with dust clouds.\n-Added proper MMX font to splash screen.\n-Added +CLIENTSIDEONLY flags to X's weapon effects.\n-Added chat strings for X.\n-Players blinded by the Lights Out have a dim bulb showing over their heads.\n-Flame Mammoth's max deployed Oil Puddles lowered from infinity to 10.\n-Jump Press now creates an earthquake effect.\n\nv1c:\n-Got rid of Storm Eagle's super adaptor effects.\n-Fixed errors in the bots' chats.\n-Rolling Shield and Ice Sled now stop instead of going through fences and the like.\n-Added X class, skin, bot, and weapons.\n-Decresed Iron Tongue damage to 4 from 5.\n-Armored Armadillo damage factor from Dash Punch lowered to 1.45 from 1.93.\n-Fixed horizontal ammo bars for Ice Breath and Whirlpool.\n-Fixed Deadlift's teleport ammo usage.\n-Various weapon sound channel fixes.\n-Changed Homing Torpedo's altfire spread to 2, 4, and 6, from 1, 4, and 8.\n\nv1b:\n-Fixed Armored Armadillo being able to change weapons when rolling.\n-Gave Flame Mammoth's Fireball weapon the NOAUTOAIM flag.\n-Jump Press changes.\n\t*Plays a new jumping sound.\n\t*Increased ammo usage to 8 from 6.\n\t*No longer uses Tango icon.\n-Added Storm Eagle skin.\n-Added Sting Chameleon skin.\n-Adjusted colors on Sting Chameleon HUD.\n-Unskinned classes given temporary stock skins.\n-Lowered Storm Tornado damage to 3 from 5.\n-Increased Ice Breath damage to 1 from 0.\n-Increased blinding factor of Lights Out to 2.5 from 2.\n-Dead Lift changes.\n\t*Gives a thrust forward when fired.\n\t*Only plays lifting animation when it hits someone.\n\t*Slower firing rate.\n-Dash Punch changes.\n\t*Now has an obituary.\n\t*Thrusts people backwards when it hits.\n-Homing Torpedo changes.\n\t*Improved tracking.\n\t*Slower refire time.\n-Gave bots infinite ammo.\n-Added Flame Mammoth taunt."
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1\n\t\t{\n\t\tDrawImage \"LBAR\", 24, 3;\n\t\t}\n\tInInventory WilyTeamFlag, 1\n\t\t{\n\t\tDrawImage \"WBAR\", 24, 3;\n\t\t}\n\tInInventory CossackTeamFlag, 1\n\t\t{\n\t\tDrawImage \"CBAR\", 24, 3;\n\t\t}\n\tInInventory MrXTeamFlag, 1\n\t\t{\n\t\tDrawImage \"XBAR\", 24, 3;\n\t\t}\n}\nInInventory BasicArmor, 1\n{\nDrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;\n}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\nIsSelected GlueShotWep\n\t{\n\tDrawbar\"BARAMGS\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TankArsenalWep\n\t{\n\tDrawbar\"BARAMTA\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected JetMissileWep\n\t{\n\tDrawbar\"BARAMJM\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JetCounter, 20\n\t{\n\tDrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected YokuAttackWep\n\t{\n\tDrawbar\"BARAMYA\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected YoyoCutterWep\n\t{\n\tDrawbar\"BARAMYC\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RainbowBeamWep\n\t{\n\tDrawbar\"BARAMRB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected NitroBlastWep\n\t{\n\tDrawbar\"BARAMBT\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HammerTossWep\n\t{\n\tDrawbar\"BARAMHM\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CometDashWep\n\t{\n\tDrawbar\"BARAMCD\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DumplingBombWep\n\t{\n\tDrawbar\"BARAMSP\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected NailShieldWep\n\t{\n\tDrawbar\"BARAMNS\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected AquaPunchWep\n\t{\n\tDrawBar \"BARAMAQ\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n }\n\nIsSelected BlazingSoulWep\n\t{\n\tDrawBar \"BARAMBZ\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n }\n\nIsSelected OblivionBusterWep\n\t{\n\tDrawBar \"BARAMNK\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n }\n\nIsSelected BoulderCrackerWep\n\t{\n\tDrawBar \"BARAMBC\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n }\n\nIsSelected MistFormWep\n\t{\n\tDrawBar \"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ShockMineWep\n\t{\n\tDrawbar\"BARAMMSM\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected SpeedGearWep\n\t{\n\tDrawbar\"BARAMMSG\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected LeechSeedWep\n\t{\n\tDrawbar\"BARAMLES\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected ShadowForceWep\n\t{\n\tDrawbar\"BARAMSF\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected HealBlockWep\n\t{\n\tDrawbar\"BARAMHB\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected BulletSeedWep\n\t{\n\tDrawBar \"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected EternalNight\n\t{\n\tDrawBar \"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderCloud\n\t{\n\tDrawBar \"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected LightningChainWep\n\t{\n\tDrawBar \"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderChainWep\n\t{\n\tDrawBar \"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected MagnetDrillWep\n\t{\n\tDrawBar \"BARAMMD\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FlurrySpreadWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected BlastFreezeWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FlameSpoutWep\n\t{\n\tDrawBar \"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CrossFlameWep\n\t{\n\tDrawBar \"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected BombSniperWep\n\t{\n\tDrawBar \"BARAMBN\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//end v1 weps\n//begin v2 weps\n\nIsSelected DizzyBombWep\n\t{\n\tDrawbar\"BARAMMSM\", \"BAREMPTY\", Ammo1, Vertical, 16, 8;\n\t}\n\nIsSelected CrossLightWep\n\t{\n\tDrawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DrillTorpWep\n\t{\n\tDrawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected NMGWep\n\t{\n\tDrawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected GimmickStarWep\n\t{\n\tDrawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory GimmickCharge, 78\n\t{\n\tDrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TackleShieldWep\n\t{\n\tDrawBar \"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory TackleCheck, 1\n\t{\n\tDrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WaveGuideWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CrystalMineWep\n\t{\n\tDrawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FizzBombWep\n\t{\n\tDrawBar\"BARAMFB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PaintGunWep\n\t{\n\tDrawBar\"BARAMPT\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PopCornWep\n\t{\n\tDrawBar\"BARAMPOP\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PinMissileWep\n\t{\n\tDrawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DoubleNapalmWep\n\t{\n\tDrawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PhoenixRodWep\n\t{\n\tDrawBar \"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected IceSpikeWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CloudBomberWep\n\t{\n\tDrawBar \"BARAMCB\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FadeLauncherWep\n\t{\n\tDrawBar \"BARAMFL\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TwistLaserWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PerfectChainsawWep\n\t{\n\tDrawBar \"BARAMPC\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SkyUppercutWep\n\t{\n\tDrawBar \"BARAMSU\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected QuadMissileWep\n\t{\n\tDrawBar \"BARAMQM\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DangerFieldWep\n\t{\n\tDrawBar \"BARAMDF\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected EqualizerWep\n\t{\n\tDrawBar \"BARAMEQ\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected StoneWallWep\n\t{\n\tDrawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CoalShotWep\n\t{\n\tDrawBar \"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tDrawBar \"BARAMCT\", \"BAREMPTY\", TemperatureGauge, vertical, 8, 8;\n\t//InInventory ShieldCheck, 1\n\t//{\n\t//DrawBar \"BARFLS5\", \"BAREMPTY\", SkullBarrierAmmo, vertical, 8, 8;\n\t//}\n\t}\n\nIsSelected GravityHoleWep\n\t{\n\tDrawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory GravityHoleCharge, 52\n\t{\n\tDrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nInInventory ShockGuardForever, 1\n\t{\n\tDrawImage \"SHGUC0\", 280,8;\n\t}\n\nInInventory IHasDevicez, 1\n\t{\n\tDrawImage \"ATHD\", 270,8;\n\t}\n\nInInventory BalloonCheck, 1\n\t{\n\tDrawImage \"PBALA0\", 290,8;\n\t}\n\nInInventory ShockGuardTemp, 1\n\t{\n\tDrawImage \"SPILOW\", 280,8;\n\t}\n\n//end v2 weps\n//begin v3 weps\n\nIsSelected SideStarWep\n\t{\n\tDrawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CometLauncherWep\n\t{\n\tDrawbar\"BARAMCML\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected VolcanoHandWep\n\t{\n\tDrawBar \"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected IceShurikensWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TripleZapWep\n\t{\n\tDrawBar \"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FridgeBusterWep\n\t{\n\tDrawBar \"BARAMFG\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HCRBoomerangWep\n\t{\n\tDrawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected StarToadWep\n\t{\n\tDrawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WaterCutterWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PharaohShotGunWep\n\t{\n\tDrawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory PharaohShotCharge, 78\n\t{\n\tDrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RushCannonWep\n\t{\n\tDrawbar\"BARAMRSH\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//IsSelected WishStarWep\n\t//{\n\t//Drawbar\"BARAMRSH\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t//}\n\nIsSelected LaserMissileWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ShatterStoneWep\n\t{\n\tDrawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ScatterBallWep\n\t{\n\tDrawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FrostBombWep\n\t{\n\tDrawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderFangWep\n\t{\n\tDrawBar \"BARAMTF\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected StealthRockWep\n\t{\n\tDrawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SuperArrowWep\n\t{\n\tDrawBar \"BARAMQM\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SparkManBowWep\n\t{\n\tDrawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DustVaccumWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HellWheelWep\n\t{\n\tDrawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory GoHellWheel, 1\n\t{\n\tDrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected HailShotGunWep\n\t{\n\tDrawBar \"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FireWorksWep\n\t{\n\tDrawBar \"BARAMFW\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ApexLaserWep\n\t{\n\tDrawBar \"BARAMAX\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FrenzyPlantWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RingTossWep\n\t{\n\tDrawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected UnDeadArmyWep\n\t{\n\tDrawBar \"BARAMPC\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SunSparkWep\n\t{\n\tDrawBar \"BARAMSS\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HeadCrashWep\n\t{\n\tDrawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RainFloodWep\n\t{\n\tDrawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HammerTailWep\n\t{\n\tDrawBar \"BARAMHT\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected GemCannonWep\n\t{\n\tDrawBar \"BARAMGC\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SpikeBallWep\n\t{\n\tDrawBar \"BARAMSK\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RecycleInhalerWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected StoneWep\n\t{\n\tDrawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected OpticLaserWep\n\t{\n\tDrawbar\"BARAMRSH\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DrillArmWep\n\t{\n\tDrawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DelayBusterWep\n\t{\n\tDrawbar\"BARAMRSH\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SizzleRocketWep\n\t{\n\tDrawBar \"BARAMFW\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DimensionalWaveWep\n\t{\n\tDrawbar\"BARAMYA\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FractalLaserWep\n\t{\n\tDrawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PursuitWep\n\t{\n\tDrawBar \"BARAMHT\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n//end v3 weps\n\n//MM1 Bars\nIsSelected RollingCutterWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SuperArmWep\n\t{\n\tDrawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected IceSlasherWep\n\t{\n\tDrawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HyperBombWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FireStormWep\n\t{\n\tDrawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderBeamWep\n\t{\n\tDrawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TimeSlowWep\n\t{\n\tDrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected OilSliderWep\n\t{\n\tDrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilCheck, 1\n\t\t{\n\t\tDrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;\n\t\t}\n\t}\n\n//MM2\nIsSelected MetalBladeWep\n\t{\n\tDrawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected AirShooterWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected BubbleLeadWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected QuickBoomerangWep\n\t{\n\tDrawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CrashBombWep\n\t{\n\tDrawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TimeStopperWep\n\t{\n\tDrawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected AtomicFireWep\n\t{\n\tDrawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory WeaponCharge, 71\n\t{\n\tDrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected LeafShieldWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\n//MM3\nIsSelected NeedleCannonWep\n\t{\n\tDrawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected MagnetMissileWep\n\t{\n\tDrawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected GeminiLaserWep\n\t{\n\tDrawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HardKnuckleWep\n\t{\n\tDrawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TopSpinWep\n\t{\n\tDrawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SearchSnakeWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SparkShockWep\n\t{\n\tDrawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ShadowBladeWep\n\t{\n\tDrawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//MM4\nIsSelected FlashStopperWep\n\t{\n\tDrawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RainFlushWep\n\t{\n\tDrawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DrillBombWep\n\t{\n\tDrawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PharaohShotWep\n\t{\n\tDrawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n\tInInventory PharaohCharge, 78\n\t{\n\tDrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected RingBoomerangWep\n\t{\n\tDrawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DustCrusherWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected DiveMissileWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected SkullbarrierWep\n\t{\n\tDrawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\n//MM5\nIsSelected GravityHoldWep\n\t{\n\tDrawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WaterWaveWep\n\t{\n\tDrawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PowerStoneWep\n\t{\n\tDrawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected GyroAttackWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected StarCrashWep\n\t{\n\tDrawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected ChargeKickWep\n\t{\n\tDrawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected NapalmBombWep\n\t{\n\tDrawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CrystalEyeWep\n\t{\n\tDrawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//MM6\nIsSelected BlizzardAttackWep\n\t{\n\tDrawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected CentaurFlashWep\n\t{\n\tDrawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FlameBlastWep\n\t{\n\tDrawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected KnightCrushWep\n\t{\n\tDrawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected PlantbarrierWep2\n\t{\n\tDrawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected SilverTomahawkWep\n\t{\n\tDrawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WindStormWep\n\t{\n\tDrawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected YamatoSpearWep\n\t{\n\tDrawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//MM7\nIsSelected FreezeCrackerWep\n\t{\n\tDrawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected JunkShieldWep\n\t{\n\tDrawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"BARFLS8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected DangerWrapWep\n\t{\n\tDrawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderBoltWep\n\t{\n\tDrawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WildCoilWep\n\t{\n\tDrawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory WeaponCharge, 23\n\t{\n\tDrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected SlashClawWep\n\t{\n\tDrawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected NoiseCrushWep\n\t{\n\tDrawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory NoiseCrushFlag, 1\n\t{\n\tDrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected ScorchWheelWep\n\t{\n\tDrawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1\n\t\t{\n\t\tDrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;\n\t\t}\n\t}\n\n//MM8\nIsSelected MegaBallWep\n\t{\n\tDrawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected TornadoHoldWep\n\t{\n\tDrawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected AstroCrushWep\n\t{\n\tDrawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FlameSwordWep\n\t{\n\tDrawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected ThunderClawWep\n\t{\n\tDrawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected HomingSniperWep\n\t{\n\tDrawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\n\tInInventory WeaponCharge, 17\n\t{\n\tDrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\t}\n\nIsSelected IceWaveWep\n\t{\n\tDrawBar \"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected FlashBombWep\n\t{\n\tDrawbar\"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected WaterBalloonWep\n\t{\n\tDrawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\n//MMK\nIsSelected SakugarneWep\n\t{\n\tDrawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\nIsSelected MirrorBusterWep\n\t{\n\tDrawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1\n\t\t{\n\t\tDrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;\n\t\t}\n\t}\n\nIsSelected ScrewCrusherWep\n\t{\n\tDrawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nIsSelected BalladeCrackerWep\n\t{\n\tDrawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t}\n\nInInventory RushJetCounter, 5\n\t{\n\tDrawImage \"RUSHH2H8\", 290,8;\n\t}\n\nInInventory RushJetCounter, 1\n\t{\n\tDrawImage \"RUSHOUT\", 290,8;\n\t}\n\nInInventory BeatCallCheck, 1\n\t{\n\tDrawImage \"BEATB8B2\", 298,16;\n\t}\n\nInInventory BeatCounter, 5\n\t{\n\tDrawImage \"BEATB8B2\", 298,16;\n\t}\n\nInInventory BeatCounter, 1\n\t{\n\tDrawImage \"BEATOUT\",298,16;\n\t}\n\nInInventory BeatSupportActivated, 1\n\t{\n\tDrawImage \"BSPTA0\",314,16;\n\t}\n\nInInventory Flashed, 1\n\t{\n\tDrawImage \"FBLIND\", -30,-20;\n\t}\n\nInInventory BossHealth1, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;\n}\n\nInInventory BossHealth2, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;\n}\n\nInInventory BossHealth3, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;\n}\n\nInInventory BossHealth4, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;\n}\n\nInInventory BossHealth5, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;\n}\n\nInInventory BossHealth6, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;\n}\n\nInInventory EvilRobotShield, 1\n{\nDrawBar \"BARAMM31\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;\n}\n\n}\n\n//HORIZONTAL BARS\nstatusbar normal, forcescaled\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1\n\t\t{\n\t\tDrawImage \"LBARH\", 130, 179;\n\t\t}\n\tInInventory WilyTeamFlag, 1\n\t\t{\n\t\tDrawImage \"WBARH\", 130, 179;\n\t\t}\n\tInInventory CossackTeamFlag, 1\n\t\t{\n\t\tDrawImage \"CBARH\", 130, 179;\n\t\t}\n\tInInventory MrXTeamFlag, 1\n\t\t{\n\t\tDrawImage \"XBARH\", 130, 179;\n\t\t}\n\n}\nInInventory BasicArmor, 1\n{\nDrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;\n}\n\n//dirp v1 bars\n\nIsSelected AquaPunchWep\n\t{\n\tDrawbar\"BARAMAQ2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BlazingSoulWep\n\t{\n\tDrawbar\"BARAMBZ2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HealBlockWep\n\t{\n\tDrawbar\"BARAMHB2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected OblivionBusterWep\n\t{\n\tDrawbar\"BARAMNK2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected MistFormWep\n\t{\n\tDrawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ShockMineWep\n\t{\n\tDrawbar\"BARAMSM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SpeedGearWep\n\t{\n\tDrawbar\"BARAMSG2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected LeechSeedWep\n\t{\n\tDrawbar\"BARALE2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ShadowForceWep\n\t{\n\tDrawbar\"BARAMSF2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BulletSeedWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected EternalNight\n\t{\n\tDrawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderCloud\n\t{\n\tDrawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected LightningChainWep\n\t{\n\tDrawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderChainWep\n\t{\n\tDrawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected MagnetDrillWep\n\t{\n\tDrawbar\"BARAMD2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BoulderCrackerWep\n\t{\n\tDrawbar\"BARAMBC2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BombSniperWep\n\t{\n\tDrawbar\"BARAMBN2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FlurrySpreadWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BlastFreezeWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FlameSpoutWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CrossFlameWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//end v1 weps\n//begin v2 weps\n\nIsSelected DizzyBombWep\n\t{\n\tDrawbar\"BARAMSM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CrossLightWep\n\t{\n\tDrawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DrillTorpWep\n\t{\n\tDrawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected NMGWep\n\t{\n\tDrawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected GimmickStarWep\n\t{\n\tDrawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory GimmickCharge, 78\n\t{\n\tDrawBar \"VARFLS4\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TackleShieldWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory TackleCheck, 1\n\t{\n\tDrawBar \"VARFLS4\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WaveGuideWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CrystalMineWep\n\t{\n\tDrawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FizzBombWep\n\t{\n\tDrawBar\"BARAMFB2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PaintGunWep\n\t{\n\tDrawBar\"BARAMPT2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PopCornWep\n\t{\n\tDrawBar\"BARAMPP2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PinMissileWep\n\t{\n\tDrawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DoubleNapalmWep\n\t{\n\tDrawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PhoenixRodWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected IceSpikeWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CloudBomberWep\n\t{\n\tDrawbar\"BARAMCB2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FadeLauncherWep\n\t{\n\tDrawbar\"BARAMFL2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TwistLaserWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PerfectChainsawWep\n\t{\n\tDrawbar\"BARAMPC2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SkyUppercutWep\n\t{\n\tDrawbar\"BARAMSU2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected QuadMissileWep\n\t{\n\tDrawbar\"BARAMQM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DangerFieldWep\n\t{\n\tDrawbar\"BARAMDF2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected EqualizerWep\n\t{\n\tDrawbar\"BARAMEQ2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected StoneWallWep\n\t{\n\tDrawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CoalShotWep\n\t{\n\tDrawBar \"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tDrawBar \"BARAMCT2\", \"VAREMPTY\", TemperatureGauge, horizontal, 186, 192;\n\t}\n\nIsSelected GravityHoleWep\n\t{\n\tDrawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory GravityHoleCharge, 52\n\t{\n\tDrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nInInventory ShockGuardForever, 1\n\t{\n\tDrawImage \"SHGUC0\", 280,8;\n\t}\n\nInInventory IHasDevicez, 1\n\t{\n\tDrawImage \"ATHD\", 270,8;\n\t}\n\nInInventory BalloonCheck, 1\n\t{\n\tDrawImage \"PBALA0\", 290,8;\n\t}\n\nInInventory ShockGuardTemp, 1\n\t{\n\tDrawImage \"SPILOW\", 280,8;\n\t}\n//end v2 weps\n//begin v3 weps\n\nIsSelected SideStarWep\n\t{\n\tDrawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CometLauncherWep\n\t{\n\tDrawbar\"VARAMCML\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected VolcanoHandWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected IceShurikensWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TripleZapWep\n\t{\n\tDrawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FridgeBusterWep\n\t{\n\tDrawbar\"BARAMFG2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HCRBoomerangWep\n\t{\n\tDrawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected StarToadWep\n\t{\n\tDrawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WaterCutterWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PharaohShotGunWep\n\t{\n\tDrawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory PharaohShotCharge, 78\n\t{\n\tDrawBar \"VARFLS4\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RushCannonWep\n\t{\n\tDrawbar\"VARAMRSH\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//IsSelected WishStarWep\n\t//{\n\t//Drawbar\"VARAMRSH\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t//}\n\nIsSelected LaserMissileWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ShatterStoneWep\n\t{\n\tDrawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ScatterBallWep\n\t{\n\tDrawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FrostBombWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderFangWep\n\t{\n\tDrawbar\"BARAMTF2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192; //spy sappin mah sbars\n\t}\n\nIsSelected SuperArrowWep\n\t{\n\tDrawbar\"BARAMQM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected StealthRockWep\n\t{\n\tDrawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SparkManBowWep\n\t{\n\tDrawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FireWorksWep\n\t{\n\tDrawbar\"BARAMFW2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ApexLaserWep\n\t{\n\tDrawbar\"BARAMAX2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FrenzyPlantWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DustVaccumWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HellWheelWep\n\t{\n\tDrawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory GoHellWheel, 1\n\t{\n\tDrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected HailShotGunWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RingTossWep\n\t{\n\tDrawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected UnDeadArmyWep\n\t{\n\tDrawbar\"BARAMPC2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SunSparkWep\n\t{\n\tDrawbar\"BARAMSS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HeadCrashWep\n\t{\n\tDrawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RainFloodWep\n\t{\n\tDrawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HammerTailWep\n\t{\n\tDrawbar\"BARAMHT2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected GemCannonWep\n\t{\n\tDrawbar\"BARAMGC2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SpikeBallWep\n\t{\n\tDrawbar\"BARAMSK2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RecycleInhalerWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected StoneWep\n\t{\n\tDrawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected OpticLaserWep\n\t{\n\tDrawbar\"VARAMRSH\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DrillArmWep\n\t{\n\tDrawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DelayBusterWep\n\t{\n\tDrawbar\"VARAMRSH\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected GlueShotWep\n\t{\n\tDrawbar\"BARAMGS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected JetMissileWep\n\t{\n\tDrawbar\"BARAMJM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory JetCounter, 20\n\t{\n\tDrawBar \"VARFLS4\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected TankArsenalWep\n\t{\n\tDrawbar\"BARAMTA2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected YokuAttackWep\n\t{\n\tDrawbar\"BARAMYA2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected YoyoCutterWep\n\t{\n\tDrawbar\"BARAMYC2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RainbowBeamWep\n\t{\n\tDrawbar\"BARAMRB2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected NitroBlastWep\n\t{\n\tDrawbar\"BARAMBT2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HammerTossWep\n\t{\n\tDrawbar\"BARAMHM2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CometDashWep\n\t{\n\tDrawbar\"BARAMCD2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected NailShieldWep\n\t{\n\tDrawbar\"BARAMNS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected DumplingBombWep\n\t{\n\tDrawbar\"BARAMSP2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DimensionalWaveWep\n\t{\n\tDrawbar\"BARAMYA2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SizzleRocketWep\n\t{\n\tDrawbar\"BARAMFW2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FractalLaserWep\n\t{\n\tDrawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PursuitWep\n\t{\n\tDrawbar\"BARAMHT2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n//end v3 weps\n\n//MM1 Bars\nIsSelected RollingCutterWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SuperArmWep\n\t{\n\tDrawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected IceSlasherWep\n\t{\n\tDrawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HyperBombWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FireStormWep\n\t{\n\tDrawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderBeamWep\n\t{\n\tDrawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TimeSlowWep\n\t{\n\tDrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected OilSliderWep\n\t{\n\tDrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory OilCheck, 1\n\t{\n\tDrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 130, 192;\n\t}\n\t}\n\n//MM2\nIsSelected MetalBladeWep\n\t{\n\tDrawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected AirShooterWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BubbleLeadWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected QuickBoomerangWep\n\t{\n\tDrawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CrashBombWep\n\t{\n\tDrawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TimeStopperWep\n\t{\n\tDrawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected AtomicFireWep\n\t{\n\tDrawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory WeaponCharge, 71\n\t{\n\tDrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected LeafShieldWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS3\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\n//MM3\nIsSelected NeedleCannonWep\n\t{\n\tDrawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected MagnetMissileWep\n\t{\n\tDrawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected GeminiLaserWep\n\t{\n\tDrawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HardKnuckleWep\n\t{\n\tDrawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TopSpinWep\n\t{\n\tDrawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SearchSnakeWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SparkShockWep\n\t{\n\tDrawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ShadowBladeWep\n\t{\n\tDrawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//MM4\nIsSelected FlashStopperWep\n\t{\n\tDrawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RainFlushWep\n\t{\n\tDrawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DrillBombWep\n\t{\n\tDrawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PharaohShotWep\n\t{\n\tDrawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n\tInInventory PharaohCharge, 78\n\t{\n\tDrawBar \"VARFLS4\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected RingBoomerangWep\n\t{\n\tDrawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DustCrusherWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected DiveMissileWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected SkullbarrierWep\n\t{\n\tDrawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS5\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\n//MM5\nIsSelected GravityHoldWep\n\t{\n\tDrawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WaterWaveWep\n\t{\n\tDrawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PowerStoneWep\n\t{\n\tDrawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected GyroAttackWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected StarCrashWep\n\t{\n\tDrawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected ChargeKickWep\n\t{\n\tDrawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected NapalmBombWep\n\t{\n\tDrawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CrystalEyeWep\n\t{\n\tDrawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//MM6\nIsSelected BlizzardAttackWep\n\t{\n\tDrawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected CentaurFlashWep\n\t{\n\tDrawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FlameBlastWep\n\t{\n\tDrawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected KnightCrushWep\n\t{\n\tDrawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected PlantbarrierWep2\n\t{\n\tDrawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected SilverTomahawkWep\n\t{\n\tDrawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WindStormWep\n\t{\n\tDrawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected YamatoSpearWep\n\t{\n\tDrawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//MM7\nIsSelected FreezeCrackerWep\n\t{\n\tDrawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected JunkShieldWep\n\t{\n\tDrawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory ShieldCheck, 1\n\t{\n\tDrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected DangerWrapWep\n\t{\n\tDrawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderBoltWep\n\t{\n\tDrawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WildCoilWep\n\t{\n\tDrawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory WeaponCharge, 23\n\t{\n\tDrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected SlashClawWep\n\t{\n\tDrawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected NoiseCrushWep\n\t{\n\tDrawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory NoiseCrushFlag, 1\n\t{\n\tDrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected ScorchWheelWep\n\t{\n\tDrawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t\tInInventory WheelCount, 1\n\t\t{\n\t\tDrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 130, 192;\n\t\t}\n\t}\n\n//MM8\nIsSelected MegaBallWep\n\t{\n\tDrawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected TornadoHoldWep\n\t{\n\tDrawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected AstroCrushWep\n\t{\n\tDrawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FlameSwordWep\n\t{\n\tDrawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected ThunderClawWep\n\t{\n\tDrawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected HomingSniperWep\n\t{\n\tDrawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\n\tInInventory WeaponCharge, 17\n\t{\n\tDrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\t}\n\nIsSelected IceWaveWep\n\t{\n\tDrawBar \"VARAMM44\", \"BAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected FlashBombWep\n\t{\n\tDrawbar\"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected WaterBalloonWep\n\t{\n\tDrawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\n//MMK\nIsSelected SakugarneWep\n\t{\n\tDrawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\nIsSelected MirrorBusterWep\n\t{\n\tDrawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t\tInInventory MirrorBusterFlag, 1\n\t\t{\n\t\tDrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 130, 192;\n\t\t}\n\t}\n\nIsSelected ScrewCrusherWep\n\t{\n\tDrawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nIsSelected BalladeCrackerWep\n\t{\n\tDrawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 130, 192;\n\t}\n\nInInventory RushJetCounter, 5\n\t{\n\tDrawImage \"RUSHH2H8\", 290,8;\n\t}\n\nInInventory RushJetCounter, 1\n\t{\n\tDrawImage \"RUSHOUT\", 290,8;\n\t}\n\nInInventory BeatCounter, 5\n\t{\n\tDrawImage \"BEATB8B2\", 298,16;\n\t}\n\nInInventory BeatCounter, 1\n\t{\n\tDrawImage \"BEATOUT\", 298,16;\n\t}\n\nInInventory Flashed, 1\n\t{\n\tDrawImage \"FBLIND\", -30,-20;\n\t}\n\nInInventory BeatCallCheck, 1\n\t{\n\tDrawImage \"BEATB8B2\", 298,16;\n\t}\n\nInInventory BeatSupportActivated, 1\n\t{\n\tDrawImage \"BSPTA0\",314,16;\n\t}\n\nInInventory BossHealth1, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;\n}\n\nInInventory BossHealth2, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;\n}\n\nInInventory BossHealth3, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;\n}\nInInventory BossHealth4, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;\n}\n\nInInventory BossHealth5, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;\n}\n\nInInventory BossHealth6, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;\n}\n\nInInventory EvilRobotShield, 1\n{\nDrawBar \"BARAMM31\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;\n}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 122, 192;\n}"
},
{
"source": "pk3",
"name": "GLOBAL2.txt",
"contents": "#include \"zcommon.acs\"\n#library \"global2\"\n\nSCRIPT 697 (void)\n{\nif (CheckInventory(\"Darked\")==1)\n{\nFadeto(0, 0, 0, 1.0, 1);\nDelay(35 * 2);\nFadeto(0, 0, 0, 0.98, 0.5);\nDelay(35 * 2);\nFadeto(0, 0, 0, 0.97, 0.5);\nDelay(35 * 2);\nFadeto(0, 0, 0, 0.94, 0.5);\nDelay(35 * 2);\nFadeto(0, 0, 0, 0.88, 0.5);\nDelay(35 * 2);\nFadeto(0, 0, 0, 0.0, 0.5);\n}\n}\n\nscript 699 (void)\n{\nif(CheckActorFloorTexture(0, \"SLAWATL\") || CheckActorFloorTexture(0, \"SLAWATR\")\n|| CheckActorFloorTexture(0, \"SLAWATO\") || CheckActorFloorTexture(0, \"IWATER\")\n|| CheckActorFloorTexture(0, \"TOADFXX\") || CheckActorFloorTexture(0, \"PWATER\")\n|| CheckActorFloorTexture(0, \"WAVWAT\") || CheckActorFloorTexture(0, \"GWATER\")\n|| CheckActorFloorTexture(0, \"DWATER\") || CheckActorFloorTexture(0, \"WWATER\")\n|| CheckActorFloorTexture(0, \"CWATER\") || CheckActorFloorTexture(0, \"AQWATER\")\n|| CheckActorFloorTexture(0, \"BSTWAT\") || CheckActorFloorTexture(0, \"WOODFAL\")\n|| CheckActorFloorTexture(0, \"YAMFALLX\")){\nSetResultValue(1);\n}\n}\n\nScript 691 (void)\n{\nThrustThing(Random(0,224), 1, 0, 0);\n}\n\nScript 690 (void)\n{\nSetPlayerProperty(0,1,0);\nDelay(53);\nSetPlayerProperty(0,0,0);\n}\n\nscript 692 (void)\n{\nSetActorProperty(ActivatorTID(), APROP_Gravity, 0.8);\nDelay(3);\nSetActorProperty(ActivatorTID(), APROP_Gravity, 0.25);\n}\n\nScript 698 (void)\n{\nDamageThing(30);\n}\n\nScript 696 (void)\n{\nif(GetCvar(\"SV_AllWeps\") == 1)\n{\nSetResultValue(1);\n//PrintBold(s:\"All weapons on\");\n}\n\nif(GetCvar(\"SV_AllWeps\") == 0)\n{\nSetResultValue(0);\n//PrintBold(s:\"All weapons off\");\n}\n}\n\nScript 695 RESPAWN\n{\nIf(GetCvar(\"SV_MaxLives\") > 1)\n{\nGiveInventory(\"UndoLMS\",1);\n}\n}\n\nScript 694 OPEN\n{\n//ConsoleCommand(\"SV_NoMonsters 0\");\nif(!GetCvar(\"SV_AllWeps\"))\n{\nConsoleCommand(\"set SV_AllWeps 0\");\nConsoleCommand(\"archivecvar SV_AllWeps\");};\n}\n\nScript 693 (int whichinhale) CLIENTSIDE\n{\nif (whichinhale == 0)\n{\nLog(s:\"\\cgYou inhaled a small weapon energy capsule!\");\nAmbientSound(\"item/energyup\",128);\n}\nif (whichinhale == 1)\n{\nLog(s:\"\\cgYou inhaled a small health capsule!\");\nAmbientSound(\"item/energyup\",128);\n}\n}\n\nScript 601 (void) //glueshot\n{\nGiveInventory(\"GlueEffects\",1);\nSetPlayerProperty(0,1,4);\nDelay(35 * 3);\nSetPlayerProperty(0,0,4);\nGiveInventory(\"GlueUnEffects\",1);\n}"
},
{
"source": "pk3",
"name": "actors/megaman.txt",
"contents": "actor Megaman : PlayerPawn\n{\nplayer.displayname \"Megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPLAY H 0\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PLAY H 0 ThrustThing(random(0,1),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_GiveInventory(\"FrozenPickup\",1)\nPLAY H 35\nPLAY A 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPLAY H 0 ThrustThing(64,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPLAY H 0 ThrustThing(32,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPLAY H 0 ThrustThing(0,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPLAY H 0 ThrustThing(224,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPLAY H 0 ThrustThing(192,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPLAY H 0 ThrustThing(160,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPLAY H 0 ThrustThing(128,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPLAY H 0 ThrustThing(96,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPLAY H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nPLAY H 0\nPLAY H 1 ThrustThingZ(0,100,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nGoTo Death\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/Guide.txt",
"contents": "actor Guide : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\ndamagefactor \"Needle\", 1.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPLAY H 0\nGoto pain+1\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.Gravity:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,60,0,0)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/ArmoredArmadillo.txt",
"contents": "actor ArmoredArmadillo : PlayerPawn\n{\nplayer.displayname \"ArmoredArmadillo\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"HeadBeamWep\"\nplayer.startitem \"RollingShieldWep\"\nplayer.startitem \"ArmoredAmmo\", 28\ndamagefactor \"Strong\", 0.4\ndamagefactor \"Normal\", 0.8\ndamagefactor \"Weak\", 1.59\ndamagefactor \"Armored\", 0.8\ndamagefactor \"ArmoredRolling\", 0.8\ndamagefactor \"Boomer\", 0.8\ndamagefactor \"DeadLift\", 0.8\ndamagefactor \"Chill\", 0.8\ndamagefactor \"ChillSled\", 0.8\ndamagefactor \"ChillFreeze\", 0.8\ndamagefactor \"FlameM\", 0.4\ndamagefactor \"FlameQuake\", 0.4\ndamagefactor \"Launch\", 0.8\ndamagefactor \"LaunchNorth\", 0.8\ndamagefactor \"LaunchNorthEast\", 0.8\ndamagefactor \"LaunchEast\", 0.8\ndamagefactor \"LaunchSouthEast\", 0.8\ndamagefactor \"LaunchSouth\", 0.8\ndamagefactor \"LaunchSouthWest\", 0.8\ndamagefactor \"LaunchWest\", 0.8\ndamagefactor \"LaunchNorthWest\", 0.8\ndamagefactor \"Spark\", 1.59\ndamagefactor \"SparkDash\", 1.45\ndamagefactor \"SparkDark\", 1.195\ndamagefactor \"Sting\", 0.8\ndamagefactor \"Storm\", 0.4\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.8\ndamagefactor \"Proto\", 0.8\ndamagefactor \"Proto3\", 0.8\ndamagefactor \"Cutter\", 0.8\ndamagefactor \"Guts\", 0.81\ndamagefactor \"Ice2\", 0.8\ndamagefactor \"Bomb\", 0.8\ndamagefactor \"FireStorm\", 0.4\ndamagefactor \"FireSpin\", 0.4\ndamagefactor \"Thunder\", 1.59\ndamagefactor \"Metal\", 0.8\ndamagefactor \"Air\", 0.4\ndamagefactor \"Bubble\", 0.8\ndamagefactor \"Quick\", 0.8\ndamagefactor \"Crash\", 0.8\ndamagefactor \"WeakFire\", 0.4\ndamagefactor \"Atomic\", 0.4\ndamagefactor \"Leaf\", 0.8\ndamagefactor \"Needle\", 0.8\ndamagefactor \"Magnet\",0.8\ndamagefactor \"Gemini\", 0.8\ndamagefactor \"Hard\", 0.8\ndamagefactor \"Top\", 0.8\ndamagefactor \"Snake\", 0.8\ndamagefactor \"Shock\", 1.59\ndamagefactor \"Shadow\", 0.8\ndamagefactor \"Bright\", 0.8\ndamagefactor \"Rain\", 0.8\ndamagefactor \"Drill\", 0.8\ndamagefactor \"WeakPharoah\", 0.8\ndamagefactor \"Pharoah\", 0.8\ndamagefactor \"PharaohHold\", 0.8\ndamagefactor \"Ring\", 0.8\ndamagefactor \"Dust\", 0.8\ndamagefactor \"Dive\", 0.8\ndamagefactor \"Gravity\", 0.8\ndamagefactor \"WaterWave\", 0.8\ndamagefactor \"Stone\", 0.8\ndamagefactor \"Gyro\", 0.8\ndamagefactor \"Star\", 0.8\ndamagefactor \"Kick\", 0.8\ndamagefactor \"Napalm\", 0.8\ndamagefactor \"Crystal\", 0.8\ndamagefactor \"CrystalBit\", 0.8\ndamagefactor \"Blizzard\", 0.8\ndamagefactor \"Centaur\", 0.8\ndamagefactor \"Flame\", 0.4\ndamagefactor \"Knight\", 0.8\ndamagefactor \"Tomahawk\", 0.8\ndamagefactor \"Wind\", 0.4\ndamagefactor \"Yamato\", 0.8\ndamagefactor \"FCrack\", 0.8\ndamagefactor \"Mirror\", 0.8\ndamagefactor \"SakuCrush\", 0.8\ndamagefactor \"SakuDrill\", 0.8\ndamagefactor \"Screw\", 0.8\ndamagefactor \"Ballade\", 0.8\ndamagefactor \"Cat\", 0.8\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.4\ndamagefactor \"Met\", 0.8\ndamagefactor \"Devil\", 0.8\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.8\ndamagefactor \"Punch\", 0.8\ndamagefactor \"Fire\", 0.4\ndamagefactor \"FireWave\", 0.4\ndamagefactor \"Heat\", 0.4\ndamagefactor \"Skull\", 0.8\ndamagefactor \"Plant\", 0.8\ndamagefactor \"Windg\", 0.4\ndamagefactor \"StarCrash\", 0.8\n\ndamagefactor \"FCrack2\", 0.8\ndamagefactor \"Junk\", 0.8\ndamagefactor \"Burst\", 0.8\ndamagefactor \"Bolt\", 1.59\ndamagefactor \"Coil\", 0.8\ndamagefactor \"Coil2\", 0.8\ndamagefactor \"Claw\", 0.8\ndamagefactor \"Noise\", 0.8\ndamagefactor \"Scorch\", 0.4\ndamagefactor \"Treble\", 0.8\n\ndamagefactor \"Oil\", 0.8\ndamagefactor \"Slow\", 0.8\ndamagefactor \"Roll\", 0.8\n\ndamagefactor \"WilyLightning\", 1.59\ndamagefactor \"WilyFire\", 0.4\ndamagefactor \"WilyIce\", 0.8\n\ndamagefactor \"FirePillar\", 0.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nPROM B 1 ACS_ExecuteAlways(137)\nPROM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nPROM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nPROM F 5 ACS_ExecuteAlways(137)\nPROM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPROM H 0\nGoto pain+1\nPain.Wind:\nPROM H 0 ThrustThing(random(0,255),50,1,0)\nPROM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPROM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPROM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPROM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPROM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPROM H 0 ThrustThingZ(0,150,1,0)\nPROM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPROM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPROM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPROM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PROM H 0 A_Print(\"Gravity 4\")\nPROM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PROM H 0 A_Print(\"Gravity 3\")\nPROM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PROM H 0 A_Print(\"Gravity 2\")\nPROM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PROM H 0 A_Print(\"Gravity 1\")\nPROM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPROM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPROM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PROM H 0 ThrustThing(random(0,25),35,1,0)\nPROM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPROM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPROM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPROM H 0 SetPlayerProperty(0,1,4)\nPROM H 0 A_GiveInventory(\"FrozenPickup\",1)\nPROM H 35\nPROM A 0 SetPlayerProperty(0,0,4)\nPROM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPROM H 0 ThrustThing(64,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPROM H 0 ThrustThing(32,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPROM H 0 ThrustThing(0,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPROM H 0 ThrustThing(224,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPROM H 0 ThrustThing(192,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPROM H 0 ThrustThing(160,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPROM H 0 ThrustThing(128,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPROM H 0 ThrustThing(96,random(0,15),1,0)\n//PROM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPROM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPROM H 0 A_Stop\nPROM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPROM H 0 A_Pain\nPROM H 0 //A_GiveInventory(\"TempInvince\",1)\nPROM H 0 //SetPlayerProperty(0, 1, 4)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 1 A_SpawnItem(\"PainFX\",0,3)\nPROM H 1 //A_Recoil(1)\nPROM H 0 //SetPlayerProperty(0, 0, 4)\nPROM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nPROM H 0\nPROM H 1 ThrustThingZ(0,100,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath.instagib:\nPROM Z 1 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_GiveToTarget(\"KilledMe\",1)\nPROM Z 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM H 0 A_Stop\nPROM H 1 A_GiveToTarget(\"KilledMe\",1)\nPROM H 19 ACS_ExecuteAlways(999,0,0)\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_PlayerScream\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPROM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPROM Z -1\nstop\nDeath.Falling:\nPROM H 0 SetPlayerProperty(0, 0, 4)\nPROM H 0 A_TakeInventory(\"PharaohCharge\",999)\nPROM H 0 A_NoBlocking\nPROM H 0 A_GiveInventory(\"CutterFlag\",999)\nPROM Z 1 A_PlayerScream\nPROM Z 1 A_Stop\nPROM Z 1 ACS_ExecuteAlways(999,0,0)\nPROM Z -1\nstop\nPunkSpin:\nPROM AVW 3\nPROM XY 3\nGoto PunkSpin+3\nPunkStop:\nPROM WV 5\nGoto Spawn\nEnkerRaise:\nPROM Y 1\nloop\nEnkerAbsorb:\nPROM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPROM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPROM Y 3 ACS_ExecuteAlways(998,0,65)\nPROM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPROM Y 3 ACS_ExecuteAlways(998,0,66)\nPROM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPROM Y 1 A_SpawnItemEx(\"DarkDamager\")\nPROM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPROM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPROM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/BoomerKuwanger.txt",
"contents": "actor BoomerKuwanger : PlayerPawn\n{\nplayer.displayname \"BoomerKuwanger\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 1.0, 1.0\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.98, 0.98\nplayer.jumpz 10\nplayer.startitem \"BoomerangCutterWep\"\nplayer.startitem \"DeadliftWep\"\nplayer.startitem \"BoomerAmmo\", 28\ndamagefactor \"Strong\", 0.62\ndamagefactor \"Normal\", 1.24\ndamagefactor \"Weak\", 2.47\ndamagefactor \"Armored\", 1.24\ndamagefactor \"ArmoredRolling\", 1.24\ndamagefactor \"Boomer\", 1.24\ndamagefactor \"DeadLift\", 1.24\ndamagefactor \"Chill\", 1.24\ndamagefactor \"ChillSled\", 1.24\ndamagefactor \"ChillFreeze\", 1.24\ndamagefactor \"FlameM\", 1.24\ndamagefactor \"FlameQuake\", 1.24\ndamagefactor \"Launch\", 2.47\ndamagefactor \"LaunchNorth\", 2.47\ndamagefactor \"LaunchNorthEast\", 2.47\ndamagefactor \"LaunchEast\", 2.47\ndamagefactor \"LaunchSouthEast\", 2.47\ndamagefactor \"LaunchSouth\", 2.47\ndamagefactor \"LaunchSouthWest\", 2.47\ndamagefactor \"LaunchWest\", 2.47\ndamagefactor \"LaunchNorthWest\", 2.47\ndamagefactor \"Spark\", 1.24\ndamagefactor \"SparkDash\", 1.24\ndamagefactor \"SparkDark\", 1.24\ndamagefactor \"Sting\", 1.24\ndamagefactor \"Storm\", 1.24\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.24\ndamagefactor \"Proto\", 1.24\ndamagefactor \"Proto3\", 1.24\ndamagefactor \"Cutter\", 1.24\ndamagefactor \"Guts\", 1.24\ndamagefactor \"Ice2\", 1.24\ndamagefactor \"Bomb\", 1.24\ndamagefactor \"FireStorm\", 1.24\ndamagefactor \"FireSpin\", 1.24\ndamagefactor \"Thunder\", 1.24\ndamagefactor \"Metal\", 1.24\ndamagefactor \"Air\", 1.24\ndamagefactor \"Bubble\", 1.24\ndamagefactor \"Quick\", 1.24\ndamagefactor \"Crash\", 1.24\ndamagefactor \"WeakFire\", 1.24\ndamagefactor \"Atomic\", 1.24\ndamagefactor \"Leaf\", 1.24\ndamagefactor \"Needle\", 1.24\ndamagefactor \"Magnet\", 2.47\ndamagefactor \"Gemini\", 1.24\ndamagefactor \"Hard\", 1.24\ndamagefactor \"Top\", 1.24\ndamagefactor \"Snake\", 1.24\ndamagefactor \"Shock\", 1.24\ndamagefactor \"Shadow\", 1.24\ndamagefactor \"Bright\", 1.24\ndamagefactor \"Rain\", 1.24\ndamagefactor \"Drill\", 1.24\ndamagefactor \"WeakPharoah\", 1.24\ndamagefactor \"Pharoah\", 1.24\ndamagefactor \"PharaohHold\", 1.24\ndamagefactor \"Ring\", 1.24\ndamagefactor \"Dust\", 1.24\ndamagefactor \"Dive\", 2.47\ndamagefactor \"Gravity\", 1.24\ndamagefactor \"WaterWave\", 1.24\ndamagefactor \"Stone\", 1.24\ndamagefactor \"Gyro\", 1.24\ndamagefactor \"Star\", 1.24\ndamagefactor \"Kick\", 1.24\ndamagefactor \"Napalm\", 1.24\ndamagefactor \"Crystal\", 1.24\ndamagefactor \"CrystalBit\", 1.24\ndamagefactor \"Blizzard\", 1.24\ndamagefactor \"Centaur\", 1.24\ndamagefactor \"Flame\", 1.24\ndamagefactor \"Knight\", 1.24\ndamagefactor \"Tomahawk\", 1.24\ndamagefactor \"Wind\", 1.24\ndamagefactor \"Yamato\", 1.24\ndamagefactor \"FCrack\", 1.24\ndamagefactor \"Mirror\", 1.24\ndamagefactor \"SakuCrush\", 1.24\ndamagefactor \"SakuDrill\", 1.24\ndamagefactor \"Screw\", 1.24\ndamagefactor \"Ballade\", 1.24\ndamagefactor \"Cat\", 1.24\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.24\ndamagefactor \"Met\", 1.24\ndamagefactor \"Devil\", 1.24\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.24\ndamagefactor \"Punch\", 1.24\ndamagefactor \"Fire\", 1.24\ndamagefactor \"FireWave\", 1.24\ndamagefactor \"Heat\", 1.24\ndamagefactor \"Skull\", 1.24\ndamagefactor \"Plant\", 1.24\ndamagefactor \"Windg\", 1.24\ndamagefactor \"StarCrash\", 1.24\n\ndamagefactor \"FCrack2\", 1.24\ndamagefactor \"Junk\", 1.24\ndamagefactor \"Burst\", 1.24\ndamagefactor \"Bolt\", 1.24\ndamagefactor \"Coil\", 1.24\ndamagefactor \"Coil2\", 1.24\ndamagefactor \"Claw\", 1.24\ndamagefactor \"Noise\", 1.24\ndamagefactor \"Scorch\", 1.24\ndamagefactor \"Treble\", 1.24\n\ndamagefactor \"Oil\", 1.24\ndamagefactor \"Slow\", 1.24\ndamagefactor \"Roll\", 1.24\n\ndamagefactor \"WilyLightning\", 1.24\ndamagefactor \"WilyFire\", 1.24\ndamagefactor \"WilyIce\", 1.24\n\ndamagefactor \"FirePillar\", 1.24\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nKUWA A 1 ACS_ExecuteAlways(137)\nKUWA A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nKUWA BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nKUWA F 5 ACS_ExecuteAlways(137)\nKUWA G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nKUWA H 0\nGoto pain+1\nPain.Wind:\nKUWA H 0 ThrustThing(random(0,255),50,1,0)\nKUWA H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nKUWA H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nKUWA H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nKUWA H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nKUWA H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nKUWA H 0 ThrustThingZ(0,150,1,0)\nKUWA H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nKUWA H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nKUWA H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nKUWA H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//KUWA H 0 A_Print(\"Gravity 4\")\nKUWA H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//KUWA H 0 A_Print(\"Gravity 3\")\nKUWA H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//KUWA H 0 A_Print(\"Gravity 2\")\nKUWA H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//KUWA H 0 A_Print(\"Gravity 1\")\nKUWA H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nKUWA H 0 ThrustThing(random(0,255),random(0,50),1,0)\nKUWA H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//KUWA H 0 ThrustThing(random(0,25),35,1,0)\nKUWA H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nKUWA H 0 ThrustThing(random(0,255),random(0,50),1,0)\nKUWA H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nKUWA H 0 SetPlayerProperty(0,1,4)\nKUWA H 0 A_GiveInventory(\"FrozenPickup\",1)\nKUWA H 35\nKUWA A 0 SetPlayerProperty(0,0,4)\nKUWA H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nKUWA H 0 ThrustThing(64,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nKUWA H 0 ThrustThing(32,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nKUWA H 0 ThrustThing(0,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nKUWA H 0 ThrustThing(224,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nKUWA H 0 ThrustThing(192,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nKUWA H 0 ThrustThing(160,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nKUWA H 0 ThrustThing(128,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nKUWA H 0 ThrustThing(96,random(0,15),1,0)\n//KUWA H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nKUWA H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nKUWA H 0 A_Stop\nKUWA H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nKUWA H 0 A_Pain\nKUWA H 0 //A_GiveInventory(\"TempInvince\",1)\nKUWA H 0 //SetPlayerProperty(0, 1, 4)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 1 A_SpawnItem(\"PainFX\",0,3)\nKUWA H 1 //A_Recoil(1)\nKUWA H 0 //SetPlayerProperty(0, 0, 4)\nKUWA H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nKUWA H 0\nKUWA H 1 ThrustThingZ(0,100,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA H 1 A_GiveToTarget(\"KilledMe\",1)\nKUWA H 19 ACS_ExecuteAlways(999,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath.instagib:\nKUWA Z 1 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_GiveToTarget(\"KilledMe\",1)\nKUWA Z 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath:\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA H 0 A_Stop\nKUWA H 1 A_GiveToTarget(\"KilledMe\",1)\nKUWA H 19 ACS_ExecuteAlways(999,0,0)\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_PlayerScream\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nKUWA Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nKUWA Z -1\nstop\nDeath.Falling:\nKUWA H 0 SetPlayerProperty(0, 0, 4)\nKUWA H 0 A_TakeInventory(\"PharaohCharge\",999)\nKUWA H 0 A_NoBlocking\nKUWA H 0 A_GiveInventory(\"CutterFlag\",999)\nKUWA Z 1 A_PlayerScream\nKUWA Z 1 A_Stop\nKUWA Z 1 ACS_ExecuteAlways(999,0,0)\nKUWA Z -1\nstop\nPunkSpin:\nKUWA AVW 3\nKUWA XY 3\nGoto PunkSpin+3\nPunkStop:\nKUWA WV 5\nGoto Spawn\nEnkerRaise:\nKUWA Y 1\nloop\nEnkerAbsorb:\nKUWA Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nKUWA Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nKUWA Y 3 ACS_ExecuteAlways(998,0,65)\nKUWA Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nKUWA Y 3 ACS_ExecuteAlways(998,0,66)\nKUWA Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nKUWA Y 1 A_SpawnItemEx(\"DarkDamager\")\nKUWA Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nKUWA Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nKUWA G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/ChillPenguin.txt",
"contents": "actor ChillPenguin : PlayerPawn\n{\nplayer.displayname \"ChillPenguin\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"ShotgunIceWep\"\nplayer.startitem \"IceBreathWep\"\nplayer.startitem \"ChillAmmo\", 28\ndamagefactor \"Strong\", 0.57\ndamagefactor \"Normal\", 1.39\ndamagefactor \"Weak\", 2.28\ndamagefactor \"Armored\", 1.39\ndamagefactor \"ArmoredRolling\", 1.39\ndamagefactor \"Boomer\", 1.39\ndamagefactor \"DeadLift\", 1.39\ndamagefactor \"Chill\", 1.39\ndamagefactor \"ChillSled\", 1.39\ndamagefactor \"ChillFreeze\", 1.39\ndamagefactor \"FlameM\", 2.28\ndamagefactor \"FlameQuake\", 2.38\ndamagefactor \"Launch\", 1.39\ndamagefactor \"LaunchNorth\", 1.39\ndamagefactor \"LaunchNorthEast\", 1.39\ndamagefactor \"LaunchEast\", 1.39\ndamagefactor \"LaunchSouthEast\", 1.39\ndamagefactor \"LaunchSouth\", 1.39\ndamagefactor \"LaunchSouthWest\", 1.39\ndamagefactor \"LaunchWest\", 1.39\ndamagefactor \"LaunchNorthWest\", 1.39\ndamagefactor \"Spark\", 1.39\ndamagefactor \"SparkDash\", 1.39\ndamagefactor \"SparkDark\", 1.39\ndamagefactor \"Sting\", 1.39\ndamagefactor \"Storm\", 1.39\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.39\ndamagefactor \"Proto\", 1.39\ndamagefactor \"Proto3\", 1.39\ndamagefactor \"Cutter\", 1.39\ndamagefactor \"Guts\", 1.39\ndamagefactor \"Ice2\", 1.39\ndamagefactor \"Bomb\", 1.39\ndamagefactor \"FireStorm\", 2.28\ndamagefactor \"FireSpin\", 2.28\ndamagefactor \"Thunder\", 1.39\ndamagefactor \"Metal\", 1.39\ndamagefactor \"Air\", 1.39\ndamagefactor \"Bubble\", 1.39\ndamagefactor \"Quick\", 1.39\ndamagefactor \"Crash\", 1.39\ndamagefactor \"WeakFire\", 2.28\ndamagefactor \"Atomic\", 2.28\ndamagefactor \"Leaf\", 1.39\ndamagefactor \"Needle\", 1.39\ndamagefactor \"Magnet\", 1.39\ndamagefactor \"Gemini\", 1.39\ndamagefactor \"Hard\", 1.39\ndamagefactor \"Top\", 1.39\ndamagefactor \"Snake\", 1.39\ndamagefactor \"Shock\", 1.39\ndamagefactor \"Shadow\", 1.39\ndamagefactor \"Bright\", 1.39\ndamagefactor \"Rain\", 1.39\ndamagefactor \"Drill\", 1.39\ndamagefactor \"WeakPharoah\", 1.39\ndamagefactor \"Pharoah\", 1.39\ndamagefactor \"PharaohHold\", 1.39\ndamagefactor \"Ring\", 1.39\ndamagefactor \"Dust\", 1.39\ndamagefactor \"Dive\", 1.39\ndamagefactor \"Gravity\", 1.39\ndamagefactor \"WaterWave\", 1.39\ndamagefactor \"Stone\", 1.39\ndamagefactor \"Gyro\", 1.39\ndamagefactor \"Star\", 1.39\ndamagefactor \"Kick\", 1.39\ndamagefactor \"Napalm\", 1.39\ndamagefactor \"Crystal\", 1.39\ndamagefactor \"CrystalBit\", 1.39\ndamagefactor \"Blizzard\", 1.39\ndamagefactor \"Centaur\", 1.39\ndamagefactor \"Flame\", 2.28\ndamagefactor \"Knight\", 1.39\ndamagefactor \"Tomahawk\", 1.39\ndamagefactor \"Wind\", 1.39\ndamagefactor \"Yamato\", 1.39\ndamagefactor \"FCrack\", 1.39\ndamagefactor \"Mirror\", 1.39\ndamagefactor \"SakuCrush\", 1.39\ndamagefactor \"SakuDrill\", 1.39\ndamagefactor \"Screw\", 1.39\ndamagefactor \"Ballade\", 1.39\ndamagefactor \"Cat\", 1.39\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.39\ndamagefactor \"Met\", 1.39\ndamagefactor \"Devil\", 1.39\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.39\ndamagefactor \"Punch\", 1.39\ndamagefactor \"Fire\", 2.28\ndamagefactor \"FireWave\", 2.28\ndamagefactor \"Heat\", 2.28\ndamagefactor \"Skull\", 1.39\ndamagefactor \"Plant\", 1.39\ndamagefactor \"Windg\", 1.39\ndamagefactor \"StarCrash\", 1.39\n\ndamagefactor \"FCrack2\", 1.39\ndamagefactor \"Junk\", 1.39\ndamagefactor \"Burst\", 1.39\ndamagefactor \"Bolt\", 1.39\ndamagefactor \"Coil\", 1.39\ndamagefactor \"Coil2\", 1.39\ndamagefactor \"Claw\", 1.39\ndamagefactor \"Noise\", 1.39\ndamagefactor \"Scorch\", 2.28\ndamagefactor \"Treble\", 1.39\n\ndamagefactor \"Oil\", 1.39\ndamagefactor \"Slow\", 1.39\ndamagefactor \"Roll\", 1.39\n\ndamagefactor \"WilyLightning\", 1.39\ndamagefactor \"WilyFire\", 2.28\ndamagefactor \"WilyIce\", 1.39\n\ndamagefactor \"FirePillar\", 2.28\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nFREE B 1 ACS_ExecuteAlways(137)\nFREE A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nFREE BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nFREE F 5 ACS_ExecuteAlways(137)\nFREE G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nFREE H 0\nGoto pain+1\nPain.Wind:\nFREE H 0 ThrustThing(random(0,255),50,1,0)\nFREE H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nFREE H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nFREE H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nFREE H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nFREE H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nFREE H 0 ThrustThingZ(0,150,1,0)\nFREE H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nFREE H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nFREE H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nFREE H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//FREE H 0 A_Print(\"Gravity 4\")\nFREE H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//FREE H 0 A_Print(\"Gravity 3\")\nFREE H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//FREE H 0 A_Print(\"Gravity 2\")\nFREE H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//FREE H 0 A_Print(\"Gravity 1\")\nFREE H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nFREE H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFREE H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//FREE H 0 ThrustThing(random(0,25),35,1,0)\nFREE H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nFREE H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFREE H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nFREE H 0 SetPlayerProperty(0,1,4)\nFREE H 0 A_GiveInventory(\"FrozenPickup\",1)\nFREE H 35\nFREE A 0 SetPlayerProperty(0,0,4)\nFREE H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nFREE H 0 ThrustThing(64,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nFREE H 0 ThrustThing(32,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nFREE H 0 ThrustThing(0,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nFREE H 0 ThrustThing(224,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nFREE H 0 ThrustThing(192,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nFREE H 0 ThrustThing(160,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nFREE H 0 ThrustThing(128,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nFREE H 0 ThrustThing(96,random(0,15),1,0)\n//FREE H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nFREE H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nFREE H 0 A_Stop\nFREE H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nFREE H 0 A_Pain\nFREE H 0 //A_GiveInventory(\"TempInvince\",1)\nFREE H 0 //SetPlayerProperty(0, 1, 4)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 1 A_SpawnItem(\"PainFX\",0,3)\nFREE H 1 //A_Recoil(1)\nFREE H 0 //SetPlayerProperty(0, 0, 4)\nFREE H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nFREE H 0\nFREE H 1 ThrustThingZ(0,100,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE H 1 A_GiveToTarget(\"KilledMe\",1)\nFREE H 19 ACS_ExecuteAlways(999,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath.instagib:\nFREE Z 1 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_GiveToTarget(\"KilledMe\",1)\nFREE Z 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath:\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE H 0 A_Stop\nFREE H 1 A_GiveToTarget(\"KilledMe\",1)\nFREE H 19 ACS_ExecuteAlways(999,0,0)\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_PlayerScream\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFREE Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFREE Z -1\nstop\nDeath.Falling:\nFREE H 0 SetPlayerProperty(0, 0, 4)\nFREE H 0 A_TakeInventory(\"PharaohCharge\",999)\nFREE H 0 A_NoBlocking\nFREE H 0 A_GiveInventory(\"CutterFlag\",999)\nFREE Z 1 A_PlayerScream\nFREE Z 1 A_Stop\nFREE Z 1 ACS_ExecuteAlways(999,0,0)\nFREE Z -1\nstop\nPunkSpin:\nFREE AVW 3\nFREE XY 3\nGoto PunkSpin+3\nPunkStop:\nFREE WV 5\nGoto Spawn\nEnkerRaise:\nFREE Y 1\nloop\nEnkerAbsorb:\nFREE Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nFREE Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nFREE Y 3 ACS_ExecuteAlways(998,0,65)\nFREE Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nFREE Y 3 ACS_ExecuteAlways(998,0,66)\nFREE Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nFREE Y 1 A_SpawnItemEx(\"DarkDamager\")\nFREE Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nFREE Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nFREE G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/FlameMammoth.txt",
"contents": "actor FlameMammoth : PlayerPawn\n{\nplayer.displayname \"FlameMammoth\"\nplayer.soundclass \"flamemammoth\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.58, 0.58\nplayer.jumpz 10\nplayer.startitem \"FireBallWep\"\nplayer.startitem \"FireWaveWep\"\nplayer.startitem \"FlameAmmo\", 28\ndamagefactor \"Strong\", 0.36\ndamagefactor \"Normal\", 0.71\ndamagefactor \"Weak\", 1.42\ndamagefactor \"Armored\", 0.71\ndamagefactor \"ArmoredRolling\", 0.71\ndamagefactor \"Boomer\", 0.71\ndamagefactor \"DeadLift\", 0.71\ndamagefactor \"Chill\", 0.71\ndamagefactor \"ChillSled\", 0.71\ndamagefactor \"ChillFreeze\", 0.71\ndamagefactor \"FlameM\", 0.71\ndamagefactor \"FlameQuake\", 0.71\ndamagefactor \"Launch\", 0.71\ndamagefactor \"LaunchNorth\", 0.71\ndamagefactor \"LaunchNorthEast\", 0.71\ndamagefactor \"LaunchEast\", 0.71\ndamagefactor \"LaunchSouthEast\", 0.71\ndamagefactor \"LaunchSouth\", 0.71\ndamagefactor \"LaunchSouthWest\", 0.71\ndamagefactor \"LaunchWest\", 0.71\ndamagefactor \"LaunchNorthWest\", 0.71\ndamagefactor \"Spark\", 0.71\ndamagefactor \"SparkDash\", 0.71\ndamagefactor \"SparkDark\", 0.71\ndamagefactor \"Sting\", 0.71\ndamagefactor \"Storm\", 1.42\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.71\ndamagefactor \"Proto\", 0.71\ndamagefactor \"Proto3\", 0.71\ndamagefactor \"Cutter\", 0.71\ndamagefactor \"Guts\", 0.71\ndamagefactor \"Ice2\", 0.71\ndamagefactor \"Bomb\", 0.71\ndamagefactor \"FireStorm\", 0.71\ndamagefactor \"FireSpin\", 0.71\ndamagefactor \"Thunder\", 0.71\ndamagefactor \"Metal\", 0.71\ndamagefactor \"Air\", 1.42\ndamagefactor \"Bubble\", 0.71\ndamagefactor \"Quick\", 0.71\ndamagefactor \"Crash\", 0.71\ndamagefactor \"WeakFire\", 0.71\ndamagefactor \"Atomic\", 0.71\ndamagefactor \"Leaf\", 0.71\ndamagefactor \"Needle\", 0.71\ndamagefactor \"Magnet\", 0.71\ndamagefactor \"Gemini\", 0.71\ndamagefactor \"Hard\", 0.71\ndamagefactor \"Top\", 0.71\ndamagefactor \"Snake\", 0.71\ndamagefactor \"Shock\", 0.71\ndamagefactor \"Shadow\", 0.71\ndamagefactor \"Bright\", 0.71\ndamagefactor \"Rain\", 0.71\ndamagefactor \"Drill\", 0.71\ndamagefactor \"WeakPharoah\", 0.71\ndamagefactor \"Pharoah\", 0.71\ndamagefactor \"PharaohHold\", 0.71\ndamagefactor \"Ring\", 0.71\ndamagefactor \"Dust\", 0.71\ndamagefactor \"Dive\", 0.71\ndamagefactor \"Gravity\", 0.71\ndamagefactor \"WaterWave\", 0.71\ndamagefactor \"Stone\", 0.71\ndamagefactor \"Gyro\", 0.71\ndamagefactor \"Star\", 0.71\ndamagefactor \"Kick\", 0.71\ndamagefactor \"Napalm\", 0.71\ndamagefactor \"Crystal\", 0.71\ndamagefactor \"CrystalBit\", 0.71\ndamagefactor \"Blizzard\", 0.71\ndamagefactor \"Centaur\", 0.71\ndamagefactor \"Flame\", 0.71\ndamagefactor \"Knight\", 0.71\ndamagefactor \"Tomahawk\", 0.71\ndamagefactor \"Wind\", 1.42\ndamagefactor \"Yamato\", 0.71\ndamagefactor \"FCrack\", 0.71\ndamagefactor \"Mirror\", 0.71\ndamagefactor \"SakuCrush\", 0.71\ndamagefactor \"SakuDrill\", 0.71\ndamagefactor \"Screw\", 0.71\ndamagefactor \"Ballade\", 0.71\ndamagefactor \"Cat\", 0.71\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.71\ndamagefactor \"Met\", 0.71\ndamagefactor \"Devil\", 0.71\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.71\ndamagefactor \"Punch\", 0.71\ndamagefactor \"Fire\", 0.71\ndamagefactor \"FireWave\", 0.71\ndamagefactor \"Heat\", 0.71\ndamagefactor \"Skull\", 0.71\ndamagefactor \"Plant\", 0.71\ndamagefactor \"Windg\", 0.71\ndamagefactor \"StarCrash\", 0.71\n\ndamagefactor \"FCrack2\", 0.71\ndamagefactor \"Junk\", 0.71\ndamagefactor \"Burst\", 0.71\ndamagefactor \"Bolt\", 0.71\ndamagefactor \"Coil\", 0.71\ndamagefactor \"Coil2\", 0.71\ndamagefactor \"Claw\", 0.71\ndamagefactor \"Noise\", 0.71\ndamagefactor \"Scorch\", 0.71\ndamagefactor \"Treble\", 0.71\n\ndamagefactor \"Oil\", 0.71\ndamagefactor \"Slow\", 0.71\ndamagefactor \"Roll\", 0.71\n\ndamagefactor \"WilyLightning\", 0.71\ndamagefactor \"WilyFire\", 0.71\ndamagefactor \"WilyIce\", 0.71\n\ndamagefactor \"FirePillar\", 0.71\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nFLAM B 1 ACS_ExecuteAlways(137)\nFLAM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nFLAM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nFLAM F 5 ACS_ExecuteAlways(137)\nFLAM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nFLAM H 0\nGoto pain+1\nPain.Wind:\nFLAM H 0 ThrustThing(random(0,255),50,1,0)\nFLAM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nFLAM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nFLAM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nFLAM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nFLAM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nFLAM H 0 ThrustThingZ(0,150,1,0)\nFLAM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nFLAM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nFLAM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nFLAM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//FLAM H 0 A_Print(\"Gravity 4\")\nFLAM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//FLAM H 0 A_Print(\"Gravity 3\")\nFLAM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//FLAM H 0 A_Print(\"Gravity 2\")\nFLAM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//FLAM H 0 A_Print(\"Gravity 1\")\nFLAM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nFLAM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFLAM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//FLAM H 0 ThrustThing(random(0,25),35,1,0)\nFLAM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nFLAM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nFLAM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nFLAM H 0 SetPlayerProperty(0,1,4)\nFLAM H 0 A_GiveInventory(\"FrozenPickup\",1)\nFLAM H 35\nFLAM A 0 SetPlayerProperty(0,0,4)\nFLAM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nFLAM H 0 ThrustThing(64,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nFLAM H 0 ThrustThing(32,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nFLAM H 0 ThrustThing(0,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nFLAM H 0 ThrustThing(224,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nFLAM H 0 ThrustThing(192,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nFLAM H 0 ThrustThing(160,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nFLAM H 0 ThrustThing(128,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nFLAM H 0 ThrustThing(96,random(0,15),1,0)\n//FLAM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nFLAM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nFLAM H 0 A_Stop\nFLAM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nFLAM H 0 A_Pain\nFLAM H 0 //A_GiveInventory(\"TempInvince\",1)\nFLAM H 0 //SetPlayerProperty(0, 1, 4)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 1 A_SpawnItem(\"PainFX\",0,3)\nFLAM H 1 //A_Recoil(1)\nFLAM H 0 //SetPlayerProperty(0, 0, 4)\nFLAM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nFLAM H 0\nFLAM H 1 ThrustThingZ(0,100,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM H 1 A_GiveToTarget(\"KilledMe\",1)\nFLAM H 19 ACS_ExecuteAlways(999,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath.instagib:\nFLAM Z 1 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_GiveToTarget(\"KilledMe\",1)\nFLAM Z 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath:\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM H 0 A_Stop\nFLAM H 1 A_GiveToTarget(\"KilledMe\",1)\nFLAM H 19 ACS_ExecuteAlways(999,0,0)\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_PlayerScream\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nFLAM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nFLAM Z -1\nstop\nDeath.Falling:\nFLAM H 0 SetPlayerProperty(0, 0, 4)\nFLAM H 0 A_TakeInventory(\"PharaohCharge\",999)\nFLAM H 0 A_NoBlocking\nFLAM H 0 A_GiveInventory(\"CutterFlag\",999)\nFLAM Z 1 A_PlayerScream\nFLAM Z 1 A_Stop\nFLAM Z 1 ACS_ExecuteAlways(999,0,0)\nFLAM Z -1\nstop\nPunkSpin:\nFLAM AVW 3\nFLAM XY 3\nGoto PunkSpin+3\nPunkStop:\nFLAM WV 5\nGoto Spawn\nEnkerRaise:\nFLAM Y 1\nloop\nEnkerAbsorb:\nFLAM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nFLAM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nFLAM Y 3 ACS_ExecuteAlways(998,0,65)\nFLAM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nFLAM Y 3 ACS_ExecuteAlways(998,0,66)\nFLAM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nFLAM Y 1 A_SpawnItemEx(\"DarkDamager\")\nFLAM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nFLAM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nFLAM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/LaunchOctopus.txt",
"contents": "actor LaunchOctopus : PlayerPawn\n{\nplayer.displayname \"LaunchOctopus\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"HomingTorpedoWep\"\nplayer.startitem \"WhirlpoolWep\"\nplayer.startitem \"LaunchAmmo\", 28\ndamagefactor \"Strong\", 0.47\ndamagefactor \"Normal\", 0.94\ndamagefactor \"Weak\", 1.87\ndamagefactor \"Armored\", 1.87\ndamagefactor \"ArmoredRolling\", 1.87\ndamagefactor \"Boomer\", 0.94\ndamagefactor \"DeadLift\", 0.94\ndamagefactor \"Chill\", 0.94\ndamagefactor \"ChillSled\", 0.94\ndamagefactor \"ChillFreeze\", 0.94\ndamagefactor \"FlameM\", 0.5\ndamagefactor \"FlameQuake\", 0.5\ndamagefactor \"Launch\", 0.94\ndamagefactor \"LaunchNorth\", 0.94\ndamagefactor \"LaunchNorthEast\", 0.94\ndamagefactor \"LaunchEast\", 0.94\ndamagefactor \"LaunchSouthEast\", 0.94\ndamagefactor \"LaunchSouth\", 0.94\ndamagefactor \"LaunchSouthWest\", 0.94\ndamagefactor \"LaunchWest\", 0.94\ndamagefactor \"LaunchNorthWest\", 0.94\ndamagefactor \"Spark\", 0.94\ndamagefactor \"SparkDash\", 0.94\ndamagefactor \"SparkDark\", 0.94\ndamagefactor \"Sting\", 0.94\ndamagefactor \"Storm\", 0.94\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.94\ndamagefactor \"Proto\", 0.94\ndamagefactor \"Proto3\", 0.94\ndamagefactor \"Cutter\", 0.94\ndamagefactor \"Guts\", 0.94\ndamagefactor \"Ice2\", 0.94\ndamagefactor \"Bomb\", 0.94\ndamagefactor \"FireStorm\", 0.5\ndamagefactor \"FireSpin\", 0.5\ndamagefactor \"Thunder\", 0.94\ndamagefactor \"Metal\", 0.94\ndamagefactor \"Air\", 0.94\ndamagefactor \"Bubble\", 0.94\ndamagefactor \"Quick\", 0.94\ndamagefactor \"Crash\", 0.94\ndamagefactor \"WeakFire\", 0.5\ndamagefactor \"Atomic\", 0.5\ndamagefactor \"Leaf\", 1.87\ndamagefactor \"Needle\", 0.94\ndamagefactor \"Magnet\", 0.94\ndamagefactor \"Gemini\", 0.94\ndamagefactor \"Hard\", 0.94\ndamagefactor \"Top\", 0.94\ndamagefactor \"Snake\", 0.94\ndamagefactor \"Shock\", 0.94\ndamagefactor \"Shadow\", 0.94\ndamagefactor \"Bright\", 0.94\ndamagefactor \"Rain\", 0.94\ndamagefactor \"Drill\", 0.94\ndamagefactor \"WeakPharoah\", 0.94\ndamagefactor \"Pharoah\", 0.94\ndamagefactor \"PharaohHold\", 0.94\ndamagefactor \"Ring\", 0.94\ndamagefactor \"Dust\", 0.94\ndamagefactor \"Dive\", 0.94\ndamagefactor \"Gravity\", 0.94\ndamagefactor \"WaterWave\", 0.94\ndamagefactor \"Stone\", 0.94\ndamagefactor \"Gyro\", 0.94\ndamagefactor \"Star\", 1.87\ndamagefactor \"Kick\", 0.94\ndamagefactor \"Napalm\", 0.94\ndamagefactor \"Crystal\", 0.94\ndamagefactor \"CrystalBit\", 0.94\ndamagefactor \"Blizzard\", 0.94\ndamagefactor \"Centaur\", 0.94\ndamagefactor \"Flame\", 0.5\ndamagefactor \"Knight\", 0.94\ndamagefactor \"Tomahawk\", 0.94\ndamagefactor \"Wind\", 0.94\ndamagefactor \"Yamato\", 0.94\ndamagefactor \"FCrack\", 0.94\ndamagefactor \"Mirror\", 0.94\ndamagefactor \"SakuCrush\", 0.94\ndamagefactor \"SakuDrill\", 0.94\ndamagefactor \"Screw\", 0.94\ndamagefactor \"Ballade\", 0.94\ndamagefactor \"Cat\", 0.94\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.5\ndamagefactor \"Met\", 0.94\ndamagefactor \"Devil\", 0.94\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.94\ndamagefactor \"Punch\", 0.94\ndamagefactor \"Fire\", 0.5\ndamagefactor \"FireWave\", 0.5\ndamagefactor \"Heat\", 0.94\ndamagefactor \"Skull\", 0.94\ndamagefactor \"Plant\", 0.94\ndamagefactor \"Windg\", 0.94\ndamagefactor \"StarCrash\", 0.94\n\ndamagefactor \"FCrack2\", 0.94\ndamagefactor \"Junk\", 1.87\ndamagefactor \"Burst\", 0.94\ndamagefactor \"Bolt\", 0.94\ndamagefactor \"Coil\", 0.94\ndamagefactor \"Coil2\", 0.94\ndamagefactor \"Claw\", 0.94\ndamagefactor \"Noise\", 0.94\ndamagefactor \"Scorch\", 0.5\ndamagefactor \"Treble\", 0.94\n\ndamagefactor \"Oil\", 0.94\ndamagefactor \"Slow\", 0.94\ndamagefactor \"Roll\", 1.87\n\ndamagefactor \"WilyLightning\", 0.94\ndamagefactor \"WilyFire\", 0.5\ndamagefactor \"WilyIce\", 0.94\n\ndamagefactor \"FirePillar\", 0.5\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nDIVM A 1 ACS_ExecuteAlways(137)\nDIVM A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nDIVM BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nDIVM F 5 ACS_ExecuteAlways(137)\nDIVM G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nDIVM H 0\nGoto pain+1\nPain.Wind:\nDIVM H 0 ThrustThing(random(0,255),50,1,0)\nDIVM H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nDIVM H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nDIVM H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nDIVM H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nDIVM H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nDIVM H 0 ThrustThingZ(0,150,1,0)\nDIVM H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nDIVM H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nDIVM H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nDIVM H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//DIVM H 0 A_Print(\"Gravity 4\")\nDIVM H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//DIVM H 0 A_Print(\"Gravity 3\")\nDIVM H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//DIVM H 0 A_Print(\"Gravity 2\")\nDIVM H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//DIVM H 0 A_Print(\"Gravity 1\")\nDIVM H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nDIVM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nDIVM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//DIVM H 0 ThrustThing(random(0,25),35,1,0)\nDIVM H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nDIVM H 0 ThrustThing(random(0,255),random(0,50),1,0)\nDIVM H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nDIVM H 0 SetPlayerProperty(0,1,4)\nDIVM H 0 A_GiveInventory(\"FrozenPickup\",1)\nDIVM H 35\nDIVM A 0 SetPlayerProperty(0,0,4)\nDIVM H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nDIVM H 0 ThrustThing(64,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nDIVM H 0 ThrustThing(32,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nDIVM H 0 ThrustThing(0,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nDIVM H 0 ThrustThing(224,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nDIVM H 0 ThrustThing(192,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nDIVM H 0 ThrustThing(160,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nDIVM H 0 ThrustThing(128,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nDIVM H 0 ThrustThing(96,random(0,15),1,0)\n//DIVM H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nDIVM H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nDIVM H 0 A_Stop\nDIVM H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nDIVM H 0 A_Pain\nDIVM H 0 //A_GiveInventory(\"TempInvince\",1)\nDIVM H 0 //SetPlayerProperty(0, 1, 4)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 1 A_SpawnItem(\"PainFX\",0,3)\nDIVM H 1 //A_Recoil(1)\nDIVM H 0 //SetPlayerProperty(0, 0, 4)\nDIVM H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nDIVM H 0\nDIVM H 1 ThrustThingZ(0,100,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM H 1 A_GiveToTarget(\"KilledMe\",1)\nDIVM H 19 ACS_ExecuteAlways(999,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath.instagib:\nDIVM Z 1 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_GiveToTarget(\"KilledMe\",1)\nDIVM Z 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath:\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM H 0 A_Stop\nDIVM H 1 A_GiveToTarget(\"KilledMe\",1)\nDIVM H 19 ACS_ExecuteAlways(999,0,0)\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_PlayerScream\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nDIVM Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nDIVM Z -1\nstop\nDeath.Falling:\nDIVM H 0 SetPlayerProperty(0, 0, 4)\nDIVM H 0 A_TakeInventory(\"PharaohCharge\",999)\nDIVM H 0 A_NoBlocking\nDIVM H 0 A_GiveInventory(\"CutterFlag\",999)\nDIVM Z 1 A_PlayerScream\nDIVM Z 1 A_Stop\nDIVM Z 1 ACS_ExecuteAlways(999,0,0)\nDIVM Z -1\nstop\nPunkSpin:\nDIVM AVW 3\nDIVM XY 3\nGoto PunkSpin+3\nPunkStop:\nDIVM WV 5\nGoto Spawn\nEnkerRaise:\nDIVM Y 1\nloop\nEnkerAbsorb:\nDIVM Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nDIVM Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nDIVM Y 3 ACS_ExecuteAlways(998,0,65)\nDIVM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nDIVM Y 3 ACS_ExecuteAlways(998,0,66)\nDIVM Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nDIVM Y 1 A_SpawnItemEx(\"DarkDamager\")\nDIVM Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nDIVM Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nDIVM G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/SparkMandrill.txt",
"contents": "actor SparkMandrill : PlayerPawn\n{\nplayer.displayname \"SparkMandrill\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.738, 0.738\nplayer.jumpz 10\nplayer.startitem \"ElectricSparkWep\"\nplayer.startitem \"LightsOutWep\"\nplayer.startitem \"SparkAmmo\", 28\ndamagefactor \"Strong\", 0.37\ndamagefactor \"Normal\", 0.73\ndamagefactor \"Weak\", 1.47\ndamagefactor \"Armored\", 0.73\ndamagefactor \"ArmoredRolling\", 0.73\ndamagefactor \"Boomer\", 0.73\ndamagefactor \"DeadLift\", 0.73\ndamagefactor \"Chill\", 1.47\ndamagefactor \"ChillSled\", 1.47\ndamagefactor \"ChillFreeze\", 1.47\ndamagefactor \"FlameM\", 0.73\ndamagefactor \"FlameQuake\", 0.73\ndamagefactor \"Launch\", 0.73\ndamagefactor \"LaunchNorth\", 0.73\ndamagefactor \"LaunchNorthEast\", 0.73\ndamagefactor \"LaunchEast\", 0.73\ndamagefactor \"LaunchSouthEast\", 0.73\ndamagefactor \"LaunchSouth\", 0.73\ndamagefactor \"LaunchSouthWest\", 0.73\ndamagefactor \"LaunchWest\", 0.73\ndamagefactor \"LaunchNorthWest\", 0.73\ndamagefactor \"Spark\", 0.73\ndamagefactor \"SparkDash\", 0.73\ndamagefactor \"SparkDark\", 0.73\ndamagefactor \"Sting\", 0.73\ndamagefactor \"Storm\", 0.73\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 0.73\ndamagefactor \"Proto\", 0.73\ndamagefactor \"Proto3\", 0.73\ndamagefactor \"Cutter\", 0.73\ndamagefactor \"Guts\", 0.73\ndamagefactor \"Ice2\", 1.47\ndamagefactor \"Bomb\", 0.73\ndamagefactor \"FireStorm\", 0.73\ndamagefactor \"FireSpin\", 0.73\ndamagefactor \"Thunder\", 0.73\ndamagefactor \"Metal\", 0.73\ndamagefactor \"Air\", 0.73\ndamagefactor \"Bubble\", 0.73\ndamagefactor \"Quick\", 0.73\ndamagefactor \"Crash\", 0.73\ndamagefactor \"WeakFire\", 0.73\ndamagefactor \"Atomic\", 0.73\ndamagefactor \"Leaf\", 0.73\ndamagefactor \"Needle\", 0.73\ndamagefactor \"Magnet\", 0.73\ndamagefactor \"Gemini\", 0.73\ndamagefactor \"Hard\", 0.73\ndamagefactor \"Top\", 0.73\ndamagefactor \"Snake\", 0.73\ndamagefactor \"Shock\", 0.73\ndamagefactor \"Shadow\", 0.73\ndamagefactor \"Bright\", 0.73\ndamagefactor \"Rain\", 0.73\ndamagefactor \"Drill\", 0.73\ndamagefactor \"WeakPharoah\", 0.73\ndamagefactor \"Pharoah\", 0.73\ndamagefactor \"PharaohHold\", 0.73\ndamagefactor \"Ring\", 0.73\ndamagefactor \"Dust\", 0.73\ndamagefactor \"Dive\", 0.73\ndamagefactor \"Gravity\", 0.73\ndamagefactor \"WaterWave\", 0.73\ndamagefactor \"Stone\", 0.73\ndamagefactor \"Gyro\", 0.73\ndamagefactor \"Star\", 0.73\ndamagefactor \"Kick\", 0.73\ndamagefactor \"Napalm\", 0.73\ndamagefactor \"Crystal\", 0.73\ndamagefactor \"CrystalBit\", 0.73\ndamagefactor \"Blizzard\", 1.47\ndamagefactor \"Centaur\", 0.73\ndamagefactor \"Flame\", 0.73\ndamagefactor \"Knight\", 0.73\ndamagefactor \"Tomahawk\", 0.73\ndamagefactor \"Wind\", 0.73\ndamagefactor \"Yamato\", 0.73\ndamagefactor \"FCrack\", 1.47\ndamagefactor \"Mirror\", 0.73\ndamagefactor \"SakuCrush\", 0.73\ndamagefactor \"SakuDrill\", 0.73\ndamagefactor \"Screw\", 0.73\ndamagefactor \"Ballade\", 0.73\ndamagefactor \"Cat\", 0.73\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 0.73\ndamagefactor \"Met\", 0.73\ndamagefactor \"Devil\", 0.73\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 0.73\ndamagefactor \"Punch\", 0.73\ndamagefactor \"Fire\", 0.73\ndamagefactor \"FireWave\", 0.73\ndamagefactor \"Heat\", 0.73\ndamagefactor \"Skull\", 0.73\ndamagefactor \"Plant\", 0.73\ndamagefactor \"Windg\", 0.73\ndamagefactor \"StarCrash\", 0.73\n\ndamagefactor \"FCrack2\", 1.47\ndamagefactor \"Junk\", 0.73\ndamagefactor \"Burst\", 0.73\ndamagefactor \"Bolt\", 0.73\ndamagefactor \"Coil\", 0.73\ndamagefactor \"Coil2\", 0.73\ndamagefactor \"Claw\", 0.73\ndamagefactor \"Noise\", 0.73\ndamagefactor \"Scorch\", 0.73\ndamagefactor \"Treble\", 0.73\n\ndamagefactor \"Oil\", 0.73\ndamagefactor \"Slow\", 0.73\ndamagefactor \"Roll\", 0.73\n\ndamagefactor \"WilyLightning\", 0.73\ndamagefactor \"WilyFire\", 0.73\ndamagefactor \"WilyIce\", 1.47\n\ndamagefactor \"FirePillar\", 0.73\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSPMD B 1 ACS_ExecuteAlways(137)\nSPMD A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSPMD BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSPMD F 5 ACS_ExecuteAlways(137)\nSPMD G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSPMD H 0\nGoto pain+1\nPain.Wind:\nSPMD H 0 ThrustThing(random(0,255),50,1,0)\nSPMD H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSPMD H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSPMD H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSPMD H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSPMD H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSPMD H 0 ThrustThingZ(0,150,1,0)\nSPMD H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSPMD H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSPMD H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSPMD H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//SPMD H 0 A_Print(\"Gravity 4\")\nSPMD H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//SPMD H 0 A_Print(\"Gravity 3\")\nSPMD H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//SPMD H 0 A_Print(\"Gravity 2\")\nSPMD H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//SPMD H 0 A_Print(\"Gravity 1\")\nSPMD H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSPMD H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSPMD H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//SPMD H 0 ThrustThing(random(0,25),35,1,0)\nSPMD H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSPMD H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSPMD H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSPMD H 0 SetPlayerProperty(0,1,4)\nSPMD H 0 A_GiveInventory(\"FrozenPickup\",1)\nSPMD H 35\nSPMD A 0 SetPlayerProperty(0,0,4)\nSPMD H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSPMD H 0 ThrustThing(64,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSPMD H 0 ThrustThing(32,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSPMD H 0 ThrustThing(0,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSPMD H 0 ThrustThing(224,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSPMD H 0 ThrustThing(192,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSPMD H 0 ThrustThing(160,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSPMD H 0 ThrustThing(128,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSPMD H 0 ThrustThing(96,random(0,15),1,0)\n//SPMD H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSPMD H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSPMD H 0 A_Stop\nSPMD H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSPMD H 0 A_Pain\nSPMD H 0 //A_GiveInventory(\"TempInvince\",1)\nSPMD H 0 //SetPlayerProperty(0, 1, 4)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 1 A_SpawnItem(\"PainFX\",0,3)\nSPMD H 1 //A_Recoil(1)\nSPMD H 0 //SetPlayerProperty(0, 0, 4)\nSPMD H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSPMD H 0\nSPMD H 1 ThrustThingZ(0,100,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD H 1 A_GiveToTarget(\"KilledMe\",1)\nSPMD H 19 ACS_ExecuteAlways(999,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath.instagib:\nSPMD Z 1 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_GiveToTarget(\"KilledMe\",1)\nSPMD Z 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath:\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD H 0 A_Stop\nSPMD H 1 A_GiveToTarget(\"KilledMe\",1)\nSPMD H 19 ACS_ExecuteAlways(999,0,0)\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_PlayerScream\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSPMD Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSPMD Z -1\nstop\nDeath.Falling:\nSPMD H 0 SetPlayerProperty(0, 0, 4)\nSPMD H 0 A_TakeInventory(\"PharaohCharge\",999)\nSPMD H 0 A_NoBlocking\nSPMD H 0 A_GiveInventory(\"CutterFlag\",999)\nSPMD Z 1 A_PlayerScream\nSPMD Z 1 A_Stop\nSPMD Z 1 ACS_ExecuteAlways(999,0,0)\nSPMD Z -1\nstop\nPunkSpin:\nSPMD AVW 3\nSPMD XY 3\nGoto PunkSpin+3\nPunkStop:\nSPMD WV 5\nGoto Spawn\nEnkerRaise:\nSPMD Y 1\nloop\nEnkerAbsorb:\nSPMD Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSPMD Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSPMD Y 3 ACS_ExecuteAlways(998,0,65)\nSPMD Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSPMD Y 3 ACS_ExecuteAlways(998,0,66)\nSPMD Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSPMD Y 1 A_SpawnItemEx(\"DarkDamager\")\nSPMD Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSPMD Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSPMD G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/StingChameleon.txt",
"contents": "actor StingChameleon : PlayerPawn\n{\nplayer.displayname \"StingChameleon\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"ChameleonStingWep\"\nplayer.startitem \"IronTongueWep\"\nplayer.startitem \"CamouflageGiver\"\nplayer.startitem \"StingAmmo\", 28\ndamagefactor \"Strong\", 0.7\ndamagefactor \"Normal\", 1.4\ndamagefactor \"Weak\", 2.79\ndamagefactor \"Armored\", 1.4\ndamagefactor \"ArmoredRolling\", 1.4\ndamagefactor \"Boomer\", 2.79\ndamagefactor \"DeadLift\", 2.79\ndamagefactor \"Chill\", 1.4\ndamagefactor \"ChillSled\", 1.4\ndamagefactor \"ChillFreeze\", 1.4\ndamagefactor \"FlameM\", 1.4\ndamagefactor \"FlameQuake\", 1.4\ndamagefactor \"Launch\", 1.4\ndamagefactor \"LaunchNorth\", 1.4\ndamagefactor \"LaunchNorthEast\", 1.4\ndamagefactor \"LaunchEast\", 1.4\ndamagefactor \"LaunchSouthEast\", 1.4\ndamagefactor \"LaunchSouth\", 1.4\ndamagefactor \"LaunchSouthWest\", 1.4\ndamagefactor \"LaunchWest\", 1.4\ndamagefactor \"LaunchNorthWest\", 1.4\ndamagefactor \"Spark\", 1.4\ndamagefactor \"SparkDash\", 1.4\ndamagefactor \"SparkDark\", 1.4\ndamagefactor \"Sting\", 1.4\ndamagefactor \"Storm\", 1.4\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.4\ndamagefactor \"Proto\", 1.4\ndamagefactor \"Proto3\", 1.4\ndamagefactor \"Cutter\", 2.79\ndamagefactor \"Guts\", 1.4\ndamagefactor \"Ice2\", 1.4\ndamagefactor \"Bomb\", 1.4\ndamagefactor \"FireStorm\", 1.4\ndamagefactor \"FireSpin\", 1.4\ndamagefactor \"Thunder\", 1.4\ndamagefactor \"Metal\", 2.79\ndamagefactor \"Air\", 1.4\ndamagefactor \"Bubble\", 1.4\ndamagefactor \"Quick\", 1.4\ndamagefactor \"Crash\", 1.4\ndamagefactor \"WeakFire\", 1.4\ndamagefactor \"Atomic\", 1.4\ndamagefactor \"Leaf\", 1.4\ndamagefactor \"Needle\", 1.4\ndamagefactor \"Magnet\", 1.4\ndamagefactor \"Gemini\", 1.4\ndamagefactor \"Hard\", 1.4\ndamagefactor \"Top\", 1.4\ndamagefactor \"Snake\", 1.4\ndamagefactor \"Shock\", 1.4\ndamagefactor \"Shadow\", 2.79\ndamagefactor \"Bright\", 1.4\ndamagefactor \"Rain\", 1.4\ndamagefactor \"Drill\", 1.4\ndamagefactor \"WeakPharoah\", 1.4\ndamagefactor \"Pharoah\", 1.4\ndamagefactor \"PharaohHold\", 1.4\ndamagefactor \"Ring\", 1.4\ndamagefactor \"Dust\", 1.4\ndamagefactor \"Dive\", 1.4\ndamagefactor \"Gravity\", 1.4\ndamagefactor \"WaterWave\", 1.4\ndamagefactor \"Stone\", 1.4\ndamagefactor \"Gyro\", 2.79\ndamagefactor \"Star\", 1.4\ndamagefactor \"Napalm\", 1.4\ndamagefactor \"Crystal\", 1.4\ndamagefactor \"CrystalBit\", 1.4\ndamagefactor \"Blizzard\", 1.4\ndamagefactor \"Centaur\", 1.4\ndamagefactor \"Flame\", 1.4\ndamagefactor \"Knight\", 1.4\ndamagefactor \"Tomahawk\", 2.79\ndamagefactor \"Wind\", 1.4\ndamagefactor \"Yamato\", 1.4\ndamagefactor \"FCrack\", 1.4\ndamagefactor \"Mirror\", 1.4\ndamagefactor \"SakuCrush\", 1.4\ndamagefactor \"SakuDrill\", 1.4\ndamagefactor \"Screw\", 1.4\ndamagefactor \"Ballade\", 1.4\ndamagefactor \"Cat\", 1.4\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.4\ndamagefactor \"Met\", 1.4\ndamagefactor \"Devil\", 1.4\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 2.79\ndamagefactor \"Punch\", 1.4\ndamagefactor \"Fire\", 1.4\ndamagefactor \"FireWave\", 1.4\ndamagefactor \"Heat\", 1.4\ndamagefactor \"Skull\", 1.4\ndamagefactor \"Plant\", 1.4\ndamagefactor \"Windg\", 1.4\ndamagefactor \"StarCrash\", 1.4\n\ndamagefactor \"FCrack2\", 1.4\ndamagefactor \"Junk\", 1.4\ndamagefactor \"Burst\", 1.4\ndamagefactor \"Bolt\", 1.4\ndamagefactor \"Coil\", 1.4\ndamagefactor \"Coil2\", 1.4\ndamagefactor \"Claw\", 2.79\ndamagefactor \"Noise\", 1.4\ndamagefactor \"Scorch\", 1.4\ndamagefactor \"Treble\", 1.4\n\ndamagefactor \"Oil\", 1.4\ndamagefactor \"Slow\", 1.4\ndamagefactor \"Roll\", 1.4\n\ndamagefactor \"WilyLightning\", 1.4\ndamagefactor \"WilyFire\", 1.4\ndamagefactor \"WilyIce\", 1.4\n\ndamagefactor \"FirePillar\", 1.4\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\n/*renderstyle Add\nalpha 0.5*/\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSTNG B 1 ACS_ExecuteAlways(137)\nSTNG A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSTNG BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSTNG F 5 ACS_ExecuteAlways(137)\nSTNG G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSTNG H 0\nGoto pain+1\nPain.Wind:\nSTNG H 0 ThrustThing(random(0,255),50,1,0)\nSTNG H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSTNG H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSTNG H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSTNG H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSTNG H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSTNG H 0 ThrustThingZ(0,150,1,0)\nSTNG H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSTNG H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSTNG H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSTNG H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//STNG H 0 A_Print(\"Gravity 4\")\nSTNG H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//STNG H 0 A_Print(\"Gravity 3\")\nSTNG H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//STNG H 0 A_Print(\"Gravity 2\")\nSTNG H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//STNG H 0 A_Print(\"Gravity 1\")\nSTNG H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSTNG H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTNG H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//STNG H 0 ThrustThing(random(0,25),35,1,0)\nSTNG H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSTNG H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTNG H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSTNG H 0 SetPlayerProperty(0,1,4)\nSTNG H 0 A_GiveInventory(\"FrozenPickup\",1)\nSTNG H 35\nSTNG A 0 SetPlayerProperty(0,0,4)\nSTNG H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSTNG H 0 ThrustThing(64,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSTNG H 0 ThrustThing(32,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSTNG H 0 ThrustThing(0,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSTNG H 0 ThrustThing(224,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSTNG H 0 ThrustThing(192,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSTNG H 0 ThrustThing(160,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSTNG H 0 ThrustThing(128,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSTNG H 0 ThrustThing(96,random(0,15),1,0)\n//STNG H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSTNG H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSTNG H 0 A_Stop\nSTNG H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSTNG H 0 A_Pain\nSTNG H 0 //A_GiveInventory(\"TempInvince\",1)\nSTNG H 0 //SetPlayerProperty(0, 1, 4)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 1 A_SpawnItem(\"PainFX\",0,3)\nSTNG H 1 //A_Recoil(1)\nSTNG H 0 //SetPlayerProperty(0, 0, 4)\nSTNG H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSTNG H 0\nSTNG H 1 ThrustThingZ(0,100,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG H 1 A_GiveToTarget(\"KilledMe\",1)\nSTNG H 19 ACS_ExecuteAlways(999,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath.instagib:\nSTNG Z 1 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_GiveToTarget(\"KilledMe\",1)\nSTNG Z 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath:\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG H 0 A_Stop\nSTNG H 1 A_GiveToTarget(\"KilledMe\",1)\nSTNG H 19 ACS_ExecuteAlways(999,0,0)\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_PlayerScream\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTNG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTNG Z -1\nstop\nDeath.Falling:\nSTNG H 0 SetPlayerProperty(0, 0, 4)\nSTNG H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTNG H 0 A_NoBlocking\nSTNG H 0 A_GiveInventory(\"CutterFlag\",999)\nSTNG Z 1 A_PlayerScream\nSTNG Z 1 A_Stop\nSTNG Z 1 ACS_ExecuteAlways(999,0,0)\nSTNG Z -1\nstop\nPunkSpin:\nSTNG AVW 3\nSTNG XY 3\nGoto PunkSpin+3\nPunkStop:\nSTNG WV 5\nGoto Spawn\nEnkerRaise:\nSTNG Y 1\nloop\nEnkerAbsorb:\nSTNG Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSTNG Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSTNG Y 3 ACS_ExecuteAlways(998,0,65)\nSTNG Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSTNG Y 3 ACS_ExecuteAlways(998,0,66)\nSTNG Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSTNG Y 1 A_SpawnItemEx(\"DarkDamager\")\nSTNG Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSTNG Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSTNG G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/StormEagle.txt",
"contents": "actor StormEagle : PlayerPawn\n{\nplayer.displayname \"StormEagle\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n+DONTBLAST\n+NOSKIN\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"StormTornadoWep\"\nplayer.startitem \"PipiEggWep\"\nplayer.startitem \"StormAmmo\", 28\ndamagefactor \"Strong\", 0.53\ndamagefactor \"Normal\", 1.05\ndamagefactor \"Weak\", 2.1\ndamagefactor \"Armored\", 1.05\ndamagefactor \"ArmoredRolling\", 1.05\ndamagefactor \"Boomer\", 1.05\ndamagefactor \"DeadLift\", 1.05\ndamagefactor \"Chill\", 1.05\ndamagefactor \"ChillSled\", 1.05\ndamagefactor \"ChillFreeze\", 1.05\ndamagefactor \"FlameM\", 1.05\ndamagefactor \"FlameQuake\", 1.05\ndamagefactor \"Launch\", 1.05\ndamagefactor \"LaunchNorth\", 1.05\ndamagefactor \"LaunchNorthEast\", 1.05\ndamagefactor \"LaunchEast\", 1.05\ndamagefactor \"LaunchSouthEast\", 1.05\ndamagefactor \"LaunchSouth\", 1.05\ndamagefactor \"LaunchSouthWest\", 1.05\ndamagefactor \"LaunchWest\", 1.05\ndamagefactor \"LaunchNorthWest\", 1.05\ndamagefactor \"Spark\", 1.05\ndamagefactor \"SparkDash\", 1.05\ndamagefactor \"SparkDark\", 1.05\ndamagefactor \"Sting\", 2.1\ndamagefactor \"Storm\", 1.05\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Buster\", 1.05\ndamagefactor \"Proto\", 1.05\ndamagefactor \"Proto3\", 1.05\ndamagefactor \"Cutter\", 1.05\ndamagefactor \"Guts\", 1.05\ndamagefactor \"Ice2\", 1.05\ndamagefactor \"Bomb\", 1.05\ndamagefactor \"FireStorm\", 1.05\ndamagefactor \"FireSpin\", 1.05\ndamagefactor \"Thunder\", 1.05\ndamagefactor \"Metal\", 1.05\ndamagefactor \"Air\", 1.05\ndamagefactor \"Bubble\", 1.05\ndamagefactor \"Quick\", 1.05\ndamagefactor \"Crash\", 1.05\ndamagefactor \"WeakFire\", 1.05\ndamagefactor \"Atomic\", 1.05\ndamagefactor \"Leaf\", 1.05\ndamagefactor \"Needle\", 2.1\ndamagefactor \"Magnet\", 1.05\ndamagefactor \"Gemini\", 1.05\ndamagefactor \"Hard\", 1.05\ndamagefactor \"Top\", 1.05\ndamagefactor \"Snake\", 1.05\ndamagefactor \"Shock\", 1.05\ndamagefactor \"Shadow\", 1.05\ndamagefactor \"Bright\", 1.05\ndamagefactor \"Rain\", 1.05\ndamagefactor \"Drill\", 1.05\ndamagefactor \"WeakPharoah\", 1.05\ndamagefactor \"Pharoah\", 1.05\ndamagefactor \"PharaohHold\", 1.05\ndamagefactor \"Ring\", 1.05\ndamagefactor \"Dust\", 1.05\ndamagefactor \"Dive\", 1.05\ndamagefactor \"Gravity\", 1.05\ndamagefactor \"WaterWave\", 1.05\ndamagefactor \"Stone\", 1.05\ndamagefactor \"Gyro\", 1.05\ndamagefactor \"Star\", 1.05\ndamagefactor \"Kick\", 1.05\ndamagefactor \"Napalm\", 1.05\ndamagefactor \"Crystal\", 1.05\ndamagefactor \"CrystalBit\", 1.05\ndamagefactor \"Blizzard\", 1.05\ndamagefactor \"Centaur\", 1.05\ndamagefactor \"Flame\", 1.05\ndamagefactor \"Knight\", 1.05\ndamagefactor \"Tomahawk\", 1.05\ndamagefactor \"Wind\", 1.05\ndamagefactor \"Yamato\", 2.1\ndamagefactor \"FCrack\", 1.05\ndamagefactor \"Mirror\", 1.05\ndamagefactor \"SakuCrush\", 1.05\ndamagefactor \"SakuDrill\", 1.05\ndamagefactor \"Screw\", 1.05\ndamagefactor \"Ballade\", 1.05\ndamagefactor \"Cat\", 1.05\n//hazard damagetypes and others\ndamagefactor \"FireTrap\", 1.05\ndamagefactor \"Met\", 1.05\ndamagefactor \"Devil\", 1.05\n//custom damagetypes within the class mod\ndamagefactor \"Cut\", 1.05\ndamagefactor \"Punch\", 1.05\ndamagefactor \"Fire\", 1.05\ndamagefactor \"FireWave\", 1.05\ndamagefactor \"Heat\", 1.05\ndamagefactor \"Skull\", 1.05\ndamagefactor \"Plant\", 1.05\ndamagefactor \"Windg\", 1.05\ndamagefactor \"StarCrash\", 1.05\n\ndamagefactor \"FCrack2\", 1.05\ndamagefactor \"Junk\", 1.05\ndamagefactor \"Burst\", 1.05\ndamagefactor \"Bolt\", 1.05\ndamagefactor \"Coil\", 1.05\ndamagefactor \"Coil2\", 1.05\ndamagefactor \"Claw\", 1.05\ndamagefactor \"Noise\", 1.05\ndamagefactor \"Scorch\", 1.05\ndamagefactor \"Treble\", 1.05\n\ndamagefactor \"Oil\", 1.05\ndamagefactor \"Slow\", 1.05\ndamagefactor \"Roll\", 1.05\n\ndamagefactor \"WilyLightning\", 1.05\ndamagefactor \"WilyFire\", 1.05\ndamagefactor \"WilyIce\", 1.05\n\ndamagefactor \"FirePillar\", 1.05\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\n/*renderstyle Add\nalpha 0.5*/\nStates\n{\nSpawn:\nPLAY A 0 ACS_ExecuteAlways(137)\nSTOR B 1 ACS_ExecuteAlways(137)\nSTOR A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSTOR BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSHAM A 0 ACS_ExecuteAlways(137)\nSTOR F 5 ACS_ExecuteAlways(137)\nSTOR G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nSTOR H 0\nGoto pain+1\nPain.Wind:\nSTOR H 0 ThrustThing(random(0,255),50,1,0)\nSTOR H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nSTOR H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nSTOR H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nSTOR H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nSTOR H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nSTOR H 0 ThrustThingZ(0,150,1,0)\nSTOR H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nSTOR H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nSTOR H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nSTOR H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//STOR H 0 A_Print(\"Gravity 4\")\nSTOR H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//STOR H 0 A_Print(\"Gravity 3\")\nSTOR H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//STOR H 0 A_Print(\"Gravity 2\")\nSTOR H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//STOR H 0 A_Print(\"Gravity 1\")\nSTOR H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nSTOR H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTOR H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//STOR H 0 ThrustThing(random(0,25),35,1,0)\nSTOR H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nSTOR H 0 ThrustThing(random(0,255),random(0,50),1,0)\nSTOR H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nSTOR H 0 SetPlayerProperty(0,1,4)\nSTOR H 0 A_GiveInventory(\"FrozenPickup\",1)\nSTOR H 35\nSTOR A 0 SetPlayerProperty(0,0,4)\nSTOR H 0 A_TakeInventory(\"FrozenWep\",1)\nGoto Pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nSTOR H 0 ThrustThing(64,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nSTOR H 0 ThrustThing(32,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nSTOR H 0 ThrustThing(0,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nSTOR H 0 ThrustThing(224,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nSTOR H 0 ThrustThing(192,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nSTOR H 0 ThrustThing(160,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nSTOR H 0 ThrustThing(128,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nSTOR H 0 ThrustThing(96,random(0,15),1,0)\n//STOR H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nSTOR H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nSTOR H 0 A_Stop\nSTOR H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nSTOR H 0 A_Pain\nSTOR H 0 //A_GiveInventory(\"TempInvince\",1)\nSTOR H 0 //SetPlayerProperty(0, 1, 4)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 1 A_SpawnItem(\"PainFX\",0,3)\nSTOR H 1 //A_Recoil(1)\nSTOR H 0 //SetPlayerProperty(0, 0, 4)\nSTOR H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.DeadLift:\nSTOR H 0\nSTOR H 1 ThrustThingZ(0,100,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR H 1 A_GiveToTarget(\"KilledMe\",1)\nSTOR H 19 ACS_ExecuteAlways(999,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath.instagib:\nSTOR Z 1 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_GiveToTarget(\"KilledMe\",1)\nSTOR Z 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath:\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR H 0 A_Stop\nSTOR H 1 A_GiveToTarget(\"KilledMe\",1)\nSTOR H 19 ACS_ExecuteAlways(999,0,0)\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_PlayerScream\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nSTOR Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nSTOR Z -1\nstop\nDeath.Falling:\nSTOR H 0 SetPlayerProperty(0, 0, 4)\nSTOR H 0 A_TakeInventory(\"PharaohCharge\",999)\nSTOR H 0 A_NoBlocking\nSTOR H 0 A_GiveInventory(\"CutterFlag\",999)\nSTOR Z 1 A_PlayerScream\nSTOR Z 1 A_Stop\nSTOR Z 1 ACS_ExecuteAlways(999,0,0)\nSTOR Z -1\nstop\nPunkSpin:\nSTOR AVW 3\nSTOR XY 3\nGoto PunkSpin+3\nPunkStop:\nSTOR WV 5\nGoto Spawn\nEnkerRaise:\nSTOR Y 1\nloop\nEnkerAbsorb:\nSTOR Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nSTOR Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nSTOR Y 3 ACS_ExecuteAlways(998,0,65)\nSTOR Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nSTOR Y 3 ACS_ExecuteAlways(998,0,66)\nSTOR Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nSTOR Y 1 A_SpawnItemEx(\"DarkDamager\")\nSTOR Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nSTOR Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nSTOR G 4\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/Dumbman.txt",
"contents": "actor Dumbman : PlayerPawn\n{\nplayer.displayname \"Dumbman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.05, 0.05\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.05, 0.05\nplayer.jumpz 10\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"apexlaserwep\"\nplayer.startitem \"ApexAmmo\", 1\nplayer.startitem \"StealthRockWep\"\nplayer.startitem \"StealthRockammo\", 50\n+NODAMAGETHRUST\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nPLAY H 0\nGoto pain+1\nPain.Wind:\nPLAY H 0 ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nPLAY H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//PLAY H 0 ThrustThing(random(0,1),35,1,0)\nPLAY H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nPLAY H 0 ThrustThing(random(0,255),random(0,50),1,0)\nPLAY H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_GiveInventory(\"FrozenPickup\",1)\nPLAY H 35\nPLAY A 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nPLAY H 0 ThrustThing(64,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nPLAY H 0 ThrustThing(32,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nPLAY H 0 ThrustThing(0,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nPLAY H 0 ThrustThing(224,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nPLAY H 0 ThrustThing(192,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nPLAY H 0 ThrustThing(160,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nPLAY H 0 ThrustThing(128,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nPLAY H 0 ThrustThing(96,random(0,15),1,0)\n//PLAY H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nPLAY H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nPLAY H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nPLAY H 0 A_Stop\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nPLAY H 0\nPLAY H 1 ThrustThingZ(0,100,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nGoTo Death\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_Stop\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nPLAY Z -1\nstop\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z -1\nstop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/MegaManX.txt",
"contents": "actor X : PlayerPawn\n{\nplayer.displayname \"X\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\n//+BOSS\n+NOBLOOD\n//damagefactor \"Fire\", 1.0\n+DONTBLAST\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.startitem \"XBuster\"\nplayer.startitem \"BusterAmmo\", 3\n+NODAMAGETHRUST\n+NOSKIN\n//+GHOST\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ngravity 0.8\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS B 1 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS A 1 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nGoto Spawn+2\nSee:\nMMXS BCDE 5 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nGoto Spawn\nMissile:\nMMXS F 5 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\nMMXS G 4 A_JumpIfInventory(\"IsDashing\",1,\"Dash\")\ngoto Spawn\nDash:\nMMXS I 4\ngoto Spawn\n/*MMXS I 2 SetPlayerProperty(0,1,0)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 2 A_Recoil(-10)\nMMXS I 10\nMMXS I 0 SetPlayerProperty(0,0,0)\nMMXS I 0 A_GiveInventory(\"DashItem\",1)*/\nPain.FireSpin:\nPain.Quick:\nPain.Buster:\nPain.Kick:\nPain.Yamato:\nPain.Dive:\nPain.Star:\nPain.Needle:\nPain.Centaur:\nPain.FCrack:\nPain.Screw:\nPain.PharaohHold:\nMMXS H 0\nGoto pain+1\nPain.Wind:\nMMXS H 0 ThrustThing(random(0,255),50,1,0)\nMMXS H 0 ThrustThingZ(0,50,0,0)\nGoto pain+1\nPain.Claw:\nMMXS H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Bright:\nMMXS H 0 A_GiveInventory(\"Flashed\",1)\nGoto pain+1\nPain.Shock:\nMMXS H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nMMXS H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.Gravity:\nMMXS H 0 ThrustThingZ(0,150,1,0)\nMMXS H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nMMXS H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nMMXS H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nMMXS H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//MMXS H 0 A_Print(\"Gravity 4\")\nMMXS H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//MMXS H 0 A_Print(\"Gravity 3\")\nMMXS H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//MMXS H 0 A_Print(\"Gravity 2\")\nMMXS H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//MMXS H 0 A_Print(\"Gravity 1\")\nMMXS H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.ArmoredRolling:\nMMXS H 0 ThrustThing(random(0,255),random(0,50),1,0)\nMMXS H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.DeadLift:\n//MMXS H 0 ThrustThing(random(0,1),35,1,0)\nMMXS H 0 ThrustThingZ(0,100,0,0)\nGoto pain+1\nPain.ChillSled:\nMMXS H 0 ThrustThing(random(0,255),random(0,50),1,0)\nMMXS H 0 ThrustThingZ(0,random(0,100),0,1)\nGoto pain+1\nPain.ChillFreeze:\nMMXS H 0 SetPlayerProperty(0,1,4)\nMMXS H 0 A_GiveInventory(\"FrozenPickup\",1)\nMMXS H 35\nMMXS A 0 SetPlayerProperty(0,0,4)\nMMXS H 0 A_TakeInventory(\"FrozenWep\",1)\nGoTo pain+1\nPain.FlameQuake:\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.LaunchNorth:\nMMXS H 0 ThrustThing(64,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthEast:\nMMXS H 0 ThrustThing(32,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchEast:\nMMXS H 0 ThrustThing(0,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthEast:\nMMXS H 0 ThrustThing(224,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouth:\nMMXS H 0 ThrustThing(192,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchSouthWest:\nMMXS H 0 ThrustThing(160,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchWest:\nMMXS H 0 ThrustThing(128,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.LaunchNorthWest:\nMMXS H 0 ThrustThing(96,random(0,15),1,0)\n//MMXS H 0 ThrustThingZ(0,random(0,10),0,1)\nGoto Pain+1\nPain.SparkDash:\nMMXS H 1 ACS_ExecuteAlways(172,0)\nGoto pain+1\nPain.SparkDark:\nMMXS H 1 ACS_ExecuteAlways(167,0)\nGoto pain+1\nPain:\nMMXS H 0 A_Stop\nMMXS H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nMMXS H 0 A_Pain\nMMXS H 0 //A_GiveInventory(\"TempInvince\",1)\nMMXS H 0 //SetPlayerProperty(0, 1, 4)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 1 A_SpawnItem(\"PainFX\",0,3)\nMMXS H 1 //A_Recoil(1)\nMMXS H 0 //SetPlayerProperty(0, 0, 4)\nMMXS H 0 SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.Gravity:\nDeath.DeadLift:\nMMXS H 0\nMMXS H 1 ThrustThingZ(0,100,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS H 1 A_GiveToTarget(\"KilledMe\",1)\nMMXS H 19 ACS_ExecuteAlways(999,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nGoTo Death\nDeath.instagib:\nMMXS Z 1 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_GiveToTarget(\"KilledMe\",1)\nMMXS Z 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nDeath:\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS H 0 A_Stop\nMMXS H 1 A_GiveToTarget(\"KilledMe\",1)\nMMXS H 19 ACS_ExecuteAlways(999,0,0)\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_PlayerScream\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nMMXS Z -1\nstop\nDeath.Falling:\nMMXS H 0 SetPlayerProperty(0, 0, 4)\nMMXS H 0 A_TakeInventory(\"PharaohCharge\",999)\nMMXS H 0 A_NoBlocking\nMMXS H 0 A_GiveInventory(\"CutterFlag\",999)\nMMXS Z 1 A_PlayerScream\nMMXS Z 1 A_Stop\nMMXS Z 1 ACS_ExecuteAlways(999,0,0)\nMMXS Z -1\nstop\nPunkSpin:\nMMXS AVW 3\nMMXS XY 3\nGoto PunkSpin+3\nPunkStop:\nMMXS WV 5\nGoto Spawn\nEnkerRaise:\nMMXS Y 1\nloop\nEnkerAbsorb:\nMMXS Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nMMXS Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nMMXS Y 3 ACS_ExecuteAlways(998,0,65)\nMMXS Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nMMXS Y 3 ACS_ExecuteAlways(998,0,66)\nMMXS Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nMMXS Y 1 A_SpawnItemEx(\"DarkDamager\")\nMMXS Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nMMXS Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nMMXS G 4\nloop\n}\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"Gravity\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"Quick\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 35\n powerup.color \"00 00 00\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor Frozen : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 70\n powerup.color \"00 00 55\", 0.0\n powerup.type \"PowerShock\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n inventory.pickupmessage \"\"\n inventory.icon \"TNT1A0\"\n //inventory.respawntics 4230\n powerup.duration 48\n powerup.type \"Invulnerable\"\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n INVU ABCD 3\n loop\n }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nMMXS Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/ArmoredAWeps.txt",
"contents": "actor HeadbeamWep : MegaBuster 4000\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"%o was beamed up by %k's Head Beam.\"\nweapon.ammotype \"ArmoredAmmo\" //\"CounterCharge\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"HEBEIC\"\nScale 2.0\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nReady:\nAAHD A 0 ACS_ExecuteAlways(998,0,400)\nAAHD A 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 ACS_ExecuteAlways (146,0)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Ready\")\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterReady\")\nAAHD A 5 A_WeaponReady\nAAHD A 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nAAHD A 1 A_Lower\nAAHD A 0 A_TakeInventory(\"ShieldHolding\", 1)\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nAAHD A 1 A_Raise\nLoop\nFire:\nBUSH E 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Fire\")\nPROC A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterFire\")\nAAHD A 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"HeadBeam\",0,1,0,16)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nAltFire:\nBUSH E 0 ACS_ExecuteAlways (158,0)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltFire\")\nPROC A 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltFire\")\nPROC A 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"AltHold\")\nAAHD ABC 2\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 1\nAAHD C 0 A_Refire\nAltHold:\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHoldSound\")\nAAHD C 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltHoldSound\")\nAAHD C 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD C 1\nAAHD C 0 A_ReFire\nAAHD C 1 A_WeaponReady\nGoto CoolDown\nCoolDown:\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2Cooldown\")\nAAHD C 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterCooldown\")\nAAHD C 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD CBA 2\nGoto Ready+1\nNoAmmo:\nGoto Ready+1\nCounterReady:\nAAHD A 0 ACS_ExecuteAlways(991,0,63)\nAAHD D 5 A_WeaponReady\nAAHD D 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nCounterFire:\nAAHD D 0 A_TakeInventory(\"CounterCharge\",8)\nAAHD D 0 A_TakeInventory(\"PlayedChargeSound\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",0,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",45,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",90,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",135,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",180,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",225,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",270,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",1)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam2\",315,0,0,0)\nAAHD D 0 ACS_ExecuteAlways(991,0,36)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nCounterAltFire:\nAAHD D 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"CounterAltHold\")\nAAHD D 0 ACS_ExecuteAlways(991,0,63)\nAAHD DEF 2\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_Refire\nGoto Ready+1\nCounterAltHoldSound:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_JumpIfInventory(\"PlayedChargeSound\", 1, \"CounterAltHold\")\nAAHD F 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nAAHD F 0 A_GiveInventory(\"PlayedChargeSound\",1)\nAAHD A 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHold\")\nAAHD F 0 A_JumpIfInventory(\"CounterCharge\", 8, \"CounterAltHold\")\nGoto Ready+1\nCounterAltHold:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_ReFire\nAAHD F 1 A_WeaponReady\nGoto CoolDown\nCounterCoolDown:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD FED 2\nAAHD F 1 A_WeaponReady\nGoto Ready+1\nCounter2Ready:\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 ACS_ExecuteAlways(991,0,400)\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 ACS_ExecuteAlways(991,0,400)\nAAHD A 1 ACS_ExecuteAlways(991,0,63)\nAAHD D 1 A_WeaponReady\nAAHD D 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nCounter2Fire:\n//AAHD D 0 A_Print (\"Counter2Fire\")\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_TakeInventory(\"CounterCharge\",16)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",16)\nAAHD D 0 A_TakeInventory(\"PlayedChargeSound\",1)\nAAHD D 0 A_PlaySoundEx(\"weapon/coilexplode\",\"Weapon\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",0,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",45,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",90,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",135,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",180,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",225,0,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",270,1,0,0)\nAAHD D 0 A_TakeInventory(\"ArmoredAmmo\",2)\nAAHD D 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD D 0 A_FireCustomMissile(\"HeadBeam3\",315,0,0,0)\nAAHD D 0 ACS_ExecuteAlways(991,0,36)\nAAHD A 20\nAAHD A 0 A_Refire\ngoto Ready+1\nCounter2AltFire:\n//AAHD F 0 A_Print (\"Counter2AltFire\")\nAAHD D 0 A_JumpIfInventory(\"ShieldHolding\", 1, \"Counter2AltHold\")\nAAHD D 1 ACS_ExecuteAlways(991,0,63)\nAAHD A 1 ACS_ExecuteAlways(991,0,400)\nAAHD E 1 ACS_ExecuteAlways(991,0,63)\nAAHD B 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1\nAAHD F 0 A_Refire\nGoto Ready+1\nCounter2AltHoldSound:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_JumpIfInventory(\"PlayedChargeSound\", 1, \"Counter2AltHold\")\nAAHD F 0 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nAAHD F 0 A_GiveInventory(\"PlayedChargeSound\",1)\nAAHD F 0 A_JumpIfInventory(\"CounterCharge\", 16, \"Counter2AltHold\")\nGoto Ready+1\nCounter2AltHold:\n//AAHD F 0 A_Print (\"Counter2AltHold\")\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_GiveInventory(\"ShieldHolding\", 1)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,-17,16,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 0 A_SpawnItemEx(\"ArmShieldFX\",23,17,8,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_ReFire\nAAHD C 0 A_WeaponReady\nGoto CoolDown\nCounter2CoolDown:\nAAHD F 0 ACS_ExecuteAlways(991,0,63)\nAAHD F 0 A_TakeInventory(\"ShieldHolding\", 1) // OK, it's cooling down.\nAAHD F 1 ACS_ExecuteAlways(991,0,63)\nAAHD C 1 ACS_ExecuteAlways(991,0,400)\nAAHD E 1 ACS_ExecuteAlways(991,0,63)\nAAHD B 1 ACS_ExecuteAlways(991,0,400)\nAAHD D 1 ACS_ExecuteAlways(991,0,63)\nAAHD A 1 ACS_ExecuteAlways(991,0,400)\nAAHD F 0 A_WeaponReady\nGoto Ready+1\n}\n}\n\nactor ArmoredAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nACTOR ShieldHolding : PowerSpeed\n{\n\tInventory.amount 1\n\tInventory.maxamount 1\n \tSpeed 0.3\n}\n\nactor CounterCharge : Ammo\n{\ninventory.amount 1\ninventory.maxamount 16\ninventory.pickupsound \"weapon/weaponup\"\nInventory.Pickupmessage \"Power up! Counter Charge!\"\n}\n\nactor PlayedChargeSound : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor ShockPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nInventory.Pickupmessage \"Ow! You are shocked!\"\ndamagetype \"Spark\"\nStates\n{\nSpawn:\nSPAS ABABABAB 4\nstop\nPickup:\nSPAS A 1\nTNT1 A 0 ACS_ExecuteAlways (141,0)\nTNT1 A 0 A_TakeInventory (\"ShockPickup\", 1)\nstop\n}\n}\n\n/*actor HeadBeamShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\ndamagetype \"Proto\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\ngoto spawn+1\nDeath:\nBUST A 1\nstop\n}\n}*/\n\nactor ArmShieldX\n{\n+MISSILE\nSpeed 0\n+DONTSPLASH\nDamage 0\nHeight 32\nRadius 25\nhealth 9999\nscale 2.5\ndamagefactor \"Proto\", 0.0\ndamagefactor \"Thunder\", 1\ndamagefactor \"Shock\", 1\n+SHOOTABLE\n+NOBLOOD\n-SOLID\n//+NOBLOCKMAP\npainchance 256\nbloodtype \"\"\n//+DONTRIP\n+DONTRIP\n+GHOST\n//+NOINTERACTION\n+NORADIUSDMG\n+SHIELDREFLECT\n+REFLECTIVE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2\nstop\nDeath:\nTNT1 A 0 //A_PlaySound(\"item/protoreflect\")\nTNT1 A 1\nstop\nPain.Shock:\nHARM H 0 A_SpawnItemEx(\"ShockPickup\",0,0,0,-1, 0, 0, 0, 0, 0)\nstop\nPain.Thunder:\nHARM H 0 A_SpawnItemEx(\"ShockPickup\",0,0,0,-1, 0, 0, 0, 0, 0)\nstop\nPain:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"CounterCharge\",1)\n//HARM H 0 A_SpawnItemEx(\"CounterCharge\",0,0,0,-1, 0, 0, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 2 A_PlaySound(\"item/protoreflect\")\nstop\n}\n}\n\nactor ArmShieldFX\n{\n-SOLID\n+NOGRAVITY\n+NOBLOCKMAP\n+FIXMAPTHINGPOS\nHeight 0\nRadius 0\nscale 2.5\n+CLIENTSIDEONLY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nARSH A 2\nstop\n}\n}\n\nactor HeadBeam\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 9\nheight 11\nscale 2.5\nStates\n{\nSpawn:\nHEBE ABC 3\nLoop\nDeath:\n//BUST A 1\nstop\n}\n}\n\nactor HeadBeam2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 29\nDamage (35)\nradius 10\nheight 10\nscale 2.5\nStates\n{\nSpawn:\nHEBE DEF 3\nloop\n}\n}\n\nactor HeadBeam3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Armored\"\n//seesound \"weapon/mbuster\"\nSpeed 32\nDamage (50)\nradius 20\nheight 20\nscale 5\nStates\n{\nSpawn:\nHEBE DEF 3\nloop\n}\n}\n\nactor RollingShieldWep : MegaBuster 4001\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o is ROFDOL because of %k's Rolling Shield.\"\nweapon.ammotype \"ArmoredAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"AAROIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEAP M 1\nloop\nReady:\n//AAHD A 0 A_Print(\"Ready\")\nAAHD A 0 ACS_ExecuteAlways(998,0,401)\nAAHD D 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")\nAAHD A 0 ACS_ExecuteAlways (146,0)\nAAHD A 5 A_WeaponReady\nPROC L 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nAAHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nAAHD A 1 A_Raise\nLoop\nFire:\n//AAHD A 0 A_Print(\"Fire\")\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nAAHD A 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")//PROC L 0 A_GiveInventory(\"IsRolling\",1)\nAAHD A 0 A_GiveInventory(\"IsRolling\",1)\nAAHD ABC 4\n//MAGG C 12\nAAHD A 0 A_PlaySoundEx(\"weapon/magnetmissile\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"RollingShieldProj\",0,1,8,0)\nGoto AlreadyRolling\nAltFire:\n//AAHD A 0 A_Print(\"Altfire\")\nAAHD A 0 A_JumpIfInventory(\"IsRolling\",1,\"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nAAHD A 0 A_PlaySoundEx(\"menu/change\",\"Weapon\")\nAAHD A 0 A_GiveInventory(\"KillRolling\",1)\nAAHD A 0 A_TakeInventory(\"IsRolling\",1)\nAAHD CB 3 ACS_ExecuteAlways (146,0)\nAAHD A 0 A_TakeInventory(\"KillRolling\",1)\nAAHD A 0 A_Refire\nGoto Ready+1\nAlreadyRolling:\n//AAHD A 0 A_Print(\"AlreadyRolling\")\nAAHD A 0 A_WeaponReady (2)\nAAHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1 //ACS_ExecuteAlways (147,0)\nTNT1 E 1// ACS_ExecuteAlways (147,0)\n//PROC L 0 A_JumpIfInventory(\"IsRolling\",0,\"Ready\")\nTNT1 L 0 A_JumpIfInventory(\"IsRolling\",1,\"AlreadyRolling\")\nTNT1 A 0 A_Refire\nGoTo Ready+1\n//Ready1:\n//GoTo Ready+1\nNoAmmo:\n//AAHD A 0 A_Print(\"NoAMmo\")\nAAHD A 1 A_TakeInventory(\"IsRolling\",1)\nAAHD A 3 ACS_ExecuteAlways (146,0)\nAAHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n/*NotRollingYet:\nBLIZ EF 3\nAAHD A 16\nAAHD A 0 A_PlaySoundEx(\"weapon/gemini\",\"Weapon\")\nAAHD A 0 A_FireCustomMissile(\"RollingShieldProj\",0,1,8,0)\n//PROC L 0 A_GiveInventory(\"IsRolling\",1)\nAAHD A 0 A_Refire\nGoto AlreadyRolling*/\n/*Spawn:\nWEA2 E 1\nloop\nReady:\nCKIC C 0 ACS_ExecuteAlways(998,0,24)\nCKIC C 5 A_WeaponReady\nPROC L 0 A_GiveInventory(\"ArmoredAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCKIC C 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCKIC C 1 A_Raise\nLoop\nTest:\nSCLA BC 1\nSCLA A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSCLA A 0 A_FireCustomMissile(\"ChargeKick\",0,1,0,0)\nSCLA DE 2\nSCLA F 4\nSCLA G 15\nSCLA BCA 2 A_WeaponReady\nGoto Ready\nFire:\nSLID C 0 A_JumpIf(momz==0, \"SlideSlide\")\ngoto Ready+1\nSlide:\nCKIC B 5\nCKIC C 5\nSLID C 0 A_JumpIf(momz==0, \"SlideSlide\")\nSlideSlide:\nSLID C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSLID C 0 A_GiveInventory(\"RollingSlide\")\nPROC H 0 A_TakeInventory(\"ArmoredAmmo\", 5)\nSLID C 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nSLID C 0 SetPlayerProperty(0,1,0)\nSLID C 2 A_Recoil(-40)\nSLID A 8 SetPlayerProperty(0,0,0)\nSLID B 5\nSLID C 5\nSLID C 0 A_Refire\nNoAmmo:\nBUSH A 1 ACS_Execute(979,0)\nGoto Ready+1\nNoAmmo:\nSLID C 0 A_TakeInventory(\"RollingSlide\",1)\nBUSH A 1 ACS_Execute(979,0)\nGoto Ready+1*/\n}\n}\n\nactor RollingShieldProj\n{\nPROJECTILE\n+NOBLOCKMAP\n//+MISSILE\n//Monster\n//+CANPUSHWALLS\n//+ACTIVATEMCROSS\n+DOOMBOUNCE\n+SKYEXPLODE\nRadius 23\nHeight 56\ndamagetype \"ArmoredRolling\"\nscale 2.5\ndamage (30)\n+FORCEXYBILLBOARD\n+REFLECTIVE\n+DONTRIP\n+RIPPER\nspeed 25\nreactiontime 100\nbouncefactor 0.9\nwallbouncefactor 0.9\nSeeSound \"weapon/powerstone\"\nStates\n{\nSpawn:\nAARO A 0\nAARO A 0 //ACS_ExecuteAlways (144,0)\nAARO A 0 A_GiveToTarget(\"IsRolling\",1)\nAARO A 0 A_TakeFromTarget(\"ArmoredAmmo\",1)\nAARO A 1 ACS_ExecuteAlways (144,0)\nAARO A 1 ACS_ExecuteAlways (144,0)\nAARO B 1 ACS_ExecuteAlways (144,0)\nAARO B 1 ACS_ExecuteAlways (144,0)\nAARO A 0 A_TakeFromTarget(\"ArmoredAmmo\",1)\nAARO C 1 ACS_ExecuteAlways (144,0)\nAARO C 1 ACS_ExecuteAlways (144,0)\nAARO D 1 ACS_ExecuteAlways (144,0)\nAARO D 1 ACS_ExecuteAlways (144,0)\nAARO A 0 A_CountDown\nAARO A 0 A_JumpIfInTargetInventory(\"KillRolling\", 1, \"Death\")\nAARO A 0 A_JumpIfInTargetInventory(\"ArmoredAmmo\", 1, \"SpawnPlus2\")\nGoTo Death\nSpawnPlus2:\nGoTo Spawn+2\nDeath:\nAARO A 1 A_TakeFromTarget(\"IsRolling\",1)\nAARO A 1 A_TakeFromTarget(\"KillRolling\",1)\nAARO D 0 ACS_ExecuteAlways (146,0)\nstop\n}\n}\n\nactor RollingSlide : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\n/*actor IsRolling : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1\n}*/\n\nactor IsRolling : Inventory 11004\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Rolling!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nAARO A 1\nloop\n}\n}\n\nactor KillRolling : Inventory\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\n+COUNTITEM\n+INVBAR\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nAARO A 1\nloop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/BoomerKWeps.txt",
"contents": "actor BoomerangCutterWep : MegaBuster 4002\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"%o was sliced and diced by %k's boomerang cutter.\"\nInventory.Pickupmessage \"Power up! Boomerang Cutter!\"\nweapon.ammotype \"BoomerAmmo\"\n+WEAPON.AMMO_OPTIONAL\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"BOCUIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nReady:\nBKHD S 0 ACS_ExecuteAlways(998,0,403)\n//BKHD S 0 A_TakeInventory(\"BoomerangCutterFlag\",999)\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 5 A_WeaponReady\nBKHD S 0 A_GiveInventory(\"BoomerAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBKHD S 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBKHD S 1 A_Raise\nLoop\nFire:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD T 2 A_FireCustomMissile(\"BoomerangCutter\",0,1,8,0)\nBKHD T 0 A_GiveInventory (\"BoomerangCutterFlag\",2)\nBKHD UV 2\nBKHD WXY 3\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 0 A_Refire\nGoTo Ready +1\nAltFire:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerAmmo\",2,\"AltfireSuccess\")\nAltFireSuccess:\nBKHD Y 0 A_TakeInventory(\"BoomerAmmo\",2)\nBKHD T 2 A_FireCustomMissile(\"BoomerangCutterRight\",0,0,8,0)\nBKHD T 0 A_GiveInventory (\"BoomerangCutterFlag\",2)\nBKHD UV 2\nBKHD WXY 3\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\nBKHD S 0 A_Refire\nGoTo Ready +1\nBoomerangFull:\nBKHD U 10\nBKHD S 0 //ACS_ExecuteAlways(153,0)\nGoto BoomerangCheck\nBoomerangCheck:\nBKHD S 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",6,\"BoomerangFull\")\n//TNT1 A 0 A_JumpIfInventory(\"BoomerangCutterFlag\",0,\"BoomerangEmpty\")\nGoTo BoomerangEmpty\nBoomerangEmpty:\nBKHD S 0\nGoTo Ready+1\n/*Return:\nBKHD Y 0 A_TakeInventory(\"BoomerangCutterFlag\",3)\nBKHD YZ 2\nBKHD S 0 A_Refire\nGoto Ready+1*/\nNoAmmo:\nBKHD S 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor BoomerAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor BoomerangCutter\n{\nPROJECTILE\nRadius 12\nHeight 12\nscale 2.5\n+DONTSPLASH\ndamage (1)\n//+DOOMBOUNCE\n+RIPPER\n+DONTBLAST\n+NOTARGETSWITCH\n+NOCLIP\n+NOINTERACTION\nmeleerange 12\nreactiontime 10\n+SKYEXPLODE\n//+FLOAT\ndamagetype \"Boomer\"\nspeed 20\nFloatSpeed 16\n//bouncefactor 0\n//wallbouncefactor 0\nStates\n{\nSpawn:\nBOCU A 0\nBOCU A 0 A_PlaySound(\"weapon/boomerangcutter\")\nBOCU A 0 //A_GiveToTarget(\"BoomerangCutterFlag\",1)\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 2 ACS_ExecuteAlways(150,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nGoTo Spin\nSpin:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU A 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU C 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(148,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(151,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nGoTo Looping\nLooping:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\n//POWS B 0 ACS_ExecuteAlways(148,0)\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\n//POWS A 0 ACS_ExecuteAlways(148,0)\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\n//POWS D 0 ACS_ExecuteAlways(148,0)\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Countdown\nGoTo Return\nReturn:\nBOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",2)\n//BOCU A 0 A_GiveToTarget(\"BoomerAmmo\",1)\nstop\nDeath:\nGoTo Looping\n//BOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",3)\nstop\n}\n}\n\nactor BoomerangCutterRight : BoomerangCutter\n{\nStates\n{\nSpawn:\nBOCU A 0\nBOCU A 0 A_PlaySound(\"weapon/boomerangcutter\")\nBOCU A 0 //A_GiveToTarget(\"BoomerangCutterFlag\",1)\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 2 ACS_ExecuteAlways(150,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nGoTo Spin\nSpin:\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU A 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU C 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2 ACS_ExecuteAlways(149,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_Countdown\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\n//// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU A 0 A_Stop\nBOCU B 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU C 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU D 0 A_Recoil(-20)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 4 ACS_ExecuteAlways(152,0)\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nGoTo Looping\nLooping:\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\n// BOCU A 0 A_PlaySound(\"weapon/rollingcutter\")\nBOCU A 0 A_Stop\nBOCU A 0 A_FaceTarget\nBOCU A 0 A_Recoil(-30)\nBOCU A 0 A_JumpIfCloser(32,\"Return\")\nBOCU A 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU B 0 A_Stop\nBOCU B 0 A_FaceTarget\nBOCU B 0 A_Recoil(-30)\nBOCU B 0 A_JumpIfCloser(32,\"Return\")\nBOCU B 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU C 0 A_Stop\nBOCU C 0 A_FaceTarget\nBOCU C 0 A_Recoil(-30)\nBOCU C 0 A_JumpIfCloser(32,\"Return\")\nBOCU C 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Stop\nBOCU D 0 A_FaceTarget\nBOCU D 0 A_Recoil(-30)\nBOCU D 0 A_JumpIfCloser(32,\"Return\")\nBOCU D 2\nBOCU ABCD 0 A_SpawnItemEx(\"BoomerangCutterDamager\",0,0,0,2,0,0)\nBOCU D 0 A_Countdown\nGoTo Return\nReturn:\nBOCU A 0 A_TakeFromTarget(\"BoomerangCutterFlag\",2)\nstop\nDeath:\nGoTo Looping\nstop\n}\n}\n\nactor BoomerangCutterDamager\n{\nPROJECTILE\ndamagetype \"Boomer\"\n+RIPPER\ndamage (2)\nradius 12\nheight 12\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nstop\n}\n}\n\nactor BoomerangCutterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 6\n}\n\nactor DeadLiftWep : MegaBuster 4003\n{\nWeapon.AmmoUse 3\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nObituary \"%o was made dead by %k's Dead Lift\"\nInventory.Pickupmessage \"Power up! Dead Lift!\"\nweapon.ammotype \"BoomerAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"BKTEIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nReady:\nBKHD A 0 ACS_ExecuteAlways(998,0,403)\nBKHD A 5 A_WeaponReady\nBKHD A 0 A_GiveInventory(\"BoomerAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBKHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBKHD A 1 A_Raise\nLoop\nFire:\nBKHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBKHD A 0 A_PlaySoundEx(\"weapon/chargekick\",\"Weapon\")\nBKHD A 0 SetPlayerProperty(0,1,0)\nBKHD A 2 A_Recoil(-20)\nBKHD A 0 A_FireCustomMissile(\"DeadLiftProj\",0,1,8,0)\nBKHD A 0 SetPlayerProperty(0,0,0)\nBKHD BBBBBBBBBBBBBBBBBBBBBBBB 1 A_JumpIfInventory(\"DeadliftFlag\",1,\"DeadLiftConnect\")\nBKHD A 10\nBKHD A 0 A_Refire\nGoTo Ready+1\nDeadliftConnect:\nBKHD A 0 A_TakeInventory(\"DeadLiftFlag\",1)\nBKHD A 0 A_PlaySoundEx(\"weapon/superarmuse\",\"Weapon2\")\nBKHD A 0 SetPlayerProperty(0,1,0)\nBKHD BCD 4\nBKHD A 0 SetPlayerProperty(0,0,0)\nBKHD A 20\nBKHD A 0 A_Refire\nGoTo Ready+1\nAltFire:\nBKHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBKHD A 0 A_JumpIfInventory(\"BoomerAmmo\",9,\"HasAltFireAmmo\")\nGoTo Ready+1\nHasAltFireAmmo:\nBKHD A 0 A_PlaySoundEx(\"weapon/boomerteleport\",\"Weapon\")\nBKHD A 1 A_FireCustomMissile(\"TeleportTracer\",0,0,8,0)\nBKHD A 0 A_FireCustomMissile(\"BoomerClone\",0,0,8,0)\n//BKHD A 1 A_SpawnItemEx(\"BoomerClone\",0,0,16,0,0,0,SXF_NOCHECKPOSITION)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 1 A_SetTranslucent (0.5, 0)\nBKHD A 1 A_SetTranslucent (0.75, 0)\nBKHD A 0 ACS_ExecuteAlways (154,0)\nBKHD A 0 A_TakeInventory(\"BoomerAmmo\",9)\nBKHD A 20 A_SetTranslucent (1.0, 0)\nBKHD A 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nBKHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor DeadLiftProj\n{\nPROJECTILE\nRadius 16\nHeight 16\nscale 2.5\ndamage (40)\ndamagetype \"DeadLift\"\nspeed 40\nStates\n{\nSpawn:\nMMFX AAAA 1\nstop\nCrash:\nMMFX A 0\nMMFX A 0 A_GiveToTarget(\"DeadLiftFlag\",1)\nStop\n}\n}\n\nactor TeleportTracer\n{\nPROJECTILE\n//+FLOORHUGGER\n//+GHOST\n-SOLID\n+RIPPER\nRadius 16\nHeight 16\nscale 2.5\ndamage (0)\ndamagetype \"Boomer\"\nspeed 100\nStates\n{\nSpawn:\nTNT1 B 0\nTNT1 B 1 ACS_ExecuteAlways (174,0)\nTNT1 B 1\nTNT1 B 4\nstop\nDeath:\nTNT1 B 1 ACS_ExecuteAlways (174,0)\nstop\n}\n}\n\nactor TeleportTracerSecond : TeleportTracer\n{\nStates\n{\nSpawn:\nTNT1 B 4\nLoop\nDeath:\nTNT1 B 0 A_Stop\nTNT1 B 0 //A_ChangeFlag(\"FLOORHUGGER\",1)\nTNT1 B 1\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.75, 0)\n/*BKTE B 1 A_SetTranslucent (0.1, 0)\nBKTE B 1 A_SetTranslucent (0.2, 0)\nBKTE B 1 A_SetTranslucent (0.3, 0)\nBKTE B 1 A_SetTranslucent (0.4, 0)\nBKTE B 1 A_SetTranslucent (0.5, 0)\nBKTE B 1 A_SetTranslucent (0.6, 0)\nBKTE B 1 A_SetTranslucent (0.7, 0)\nBKTE B 1 A_SetTranslucent (0.8, 0)\nBKTE B 1 A_SetTranslucent (0.9, 0)\nBKTE B 1 A_SetTranslucent (1, 0)*/\nBKHD A 0 A_PlaySoundEx(\"weapon/boomerteleport\",\"1\")\nBKTE B 1 ACS_ExecuteAlways (155,0)\nBKTE B 1 ACS_ExecuteAlways (146,0)\nstop\n}\n}\n\nactor DeadLiftFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BoomerClone : PlayerPawn\n{\n//MONSTER\n+THRUGHOST\nobituary \"%o was surprised by a Boomer Clone.\"\nHeight 16\nRadius 16\nHealth 100\nscale 2.5\npainchance 255\nreactiontime 1400\ndamagefactor \"Boomer\", 0.0\nspeed 15\n//+SHOOTABLE\n+FLOAT\n//+NOGRAVITY\n//+NOBLOOD\n//+WINDTHRUST\n//+NEVERRESPAWN\n//-ACTIVATEMCROSS\n+FRIENDLY\n-SOLID\n//+NORADIUSDMG\n//+LOOKALLAROUND\n+NOBLOCKMAP\n+DROPOFF\nStates\n{\nSpawn:\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nTNT1 A 1 ACS_ExecuteAlways (175,0)\nDeath:\nTNT1 A 0 A_CustomMissile(\"TeleportTracerSecond\",0,0,0,2,-90)\nstop\n}\n}"
},
{
"source": "pk3",
"name": "weapons/ChillPWeps.txt",
"contents": "actor ShotgunIceWep : MegaBuster 4004\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Shotgun Ice!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SGICIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nReady:\nCPHD A 0 ACS_ExecuteAlways(998,0,404)\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD A 0 ACS_ExecuteAlways (146,0)\nCPHD A 0 A_GiveInventory(\"ChillAmmo\",1)\nCPHD A 5 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCPHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nCPHD A 0 A_SpawnItemEx(\"FreezeFX\",-1,8,32,0,0,0)\nCPHD A 0 A_FireCustomMissile(\"IceShot\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",2)\nCPHD B 6\nCPHD A 14\nCPHD A 0 A_Refire\nGoto Ready+1\nAltFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_JumpIfInventory(\"ChillAmmo\",5,\"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nCPHD A 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\n//CPHD A 0 A_SpawnItemEx(\"SledStart\",0,0,8,10,0,0,0,SXF_NOCHECKPOSITION)\nCPHD A 0 A_FireCustomMissile(\"SledStart\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",1)\nCPHD ABD 5\nGoto AlreadySledding\nAlreadySledding:\nCPHD E 0 A_WeaponReady\nCPHD E 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\nCPHD E 1 //ACS_ExecuteAlways (157,0)\n//PROC L 0 A_JumpIfInventory(\"IsRolling\",0,\"Ready\")\nCPHD C 0 A_JumpIfInventory(\"IsSledding\",1,\"AlreadySledding\")\nCPHD DBA 5\nCPHD C 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nCPHD A 1 ACS_Execute(979,0)\nCPHD A 1 A_TakeInventory(\"IsSledding\",1)\nCPHD A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}\n\nactor ChillAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor FreezeFX\n{\n+NOGRAVITY\nscale 2.5\n+NOINTERACTION\nPROJECTILE\nHeight 1\nRadius 1\nStates\n{\nSpawn:\nFCRA ABC 4\nstop\n}\n}\n\nactor IceShot\n{\nPROJECTILE\nRadius 10\nHeight 10\nscale 2.5\ndamage (15)\nspeed 30\ndamagetype \"Chill\"\nSpawnID 255\nObituary \"%o was iced by %k's Shotgun Ice.\"\nStates\n{\nSpawn:\nSGIC A 4\nloop\nDeath:\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecrackerhit\",\"Weapon\")\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-180,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-135,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,-155,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,135,SXF_NOCHECKPOSITION)\nMMFX B 0 A_SpawnItemEx(\"IceBit\",0,0,0,28,0,0,155,SXF_NOCHECKPOSITION)\nstop\n}\n}\n\nactor IceBit\n{\nPROJECTILE\nRadius 6\nHeight 6\nscale 2.5\ndamage (5)\nspeed 30\nstates\n{\nSpawn:\nSGIC B 4\nloop\n}\n}\n\nactor SledStart\n{\nPROJECTILE\n-NOGRAVITY\n+RIPPER\n+SOLID\n+SKYEXPLODE\nRadius 14\nHeight 11\ndamagetype \"ChillSled\"\nscale 2.5\ndamage (20)\nspeed 1\nreactiontime 100\ngravity 1\nObituary \"%o was sent exploring by %k's Ice Sled.\"\nStates\n{\nSpawn:\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoto Death\nDeath:\nSLED A 0 A_JumpIf(z-floorz<16,\"Death2\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"Sled\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\n/*Spawn:\nSLED A 1 //A_Stop\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 1 ACS_ExecuteAlways (144,0)\n//SLED A 0 ACS_ExecuteAlways (145,0)\n//SLED A 1 ACS_ExecuteAlways (155,0)\nSLED A 1 A_JumpIf(z-floorz<8,\"Death2\")\nSLED A 0 A_CountDown\nGoTo Spawn\nDeath:\n//TNT1 A 0 A_JumpIf(z-floorz<8,\"Death2\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",0,0,8,random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\nDeath2:\n//TNT1 A 1 A_SpawnItemEx(\"BubbleLead\",0,0,0,18,0,0,0,0,0)\nTNT1 A 1 A_SpawnItemEx(\"Sled\",0,0,0,momx,momy,0,0,0,0)\nstop*/\n\nactor Sled\n{\nPROJECTILE\n+SOLID\n-NOGRAVITY\n+RIPPER\n+FLOORHUGGER\n+SKYEXPLODE\nDamage (20)\nRadius 14\nHeight 11\ndamagetype \"ChillSled\"\nScale 2.5\ngravity 1\nspeed 1\nObituary \"%o was sent exploring by %k's Ice Sled.\"\nStates\n{\nSpawn:\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nSLED A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_Recoil(-2)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 1 ACS_ExecuteAlways (157,0)\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoto Death\nDeath:\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\n//GSHE A 1 A_JumpIf(z-floorz<12, \"Floor\")\n//Goto Spawn\n//FIBA B 1 A_SpawnItemEx(\"RedShell\",0,0,1,momx,momy,-1*momz,angle,SXF_NOCHECKPOSITION)'\nstop\nAir:\nTNT1 A 1 A_SpawnItemEx(\"SledStart\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n\n}\n}\n\n/*Spawn:\nRSHE A 1 A_ChangeFlag(\"FLOORHUGGER\",1)\nRSHE A 0 A_ChangeFlag(\"FLOORHUGGER\",0)\nSLED A 0 A_GiveToTarget(\"IsSledding\",1)\n//SLED A 1 A_GiveInventory(\"Clip\",1)\nSLED A 0 //ACS_ExecuteAlways (156,0)\n// removed setup-scripts\nSLED A 0 //ACS_ExecuteAlways (157,0) // changed execution script to 144\nSLED A 0 A_Recoil(-2)\nSLED A 0 //ACS_ExecuteAlways (155,0)\nSLED AAA 1 //ACS_ExecuteAlways (157,0) // changed execution script to 144, 3 frames\nSLED A 0 A_JumpIf(z-floorz>0, \"Air\")\nSLED A 1 A_TakeFromTarget(\"ChillAmmo\",1)\nAARO A 0 A_JumpIfInTargetInventory(\"ChillAmmo\", 1, \"Spawn\")\nGoTo Spawn\n/*SLED A 1 A_GiveToTarget(\"IsSledding\",1)\nSLED A 1 A_GiveInventory(\"Clip\",1)\nSLED A 0 ACS_ExecuteAlways (144,0)//ACS_ExecuteAlways (144,0)\nSLED A 0 ACS_ExecuteAlways (145,0)\nSLED A 1 ACS_ExecuteAlways (154,0)\nSLED A 0 A_Recoil(-2)\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 ACS_ExecuteAlways (154,0)\n//SLED A 1\nSLED A 1 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 1 A_Stop\n//SLED A 1 ACS_ExecuteAlways (156,0)\n/*SLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\n//SLED A 0 A_GiveToTarget(\"IsSledding\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nSLED A 4 A_Recoil(-2)\nSLED A 0 A_TakeFromTarget(\"ChillAmmo\",1)\nGoTo Spawn+4*/\n/*Air:\nTNT1 A 1 A_SpawnItemEx(\"SledStart\",0,0,0,momx,momy,0,0,0,0)\nstop\nDeath:\n//TNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"Continue\")\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop\n/*XDeath:\nSLED A 1 A_TakeFromTarget(\"IsSledding\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-14,14),random(-7,7),random(0,11),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 1 ACS_ExecuteAlways (146,0)\nstop*/\n/*Continue:\nTNT1 A 1 A_SpawnItemEx(\"Sled\",0,0,0,0,0,0,0,0,0)\n//TNT1 A 0 A_CustomMissile(\"Sled\",0,0,0,2,0)\nTNT1 A 1\nstop*/\n\nactor SledChunk1\n{\n-SOLID\nPROJECTILE\n-NOGRAVITY\n+CLIENTSIDEONLY\nDamage (0)\nRadius 14\nHeight 11\nScale 2.5\ngravity 1\nStates\n{\nSpawn:\nSLED B 4\nLoop\nDeath:\nstop\n}\n}\n\nactor SledChunk2 :SledChunk1\n{\nStates\n{\nSpawn:\nSLED C 4\nLoop\nDeath:\nstop\n}\n}\n\nactor SledChunk3 :SledChunk1\n{\nStates\n{\nSpawn:\nSLED D 4\nLoop\nDeath:\nstop\n}\n}\n\nactor IsSledding : Inventory 11004\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Sledding!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nSLED A 1\nloop\n}\n}\n\nactor IceBreathWep : MegaBuster 4005\n{\nWeapon.AmmoUse 4\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"Power up! Ice Breath!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"ICEBIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nReady:\nCPHD A 0 ACS_ExecuteAlways(998,0,405)\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 ACS_ExecuteAlways (146,0)\nCPHD A 0 A_GiveInventory(\"ChillAmmo\",1)\nCPHD A 5 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nCPHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nCPHD A 0 A_PlaySoundEx(\"weapon/icebreath\",\"Weapon\")\nCPHD A 0 A_SpawnItemEx(\"PenguinStatue\", 64, 0, 0, 0, 0, 0, 0, 0, 0)\nCPHD A 0 A_FireCustomMissile(\"IceBreathFX\",0,1,0,0)\n//BLIZ D 0 A_TakeInventory(\"ChillAmmo\",2)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 3 A_FireCustomMissile(\"IceBreathFX\",0,0,0,0)\nCPHD B 0 A_Refire\nGoto Ready+1\nAltFire:\nCPHD A 0 ACS_ExecuteAlways (158,0)\nCPHD A 0 A_JumpIfInventory(\"ChillAmmo\",4,\"AltFireSuccess\")\nGoto NoAmmo\nAltFireSuccess:\nCPHD A 0 A_GiveInventory(\"BlizzardFlag\",1)\nCPHD A 0 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nCPHD A 0 A_FireCustomMissile(\"BlizzardFX\",0,1,8,0)\nCPHD A 0 A_TakeInventory(\"ChillAmmo\",4)\nCPHD DE 4\nCPHD E 16\nCPHD D 4\nCPHD A 0 A_TakeInventory(\"BlizzardFlag\",1)\nCPHD A 0 A_Refire\nGoTo Ready+1\nNoAmmo:\nCPHD A 1 ACS_Execute(979,0)\nCPHD A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}\n\nactor PenguinStatue : CustomInventory\n{\nProjectile\nheight 60\nradius 18\nscale 2.5\nHealth 25\nDamage 10\nDamagetype \"ChillFreeze\"\nObituary \"%o got frozen by %k's Penguin Statues.\"\n//+FORCEYBILLBOARD\n-NOGRAVITY\n+SHOOTABLE\n+SOLID\nReactiontime 10\nStates\n{\nSpawn:\n/*TNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"IceBreathFX\",random(-18,18),random(-18,18),random(0,56),random(-5,5),random(-5,5),random(-5,0),0,0,0)*/\nICEP A 0\nICEP BC 10\nICEP AAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nICEP A 0 A_Countdown //A_TakeFromTarget (\"ChillAmmo\",1)\n//ICEP A 0 A_JumpIfInTargetInventory(\"ChillAmmo\",4,\"SpawnPlus3\")\n//ICEP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nGoTo Spawn+3\nSpawnPlus3:\nGoto Spawn+3\nDeath:\nICEP C 35\nICEP B 35\nGoTo Crash\n/*Death:\nICEP A 0\nICEP A 4 A_Countdown\nICEP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_JumpIfInTargetInventory(\"BlizzardFlag\",1,\"Launch\")\nGoTo Crash*/\nLaunch:\nICEP A 1 A_Stop\nICEP A 1 ACS_ExecuteAlways (159,0)\nICEP A 4 A_SpawnItemEx(\"PenguinStatueMoving\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nStop\nCrash:\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\n}\n}\n\nactor PenguinStatueMovingStart : PenguinStatue\n{\nStates\n{\nSpawn:\nICEP A 1 A_JumpIf(z-floorz<16,\"Death2\")\nLoop\nDeath:\nICEP A 1 A_JumpIf(z-floorz<16,\"Death2\")\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\nDeath2:\nTNT1 A 0 A_SpawnItemEx(\"PenguinStatueMoving\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor PenguinStatueMoving : PenguinStatueMovingStart\n{\n-NoGravity\nStates\n{\nSpawn:\nICEP A 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nICEP A 1 A_ChangeFlag(\"FLOORHUGGER\",0)\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 0 A_Recoil(-2)\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 0 A_JumpIf(z-floorz>0, \"Air\")\nICEP A 1 A_JumpIf(z-floorz>0, \"Air\")\nLoop\nDeath:\nMMFX B 0 A_ChangeFlag(\"SOLID\",0)\nCPHD A 0 A_PlaySoundEx(\"weapon/centaurflash\",\"Weapon\")\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk1\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk2\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"SledChunk3\",random(-18,18),random(-18,18),random(0,56),random(-10,10),random(-10,10),random(-10,10),0,0,0)\nstop\nAir:\nTNT1 A 1 A_SpawnItemEx(\"PenguinStatueMovingStart\",0,0,0,momx,momy,0,0,SXF_ABSOLUTEMOMENTUM)\nstop\n}\n}\n\nactor IceBreathFX\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n//+NoInteraction\n+CLIENTSIDEONLY\n//+Ripper\ndamagetype \"Chill\"\nObituary \"%o got frozen by %k's IceBreath.\"\n//seesound \"weapon/mbuster\"\nSpeed 5\nDamage (1)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nICEB ABCDEF 4\nStop\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor BlizzardFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BlizzardFX\n{\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\n+CLIENTSIDEONLY\nheight 1\nradius 1\nSpeed 10\n-SOLID\nreactiontime 50\nStates\n{\nSpawn:\nTNT1 G 0\nTNT1 G 0 A_PlaySoundEx(\"weapon/rainflush\",\"Voice\")\nTNT1 G 1 A_SpawnItemEx(\"BlizzardBit\", random(-128,128), random(-128,128), random(128,128), random(0,0), random(15,15), -15, 90, SXF_CLIENTSIDE)\nTNT1 G 0 A_SpawnItemEx(\"BlizzardBit\", random(-128,128), random(-128,128), random(128,128), random(0,0), random(15,15), -15, 90, SXF_CLIENTSIDE)\nTNT1 G 0 A_Countdown\nGoto Spawn+2\n}\n}\n\nactor BlizzardBit\n{\nPROJECTILE\n+SKYEXPLODE\n+DONTBLAST\n+NoInteraction\n+CLIENTSIDEONLY\nSpeed 5\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nICEB G 4\nLoop\n}\n}\n\nACTOR FrozenPickup : CustomInventory 11001\n{\n+AUTOACTIVATE\n+COUNTITEM\ninventory.amount 1\ninventory.maxamount 1\nRadius 10\nHeight 10\nScale 2.5\nInventory.PickupMessage \"You got Frozen!\"\nInventory.Icon \"FCRASI\"\ninventory.pickupsound \"weapon/weaponup\"\nInventory.RespawnTics 99999999999999999999999999999999999999999999999\nreactiontime 30\nStates\n {\n Spawn:\n\tICEP A 1 ACS_ExecuteAlways(211,0)\n\tICEP A 35 ACS_ExecuteAlways(211,0)\n\tTNT1 A 0 A_CountDown\n Goto Spawn\n\tUse:\n\tICEP A 1\n TNT1 A 0 A_GiveInventory (\"FrozenWep\", 1)\n\tTNT1 A 0 A_SelectWeapon (\"FrozenWep\")\n stop\n\tDeath:\n\tICEP A 1 ACS_ExecuteAlways (221,0)\n\tstop\n }\n}\n\nactor FrozenWep : MegaBuster 4006\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nObituary \"How did %k kill %o with Frozen?\"\nInventory.Pickupmessage \"You are Frozen!\"\nweapon.ammotype \"ChillAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n//inventory.icon \"FCRASI\"\nScale 2.0\nStates\n{\nSpawn:\nICEP A 1\nloop\nReady:\nFROZ A 0 ACS_ExecuteAlways(998,0,406)\nFROZ A 5 A_WeaponReady(2)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFROZ A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nCPHD A 1 A_Raise\nLoop\nFire:\nFROZ A 10 A_JumpIfNoAmmo(\"NoAmmo\")\nFROZ A 10 A_PlaySoundEx(\"weapon/freezecracker\",\"Weapon\")\nFROZ A 10 A_Refire\nGoto Ready+1\nNoAmmo:\nFROZ A 1 ACS_Execute(979,0)\nFROZ A 1 ACS_ExecuteAlways (146,0)\nGoto Ready+1\n}\n}"
},
{
"source": "pk3",
"name": "weapons/FlameMWeps.txt",
"contents": "actor FireBallWep : MegaBuster 4007\n{\nWeapon.AmmoUse 2\nWeapon.AmmoGive 28\nWeapon.SlotNumber 1\nInventory.Pickupmessage \"Power up! Fire Ball!\"\nweapon.ammotype \"FlameAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOAUTOAIM\ninventory.icon \"FIRBIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nReady:\nFMHD A 0 ACS_ExecuteAlways(998,0,407)\nFMHD A 5 A_WeaponReady\nFMHD A 0 A_GiveInventory(\"FlameAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFMHD A 1 A_Raise\nLoop\nFire:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_PlaySoundEx(\"weapon/firestorm\",\"Weapon\")\nFMHD A 0 A_FireCustomMissile(\"FireBallProj\",0,1,8,0)\nFMHD BC 4\n//FMHD A 0 A_TakeInventory(\"FlameAmmo\",2)\nFMHD A 20\nFMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nFMHD A 0 A_JumpIfInventory(\"PuddleCount\",10,\"NoAmmo\")\nFMHD A 0 A_JumpIfInventory(\"FlameAmmo\",2,\"AltFireSuccess\")\ngoto Ready+1\nAltFireSuccess:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nFMHD A 0 A_FireCustomMissile(\"OilProj\",0,0,0,0)\nFMHD DEF 3\nFMHD A 0 A_TakeInventory(\"FlameAmmo\",2)\nFMHD D 3\nFMHD A 17\nFMHD A 0 A_Refire\nGoto Ready+1\nNoAmmo:\nFMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FlameAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor FireBallProj\n{\nPROJECTILE\nDamage (10)\nHeight 11\nRadius 11\n//+DONTBLAST\n-NOGRAVITY\n//+NOTARGETSWITCH\nScale 2.5\nspeed 30\nDamagetype \"FlameM\"\nObituary \"%o was set ablaze %k's Fire Ball.\"\nStates\n{\nSpawn:\nFIRB A 0\n//TACK A 0 A_Recoil(-16)\nFIRB A 1 ThrustThingZ(0, 15, 0, 1)\nFIRB BCDA 3\nGoto Spawn+2\nDeath:\nFIRB A 0 A_SetGravity (0)\nFIRB A 0 A_Explode(15,32)\nFIRB EFG 3\nStop\n}\n}\n\nactor OilProj\n{\nPROJECTILE\nDamage (0)\nHeight 11\nRadius 11\n//+DONTBLAST\n-NOGRAVITY\n//+NOTARGETSWITCH\nScale 2.5\nspeed 30\n//Damagetype \"FlameM\"\nStates\n{\nSpawn:\nOILS A 0\nOILS A 0 A_GiveToTarget(\"PuddleCount\",1)\nLooping:\n//TACK A 0 A_Recoil(-16)\nTNT1 A 1 ThrustThingZ(0, 15, 0, 1)\nOILS A 4\nGoTo Looping\nLooping:\nOILS A 4\nOILS A 1 A_JumpIf(z-floorz<12, \"Death\")\nLoop\nDeath:\nFIBA A 1 A_JumpIf(z-floorz>12, \"Looping\")\nOILS BCD 3\nOILS A 0 A_SpawnItemEx(\"OilPuddle\", 0, 0, 0, 0, 0, 0, 0)\nStop\n}\n}\n\nactor OilPuddle\n{\nProjectile\n-NOBLOCKMAP\n-MISSILE\n+DONTSPLASH\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+NODAMAGETHRUST\n+NOGRAVITY\n//+NOTARGETSWITCH\n//+DONTRIP\n//+GHOST\n//+NORADIUSDMG\nheight 12\nradius 28\nscale 2.5\nhealth 100\nmass 99999\ndamagefactor \"normal\", 0.1\ndamagefactor \"WeakFire\", 5000\ndamagefactor \"Atomic\", 5000\ndamagefactor \"Firestorm\", 5000\ndamagefactor \"Firespin\", 5000\ndamagefactor \"Flame\", 5000\ndamagefactor \"FlameM\", 5000\nDamage (25)\nDamagetype \"FlameM\"\nObituary \"%k fired up a %o barbeque.\"\nReactiontime 175\nStates\n{\nSpawn:\nOILS E 4 A_JumpIfInTargetInventory(\"CutterFlag\",999,\"Death\")\nOILS E 0 //A_Countdown\nLoop\nPain:\nFIRB BCDA 3\nStop\nDeath.WeakFire:\nGoTo Death.FlameM\nDeath.Atomic:\nGoTo Death.FlameM\nDeath.FireStorn:\nGoTo Death.FlameM\nDeath.FireSpin:\nGoTo Death.FlameM\nDeath.Flame:\nGoTo Death.FlameM\nDeath.FlameM:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS F 8 A_SpawnItemEx(\"FlameTower\",0,0,0,0,0,0,0)\nOILS E 0 A_Explode (50,64,1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS G 8 A_SpawnItemEx(\"FlameTower\",0,0,22,0,0,0,0)\nOILS E 0 A_Explode (50,98,1)\nOILS E 0 A_PlaySound(\"weapon/atomicfire\")\nOILS H 8 A_SpawnItemEx(\"FlameTower\",0,0,44,0,0,0,0)\nOILS E 0 A_Explode (50,128,1)\nStop\nDeath:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nOILS FGH 8\n//MMFX BCDE 3\nStop\n//GoTo Spawn\nHarmlessDeath:\nOILS E 0\nOILS E 0 A_TakeFromTarget(\"PuddleCount\",1)\nMMFX BCDE 3\nstop\n\n}\n}\n\nactor FlameTower\n{\nProjectile\n+NOINTERACTION\n+NODAMAGETHRUST\n//+NOTARGETSWITCH\n//+PAINLESS\nheight 22\nradius 22\nscale 2.5\nDamage (25)\nDamagetype \"FlameM\"\nStates\n{\nSpawn:\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,64,0)\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,98,0)\nFITR A 3 //A_Explode (10,128,0)\nFITR B 3 //A_Explode (10,128,0)\nFITR C 3 //A_Explode (25,128,0)\nStop\n}\n}\n\nactor PuddleCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\ninventory.icon \"OILSIC\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nOILS A 1\nloop\n}\n}\n\nactor FireWaveWep : MegaBuster 4008\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 28\nWeapon.SlotNumber 2\nInventory.Pickupmessage \"Power up! Fire Wave!\"\nweapon.ammotype \"FlameAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"FIRWIC\"\nScale 2.0\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nReady:\nFMHD A 0 ACS_ExecuteAlways(998,0,408)\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 5 A_WeaponReady\nFMHD A 0 A_GiveInventory(\"FlameAmmo\",1)\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nFMHD A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nFMHD A 1 A_Raise\nLoop\nFire:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Weapon\")\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,0,8,0)\nFMHD B 2 A_FireCustomMissile(\"FireWaveProj\",0,1,8,0)\nFMHD A 0 A_Refire\nFMHD C 4\nFMHD A 0 A_Refire\nGoto Ready+1\nAltfire:\nFMHD A 0 A_JumpIfInventory(\"IsJumping\",1,\"Jumploop\")\nFMHD A 0 A_JumpIfInventory(\"FlameAmmo\",8,\"AltFireAlmostSuccess\")\ngoto Ready+1\nAltFireAlmostSuccess:\nFMHD A 0 A_JumpIf(momz==0, \"AltFireSuccess\")\nGoto Ready+1\nAltFireSuccess:\nFMHD A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nFMHD A 0 A_GiveInventory(\"IsJumping\",1)\nFMHD A 0 A_PlaySoundEx(\"weapon/coilbounce1\",\"Weapon\")\nFMHD A 0 ThrustThing(angle*256/360,20,1,0)\nFMHD A 10 ThrustThingZ(0,50,0,0)\nFMHD A 0 A_TakeInventory(\"FlameAmmo\",8)\nFMHD A 20\nFMHD A 0 A_Refire\nFMHD A 0 A_JumpIf(momz>0, \"JumpLoop\")\nGoto Ready+1\nJumpLoop:\nFMHD A 4 A_JumpIf(momz==0, \"shockland\")\nLoop\nShockLand:\nHFIS A 0 A_PlaySoundEX(\"misc/hugequake\",\"Weapon2\")\nHFIS A 0 A_FireCustomMissile (\"QuakeDamage\",0,0,0,0)\nFMHD A 0 A_TakeInventory(\"IsJumping\",1)\nFMHD A 0 ACS_Execute(165,0)\nFMHD A 16\nGoTo Ready+1\nNoAmmo:\nFMHD A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor FireWaveProj\n{\nPROJECTILE\nDamage (5)\nHeight 11\nRadius 11\nScale 2.5\nspeed 25\nDamagetype \"FlameM\"\nObituary \"%k waved goodbye to %o with their Fire Wave.\"\nStates\n{\nSpawn:\nFIRW A 4\nFIRW A 0 A_Stop\nFIRW BCDE 1\nStop\n}\n}\n\nactor QuakeDamage //yeah, yeah Hardman clone\n{\n+NOGRAVITY\n+MISSILE\n+SKYEXPLODE\n+NOINTERACTION\nheight 1\nradius 256\ndamage (5)\ndamagetype \"FlameQuake\"\nObituary \"%o was crushed into dust by %k\"\n-SOLID\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor IsJumping : Inventory\n{\nInventory.RespawnTics 300\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"Support Item! Is Jumping!!\"\n//inventory.icon \"TANGOSI\"\nInventory.PickupSound \"item/1up\"\nscale 2.0\n+COUNTITEM\n+INVBAR\n//+KeepDepleted\n+ALWAYSPICKUP\nstates\n{\nSpawn:\nSLED A 1\nloop\n}\n}"
}
]
},
"maps": []
}