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Nov 3rd, 2020
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  1. //...a health pickup that tells a story? Are you fucking retarded?
  2.  
  3. Actor HalluBonusSpawner : RandomSpawner 2014 {
  4. Dropitem "HALLUbONUS"
  5. }
  6.  
  7. actor HalluBonus {
  8. Monster
  9. -SHOOTABLE //duh.
  10. -SOLID //DUUH!
  11. +FLOORCLIP
  12. speed 0
  13. States {
  14. Spawn:
  15. BON1 A 6 A_chase
  16. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  17. BON1 B 6
  18. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  19. BON1 C 6
  20. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  21. BON1 D 6
  22. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  23. BON1 C 6
  24. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  25. BON1 B 6
  26. TNT1 A 0 A_Jumpifcloser(69,"giveitemandcheck")
  27. Loop
  28. giveitemandcheck:
  29. TNT1 A 0 A_log("\cuPicked up a health bonus.")
  30. TNT1 A 0 A_playsound("misc/i_pkup", 0)
  31. TNT1 A 0 A_radiusgive ("Healthbonus", 79, RGF_PLAYERS, 1)
  32. TNT1 A 0 A_radiusgive ("hallutick", 79, RGF_PLAYERS, 1)
  33. TNT1 A 0 A_facetarget
  34. TNT1 A 0 A_jumpifintargetinventory("hallutick",10, "hallutrigger")
  35. stop
  36. hallutrigger:
  37. TNT1 A 0 a_jUMP(256, "justvibin", "aschizotaste")
  38. stop
  39. justvibin:
  40. TNT1 A 0 A_dropitem("randomvibin", 1)
  41. TNT1 A 0 A_takefromtarget("hallutick", 10)
  42. stop
  43. justvibin:
  44. TNT1 A 0 A_dropitem("twitchingdeadbody", 1)
  45. TNT1 A 0 A_takefromtarget("hallutick", 10)
  46. stop
  47. }
  48. }
  49.  
  50. actor randomvibin {
  51. -SOLID
  52. -SHOOTABLE
  53. +FLOORCLIP
  54. translation "0:255=#[99,99,99]"
  55. speed 20
  56. States {
  57. Spawn:
  58. TNT1 AAAAAA 1 A_startsound("skull/melee",0,0,1,0,0.7,0.4)
  59. TNT1 A 0 A_Jump(256, "Zombieman","Shotgunguy","Imp", "Cacodemon", "Pinky", "Mastermind", "Cyberdemon")
  60. stop
  61. Zombieman:
  62. POSS A 0
  63. goto vibintime
  64. Shotgunguy:
  65. SPOS A 0
  66. goto vibintime
  67. Imp:
  68. TROO A 0
  69. goto vibintime
  70. Cacodemon:
  71. HEAD A 0
  72. goto vibintime
  73. Pinky:
  74. SARG A 0
  75. goto vibintime
  76. Mastermind:
  77. SPID A 0
  78. goto vibintime
  79. Cyberdemon:
  80. CYBR A 0
  81. goto vibintime
  82. vibintime:
  83. "####" A 0 A_chase
  84. "####" A 6 {A_settranslucent(0.1);a_WANDER;}
  85. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  86. "####" A 6 {A_settranslucent(0.2);a_WANDER;}
  87. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  88. "####" B 6 {A_settranslucent(0.3);a_WANDER;}
  89. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  90. "####" B 6 {A_settranslucent(0.4);a_WANDER;}
  91. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  92. "####" C 6 {A_settranslucent(0.5);a_WANDER;}
  93. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  94. "####" C 6 {A_settranslucent(0.6);a_WANDER;}
  95. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  96. "####" D 6 {A_settranslucent(0.7);a_WANDER;}
  97. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  98. "####" D 6 {A_settranslucent(0.8);a_WANDER;}
  99. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  100. "####" AABBCCDDAABBCCDD 6 {A_wander;A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1);}
  101. "####" A 6 {A_settranslucent(0.8);a_WANDER;A_startsound("skull/melee",4,0,1,0,0.7,0.3);}
  102. "####" A 0 A_facetarget
  103. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  104. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  105. "####" A 6 {A_settranslucent(0.7);a_WANDER;}
  106. "####" A 0 A_facetarget
  107. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  108. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  109. "####" B 6 {A_settranslucent(0.6);a_WANDER;}
  110. "####" A 0 A_facetarget
  111. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  112. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  113. "####" B 6 {A_settranslucent(0.5);a_WANDER;}
  114. "####" A 0 A_facetarget
  115. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  116. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  117. "####" C 6 {A_settranslucent(0.4);a_WANDER;}
  118. "####" A 0 A_facetarget
  119. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  120. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  121. "####" C 6 {A_settranslucent(0.3);a_WANDER;}
  122. "####" A 0 A_facetarget
  123. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  124. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  125. "####" D 6 {A_settranslucent(0.1);a_WANDER;}
  126. "####" A 0 A_facetarget
  127. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  128. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  129. "####" D 6 {A_settranslucent(0.0);a_WANDER;}
  130. "####" A 0 A_facetarget
  131. "####" A 0 A_jumpifintargetinventory("hallujumpscare",5, "jumpscaretrigger")
  132. "####" A 0 A_radiusgive ("hallujumpscare", 69, RGF_PLAYERS, 1)
  133. stop
  134. jumpscaretrigger: // It's more like a "light flicker depending of where you are looking at", but eh
  135. "####" A 0 {A_startsound("skull/melee",4,0,1,0,0.5,0.3);A_settranslucent(1.0);}
  136. "####" A 0 {bMissile = true;bNointeraction = true;bFloorclip = false;}
  137. "####" A 0 A_setscale(30,30)
  138. kloopit:
  139. "####" A 1 NoDelay A_Warp(AAPTR_TARGET, 0, 9, -25, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
  140. MEDI A random(0,3) A_Settranslation("Pitchblack")
  141. TNT1 A 1 A_takefromtarget("hallujumpscare", 5)
  142. "####" A 1 a_jUMPIF(random(0,69) == 69, "done")
  143. loop
  144. done:
  145. TNT1 A 0
  146. stop
  147. }
  148. }
  149.  
  150. actor twitchingdeadbody : randomvibin {
  151. Radius 20
  152. Height 20
  153. speed 69
  154. +THRUACTORS
  155. +THRUSPECIES
  156. +MTHRUSPECIES
  157. States {
  158. Spawn:
  159. TNT1 A 0 A_chase
  160. TNT1 AAAAAAAAAAAAA 1 A_wander
  161. TNT1 A 0 A_stop
  162. TNT1 A 0 A_setspeed(0)
  163. TNT1 A 0 A_Jump(256, "Zombieman","Shotgunguy","Imp", "Cacodemon", "Pinky", "Mastermind", "Cyberdemon")
  164. stop
  165. Zombieman:
  166. POSS A 0
  167. goto twitchingtime
  168. Shotgunguy:
  169. SPOS A 0
  170. goto twitchingtime
  171. Imp:
  172. TROO A 0
  173. goto twitchingtime
  174. Cacodemon:
  175. HEAD A 0
  176. goto twitchingtime
  177. Pinky:
  178. SARG A 0
  179. goto twitchingtime
  180. Mastermind:
  181. SPID A 0
  182. goto twitchingtime
  183. Cyberdemon:
  184. CYBR A 0
  185. goto twitchingtime
  186. twitchingtime:
  187. "####" M random(1,69) A_settranslation("Spoopyghost")
  188. "####" L random(1,9) BRIGHT {A_settranslation("");A_startsound("vile/pain",4,0,1,0,frandom(0.2,0.7),0.3);}
  189. "####" L 0 A_jumpif(random(0,3) == 1, "enoughpls")
  190. "####" L 0 A_jumpif(random(0,9) == 1, "MOAR")
  191. loop
  192. enoughpls:
  193. "####" L 0
  194. stop
  195. MOAR:
  196. "####" L 0 A_dropitem("twitchingdeadbody",1)
  197. goto twitchingtime
  198. }
  199. }
  200.  
  201. actor hallutick : inventory {
  202. inventory.maxamount 10
  203. }
  204.  
  205. actor hallujumpscare : inventory {
  206. inventory.maxamount 5
  207. }
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