Re: ZDG's Resources! Lots of new stuff!
Posted: Thu May 13, 2010 6:11 pm
Cool spells! Too bad I don't have a use for them...
OMG, seriously?wildweasel wrote:And before I'd zoomed in to get a closer look, I could have sworn the tome said "RAPE" instead of "FIRE". =PZDG wrote:If you look at the fire tome closely enough, it looks like a fiery bunny head.
Code: Select all
Actor ZDGfist : weapon replaces Fist
{
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
+WEAPON.NOALERT
AttackSound "Kick/hit"
obituary "%o got f**k'd up by %k's fists."
states
{
Ready:
FIST A 1 A_WeaponReady
loop
Select:
FIST A 1 A_Raise
loop
deselect:
FIST A 1 A_Lower
loop
Fire:
TNT1 A 0 A_JumpIfInventory("Punchcount",1,"Rightpunch")
TNT1 A 0 A_JumpIfInventory("Punchcount",2,"LeftUppercut")
TNT1 A 0 A_JumpIfInventory("Punchcount",3,"RightUppercut")
TNT1 A 0 A_JumpIfInventory("Punchcount",4,"RightSmash")
TNT1 A 0 A_JumpIfInventory("Punchcount",5,"LeftSmash")
FIST A 1
FIST AB 3
FIST C 2
FIST D 2 A_Punch
FIST EF 2
FIST F 0 A_GiveInventory ("Punchcount",1)
FIST F 1 A_ReFire
FIST F 1 A_TakeInventory ("Punchcount",999)
goto Ready
Rightpunch:
FIST GH 3
FIST I 2 A_Punch
FIST JK 2
FIST L 0 A_GiveInventory ("Punchcount",1)
FIST L 1 A_ReFire
FIST L 1 A_TakeInventory ("Punchcount",999)
goto ready
LeftUppercut:
FIST MN 2
FIST O 2 A_Punch
FIST P 2
FIST Q 0 A_GiveInventory ("Punchcount",1)
FIST Q 1 A_ReFire
FIST Q 1 A_TakeInventory ("Punchcount",999)
goto ready
RightUppercut:
FIST RS 2
FIST T 2 A_Punch
FIST U 2
FIST V 0 A_GiveInventory ("Punchcount",1)
FIST V 1 A_ReFire
FIST V 1 A_TakeInventory ("Punchcount",999)
goto ready
RightSmash:
FIST W 2
FIST X 2 A_Punch
FIST Y 0 A_GiveInventory ("Punchcount",1)
FIST Y 1 A_ReFire
FIST Y 1 A_TakeInventory ("Punchcount",999)
goto ready
LeftSmash:
FIST Z 2
FISA A 2 A_Punch
FISA B 1 A_TakeInventory ("Punchcount",999)
FISA B 1 A_ReFire
goto ready
AltFire:
KICK AB 4
KICK C 4 A_PlaySound ("kick/whoosh")
KICK D 4 A_CustomPunch (5,0,0)
KICK E 4
KICK F 4 A_ReFire
goto Ready
AltHold:
LKIC AB 4
LKIC C 5 A_PlaySound ("kick/whoosh")
LKIC D 5 A_CustomPunch (6,0,0)
LKIC EF 4
LKIC G 4
goto AltFire
}
}
Spoiler:
Code: Select all
TNT1 A 0 A_JumpIfInventory("Punchcount",5,"LeftSmash")
TNT1 A 0 A_JumpIfInventory("Punchcount",4,"RightSmash")
TNT1 A 0 A_JumpIfInventory("Punchcount",3,"RightUppercut")
TNT1 A 0 A_JumpIfInventory("Punchcount",2,"LeftUppercut")
TNT1 A 0 A_JumpIfInventory("Punchcount",1,"Rightpunch")
Code: Select all
Actor Punchcount : inventory
{
Inventory.maxamount 6
}