bd21addonweapons.pk3

PK3 606 KiB 0 map(s)

Counts

endoom0
graphics0
lumps53
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c4e478b-937e-40a5-8973-63078360ef3a",
    "sha1": "04251d4eba82a88d58fae9e64a4edac68a401c75",
    "sha256": "5e2c4b7f2be4495be614a75662a2dc523d72e9ef6873d7ebbfdfc8c735b31683",
    "filenames": [
      "bd21addonweapons.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-07-24 10:34:08",
      "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": "2018-07-24 10:34:08",
    "file": {
      "type": "PK3",
      "size": 620284,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/04251d4eba82a88d58fae9e64a4edac68a401c75/04251d4eba82a88d58fae9e64a4edac68a401c75.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 53,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "bd21addonweapons",
      "description": "This WAD is a small PK3 addon containing no maps, focused solely on adding new weapon functionality. It introduces a custom weapon called the Flakker, replacing the grenade launcher with unique ammo types and behaviors. There are no monsters, items, or map data included, so no gameplay difficulty or progression applies. The content is purely a weapon mod compatible with Doom engine games. No specific themes, textures, or level design elements are present.",
      "tags": [
        "custom_weapon",
        "doom_compatible",
        "no_maps",
        "small_scale",
        "weapon_mod"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate.Flakker.txt",
        "contents": "//// --------------------------------------------------------------------------\n// Flakker\n//// --------------------------------------------------------------------------\n\nACTOR Flakker : BrutalWeapon Replaces GrenadeLauncher\n{\n\tGame Doom\n\tSpawnID 29\n\tSpeed 20\n\tDamage 20\n\tWeapon.SelectionOrder 9500\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 8\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoRocket\"\n\tWeapon.AmmoType2 \"FlakAmmo\"\n    Inventory.PickupSound \"ROCKPKUP\"\n    +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\t+WEAPON.AXEBLOOD\n\t+WEAPON.EXPLOSIVE\n\t+WEAPON.NOAUTOFIRE\n\tInventory.PickupMessage \"$GOTLAUNCHER\"\n\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t    BRWL A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasUnloadedRL\", 1, \"ReadyNoAmmo\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeMode\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tBRWL A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tBRWL A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tMISP A 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tBRWL A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tBRWL A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBRWL A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBRWL A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tBRWL A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBRWL A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBRWL A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBRWL A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBRWL A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBRWL A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tBRWL A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\", 1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBRWL A 1 offset(-4,38)\n\t\tBRWL A 1 offset(-12,42)\n\t\tBRWL A 1 offset(-20,46)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t//TNT1 A 0 A_Giveinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAA 0 A_RAise\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n        BRWL A 2 A_PlaySound(\"RLANDRAW\")\n\t\tSelectAnimation:\n        BRWL A 1 offset(-20,46)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tBRWL A 1 offset(-12,42)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tBRWL A 1 offset(-4,38)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\n        TNT1 AAAAA 0\n        Goto Ready\n\n\tChangeMode:\n\t\tBRWL A 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlakModifier\", 1, \"ChangeMode2\")\n\t\tTNT1 A 0 A_GiveInventory(\"FlakModifier\", 1)\n\t\tTNT1 A 0 A_Print(\"Flak Mode Selected.\", 2)\n\t\tBRWL BCD 1\n\t\tGoto Ready\n\n\tChangeMode2:\n\t\tBRWL A 1\n\t\tTNT1 A 0 A_TakeInventory(\"FlakModifier\", 1)\n\t\tTNT1 A 0 A_Print(\"Grenade Mode selected.\", 2)\n\t\tBRWL BCD 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlakModifier\",1,\"FlakFire\")\n        TNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"FlakFire\")\n\t\tBRWF A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound(\"weapons/firegrenade\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tBRWF B 2 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShortGrenade\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_Takeinventory(\"FlakAmmo\",1)\n\t\tBRWF C 2 BRIGHT\n\t\tBRWL ABCD 2\n\t\tTNT1 A 0 A_refire(\"fire\")\n\t\tGoto Ready\n\n\t AltFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlakModifier\",1,\"FlakAltFire\")\n        TNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"FlakFire\")\n\t\tBRWF A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound(\"weapons/firegrenade\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tBRWF B 2 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"GrenadeMissile\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_Takeinventory(\"FlakAmmo\",1)\n\t\tBRWF C 2 BRIGHT\n\t\tBRWL ABCD 2\n\t\tTNT1 A 0 A_refire(\"AltFire\")\n\t\tGoto Ready\n\n\tFlakFire:\n\t\tTNT1 A 0\n        TNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"ZoomedFire\")\n\t\tBRWF A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"DM\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"FlakShot1\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tBRWF B 2 BRIGHT\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"FlakShrapz\", Random(6,-6), 0, 0, -10,0,random(4,-4))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_Takeinventory(\"FlakAmmo\",1)\n\t\tBRWF C 2 BRIGHT\n\t\tBRWL ABCD 2\n\t\tTNT1 A 0 A_refire(\"Flakfire\")\n\t\tGoto Ready\n\n\t FlakAltFire:\n        TNT1 A 0\n        TNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",1,2)\n        Goto Reload\n        TNT1 AAAA 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"ZoomedFire\")\n\t\tBRWF A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"DMgame\",1,\"DM\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n        TNT1 A 0 A_PlaySound (\"FlakShot2\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\")\n\t\tBRWF B 2 BRIGHT\n\t\tTNT1 A 0 A_RailAttack(180, 0, 0, \"none\", \"none\", RGF_Silent, 3, \"Shotgunpuff\", 0, 0, 200, 0,0,0, \"CrackParticle\", -1)\n\t\tTNT1 AA 0 A_RailAttack(180, 0, 0, \"none\", \"none\", RGF_Silent, 0, \"Shotgunpuff\", 5, 0, 200, 0,0,0, \"CrackParticle\", -1)\n\t\tTNT1 AA 0 A_RailAttack(180, 0, 0, \"none\", \"none\", RGF_Silent, 0, \"Shotgunpuff\", 7, 0, 200, 0,0,0, \"CrackParticle\", -1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RocketGlassBreaker\", 0, 1, 0, -6)\n\t\tTNT1 A 0 A_Takeinventory(\"FlakAmmo\",1)\n\t\tBRWF C 2 BRIGHT\n\t\tBRWL ABCD 2\n\t\tTNT1 A 0 A_refire(\"FlakAltFire\")\n        Goto Ready\n\n    Reload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\", 1)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"HasUnloadedRL\", 1, 26)\n\t\tBRWL A 1 A_WeaponReady(WRF_NOFIRE)\n        TNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",8,\"NoNeedToReload\")\n        TNT1 A 0 A_JumpIfInventory(\"AmmoRocket\",1,3)\n        Goto Ready\n        TNT1 AAAA 0\n\t\t//TNT1 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"FLAKRLD\")\n\t\tBRWL A 2 offset(-3,36)\n\t\tBRWL A 2 offset(-5,40)\n\t\tBRWL A 2 offset(-7,44)\n\t\tBRWL A 2 offset(-9,48)\n\n\tReloading:\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoRocket\", 1,1)\n\t\tGoto ready\n\t\tTNT1 A 0 A_PlaySound(\"misc/rocket_PickUp\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeLoad\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlakAmmo\",8,\"EndingReload\")\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"FlakAmmo\", 1)\n\t\tBRWL BCD 1 Offset(-9,48)\n\t\tBRWL A 4 Offset(-9,48)\n\t\tLoop\n\tEndingReload:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeClose\")\n\t\tBRWL A 8 Offset(-9,48)\n\t\tBRWL A 2 offset(-7,44)\n\t\tBRWL A 2 offset(-5,40)\n\t\tBRWL A 2 offset(-3,36)\n\t\tBRWL A 2 offset(0,32)\n\t\tGoto Ready\n\n\t\tNoNeedToReload:\n        BRWL A 1 A_Refire\n        Goto Ready\n\n//\tTurboReload:\n//\t\tTNT1 A 0 A_Takeinventory(\"HasUnloaded\",1)\n//        PISS BA 0\n//        Goto FinishReload\n\n//\tUnload:\n//\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n//\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\", 1)\n//      TNT1 A 0 A_ZoomFactor(1.0)\n//\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,2)\n//\t\tGoto ReadyNoAMmo\n//\t\tTNT1 AA 0\n//\n//\t\tRLNG A 1 A_WeaponReady(WRF_NOFIRE)\n//\t\tTNT1 A 0 A_Takeinventory(\"Unloading\",1)\n//\t\tTNT1 A 0 A_ZoomFactor(1.0)\n//\t\tTNT1 A 0 A_TakeInventory(\"Zoomed\", 1)\n//      TNT1 A 0 A_JumpIfInventory(\"AmmoRocket\",1,3)\n//      Goto Ready\n//      TNT1 AAAA 0\n//\n//      TNT1 A 0 A_PlaySound(\"Reload\")\n//      MISR ABCDE 1\n//      MISR EFGGG 1\n//\t\tMISR HI 1\n//\t\tTNT1 A 0 A_Giveinventory(\"HasUnloadedRL\",1)\n\n//\tFinishUnload:\n//\t\tTNT1 AAAAAA 0\n//\t\tTNT1 A 0 A_JumpIfInventory(\"RocketRounds\",1,3)\n//\t\tGoto ReadyNoAMmo\n//      TNT1 AAAA 0\n//\t\tTNT1 A 0 A_Takeinventory(\"RocketRounds\",1)\n//\t\tTNT1 A 0 A_Giveinventory(\"AmmoRocket\",1)\n//\t\tGoto FinishUnload\n//\n//\t\tTNT1 AAAAAAAAAA 0\n//\t\tGoto ReadyNoAMmo\n\n\tSpawn:\n\t\tBRWP A -1\n\t\tStop\n\t}\n}\n\nActor FlakShrapz\n{\n\tRadius 4\n\tHeight 4\n\tSpeed 60\n\tDamage 18\n    +MISSILE\n    +BLOODSPLATTER\n\t+SKYEXPLODE\n\t+BOUNCEONWALLS\n\t+BOUNCEONFLOORS\n\t+BOUNCEONCEILINGS\n\t+EXPLODEONWATER\n\t-ALLOWBOUNCEONACTORS\n\t+RANDOMIZE\n\tGravity 0.6\n\tDamageType saw //cut\n    BounceFactor 0.8\n\tBounceSound \"Weapons/GrenadeBounce\"\n\tDeathSound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t    SHRP AABBCC 1 A_spawnitem(\"YellowFlareSmall\")\n\t\t//SHRP AABBCC 1 A_spawnitem(\"YellowFlareSmall\")\n\t\tSHRP DDEEFF 2 A_spawnitem(\"RedFlareSmall\")\n\t\tSHRP GGHHII 2\n\t\tSHRP JJKKLL 3\n\tDeath:\n\t\tSHRP J 5\n\t\tTNT1 A 1 A_spawnitem(\"YellowFlare\")\n\t\tTNT1 AAA 0 A_spawnitem(\"NeoSmoke\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor CrackParticle: ExplosionParticle2\n{\n  Height 1\n  Radius 1\n  Mass 0\n  RenderStyle Add\n  Scale 0.1\n  States\n  {\n  Spawn:\n    SPRK SSS 1 Bright A_FadeOut(0.1)\n    loop\n  }\n}\n\nACTOR FlakAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 8\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 8\n   Inventory.Icon \"LAUNA0\"\n}\n\nActor FlakModifier : Inventory\n{\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.Tesla.txt",
        "contents": "ACTOR Tesla : BrutalWeapon\n{\n\tWeapon.SelectionOrder 110\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 50\n    Inventory.PickupSound \"PLSDRAW\"\n\tWeapon.AmmoType1 \"AmmoCell\"\n    +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"You got the Tesla Lightning cannon\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n        ETRG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"ChangeMode\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tETRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tETRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPLSP A 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tETRG B 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tETRG B 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tETRG B 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tETRG B 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tETRG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tETRG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tETRG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tETRG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tETRG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tStopSprint:\n\t\tETRG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n        ETRG AAA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1\n\t\tWait\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t    TNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAA 0 A_Raise\n\t\tTNT1 A 0 A_GunFlash\n\t    TNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tTNT1 A 0 A_PlaySound(\"PLSDRAW\")\n\t\tSelectAnimation:\n        ETRG AAA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto Ready\n\n\tChangeMode:\n\t\tETRG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaModifier\", 1, \"ChangeMode2\")\n\t\tTNT1 A 0 A_GiveInventory(\"TeslaModifier\", 1)\n\t\tTNT1 A 0 A_Print(\"Pulse mode Selected.\", 2)\n\t\tETRF AD 2\n\t\tGoto Ready\n\n\tChangeMode2:\n\t\tETRG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TeslaModifier\", 1)\n\t\tTNT1 A 0 A_Print(\"Arc mode selected.\", 2)\n\t\tETRF AD 2\n\t\tGoto Ready\n\n\tFire: //lightning shot\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaModifier\",1,\"Modfire\")\n        TNT1 A 0 A_JumpIfInventory(\"AmmoCell\",2,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_PlaySound(\"electrogun/charge\")\n\t\tETRF AAAAAAAAAA 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoCell\",2,1)\n\t\tGoto Ready\n\t\tETRF B 1 BRIGHT A_PlaySound(\"electrogun/shoot\")\n\t\tTNT1 A 0 A_RailAttack(16, 0, 0, \"none\", \"none\", RGF_Silent, 20, \"TeslaZapperPuff\", 3, 1, 0, 0,0,0, \"LightningDotz\", -5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", 0, 0, 0, 0)\n\t\tETRF C 1 BRIGHT A_PlaySound(\"electrogun/shoot\")\n\t\tTNT1 A 0 A_RailAttack(16, 0, 0, \"none\", \"none\", RGF_Silent, 20, \"TeslaZapperPuff\", 3, 1, 0, 0,0,0, \"LightningDotz\", -5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",2)\n\t\tETRG B 1 A_refire(\"Hold\")\n\t\tETRG B 1 offset(0,32)\n\t\tETRG B 1 offset(-2,31)\n\t\tETRG B 1 offset(-4,30)\n\t\tETRG B 1 offset(-6,29)\n\t\tETRG B 1 offset(-8,28)\n\t\tETRG B 1 offset(-10,29)\n\t\tETRG B 1 offset(-12,30)\n\t\tETRG B 1 offset(-14,31)\n\t\tETRG B 1 offset(-16,32)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-26,38)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-16,34)\n\t\tETRG B 1 offset(-14,32)\n\t\tGoto Ready\n\n\tAltFire: // zapper ball\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaModifier\",1,\"ModAltfire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoCell\",50,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_PlaySound(\"electrogun/charge\")\n\t\tETRF AAAAA 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF BCBCBC 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF E 2 BRIGHT A_PlaySound(\"electrogun/Bigshot\")\n\t\tETRF E 2 BRIGHT A_FireCustomMissile(\"JacobLadderBall\",0,0,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",50)\n\t\tETRG B 1 offset(0,32)\n\t\tETRG B 1 offset(-2,31)\n\t\tETRG B 1 offset(-4,30)\n\t\tETRG B 1 offset(-6,29)\n\t\tETRG B 1 offset(-8,28)\n\t\tETRG B 1 offset(-10,29)\n\t\tETRG B 1 offset(-12,30)\n\t\tETRG B 1 offset(-14,31)\n\t\tETRG B 1 offset(-16,32)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-26,38)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-16,34)\n\t\tETRG B 1 offset(-14,32)\n\t\tGoto Ready\n\n\tModfire: //pulse\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoCell\",4,1)\n\t\tGoto Ready\n\t\tETRF D 2 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF E 1 BRIGHT A_PlaySound(\"electrogun/Pulseshot\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"TeslaPulseBall\",0,0,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",4)\n\t\tETRF F 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF ABC 1\n\t\tETRF D 3\n\t\tETRG B 1 A_refire(\"ModFire\")\n\t\tETRG B 1 offset(0,32)\n\t\tETRG B 1 offset(-2,31)\n\t\tETRG B 1 offset(-4,30)\n\t\tETRG B 1 offset(-6,29)\n\t\tETRG B 1 offset(-8,28)\n\t\tETRG B 1 offset(-10,29)\n\t\tETRG B 1 offset(-12,30)\n\t\tETRG B 1 offset(-14,31)\n\t\tETRG B 1 offset(-16,32)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-26,38)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-16,34)\n\t\tETRG B 1 offset(-14,32)\n\t\tGoto Ready\n\n\tModAltFire: //chain lightning\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoCell\",50,1)\n\t\tGoto Ready\n\t\tETRF D 2 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF E 1 BRIGHT A_PlaySound(\"electrogun/Bigshot\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ChainLightningBall\",0,0,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",50)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRF F 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tETRG B 1 offset(0,32)\n\t\tETRG B 1 offset(-2,31)\n\t\tETRG B 1 offset(-4,30)\n\t\tETRG B 1 offset(-6,29)\n\t\tETRG B 1 offset(-8,28)\n\t\tETRG B 1 offset(-10,29)\n\t\tETRG B 1 offset(-12,30)\n\t\tETRG B 1 offset(-14,31)\n\t\tETRG B 1 offset(-16,32)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-26,38)\n\t\tETRG B 1 offset(-24,37)\n\t\tETRG B 1 offset(-22,36)\n\t\tETRG B 1 offset(-20,35)\n\t\tETRG B 1 offset(-18,34)\n\t\tETRG B 1 offset(-16,34)\n\t\tETRG B 1 offset(-14,32)\n\t\tGoto Ready\n\n  Spawn:\n    ETRO A -1\n    Stop\n\n    Reload:\n\tTNT1 A 0\n\tGoto ready\n\t}\n}\n\nactor ElectroBlast\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 6\n  Projectile\n  DamageType Disintegrate\n  Scale .75\n  +RANDOMIZE\n  +BLOODLESSIMPACT\n  +NOEXTREMEDEATH\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"electrogun/shoot\"\n  DeathSound \"electrogun/hit\"\n  Obituary \"%o was shocked by %k's electro gun.\"\n  States\n  {\n  Spawn:\n    EBLT GH 0 bright A_SpawnItem(\"ElectroBlastTrail\")\n    EBLT GH 2 bright A_BishopMissileWeave\n    loop\n  Death:\n    EBLT IJK 3 bright\n    stop\n  }\n}\n\nactor ElectroBlastTrail\n{\n  Radius 13\n  Height 8\n  Speed 20\n  Damage 0\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    EBLT ABC 3 bright A_BishopMissileWeave\n    goto death\n  Death:\n    EBLT DEF 4 bright A_FadeOut(0.5)\n    loop\n  }\n}\n\nACTOR JacobLadderBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 60\n\tDamage 1\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+MISSILE\n\t+RANDOMIZE\n\t+FRIENDLY\n\t+RIPPER\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\t+hexenbounce\n\t+BOUNCEONWALLS\n\t+BOUNCEONFLOORS\n\t+BOUNCEONCEILINGS\n\t+EXPLODEONWATER\n\t+SKYEXPLODE\n\t-ALLOWBOUNCEONACTORS\n\t//BounceFactor 0.01\n\tBounceSound \"electrogun/hit\"\n\tReactionTime 30\n\tSpecies \"Marines\"\n\tScale 1.5\n\trenderstyle ADD\n\talpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tPBAL A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tPBAL B 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"JacobLadderZapper\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ElectroBlastTrail\",random(5,-5),random(5,-5))\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(5,50,1)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ElectroBlastTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockWaveSmall\")\n\t\tTNT1 AAAAA 1 A_Spawnitem(\"BlueFlare\")\n\t\tStop\n\t}\n}\n\nActor JacobLadderZapper\n{\n  Radius 2\n  Height 2\n  Speed 0\n  MaxTargetRange 790\n  +NOGRAVITY\n  +FRIENDLY\n  +NOTARGET\n  +LOOKALLAROUND\n  +NOCLIP\n  States\n  {\n  Spawn:\n  Missile:\n    TNT1 A 0\n    TNT1 A 1 A_Chase\n    TNT1 A 0 A_FaceTarget\n    TNT1 A 0 A_CustomRailgun(8, 0, \"none\", 05FAFA, RGF_Silent, 1, 50, \"TeslaZapperPuff\", 10,5, 880, 0,0,0, \"LightningDotz\", 0)\n    Stop\n  }\n}\n\nActor TeslaZapperPuff\n{\n  Radius 1\n  Height 1\n  Decal Scorch\n  Damage 6\n  DamageType plasma\n  +NoBlockMap\n  +NoGravity\n  +ActivateImpact\n  +ActivatePCross\n  +NoTeleport\n  +AlwaysPuff\n  +BLOODLESSIMPACT\n  Renderstyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_SpawnItem(\"BlueFlareSmall\")\n\t//TNT1 AAA 0 A_CustomMissile (\"BluePlasmaParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEBLT GHIJK 1\n\tStop\n}\n}\n\nACTOR TeslaPulseBall : FastProjectile\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 90\n\tDamage 46\n    DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+NOBLOOD\n\t+FORCEXYBILLBOARD\n\trenderstyle ADD\n\talpha 0.25\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n        PBAL AB 1 BRIGHT A_spawnitem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_Explode(18,100,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ElectroBlastTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockWaveSmall\")\n\t\tStop\n\t}\n}\n\nactor ChainLightningBall\n{\n  Radius 12\n  Height 10\n  Speed 40\n  Damage 3\n  Projectile\n  DamageType plasma\n  Scale .75\n  +RANDOMIZE\n  +BLOODLESSIMPACT\n  +SEEKERMISSILE\n  RenderStyle Add\n  Alpha 0.75\n  States\n  {\n  Spawn:\n    EBLT G 1 bright A_SpawnItem(\"BlueFlareSmall\")\n\tTNT1 A 0 bright A_SpawnItem(\"railbeamdots\")\n\tEBLT G 1 bright A_SpawnItem(\"BlueFlareSmall\")\n\tTNT1 A 0 bright A_SpawnItem(\"railbeamdots\")\n\tEBLT H 1 bright A_SpawnItem(\"BlueFlareSmall\")\n\tTNT1 A 0 bright A_SpawnItem(\"railbeamdots\")\n\tEBLT H 1 bright A_SpawnItem(\"BlueFlareSmall\")\n\tTNT1 A 0 bright A_SpawnItem(\"railbeamdots\")\n    loop\n  Death: //supposedly when it hits walls\n\tTNT1 A 0 A_SpawnItem(\"WhiteShockWaveSmall\")\n\tTNT1 AAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    EBLT IJK 3 bright\n    stop\n  XDeath: //supposedly when it hits monsters\n\tTNT1 A 0 A_CustomMissile(\"ChainLightningBall\",0,0,45)\n\tTNT1 A 0 A_CustomMissile(\"ChainLightningBall\",0,0,-45)\n\t//TNT1 AA 0 A_CustomMissile(\"ChainLightningBall\",0,0,Random(0,360))\n    EBLT IJK 3 bright\n    stop\n  }\n}\n\nActor LightningDotz\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +DontSplash\n  +DoomBounce\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  Scale 0.025\n  Speed 1\n  States\n  {\n  Spawn:\n  Death:\n    SPKB A 2 Bright\n    Stop\n  }\n}\n\nActor TeslaModifier : Inventory\n{\ninventory.maxamount 1\n}"
      }
    ]
  },
  "maps": []
}

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