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anomaly.txt (Beta 1.1)

Dec 10th, 2012
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  1. //==========================Anomalies Start
  2. ACTOR Moon 99 {
  3. //$Category CEMP Decorations
  4. +FLOAT
  5. +FORCEXYBILLBOARD
  6. +BRIGHT
  7. +DONTFALL
  8. +NOGRAVITY
  9. Scale 0.5
  10. states {
  11. Spawn:
  12. MOON A 0
  13. MOON A -1 A_SpawnItem("moonglow")
  14. stop
  15. }
  16. }
  17.  
  18. actor moonglow {
  19. Height 0
  20. Radius 0
  21. speed 0
  22. Mass 0
  23. +NOBLOCKMAP
  24. +NOGRAVITY
  25. +NOINTERACTION
  26. +CLIENTSIDEONLY
  27. +FORCEXYBILLBOARD
  28. +MISSILE
  29. RenderStyle Add
  30. alpha 0.7
  31. //Scale 0.9
  32. states {
  33. Spawn:
  34. PARS A 10
  35. loop
  36. }
  37. }
  38.  
  39. ACTOR RedMoon 100 {
  40. //$Category CEMP Decorations
  41. +FLOAT
  42. +FORCEXYBILLBOARD
  43. +BRIGHT
  44. +DONTFALL
  45. +NOGRAVITY
  46. Scale 0.5
  47. states {
  48. Spawn:
  49. ROON A 10
  50. loop
  51. }
  52. }
  53.  
  54. Actor redmoonglow : moonglow {
  55. states {
  56. Spawn:
  57. PARR A 10
  58. loop
  59. }
  60. }
  61.  
  62. ACTOR Santa
  63. {
  64. spawnid 137
  65. hitobituary "$OB_SANTAHIT" // "%o got a can of whoopass for Christmas."
  66. obituary "$OB_SANTA" // "%o was killed by Santa."
  67. health 2000
  68. painchance 180
  69. speed 30
  70. radius 30
  71. height 56
  72. mass 100
  73. renderstyle Normal
  74. seesound "santa/sight"
  75. painsound "santa/pain"
  76. deathsound "santa/death"
  77. MONSTER
  78. +LOOKALLAROUND
  79. +DROPOFF
  80. +FULLVOLACTIVE
  81. +QUICKTORETALIATE
  82. +DONTHURTSPECIES
  83. //+NORADIUSDMG
  84. +NEVERRESPAWN
  85. +MISSILEMORE
  86. +MISSILEEVENMORE
  87. MaxStepHeight 512
  88. damagefactor "Fire", 0.0 // Fire-retardant suit for going down chimneys! (And rocket flames.)
  89. states
  90. {
  91. Spawn:
  92. SANT AB 10 A_Look
  93. loop
  94. See:
  95. SANT AABBCCDD 2 A_Chase
  96. loop
  97. Melee:
  98. SANT A 4 A_FaceTarget
  99. SANT E 4 A_SargAttack
  100. SANT G 4 A_SargAttack
  101. SANT G 0 A_ClearTarget
  102. SANT G 3 A_Jump(170,"Dodge")
  103. goto See
  104. Dodge:
  105. SANT A 0 ThrustThing(random(0,255),20,0,0)
  106. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  107. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  108. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  109. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  110. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  111. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  112. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  113. SANT A 1 A_SpawnItem("santshad", 0, 0, 0)
  114. Goto See
  115. Missile:
  116. SANT E 0 A_Jump(80, "Escape")
  117. SANT E 0 A_Jump(40, "Morph")
  118. SANT E 6 A_FaceTarget
  119. SANT F 0 A_CustomMissile("EnchantedMissile", 28, 0, Random(-2, 2))
  120. SANT F 6 A_SpawnItemEx("GParticleSpawner", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), Random(0, 360), 40)
  121. Goto See
  122. Morph:
  123. SANT E 0 bright A_PlaySound("santa/sight", CHAN_VOICE)
  124. SANT E 10 bright A_FaceTarget
  125. SANT F 8 bright A_VileTarget("MorphSparkle")
  126. SANT FFF 8 bright A_FaceTarget
  127. SANT F 8 bright //A_VileAttack("vile/stop")//, 0, 5, 128, 0.0, "Morphed")
  128. SANT E 8 bright
  129. goto See
  130. Escape:
  131. //SANT G 0 A_ChangeFlag("DROPOFF", 1)
  132. SANT A 0 A_SpawnItem("teleportfog", 0, 0, 0)
  133. SANT A 4 ThrustThing(random(0,255),32,1,0)
  134. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  135. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  136. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  137. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  138. SANT G 0 A_SpawnItem("teleportfog", 0, 0, 0)
  139. SANT E 0 A_Jump(80,"See")
  140. SANT A 4 ThrustThing(random(0,255),32,1,0)
  141. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  142. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  143. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  144. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  145. SANT G 0 A_SpawnItem("teleportfog", 0, 0, 0)
  146. SANT E 0 A_Jump(80,"See")
  147. SANT A 4 ThrustThing(random(0,255),32,1,0)
  148. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  149. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  150. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  151. SANT A 2 A_SpawnItem("santshad", 0, 0, 0)
  152. SANT A 0 A_SpawnItem("blockcheck", 0, 0, 0) //Checks if monster is stuck in an item
  153. SANT A 0 ACS_Execute(208, 0) //See if blockcheck spawned
  154. //SANT G 0 A_ChangeFlag("DROPOFF", -1)
  155. SANT G 0 A_SpawnItem("teleportfog", 0, 0, 0)
  156. goto See
  157. UnStick: // NonFunctional - Ran out of time
  158. SANT A 2 A_ChangeFlag("FLOORHUGGER", 1)
  159. SANT A 0 ThrustThingZ(64,32,0,0)
  160. SANT A 0 ThrustThing(random(0, 128), 32)
  161. SANT A 5 A_ChangeFlag("FLOORHUGGER", -1)
  162. goto See
  163. Pain:
  164. SANT G 2
  165. SANT G 2 A_Pain
  166. goto See
  167. Death:
  168. SANT H 8 A_GiveToTarget ("FuryGiver")
  169. SANT I 8
  170. SANT J 8 A_Scream
  171. SANT K 4
  172. SANT L 4 A_NoBlocking
  173. SANT M 4 ACS_Terminate(206, 0)
  174. SANT N -1
  175. stop
  176. Ice:
  177. SANT I 8 A_GiveToTarget("FuryGiver")
  178. SANT J 4 A_GenericFreezeDeath
  179. // SANT J 1 A_FreezeDeathChunks
  180. SANT J 8 A_Scream
  181. SANT J 16 A_Scream
  182. SANT K 16 A_Scream
  183. SANT K 4 A_Scream
  184. SANT L 4 A_NoBlocking
  185. SANT M 4 ACS_Terminate(206, 0)
  186. SANT N -1
  187. wait
  188. Raise:
  189. SANT NMLKJI 5
  190. goto See
  191. }
  192. }
  193.  
  194. Actor blockcheck
  195. {
  196. +SOLID
  197. +NOGRAVITY
  198. speed 0
  199. mass 1000
  200. height 64
  201. radius 32
  202. States
  203. {
  204. Spawn:
  205. BBAL A 1
  206. Goto Death
  207. Death:
  208. TNT1 A 1
  209. Stop
  210. }
  211. }
  212.  
  213.  
  214. actor santshad
  215. {
  216. +NOINTERACTION
  217. +CLIENTSIDEONlY
  218. RenderStyle Add
  219. gravity 0
  220. alpha 0.4
  221. states
  222. {
  223. spawn:
  224. SANT C 1
  225. SANT C 1 ThrustThingZ(0, 1, 0, 0)
  226. SANT C 2 A_FadeOut(0.1)
  227. SANT C 2 A_FadeOut(0.1)
  228. SANT C 2 A_FadeOut(0.1)
  229. SANT C 0 A_SpawnItem("santshad2", 0, 0, 0)
  230. SANT C 35 A_FadeOut(0.1)
  231. stop
  232. }
  233. }
  234.  
  235. actor santshad2 : santshad
  236. {
  237. +CLIENTSIDEONlY
  238. +NOINTERACTION
  239. states
  240. {
  241. spawn:
  242. SANT C 2
  243. SANT C 2 A_FadeOut(0.1)
  244. SANT C 2 A_FadeOut(0.1)
  245. SANT C 2 A_FadeOut(0.1)
  246. SANT C 6 A_FadeOut(0.1)
  247. }
  248. }
  249.  
  250.  
  251. Actor EnchantedMissile
  252. {
  253. Translation "64:79=112:127"
  254. Radius 11
  255. Height 8
  256. Speed 20
  257. Damage 8
  258. SeeSound "baron/attack"
  259. DeathSound "weapons/rocklx"
  260. Decal "BaronScorch"
  261. Projectile
  262. +RANDOMIZE
  263. +FLOATBOB
  264. states
  265. {
  266. Spawn:
  267. MISL A 2 bright
  268. MISL AAAAAAAA 1 bright A_SpawnItemEx("XMasStarSpawner", Random(-20, 20), 0.0, Random(-20, 20), 0.0, 0.0, 0.0, Random(0, 359), SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  269. MISL A 1 bright A_BishopMissileWeave
  270. MISL A 1 bright A_BishopMissileWeave
  271. MISL AAAAAAAA 1 bright A_SpawnItemEx("XMasStarSpawner", Random(-20, 20), 0.0, Random(-20, 20), 0.0, 0.0, 0.0, Random(0, 359), SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  272. MISL A 1 bright A_BishopMissileWeave
  273. MISL A 1 bright A_BishopMissileWeave
  274. MISL AAAAAAAA 1 bright A_SpawnItemEx("XMasStarSpawner", Random(-20, 20), 0.0, Random(-20, 20), 0.0, 0.0, 0.0, Random(0, 359), SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  275. MISL A 1 bright A_BishopMissileWeave
  276. MISL A 1 bright A_BishopMissileWeave
  277. MISL AAAAAAAA 1 bright A_SpawnItemEx("XMasStarSpawner", Random(-20, 20), 0.0, Random(-20, 20), 0.0, 0.0, 0.0, Random(0, 359), SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  278. MISL A 1 bright A_BishopMissileWeave
  279. MISL A 1 bright A_BishopMissileWeave
  280. MISL A 5 bright A_Jump(150,1)
  281. MISL AAAAAAAA 1 bright A_SpawnItemEx("XMasStarSpawner", Random(-20, 20), 0.0, Random(-20, 20), 0.0, 0.0, 0.0, Random(0, 359), SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  282. MISL A 1 bright A_BishopMissileWeave
  283. loop
  284. Death:
  285. TNT1 A 0 A_SpawnItemEx("BFG10kExp",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  286. TNT1 A 0 A_Explode
  287. MISL CDE 6 bright
  288. stop
  289. }
  290. }
  291.  
  292.  
  293.  
  294. actor magicshad
  295. {
  296. +NOINTERACTION
  297. RenderStyle Add
  298. translation "112:127=176:191"
  299. gravity 0
  300. //alpha 0.4
  301. speed 10
  302. states
  303. {
  304. spawn:
  305. BAL7 C 1
  306. BAL7 C 1 ThrustThingZ(0, 1, 0, 0)
  307. BAL7 C 2 A_FadeOut(0.1)
  308. BAL7 C 2 A_FadeOut(0.1)
  309. BAL7 C 2 A_FadeOut(0.1)
  310. BAL7 C 0 //A_SpawnItem("magicshad2", 0, 0, 0)
  311. BAL7 C 2 A_FadeOut(0.1)
  312. stop
  313. }
  314. }
  315.  
  316. actor magicshad2 : magicshad
  317. {
  318. states
  319. {
  320. spawn:
  321. BAL7 C 2
  322. BAL7 C 2 A_FadeOut(0.1)
  323. BAL7 C 2 A_FadeOut(0.1)
  324. BAL7 C 2 A_FadeOut(0.1)
  325. BAL7 C 2 A_FadeOut(0.1)
  326. }
  327. }
  328.  
  329. actor Morpher //: MorphProjectile
  330. {
  331. Radius 11
  332. Height 8
  333. Speed 20
  334. Damage 10
  335. Projectile
  336. +RANDOMIZE
  337. SeeSound "weapons/rocklf"
  338. DeathSound "weapons/rocklx"
  339. Obituary "$OB_SANTAMORPH" // "%o couldn't handle Santa's magic!"
  340. Translation "Ice"
  341. DamageType "Morphed"
  342. //MorphProjectile.PlayerClass ReindeerPlayer
  343. States
  344. {
  345. Spawn:
  346. BAL7 A 1 bright
  347. loop
  348. Death:
  349. BAL7 B 8 bright
  350. BAL7 B 6 bright A_SpawnItemEx("GParticleSpawner", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), Random(0, 360), 40)
  351. BAL7 B 4 bright
  352. stop
  353. }
  354. }
  355.  
  356. actor MorphSparkle {
  357. Translation "80:111=250:254"
  358. +NOBLOCKMAP
  359. +NOGRAVITY
  360. +NOCLIP
  361. -SOLID
  362. Damagetype "Morphed"
  363. Obituary "$OB_SANTAMORPH" // "%o couldn't handle Santa's magic!"
  364. States {
  365. Spawn:
  366. TNT1 A 0
  367. TNT1 AAAAAAAA 1 A_SpawnItemEx("BaseStar", Random(-128, 128), 0.0, Random(0, 8), 0.0, 0.0, 0.1*Random(10, 40), Random(0, 359), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  368. TNT1 AAAAAAAA 1 A_SpawnItemEx("BaseStar", Random(-128, 128), 0.0, Random(0, 8), 0.0, 0.0, 0.1*Random(10, 40), Random(0, 359), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  369. TNT1 AAAAAAAA 1 A_SpawnItemEx("BaseStar", Random(-128, 128), 0.0, Random(0, 8), 0.0, 0.0, 0.1*Random(10, 40), Random(0, 359), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  370. TNT1 AAAAAAAA 1 A_SpawnItemEx("BaseStar", Random(-128, 128), 0.0, Random(0, 8), 0.0, 0.0, 0.1*Random(10, 40), Random(0, 359), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)
  371. TNT1 A 0 A_Explode(5, 128, 0)
  372. stop
  373. }
  374. }
  375.  
  376. Actor BaseSparkle
  377. {
  378. +MISSILE
  379. +NOGRAVITY
  380. +NOBLOCKMAP
  381. +NOINTERACTION
  382. -SOLID
  383. +CLIENTSIDEONLY
  384. Radius 0
  385. Height 0
  386. RenderStyle Add
  387. Alpha 1.0
  388. Scale 0.1
  389. States {
  390. Spawn:
  391. SKFX A 0 Bright
  392. SKFX A 1 Bright A_FadeOut(0.1)
  393. SKF2 A 1 Bright
  394. SKF2 A 1 Bright A_FadeOut(0.1)
  395. SKF3 A 1 Bright
  396. SKF3 A 1 Bright A_FadeOut(0.1)
  397. SKF4 A 1 Bright
  398. SKF4 A 1 Bright A_FadeOut(0.1)
  399. SKF5 A 1 Bright
  400. SKF5 A 1 Bright A_FadeOut(0.1)
  401. SKF6 A 1 Bright
  402. SKF6 A 1 Bright A_FadeOut(0.1)
  403. SKF7 A 1 Bright
  404. SKF7 A 1 Bright A_FadeOut(0.1)
  405. SKF8 A 1 Bright
  406. SKF8 A 1 Bright A_FadeOut(0.1)
  407. SKF9 A 1 Bright
  408. SKF9 A 1 Bright A_FadeOut(0.1)
  409. SKF0 A 1 Bright
  410. SKF0 A 1 Bright A_FadeOut(0.1)
  411. Stop
  412. }
  413. }
  414.  
  415. // More sparkly sparkle
  416. Actor BaseStar {
  417. +Missile
  418. +NoGravity
  419. +NoBlockmap
  420. +NoInteraction
  421. -Solid
  422. +CLIENTSIDEONLY
  423. Radius 0
  424. Height 0
  425. RenderStyle Add
  426. Alpha 0.01
  427. Scale 0.20
  428. States
  429. {
  430. Spawn:
  431. PTCL AABBCCAA 1 Bright A_FadeIn(0.2)
  432. PTCL AABBCCAABBCCAABBCC 1 Bright A_FadeOut(0.06)
  433. Stop
  434. }
  435. }
  436.  
  437. actor WeaveStarW : BaseStar {
  438. States {
  439. Spawn:
  440. TNT1 A 0
  441. PTCL AA 1 Bright A_FadeIn(0.2)
  442. TNT1 A 0 A_BishopMissileWeave
  443. PTCL BB 1 Bright A_FadeIn(0.2)
  444. TNT1 A 0 A_BishopMissileWeave
  445. PTCL CC 1 Bright A_FadeIn(0.2)
  446. TNT1 A 0 A_BishopMissileWeave
  447. PTCL AA 1 Bright A_FadeIn(0.2)
  448. TNT1 A 0 A_BishopMissileWeave
  449.  
  450. PTCL BB 1 Bright A_FadeOut(0.06)
  451. TNT1 A 0 A_BishopMissileWeave
  452. PTCL CC 1 Bright A_FadeOut(0.06)
  453. TNT1 A 0 A_BishopMissileWeave
  454. PTCL AA 1 Bright A_FadeOut(0.06)
  455. TNT1 A 0 A_BishopMissileWeave
  456. PTCL BB 1 Bright A_FadeOut(0.06)
  457. TNT1 A 0 A_BishopMissileWeave
  458. PTCL CC 1 Bright A_FadeOut(0.06)
  459. TNT1 A 0 A_BishopMissileWeave
  460. PTCL AA 1 Bright A_FadeOut(0.06)
  461. TNT1 A 0 A_BishopMissileWeave
  462. PTCL BB 1 Bright A_FadeOut(0.06)
  463. TNT1 A 0 A_BishopMissileWeave
  464. PTCL CC 1 Bright A_FadeOut(0.06)
  465. TNT1 A 0 A_BishopMissileWeave
  466. PTCL AA 1 Bright A_FadeOut(0.06)
  467. Stop
  468. }
  469. }
  470.  
  471. actor WeaveStarR : WeaveStarW {
  472. Translation "80:111=176:191"
  473. }
  474.  
  475. actor WeaveStarG : WeaveStarW {
  476. Translation "80:111=112:127"
  477. }
  478.  
  479. actor XMasStarSpawner : RandomSpawner {
  480. DropItem "WeaveStarR"
  481. DropItem "WeaveStarG"
  482. }
  483.  
  484. //=================Anomalies End
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