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ACTOR ChargedEnergy : Inventory
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{
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Inventory.MaxAmount 1
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}
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Actor WandOfEmbers : Weapon replaces Chainsaw 
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{
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  Inventory.PickupSound "Misc/W_PkUp"
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  Inventory.PickupMessage "Wand of Embers"
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  Obituary "%o was burned by %k"
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  Weapon.AmmoType "WandOfEmbersAmmo"
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  Weapon.AmmoGive 20
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  Weapon.AmmoUse 1
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  Weapon.SisterWeapon "WandOfEmbers~Powered"
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  +WEAPON.NOAUTOFIRE
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  States
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  {
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  Spawn:
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    WEMB A -1
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    Loop
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  Select:
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    WEMB B 1 A_Raise
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    Loop
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  Deselect:
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    WEMB B 1 A_Lower
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    Loop
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  Ready:
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	WEMB A 0 A_JumpIfInventory("ChargedEnergy",1,"ReadyCharged")
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  ReadyCharged:
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	WEMB B 1 A_WeaponReady
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  Uncharged:
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    WEMB C 1
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	WEMB D 1
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	WEMB C 1
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	WEMB D 1
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  Fire:
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-5, -3), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(5, 3), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-3, 3), 0, 0, 0, 0, Random(3, 1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-3, 3), 0, 0, 0, 0, Random(-3, -1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", 0, 1, 0, 0, 0, 0)
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    WEMB FG 5 Bright
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    WEMB D 6
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	WEMB B 1 A_TakeInventory("ChargedEnergy")
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    Goto Ready
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AltHold:
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	WEBM C 1 Offset(-1,33)
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	WEBM C 1 Offset(1,33)
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	WEBM C 1 Offset(-2,34)
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	WEBM C 1 Offset(2,34)
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	WEBM C 1 Offset(3,35)
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	WEBM C 1 Offset(-3,35)
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	WEBM C 1 Offset(4,36)
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	WEBM C 1 Offset(-4,36)
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	WEMB C 1 A_GiveInventory("ChargedEnergy")
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  }
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}
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Actor WandOfEmbers~Powered : WandOfEmbers
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{
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  Obituary "%o was melted by %k"
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  Weapon.AmmoUse 1
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  Weapon.SisterWeapon "WandOfEmbers"
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  +Weapon.Powered_Up
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  States
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  {
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  Fire:
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    WEMB C 0 A_PlaySoundEx("Weapons/WandOfEmbers/Open", "SoundSlot6", 0)
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    WEMB E 2 Bright
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  Hold:
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    WEMB E 0 A_PlayWeaponSound("Weapons/WandOfEmbers/Fire")
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall2", Random(-6, -4), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall2", Random(6, 4), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall2", Random(-5, 5), 0, 0, 0, 0, Random(2, 1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall2", Random(-5, 5), 0, 0, 0, 0, Random(-2, -1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall3", Random(-4, -2), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall3", Random(4, 2), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall3", Random(-3, 3), 0, 0, 0, 0, Random(4, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall3", Random(-3, 3), 0, 0, 0, 0, Random(-4, -2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-5, -3), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(5, 3), 0, 0, 0, 0, Random(-2, 2))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-3, 3), 0, 0, 0, 0, Random(3, 1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", Random(-3, 3), 0, 0, 0, 0, Random(-3, -1))
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    WEMB F 0 A_FireCustomMissile("WandOfEmbersBall", 0, 1, 0, 0, 0, 0)
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    WEMB FG 5 Bright
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    WEMB D 6
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    WEMB C 5 A_ReFire
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    WEMB B 6
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    Goto Ready
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  }
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}
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Actor WandOfEmbersAmmo : Ammo
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{
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  Inventory.PickupMessage "Ember Ruby"
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  Inventory.Amount 10
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  Inventory.MaxAmount 100
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  Ammo.BackpackAmount 10
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  Ammo.BackpackMaxAmount 200
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  Inventory.Icon "WEMAA0"
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  States
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  {
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  Spawn:
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    WEMA ABC 8 Bright
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    Loop
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  }
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}
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Actor WandOfEmbersHefty : WandOfEmbersAmmo
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{
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  Inventory.PickupMessage "Phoenix Ruby"
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  Inventory.Amount 25
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  States
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  {
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  Spawn:
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    WEMA DEF 8 Bright
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    Loop
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  }
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}
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Actor WandOfEmbersBall
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{
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  Radius 4
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  Height 4
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  Speed 24
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  Damage (2*Random(3, 5))
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  DamageType Fire
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  RenderStyle Add
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  Alpha 0.75
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  Scale 0.75
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  Projectile
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  -BloodSplatter
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  +BloodlessImpact
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  DeathSound "Weapons/WandOfEmbers/Hit1"
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  Decal EmberWandScorch
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  States
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  {
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  Spawn:
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    WEMP AABBB 1 Bright A_SpawnItemEx("WandOfEmbersTrail", 0, 0, 0, 0, 0, 0, 0, 128)
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    Loop
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  Death:
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    WEMP CDEFG 3 Bright
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    Stop
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  }
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}
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Actor WandOfEmbersBall2
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{
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  Radius 4
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  Height 4
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  Speed 20
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  Damage (2*Random(2, 4))
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  DamageType Fire
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  RenderStyle Add
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  Alpha 0.75
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  Scale 0.75
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  Projectile
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  -BloodSplatter
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  +BloodlessImpact
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  DeathSound "Weapons/WandOfEmbers/Hit1"
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  Decal EmberWandScorch
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  States
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  {
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  Spawn:
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    WEMP AABBB 1 Bright A_SpawnItemEx("WandOfEmbersTrail", 0, 0, 0, 0, 0, 0, 0, 128)
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    Loop
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  Death:
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    WEMP CDEFG 3 Bright
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    Stop
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  }
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}
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Actor WandOfEmbersBall3
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{
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  Radius 4
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  Height 4
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  Speed 16
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  Damage (Random(3, 5))
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  DamageType Fire
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  RenderStyle Add
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  Alpha 0.75
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  Scale 0.75
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  Projectile
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  -BloodSplatter
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  +BloodlessImpact
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  DeathSound "Weapons/WandOfEmbers/Hit1"
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  Decal EmberWandScorch
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  States
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  {
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  Spawn:
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    WEMP AABBB 1 Bright A_SpawnItemEx("WandOfEmbersTrail", 0, 0, 0, 0, 0, 0, 0, 128)
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    Loop
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  Death:
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    WEMP CDEFG 3 Bright
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    Stop
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  }
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}
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Actor WandOfEmbersTrail
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{   
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  Radius 2
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  Height 2
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  Damage 0
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  Scale 0.75
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  Projectile
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  -BloodSplatter
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  +BloodlessImpact
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  RenderStyle Add
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  Alpha 0.5
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  States
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  {
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  Spawn:
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    TNT1 A 2
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    WEMP HIJ 3 Bright
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    Stop 
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  }
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}