Here's the decorate:
Spoiler:Once again, it is no work of art, it only uses sprites from Doom, and no sound is included, however, if you don't feel like pasting the decorate into a wad yourself, here is the download:Code: Select all
ACTOR Fireworker : Weapon { Inventory.PickupMessage "You Got Fireworks!" Weapon.AmmoType "FireworksAmmo" Weapon.AmmoGive 2 Weapon.AmmoUse 1 States { Spawn: LAUN A -1 Loop Ready: MISG A 1 A_WeaponReady Loop Deselect: MISG A 1 A_Lower Loop Select: MISG A 1 A_Raise Loop Fire: MISG B 8 A_GunFlash MISG B 12 A_FireCustomMissile("FireworksShot",0,1,0,0) MISG B 0 A_CheckReload MISG B 0 A_Refire Goto Ready Flash: MISF A 3 Bright A_Light1 MISF B 4 Bright MISF C 4 Bright A_Light2 MISF D 4 Bright A_Light2 TNT1 A 0 A_Light0 Stop } } ACTOR FireworksAmmo : Ammo 25001 { Inventory.Amount 1 Inventory.MaxAmount 10 Ammo.BackpackAmount 2 Ammo.BackpackMaxAmount 20 Inventory.PickupMessage "Picked up some Fireworks." } ACTOR FireworksShot { Radius 11 Height 8 Speed 20 Damage 20 PROJECTILE -NOGRAVITY +LOWGRAVITY +SKYEXPLODE States { Spawn: MISL A 0 MISL A 0 ThrustThingZ(0,10,0,1) MISL A 1 Bright Goto Spawn + 2 Death: PLSS A 1 A_SpawnItem("FireworkA1",1,0,0) PLSS A 1 A_SpawnItem("FireworkA2",1,0,0) PLSS A 1 A_SpawnItem("FireworkA3",1,0,0) PLSS A 1 A_SpawnItem("FireworkA4",1,0,0) PLSS A 1 A_SpawnItem("FireworkA5",1,0,0) PLSS A 1 A_SpawnItem("FireworkA6",1,0,0) PLSS A 0 A_Jump(160,1) Goto Death MISL A 0 Stop } } ACTOR FireworkA1 { Radius 13 Height 8 Damage 5 PROJECTILE RENDERSTYLE ADD ALPHA .9 DONTHURTSHOOTER -NOGRAVITY +SKYEXPLODE States { Spawn: PLSS A 0 PLSS A 0 ThrustThing(0+random(0,255),0+random(1,10),0,0) PLSS A 0 ThrustThingZ(0,0+random(35,55),0,0) PLSS AB 4 Bright Goto Spawn + 3 Death: PLSS A 1 A_SpawnItem("FireworkB1",1,0,0) PLSS A 1 A_SpawnItem("FireworkB2",1,0,0) PLSS A 1 A_SpawnItem("FireworkB3",1,0,0) PLSS A 1 A_SpawnItem("FireworkB4",1,0,0) PLSS A 1 A_SpawnItem("FireworkB5",1,0,0) PLSS A 1 A_SpawnItem("FireworkB6",1,0,0) PLSS A 0 A_Jump(160,1) Goto Death PLSS A 0 Stop } } ACTOR FireworkB1 : FireworkA1 { Scale .6 Radius 8 Height 6 Damage 2 States { Death: PLSS A 1 A_SpawnItem("FireworkC1",1,0,0) PLSS A 1 A_SpawnItem("FireworkC2",1,0,0) PLSS A 1 A_SpawnItem("FireworkC3",1,0,0) PLSS A 1 A_SpawnItem("FireworkC4",1,0,0) PLSS A 1 A_SpawnItem("FireworkC5",1,0,0) PLSS A 1 A_SpawnItem("FireworkC6",1,0,0) PLSS A 0 A_Jump(160,1) Goto Death PLSS A 0 Stop } } ACTOR FireworkC1 : FireworkA1 { Scale .3 Radius 4 Height 3 Damage 1 States { Spawn: PLSS A 0 PLSS A 0 ThrustThing(0+random(0,255),0+random(5,15),0,0) PLSS A 0 ThrustThingZ(0,0+random(30,45),0,0) PLSS AB 2 Bright Goto Spawn + 3 Death: PLSS A 1 Bright Stop } } ACTOR FireworkA2 : FireworkA1 { Translation "192:207=169:184" //red } ACTOR FireworkA3 : FireworkA1 { Translation "192:207=112:127" //green } ACTOR FireworkA4 : FireworkA1 { Translation "192:207=208:223" //orange } ACTOR FireworkA5 : FireworkA1 { Translation "192:207=224:231" //yellow } ACTOR FireworkA6 : FireworkA1 { Translation "192:207=250:254" //purple } ACTOR FireworkB2 : FireworkB1 { Translation "192:207=169:184" } ACTOR FireworkB3 : FireworkB1 { Translation "192:207=112:127" } ACTOR FireworkB4 : FireworkB1 { Translation "192:207=208:223" } ACTOR FireworkB5 : FireworkB1 { Translation "192:207=224:231" } ACTOR FireworkB6 : FireworkB1 { Translation "192:207=250:254" } ACTOR FireworkC2 : FireworkC1 { Translation "192:207=169:184" } ACTOR FireworkC3 : FireworkC1 { Translation "192:207=112:127" } ACTOR FireworkC4 : FireworkC1 { Translation "192:207=208:223" } ACTOR FireworkC5 : FireworkC1 { Translation "192:207=224:231" } ACTOR FireworkC6 : FireworkC1 { Translation "192:207=250:254" }