Created
July 4, 2016 15:31
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DECORATE for the new upcoming GusEmpathy v1.2
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////////////////////////////////// | |
// Standard Empathic Classes // | |
/////////////////@V@////////////// | |
// (for any case) | | |
//================A | |
actor PlayerIsEmpathic : Inventory | |
{ | |
Inventory.Amount 1 | |
Inventory.MaxAmount 1 | |
} | |
actor EmpathyPlayerPawn : PlayerPawn | |
{ | |
} | |
//////////////////////////////////////////////////// | |
////////////////// BARON OF HELL /////////////////// | |
//////////////////////////////////////////////////// | |
// (and his little brother, Hell Knight) // | |
//////////////////////////////////////////////////// | |
actor BaronPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.4861 | |
Health 1000 | |
Radius 24 | |
Height 64 | |
Mass 1000 | |
PainChance 255 | |
player.jumpz 9 | |
player.viewheight 48 | |
player.maxhealth 1000 | |
player.soundclass "BaronPlayerSnd" | |
player.morphweapon "BaronArm" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Baron of Hell" | |
Player.StartItem "BaronArm" | |
Player.StartItem "PlayerIsBaron" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" //when picking up them | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
BOSS AB 7 | |
BOSS A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
BOSS AABBCCDD 3 | |
Loop | |
Missile: | |
BOSS EF 8 | |
BOSS G 8 | |
Goto Spawn | |
Melee: | |
BOSS EF 8 | |
BOSS G 8 | |
Goto Spawn | |
Pain: | |
BOSS H 4 | |
BOSS H 4 A_Pain | |
Goto Spawn | |
Death: | |
BOSS I 8 A_PlayerSkinCheck("AltSkinDeath") | |
BOSS J 8 A_PlayerScream | |
BOSS K 8 | |
BOSS L 8 A_NoBlocking | |
BOSS MN 8 | |
BOSS O -1 | |
Stop | |
XDeath: | |
goto death | |
AltSkinDeath: | |
BOSS I 8 | |
BOSS J 8 A_PlayerScream | |
BOSS K 8 | |
BOSS L 8 A_NoBlocking | |
BOSS MN 8 | |
BOSS O -1 | |
Stop | |
} | |
} | |
actor HellKnightPlayer : BaronPlayer | |
{ | |
Speed 0.7291 | |
Health 500 | |
Mass 500 | |
Player.DisplayName "Hell Knight" | |
Player.MorphWeapon "HKArm" | |
Player.StartItem "HKArm" | |
Player.StartItem "PlayerIsHK" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" //when picking up them | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
BOS2 AB 7 | |
BOS2 A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
BOS2 AABBCCDD 3 | |
Loop | |
Missile: | |
BOS2 EF 8 | |
BOS2 G 8 | |
Goto Spawn | |
Melee: | |
BOS2 EF 8 | |
BOS2 G 8 | |
Goto Spawn | |
Pain: | |
BOS2 H 4 | |
BOS2 H 4 A_Pain | |
Goto Spawn | |
Death: | |
BOS2 I 8 A_PlayerSkinCheck("AltSkinDeath") | |
BOS2 J 8 A_PlayerScream | |
BOS2 K 8 | |
BOS2 L 8 A_NoBlocking | |
BOS2 MN 8 | |
BOS2 O -1 | |
Stop | |
XDeath: | |
goto death | |
AltSkinDeath: | |
BOS2 I 8 | |
BOS2 J 8 A_PlayerScream | |
BOS2 K 8 | |
BOS2 L 8 A_NoBlocking | |
BOS2 MN 8 | |
BOS2 O -1 | |
Stop | |
} | |
} | |
actor BaronArm : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o ate some %k's green Baron plasma" | |
hitobituary "%k ripped %o open!" | |
inventory.pickupmessage "Feel the power of a Baron of Hell" | |
attacksound "baron/melee" | |
weapon.selectionorder 5000 | |
weapon.kickback 500 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse1 40 | |
weapon.ammouse2 0 | |
weapon.ammogive 500 | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
BARW A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
BARW A 1 A_Raise | |
LOOP | |
Ready: | |
BARW A 7 A_WeaponReady | |
BARW A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
BARW A 0 A_JumpIfNoAmmo ("AltFire") | |
BARW B 5 | |
BARW C 5 A_GunFlash | |
BARW D 5 A_FireCustomMisSile ("BaronBall") | |
BARW E 5 | |
TNT1 A 5 A_ReFire | |
BARW J 5 | |
Goto Ready | |
Flash: | |
TNT1 A 5 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
BARW FG 5 | |
BARW H 5 A_CustomPunch (10) | |
BARW I 5 | |
TNT1 A 5 A_ReFire | |
BARW J 5 | |
goto ready | |
} | |
} | |
actor HKArm : BaronArm | |
{ | |
Inventory.PickupMessage "Power! Power!" | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
HLKW A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
HLKW A 1 A_Raise | |
LOOP | |
Ready: | |
HLKW A 7 A_WeaponReady | |
HLKW A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
HLKW A 0 A_JumpIfNoAmmo ("AltFire") | |
HLKW B 5 | |
HLKW C 5 A_GunFlash | |
HLKW D 5 A_FireCustomMisSile ("BaronBall") | |
HLKW E 5 | |
TNT1 A 5 A_ReFire | |
HLKW J 5 | |
Goto Ready | |
Flash: | |
TNT1 A 5 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
HLKW FG 5 | |
HLKW H 5 A_CustomPunch (10) | |
HLKW I 5 | |
TNT1 A 5 A_ReFire | |
HLKW J 5 | |
goto ready | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////// PINK DEMON ///////////////////////// | |
//////////////////////////////////////////////////// | |
actor DemonPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.9114583 | |
Health 150 | |
Radius 30 | |
Height 56 | |
Mass 400 | |
PainChance 255 | |
player.jumpz 10 | |
player.maxhealth 150 | |
player.soundclass "DemonPlayerSnd" | |
player.morphweapon "DemonJaws" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "\"pinky\" Demon" | |
Player.StartItem "DemonJaws" | |
Player.StartItem "PlayerIsDemon" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" //when picking up them | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
SARG AB 7 | |
SARG A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
SARG AABBCCDD 2 | |
Loop | |
Melee: | |
Missile: | |
SARG EF 8 | |
SARG G 8 | |
Goto Spawn | |
Pain: | |
SARG H 2 | |
SARG H 2 A_Pain | |
Goto Spawn | |
Death: | |
SARG I 8 A_PlayerSkinCheck("AltSkinDeath") | |
SARG J 8 A_PlayerScream | |
SARG K 4 | |
SARG L 4 A_NoBlocking | |
SARG M 4 | |
SARG N -1 | |
Stop | |
XDeath: | |
goto death | |
AltSkinDeath: | |
SARG I 8 | |
SARG J 8 A_PlayerScream | |
SARG K 4 | |
SARG L 4 A_NoBlocking | |
SARG M 4 | |
SARG N -1 | |
Stop | |
} | |
} | |
actor DemonJaws : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o was tasteful enough for %k" | |
inventory.pickupmessage "Demon!!" | |
attacksound "" | |
weapon.selectionorder 3000 | |
weapon.kickback 300 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammotype2 "MonsterMana" | |
weapon.ammouse1 0 | |
weapon.ammouse2 35 | |
weapon.ammogive 0 | |
+WEAPON.DONTBOB | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
DEMH A -1 //the deEmpathicSelect state is an infinite static loop to avoid horns to disappear after death | |
LOOP //a little crappy, but produces a quite good effect (no need to say the danger of allowing weapon switch) | |
EmpathicEmpathicSelect: | |
DEMH A 1 | |
goto ready | |
Ready: | |
DEMH A 7 A_WeaponReady | |
DEMH A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
DEMH A 16 A_PlaySoundEx ("demon/melee", "Weapon") | |
DEMH A 8 A_CustomPunch (5) | |
DEMH A 8 | |
DEMH A 8 A_ReFire | |
Goto Ready | |
AltFire: | |
DEMH A 0 A_JumpIfNoAmmo ("fire") | |
DEMH A 8 A_PlaySoundEx ("demon/melee", "Weapon") | |
DEMH A 0 A_GiveInventory ("DemonRage",1) | |
DEMH A 8 A_CustomPunch (5) | |
DEMH A 4 | |
DEMH A 4 A_ReFire | |
goto ready | |
} | |
} | |
actor DemonRage : PowerupGiver | |
{ | |
inventory.pickupmessage "" | |
powerup.color red 0.75 | |
inventory.maxamount 0 | |
powerup.type "Drain" | |
powerup.duration 10 | |
+AUTOACTIVATE | |
+INVENTORY.ALWAYSPICKUP | |
states | |
{ | |
Spawn: | |
TNT1 A 1 | |
loop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
//////////////// SPECTRE DEMON ///////////////////// | |
//////////////////////////////////////////////////// | |
actor SpectrePlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.9114583 | |
Health 150 | |
Radius 30 | |
Height 56 | |
Mass 400 | |
PainChance 255 | |
player.jumpz 10 | |
player.maxhealth 150 | |
player.soundclass "SpectrePlayerSnd" | |
player.morphweapon "SpectreJaws" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Spectre Demon" | |
Player.StartItem "SpectreJaws" | |
Player.StartItem "PlayerIsDemon" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" //when picking up them | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
SARG AB 7 | |
SARG A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
SARG AABBCCDD 2 | |
Loop | |
Melee: | |
Missile: | |
SARG EF 8 | |
SARG G 8 | |
Goto Spawn | |
Pain: | |
SARG H 2 | |
SARG H 2 A_Pain | |
Goto Spawn | |
Death: | |
SARG I 8 A_PlayerSkinCheck("AltSkinDeath") | |
SARG J 8 A_PlayerScream | |
SARG K 4 | |
SARG L 4 A_NoBlocking | |
SARG M 4 | |
SARG N -1 | |
Stop | |
XDeath: | |
goto death | |
AltSkinDeath: | |
SARG I 8 | |
SARG J 8 A_PlayerScream | |
SARG K 4 | |
SARG L 4 A_NoBlocking | |
SARG M 4 | |
SARG N -1 | |
Stop | |
} | |
} | |
actor SpectreJaws : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o didn't saw %k in time cos' he where partially invisible" | |
inventory.pickupmessage "Spectre!!" | |
attacksound "" | |
weapon.selectionorder 3000 | |
weapon.kickback 400 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammotype2 "MonsterMana" | |
weapon.ammouse1 0 | |
weapon.ammouse2 500 | |
weapon.ammogive 0 | |
+WEAPON.NOALERT | |
+WEAPON.DONTBOB | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
DEMH A -1 //the deEmpathicSelect state is an infinite static loop to avoid horns to disappear after death | |
LOOP //a little crappy, but produces a quite good effect (no need to say the danger of allowing weapon switch) | |
EmpathicEmpathicSelect: | |
DEMH A 1 | |
goto ready | |
Ready: | |
DEMH A 7 A_WeaponReady | |
DEMH A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
DEMH A 16 A_PlaySoundEx ("demon/melee", "Weapon") | |
DEMH A 8 A_CustomPunch (5) | |
DEMH A 8 | |
DEMH A 8 A_ReFire | |
Goto Ready | |
AltFire: | |
DEMH A 0 A_JumpIfNoAmmo ("fire") | |
DEMH A 0 A_PlaySoundEx ("demon/sight", "Weapon") | |
DEMH A 0 A_GiveInventory ("SpectreShadowmeld",1) | |
DEMH A 0 A_TakeInventory ("MonsterMana",500) | |
DEMH A 24 | |
goto ready | |
} | |
} | |
actor SpectreShadowmeld : PowerupGiver | |
{ | |
inventory.pickupmessage "" | |
powerup.color blue 0.25 | |
inventory.maxamount 0 | |
powerup.type "Invisibility" | |
powerup.duration 2100 | |
+AUTOACTIVATE | |
+INVENTORY.ALWAYSPICKUP | |
states | |
{ | |
Spawn: | |
TNT1 A 1 | |
loop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////////// DOOM IMP /////////////////////// | |
//////////////////////////////////////////////////// | |
actor ImpPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.4861 | |
Health 60 | |
Radius 20 | |
Height 56 | |
Mass 100 | |
PainChance 255 | |
player.maxhealth 60 | |
player.soundclass "ImpPlayer" | |
player.morphweapon "ImpArm" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Imp" | |
Player.StartItem "ImpArm" | |
Player.StartItem "PlayerIsImp" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
Player.StartItem "PlayerIsEmpathic" | |
States | |
{ | |
Spawn: | |
TROO AB 7 | |
TROO A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
TROO AABBCCDD 3 | |
Loop | |
Missile: | |
TROO EF 8 | |
TROO G 6 | |
Goto Spawn | |
Melee: | |
TROO EF 8 | |
TROO G 6 | |
Goto Spawn | |
Pain: | |
TROO H 4 | |
TROO H 4 A_Pain | |
Goto Spawn | |
Death: | |
TROO I 8 A_PlayerSkinCheck("AltSkinDeath") | |
TROO J 8 A_PlayerScream | |
TROO K 6 | |
TROO L 6 A_NoBlocking | |
TROO M -1 | |
Stop | |
XDeath: | |
TROO N 5 A_PlayerSkinCheck("AltSkinXDeath") | |
TROO O 5 A_XScream | |
TROO P 5 | |
TROO Q 5 A_NoBlocking | |
TROO RST 5 | |
TROO U -1 | |
Stop | |
AltSkinDeath: | |
TROO I 8 | |
TROO J 8 A_PlayerScream | |
TROO K 6 | |
TROO L 6 A_NoBlocking | |
TROO M -1 | |
Stop | |
AltSkinXDeath: | |
TROO N 5 A_PlayerScream | |
TROO O 5 A_NoBlocking | |
TROO P 5 | |
TROO Q 5 A_SkullPop | |
TROO RST 5 | |
TROO U -1 | |
Stop | |
} | |
} | |
actor ImpArm : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o ate some %k's IMP fire" | |
inventory.pickupmessage "IMP-MAN" | |
attacksound "imp/melee" | |
weapon.selectionorder 2500 | |
weapon.kickback 200 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse1 5 | |
weapon.ammouse2 0 | |
weapon.ammogive 500 | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
IMPW A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
IMPW A 1 A_Raise | |
LOOP | |
Ready: | |
IMPW A 7 A_WeaponReady | |
IMPW A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
IMPW A 0 A_JumpIfNoAmmo ("AltFire") | |
IMPW F 5 | |
IMPW G 5 A_GunFlash | |
IMPW H 5 A_FireCustomMisSile ("DoomImpBall") | |
IMPW I 5 | |
TNT1 A 5 A_ReFire | |
IMPW J 5 | |
Goto Ready | |
Flash: | |
TNT1 A 5 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
IMPW BC 5 | |
IMPW D 5 A_CustomPunch (3) | |
IMPW E 5 | |
TNT1 A 5 A_ReFire | |
IMPW J 5 | |
goto ready | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////////// MANCUBUS /////////////////////// | |
//////////////////////////////////////////////////// | |
actor FastoPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.3645833 | |
Health 600 | |
Radius 48 | |
Height 64 | |
Mass 1000 | |
PainChance 255 | |
player.jumpz 6 | |
player.viewheight 48 | |
player.maxhealth 600 | |
player.soundclass "FatsoPlayerSnd" | |
player.morphweapon "MancubusArms" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Mancubus" | |
Player.StartItem "MancubusArms" | |
Player.StartItem "PlayerIsFatso" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" //when picking up them | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
Player.StartItem "PlayerIsEmpathic" | |
States | |
{ | |
Spawn: | |
FATT A 14 | |
FATT A 0 A_GiveInventory ("MonsterMana",1) | |
FATT B 14 | |
FATT B 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
FATT AABBCCDDEEFF 4 | |
Loop | |
//Melee: | |
Missile: | |
FATT G 20 | |
FATT H 10 bright | |
FATT IG 5 | |
FATT H 10 bright | |
FATT IG 5 | |
FATT H 10 bright | |
FATT IG 5 | |
Goto Spawn | |
Pain: | |
FATT J 3 | |
FATT J 3 A_Pain | |
Goto Spawn | |
Death: | |
FATT K 6 A_PlayerSkinCheck("AltSkinDeath") | |
FATT L 6 A_PlayerScream | |
FATT M 6 A_NoBlocking | |
FATT NOPQRS 6 | |
FATT T -1 | |
Stop | |
XDeath: | |
goto death | |
AltSkinDeath: | |
FATT K 6 | |
FATT L 6 A_PlayerScream | |
FATT M 6 A_NoBlocking | |
FATT NOPQRS 6 | |
FATT T -1 | |
Stop | |
} | |
} | |
actor MancubusArms : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%k's mancubus arms burnt down %o's ass" | |
inventory.pickupmessage "Now you can feel the power a MANCUBUS!!" | |
weapon.selectionorder 2700 | |
weapon.kickback 250 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse 5 | |
weapon.ammogive 80 | |
+AMMO_OPTIONAL | |
+WEAPON.DONTBOB | |
States | |
{ | |
Ready: | |
MANS A 7 A_WeaponReady | |
MANS A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
DeEmpathicEmpathicSelect: | |
MANS A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
MANS A 1 A_Raise | |
LOOP | |
Fire: | |
MANS A 0 A_JumpIfInventory("MonsterMana",30,2) //A_JumpIfNoAmmo ("Ready") | |
MANS A 0 A_Jump (256,"ready") | |
MANS A 0 ACS_ExecuteAlways(999,0) | |
MANS A 0 A_PlaySoundEx ("fatso/raiseguns","Weapon") | |
MANS BCDE 5 | |
MANS F 0 A_GunFlash | |
MANS F 5 | |
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2))) | |
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2))) | |
MANS G 5 | |
MANS DE 5 | |
MANS F 5 | |
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2))) | |
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2))) | |
MANS G 5 | |
MANS DE 5 | |
MANS F 5 | |
MANS F 0 A_FireCustomMissile ("FatShot",(-4+random(-2,2))) | |
MANS F 0 A_FireCustomMissile ("FatShot",(4+random(-2,2))) | |
MANS G 5 | |
MANS E 0 ACS_ExecuteAlways(998,0) | |
MANS EDCB 5 | |
goto Ready | |
Flash: | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 5 bright A_Light2 | |
TNT1 A 10 A_Light0 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 5 bright A_Light2 | |
TNT1 A 10 A_Light0 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 5 bright A_Light2 | |
TNT1 A 10 A_Light0 | |
stop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
////////////////// CACODEMON /////////////////////// | |
//////////////////////////////////////////////////// | |
actor CacodemonPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.4861 | |
Health 400 | |
Radius 31 | |
Height 56 | |
Mass 400 | |
PainChance 255 | |
player.maxhealth 400 | |
player.soundclass "CacodemonPlayerSnd" | |
player.morphweapon "CacodemonMouth" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Cacodemon" | |
Player.StartItem "CacodemonMouth" | |
Player.StartItem "PlayerIsCacodemon" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
Player.StartItem "PlayerIsEmpathic" | |
States | |
{ | |
Spawn: | |
HEAD A 14 | |
HEAD A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
HEAD A 5 | |
Loop | |
//Melee: | |
Missile: | |
HEAD BCD 5 | |
Goto Spawn | |
Pain: | |
HEAD E 3 | |
HEAD E 3 A_Pain | |
HEAD F 6 | |
Goto Spawn | |
Death: | |
HEAD G 8 A_PlayerSkinCheck("AltSkinDeath") | |
HEAD H 8 A_PlayerScream | |
HEAD IJ 8 | |
HEAD K 8 A_NoBlocking | |
HEAD L -1 A_SetFloorClip | |
Stop | |
XDeath: | |
GOTO DEATH | |
Stop | |
AltSkinDeath: | |
HEAD G 8 | |
HEAD H 8 A_PlayerScream | |
HEAD IJ 8 | |
HEAD K 8 A_NoBlocking | |
HEAD L -1 A_SetFloorClip | |
Stop | |
} | |
} | |
actor CacodemonMouth : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%k smited %o too strongly" | |
inventory.pickupmessage "CaCo??DEMON!!" | |
attacksound "caco/melee" | |
weapon.selectionorder 5000 | |
weapon.kickback 200 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse1 10 | |
weapon.ammouse2 0 | |
weapon.ammogive 500 | |
+WEAPON.DONTBOB | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
CAMO A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
CAMO A 1 | |
goto ready | |
Ready: | |
CAMO A 0 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying | |
CAMO A 7 A_WeaponReady | |
CAMO A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
CAMO A 0 A_JumpIfNoAmmo ("AltFire") | |
CAMO B 5 | |
CAMO C 5 A_GunFlash | |
CAMO D 5 A_FireCustomMisSile ("CacodemonBall") | |
CAMO C 5 | |
CAMO B 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying | |
CAMO A 5 A_ReFire | |
Goto Ready | |
Flash: | |
TNT1 A 5 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
CAMO BC 5 | |
CAMO D 5 A_CustomPunch (8) | |
CAMO C 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying | |
CAMO B 5 A_ReFire | |
goto ready | |
} | |
} | |
actor CacoPainFlyPow : PowerupGiver | |
{ | |
inventory.pickupmessage "" | |
//powerup.color red 0.75 | |
inventory.maxamount 0 | |
powerup.type "Flight" | |
powerup.duration 10500 | |
+AUTOACTIVATE | |
+INVENTORY.ALWAYSPICKUP | |
states | |
{ | |
Spawn: | |
TNT1 A 1 | |
loop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////// PAIN ELEMENTAL ///////////////////// | |
//////////////////////////////////////////////////// | |
actor PainElementalPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.4861 | |
Health 400 | |
Radius 31 | |
Height 56 | |
Mass 400 | |
PainChance 255 | |
player.attackzoffset -16 | |
player.maxhealth 400 | |
player.soundclass "PainPlayerSnd" | |
player.morphweapon "PainMouth" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Pain elemental" | |
Player.StartItem "PainMouth" | |
Player.StartItem "PlayerIsPainElemental" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
PAIN A 14 | |
PAIN A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
PAIN AABBCC 3 | |
Loop | |
Melee: | |
Missile: | |
PAIN DEF 5 | |
Goto Spawn | |
Pain: | |
PAIN G 6 | |
PAIN G 6 A_Pain | |
Goto Spawn | |
Death: | |
PAIN H 8 bright A_PlayerSkinCheck("AltSkinDeath") | |
PAIN I 8 bright A_Scream | |
PAIN JK 8 bright | |
PAIN L 4 bright | |
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 0, 96, 0) | |
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 85, 96, 0) | |
PAIN L 0 bright A_SpawnItemEx ("PlayerSoul", 16, 16, 8, 0.5, 0.5, 0.2, 170, 96, 0) | |
PAIN L 4 bright | |
PAIN M 8 bright | |
EMPT A -1 //an "empty" image is used cause TNT1 doesn't work(shows PAIN A), and if left in a simple stop the program crashes | |
stop | |
XDeath: | |
GOTO DEATH | |
Stop | |
AltSkinDeath: | |
PAIN H 8 bright | |
PAIN I 8 bright A_Scream | |
PAIN JK 8 bright | |
PAIN L 8 bright A_PainDie | |
PAIN M 8 bright | |
EMPT A -1 | |
Stop | |
} | |
} | |
actor PainMouth : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o was burnt down by one of %k's jobless souls" | |
inventory.pickupmessage "PAIN ELEMENTAL" | |
attacksound "skull/sight" | |
weapon.selectionorder 5000 | |
weapon.kickback 400 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse1 100 | |
weapon.ammouse2 0 | |
weapon.ammogive 500 | |
+WEAPON.DONTBOB | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
PAMO A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
PAMO A 1 | |
goto ready | |
Ready: | |
PAMO A 0 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying | |
PAMO A 7 A_WeaponReady | |
PAMO A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
PAMO A 0 A_JumpIfNoAmmo ("Ready") | |
PAMO B 5 | |
PAMO C 5 A_GunFlash | |
PAMO D 5 | |
PAMO D 0 A_FireCustomMisSile ("PlayerSoulMissile")//A_PainAttack ("PlayerSoul") | |
PAMO C 5 | |
PAMO B 5 A_GiveInventory ("CacoPainFlyPow",1) //a VERY crappy way to keep you flying | |
PAMO A 5 A_ReFire | |
Goto Ready | |
Flash: | |
TNT1 A 5 | |
TNT1 A 5 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
} | |
} | |
actor PlayerSoul : LostSoul | |
{ | |
+FRIENDLY | |
+PUSHABLE | |
} | |
actor PlayerSoulMissile //The soul-shooting is done with a missile soul-faking cause A_PainAttack didn't work properly, | |
{ //and using A_FireCustomMissile to shoot directly a lost soul blowed up the soul instantly most times. | |
radius 16 | |
height 48 | |
speed 14 | |
damage 3 | |
renderstyle SoulTrans | |
seesound "skull/melee" | |
PROJECTILE | |
+RANDOMIZE | |
+DONTREFLECT | |
+SKYEXPLODE | |
states | |
{ | |
Spawn: | |
SKUL CD 4 BRIGHT | |
loop | |
Death: | |
TNT1 A 0 A_SpawnItemEx ("PlayerSoul", 0, 0, 0, 0, 0, 0, 0, 40, 0) | |
stop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
///////////////// ARACHNOTRON ////////////////////// | |
//////////////////////////////////////////////////// | |
actor ArachnotronPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.506365740 | |
Health 500 | |
Radius 63 | |
Height 64 | |
Mass 600 | |
PainChance 255 | |
player.attackzoffset -8 | |
player.jumpz 5 | |
player.maxhealth 500 | |
player.soundclass "ArachnotronPlayerSnd" | |
player.morphweapon "ArachnotronRifle" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Arachnotron" | |
Player.StartItem "ArachnotronRifle" | |
Player.StartItem "PlayerIsArachnotron" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
BSPI AB 7 | |
BSPI A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
BSPI A 3 A_PlaySoundEx("baby/walk","body") | |
BSPI ABBCC 3 | |
BSPI D 3 A_PlaySoundEx("baby/walk","body") | |
BSPI DEEFF 3 | |
Loop | |
Missile://Melee: | |
BSPI A 20 | |
Goto Spawn | |
Melee://Missile: | |
BSPI G 4 bright | |
BSPI H 5 bright | |
BSPI A 5 | |
Goto Spawn | |
Pain: | |
BSPI I 3 | |
BSPI I 3 A_Pain | |
Goto Spawn | |
Death: | |
BSPI J 10 A_PlayerSkinCheck("AltSkinDeath") | |
BSPI J 10 A_PlayerScream | |
BSPI K 7 A_NoBlocking | |
BSPI LMNO 7 | |
BSPI P -1 | |
Stop | |
XDeath: | |
goto death | |
Stop | |
AltSkinDeath: | |
BSPI J 10 | |
BSPI J 10 A_PlayerScream | |
BSPI K 7 A_NoBlocking | |
BSPI LMNO 7 | |
BSPI P -1 | |
Stop | |
} | |
} | |
actor ArachnotronRifle : EmpathicWeapon | |
{ | |
radius 20 | |
height 16 | |
obituary "%o couldn't evade a %k's plasma burst" | |
inventory.pickupmessage "ARACHNOTRON!!" | |
weapon.selectionorder 200 | |
weapon.kickback 150 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammouse1 6 | |
weapon.ammogive 50 | |
+WEAPON.AMMO_OPTIONAL | |
+DONTBOB | |
states | |
{ | |
Ready: | |
ARCN A 7 A_WeaponReady | |
ARCN A 0 A_GiveInventory ("MonsterMana",1) | |
loop | |
DeEmpathicEmpathicSelect: | |
//ARCN A 1 | |
//stop | |
//goto ready | |
ARCN A 1 A_Lower | |
loop | |
EmpathicEmpathicSelect: | |
ARCN A 1 A_Raise | |
loop | |
Fire: | |
ARCN A 10 //A_JumpIfNoAmmo ("Ready") | |
ARCN B 10 bright ACS_ExecuteAlways(999,0) | |
ARCN B 0 A_ReFire | |
ARCN A 1 ACS_ExecuteAlways(998,0) | |
//goto Hold | |
Hold: | |
ARCN B 0 A_JumpIfNoAmmo (5) | |
ARCN B 0 A_GunFlash | |
ARCN C 4 A_FireCustomMissile ("ArachnotronPlasma") | |
ARCN D 4 | |
ARCN B 1 A_ReFire | |
ARCN B 5 | |
ARCN B 0 ACS_ExecuteAlways(998,0) | |
goto Ready | |
Flash: | |
TNT1 A 6 bright A_Light1 | |
TNT1 A 2 bright A_Light0 | |
stop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////////// REVENANT /////////////////////// | |
//////////////////////////////////////////////////// | |
actor RevenantPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.9114583 | |
Health 300 | |
Radius 20 | |
Height 56 | |
Mass 500 | |
PainChance 255 | |
player.attackzoffset 8 | |
player.maxhealth 300 | |
player.soundclass "RevenantPlayerSnd" | |
player.morphweapon "RevenantCanons" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Revenant" | |
Player.StartItem "RevenantCanons" | |
Player.StartItem "PlayerIsRevenant" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
States | |
{ | |
Spawn: | |
SKEL AB 7 | |
SKEL A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
SKEL AABBCCDDEEFF 2 | |
Loop | |
Melee://Missile: | |
SKEL J 10 bright | |
SKEL K 20 | |
Goto Spawn | |
Missile://Melee: | |
SKEL GHI 6 | |
Goto Spawn | |
Pain: | |
SKEL L 5 | |
SKEL L 5 A_Pain | |
Goto Spawn | |
Death: | |
SKEL L 7 A_PlayerSkinCheck("AltSkinDeath") | |
SKEL M 7 | |
SKEL N 7 A_PlayerScream | |
SKEL O 7 A_NoBlocking | |
SKEL P 7 | |
SKEL Q -1 | |
Stop | |
XDeath: | |
goto death | |
Stop | |
AltSkinDeath: | |
SKEL L 7 | |
SKEL M 7 | |
SKEL N 7 A_PlayerScream | |
SKEL O 7 A_NoBlocking | |
SKEL P 7 | |
SKEL Q -1 | |
Stop | |
} | |
} | |
actor RevenantCanons : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o couldn't evade a %k's tracer" | |
inventory.pickupmessage "Feel the power of a Revenant" | |
attacksound "skeleton/melee" | |
weapon.selectionorder 5000 | |
weapon.kickback 500 | |
weapon.ammotype "MonsterMana" | |
weapon.ammouse1 40 | |
weapon.ammouse2 0 | |
weapon.ammogive 500 | |
+WEAPON.DONTBOB | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
REVC A -1 | |
LOOP | |
EmpathicEmpathicSelect: | |
REVC A 1 A_Raise | |
LOOP | |
Ready: | |
REVC A 7 A_WeaponReady | |
REVC A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
Fire: | |
REVC A 0 A_JumpIfNoAmmo ("AltFire") | |
REVC B 10 A_GunFlash | |
REVC C 10 A_FireCustomMissile ("RevenantTracer") | |
REVC DE 5 | |
REVC A 5 A_ReFire | |
Goto Ready | |
Flash: | |
TNT1 A 25 bright A_Light1 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
REVC F 6 A_PlaySoundEx("skeleton/swing","Weapon") | |
REVC G 6 | |
REVC H 6 A_CustomPunch (8) | |
REVC IJ 5 | |
REVC A 0 A_ReFire | |
goto ready | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
/////////////// SPIDER MASTERMIND ////////////////// | |
//////////////////////////////////////////////////// | |
actor SpiderMastermindPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.546875 | |
Health 3000 | |
Radius 127 | |
Height 100 | |
Mass 1000 | |
PainChance 255 | |
player.attackzoffset 20 | |
player.viewheight 75 | |
player.jumpz 2 | |
player.maxhealth 3000 | |
player.soundclass "SpiderPlayerSnd" | |
player.morphweapon "SpiderChaingun" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Spider Mastermind" | |
Player.StartItem "SpiderChaingun" | |
Player.StartItem "PlayerIsSpiderMastermind" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "PlayerIsEmpathic" | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
+NORADIUSDMG | |
States | |
{ | |
Spawn: | |
SPID AB 7 | |
SPID A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
SPID A 3 A_PlaySoundEx("spider/walk","body") | |
SPID ABB 3 | |
SPID C 3 A_PlaySoundEx("spider/walk","body") | |
SPID CDD 3 | |
SPID E 3 A_PlaySoundEx("spider/walk","body") | |
SPID EFF 3 | |
Loop | |
Missile: | |
SPID GH 4 | |
Goto Spawn | |
Pain: | |
SPID I 3 | |
SPID I 3 A_Pain | |
Goto Spawn | |
Death: | |
SPID J 0 A_PlayerSkinCheck("AltSkinDeath") | |
SPID J 20 A_PlayerScream | |
SPID K 10 A_NoBlocking | |
SPID LMNOPQR 10 | |
SPID S 30 | |
SPID S -1 | |
Stop | |
XDeath: | |
goto death | |
Stop | |
AltSkinDeath: | |
SPID J 20 A_PlayerScream | |
SPID K 10 A_NoBlocking | |
SPID LMNOPQR 10 | |
SPID S 30 | |
SPID S -1 | |
Stop | |
} | |
} | |
actor SpiderChaingun : EmpathicWeapon | |
{ | |
radius 20 | |
height 16 | |
obituary "%k filled %o with lead" | |
inventory.pickupmessage "MAKE THEM EAT LEAD!" | |
decal "BulletChip" | |
attacksound "spider/attack" | |
weapon.selectionorder 200 | |
weapon.kickback 100 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammouse1 2 | |
weapon.ammogive 50 | |
+WEAPON.AMMO_OPTIONAL | |
+DONTBOB | |
states | |
{ | |
Ready: | |
SPCH A 7 A_WeaponReady | |
SPCH A 0 A_GiveInventory ("MonsterMana",1) | |
loop | |
DeEmpathicEmpathicSelect: | |
SPCH A 1 A_Lower | |
loop | |
EmpathicEmpathicSelect: | |
SPCH A 1 A_Raise | |
loop | |
Fire: | |
SPCH A 0 ACS_ExecuteAlways(999,0) | |
SPCH ABAB 5 | |
SPCH B 0 A_JumpIfNoAmmo (6) | |
SPCH B 0 A_GunFlash | |
SPCH C 4 A_FireBullets (1, 0, 3, 5, "BulletPuff") | |
SPCH D 4 A_FireBullets (3, 0, 3, 5, "BulletPuff") | |
SPCH A 5 A_ReFire | |
SPCH BAB 5 | |
SPCH A 1 ACS_ExecuteAlways(998,0) | |
goto Ready | |
//goto Hold | |
Hold: | |
SPCH B 0 A_JumpIfNoAmmo (6) | |
SPCH B 0 A_GunFlash | |
SPCH C 4 A_FireBullets (5.6, 0, 3, 5, "BulletPuff") | |
SPCH D 4 A_FireBullets (5.6, 0, 3, 5, "BulletPuff") | |
SPCH A 4 A_ReFire | |
SPCH BAB 5 | |
ARCN B 0 ACS_ExecuteAlways(998,0) | |
goto Ready | |
Flash: | |
TNT1 A 8 bright A_Light1 | |
TNT1 A 0 bright A_Light0 | |
stop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
////////////////// CYBERDEMON ////////////////////// | |
//////////////////////////////////////////////////// | |
actor CyberdemonPlayer : EmpathyPlayerPawn | |
{ | |
Speed 0.729166 | |
Health 4000 | |
Radius 40 | |
Height 110 | |
Mass 1000 | |
PainChance 255 | |
maxstepheight 32 | |
player.attackzoffset 24 | |
player.viewheight 95 | |
player.jumpz 5 | |
player.maxhealth 4000 | |
player.soundclass "CyberdemonPlayerSnd" | |
player.morphweapon "CyberdemonCanon" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Cyberdemon" | |
Player.StartItem "CyberdemonCanon" | |
Player.StartItem "PlayerIsCyberdemon" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
Player.StartItem "PlayerIsEmpathic" | |
+NORADIUSDMG | |
States | |
{ | |
Spawn: | |
CYBR AB 7 | |
CYBR A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
CYBR A 3 A_PlaySoundEx("cyber/hoof","body") | |
CYBR ABBCC 3 | |
CYBR D 3 A_PlaySoundEx("spider/walk","body") | |
CYBR D 3 | |
Loop | |
Missile: | |
CYBR E 6 | |
CYBR F 12 | |
CYBR E 12 | |
CYBR F 12 | |
CYBR E 12 | |
CYBR F 12 | |
CYBR E 6 | |
Goto Spawn | |
Pain: | |
CYBR G 10 A_Pain | |
Goto Spawn | |
Death: | |
CYBR H 10 A_PlayerSkinCheck("AltSkinDeath") | |
CYBR I 10 A_PlayerScream | |
CYBR JKL 10 | |
CYBR M 10 A_NoBlocking | |
CYBR NO 10 | |
CYBR P 30 | |
CYBR P -1 | |
Stop | |
XDeath: | |
goto death | |
Stop | |
AltSkinDeath: | |
CYBR H 10 | |
CYBR I 10 A_PlayerScream | |
CYBR JKL 10 | |
CYBR M 10 A_NoBlocking | |
CYBR NO 10 | |
CYBR P 30 | |
CYBR P -1 | |
Stop | |
} | |
} | |
actor CyberdemonCanon : EmpathicWeapon | |
{ | |
radius 20 | |
height 16 | |
obituary "%o rode a %k's missile" | |
inventory.pickupmessage "CYBERDEMON!! ARGHHH!!" | |
weapon.selectionorder 200 | |
weapon.kickback 400 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammouse1 50 | |
weapon.ammogive 50 | |
+WEAPON.AMMO_OPTIONAL | |
//+DONTBOB | |
states | |
{ | |
Ready: | |
CYBL A 7 A_WeaponReady | |
CYBL A 0 A_GiveInventory ("MonsterMana",1) | |
loop | |
DeEmpathicEmpathicSelect: | |
//CYBL A 1 | |
//stop | |
//goto ready | |
CYBL A 1 A_Lower | |
loop | |
EmpathicEmpathicSelect: | |
CYBL A 1 A_Raise | |
loop | |
Fire: | |
CYBL A 6 A_JumpIfNoAmmo ("NoAmmo") | |
CYBL A 0 ACS_ExecuteAlways(999,0) | |
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0) | |
CYBL B 6 bright A_FireCustomMissile ("Rocket") | |
CYBL C 4 bright | |
CYBL D 2 | |
CYBL A 12 A_JumpIfNoAmmo ("NoAmmo") | |
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0) | |
CYBL B 6 bright A_FireCustomMissile ("Rocket") | |
CYBL C 4 bright | |
CYBL D 2 | |
CYBL A 12 A_JumpIfNoAmmo ("NoAmmo") | |
CYBL B 0 Radius_Quake(7, 52, 0, 192, 0) | |
CYBL B 6 bright A_FireCustomMissile ("Rocket") | |
CYBL C 4 bright | |
CYBL D 2 | |
CYBL A 6 | |
CYBL A 0 A_ReFire | |
CYBL A 0 ACS_ExecuteAlways(998,0) | |
goto Ready | |
Hold: | |
CYBL A 6 A_JumpIfNoAmmo ("NoAmmo") | |
CYBL B 6 bright A_FireCustomMissile ("Rocket") | |
CYBL C 6 bright | |
CYBL A 6 | |
CYBL A 0 A_ReFire | |
CYBL A 0 ACS_ExecuteAlways(998,0) | |
goto Ready | |
Flash: | |
TNT1 A 6 bright A_Light1 | |
TNT1 A 2 bright A_Light0 | |
stop | |
NoAmmo: | |
CYBL A 5 ACS_ExecuteAlways(998,0) | |
goto ready | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
////////////////// -VILE /////////////////////// | |
//////////////////////////////////////////////////// | |
actor VilePlayer : EmpathyPlayerPawn | |
{ | |
Speed 1.3671875 | |
Health 700 | |
Radius 20 | |
Height 56 | |
Mass 500 | |
PainChance 255 | |
player.maxhealth 700 | |
player.attackzoffset -16 | |
player.jumpz 8 | |
player.soundclass "ArchVilePlayerSnd" | |
player.morphweapon "VilePower" | |
Player.ColorRange 0, 0 | |
Player.DisplayName "Arch-Vile" | |
Player.StartItem "VilePower" | |
Player.StartItem "PlayerIsvile" | |
Player.StartItem "MonsterMana", 1000 | |
Player.StartItem "BFG9000" //all weapons are given to avoid autoswitch | |
Player.StartItem "Chaingun" | |
Player.StartItem "Chainsaw" | |
Player.StartItem "Fist" | |
Player.StartItem "Pistol" | |
Player.StartItem "PlasmaRifle" | |
Player.StartItem "RocketLauncher" | |
Player.StartItem "Shotgun" | |
Player.StartItem "SuperShotgun" | |
Player.StartItem "PlayerIsEmpathic" | |
States | |
{ | |
Spawn: | |
VLEB A 0 | |
Goto SpawnLoop | |
SpawnLoop: | |
VILE AB 7 | |
VILE A 0 A_GiveInventory ("MonsterMana",1) | |
Loop | |
See: | |
VILE AABBCCDDEEFF 2 | |
Loop | |
Missile://Melee: | |
VILE "[\]" 10 | |
Goto Spawn | |
Melee://Missile: | |
VILE G 10 | |
VILE HIJKLMNO 8 | |
VILE P 20 | |
Goto Spawn | |
Pain: | |
VILE Q 5 | |
VILE Q 5 A_Pain | |
Goto Spawn | |
Death: | |
VILE Q 7 A_PlayerSkinCheck("AltSkinDeath") | |
VILE R 7 A_Scream | |
VILE S 7 A_NoBlocking | |
VILE TUVW 7 | |
VILE XY 5 | |
VILE Z -1 | |
Stop | |
XDeath: | |
goto death | |
Stop | |
AltSkinDeath: | |
VILE Q 7 | |
VILE R 7 A_Scream | |
VILE S 7 A_NoBlocking | |
VILE TUVW 7 | |
VILE XY 5 | |
VILE Z -1 | |
Stop | |
} | |
} | |
actor VilePower : EmpathicWeapon | |
{ | |
radius 20 | |
height 20 | |
obituary "%o was burn up by %k" | |
inventory.pickupmessage "Vileness infects you" | |
//attacksound "vile/stop" | |
weapon.selectionorder 2500 | |
weapon.kickback 2000 | |
weapon.ammotype1 "MonsterMana" | |
weapon.ammotype2 "MonsterMana" | |
weapon.ammouse1 50 | |
weapon.ammouse2 400 | |
weapon.ammogive 500 | |
+WEAPON.AMMO_OPTIONAL | |
+WEAPON.ALT_AMMO_OPTIONAL | |
States | |
{ | |
DeEmpathicEmpathicSelect: | |
AVIH A 1 A_Lower | |
LOOP | |
EmpathicEmpathicSelect: | |
AVIH A 1 A_Raise | |
LOOP | |
Ready: | |
AVIH A 7 A_WeaponReady | |
AVIH A 0 A_GiveInventory ("MonsterMana",1) | |
LOOP | |
NoAmmoFire: | |
AVIH A 10 | |
Goto Ready | |
Fire: | |
TNT1 A 0 BRIGHT A_JumpIfNoAmmo("NoAmmoFire") | |
TNT1 A 0 BRIGHT ACS_ExecuteAlways(999,0) | |
TNT1 A 0 BRIGHT A_PlaySoundEx ("vile/start","Weapon")//A_VileStart | |
TNT1 AAAAAAAAAA 1 BRIGHT //A_FireBullets (angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,bool UseNoAmmo [, float range]]]) | |
TNT1 A 0 BRIGHT A_GunFlash | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireA",0,0)//all this repeatedly crap emulates the flames | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0) | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireA",0,0) | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0) | |
//VILE IJKLMN 8 BRIGHT A_FaceTarget | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) //A_FIRECRACKLE | |
TNT1 A 0 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireCrackleSound",0,0) | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0) | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) | |
TNT1 AA 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireB",0,0) | |
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) | |
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0) | |
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) | |
AVIH DD 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0) | |
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireC",0,0) | |
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0) | |
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) | |
AVIH EE 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0) | |
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) | |
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireD",0,0) | |
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) //A_FIRECRACKLE | |
AVIH F 0 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireCrackleSound",0,0) | |
AVIH FF 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0) | |
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) | |
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0) | |
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireE",0,0) | |
AVIH GG 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireF",0,0) | |
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0) | |
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0) | |
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0) | |
AVIH HH 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0) | |
AVIH I 0 BRIGHT A_PlaySoundEx ("vile/stop","Weapon") | |
AVIH I 0 BRIGHT A_FireBullets (0, 0, 1, 20, "vileFireExplosion",1,0)//This is the actual attack | |
AVIH II 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireG",0,0) | |
AVIH II 1 BRIGHT A_FireBullets (0, 0, 1, 0 , "vileFireH",0,0) | |
AVIH II 1 BRIGHT | |
AVIH II 1 BRIGHT | |
//VILE P 20 BRIGHT | |
AVIH J 20 BRIGHT ACS_ExecuteAlways(998,0) | |
Goto Ready | |
Flash: | |
TNT1 A 16 A_Light1 | |
TNT1 A 48 A_Light2 | |
TNT1 A 0 A_Light0 | |
stop | |
AltFire: | |
AVIH A 0 A_JumpIfNoAmmo ("NoAmmoFire") | |
AVIH A 0 ACS_ExecuteAlways(999,0) | |
AVIH KL 10 | |
AVIH L 0 A_FireCustomMisSile ("VileResurrector") | |
AVIH M 10 | |
AVIH A 10 ACS_ExecuteAlways(998,0) | |
AVIH A 10 A_ReFire | |
goto ready | |
} | |
} | |
ACTOR vileFireExplosion | |
{ | |
//Radius 1 | |
//Height 1 | |
//Speed 1024 | |
//Damage 0 | |
//Projectile | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
+NOBLOOD | |
+FORCERADIUSDMG | |
States | |
{ | |
Spawn: | |
TNT1 A 1 BRIGHT | |
Melee: //A_Explode [(int explosiondamage, int explosionradius [, bool donthurtshooter])] | |
TNT1 A 1 BRIGHT A_Explode (80, 64)//, bool donthurtshooter])] | |
STOP | |
} | |
} | |
ACTOR vileFireCrackleSound | |
{ | |
//Radius 1 | |
//Height 1 | |
//Speed 1024 | |
//Damage 0 | |
//Projectile | |
RenderStyle NONE | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
TNT1 A 1 BRIGHT | |
Melee: | |
TNT1 A 1 BRIGHT A_PlaySoundEx ("vile/firecrkl","Body") | |
STOP | |
} | |
} | |
ACTOR vileFireA | |
{ | |
//Radius 1 | |
//Height 1 | |
//Speed 1024 | |
//Damage 0 | |
//Projectile | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE A 1 BRIGHT | |
Melee: | |
FIRE A 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireB | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE B 1 BRIGHT | |
Melee: | |
FIRE B 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireC | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE C 1 BRIGHT | |
Melee: | |
FIRE C 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireD | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE D 1 BRIGHT | |
Melee: | |
FIRE D 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireE | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE E 1 BRIGHT | |
Melee: | |
FIRE E 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireF | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE F 1 BRIGHT | |
Melee: | |
FIRE F 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireG | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE G 1 BRIGHT | |
Melee: | |
FIRE G 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR vileFireH | |
{ | |
RenderStyle Add | |
Alpha 1 | |
mass 1 | |
+NOBLOCKMAP | |
+NOGRAVITY | |
-ALLOWPARTICLES | |
+PUFFONACTORS | |
+ALWAYSPUFF | |
States | |
{ | |
Spawn: | |
FIRE H 1 BRIGHT | |
Melee: | |
FIRE H 1 BRIGHT | |
STOP | |
} | |
} | |
ACTOR VileResurrector //based on Cutmanmike's reincarnator. Thanks Cutman!!! | |
{ | |
+FRIENDLY | |
+NOCLIP | |
+FLOORHUGGER | |
Radius 50 | |
Height 5 | |
PROJECTILE | |
RENDERSTYLE NONE | |
Speed 6 | |
States | |
{ | |
Spawn: | |
FIRE AAAAA 6 A_VileChase | |
Stop | |
Death: | |
FIRE A 1 | |
Stop | |
Heal: | |
FIRE A 1 | |
Stop | |
} | |
} | |
//////////////////////////////////////////////////// | |
//////////////////////////////////////////////////// | |
///////////////// MISCELLANEOUS //////////////////// | |
//////////////////////////////////////////////////// | |
actor MonsterMana : ammo | |
{ | |
inventory.amount 50 | |
inventory.maxamount 1000 | |
inventory.icon "MANAB0" | |
RENDERSTYLE TRANSLUCENT | |
ALPHA 0.5 | |
states | |
{ | |
Spawn: | |
MANA ABC 5 | |
loop | |
} | |
} | |
ACTOR EmpathicBerserk : CustomInventory REPLACES Berserk | |
{ | |
+COUNTITEM | |
+INVENTORY.ALWAYSPICKUP | |
Inventory.PickupMessage "You ate an empathic Berserk pack!! ultra-strength!!" | |
Inventory.PickupSound "misc/p_pkup" | |
States | |
{ | |
Spawn: | |
PSTR A -1 | |
Stop | |
Pickup: | |
TNT1 A 0 A_GiveInventory("EmpathicStrength") | |
TNT1 A 0 A_GiveInventory("Medikit",4000)//("Soulsphere") | |
Stop | |
} | |
} | |
actor PowerEmpathicUltraDamage : PowerDamage | |
{ | |
damagefactor "normal", 5 | |
inventory.icon "PSTRA0" | |
} | |
actor EmpathicStrength : PowerupGiver | |
{ | |
inventory.pickupmessage "" | |
powerup.color red 0.25 | |
inventory.maxamount 0 | |
powerup.type "EmpathicUltraDamage" | |
powerup.duration 2100000 //are 16 hours enough?? | |
+AUTOACTIVATE | |
+INVENTORY.ALWAYSPICKUP | |
states | |
{ | |
Spawn: | |
TNT1 A 1 | |
loop | |
} | |
} | |
actor PlayerMonsterClassDefiner : inventory //this will be used to identify wich class the player is, | |
{ // this shouldn't be used directly, but inherited with the desired name | |
inventory.amount 1 | |
inventory.maxamount 1 | |
+INVENTORY.QUIET | |
+INVENTORY.UNDROPPABLE | |
+INVENTORY.HUBPOWER | |
+INVENTORY.ALWAYSPICKUP | |
+INVENTORY.IGNORESKILL | |
} | |
//This inventory items are done to let the health bonus to check the player class | |
actor PlayerIsBaron : PlayerMonsterClassDefiner {} | |
actor PlayerIsDemon : PlayerMonsterClassDefiner {} | |
actor PlayerIsImp : PlayerMonsterClassDefiner {} | |
actor PlayerIsFatso : PlayerMonsterClassDefiner {} | |
actor PlayerIsCacodemon : PlayerMonsterClassDefiner {} | |
actor PlayerIsPainElemental : PlayerMonsterClassDefiner {} | |
actor PlayerIsArachnotron : PlayerMonsterClassDefiner {} | |
actor PlayerIsRevenant : PlayerMonsterClassDefiner {} | |
actor PlayerIsSpiderMastermind : PlayerMonsterClassDefiner {} | |
actor PlayerIsCyberdemon : PlayerMonsterClassDefiner {} | |
actor PlayerIsvile : PlayerMonsterClassDefiner {} | |
actor PlayerIsHK : PlayerMonsterClassDefiner {} | |
actor BaronHealthBonus : HealthBonus { Inventory.MaxAmount 2000 } | |
actor HKHealthBonus : HealthBonus { Inventory.MaxAmount 1000 } | |
actor DemonHealthBonus : HealthBonus { Inventory.MaxAmount 300 } | |
actor ImpHealthBonus : HealthBonus { Inventory.MaxAmount 120 } | |
actor FatsoHealthBonus : HealthBonus { Inventory.MaxAmount 1200 } | |
actor CacodemonHealthBonus : HealthBonus { Inventory.MaxAmount 800 } | |
actor PainElementalHealthBonus : HealthBonus { Inventory.MaxAmount 800 } | |
actor ArachnotronHealthBonus : HealthBonus { Inventory.MaxAmount 1000 } | |
actor RevenantHealthBonus : HealthBonus { Inventory.MaxAmount 600 } | |
actor SpiderMastermindHealthBonus : HealthBonus { Inventory.MaxAmount 6000 } | |
actor CyberdemonHealthBonus : HealthBonus { Inventory.MaxAmount 8000 } | |
actor vileHealthBonus : HealthBonus { Inventory.MaxAmount 1400 } | |
ACTOR EmpathicHealthBonus : CustomInventory REPLACES HealthBonus | |
{ | |
+COUNTITEM | |
+INVENTORY.ALWAYSPICKUP | |
Inventory.PickupMessage "You drank an empathic life potion!!" | |
States | |
{ | |
Spawn: | |
BON1 ABCDCB 6 | |
Loop | |
Pickup: | |
TNT1 A 0 A_GiveInventory("MonsterMana", 50) | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21) | |
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 23) | |
TNT1 A 0 A_GiveInventory("BaronHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,20) | |
TNT1 A 0 A_GiveInventory("DemonHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,18) | |
TNT1 A 0 A_GiveInventory("ImpHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,16) | |
TNT1 A 0 A_GiveInventory("FatsoHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,14) | |
TNT1 A 0 A_GiveInventory("CacodemonHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,12) | |
TNT1 A 0 A_GiveInventory("PainElementalHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,10) | |
TNT1 A 0 A_GiveInventory("ArachnotronHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,8) | |
TNT1 A 0 A_GiveInventory("RevenantHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,6) | |
TNT1 A 0 A_GiveInventory("SpiderMastermindHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,4) | |
TNT1 A 0 A_GiveInventory("CyberdemonHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,2) | |
TNT1 A 0 A_GiveInventory("vileHealthBonus", 1) | |
TNT1 A 0 A_Jump (256,2) | |
TNT1 A 0 A_GiveInventory("HKHealthBonus", 1) | |
TNT1 A 0 //jump here :) lolz | |
Stop | |
} | |
} | |
actor BaronSoulsphere : Soulsphere { Inventory.Amount 1000 Inventory.MaxAmount 2000 } | |
actor DemonSoulsphere : Soulsphere { Inventory.Amount 150 Inventory.MaxAmount 300 } | |
actor ImpSoulsphere : Soulsphere { Inventory.Amount 60 Inventory.MaxAmount 120 } | |
actor FatsoSoulsphere : Soulsphere { Inventory.Amount 600 Inventory.MaxAmount 1200 } | |
actor CacodemonSoulsphere : Soulsphere { Inventory.Amount 400 Inventory.MaxAmount 800 } | |
actor PainElementalSoulsphere : Soulsphere { Inventory.Amount 400 Inventory.MaxAmount 800 } | |
actor ArachnotronSoulsphere : Soulsphere { Inventory.Amount 500 Inventory.MaxAmount 1000 } | |
actor RevenantSoulsphere : Soulsphere { Inventory.Amount 300 Inventory.MaxAmount 600 } | |
actor SpiderMastermindSoulsphere : Soulsphere { Inventory.Amount 3000 Inventory.MaxAmount 6000 } | |
actor CyberdemonSoulsphere : Soulsphere { Inventory.Amount 4000 Inventory.MaxAmount 8000 } | |
actor vileSoulsphere : Soulsphere { Inventory.Amount 700 Inventory.MaxAmount 1400 } | |
actor HKSoulsphere : Soulsphere { Inventory.Amount 500 Inventory.MaxAmount 1000 } | |
ACTOR EmpathicSoulsphere : CustomInventory REPLACES Soulsphere | |
{ | |
+COUNTITEM | |
+INVENTORY.ALWAYSPICKUP | |
+INVENTORY.FANCYPICKUPSOUND | |
Inventory.PickupMessage "You got an empathic soul sphere!!" | |
Inventory.PickupSound "misc/p_pkup" | |
States | |
{ | |
Spawn: | |
SOUL ABCDCB 6 Bright | |
Loop | |
Pickup: | |
TNT1 A 0 A_GiveInventory("MonsterMana", 500) | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21) | |
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 21) | |
TNT1 A 0 A_GiveInventory("BaronSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,22) | |
TNT1 A 0 A_GiveInventory("DemonSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,20) | |
TNT1 A 0 A_GiveInventory("ImpSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,18) | |
TNT1 A 0 A_GiveInventory("FatsoSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,16) | |
TNT1 A 0 A_GiveInventory("CacodemonSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,14) | |
TNT1 A 0 A_GiveInventory("PainElementalSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,12) | |
TNT1 A 0 A_GiveInventory("ArachnotronSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,10) | |
TNT1 A 0 A_GiveInventory("RevenantSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,8) | |
TNT1 A 0 A_GiveInventory("SpiderMastermindSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,6) | |
TNT1 A 0 A_GiveInventory("CyberdemonSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,4) | |
TNT1 A 0 A_GiveInventory("vileSoulsphere", 1) | |
TNT1 A 0 A_Jump (256,2) | |
TNT1 A 0 A_GiveInventory("BaronSoulsphere", 1) | |
TNT1 A 0 //jump here :) lolz | |
Stop | |
} | |
} | |
actor BaronMegasphere : MegasphereHealth { Inventory.Amount 2000 Inventory.MaxAmount 2000 } | |
actor HKMegasphere : MegasphereHealth { Inventory.Amount 1000 Inventory.MaxAmount 1000 } | |
actor DemonMegasphere : MegasphereHealth { Inventory.Amount 300 Inventory.MaxAmount 300 } | |
actor ImpMegasphere : MegasphereHealth { Inventory.Amount 120 Inventory.MaxAmount 120 } | |
actor FatsoMegasphere : MegasphereHealth { Inventory.Amount 1200 Inventory.MaxAmount 1200 } | |
actor CacodemonMegasphere : MegasphereHealth { Inventory.Amount 800 Inventory.MaxAmount 800 } | |
actor PainElementalMegasphere : MegasphereHealth { Inventory.Amount 800 Inventory.MaxAmount 800 } | |
actor ArachnotronMegasphere : MegasphereHealth { Inventory.Amount 1000 Inventory.MaxAmount 1000 } | |
actor RevenantMegasphere : MegasphereHealth { Inventory.Amount 600 Inventory.MaxAmount 600 } | |
actor SpiderMastermindMegasphere : MegasphereHealth { Inventory.Amount 6000 Inventory.MaxAmount 6000 } | |
actor CyberdemonMegasphere : MegasphereHealth { Inventory.Amount 8000 Inventory.MaxAmount 8000 } | |
actor vileMegasphere : MegasphereHealth { Inventory.Amount 1400 Inventory.MaxAmount 1400 } | |
ACTOR EmpathicMegasphere : CustomInventory REPLACES Megasphere | |
{ | |
+COUNTITEM | |
+INVENTORY.ALWAYSPICKUP | |
Inventory.PickupMessage "$GOTMSPHERE" | |
Inventory.PickupSound "misc/p_pkup" | |
States | |
{ | |
Spawn: | |
MEGA ABCD 6 BRIGHT | |
Loop | |
Pickup: | |
TNT1 A 0 A_GiveInventory("BlueArmor", 1) | |
TNT1 A 0 A_GiveInventory("MonsterMana", 1000) | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsBaron", 1, 21) | |
TNT1 A 0 //this blank (and the another ones) is done to make easier counting the frames to jump | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsDemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsImp", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsFatso", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCacodemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsPainElemental", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsArachnotron", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsRevenant", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsSpiderMastermind", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsCyberdemon", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsvile", 1, 21) | |
TNT1 A 0 | |
TNT1 A 0 A_JumpIfInventory ("PlayerIsHK", 1, 21) | |
TNT1 A 0 A_GiveInventory("BaronMegasphere", 1) | |
TNT1 A 0 A_Jump (256,20) | |
TNT1 A 0 A_GiveInventory("DemonMegasphere", 1) | |
TNT1 A 0 A_Jump (256,18) | |
TNT1 A 0 A_GiveInventory("ImpMegasphere", 1) | |
TNT1 A 0 A_Jump (256,16) | |
TNT1 A 0 A_GiveInventory("FatsoMegasphere", 1) | |
TNT1 A 0 A_Jump (256,14) | |
TNT1 A 0 A_GiveInventory("CacodemonMegasphere", 1) | |
TNT1 A 0 A_Jump (256,12) | |
TNT1 A 0 A_GiveInventory("PainElementalMegasphere", 1) | |
TNT1 A 0 A_Jump (256,10) | |
TNT1 A 0 A_GiveInventory("ArachnotronMegasphere", 1) | |
TNT1 A 0 A_Jump (256,8) | |
TNT1 A 0 A_GiveInventory("RevenantMegasphere", 1) | |
TNT1 A 0 A_Jump (256,6) | |
TNT1 A 0 A_GiveInventory("SpiderMastermindMegasphere", 1) | |
TNT1 A 0 A_Jump (256,4) | |
TNT1 A 0 A_GiveInventory("CyberdemonMegasphere", 1) | |
TNT1 A 0 A_Jump (256,2) | |
TNT1 A 0 A_GiveInventory("vileMegasphere", 1) | |
TNT1 A 0 | |
TNT1 A 0 A_GiveInventory("HKMegasphere", 1) | |
TNT1 A 0 //jump here :) lolz | |
Stop | |
} | |
} | |
ACTOR AimingMarineStatue 6969 //these are the decorations for the titlemap ^^ | |
{ | |
Radius 16 | |
Height 56 | |
+SOLID | |
States | |
{ | |
Spawn: | |
PLAY E -1 | |
Stop | |
} | |
} | |
ACTOR ChargingBaronStatue 6968 | |
{ | |
Radius 24 | |
Height 64 | |
+SOLID | |
States | |
{ | |
Spawn: | |
BOSS E -1 | |
Stop | |
} | |
} | |
ACTOR CastingvileStatue 6967 | |
{ | |
Radius 20 | |
Height 56 | |
+SOLID | |
States | |
{ | |
Spawn: | |
VILE K -1 | |
Stop | |
} | |
} | |
ACTOR ArchvileFlameStatue 6966 | |
{ | |
RenderStyle Add | |
Alpha 1 | |
States | |
{ | |
Spawn: | |
FIRE B -1 | |
Stop | |
} | |
} | |
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