/* ACTOR HereticWeapon : Weapon { Weapon.Kickback 150 } */ // Staff -------------------------------------------------------------------- ACTOR Staff : HereticWeapon { Weapon.SelectionOrder 3800 +THRUGHOST +WIMPY_WEAPON +MELEEWEAPON Weapon.sisterweapon "StaffPowered" action native A_StaffAttack (eval int damage, class puff); States { Ready: STFF A 1 A_WeaponReady Loop Deselect: STFF A 1 A_Lower Loop Select: STFF A 1 A_Raise Loop Fire: STFF B 6 STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff") STFF B 8 A_ReFire Goto Ready } } ACTOR StaffPowered : Staff { Weapon.sisterweapon "Staff" Weapon.ReadySound "weapons/staffcrackle" +WEAPON.POWERED_UP +WEAPON.READYSNDHALF +WEAPON.STAFF2_KICKBACK States { Ready: STFF DEF 4 A_WeaponReady Loop Deselect: STFF D 1 A_Lower Loop Select: STFF D 1 A_Raise Loop Fire: STFF G 6 STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2") STFF G 8 A_ReFire Goto Ready } } // Staff puff --------------------------------------------------------------- ACTOR StaffPuff { RenderStyle Translucent Alpha 0.4 VSpeed 1 +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS AttackSound "weapons/staffhit" States { Spawn: PUF3 A 3 BRIGHT PUF3 BCD 3 Stop } } // Staff puff 2 ------------------------------------------------------------- ACTOR StaffPuff2 { RenderStyle Add +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS AttackSound "weapons/staffpowerhit" States { Spawn: PUF4 ABCDEF 4 BRIGHT Stop } } // Gold wand ---------------------------------------------------------------- ACTOR GoldWand : HereticWeapon { +BLOODSPLATTER Weapon.SelectionOrder 2000 Weapon.AmmoGive 25 Weapon.AmmoUse 1 Weapon.AmmoType "GoldWandAmmo" Weapon.SisterWeapon "GoldWandPowered" Weapon.YAdjust 5 action native A_FireGoldWandPL1 (); States { Ready: GWND A 1 A_WeaponReady Loop Deselect: GWND A 1 A_Lower Loop Select: GWND A 1 A_Raise Loop Fire: GWND B 3 GWND C 5 A_FireGoldWandPL1 GWND D 3 GWND D 0 A_ReFire Goto Ready } } ACTOR GoldWandPowered : GoldWand { +WEAPON.POWERED_UP Weapon.AmmoGive 0 Weapon.SisterWeapon "GoldWand" action native A_FireGoldWandPL2 (); States { Fire: GWND B 3 GWND C 4 A_FireGoldWandPL2 GWND D 3 GWND D 0 A_ReFire Goto Ready } } // Gold wand FX1 ------------------------------------------------------------ ACTOR GoldWandFX1 { Game Heretic SpawnID 151 Radius 10 Height 6 Speed 22 Damage 2 Projectile RenderStyle Add DeathSound "weapons/wandhit" States { Spawn: FX01 AB 6 BRIGHT Loop Death: FX01 EFGH 3 BRIGHT Stop } } // Gold wand FX2 ------------------------------------------------------------ ACTOR GoldWandFX2 : GoldWandFX1 { Game Heretic SpawnID 152 Speed 18 Damage 1 DeathSound "" States { Spawn: FX01 CD 6 BRIGHT Loop } } // Gold wand puff 1 --------------------------------------------------------- ACTOR GoldWandPuff1 { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle Add States { Spawn: PUF2 ABCDE 3 BRIGHT Stop } } // Gold wand puff 2 --------------------------------------------------------- ACTOR GoldWandPuff2 : GoldWandFX1 { Skip_Super +NOBLOCKMAP +NOGRAVITY States { Spawn: Goto Super::Death } } // Crossbow ----------------------------------------------------------------- ACTOR Crossbow : HereticWeapon 2001 { Game Heretic SpawnID 27 Weapon.SelectionOrder 800 Weapon.AmmoUse 1 Weapon.AmmoGive 10 Weapon.AmmoType "CrossbowAmmo" Weapon.SisterWeapon "CrossbowPowered" Weapon.YAdjust 15 Inventory.PickupMessage "$TxT_WPNCROSSBOW" action native A_FireCrossbowPL1 (); States { Spawn: WBOW A -1 Stop Ready: CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady Loop Deselect: CRBW A 1 A_Lower Loop Select: CRBW A 1 A_Raise Loop Fire: CRBW D 6 A_FireCrossbowPL1 CRBW EFGH 3 CRBW AB 4 CRBW C 5 A_ReFire Goto Ready } } ACTOR CrossbowPowered : Crossbow { +WEAPON.POWERED_UP Weapon.AmmoGive 0 Weapon.SisterWeapon "Crossbow" action native A_FireCrossbowPL2(); States { Fire: CRBW D 5 A_FireCrossbowPL2 CRBW E 3 CRBW F 2 CRBW G 3 CRBW H 2 CRBW A 3 CRBW B 3 CRBW C 4 A_ReFire Goto Ready } } // Crossbow FX1 ------------------------------------------------------------- ACTOR CrossbowFX1 { Game Heretic SpawnID 147 Radius 11 Height 8 Speed 30 Damage 10 Projectile RenderStyle Add SeeSound "weapons/bowshoot" DeathSound "weapons/bowhit" States { Spawn: FX03 B 1 BRIGHT Loop Death: FX03 HIJ 8 BRIGHT Stop } } // Crossbow FX2 ------------------------------------------------------------- ACTOR CrossbowFX2 : CrossbowFX1 { Game Heretic SpawnID 148 Speed 32 Damage 6 States { Spawn: FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50) Loop } } // Crossbow FX3 ------------------------------------------------------------- ACTOR CrossbowFX3 : CrossbowFX1 { Game Heretic SpawnID 149 Speed 20 Damage 2 SeeSound "" -NOBLOCKMAP +WINDTHRUST +THRUGHOST States { Spawn: FX03 A 1 BRIGHT Loop Death: FX03 CDE 8 BRIGHT Stop } } // Crossbow FX4 ------------------------------------------------------------- ACTOR CrossbowFX4 { +NOBLOCKMAP Gravity 0.125 RenderStyle Add States { Spawn: FX03 FG 8 BRIGHT Stop } } // Gauntlets ---------------------------------------------------------------- ACTOR Gauntlets : Weapon 2005 { Game Heretic SpawnID 32 +BLOODSPLATTER Weapon.SelectionOrder 2300 +WEAPON.WIMPY_WEAPON +WEAPON.MELEEWEAPON Weapon.Kickback 0 Weapon.YAdjust 15 Weapon.UpSound "weapons/gauntletsactivate" Weapon.SisterWeapon "GauntletsPowered" Inventory.PickupMessage "$TxT_WPNGAUNTLETS" action native A_GauntletAttack (eval int power); States { Spawn: WGNT A -1 Stop Ready: GAUN A 1 A_WeaponReady Loop Deselect: GAUN A 1 A_Lower Loop Select: GAUN A 1 A_Raise Loop Fire: GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse") GAUN C 4 Hold: GAUN DEF 4 BRIGHT A_GauntletAttack(0) GAUN C 4 A_ReFire GAUN B 4 A_Light0 Goto Ready } } ACTOR GauntletsPowered : Gauntlets { +POWERED_UP Weapon.SisterWeapon "Gauntlets" States { Ready: GAUN GHI 4 A_WeaponReady Loop Deselect: GAUN G 1 A_Lower Loop Select: GAUN G 1 A_Raise Loop Fire: GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse") GAUN K 4 Hold: GAUN LMN 4 BRIGHT A_GauntletAttack(1) GAUN K 4 A_ReFire GAUN J 4 A_Light0 Goto Ready } } // Gauntlet puff 1 ---------------------------------------------------------- ACTOR GauntletPuff1 { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS RenderStyle Translucent Alpha 0.4 VSpeed 0.8 States { PUF1 ABCD 4 BRIGHT Stop } } // Gauntlett puff 2 --------------------------------------------------------- ACTOR GauntletPuff2 : GauntletPuff1 { States { PUF1 EFGH 4 BRIGHT Stop } } // The mace itself ---------------------------------------------------------- ACTOR Mace : HereticWeapon { Game Heretic SpawnID 31 Weapon.SelectionOrder 1400 Weapon.AmmoUse 1 Weapon.AmmoGive1 50 Weapon.YAdjust 15 Weapon.AmmoType "MaceAmmo" Weapon.SisterWeapon "MacePowered" Inventory.PickupMessage "$TxT_WPNMACE" action native A_FireMacePL1(); States { Spawn: WMCE A -1 Stop Ready: MACE A 1 A_WeaponReady Loop Deselect: MACE A 1 A_Lower Loop Select: MACE A 1 A_Raise Loop Fire: MACE B 4 Hold: MACE CDEF 3 A_FireMacePL1 MACE C 4 A_ReFire MACE DEFB 4 Goto Ready } } ACTOR MacePowered : Mace { +WEAPON.POWERED_UP Weapon.AmmoUse 5 Weapon.AmmoGive 0 Weapon.SisterWeapon "Mace" action native A_FireMacePL2(); States { Fire: Hold: MACE B 4 MACE D 4 A_FireMacePL2 MACE B 4 MACE A 8 A_ReFire Goto Ready } } // Mace FX1 ----------------------------------------------------------------- ACTOR MaceFX1 { Game Heretic SpawnID 154 Radius 8 Height 6 Speed 20 Damage 2 Projectile +THRUGHOST +HERETICBOUNCE SeeSound "weapons/maceshoot" action native A_MacePL1Check(); action native A_MaceBallImpact(); States { Spawn: FX02 AB 4 A_MacePL1Check Loop Death: FX02 F 4 BRIGHT A_MaceBallImpact FX02 GHIJ 4 BRIGHT Stop } } // Mace FX2 ----------------------------------------------------------------- ACTOR MaceFX2 : MaceFX1 { Game Heretic SpawnID 156 Speed 10 Damage 6 Gravity 0.125 -NOGRAVITY SeeSound "" action native A_MaceBallImpact2(); States { Spawn: FX02 CD 4 Loop Death: FX02 F 4 A_MaceBallImpact2 goto Super::Death+1 } } // Mace FX3 ----------------------------------------------------------------- ACTOR MaceFX3 : MaceFX1 { Game Heretic SpawnID 155 Speed 7 Damage 4 -NOGRAVITY Gravity 0.125 States { Spawn: FX02 AB 4 Loop } } // Mace FX4 ----------------------------------------------------------------- ACTOR MaceFX4 native { Game Heretic SpawnID 153 Radius 8 Height 6 Speed 7 Damage 18 Gravity 0.125 Projectile -NOGRAVITY +TELESTOMP +THRUGHOST +HERETICBOUNCE SeeSound "" action native A_DeathBallImpact(); States { Spawn: FX02 E 99 Loop Death: FX02 C 4 A_DeathBallImpact FX02 GHIJ 4 BRIGHT Stop } } // Mace spawn spot ---------------------------------------------------------- ACTOR MaceSpawner : SpecialSpot 2002 { Game Heretic +NOSECTOR +NOBLOCKMAP States { Spawn: TNT1 A 1 TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0) Stop } } // Blaster ------------------------------------------------------------------ ACTOR Blaster : Weapon 53 { Game Heretic SpawnID 28 +BLOODSPLATTER Weapon.SelectionOrder 500 Weapon.AmmoUse 1 Weapon.AmmoGive 30 Weapon.YAdjust 15 Weapon.AmmoType "BlasterAmmo" Weapon.SisterWeapon "BlasterPowered" Inventory.PickupMessage "$TxT_WPNBLASTER" action native A_FireBlasterPL1(); States { Spawn: WBLS A -1 Stop Ready: BLSR A 1 A_WeaponReady Loop Deselect: BLSR A 1 A_Lower Loop Select: BLSR A 1 A_Raise Loop Fire: BLSR BC 3 Hold: BLSR D 2 A_FireBlasterPL1 BLSR CB 2 BLSR A 0 A_ReFire Goto Ready } } ACTOR BlasterPowered : Blaster { +WEAPON.POWERED_UP Weapon.AmmoUse 5 Weapon.AmmoGive 0 Weapon.SisterWeapon "Blaster" States { Fire: BLSR BC 0 Hold: BLSR D 3 A_FireCustomMissile("BlasterFX1") BLSR CB 4 BLSR A 0 A_ReFire Goto Ready } } // Blaster FX 1 ------------------------------------------------------------- ACTOR BlasterFX1 native { Radius 12 Height 8 Speed 184 Damage 2 Projectile SeeSound "weapons/blastershoot" DeathSound "weapons/blasterhit" +SPAWNSOUNDSOURCE action native A_SpawnRippers(); States { Spawn: ACLO E 200 Loop Death: FX18 A 3 BRIGHT A_SpawnRippers FX18 BCDEFG 4 BRIGHT Stop } } // Blaster smoke ------------------------------------------------------------ ACTOR BlasterSmoke { +NOBLOCKMAP +NOGRAVITY +NOTELEPORT +CANNOTPUSH RenderStyle Translucent Alpha 0.4 States { Spawn: FX18 HIJKL 4 Stop } } // Ripper ------------------------------------------------------------------- ACTOR Ripper native { Game Heretic SpawnID 157 Radius 8 Height 6 Speed 14 Damage 1 Projectile +RIPPER DeathSound "weapons/blasterpowhit" States { Spawn: FX18 M 4 FX18 N 5 Loop Death: FX18 OPQRS 4 BRIGHT Stop } } // Blaster Puff ------------------------------------------------------------- ACTOR BlasterPuff { +NOBLOCKMAP +NOGRAVITY +PUFFONACTORS +NOTELEPORT RenderStyle Add States { Crash: FX17 ABCDE 4 BRIGHT Stop Spawn: FX17 FG 3 BRIGHT FX17 HIJKL 4 BRIGHT Stop } } // Skull (Horn) Rod --------------------------------------------------------- ACTOR SkullRod : Weapon 2004 { Game Heretic SpawnID 30 Weapon.SelectionOrder 200 Weapon.AmmoUse1 1 Weapon.AmmoGive1 50 Weapon.YAdjust 15 Weapon.AmmoType1 "SkullRodAmmo" Weapon.SisterWeapon "SkullRodPowered" Inventory.PickupMessage "$TxT_WPNSKULLROD" action native A_FireSkullRodPL1(); States { Spawn: WSKL A -1 Stop Ready: HROD A 1 A_WeaponReady Loop Deselect: HROD A 1 A_Lower Loop Select: HROD A 1 A_Raise Loop Fire: HROD AB 4 A_FireSkullRodPL1 HROD B 0 A_ReFire Goto Ready } } ACTOR SkullRodPowered : SkullRod { +WEAPON.POWERED_UP Weapon.AmmoUse1 5 Weapon.AmmoGive1 0 Weapon.SisterWeapon "SkullRod" States { Fire: HROD C 2 HROD D 3 HROD E 2 HROD F 3 HROD G 4 A_FireCustomMissile("HornRodFX2") HROD F 2 HROD E 3 HROD D 2 HROD C 2 A_ReFire Goto Ready } } // Horn Rod FX 1 ------------------------------------------------------------ ACTOR HornRodFX1 { Game Heretic SpawnID 160 Radius 12 Height 8 Speed 22 Damage 3 Projectile +WINDTHRUST -NOBLOCKMAP RenderStyle Add SeeSound "weapons/hornrodshoot" DeathSound "weapons/hornrodhit" States { Spawn: FX00 AB 6 BRIGHT Loop Death: FX00 HI 5 BRIGHT FX00 JK 4 BRIGHT FX00 LM 3 BRIGHT Stop } } // Horn Rod FX 2 ------------------------------------------------------------ ACTOR HornRodFX2 native { Radius 12 Height 8 Speed 22 Damage 10 Health 140 Projectile RenderStyle Add SeeSound "weapons/hornrodpowshoot" DeathSound "weapons/hornrodpowhit" action native A_AddPlayerRain(); action native A_HideInCeiling(); action native A_SkullRodStorm(); States { Spawn: FX00 C 3 BRIGHT FX00 D 3 BRIGHT A_SeekerMissile(10, 30) FX00 E 3 BRIGHT FX00 F 3 BRIGHT A_SeekerMissile(10, 30) Loop Death: FX00 H 5 BRIGHT A_AddPlayerRain FX00 I 5 BRIGHT FX00 JK 4 BRIGHT FX00 LM 3 BRIGHT FX00 G 1 A_HideInCeiling FX00 G 1 A_SkullRodStorm Wait } } // Rain pillar 1 ------------------------------------------------------------ ACTOR RainPillar native { Radius 5 Height 12 Speed 12 Damage 5 Mass 5 Projectile -ACTIVATEPCROSS -ACTIVATEIMPACT RenderStyle Add action native A_RainImpact(); States { Spawn: FX22 A -1 BRIGHT Stop Death: FX22 B 4 BRIGHT A_RainImpact FX22 CDEF 4 BRIGHT Stop NotFloor: FX22 GHI 4 BRIGHT Stop } } // Rain tracker "inventory" item -------------------------------------------- ACTOR RainTracker : Inventory native { +INVENTORY.UNDROPPABLE }