DartPower

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Dec 24th, 2014
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  1.  
  2. ACTOR Axe : Weapon replaces Chainsaw
  3. {
  4. +WEAPON.MELEEWEAPON
  5. +WEAPON.NOALERT
  6. Inventory.Icon "AXEPA0"
  7. Inventory.PickupMessage "You claimed yourself a powerful axe!"
  8. Tag "Axe"
  9. Obituary "%k butchered %o with his axe!"
  10. States
  11. {
  12. Spawn:
  13. AXEP A -1
  14. Stop
  15. Select:
  16. AXEG AAAAAAAAAA 0 A_Raise //To get it to raise
  17. TNT1 A 6
  18. AXEG EDCBA 2
  19. Goto Ready
  20. Deselect:
  21. AXEG ABCDE 2
  22. TNT1 A 6
  23. AXEG A 0 A_Lower
  24. Wait
  25. Ready:
  26. AXEG A 1 A_WeaponReady
  27. loop
  28. Fire:
  29. AXEG ABCDE 3
  30. TNT1 A 4
  31. AXEG I 2 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
  32. AXEG J 2 A_CustomPunch(120+random(4, 16), 122, 0, "AxeHitPuff")
  33. AXEG K 2
  34. TNT1 A 4
  35. AXEG EDCBA 2
  36. AXEG A 6
  37. Goto Ready
  38. AltFire:
  39. AXEG ABCDE 3
  40. TNT1 A 8
  41. AXEG FG 3
  42. AXEG H 3 A_PlaySound("weapons/axeswing", CHAN_WEAPON)
  43. AXEG I 2
  44. AXEG J 2 A_CustomPunch(156+random(4, 14), 155, 0, "AxeHitPuff")
  45. AXEG K 2
  46. TNT1 A 8
  47. AXEG EDCBA 3
  48. Goto Ready
  49. }
  50. }
  51. ACTOR AxeHitPuff : BulletPuff
  52. {
  53. +PUFFONACTORS
  54. SeeSound "weapons/axecut"
  55. AttackSound "weapons/axebang"
  56. ActiveSound "silent"
  57. Damage 120
  58. States
  59. {
  60. Spawn:
  61. PUFF ABCD 4
  62. Stop
  63. }
  64. }
  65.  
  66. ACTOR RivetGun : Weapon replaces Pistol
  67. {
  68. Inventory.PickupSound "misc/w_pkup"
  69. Inventory.PickupMessage "You got the Rivet Gun!"
  70. Weapon.AmmoType1 "Rivets"
  71. Weapon.AmmoType2 "Rivets"
  72. Weapon.AmmoGive 8
  73. Weapon.AmmoUse1 1
  74. Weapon.AmmoUse2 8
  75. Scale 0.7
  76. +ALT_AMMO_OPTIONAL
  77. States
  78. {
  79. Spawn:
  80. RVPU A -1
  81. Loop
  82. Ready:
  83. RTGN A 1 A_WeaponReady
  84. Loop
  85. Deselect:
  86. RTGN A 1 A_Lower
  87. Loop
  88. Select:
  89. RTGN A 1 A_Raise
  90. Loop
  91. Fire:
  92. TNT1 A 0 A_Jump(80,"PainlessBolt")
  93. TNT1 A 0 A_PlaySound("RIVTFIR")
  94. TNT1 A 0 A_GunFlash
  95. RTGN A 1 Bright A_FireCustomMissile("RivetProj", random(-2.2,3.6), 1, 7, 4, 0, random(-1, 1))
  96. RTGN BCDE 1
  97. RTGN A 3
  98. RTGN A 1 A_ReFire
  99. Goto Ready
  100. PainlessBolt:
  101. TNT1 A 0 A_PlaySound("RIVTFIR")
  102. TNT1 A 0 A_GunFlash
  103. RTGN A 1 Bright A_FireCustomMissile("RivetProjPainless", random(-2.2,3.6), 1, 7, 4, 0, random(-1, 1))
  104. RTGN BCDE 1
  105. RTGN A 3
  106. RTGN A 1 A_ReFire
  107. Goto Ready
  108. AltFire:
  109. TNT1 A 0
  110. TNT1 A 0 A_JumpIfInventory("Rivets",8,2)
  111. RTGN A 3 A_WeaponReady(WRF_NOSECONDARY)
  112. Goto Ready
  113. TNT1 A 0 A_PlaySound("RIVTFIR")
  114. TNT1 A 0 A_GunFlash
  115. RTGN A 1 Bright A_FireCustomMissile("RivetSpreadShot",0, 1, 7, 4)
  116. RTGN BCDE 1
  117. RTGN A 12
  118. RTGN A 1 A_ReFire
  119. Goto Ready
  120. Flash:
  121. TNT1 A 1 Bright A_Light1
  122. TNT1 A 1 Bright A_Light0
  123. Stop
  124. }
  125. }
  126.  
  127. ACTOR Rivets : Ammo 32257
  128. {
  129. Inventory.Amount 12
  130. Inventory.MaxAmount 225
  131. Ammo.BackpackAmount 20
  132. Ammo.Backpackmaxamount 450
  133. Inventory.Icon RVTIA0
  134. Inventory.PickupSound "RVTAMMG1"
  135. Inventory.PickupMessage "Rivet Pile"
  136. Scale 0.6
  137. States
  138. {
  139. Spawn:
  140. RVTP A -1
  141. Loop
  142. }
  143. }
  144.  
  145. ACTOR RivetRack : Rivets 32258
  146. {
  147. Inventory.Amount 25
  148. Inventory.PickupSound "RVTAMMG2"
  149. Inventory.PickupMessage "Rivet Bolt Rack"
  150. Scale 0.7
  151. States
  152. {
  153. Spawn:
  154. RVTR A -1
  155. Loop
  156. }
  157. }
  158.  
  159. ACTOR RivetProj : FastProjectile
  160. {
  161. Speed 40
  162. Radius 7
  163. Height 8
  164. PROJECTILE
  165. +THRUACTORS
  166. +NODAMAGETHRUST
  167. +RIPPER
  168. Scale 0.15
  169. DeathSound "RivetImpact"
  170. MissileType "RivetFlyRing"
  171. MissileHeight 8
  172. States
  173. {
  174. Spawn:
  175. BBLT A 1 Bright
  176. TNT1 A 0 A_Explode(12,12)
  177. BBLT A 1 Bright
  178. TNT1 A 0 A_SpawnItem("RivetProjDMG",0,0,0)
  179. Loop
  180. Death:
  181. TNT1 A 0
  182. TNT1 A 0 //A_SetScale(0.3)
  183. TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
  184. TNT1 A 0 A_SetTranslucent(0.8)
  185. RIVP A 2 BRIGHT
  186. RIVP BCDE 1 BRIGHT
  187. Stop
  188. }
  189. }
  190.  
  191. ACTOR RivetProjDMG //Spawns as the bolts travel to damage enemies.
  192. { //Main damage dealer for bosses, as the rivets do not have +FORCERADIUSDMG.
  193. Speed 2
  194. Radius 6
  195. Height 7
  196. Damage (7*random(2,5)) //Adjust damage to be slightly higher if using non-vanilla enemies. (7*random(3,6)) for example.
  197. PROJECTILE
  198. +BLOODSPLATTER
  199. +NODAMAGETHRUST
  200. States
  201. {
  202. Spawn:
  203. TNT1 A 1
  204. Stop
  205. Death:
  206. TNT1 A 0
  207. Stop
  208. }
  209. }
  210.  
  211. ACTOR RivetProjPainless : FastProjectile //+PAINLESS on this version to prevent stunlocking of enemies.
  212. {
  213. Speed 40
  214. Radius 7
  215. Height 8
  216. PROJECTILE
  217. +THRUACTORS
  218. +PAINLESS
  219. +NODAMAGETHRUST
  220. +RIPPER
  221. Scale 0.15
  222. DeathSound "RivetImpact"
  223. MissileType "RivetFlyRing"
  224. MissileHeight 8
  225. States
  226. {
  227. Spawn:
  228. BBLT A 1 Bright
  229. TNT1 A 0 A_Explode(12,12) //Better for controlling damage than a projectile with +RIPPER.
  230. BBLT A 1 Bright
  231. TNT1 A 0 A_SpawnItem("RivetProjDMGPainless",0,0,0)
  232. Loop
  233. Death:
  234. TNT1 A 0
  235. TNT1 A 0 //A_SetScale(0.3)
  236. TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
  237. TNT1 A 0 A_SetTranslucent(0.8)
  238. RIVP A 2 BRIGHT
  239. RIVP BCDE 1 BRIGHT
  240. Stop
  241. }
  242. }
  243.  
  244.  
  245. ACTOR RivetProjDMGPainless : RivetProjDMG //Spawns as bolts travel to damage enemies. This version randomly spawns to prevent stunlocking.
  246. { //Main damage dealer for bosses, as the rivets do not have +FORCERADIUSDMG.
  247. +PAINLESS
  248. States
  249. {
  250. Spawn:
  251. TNT1 A 1
  252. Stop
  253. Death:
  254. TNT1 A 0
  255. Stop
  256. }
  257. }
  258.  
  259. //ALT FIRE
  260.  
  261. ACTOR RivetSpreadShot : FastProjectile
  262. {
  263. Speed 40
  264. Radius 15
  265. Height 8
  266. Damage 0
  267. PROJECTILE
  268. Scale 0.15
  269. DeathSound "RIVTCLXP"
  270. MissileType "RivetFlyRingB"
  271. MissileHeight 8
  272. ReactionTime 6
  273. +BLOODSPLATTER
  274. +NODAMAGETHRUST
  275. +RIPPER
  276. States
  277. {
  278. Spawn:
  279. BBLT A 1 Bright
  280. TNT1 A 0 A_Countdown
  281. Loop
  282. Death:
  283. TNT1 A 0
  284. TNT1 A 0 A_Explode(35,60)
  285. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 0, CMF_AIMDIRECTION)
  286. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -50, CMF_AIMDIRECTION)
  287. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 50, CMF_AIMDIRECTION)
  288. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -90, CMF_AIMDIRECTION)
  289. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 90, CMF_AIMDIRECTION)
  290. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -130, CMF_AIMDIRECTION)
  291. TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 130, CMF_AIMDIRECTION)
  292. TNT1 A 0 //A_SetScale(0.8)
  293. TNT1 A 0 A_SetTranslucent(0.8)
  294. CLSD ABCDEFGHI 1 Bright
  295. Stop
  296. }
  297. }
  298.  
  299. ACTOR RivetSpreadProj
  300. {
  301. Speed 40
  302. Radius 3
  303. Height 3
  304. Mass 10
  305. DeathSound "RIVTCLXP"
  306. MissileType "RivetFlyRingB"
  307. MissileHeight 8
  308. Scale 0.15
  309. PROJECTILE
  310. +THRUACTORS
  311. +BLOODSPLATTER
  312. +NODAMAGETHRUST
  313. +RIPPER
  314. BounceType Hexen
  315. BounceCount 4
  316. WallBounceFactor 1.2
  317. SeeSound "RIVTPBNC"
  318. States
  319. {
  320. Spawn:
  321. BBLT A 1 Bright
  322. TNT1 A 0 A_Explode(6,12)
  323. TNT1 A 0 A_Jump(200,3)
  324. TNT1 A 0 A_SpawnItem("RivetProjSpreadDMG",0,0,0)
  325. TNT1 A 0 A_Jump(255,2)
  326. TNT1 A 0 A_SpawnItem("RivetProjSpreadPainlessDMG",0,0,0)
  327. TNT1 A 0
  328. Loop
  329. Death:
  330. TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32)
  331. TNT1 A 0
  332. TNT1 A 0 //A_SetScale(0.4)
  333. TNT1 A 0 A_SetTranslucent(0.8)
  334. CLSD ABCDEFGHI 1 Bright
  335. Stop
  336. }
  337. }
  338.  
  339. ACTOR RivetProjSpreadDMG
  340. {
  341. Speed 2
  342. Radius 6
  343. Height 7
  344. Damage (5*random(1,3))
  345. PROJECTILE
  346. +BLOODSPLATTER
  347. +NODAMAGETHRUST
  348. States
  349. {
  350. Spawn:
  351. TNT1 A 1
  352. Stop
  353. Death:
  354. TNT1 A 0
  355. Stop
  356. }
  357. }
  358.  
  359. ACTOR RivetProjSpreadPainlessDMG : RivetProjSpreadDMG
  360. {
  361. +PAINLESS
  362. States
  363. {
  364. Spawn:
  365. TNT1 A 1
  366. Stop
  367. Death:
  368. TNT1 A 0
  369. Stop
  370. }
  371. }
  372.  
  373. ACTOR RivetFlyRing //Rivet projectile flight effect.
  374. {
  375. +NOINTERACTION
  376. +NOCLIP
  377. +BRIGHT
  378. Radius 1
  379. Height 1
  380. Renderstyle Add
  381. Alpha 0.06
  382. Scale 0.2
  383. States
  384. {
  385. Spawn:
  386. RIVF AAA 1
  387. RIVF A 1 //A_SetScale(0.15)
  388. RIVF A 1 //A_SetScale(0.10)
  389. Stop
  390. }
  391. }
  392.  
  393. ACTOR RivetFlyRingB //Rivet projectile flight effect. Alt fire.
  394. {
  395. +NOINTERACTION
  396. +NOCLIP
  397. +BRIGHT
  398. Radius 1
  399. Height 1
  400. Renderstyle Add
  401. Alpha 0.1
  402. Scale 0.2
  403. States
  404. {
  405. Spawn:
  406. CLSD AAA 1
  407. Stop
  408. }
  409. }
  410.  
  411. ACTOR RivetBoltReboundFX
  412. {
  413. Radius 1
  414. Height 1
  415. Speed 15
  416. PROJECTILE
  417. -NOGRAVITY
  418. +THRUACTORS
  419. Gravity 0.6
  420. Scale 0.15
  421. BounceType Doom
  422. BounceFactor 0.4
  423. BounceCount 3
  424. SeeSound "RivetRebound"
  425. States
  426. {
  427. Spawn:
  428. TNT1 A 0
  429. TNT1 A 0 A_Jump(255,"Var1","Var2")
  430. Loop
  431. Var1: //Horizontal
  432. RBLT ABCDEFGH 1
  433. Loop
  434. Var2: //Vertical
  435. VRLT ABCDEFGH 1
  436. Loop
  437. Death:
  438. BBLT A 80
  439. BBLT A 1 A_FadeOut(0.02)
  440. Goto Death+1
  441. }
  442. }
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