// Mage Weapon Piece -------------------------------------------------------- ACTOR MageWeaponPiece : FourthWeaponPiece native { Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE" } // Mage Weapon Piece 1 ------------------------------------------------------ ACTOR MWeaponPiece1 : MageWeaponPiece 21 native { Game Hexen SpawnID 37 +FLOATBOB States { Spawn: WMS1 A -1 Bright Stop } } // Mage Weapon Piece 2 ------------------------------------------------------ ACTOR MWeaponPiece2 : MageWeaponPiece 22 native { Game Hexen SpawnID 38 +FLOATBOB States { Spawn: WMS2 A -1 Bright Stop } } // Mage Weapon Piece 3 ------------------------------------------------------ ACTOR MWeaponPiece3 : MageWeaponPiece 23 native { Game Hexen SpawnID 39 +FLOATBOB States { Spawn: WMS3 A -1 Bright Stop } } // Bloodscourge Drop -------------------------------------------------------- ACTOR BloodscourgeDrop { action native A_DropBloodscourgePieces(); States { Spawn: TNT1 A 1 TNT1 A 1 A_DropBloodscourgePieces Stop } } // The Mages's Staff (Bloodscourge) ----------------------------------------- ACTOR MWeapBloodscourge : MageWeapon native { Weapon.SelectionOrder 3100 Weapon.AmmoUse1 15 Weapon.AmmoUse2 15 Weapon.KickBack 150 Weapon.YAdjust 20 Weapon.AmmoType1 "Mana1" Weapon.AmmoType2 "Mana2" +WEAPON.PRIMARY_USES_BOTH Inventory.PickupMessage "$TXT_WEAPON_M4" action native A_MStaffAttack(); action native A_MStaffPalette(); States { Spawn: TNT1 A -1 Stop Select: MSTF A 1 A_Raise Loop Deselect: MSTF A 1 A_Lower Loop Ready: MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady Loop Fire: MSTF G 4 Offset (0, 40) MSTF H 4 Bright Offset (0, 48) A_MStaffAttack MSTF H 2 Bright Offset (0, 48) A_MStaffPalette MSTF II 2 Offset (0, 48) A_MStaffPalette MSTF I 1 Offset (0, 40) MSTF J 5 Offset (0, 36) Goto Ready } } // Mage Staff FX2 (Bloodscourge) -------------------------------------------- ACTOR MageStaffFX2 native { Speed 18 Height 8 Damage 4 DamageType "Fire" Projectile +SEEKERMISSILE +EXTREMEDEATH DeathSound "MageStaffExplode" action native A_MStaffTrack(); action native A_BeAdditive(); States { Spawn: MSP2 ABCD 2 Bright A_MStaffTrack Loop Death: MSP2 E 4 Bright A_BeAdditive MSP2 F 5 Bright A_Explode (80, 192, 0) MSP2 GH 5 Bright MSP2 I 4 Bright Stop } }