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- Actor "SapphireWand" : MWeapWand replaces MWeapWand
- {
- Tag "Sapphire Wand"
- Weapon.YAdjust 0
- +UNDROPPABLE
- +NOAUTOFIRE
- +NOALERT
- Weapon.SelectionOrder 6
- States
- {
- select:
- tnt1 aa 0 a_raise
- mwnd a 1 a_raise
- loop
- deselect:
- "----" a 1 a_lower
- "----" aa 0 a_lower
- loop
- fire:
- mwnd a 0 offset(0,35) a_jumpifinventory("wandcounter",1,"fire2")
- mwnd a 0 offset(0,35) a_giveinventory("wandcounter",1)
- mwnd b 1 bright offset(0,33) a_firecustommissile("wandmissile",0,0,0,5)
- mwnd b 1 bright offset(0,42) a_weaponready(wrf_nobob|wrf_noswitch)
- goto fireend
- fire2:
- mwnd a 0 offset(0,35) a_jump(128,"fire3")
- mwnd b 1 bright offset(-6,33) a_firecustommissile("wandmissile2",frandom(-2,2),0,0,5,0,frandom(-2,2))
- mwnd b 1 bright offset(-3,42) a_weaponready(wrf_nobob|wrf_noswitch)
- goto fireend
- fire3:
- mwnd b 1 bright offset(6,33) a_firecustommissile("wandmissile2",frandom(-2,2),0,0,5,0,frandom(-2,2))
- mwnd b 1 bright offset(3,42) a_weaponready(wrf_nobob|wrf_noswitch)
- fireend:
- mwnd a 1 offset(0,49) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,50) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,49) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,48) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,47) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,46) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,45) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,43) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,41) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,40) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,37) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 1 offset(0,35) a_weaponready(wrf_nobob|wrf_noswitch)
- mwnd a 0 offset(0,35) a_takeinventory("wandcounter",10)
- mwnd a 0 offset(0,35) a_refire
- goto ready
- altfire:
- con2 c 0 a_takeinventory("wandcounter",1)
- charge:
- con2 a 1 offset(-51,31)
- con2 a 1 offset(-50,29)
- con2 a 1 offset(-51,30)
- con2 b 1 offset(-49,31)
- con2 c 0 a_jumpifinventory("wandcounter",5,"charged")
- con2 a 0 a_giveinventory("wandcounter",1)
- con2 a 0 a_refire("charge")
- goto blast
- charged:
- con2 a 0 a_jump(128,"charged2")
- con2 b 1 offset(-52,31)
- con2 b 1 offset(-49,29)
- con2 a 0 a_refire("charged")
- goto blast
- charged2:
- con2 b 1 offset(-51,30)
- con2 b 1 offset(-49,31)
- con2 a 0 a_refire("charged")
- blast:
- mln2 a 0 a_playsoundex("centaurleaderattack","weapon")
- mln2 a 0 a_jumpifcloser(96,"realblast")
- blast1:
- mln2 a 0 setplayerproperty(0,1,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck1",0,JLOSF_NOAUTOAIM,96)
- con2 e 1 offset(-12,21) //a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck2",0,JLOSF_NOAUTOAIM,96)
- con2 e 1 offset(-9,19) //a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck3",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-11,20) //a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 setplayerproperty(0,0,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck4",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-9,21) //a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- realblast:
- mln2 a 0 setplayerproperty(0,1,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck1",0,JLOSF_NOAUTOAIM,96)
- con2 e 1 offset(-12,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck2",0,JLOSF_NOAUTOAIM,96)
- con2 e 1 offset(-9,19) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck3",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-11,20) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 setplayerproperty(0,0,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck4",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-9,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- ProjCheck1:
- mln2 a 0 A_CheckFlag("MISSILE","ProjAbsorb",AAPTR_PLAYER_GETTARGET)
- con2 e 1 offset(-12,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck2",0,JLOSF_NOAUTOAIM,96)
- con2 e 1 offset(-9,19) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck3",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-11,20) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 setplayerproperty(0,0,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck4",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-9,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- ProjCheck2:
- mln2 a 0 A_CheckFlag("MISSILE","ProjAbsorb",AAPTR_PLAYER_GETTARGET)
- con2 e 1 offset(-9,19) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck3",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-11,20) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 setplayerproperty(0,0,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck4",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-9,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- ProjCheck3:
- mln2 a 0 A_CheckFlag("MISSILE","ProjAbsorb",AAPTR_PLAYER_GETTARGET)
- con2 c 1 offset(-11,20) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,64)
- mln2 a 0 setplayerproperty(0,0,0)
- mln2 a 0 A_JumpIfTargetInLOS("ProjCheck4",0,JLOSF_NOAUTOAIM,96)
- con2 c 1 offset(-9,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- ProjCheck4:
- mln2 a 0 A_CheckFlag("MISSILE","ProjAbsorb",AAPTR_PLAYER_GETTARGET)
- con2 c 1 offset(-9,21) a_firebullets(5,5,5,(ACS_ExecuteWithResult(532,0,0,0)),"magicpuff",fbf_norandom,96)
- con2 c 0 a_takeinventory("wandcounter",1)
- con2 c 0 a_jumpifinventory("wandcounter",1,"blast1")
- goto blastend
- ProjAbsorb:
- cshl a 0 ACS_ExecuteAlways(533,0,AAPTR_PLAYER_GETTARGET,0,0) // Send targeted projectile to script for absorption
- mln2 a 0 A_PlaySoundEx("WraithAttack","Body",0,0)
- blastend:
- mln2 a 0 setplayerproperty(0,0,0)
- cone f 1 offset(-10,45) a_weaponready(wrf_nobob|wrf_nosecondary|wrf_noswitch)
- cone f 1 offset(1,50)
- cone f 1 offset(15,60)
- con2 a 1 offset(10,33)
- con2 a 1 offset(20,40)
- con2 a 1 offset(30,50) a_refire
- mwnd a 1 offset(-100,80)
- mwnd a 1 offset(-80,60)
- mwnd a 1 offset(-40,50)
- mwnd a 1 offset(1,33)
- goto ready
- }
- }
- actor wandcounter : inventory
- { inventory.maxamount 5 }
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