Decorate
Decorate
Decorate
//56-63
//vlss
Alpha 1
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "%o was killed by %k's vile gibs."
States
{
Spawn:
vLSS AB 6 Bright
Loop
Death:
vLSE ABCDE 4 Bright
Stop
}
}
// GiveAmmo:
// TNT1 A 0
// MR7S A 10 A_FaceTarget
// TNT1 A 0 //A_PlaySound("MRNGI1")
// MR8S CD 15
// // TNT1 A 0 A_GiveToTarget("Clip2", 50)
// TNT1 A 0 A_SpawnItemEx("Stimpack", 40, 0)
// Goto Waits
// ActualFireState:
// NPM2 E 6 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 SpawnProjectile(1, "DoomImpBall", random(0, 255), 20, 0, 0,
0);
// TNT1 A 0 SpawnProjectile(1, "CacodemonBall", random(0, 255), 20, 0, 0,
0);
// TNT1 A 0 SpawnProjectile(1, "BaronBall", random(0, 255), 20, 0, 0, 0);
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// NPM2 E 5 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// NPM2 E 5 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// Goto See
}
}
States
{
See:
TROO AABBCCDD 3 A_Chase
TROO A 0 A_GiveInventory("Forgettimer", 1)
Loop
Melee:
Missile:
TROO E 0 A_TakeInventory("Forgettimer", 20)
TROO EF 8 A_FaceTarget
TROO G 6 A_TroopAttack
Goto See
Forget:
TROO A 0 A_TakeInventory("Forgettimer", 20)
TROO A 3 A_ClearTarget
Goto Spawn
}
}
States
{
Missile:
POSS E 10 A_FaceTarget
POSS FE 2 Bright A_PosAttack
POSS F 1 A_MonsterRefire(130, "See") // About 50% chance to jump to "See" if target
is out of sight.
Goto Missile+1 // Looping back to the attack state to allow the actual refire!
}
}
States
{
Pain:
SARG H 2 Fast
SARG H 2 Fast A_Pain
SARG H 0 A_JumpIfHealthLower(30, "MakingVisible")
Goto See
MakingVisible:
SARG H 0 A_ClearShadow
Goto See
}
}
// grenadeZ
// psi cyber
//railgunZ
//
DropItem "d2GreenArmor"
DropItem "d2BlueArmor"
DropItem "d2ArmorGreen"
DropItem "d2ArmorRed"
DropItem "d2ArmorBlue"
DropItem "d2ArmorGTOrange"
DropItem "d2ArmorGTBlue1"
DropItem "d2ArmorGTBlue2"
DropItem "d2TerrorSphere"
DropItem "d2TimeFreezer"
DropItem "d2RadSuit"
DropItem "d2allmap"
DropItem "d2Drain"
DropItem "d2powerscan"
DropItem "D2PowerInfiniteAmmo"
DropItem "D2PowerMaskSphere"
DropItem "D2PowerBlurSphere"
DropItem "D2PowerFlightSphere"
DropItem "D2PowerDoubleFiringSpeedSphere"
DropItem "D2DoubleDamage"
DropItem "D2PowerQuadDamage"
DropItem "D2HighJump"
DropItem "D2PowerInv"
DropItem "D2PowerMaskSphere"
DropItem "d2HalfDamage"
DropItem "d2QuarterDamage"
DropItem "d2Regen"
DropItem "d2powerspeed"
DropItem "berserk"
DropItem "blursphere"
DropItem "infared"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
////DropItem "brutalDSparilSerpent"
// DropItem "d2archvile2"
////DropItem "brutalDSparil"
// DropItem "BigBoost"
//DropItem "UltimaShotgun"
//DropItem "GTShotgun"
//DropItem "GTRocketLauncher"
//DropItem "GTHyperblaster"
//DropItem "GTRailgun"
//DropItem "GTHyperblaster"
//DropItem "GTAxe"
//DropItem "GTFlameThrower"
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
//DropItem "GTWandWhite"
//DropItem "GTWandGreen"
//DropItem "GTWandRed"
//DropItem "GTWandYellow"
//DropItem "GTWandSky"
//DropItem "GTWandBlack"
//DropItem "GTManaAmmo",2
//DropItem "GTHeavy"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "brutalgoldwand"
//DropItem "brutalblaster"
//DropItem "brutalcrossbow"
//DropItem "brutalmace"
//DropItem "brutalPhoenixRod"
//DropItem "brutalSkullRod"
//DropItem "brutalStaff"
//DropItem "brutalmace"
//DropItem "GTCrossbow"
// DropItem "CrystalVial"
// DropItem "EnchantedShield"
// DropItem "SilverShield"
//DropItem "brutalGargoyle"
//DropItem "brutalHereticGolem"
//DropItem "brutalUndeadKnight"
//DropItem "brutalSabreclaw"
//DropItem "brutalWeredragon"
//DropItem "brutalWizard"
//DropItem "brutalOphidian"
// DropItem "WarriorGhost"
//DropItem "brutalMinotaur"
//DropItem "brutalIronlich"
}
ACTOR hexenkspawner
{
States
{
Spawn:
TNT1 A 10 A_SpawnItem("doomBlueCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyBlue",0,0)
TNT1 A 10 A_SpawnItem("doomYellowCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyYellow",0,0)
TNT1 A 10 A_SpawnItem("doomRedCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyGreen",0,0)
stop
}
}
States
{
Spawn:
TNT1 A 1
TNT1 A 0 ACS_NamedExecuteWithResult("ChangeScale", 7, 10)
Goto SpawnBasic
SpawnBasic:
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter
FX09 B 2 Bright
FX09 B 2 Bright A_AccTeleGlitter
FX09 B 2 Bright
FX09 B 2 Bright A_AccTeleGlitter
//FX09 C 1 Bright
//FX09 D 1 Bright
//FX09 E 1 Bright
//FX09 F 1 Bright
FX09 G 1 Bright
FX09 H 1 Bright
FX09 I 1 Bright
FX09 J 1 Bright
FX09 J 0 A_Jump(256, "End1", "End2")
End1:
FX09 K 1 Bright
Stop
End2:
FX09 K 2 Bright
Stop
}
}
States
{
Spawn:
TBLU A 1
TBLU A 0 A_SpawnItemEx("ÒBlue_Flame1", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TBLU A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
States
{
Spawn:
TGRN A 1
TGRN A 0 A_SpawnItemEx("ÒGreen_Flame1", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TGRN A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
States
{
Spawn:
TRED A 1
TRED A 0 A_SpawnItemEx("FiremanFire_BIG", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TRED A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
A_SpawnItemEx("FiremanFire_SMALL", random[TeleGlitter](0,5)-1.3,
random[TeleGlitter](0,5)-1.3, 52, 0, 0, 0.25);
}
}
Loop
}
}
States
{
Spawn:
SMBT A 1
SMBT A 0 A_SpawnItemEx("SBlue_Flame1", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMBT A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
States
{
Spawn:
SMGT A 1
SMGT A 0 A_SpawnItemEx("SGreen_Flame1", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMGT A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
States
{
Spawn:
SMRT A 1
SMRT A 0 A_SpawnItemEx("FiremanFire_BIG", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMRT A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
A_SpawnItemEx("FiremanFire_SMALL", random[TeleGlitter](0,5)-2,
random[TeleGlitter](0,5)-2, 30, 0, 0, 0.25);
}
}
Loop
}
}
States
{
Spawn:
CAND A 1 A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-0,
random[TeleGlitter](0,0)-0, 12.7, 0, 0, 0.01)
Loop
}
}
States
{
Spawn:
CEYE ABCB 6 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-0,
random[TeleGlitter](0,0)-0, 8.7, 0, 0, 0.01)
Loop
}
}
States
{
Spawn:
FCAN A 1
FCAN A 0 A_SpawnItemEx("FiremanFire_BIG", 2+random[TeleGlitter](0,12)-7,
1.5+random[TeleGlitter](0,12)-7, 25, 0, 0, 0.25)
FCAN A 0
{
for (user_i = 0; user_i < 12; user_i++)
{
A_SpawnItemEx("FiremanFire_SMALL", 2+random[TeleGlitter](0,16)-10,
1.5+random[TeleGlitter](0,16)-10, 25, 0, 0, 0.25);
}
}
Loop
}
}
//================================================================================
//================================================================================
States
{
Spawn:
SOUL ABCDCB 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}
States
{
Spawn:
PINS ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}
States
{
Spawn:
PINV ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}
States
{
Spawn:
MEGA ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}