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- Actor Itolos : ClassBaseCSCC
- {
- Player.DisplayName "Itolos"
- Player.SoundClass "Itolos"
- -WINDTHRUST
- Health 65
- Player.MaxHealth 65
- Player.JumpZ 10
- Player.ForwardMove 1.8, 1.8
- Player.SideMove 1.8, 1.8
- Player.MaxSkinSizeFactor 0, 0
- Player.StartItem "BugTypeWepITLS"
- Player.StartItem "BugAttackPP",256
- Player.StartItem "HolyAttackPP",256
- Player.StartItem "FlyingAttackPP",256
- Player.StartItem "SolarBeamItem"
- Player.StartItem "LifeAmmo", 64
- Player.StartItem "CanUseItems"
- player.startitem "YesFlightFlag"
- Player.StartItem "SubWeaponCount", 2
- //Player.StartItem "SubWeaponEddie", 1
- //Type Bug/Holy
- //Damagefactor "Normal", 1.2
- //Player.StartItem "BugTypeTag"
- //Player.StartItem "HolyTypeTag"
- States
- {
- Spawn:
- TNT1 A 0
- TNT1 A 1 A_GiveInventory("YesFlightFlag",1)
- TNT1 A 0
- ITLO B 1 A_TakeInventory("IsDead",1)
- ITLO A 1 A_ScaleVelocity(0.5)
- ITLO AAA 1 A_JumpIfHealthLower(2,"Morph")
- ITLO A 0 A_ScaleVelocity(0.5)
- ITLO BBB 1 A_JumpIfHealthLower(2,"Morph")
- ITLO B 0 A_ScaleVelocity(0.5)
- ITLO CCC 1 A_JumpIfHealthLower(2,"Morph")
- ITLO C 0 A_ScaleVelocity(0.5)
- ITLO BBB 1 A_JumpIfHealthLower(2,"Morph")
- ITLO B 0 A_ScaleVelocity(0.5)
- GoTo Spawn+4
- See:
- TNT1 A 0
- ITLO BCDE 1 A_JumpIfHealthLower(2,"Morph")
- GoTo Spawn+2
- Missile:
- ITLO F 5 A_JumpIfHealthLower(2,"Morph")
- ITLO G 4 A_JumpIfHealthLower(2,"Morph")
- GoTo Spawn+2
- Pain:
- ITLO H 0 A_JumpIfHealthLower(2,"Morph")
- ITLO H 0 A_Recoil(1)
- ITLO H 0
- ITLO H 0 A_ScaleVelocity(0.95)
- ITLO H 0 A_Pain
- ITLO H 0 A_Jump(256,"PainFix")
- goto PainFix
- PainFix:
- ITLO H 0
- goto PainFrames
- PainFrames:
- ITLO H 0 A_JumpIfHealthLower(2,"Morph")
- ITLO H 0 A_Pain
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 1 A_SpawnItem("PainFX",0,3)
- ITLO H 1 A_JumpIfHealthLower(2,"Morph")
- ITLO H 0 //SetPlayerProperty(0,0,1)
- ITLO H 0 A_Jump(256, "Spawn")
- Goto Spawn+2
- Death:
- ITLO H 0 SetPlayerProperty(0, 0, 4)
- ITLO H 0 A_TakeInventory("WeaponCharge",999)
- ITLO H 0 A_NoBlocking
- ITLO H 0 A_GiveInventory("CutterFlag",999)
- ITLO H 0 A_GiveInventory("IsDead",1)
- ITLO H 0 A_Stop
- ITLO H 0 A_GiveToTarget("KilledMeStock",1)
- ITLO H 1 A_GiveToTarget("KilledMe",1)
- ITLO H 3 ACS_ExecuteAlways(999,0,0)
- ITLO H 0 SetPlayerProperty(0, 0, 4)
- ITLO H 0 A_PlayerScream
- ITLO H 1 A_SetTranslucent(0.90, 0)
- ITLO H 1 A_SetTranslucent(0.80, 0)
- ITLO H 1 A_SetTranslucent(0.70, 0)
- ITLO H 1 A_SetTranslucent(0.60, 0)
- ITLO H 1 A_SetTranslucent(0.50, 0)
- ITLO H 1 A_SetTranslucent(0.40, 0)
- ITLO H 1 A_SetTranslucent(0.30, 0)
- ITLO H 1 A_SetTranslucent(0.20, 0)
- ITLO H 1 A_SetTranslucent(0.10, 0)
- PLAY Z 1 A_CheckPlayerDone
- wait
- Morph:
- ITLO H 0 A_GiveInventory("PowerTempNoDamage",1)
- ITLO H 0 SetPlayerProperty(0,0,0)
- ITLO H 0 SetPlayerProperty(0,1,4)
- ITLO H 3
- SHDJ H 3
- ITLO H 3
- SHDJ H 3
- ITLO H 1
- SHDJ H 1
- ITLO H 1
- SHDJ H 1
- ITLO H 1
- SHDJ H 1
- /*
- ITLO H 12
- SHDJ H 0
- SHDJ H 1
- SHDJ H 12
- */
- SHDJ A 0 SetPlayerProperty(0,0,4)
- SHDJ A 0
- SHDJ A 0 A_TakeInventory("SolarBeamItem",1)
- SHDJ A 0 A_TakeInventory("BugTypeWepITLS",1)
- SHDJ A 0 A_GiveInventory("ConfuseRayItem",1)
- SHDJ A 0 SetPlayerProperty(0,0,16)
- SHDJ A 0 ACS_NamedExecuteAlways("ImurkonoMorph",0)
- SHDJ AAAAAA 6
- ITLO H 0
- goto Spawn
- CredWalk:
- ITLO BCDE 8
- loop
- }
- }
- Actor PowerTempNoDamage : Powerprotection
- {
- Powerup.Duration 70
- DamageFactor "NORMAL", 0
- }
- Actor PowerImurkonoSpectre : PowerMorph
- {
- Powerup.Duration 0x7FFFFFFF
- PowerMorph.PlayerClass "Imurkono"
- PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_UNDOBYDEATHFORCED)
- }
- Actor Imurkono : PlayerPawn
- {
- Player.DisplayName "Imurkono"
- Player.SoundClass "Imurkono"
- +DONTRIP
- +CANTSEEK
- +NOBLOOD
- +NOBLOODDECALS
- +FLOATBOB
- +CANNOTPUSH
- -WINDTHRUST
- -SOLID
- -TELESTOMP
- -PICKUP
- Health 5
- Player.MaxHealth 50
- Player.JumpZ 10
- Player.ForwardMove 0.4, 0.4
- Player.SideMove 0.38, 0.38
- Player.morphweapon "BugTypeWepIMKN"
- Player.StartItem "BugAttackPP",256
- Player.StartItem "LifeAmmo", 64
- //Player.StartItem "IAmGhostType", 1
- //Type - Bug/Undead
- //Wonder Guard - anything not super effective will do next to no damage
- Damagefactor "Normal", 0.05
- //Weaknesses
- //Holy Attacks
- damagefactor "DuoFist3", 1.0
- damagefactor "HolyType", 1.0
- damagefactor "HolyType2", 1.0
- damagefactor "HolyType3", 1.0
- damagefactor "GunDelSol", 1.0
- damagefactor "EHolyType", 1.0
- damagefactor "EHolyType2", 1.0
- //Fire Type
- damagefactor "FireType", 1.0
- damagefactor "FireType2", 1.0
- damagefactor "FireTypeB", 1.0
- damagefactor "FireSpin", 1.0
- damagefactor "FireSpinN", 1.0
- damagefactor "FireTrap", 1.0
- damagefactor "FirePillar", 1.0
- damagefactor "FireStorm", 1.0
- damagefactor "AtomicFire1", 1.0
- damagefactor "AtomicFire2", 1.0
- damagefactor "AtomicFire3", 1.0
- damagefactor "PharaohShot1", 1.0
- damagefactor "PharaohShot2", 1.0
- damagefactor "PharaohShot3", 1.0
- damagefactor "PharaohHold", 1.0
- damagefactor "FlameBlast", 1.0
- damagefactor "ScorchWheel", 1.0
- damagefactor "FlameSword", 1.0
- damagefactor "FlameSwordSpark", 1.0
- damagefactor "WaveBurner", 1.0
- damagefactor "OilCanister", 1.0
- damagefactor "NapalmVulcan", 1.0
- damagefactor "NapalmVulcan2", 1.0
- damagefactor "EFireType", 1.0
- damagefactor "EFireType2", 1.0
- damagefactor "Blaze", 1.0
- damagefactor "LooseCannonExpl", 0.125 //Bite Me
- // Suck it ~bika
- //Rock Attacks
- damagefactor "RockType", 1.0
- damagefactor "SuperArm", 1.0
- damagefactor "DustCrusher", 1.0
- damagefactor "DustCrusherBit", 1.0
- damagefactor "CrystalEye", 1.0
- damagefactor "CrystalEyeBit", 1.0
- damagefactor "PowerStone", 1.0
- damagefactor "ERockType", 1.0
- damagefactor "ERockType2", 1.0
- //Flying Attacks
- damagefactor "FlyingType", 1.0
- damagefactor "GyroAttack", 1.0
- damagefactor "TenguBlade", 1.0
- damagefactor "Arrow", 1.0
- damagefactor "Beat", 1.0
- damagefactor "DragoonSpear", 1.0
- damagefactor "DragoonImpact", 1.0
- damagefactor "EFlyingType", 1.0
- damagefactor "EFlyingType2", 1.0
- //Break Attacks
- damagefactor "HardKnuckle", 1.0
- damagefactor "BreakType", 1.0
- damagefactor "BreakType2", 1.0
- damagefactor "BreakType3", 1.0
- damagefactor "BreakType4", 1.0
- damagefactor "BreakTypeX", 1.0
- damagefactor "EBreakType", 1.0
- damagefactor "EBreakType2", 1.0
- //Special Cases
- //Pharaoh Shot- Fire and Holy combined
- damagefactor "PharaohHold", 1.0
- damagefactor "PharaohShot1", 1.0
- damagefactor "PharaohShot2", 1.0
- damagefactor "PharaohShot3", 1.0
- //Flame Sword- Fire and Sword combined
- damagefactor "FlameSword", 1.0
- //Illumina/LightBringer- Sword and Holy
- damagefactor "LightBringerC", 1.0
- damagefactor "LightBringerC2", 1.0
- damagefactor "EHolySword", 1.0
- damagefactor "EHolySword2", 1.0
- //SolarBeam- Grass and Holy
- damagefactor "Solarbeam", 0.5
- //Fury Stinger- Bug and Holy
- damagefactor "FuryStinger", 0.5
- //Will-O-Wisp
- damagefactor "WillOWisp", 0.5
- //Dark Attacks
- damagefactor "DarkType", 0.125
- damagefactor "DrkMgnPul", 0.125
- damagefactor "RingBoomerang", 0.125
- damagefactor "StarCrash", 0.125
- damagefactor "EDarkType", 0.125
- damagefactor "EDarkType2", 0.125
- //Poison Attacks
- damagefactor "EPoisonType", 0.0
- damagefactor "EPoisonType2", 0.0
- //Undead Attacks
- damagefactor "EUndeadType", 0.0
- damagefactor "EUndeadType2", 0.0
- //Fairy Attacks
- damagefactor "EFairyType", 0.0
- damagefactor "EFairyType2", 0.0
- //Fighting Attacks
- damagefactor "EFightingType", 0.0
- damagefactor "EFightingType2", 0.0
- //Grass Attacks
- damagefactor "EGrassType", 0.0
- damagefactor "EGrassType2", 0.0
- //Ground Attacks
- damagefactor "EGroundType", 0.0
- damagefactor "EGroundTypeX", 0.0
- //End of type based DF's
- damagefactor "AnnihilationX", 1.0
- damageFactor "Falling", 10.0
- damagefactor "Buster", 1.0 //for NOW
- damagefactor "ScreenNuke", 0.0
- damagefactor "AuraType", 1.0
- damagefactor "AuraType2", 1.0
- damagefactor "AuraType3", 1.0
- damagefactor "AuraTypeX", 1.0
- damagefactor "ECurseType", 1.0
- damagefactor "ECurseType2", 1.0
- damagefactor "ECurseTypeC", 1.0
- scale 2.5
- States
- {
- Spawn:
- //TNT1 A 0
- TNT1 A 0 A_GiveInventory("YesFlightFlag",1)
- SHDJ A 0 A_GiveInventory("ConfuseRayItem",1)
- SHDJ A 1
- SHDJ A 105
- SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
- SHDJ A 1 HealThing(1)
- SHDJ A 1
- SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
- SHDJ A 1 HealThing(1)
- SHDJ A 1
- SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
- SHDJ A 1 HealThing(1)
- SHDJ A 1
- SHDJ A 1 A_SpawnItemEx("GhostFireFX",random(-16,16),random(-16,16),random(-12,24))
- SHDJ A 1 HealThing(1)
- SHDJ A 1 A_GiveInventory("SubWeaponAmmo",1)
- GoTo Spawn+5
- See:
- TNT1 A 0
- SHDJ A 5
- GoTo Spawn+2
- Missile:
- SHDJ B 5
- SHDJ C 4
- GoTo Spawn+2
- Pain.ElectricType3:
- SHDJ H 0
- SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
- goto Pain
- Pain.ATBSniper:
- Pain.ATBSemiAuto:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("SnipedSafetyController")
- goto Pain
- Pain.SpreadDrill:
- Pain.SpreadDrill2:
- Pain.SpreadDrill3:
- SHDJ H 0 A_JumpIfInventory("SpreadDrillProtect", 1 ,2)
- SHDJ H 0 A_PlaySoundEx("weapon/spreaddrillhit","SoundSlot5")
- SHDJ H 0 A_GiveInventory("SpreadDrillProtect", 1)
- Goto Pain
- Pain.FlameSword:
- SHDJ H 0 A_GiveInventory("FlameSwordProtectTM", 1)
- SHDJ HH 0 A_SpawnItemEx("ScorchBit",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))
- Goto Pain
- Pain.MagnetMissile:
- Pain.DiveMissile:
- Pain.HomingSniper:
- Pain.EFlyingType:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("DontRipSafetyController")
- Goto Pain
- Pain.SwordTypeA:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("SwordTypeSafetyController")
- Goto Pain+3
- Pain.SwordTypeA2:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("SwordType2SafetyController")
- Goto Pain+3
- Pain.SwordTypeA3:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("SwordType3SafetyController")
- Goto Pain+3
- Pain.AirTypeMH:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("AirElementSafetyController")
- Goto Pain+3
- Pain.GyroChargeShot:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("GyroSafetyController")
- Goto Pain+3
- Pain.BreakTypeA:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("BreakTypeSafetyController")
- Goto Pain+3
- Pain.Blizzard:
- Pain.Geyser:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("GeyserSafetyController")
- Goto Pain+3
- Pain.BreakType2:
- SHDJ H 0 //SetPlayerProperty(0,1,4)
- SHDJ H 0
- SHDJ H 0 //A_FaceTarget
- SHDJ H 0 ThrustThingZ(0,2,1,0)
- SHDJ H 0 A_Recoil(16)
- SHDJ H 0 A_SpawnItemEx("BreakType2SafetyController")
- SHDJ H 0 //SetPlayerProperty(0,0,4)
- Goto Pain+3
- Pain.ChidoriLP:
- SHDJ H 0
- SHDJ H 0 A_SpawnItemEx("SenKarasuSafetyController")
- Goto Pain
- Pain.DarkType:
- Pain.HolyType3:
- Pain.EIceType:
- Pain.EDarkType:
- Pain.EDarkType2:
- Pain.SteelType3:
- Pain.DragonTypeX:
- Pain.ElectricTypeX:
- Pain.AuraTypeX:
- Pain.IceTypeX:
- Pain.ESwordType2:
- Pain.Shock:
- Pain.EHolyType2:
- SHDJ H 0 A_GiveInventory("ShortInvulnerabilityFrames",1)
- Goto Pain
- Pain.EBugType:
- Pain.EGhostType:
- Pain.EPoisonType:
- Pain.EGroundType:
- Pain.ESteelType:
- Pain.EFireType:
- Pain.WaterType2:
- Pain.Frost:
- SHDJ H 0
- SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
- Goto Pain
- Pain.EWaterType:
- SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
- Goto Pain
- Pain.EHolySword:
- SHDJ H 0
- SHDJ H 0 A_GiveInventory("InvulnerabilityFrames",1)
- Goto Pain
- Pain.LightBringerC:
- Pain.RagnarokC:
- Pain.RagnarokC2:
- Pain.Blaze:
- SHDJ H 0
- SHDJ H 0 A_GiveInventory("MiniProtectionFrames",1)
- Goto Pain
- Pain.SwordType5:
- SHDJ H 0
- SHDJ H 0 A_GiveInventory("ShortInvulnerabilityFrames",1)
- Goto Pain
- Pain:
- SHDJ H 0
- SHDJ H 0 A_Pain
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 1 A_SpawnItem("PainFX",0,3)
- SHDJ H 1 //A_Recoil(1)
- SHDJ H 0 //SetPlayerProperty(0,0,1)
- SHDJ H 0 A_Jump(256, "Spawn")
- Goto Spawn+2
- Death:
- SHDJ H 0 SetPlayerProperty(0, 0, 4)
- SHDJ H 0 A_TakeInventory("WeaponCharge",999)
- SHDJ H 0 A_NoBlocking
- SHDJ H 0 A_GiveInventory("CutterFlag",999)
- SHDJ H 0 A_GiveInventory("IsDead",1)
- SHDJ H 0 A_Stop
- SHDJ H 0 A_GiveToTarget("KilledMeStock",1)
- SHDJ H 1 A_GiveToTarget("KilledMe",1)
- SHDJ H 3 ACS_ExecuteAlways(999,0,0)
- SHDJ H 0 SetPlayerProperty(0, 0, 4)
- SHDJ H 0 A_PlayerScream
- SHDJ H 1 A_SetTranslucent(0.90, 0)
- SHDJ H 1 A_SetTranslucent(0.80, 0)
- SHDJ H 1 A_SetTranslucent(0.70, 0)
- SHDJ H 1 A_SetTranslucent(0.60, 0)
- SHDJ H 1 A_SetTranslucent(0.50, 0)
- SHDJ H 1 A_SetTranslucent(0.40, 0)
- SHDJ H 1 A_SetTranslucent(0.30, 0)
- SHDJ H 1 A_SetTranslucent(0.20, 0)
- SHDJ H 1 A_SetTranslucent(0.10, 0)
- SHDJ H 0 ACS_Execute(665,0)
- PLAY Z 1 A_CheckPlayerDone
- wait
- }
- }
- actor GhostFireFX
- {
- +NOINTERACTION
- scale 2.0
- states
- {
- Spawn:
- WLOW I 0
- WLOW IJKLO 1 A_FadeOut(0.12)
- stop
- }
- }
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