Counts

endoom0
graphics0
lumps1977
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c0eddc2-3e96-40aa-8b31-c97150460509",
    "sha1": "ea5f8c570966757ef0205e56d4fc7c09fb3e0100",
    "sha256": "a3bc28b7d098753933217ae40bde8b363fd55ce70017653a5740172760b29706",
    "filenames": [
      "classes-v6g-saxtoncompatible-v1c-fixed.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "HERETIC"
      ],
      "filename": null,
      "added": "2013-08-23 14:14:08",
      "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": "2013-08-23 14:14:08",
    "file": {
      "type": "PK3",
      "size": 4187871,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ea5f8c570966757ef0205e56d4fc7c09fb3e0100/ea5f8c570966757ef0205e56d4fc7c09fb3e0100.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1977,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "HERETIC"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "README.txt",
        "contents": "The following is a credits list for the people who made the classes!\n\nOthers/Mains\n\nMegaman - ice, Yellow Devil, and Megaman\nProtoman - Yellow Devil\nBass - ice and Yellow Devil\n\nMegaMan 1\n\nCutman - Yellow Devil\nGutsman - Yellow Devil\nIceman - Yellow Devil\nBombman - ice\nFireman - arkman\nElecman - Yellow Devil\n\nMegaMan 2\n\nMetalman - Yellow Devil\nHeatman - Yellow Devil\nBubbleman - Yellow Devil\nAirman - Yellow Devil\nQuickman - arkman\nWoodman - Yellow Devil\nCrashman - arkman and Yellow Devil\nFlashman - Yellow Devil\nWily/Alien - Yellow Devil\n\nMegaMan 3\n\nHardman - Yellow Devil\nSparkman - Yellow Devil\nSnakeman - arkman\nNeedleman - Yellow Devil\nTopman - Yellow Devil\nShadowman - Yellow Devil\nMagnetman - arkman\nGeminiman - Yellow Devil and ice (clone)\n\nMegaMan 4\n\nToadman - Korby/CutmanMike\nBrightman - Ivory/CutmanMike\nPharaohman - Ivory\nRingman - Ivory/CutmanMike\nDustman - Yellow Devil/Cutmanmike\nSkullman - CutmanMike\nDiveman - Korby/CutmanMike/Yellow Devil\nDrillman - Ivory/CutmanMike\n\nMegaMan 5 - organized mainly by Korby\n\nGyroman - Korby\nNapalman - Korby\nGravityman - Mr. X\nStoneman - Mr. X\nCrystalman - Ivory\nStarman - Ivory\nChargeman - Yellow Devil\nWaveman - Yellow Devil\n\nMegaman 6 - Chimera Man and his bro King Yamato\n\nBlizzardman - arkman\nKnightman - arkman\nFlameman - King Yamato\nYamatoman - King Yamato\nKnightman - King Yamato\nPlantman - King Yamato\nWindman - King Yamato\nCentaurman - King Yamato\n\nMegaman 7 -\n\nRockman Killer Numbers\n\nEnker/Punk/Ballade - King Yamato\nQuint - Yellow Devil\n\nSniper Joe - Ice\n\nSPECIAL THANKS\n\nice - sprites for huds, Megaman C, and others.\nChimera Man - hudsprites among other general sprites.\nMyroc, Celebi, Kenkoru, Thatguy74, Bikdark, Muzaru - testing\nMegaman - changes to Megaman C!\nMetallix - Heatman dashing sprites\nSquidgy617 - For use of his Megaman?, Helmetless Mega/Protoman and Breakman skins.\nCutmanMike, Tsukiyomaru0, ice, King Yamato and arkman - Numerous fixes, plus being helpful\nJaxOf7 - Sprites for Airman's altfire (that weren't used) for Enker/Punk/Ballade-alt, and for Junkman's HUD.\nFanewgie - Proto Jet sprites\nDoM - Power/Jet Megaman Skins.\nMr. X - Dr. Wily skin.\nBrawlman - Pharaohman hover sprites!\nJack Corvus - NOTHING. Okay, MM6 Sounds.\nSickSadWorld - Energy Balancer.\nMegaman Powered Up Team - Oil Slider/Time Slow.\nMr. Joe - Megaman Powered Up HUDs / some MM7 HUDS.\nDarkAura - NeedleMan alt HUD, Magnet Alt rotations & HUD\nYellow Devil - idea :)"
      },
      {
        "source": "pk3",
        "name": "ACS.txt",
        "contents": "2 ENTER scripts of the same number will both be activated on spawn.\n2 DSICONNECT scripts of the same number will both be activated on disconnect.\n\n2 scripts of the same number being executed results in only the first defined script being activated.\n2 OPEN scripts of the same number results in only the first defined script being activated.\n\nGLOBAL and WCOLORS are blanked and copied to GLOBA2 and WCOLOR2 so my scripts have priority.\n\nGlobal Scripts:\nint timestop VARS\nint bossmusic VARS\nint SecretUnlock VARS\n\n994 WEAPONC\n987 WEAPONC\n984 CBUSTER\n983 CBOT\n981(+arrays) CLMS\n977 CJUMP\n252(+array) CBOT\n250 UNDRWTR\n197 WEAPONC\n193 WEAPONC\n192 WEAPONC\n191 CSPEED\n\nWCOLOR Scripts:\n998 DOCCOL\n992 CWENRGY\n\nscripts that must be commented out of GLOBA2:\nint timestop bossmusic secretunlock\n987\n983\n977\n252\n197\n192"
      },
      {
        "source": "pk3",
        "name": "actors/Guide.txt",
        "contents": "///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//                              JaxOf7's coolest template in the world.                                                              //\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//                                              Suddenly YD                                                                          //\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor OPJoe : HardClassBase\n{\nplayer.displayname \"OP Joe\"\nplayer.soundclass \"megamanc\"\nplayer.startitem \"MegaBusterC\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"SpreadRune\", 1\nplayer.forwardmove 2.8, 2.8\nplayer.sidemove 2.78, 2.78\nplayer.jumpz 20\ndamagefactor \"Devil\", 1.2\nStates\n{\nSpawn:\nSNIP A 0\nSNIP B 1 ACS_ExecuteAlways(137)\nSNIP A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nSNIP BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nSNIP F 5 ACS_ExecuteAlways(137)\nSNIP G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nClassPain:\nSNIP H 0\ngoto PainContinue\nClassDeath:\nSNIP H 0 A_TakeInventory(\"MegaBusterC\")\ngoto DeathContinue\nDropWeapon:\nSNIP Z 0 A_SpawnItemEx(\"RollingCutterWep\")\ngoto NoDropWeapon\n//Most classes do not need timestop, paincontinue, or deathcontinue redefined.\n//However, some big dudes have real problems with this.\n//When adding a new class, please test their pain state. Remove this if they don't turn invisible or anything.\n/*\nTimeStopped:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\"----\" A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPainContinue:\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 0 //SetPlayerProperty(0, 0, 4)\n\"----\" H 0 SetPlayerProperty(0,0,1)\n\"----\" H 0 SetPlayerProperty(0,0,4)\n\"----\" H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeathFrames:\n\"----\" H 20\ngoto DeathContinue2\n*/\n//Classes that need this:\n//WilyAlien, Hard, Toad, Pharaoh, Dust, Dive, Wave, Stone, Charge, Bliz, Wind, Flame, Plant, Tomahawk, Yamato, Centaur, Junk, Cloud, Spring, Slash, Shade, Turbo, Enker\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/BotFixC.txt",
        "contents": "actor IsBotFlagCheck : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(254)==1,\"BotSlide\")\nstop\nBotSlide:\nTNT1 A 0 A_GiveInventory(\"IsBotFlag\",1)\nstop\n}\n}\n\nactor IsBotFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BotRetreatFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BotHugFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BotRetreat : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfCloser(150,\"Reverse\")\nTNT1 A 0 ACS_ExecuteAlways(191,0,7)\nTNT1 A 0 A_GiveInventory(\"CreateBackBotBuddy\",1)\nstop\nReverse:\nTNT1 A 0 ACS_ExecuteAlways(191,0,8)\nstop\n}\n}\n\nactor CreateBackBotBuddy : CreateBotBuddy\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"BotBuddy\",-32,0,32,0,0,0)\nTNT1 A 0 A_SpawnItemEx(\"BotBuddy\",-32,0,64,0,0,0)\nstop\n}\n}\n\nactor BotBuddyC : BotBuddy replaces BotBuddy\n{\nStates\n{\nGiveJump:\nTNT1 A 0 A_GiveToTarget(\"BotJumpC\",1)\nstop\n}\n}\n\nactor BotHug : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfCloser(150,\"Reverse\")\nTNT1 A 0 ACS_ExecuteAlways(191,0,8)\nstop\nReverse:\nTNT1 A 0 ACS_ExecuteAlways(191,0,7)\nstop\n}\n}\n\nactor BotRevert : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(191,0,8)\nstop\n}\n}\n\nactor BotJumpC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(floorz-z==0,\"GiveJump\")\nstop\nGiveJump:\nTNT1 A 0 ThrustThingZ(0,ACS_ExecuteWithResult(146,0),0,0)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Ballade-alt.txt",
        "contents": "actor Ballade-Alt : Ballade\n{\nplayer.displayname \"Ballade-Alt\"\nStates\n{\nSpawn:\nBAL2 A 0 A_TakeInventory(\"BalladeJumping\",999)\nBAL2 B 1 ACS_ExecuteAlways(137)\nBAL2 A 0 ACS_ExecuteAlways(137)\nBAL2 A 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nGoto Spawn+2\nSee:\nBAL2 BBBBB 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBAL2 A 0 ACS_ExecuteAlways(137)\nBAL2 CCCCC 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBAL2 A 0 ACS_ExecuteAlways(137)\nBAL2 DDDDD 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBAL2 A 0 ACS_ExecuteAlways(137)\nBAL2 EEEEE 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nGoto Spawn\nMissile:\nBAL2 F 1\nBAL2 F 0 A_JumpIfInventory(\"BalladeJumping\",1,\"BalladeJumping\")\nBAL2 F 4\nBAL2 G 4\ngoto Spawn\nBalladeJumping:\nBAL2 Y 1 A_JumpIf(z-floorz<=0, \"Spawn\")\nwait\nClassPain:\nBAL2 H 0\ngoto PainContinue\nClassDeath:\nBAL2 H 0 A_TakeInventory(\"BalladeCrackerBoss\")\ngoto DeathContinue\nDropWeapon:\nBAL2 Z 0 //A_SpawnItemEx(\"BalladeCrackerWep\")\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Punk.txt",
        "contents": "actor Punk : ClassBase\n{\nplayer.displayname \"Punk\"\nplayer.soundclass \"punkc\"\nplayer.startitem \"ScrewCrusherBoss\"\nplayer.startitem \"BounceCrusherBoss\"\nplayer.startitem \"ScrewCrushAmmo\", 14\nplayer.forwardmove 0.75, 0.75\nplayer.sidemove 0.7, 0.7\ndamagefactor \"MirrorBuster\", 1.6\ndamagefactor \"MirrorBuster1\", 1.6\ndamagefactor \"MirrorBuster2\", 1.6\nStates\n{\nSpawn:\nPUNK A 0\nPUNK B 1 ACS_ExecuteAlways(137)\nPUNK A 0 A_JumpIfInventory(\"PunkSpinning\",1,\"PunkSpin2\")\nPUNK A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nPUNK BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nPUNK F 1\nPUNK F 0 A_JumpIfInventory(\"PunkSpinning\",1,\"PunkSpin2\")\nPUNK F 4\nPUNK G 4\ngoto Spawn\nPunkSpin2:\nPUNK A 3\nPSPI TU 3\nPunkFlying:\nPUNK XY 3 A_JumpIfInventory(\"PunkStopping\",1,\"PunkStop2\")\nPNKA A 0 A_JumpIfInventory(\"PunkSpinning\",1,\"PunkFlying\")\nGoto PunkSpin2+3\nPunkStop2:\nPSPI UT 5\nGoto Spawn\nClassPain:\nPUNK H 0\ngoto PainContinue\nClassDeath:\nPUNK H 0 A_TakeInventory(\"ScrewCrusherBoss\")\nPUNK H 0 A_TakeInventory(\"BounceCrusherBoss\")\ngoto DeathContinue\nDropWeapon:\nPUNK Z 0 A_SpawnItemEx(\"ScrewCrusherWepCDropped\")\ngoto NoDropWeapon\nPain.MirrorBuster:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.MirrorBuster\"\nPain.MirrorBuster1:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.MirrorBuster1\"\nPain.MirrorBuster2:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.MirrorBuster2\"\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Quint.txt",
        "contents": "actor Quint : ClassBase\n{\nplayer.displayname \"Quint\"\nplayer.soundclass \"quintc\"\nplayer.startitem \"QuintBusterBoss\"\nplayer.startitem \"SakugarneBoss\"\nplayer.startitem \"BusterAmmo\", 3\nStates\n{\nSpawn:\nQUIN A 0\nQUIN B 1 ACS_ExecuteAlways(137)\nQUIN A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nQUIN BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nQUIN F 5 ACS_ExecuteAlways(137)\nQUIN G 4 ACS_ExecuteAlways(137)\ngoto Spawn\nClassPain:\nQUIN H 0\ngoto PainContinue\nClassDeath:\nQUIN H 0 A_TakeInventory(\"SakugarneBoss\")\nQUIN H 0 A_TakeInventory(\"QuintBusterBoss\")\ngoto DeathContinue\nDropWeapon:\nQUIN Z 0 //A_SpawnItemEx(\"SakugarneWep\")\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Enker.txt",
        "contents": "actor Enker : SturdyClassBase\n{\nplayer.startitem \"SturdyHealthBar\"\nplayer.displayname \"Enker\"\nplayer.soundclass \"enkerc\"\nplayer.forwardmove 1.0, 1.0\nplayer.sidemove 0.9, 0.9\nplayer.startitem \"MirrorBusterBoss\"\nplayer.startitem \"MirrorCharge\", 0\ndamagefactor \"Buster\", 1.0\ndamagefactor \"ProtoBuster\", 1.0\ndamagefactor \"Proto3\", 1.0\ndamagefactor \"DuoFist1\", 1.0\ndamagefactor \"DuoFist2\", 1.0\ndamagefactor \"DuoFist3\", 1.0\ndamagefactor \"BalladeCracker\", 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nENKR B 1 ACS_ExecuteAlways(137)\nENKR A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nENKR BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nENKR F 1\nENKR Y 0 A_JumpIfInventory(\"EnkerAbsorbCount\",1,\"EnkerClassAbsorb\")\nENKR F 3\ngoto Spawn\nAmmoGet:\nENKR Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n//ENKR Y 0 A_GiveInventory(\"MirrorCharge\",7)\nENKR Y 0 ACS_ExecuteAlways(648,0,12)\nEnkerClassAbsorb:\nENKR Z 35\nENKR Z 0\ngoto Spawn+1\nClassPain:\nENKR H 0\ngoto PainContinue\nClassDeath:\nENKR H 0 A_TakeInventory(\"EnkerAbsorbCount\")\nENKR H 0 A_TakeInventory(\"MirrorBusterBoss\")\ngoto DeathContinue\nDropWeapon:\nENKR Z 0 A_SpawnItemEx(\"MirrorBusterWepCDropped\")\ngoto NoDropWeapon\nTimeStopped:\nENKR A 0 SetPlayerProperty(0,1,4)\nENKR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nENKR A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPainContinue:\nENKR Y 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 1 A_SpawnItem(\"PainFX\",0,3)\nENKR H 1 //A_Recoil(1)\nENKR H 0 //SetPlayerProperty(0, 0, 4)\nENKR H 0 SetPlayerProperty(0,0,1)\nENKR H 0 SetPlayerProperty(0,0,4)\nENKR H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeathFrames:\nENKR H 20\ngoto DeathContinue2\nPain.Buster:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.Buster\"\nPain.ProtoBuster:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.ProtoBuster\"\nPain.Proto3:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.Proto3\"\nPain.BalladeCracker:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.BalladeCracker\"\nPain.DuoFist1:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.DuoFist1\"\nPain.DuoFist2:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.DuoFist2\"\nPain.DuoFist3:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.DuoFist3\"\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Roll.txt",
        "contents": "actor RollClass : ProtoClassBase\n{\nplayer.startitem \"ProtoHealthBar\"\nplayer.displayname \"Roll\"\nplayer.soundclass \"RollC\"\nplayer.startitem \"RollSwingBoss\"\nplayer.startitem \"RollBucketBoss\"\nplayer.startitem \"RollHealItem\"\nplayer.startitem \"RollFlag\"\nplayer.startitem \"CanUseItems\"\nplayer.startitem \"RollHealAmmo\", 28\n\n//player.startitem \"CopyNerf\"\nStates\n{\nSpawn:\nROLL A 0\nROLL B 1 ACS_ExecuteAlways(137)\nROLL A 1 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nROLL BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nROLL FFFFF 1 A_JumpIfInventory(\"RollSlide\",1,\"Slide\")\nROLL GGGG 1 A_JumpIfInventory(\"RollSlide\",1,\"Slide\")\ngoto Spawn\nSlide:\nROLL J 20\nROLL A 0\ngoto Spawn\nClassPain:\nROLL H 0\ngoto PainContinue\nClassDeath:\nROLL H 0 A_TakeInventory(\"RollSwingBoss\")\nROLL H 0 A_TakeInventory(\"RollBucketBoss\")\ngoto DeathContinue\nDropWeapon:\nROLL Z 0\ngoto NoDropWeapon\n}\n}\n\nactor RollFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Hairmega.txt",
        "contents": "actor MegamanHair : MegamanC\n{\nplayer.displayname \"Megaman-hair\"\nStates\n{\nSpawn:\nHMEG A 0\nHMEG B 1\nHMEG A 1\nHMEG A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetSpawn\")\nHMEG A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerSpawn\")\nHMEG A 0\nGoto Spawn+2\nSee:\nHMEG A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetWalk\")\nHMEG A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerWalk\")\nHMEG BCDE 5\nGoto Spawn+2\nMissile:\nHMEG A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetMissile\")\nHMEG A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerMissile\")\nHMEG FFFFF 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\nHMEG GGGG 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\ngoto Spawn\nJetSpawn:\nHMEG A 0\nHMEG A 1\nHMEG A 1\nGoto Spawn+5\nJetWalk:\nHMEG BCDE 5\nGoto Spawn+4\nJetMissile:\nHMEG A 0 A_JumpIfInventory(\"JetTrigger\",1,\"Flight\")\nHMEG F 5\nHMEG G 4\ngoto Spawn+3\nFlight:\nHMEG A 0 A_JumpIfInventory(\"JetFuel\",0,\"See\")\nHMEG B 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nHMEG AA 5 ThrustThingZ(0,7,0,1)\ngoto Spawn+3\nPowerSpawn:\nHMEG A 0\nHMEG A 1\nHMEG A 1\nGoto Spawn+5\nPowerWalk:\nHMEG BCDE 5\nGoto Spawn+4\nPowerMissile:\nHMEG A 0\nHMEG F 5\nHMEG G 4\ngoto Spawn+4\nSlide:\nHMEG I 20\nHMEG A 0\ngoto Spawn\nClassPain:\nHMEG H 0\ngoto PainContinue\nClassDeath:\nHMEG H 0\ngoto DeathContinue\nDropWeapon:\nHMEG Z 0\ngoto NoDropWeapon\nTimeStopped:\nHMEG A 0 SetPlayerProperty(0,1,4)\nHMEG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nHMEG A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPainContinue:\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 1 A_SpawnItem(\"PainFX\",0,3)\nHMEG H 1 //A_Recoil(1)\nHMEG H 0 //SetPlayerProperty(0, 0, 4)\nHMEG H 0 SetPlayerProperty(0,0,1)\nHMEG H 0 SetPlayerProperty(0,0,4)\nHMEG H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeathContinue:\nHMEG H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"DeathContinueInstagib\")\nHMEG H 0 A_JumpIfInventory(\"FallingFlag\",1,\"DeathContinueFalling\")\nHMEG H 0 SetPlayerProperty(0, 0, 4)\nHMEG H 0 A_TakeInventory(\"PharaohCharge\",999)\nHMEG H 0 A_NoBlocking\nHMEG H 0 A_GiveInventory(\"CutterFlag\",999)\nHMEG H 0 A_GiveInventory(\"IsDead\",1)\nHMEG H 0 A_Stop\nHMEG H 0 A_GiveToTarget(\"KilledMeStock\",1)\nHMEG H 1 A_GiveToTarget(\"KilledMe\",1)\nHMEG H 19 ACS_ExecuteAlways(999,0,0)\nHMEG H 0 SetPlayerProperty(0, 0, 4)\nHMEG H 0 A_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*A_PlayerScream*/\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nHMEG Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nHMEG Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nHMEG H 0 A_Jump(256, \"DropWeapon\")\ngoto DropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MegaMan?.txt",
        "contents": "actor Megaman? : MegamanC\n{\nplayer.displayname \"Megaman?\"\nplayer.soundclass \"megaman\"\nStates\n{\nSpawn:\nCOPY A 0\nCOPY B 1\nCOPY A 1\nCOPY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetSpawn\")\nCOPY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerSpawn\")\nCOPY A 0\nGoto Spawn+2\nSee:\nCOPY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetWalk\")\nCOPY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerWalk\")\nCOPY BCDE 5\nGoto Spawn+2\nMissile:\nCOPY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetMissile\")\nCOPY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerMissile\")\nCOPY FFFFF 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\nCOPY GGGG 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\ngoto Spawn\nJetSpawn:\nCOPY A 0\nCOPY A 1\nCOPY A 1\nGoto Spawn+5\nJetWalk:\nCOPY BCDE 5\nGoto Spawn+4\nJetMissile:\nCOPY A 0 A_JumpIfInventory(\"JetTrigger\",1,\"Flight\")\nCOPY F 5\nCOPY G 4\ngoto Spawn+3\nFlight:\nCOPY A 0 A_JumpIfInventory(\"JetFuel\",0,\"See\")\nCOPY B 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nCOPY AA 5 ThrustThingZ(0,7,0,1)\ngoto Spawn+3\nPowerSpawn:\nCOPY A 0\nCOPY A 1\nCOPY A 1\nGoto Spawn+5\nPowerWalk:\nCOPY BCDE 5\nGoto Spawn+4\nPowerMissile:\nCOPY A 0\nCOPY F 5\nCOPY G 4\ngoto Spawn+4\nSlide:\nCOPY I 20\nCOPY A 0\ngoto Spawn\nClassPain:\nCOPY H 0\ngoto PainContinue\nClassDeath:\nCOPY H 0\ngoto DeathContinue\nDropWeapon:\nCOPY Z 0\ngoto NoDropWeapon\nTimeStopped:\nCOPY A 0 SetPlayerProperty(0,1,4)\nCOPY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nCOPY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPainContinue:\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 1 A_SpawnItem(\"PainFX\",0,3)\nCOPY H 1 //A_Recoil(1)\nCOPY H 0 //SetPlayerProperty(0, 0, 4)\nCOPY H 0 SetPlayerProperty(0,0,1)\nCOPY H 0 SetPlayerProperty(0,0,4)\nCOPY H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeathContinue:\nCOPY H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"DeathContinueInstagib\")\nCOPY H 0 A_JumpIfInventory(\"FallingFlag\",1,\"DeathContinueFalling\")\nCOPY H 0 SetPlayerProperty(0, 0, 4)\nCOPY H 0 A_TakeInventory(\"PharaohCharge\",999)\nCOPY H 0 A_NoBlocking\nCOPY H 0 A_GiveInventory(\"CutterFlag\",999)\nCOPY H 0 A_GiveInventory(\"IsDead\",1)\nCOPY H 0 A_Stop\nCOPY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nCOPY H 1 A_GiveToTarget(\"KilledMe\",1)\nCOPY H 19 ACS_ExecuteAlways(999,0,0)\nCOPY H 0 SetPlayerProperty(0, 0, 4)\nCOPY H 0 A_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*A_PlayerScream*/\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nCOPY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nCOPY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nCOPY H 0 A_Jump(256, \"DropWeapon\")\ngoto DropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Breakman.txt",
        "contents": "actor breakman : protoman\n{\nplayer.displayname \"breakman\"\nStates\n{\nSpawn:\nBREK A 0 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\nBREK B 1 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\nBREK A 1 ACS_ExecuteAlways(140)\nGoto Spawn+3\nSee:\nBREK BCDE 5 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\nGoto Spawn\nMissile:\nBREK F 1 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\nBREK F 0 A_JumpIfInventory(\"ProtoSlide\",1,\"Slide\")\nBREK F 4 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\nBREK G 4 ACS_ExecuteAlways(140)\nBREK A 0 ACS_ExecuteAlways(144)\ngoto Spawn\nSlide:\nBREK I 20\nBREK A 0\ngoto Spawn\nClassPain:\nBREK H 0\ngoto PainContinue\nClassDeath:\nBREK H 0\ngoto DeathContinue\nDropWeapon:\nBREK Z 0\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Hairproto.txt",
        "contents": "actor ProtoManHair : protoman\n{\nplayer.displayname \"Protoman-Hair\"\nStates\n{\nSpawn:\nHPRO A 0 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\nHPRO B 1 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\nHPRO A 1 ACS_ExecuteAlways(140)\nGoto Spawn+3\nSee:\nHPRO BCDE 5 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\nGoto Spawn\nMissile:\nHPRO F 1 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\nHPRO F 0 A_JumpIfInventory(\"ProtoSlide\",1,\"Slide\")\nHPRO F 4 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\nHPRO G 4 ACS_ExecuteAlways(140)\nHPRO A 0 ACS_ExecuteAlways(144)\ngoto Spawn\nSlide:\nHPRO I 20\nHPRO H 0\ngoto Spawn\nClassPain:\nHPRO H 0\ngoto PainContinue\nClassDeath:\nHPRO H 0\ngoto DeathContinue\nDropWeapon:\nHPRO Z 0\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/MegaManC.txt",
        "contents": "actor MegamanC : MegaClassBase replaces Megaman\n{\nplayer.startitem \"MegaHealthBar\"\nplayer.displayname \"Megaman\"\nplayer.soundclass \"megamanc\"\nplayer.startitem \"MegaBusterC\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"CanCopyWeapons\"\nplayer.startitem \"CanUseItems\"\nplayer.startitem \"MegaBusterFlag\"\nplayer.startitem \"EnergyBalancerActive\"\n\nplayer.startitem \"CopyNerf\"\n+NOSKIN\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nPLAY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetSpawn\")\nPLAY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerSpawn\")\nPLAY A 0\nGoto Spawn+2\nSee:\nPLAY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetWalk\")\nPLAY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerWalk\")\nPLAY BCDE 5\nGoto Spawn+2\nMissile:\nPLAY A 0 A_JumpIfInventory(\"JetBusterC\",1,\"JetMissile\")\nPLAY A 0 A_JumpIfInventory(\"PowerFistC\",1,\"PowerMissile\")\nPLAY FFFFF 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\nPLAY GGGG 1  A_JumpIfInventory(\"MegaSlide\",1,\"Slide\")\ngoto Spawn\nJetSpawn:\nPLAY A 0\nPLAY A 1\nPLAY A 1\nGoto Spawn+5\nJetWalk:\nPLAY BCDE 5\nGoto Spawn+4\nJetMissile:\nPLAY A 0 A_JumpIfInventory(\"JetTrigger\",1,\"Flight\")\nPLAY F 5\nPLAY G 4\ngoto Spawn+3\nFlight:\nPLAY A 0 A_JumpIfInventory(\"JetFuel\",0,\"See\")\nPLAY B 0 A_PlaySoundEx(\"weapon/Jetfly\",\"Auto\")\nPLAY AA 5 ThrustThingZ(0,7,0,1)\ngoto Spawn+3\nPowerSpawn:\nPLAY A 0\nPLAY A 1\nPLAY A 1\nGoto Spawn+5\nPowerWalk:\nPLAY BCDE 5\nGoto Spawn+4\nPowerMissile:\nPLAY A 0\nPLAY F 5\nPLAY G 4\ngoto Spawn+4\nSlide:\nPLAY I 20\nPLAY A 0\ngoto Spawn\nClassPain:\nPLAY H 0\ngoto PainContinue\nClassDeath:\nPLAY H 0\ngoto DeathContinue\nDropWeapon:\nPLAY Z 0\ngoto NoDropWeapon\nTimeStopped:\nPLAY A 0 SetPlayerProperty(0,1,4)\nPLAY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\nPLAY A 0 SetPlayerProperty(0,0,4)\nGoto pain+1\nPainContinue:\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)\nPLAY H 0 SetPlayerProperty(0,0,4)\nPLAY H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeathContinue:\nPLAY H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"DeathContinueInstagib\")\nPLAY H 0 A_JumpIfInventory(\"FallingFlag\",1,\"DeathContinueFalling\")\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_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\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_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*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 H 0 A_Jump(256, \"DropWeapon\")\ngoto DropWeapon\n}\n}\n\nactor GravCancel : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 350\nTNT1 A 0 A_SetGravity(800)\nTNT1 A 0 SetPlayerProperty (0,0,3)\nstop\n}\n}\n\nactor UnGlitcher : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\ninventory.pickupmessage \"\"\nInventory.PickupSound \"\"\nscale 2.0\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nUse:\nTNT1 A 0 SetPlayerProperty(0,0,0)\nTNT1 A 0 SetPlayerProperty(0,0,1)\nTNT1 A 0 SetPlayerProperty(0,0,3)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_ChangeFlag(\"LOWGRAVITY\",0)\nTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\nTNT1 A 0 A_SetGravity(0.8)\nTNT1 A 4\n//TNT1 A 0 ACS_ExecuteAlways(500)\n//TNT1 A 0 ACS_ExecuteAlways(501)\nstop\n}\n}\n\nactor CanCopyWeapons : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor CanUseItems : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor MegaBusterFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Protoman.txt",
        "contents": "actor Protoman : ProtoClassBase\n{\nplayer.startitem \"ProtoHealthBar\"\nplayer.displayname \"Protoman\"\nplayer.soundclass \"protomanc\"\nplayer.startitem \"ProtoBusterC\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"CanCopyWeapons\"\nplayer.startitem \"CanUseItems\"\n//player.startitem \"EnergyBalancerActive\"\n\nplayer.startitem \"CopyNerf\"\nStates\n{\nSpawn:\nPROM A 0 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\nPROM B 1 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\nPROM A 1 ACS_ExecuteAlways(140)\nGoto Spawn+3\nSee:\nPROM BCDE 5 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\nGoto Spawn\nMissile:\nPROM F 1 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\nPROM F 0 A_JumpIfInventory(\"ProtoSlide\",1,\"Slide\")\nPROM F 4 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\nPROM G 4 ACS_ExecuteAlways(140)\nPROM A 0 ACS_ExecuteAlways(144)\ngoto Spawn\nSlide:\nPROM I 20\nPROM A 0\ngoto Spawn\nClassPain:\nPROM H 0\ngoto PainContinue\nClassDeath:\nPROM H 0\ngoto DeathContinue\nDropWeapon:\nPROM Z 0\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Bass.txt",
        "contents": "actor Bass : MegaClassBase\n{\nplayer.startitem \"MegaHealthBar\"\nplayer.displayname \"Bass\"\nplayer.soundclass \"bassc\"\nplayer.startitem \"BassBusterC\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"TrebleBoostAmmo\", 60\nplayer.startitem \"CanCopyWeapons\"\nplayer.startitem \"CanUseItems\"\n//player.startitem \"EnergyBalancerActive\"\n\nplayer.startitem \"CopyNerf\"\n\nplayer.forwardmove 0.75, 0.75\nplayer.sidemove 0.73, 0.73\nStates\n{\nSpawn:\nBASS A 0 A_JumpIfInventory(\"TrebleBoost\",1,\"Treb\")\nBASS B 1 ACS_ExecuteAlways(140)\nBASS A 1 ACS_ExecuteAlways(139)\n//BASS A 0 A_JumpIf(z-floorz<56, \"Give\")\n//BASS A 0 ACS_ExecuteAlways(140)\nGoto Spawn+2\nTreb:\nBASS J 0 ACS_ExecuteAlways(140)\nBASS JKJK 5 ACS_ExecuteAlways(139)\nGoto Spawn\nSee:\nBASS A 0 A_JumpIfInventory(\"TrebleBoost\",1,\"Treb\")\nBASS A 0 ACS_ExecuteAlways(140)\nBASS BCDE 5 ACS_ExecuteAlways(139)\n//MMFX B 0 A_JumpIf(z-floorz<56, \"Give\")\nBASS A 0 ACS_ExecuteAlways(140)\nGoto Spawn\nMissile:\nBASS A 0 A_JumpIfInventory(\"TrebleBoost\",1,\"Trebs\")\nBASS A 0 ACS_ExecuteAlways(140)\nBASS F 1 ACS_ExecuteAlways(139)\nBASS A 0 A_JumpIfInventory(\"BassDash\",1,\"Dash\")\nBASS F 4 ACS_ExecuteAlways(139)\nBASS G 4 ACS_ExecuteAlways(139)\nBASS A 0 ACS_ExecuteAlways(140)\ngoto Spawn\nTrebs:\nBASS L 0 ACS_ExecuteAlways(140)\nBASS L 5 ACS_ExecuteAlways(139)\nBASS M 4 ACS_ExecuteAlways(139)\nBASS M 0 ACS_ExecuteAlways(140)\ngoto Spawn\nDash:\nBASS I 0 ACS_ExecuteAlways(140)\nBASS I 20 ACS_ExecuteAlways(139)\n//BASS A 0 A_JumpIf(z-floorz<56, \"Give\")\nBASS A 0\ngoto Spawn\nGive:\nBASS A 0 A_TakeInventory(\"NoJump\",999)\ngoto Spawn\nClassPain:\nBASS H 0\ngoto PainContinue\nClassDeath:\nBASS H 0\ngoto DeathContinue\nDropWeapon:\nBASS Z 0\ngoto NoDropWeapon\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Ballade.txt",
        "contents": "actor Ballade : LightClassBase\n{\nplayer.startitem \"LightHealthBar\"\nplayer.displayname \"Ballade\"\nplayer.soundclass \"balladec\"\nplayer.forwardmove 0.9, 0.9\nplayer.sidemove 0.8, 0.8\nplayer.startitem \"BalladeCrackerBoss\"\nplayer.startitem \"BalladeCrackerBalladeAmmo\", 30\ndamagefactor \"ScrewCrusher\", 1.8\nplayer.jumpz 13\nStates\n{\nSpawn:\nBALD A 0 A_TakeInventory(\"BalladeJumping\",999)\nBALD B 1 ACS_ExecuteAlways(137)\nBALD A 0 ACS_ExecuteAlways(137)\nBALD A 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nGoto Spawn+2\nSee:\nBALD BBBBB 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBALD A 0 ACS_ExecuteAlways(137)\nBALD CCCCC 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBALD A 0 ACS_ExecuteAlways(137)\nBALD DDDDD 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nBALD A 0 ACS_ExecuteAlways(137)\nBALD EEEEE 1 A_JumpIf(z-floorz>0, \"BalladeJumping\")\nGoto Spawn\nMissile:\nBALD F 1\nBALD F 0 A_JumpIfInventory(\"BalladeJumping\",1,\"BalladeJumping\")\nBALD F 4\nBALD G 4\ngoto Spawn\nBalladeJumping:\nBALD Y 1 A_JumpIf(z-floorz<=0, \"Spawn\")\nwait\nClassPain:\nBALD H 0\ngoto PainContinue\nClassDeath:\nBALD H 0 A_TakeInventory(\"BalladeCrackerBoss\")\ngoto DeathContinue\nDropWeapon:\nBALD Z 0 //A_SpawnItemEx(\"BalladeCrackerWep\")\ngoto NoDropWeapon\nPain.ScrewCrusher:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.ScrewCrusher\"\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBase0.txt",
        "contents": "///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//                              JaxOf7's moar amazing class bases.                                                                    //\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ClassBase0 : PlayerPawn  //All Classes inherit from this in order to make pain states more manageable. To make a new class, refer to the guide file.\n{\nplayer.displayname \"Copy Robot\"\nplayer.damagescreencolor \"yellow\"\nplayer.maxhealth 100\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\n+NOBLOOD\n+DONTBLAST\n//+NOSKIN\n+NODAMAGETHRUST\n//+GHOST\n+CANTSEEK\nplayer.colorrange 0 0\nmass 9999\ndamagefactor \"Dummy\", 0.0\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\ndamagefactor \"TimeStop\", 1.0\ndamagefactor \"BrightB\", 1.0\ndamagefactor \"GravityB1\", 1.0\n//damagefactor \"plant2\", 5.0\ngravity 0.8\nscale 2.5\n+QUICKTORETALIATE\nStates\n{\nSpawn:\n\"----\" A 0\n\"----\" B 1\n\"----\" A 1\nGoto Spawn+2\nSee:\n\"----\" BCDE 5\nGoto Spawn\nMissile:\n\"----\" F 5\n\"----\" G 4\ngoto Spawn\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.NeedleCannon:\nPain.CentaurFlash:\nPain.FreezeCrack:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.Misc:\nPain.Oil:\n\nPain.Clash:\nPain.Plant:\nPain.Plant2:\nPain.Punch:\nPain.Dark:\nPain.SakuDrill:\nPain.GravityB2:\nPain.WilyFireB2:\n\"----\" H 0\nGoto pain+2\nPain.FlameSword:\n\"----\" H 0\n\"----\" HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.FlashBomb:\n\"----\" H 0 A_JumpIfInventory(\"StunArmor\",1,2)\n\"----\" H 0 A_ScaleVelocity(0.85)\n\"----\" H 0\nGoto Pain+2\nPain.WindStorm:\n\"----\" H 0 //ThrustThing(random(0,255),50,1,0)\n\"----\" H 0 ThrustThing(random(0,255),5,0,0)\n\"----\" H 0 ThrustThingZ(0,30,0,0)\nGoto pain+2\nPain.SlashClaw:\n\"----\" H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.Peekaboo:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+2\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+2\nPain.FlashStopper:\n\"----\" H 0\n\"----\" H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",125)\n\"----\" H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+2\n\"----\" H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+2\nPain.TimeSlow:\n\"----\" H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+2\nPain.CentaurShock:\nPain.NeutralShock:\nPain.SparkShock:\n\"----\" H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\n\"----\" H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+2\nPain.CrashBomb:\n\"----\" H 0 A_JumpIfInventory(\"StunArmor\",1,2)\n\"----\" H 0 A_Stop\n\"----\" H 0\nGoto Pain+2\nPain.GravityHold:\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+2\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+2\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+2\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+2\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+2\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+2\nBeatAssist:\nPLAY H 0\nPLAY H 0 HealThing(2)\nPLAY H 0 ThrustThingZ(0,25,0,0)\nPLAY H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+2\nPain.WilyFire:\n\"----\" H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 A_SpawnItemEx(\"ImOnFire\")\n\"----\" H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 0 A_Stop\n\"----\" H 0 A_Jump(256, \"Spawn\")\nGoto Spawn\n/*Pain.WilyIce:\n\"----\" H 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\"----\" H 0 SetPlayerProperty(0,1,4)\n\"----\" H 0 A_SpawnItemEx(\"ImFrozen\")\n\"----\" H 0 A_GiveInventory(\"IceVision\",1)\n\"----\" H 30 A_Stop\n\"----\" H 30 A_ChangeFlag(\"SHOOTABLE\",1)\n\"----\" H 0 SetPlayerProperty(0,0,0)\n\"----\" H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn*/\n//Classes' incredible custom pain states\nPain.TimeStop:\n\"----\" H 0 A_Jump(256, \"TimeStopped\")\nGoto TimeStopped\nTimeStopped:\n\"----\" A 0 SetPlayerProperty(0,1,4)\n\"----\" AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop\n\"----\" A 0 SetPlayerProperty(0,0,4)\nGoto pain+2\nPain.Ice3:\n\"----\" H 0 A_GiveInventory(\"IceSlowed\",1)\nGoto pain+2\nPain.Roll:\n\"----\" H 0 ThrustThing(random(0,255),15,1,0)\n\"----\" H 0 ThrustThingZ(0,50,0,0)\n\"----\" H 0 A_SpawnItemEx(\"RollHit\")\nGoto pain+2\nDeath.Roll:\n\"----\" H 0 A_GiveToTarget(\"RollHealAmmo\", 2)\ngoto Death\nPain.PlantBuster:\n\"----\" H 0 A_SpawnItemEx(\"PlantHit\")\nGoto pain+2\nDeath.PlantBuster:\n\"----\" H 0 A_GiveToTarget(\"LMSRegen\", 1)\nGoto Death\nPain.FreezeCrackerB:\nPain.IceWaveB:\n\"----\" H 0 A_SpawnItemEx(\"GroundIce\")\nGoto Pain+2\nPain.MagPush:\n\"----\" H 0 A_SpawnItemEx(\"MagHit\")\nGoto pain+2\nPain.KnightRush:\n\"----\" H 0 A_SpawnItemEx(\"KnightHit\")\nGoto pain.SparkShock\nPain.BrightB:\n\"----\" H 0 A_SpawnItemEx(\"BossFlashStoppered\")\nGoto pain+2\nPain.GravityB1:\n\"----\" H 0 A_SpawnItemEx(\"GravityHit\")\nGoto pain+2\nPain.AtomicFire3:\n\"----\" H 0 A_GiveInventory(\"AtomicOnce\",1)\nGoto Pain\nPain.WilyFireB1:\n\"----\" H 0 A_JumpIfInventory(\"WilyBurnTimer\",1,2)\n\"----\" H 0 A_SpawnItemEx(\"WilyFireHit\")\n\"----\" H 0 A_GiveInventory(\"WilyBurnTimer\",60)\nGoto Pain+2\nPain.DangerTrap:\n\"----\" H 0 A_SpawnItemEx(\"DangerTrapped\")\nGoto pain+2\nPain.Normal:Pain.ProtoBuster:Pain.Proto3:Pain.DuoFist1:Pain.DuoFist2:Pain.DuoFist3:\nPain.RollingCutter:Pain.SuperArm:Pain.IceSlasher:Pain.HyperBomb:Pain.FireStorm:Pain.ThunderBeam:Pain.OilSlider:Pain.OilFlame:\nPain.MetalBlade:Pain.AirShooter:Pain.BubbleLead:Pain.AtomicFire1:Pain.AtomicFire2:/*Pain.AtomicFire3:*/Pain.LeafShield:\nPain.GeminiLaser:Pain.HardKnuckle:Pain.TopSpin:Pain.SearchSnake:Pain.ShadowBlade:\nPain.RainFlush:Pain.DrillBomb:Pain.PharaohShot1:Pain.PharaohShot2:Pain.PharaohShot3:Pain.RingBoomerang:Pain.DustCrusher:\nPain.WaterWave:Pain.PowerStone:Pain.GyroAttack:Pain.NapalmBomb:Pain.CrystalEye:Pain.CrystalEyeBit:\nPain.BlizzardAttack:Pain.FlameBlast:Pain.KnightCrush:Pain.SilverTomahawk:\nPain.MirrorBuster:Pain.MirrorBuster1:Pain.MirrorBuster2:Pain.Sakugarne:Pain.BalladeCracker:\nPain.Tango:\nPain.FreezeCracker:Pain.FreezeCrackerBit:Pain.JunkShot:Pain.DangerWrap:Pain.ThunderBolt:Pain.WildCoil2:Pain.NoiseCrush1:Pain.NoiseCrush2:\nPain.MegaBall:Pain.AstroCrush:Pain.FlameSwordSpark:Pain.IceWave:Pain.ThunderClaw:Pain.WaterBalloon:Pain.HomingSniper:\nPain.Mine:Pain.Skull:Pain.Windg:Pain.FireTrap:Pain.Met:Pain.Devil:\nPain.WilyLightning:Pain.FirePillar:Pain.TopSpinB:Pain.TopThrow:\nPain.LeafFall:Pain.Coal:\nPain:\n\"----\" H 0 A_JumpIfInventory(\"StunArmor\",1,2)\n\"----\" H 0 A_ScaleVelocity(0.75)\n\"----\" H 0 A_TakeInventory(\"SuperEffective\",1)\n\"----\" H 0 A_GiveInventory(\"EndBossFlashStoppered\",1)\n\"----\" H 0 A_GiveInventory(\"MirrorCharge\",3)\n\"----\" H 0 A_JumpIfInventory(\"EnkerAbsorbCount\",1,\"AmmoGet\")\n\"----\" H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerClassAbsorb\")\n\"----\" H 0 A_Pain\n\"----\" H 0 A_JumpIfInventory(\"StayLocked\",1,2)\n\"----\" H 0 SetPlayerProperty(0,0,4)\n\"----\" H 0 //A_GiveInventory(\"TempInvince\",1)\n\"----\" H 0 //SetPlayerProperty(0, 1, 4)\n\"----\" H 0 A_Jump(256, \"ClassPain\")\ngoto ClassPain\nClassPain:\n\"----\" H 0\ngoto PainContinue\nPainContinue:\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 1 A_SpawnItem(\"PainFX\",0,3)\n\"----\" H 1 //A_Recoil(1)\n\"----\" H 0 //SetPlayerProperty(0, 0, 4)\n\"----\" H 0 //SetPlayerProperty(0,0,1)\n\"----\" H 0 A_Jump(256, \"Spawn\")\ngoto Spawn\nDeath.Beam:\nDeath.GravityHold:\nDeath.GravityB1:\nDeath.GravityB2:\nDeath.instagib:\n\"----\" H 0 A_GiveInventory(\"InstagibFlag\",1)\n\"----\" H 0 A_Jump(256, \"ClassDeath\")\ngoto ClassDeath\nDeathContinueInstagib:\n\"----\" H 0 A_SpawnItemEx(\"JunkSpewer\")\n\"----\" Z 1 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" Z 0 A_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*A_PlayerScream*/\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" H 0 A_Jump(256, \"DropWeapon\")\ngoto DropWeapon\nDeath:\n\"----\" H 0\n\"----\" H 0 A_Jump(256, \"ClassDeath\")\ngoto ClassDeath\nDeathContinue:\n\"----\" H 0 A_TakeInventory(\"UnSolid\",999)\n\"----\" H 0 A_TakeInventory(\"PharaohCharge\",999)\n\"----\" H 0 A_TakeInventory(\"PharaohChargeC\",999)\n\"----\" H 0 A_GiveInventory(\"EndBossFlashStoppered\",1)\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_TakeInventory(\"WilyBurnTimer\",999)\n\"----\" H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"DeathContinueInstagib\")\n\"----\" H 0 A_JumpIfInventory(\"FallingFlag\",1,\"DeathContinueFalling\")\n\"----\" H 0 A_SpawnItemEx(\"JunkSpewer\")\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_NoBlocking\n\"----\" H 0 A_Stop\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n/*\"----\" H 1 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 19 ACS_ExecuteAlways(999,0,0)*/\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 ACS_ExecuteAlways(999,0,0)\n\"----\" H 0 A_Jump(256, \"DeathFrames\")\ngoto DeathFrames\nClassDeath:\n\"----\" H 0\ngoto DeathContinue\nDeathFrames:\n\"----\" H 20\ngoto DeathContinue2\nDeathContinue2:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*A_PlayerScream*/\n\"----\" H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\n\"----\" H 0 A_Jump(256, \"DropWeapon\")\ngoto DropWeapon\nDeath.Falling:\n\"----\" H 0 A_GiveInventory(\"FallingFlag\",1)\n\"----\" H 0 A_Jump(256, \"ClassDeath\")\ngoto ClassDeath\nDeathContinueFalling:\n\"----\" H 0 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_NoBlocking\nPLAY Z 1 A_PlaySoundEX(\"misc/devildeath\",\"Voice\") /*A_PlayerScream*/\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\n//PLAY Z -1\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Slender:\n\"----\" H 0 A_TakeInventory(\"UnSolid\",999)\n\"----\" H 0 A_TakeInventory(\"PharaohCharge\",999)\n\"----\" H 0 A_TakeInventory(\"PharaohChargeC\",999)\n\"----\" H 0 A_GiveInventory(\"EndBossFlashStoppered\",1)\n\"----\" H 0 A_GiveInventory(\"CutterFlag\",999)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_TakeInventory(\"WilyBurnTimer\",999)\n\"----\" H 1 SetPlayerProperty(0, 0, 4)\n\"----\" H 0 A_GiveToTarget(\"KilledMe\",1)\n\"----\" H 0 A_GiveToTarget(\"KilledMeStock\",1)\n\"----\" H 0 A_GiveInventory(\"IsDead\",1)\n\"----\" H 0 A_NoBlocking\n\"----\" H 2 A_SetTranslucent (0.9, 0)\n\"----\" H 2 A_SetTranslucent (0.8, 0)\n\"----\" H 2 A_SetTranslucent (0.7, 0)\n\"----\" H 2 A_SetTranslucent (0.6, 0)\n\"----\" H 2 A_SetTranslucent (0.5, 0)\n\"----\" H 2 A_SetTranslucent (0.4, 0)\n\"----\" H 2 A_SetTranslucent (0.3, 0)\n\"----\" H 2 A_SetTranslucent (0.2, 0)\n\"----\" H 2 A_SetTranslucent (0.1, 0)\n\"----\" H 2 A_SetTranslucent (0.0, 0)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Scrooge:\n\"----\" H 0 A_ChangeFlag(NOGRAVITY,0)\n\"----\" H 1 ThrustThingZ(0,200,0,0)\n\"----\" H 1 A_JumpIf(momz==0,1)\nGoto Death.Scrooge+2\n\"----\" H 0\nGoto Death.instagib\nPunkSpin:\n\"----\" AVW 3\n\"----\" XY 3\nGoto PunkSpin+3\nPunkStop:\n\"----\" WV 5\nGoto Spawn\nEnkerRaise:\n\"----\" Y 1\nloop\nEnkerAbsorb:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,65)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\n\"----\" Y 3 ACS_ExecuteAlways(998,0,66)\n\"----\" Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\n\"----\" Y 1 A_SpawnItemEx(\"DarkDamager\")\n\"----\" Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\n\"----\" Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\n\"----\" G 4\nloop\nCreditWalk:\n\"----\" BCDE 8\nloop\nDropWeapon:\n\"----\" H 0\n//PLAY Z -1\nNoDropWeapon:\nPLAY Z 1 A_CheckPlayerDone\nwait\ngoto Spawn+1\nAmmoGet:\n\"----\" Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\n\"----\" Y 0 A_GiveInventory(\"MirrorCharge\",7)\nEnkerClassAbsorb:\n\"----\" Z 35\n\"----\" Z 0\ngoto Spawn+1\n}\n}\n\nactor AtomicOnce : PowerProtection\n{\nPowerup.Duration 7\ndamagefactor \"AtomicFire3\", 0.0\n}\n\nactor TempPitProtect : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtector\")\nstop\n}\n}\n\nactor TempPitProtector\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveToTarget(\"MonsterBlock\", 1)\nTNT1 A 1 A_GiveToTarget(\"NoMonsterBlock\", 1)\nstop\n}\n}\n\nactor NoMonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",1)\nstop\n}\n}\n\nactor RollHit\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"RollHitPickup\",1)\nstop\n}\n}\n\nactor RollHitPickup : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveToTarget(\"RollHealAmmo\",2)\nstop\n}\n}\n\nactor MagHit : RollHit\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"MagHitPickup\",1)\nstop\n}\n}\n\n/*\nactor PusheeID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 32\n}\n*/\n\nactor KnightHit : RollHit\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"KnightHitPickup\",1)\nstop\n}\n}\n\nactor PlantHit : RollHit\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PlantHitPickup\",1)\nstop\n}\n}\n\nactor PlantHitPickup : RollHitPickup\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"LMSRegen\",1)\nstop\n}\n}\n\n/*\nactor LowGravityEx : LowGravity replaces LowGravity\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravityEx : NormalGravity replaces NormalGravity\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n*/\n\nactor NormalGravityFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor LowGravityFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor EndBossFlashStoppered : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor JunkSpewer\n{\n+NOINTERACTION\n-SOLID\nHeight 0\nRadius 0\nrenderstyle \"none\"\nStates\n{\nSpawn:\nPLAY A 0\n//PLAY A 0 A_SpawnItemEx(\"JunkBits9\",0,0,0,random(1,102),0,random(10,120),random(0,360))\nPLAY A 0 A_SpawnItemEx(\"JunkBits9\",0,0,0,random(1,10),0,random(3,12),random(0,359))\nPLAY A 0 A_SpawnItemEx(\"JunkBits4\",0,0,0,random(1,10),0,random(3,12),random(0,359))\nPLAY A 0 A_SpawnItemEx(\"JunkBits6\",0,0,0,random(1,10),0,random(3,12),random(0,359))\nstop\n}\n}\n\nactor PainFXC : PainFX replaces PainFX\n{\nStates\n{\nSpawn:\nMMFX A 0\nMMFX A 0 A_JumpIfInTargetInventory(\"SuperEffective\", 2, \"SuperSound\")\nMMFX A 0 A_JumpIfInTargetInventory(\"SuperEffective\", 1, \"Super\")\nMMFX A 1\nstop\nSuper:\nTNT1 A 0 A_SpawnItem(\"PainFX2\")\nTNT1 A 1\nstop\nSuperSound:\nMMFX A 0 A_TakeFromTarget(\"SuperEffective\", 1)\nTNT1 A 0 A_SpawnItem(\"PainFX3\")\nTNT1 A 1\nstop\n}\n}\n\nactor PainFX2 : PainFX\n{\nscale 3.5\nStates\n{\nSpawn:\nMMFX A 0\nMMFX A 1\nstop\n}\n}\n\nactor PainFX3 : PainFX2\n{\nStates\n{\nSpawn:\nMMFX A 0\nMMFX A 0 A_PlaySoundEX(\"classes/super\",\"Weapon\")\nMMFX A 1\nstop\n}\n}\n\nactor ImFrozenC : ImFrozen replaces ImFrozen\n{\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 AAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 A 1 A_GiveToTarget(\"ImNotFrozenNowC\",1)\nstop\n}\n}\n\nactor ImNotFrozenNowC : ImNotFrozenNow replaces ImNotFrozenNow\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nPLAY A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nTNT1 A 0 A_TakeInventory(\"IceVision\",1)\nstop\n}\n}\n\nactor WasFrozenTodayFX : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"WasFrozenToday\", 0, 0, 36)\nTNT1 A 1\nstop\n}\n}\n\nactor WasFrozenToday\n{\nRenderStyle \"Translucent\"\nscale 5.0\nAlpha 0.5\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nMRFP B 0\nMRFP B 1\nstop\n}\n}\n\nACTOR TeleportFogC : TeleportFog2 replaces TeleportFog2\n{\n  States\n  {\n  Spawn:\n    TFOG A 0\n\tTFOG A 0 A_SpawnItemEx(\"SpawnProtect\")\n\tTFOG A 3 A_PlaySound(\"misc/teleport\")\n    TFOG BC 2\n    Stop\n}\n}\n\nactor SpawnProtect\n{\n+SOLID\n//+CLIENTSIDEONLY\n+SHOOTABLE\n+DONTRIP\n+NODAMAGE\n+NOBLOOD\nhealth 99999\n+DONTBLAST\nheight 56\nradius 16\nscale 2.5\nspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\n}\n}\n\nactor SuperEffective : Inventory\n{\ninventory.amount 3\ninventory.maxamount 3\n}\n\nactor InstagibFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor FallingFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor StunArmor : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor StayLocked : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SpawningMisfire : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBase.txt",
        "contents": "actor ClassBase : ClassBase0\n{\nstates\n{\n//yo modders, replace this txt file and put your additional pain states here\n}\n}\n\nactor GlassHealthBar : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\nactor LightHealthBar : GlassHealthBar\n{\n}\nactor SturdyHealthBar : GlassHealthBar\n{\n}\nactor ToadHealthBar : GlassHealthBar\n{\n}\nactor HeavyHealthBar : GlassHealthBar\n{\n}\nactor HardHealthBar : GlassHealthBar\n{\n}\nactor ProtoHealthBar : GlassHealthBar\n{\n}\nactor MegaHealthBar : GlassHealthBar\n{\n}\nactor DuoHealthBar : GlassHealthBar\n{\n}\nactor DocToadHealthBar : GlassHealthBar\n{\n}\n\n//Armor bases.\n//Have the class inherit from the one that grants proper resistance.\nactor HardClassBase : ClassBase\n{\nplayer.startitem \"HardHealthBar\" //startitems actually aren't inherited btw\ndamagefactor \"Normal\", 0.5\n//damagefactor \"TopSpin\", 0.25\ndamagefactor \"TopSpin\", 0.35\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor HeavyClassBase : ClassBase\n{\nplayer.startitem \"HeavyHealthBar\"\ndamagefactor \"Normal\", 0.55\n//damagefactor \"TopSpin\", 0.275\ndamagefactor \"TopSpin\", 0.41\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor ToadClassBase : ClassBase\n{\nplayer.startitem \"ToadHealthBar\"\ndamagefactor \"Normal\", 0.65\n//damagefactor \"TopSpin\", 0.325\ndamagefactor \"TopSpin\", 0.52\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor DocToadClassBase : ClassBase //Really scrounging for names here\n{\nplayer.startitem \"DocToadHealthBar\"\ndamagefactor \"Normal\", 0.728\ndamagefactor \"TopSpin\", 0.621\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor SturdyClassBase : ClassBase\n{\nplayer.startitem \"SturdyHealthBar\"\ndamagefactor \"Normal\", 0.8\n//damagefactor \"TopSpin\", 0.4\ndamagefactor \"TopSpin\", 0.72\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor DuoClassBase : ClassBase\n{\nplayer.startitem \"DuoHealthBar\"\ndamagefactor \"Normal\", 0.896\ndamagefactor \"TopSpin\", 0.848\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor MegaClassBase : ClassBase\n{\nplayer.startitem \"MegaHealthBar\"\ndamagefactor \"Normal\", 1.12\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor LightClassBase : ClassBase\n{\nplayer.startitem \"LightHealthBar\"\ndamagefactor \"Normal\", 1.2\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor ProtoClassBase : ClassBase\n{\nplayer.startitem \"ProtoHealthBar\"\n//damagefactor \"Normal\", 1.335\n//Toohigh\ndamagefactor \"Normal\", 1.333\n//Toolow\n//damagefactor \"Normal\", 1.33\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor GlassClassBase : ClassBase\n{\nplayer.startitem \"GlassHealthBar\"\ndamagefactor \"Normal\", 1.5\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\n\nactor LightDocArmor : PowerProtection\n{\nPowerup.Duration 0x7FFFFFFF\ndamagefactor \"Normal\", 1.2\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\nactor SturdyDocArmor : LightDocArmor\n{\ndamagefactor \"Normal\", 0.8\ndamagefactor \"TopSpin\", 0.72\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}\nactor ToadDocArmor : LightDocArmor\n{\ndamagefactor \"Normal\", 0.65\ndamagefactor \"TopSpin\", 0.52\ndamagefactor \"Peekaboo\", 1.0\ndamagefactor \"Scared\", 1.0\ndamagefactor \"Slender\", 1.0\ndamagefactor \"CaveStory\", 1.0\ndamagefactor \"Clone\", 1.0\ndamagefactor \"instagib\", 1.0\ndamagefactor \"WilyFire\", 1.0\ndamagefactor \"Scrooge\", 1.0\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman7/Freezeman.txt",
        "contents": "actor Freezeman : ClassBase\n{\nplayer.displayname \"freezeman\"\nplayer.soundclass \"freezemanc\"\nplayer.startitem \"FreezeCrackerBoss\"\nplayer.startitem \"MrFreezeAmmo\", 28\ndamagefactor \"OilSlider\", 1.2\ndamagefactor \"DustCrusher\", 1.2\ndamagefactor \"JunkShield\", 1.5\ndamagefactor \"JunkShot\", 1.5\nStates\n{\nSpawn:\nFREE A 0\nFREE B 1 ACS_ExecuteAlways(137)\nFREE A 5 ACS_ExecuteAlways(137)\nGoto Spawn+2\nSee:\nFREE BCDE 5 ACS_ExecuteAlways(137)\nGoto Spawn\nMissile:\nFREE FG 4 ACS_ExecuteAlways(137)\ngoto Spawn\nClassPain:\nFREE H 0\ngoto PainContinue\nClassDeath:\nFREE H 0 A_TakeInventory(\"FreezeCrackerBoss\")\ngoto DeathContinue\nDropWeapon:\nFREE Z 0 A_SpawnItemEx(\"FreezeCrackerWepCDropped\")\ngoto NoDropWeapon\nPain.OilSlider:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.OilSlider\"\nPain.DustCrusher:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.DustCrusher\"\nPain.JunkShield:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.JunkShield\"\nPain.JunkShot:\nPLAY H 0 A_GiveInventory(\"SuperEffective\", 3)\ngoto \"ClassBase::Pain.JunkShot\"\n\nTimeStopped:\nFREE I 0 SetPlayerProperty(0,1,4)\nFREE IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Stop\nFREE I 0 SetPlayerProperty(0,0,4)\nGoto pain+1\n}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.