I've tried to figure this out for the past week and basically in the firing animation at the end of the sequence there's a missing frame?
It does loop back to the ready state and works again, but the quick fire command always has this missing frame at the end of the firing sequence?
I have managed to setup the combo and its not missing any inputs when using multiple actions but the missing frame, if you press any attack key on that missing frame nothing will happen.
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ACTOR SapphireWand : MageWeapon replaces MWeapWand
{
+BLOODSPLATTER
+WEAPON.CHEATNOTWEAPON
+RELATIVETOFLOOR
Weapon.SelectionOrder 3000
Weapon.KickBack 200
+WEAPON.NOAUTOAIM
Weapon.SlotNumber 1
Obituary "$OB_MPMWEAPWAND"
Tag "$TAG_MWEAPWAND"
Inventory.PickupMessage "$PK_SWAND"
Speed 5
States
{
Spawn:
TNT1 A 0 A_JumpIf(CallACS("GetSFXCVar") == 1, 2)
TNT1 A 0 A_SpawnItemEx("BlueFlare",0,0,40)
TNT1 A 1 Bright A_SetAngle(angle+speed)
Loop
Select:
TNT1 A 0 A_GiveInventory("ActionTaker",1)
TNT1 A 0 A_StopSound(6)
MWND A 1 A_Raise
Loop
Deselect:
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
MWND A 1 A_Lower
Loop
Ready:
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 A_WeaponReady
TNT1 A 0 A_TakeInventory("SpecialAttackAxe", 1)
TNT1 A 0 A_TakeInventory("SpecialAttackPunch", 1)
TNT1 A 0 A_TakeInventory("PunchCombo", 1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_ClearReFire
MWND A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 A_WeaponReady
Loop
ThrowFlechette:
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
MRFL ABCD 2
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_FireCustomMissile("ThrowedFlechette2", 0, 0, 0, 0)
TNT1 A 0 A_TakeInventory("QuickFlechetteToss", 1)
TNT1 A 0 A_TakeInventory("BrutalArtiPoisonBag", 1)
MRFL EFG 2
TNT1 A 0 A_GiveInventory("ActionTaker",1)
Goto Ready
Fire:
TNT1 A 0 A_JumpIfInventory("ThirdAttackCombo2",1,"ThirdComboFromSecondary")
TNT1 A 0 A_JumpIfInventory("DoingAFAtality", 1, "DoingAFAtality")
TNT1 A 0 A_JumpIfInventory("SpecialAttackPunch", 1, "QuickFire")
TNT1 A 0 A_JumpIfInventory("SpecialAttackAxe", 1, "SpecialAttack")
TNT1 A 0 A_GiveInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1
Hold:
TNT1 A 0 A_JumpIfInventory("ThirdAttackCombo2",1,"ThirdComboFromPrimary")
MWND A 1 A_WeaponReady(WRF_NOBOB|WRF_NOPRIMARY)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("MWANDFIR")
TNT1 A 0 A_FireCustomMissile("SapphireTracer",frandom(-28, 28)/((CallACS("AccuracyCalculator")/50)+1),FALSE,0,0,0,frandom(-1,1))
TNT1 A 0 A_SetPitch(pitch-0.5)
TNT1 A 0 A_Recoil(1)
MWND B 1 Bright Offset(0,42) A_SetPitch(pitch-0.2)
MWND B 1 Bright Offset(0,41) A_SetPitch(pitch+0.3)
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,38) A_SetPitch(pitch+0.2)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,35) A_SetPitch(pitch+0.1)
MWND A 1 Offset(0,33)
MWND A 1 A_ReFire
QuickFire:
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
MWND A 1
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("MWANDFIR")
TNT1 A 0 A_AlertMonsters(1280,AMF_TARGETEMITTER)
TNT1 A 0 A_FireCustomMissile("SapphireShard",frandom(-12, 12)/((CallACS("AccuracyCalculator")/80)+1),FALSE,0,0,0,frandom(-1,1))
TNT1 A 0 A_TakeInventory("SpecialAttackPunch", 1)
TNT1 A 0 A_SetPitch(pitch-0.5)
TNT1 A 0 A_Recoil(1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND B 1 Bright Offset(0,42) A_SetPitch(pitch-0.2)
MWND B 1 Bright Offset(0,41) A_SetPitch(pitch+0.3)
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,38) A_SetPitch(pitch+0.2)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,35) A_SetPitch(pitch+0.1)
MWND A 1 Offset(0,33)
MWND A 1 A_GiveInventory("SpecialAttackAxe", 1)
MWND A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 7 A_TakeInventory("SpecialAttackAxe", 1)
TNT1 A 0 A_GiveInventory("ActionTaker",1)
Goto Ready
SpecialAttack:
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("MWANDFIR")
MWND A 1
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_TakeInventory("SpecialAttackAxe", 1)
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_AlertMonsters(1280,AMF_TARGETEMITTER)
TNT1 A 0 A_FireCustomMissile("SapphireTracer",frandom(-28, 28)/((CallACS("AccuracyCalculator")/50)+1),FALSE,0,0,0,frandom(-1,1))
TNT1 A 0 A_TakeInventory("SpecialAttackPunch", 1)
TNT1 A 0 A_SetPitch(pitch-0.5)
TNT1 A 0 A_Recoil(1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND B 1 Bright Offset(0,42) A_SetPitch(pitch-0.2)
MWND B 1 Bright Offset(0,41) A_SetPitch(pitch+0.3)
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,38) A_SetPitch(pitch+0.2)
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(0,35) A_SetPitch(pitch+0.1)
MWND A 1 Offset(0,33)
MWND A 1 A_GiveInventory("SpecialAttackAxe", 1)
MWND A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 7 A_TakeInventory("SpecialAttackAxe", 1)
MWND A 1
TNT1 A 0 A_JumpIfInventory("Kicking", 1, "ForceLightning")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 1 A_GiveInventory("PunchCombo", 1)
TNT1 A 4 A_WeaponReady
TNT1 A 0 A_TakeInventory("PunchCombo", 1)
TNT1 A 6
MWND A 1
TNT1 A 0 A_GiveInventory("ActionTaker",1)
Goto Ready
ForceLightning:
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
MWND A 1 Offset(-8,42)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-18,52)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-30,62)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-42,72)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-54,82)
ForceLightningLoop:
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 4 Offset(1,32)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
RLNG E 1 A_PlaySound("ZAAP1")
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,-3,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",-8)
RLNG F 1 A_Custompunch(random(3,30)+CallACS("StrengthCalculator")/8)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,1,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",-3)
RLNG G 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,5,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",2)
RLNG H 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,9,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",6)
RLNG I 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,13,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",5)
RLNG J 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,17,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",4)
RLNG K 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 0 A_RailAttack(3,21,false,"none","none",RGF_NOPIERCING|RGF_SILENT,12,"ForceLightningPuff",8,8,160,0,4,0,"ForceLightningSpark",3)
RLNG L 1
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
TNT1 A 4
TNT1 A 0 A_TakeInventory("Kicking",1)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-54,82)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-42,72)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-30,62)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-18,52)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 Offset(-8,42)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
Goto Ready
AltFire:
TNT1 A 0 A_JumpIfInventory("ThirdAttackCombo1",1,"ThirdComboFromPrimary")
TNT1 A 0 A_JumpIfInventory("PunchCombo", 1, "Punch")
TNT1 A 0 A_JumpIfInventory("SpecialAttackPunch", 1, "Punch")
TNT1 A 0 A_GiveInventory("ThirdAttackCombo2",1)
TNT1 AAA 1 BRIGHT A_SpawnItem("ThunderFlare",20,20)
MWND A 1
AltHold:
TNT1 A 0 A_JumpIfInventory("ThirdAttackCombo1",1,"ThirdComboFromSecondary")
TNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
MWND A 1 BRIGHT A_SpawnItem("PlasmaFlare",30,30)
TNT1 A 0 A_SpawnItemEx("ShieldDefense2", 20,0,20,0,0,0,0,SXF_NOCHECKPOSITION,0)
MWND A 1 A_SpawnItemEx("ShieldDefense", 20,0,15,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0 A_JumpIfInventory("QuickFlechetteToss", 1, "ThrowFlechette")
MWND A 1 A_Refire
MWND A 1 A_TakeInventory("ThirdAttackCombo2",1)
TNT1 A 0 A_GiveInventory("SpecialAttackPunch", 1)
MWND AABB 1 A_WeaponReady
TNT1 A 0 A_TakeInventory("SpecialAttackPunch", 1)
Goto Ready
DoingAFAtality:
Goto Ready
RealPunch:
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
MWND A 1
ThirdComboFromPrimary:
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
MWND A 1
MWND AB 1
Goto ThirdCombo
ThirdComboFromSecondary:
TNT1 A 0 A_TakeInventory("ThirdAttackCombo1",1)
TNT1 A 0 A_TakeInventory("ThirdAttackCombo2",1)
MWND A 1
MWND AB 1
ThirdCombo:
TNT1 A 5
MWND A 1
TNT1 A 0 ACS_NamedExecuteAlways("Attacked",0)
TNT1 A 0 A_PlaySound("SAMPLE11")
MWND A 1
TNT1 A 0 A_TakeInventory("SpecialAttackAxe", 1)
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_AlertMonsters(1280,AMF_TARGETEMITTER)
TNT1 A 0 A_JumpIfInventory("Level",16,16)
TNT1 A 0 A_JumpIfInventory("Level",8,7)
TNT1 A 0 A_JumpIfInventory("Level",3,2)
TNT1 A 0 A_Jump(256,2) //LEVEL 3 SHOT
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",0,0)
TNT1 A 0 A_Jump(256,3) //LEVEL 8 SHOT
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",-12,0)
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",12,0)
TNT1 A 0 A_Jump(256,4) //LEVEL 16 SHOT
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",-18,0)
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",0,0)
TNT1 A 0 A_FireCustomMissile("WandPowerSlash1",18,0)
TNT1 A 0 A_JumpIfInventory("Level",3,2)
MWND B 1 A_Custompunch(random(60,90)+CallACS("MagicalCalculator")/6,1,1,"BrutalWandPuffExtreme", 175)
MWND B 1
MWND A 1
TNT1 A 6
MWND AB 1
TNT1 A 0 A_GiveInventory("ActionTaker",1)
Goto Ready
}
}
If anyone could kindly help us out here I would be eternally grateful, I have tried to edit this many times and broke more than I fixed.
Thankyou for your time and hope to speak soon.