ZHeXen: V 1.0 RELEASED!!! Contributions?
Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Insert appropriate subtitle here! first release.
Post by Drake Raider »
Good point. I'll add that to the todo.
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Insert appropriate subtitle here! first release.
Post by Drake Raider »
BTW, anybody willing to help w/mapping? if you are, just open the "ZHeXen-Maps.pk3" file, and choose to update one of the existing maps.
Just detail increases, deep water, traps, and things like that. email the updated maps to jingodrake@gmail.com. If you choose MAPs 2,13, 22, or 35, make sure that you add a script 666 that cancels the Korax Intro("Greetings, mortal. Are you ready to die?") and executes any additional scripts that would be normally called from the intro script.e.g. MAP27 had a lift that started at the end of the taunt. I made 666 start it as well.
NeuralStunner- on the serpent staff, ranged attacks are a secondary fire. Primary is melee only.
OFF: Sorry about the double post.
Just detail increases, deep water, traps, and things like that. email the updated maps to jingodrake@gmail.com. If you choose MAPs 2,13, 22, or 35, make sure that you add a script 666 that cancels the Korax Intro("Greetings, mortal. Are you ready to die?") and executes any additional scripts that would be normally called from the intro script.e.g. MAP27 had a lift that started at the end of the taunt. I made 666 start it as well.
NeuralStunner- on the serpent staff, ranged attacks are a secondary fire. Primary is melee only.
OFF: Sorry about the double post.
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Re: ZHeXen: Second version released! Mappers requested for v3+
Post by Drake Raider »
Yeah, know about that. Used to be a script 17 I put in to change the music. Took out the script, never changed the lindef. Sorry.
I am working on an xpack compatible with zhexen only.
New class-Exorcist-a combination of all 3 characters.
New weapons-Machete,Firewand,Skullstaff, and Frostfang balanced out for hexen weapon progression.
New hub-Exorcism-Labratories, Chapels and Graveyards. Boss is a Hellsmith from T667 Beastiary.
New enemies-beasts,wizards,and undead. Arranged in their unique levels.
Should be up with ZHeXenv3 and Xpackv1 tonight or tomorrow, but don't expect anything else new for 2-3 weeks.
I am working on an xpack compatible with zhexen only.
New class-Exorcist-a combination of all 3 characters.
New weapons-Machete,Firewand,Skullstaff, and Frostfang balanced out for hexen weapon progression.
New hub-Exorcism-Labratories, Chapels and Graveyards. Boss is a Hellsmith from T667 Beastiary.
New enemies-beasts,wizards,and undead. Arranged in their unique levels.
Should be up with ZHeXenv3 and Xpackv1 tonight or tomorrow, but don't expect anything else new for 2-3 weeks.
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Second version released! Mappers requested for v3+
Post by Drake Raider »
XPack version 1 finished. 5 hardish levels, 1 player class, 4 weapons, and 7 enemies. NOTE- I built this in two days, so the levels are playable, but veeery poor quality. NOTE2: THIS MOD *REQUIRES* THAT YOU HAVE ZHEXEN TO RUN IT!!!! Versions 1+ should work.
http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871
http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871
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Re: ZHeXen: Second version released! Xpack released!!
Post by Drake Raider »
Version 3 is out, with bugfixes.
Fixes: Wraithverge now has powered mode
Bloodscourge now has powered mode
Secondary fires balanced out
Winnowing Hall map fixes
http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871
Now I will be gone for 2-3 weeks, so no updates until then, should have v4 ready, and xpack v2.
Keep playing, and please keep giving feedback.
Fixes: Wraithverge now has powered mode
Bloodscourge now has powered mode
Secondary fires balanced out
Winnowing Hall map fixes
http://www.mediafire.com/?sharekey=5c9f ... f6e8ebb871
Now I will be gone for 2-3 weeks, so no updates until then, should have v4 ready, and xpack v2.
Keep playing, and please keep giving feedback.
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Third version released! Xpack v1 released!!
Post by Drake Raider »
Thanks a lot, Davidos.
Remember, in episode select, "hexen" is the main game, "exorcism" is the xpack.
Now signing off indefinably until I can get to a computer w/internet.
Remember, in episode select, "hexen" is the main game, "exorcism" is the xpack.
Now signing off indefinably until I can get to a computer w/internet.
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Third version released! Xpack v1 released!!
Post by Drake Raider »
I'm back. I haven't had as much time to finish the version as I thought I would have, so no new one yet.
Iam having some problems with the jump and crouch code for the friendlies. If anyone has any ideas, on how to make it work, please say.
Code for Baratus:
Iam having some problems with the jump and crouch code for the friendlies. If anyone has any ideas, on how to make it work, please say.
Code for Baratus:
Spoiler:He just sort of disappears.
ACTOR Baratus : FighterBoss 30010
{
Health 100
+FRIENDLY
-BOSS
+LONGMELEERANGE
-ISMONSTER
-COUNTKILL
+NOBLOCKMONST
ConversationID 9
States
{
See:
TNT1 A 0 A_Jump(32,"Jump")
TNT1 A 0 A_Jump(32,"Crouch")
PLAY ABCD 4 A_FastChase
Loop
Jump:
TNT1 A 0 A_UnsetSolid
TNT1 A 0 A_ThrowGrenade("Baratus",32,128,64)
Stop
Crouch:
TNT1 A 0 A_UnsetSolid
TNT1 A 0 A_ThrowGrenade("BaratusCrouch",32,64,0)
Stop
Melee:
TNT1 A 0 A_JumpIfCloser(40,"HammerMelee")
TNT1 A 0 A_JumpIfCloser(64,"Fist")
Axe:
TNT1 A 0 A_JumpIfInventory("BossDMana",196,"FailInCast")
TNT1 A 0 A_GiveInventory("BossDMana",5)
PLAY E 3 A_FaceTarget
PLAY F 2 A_FaceTarget
PLAY E 4 A_CustomMeleeAttack(random[FighterAttack](8,30))
Goto See
Fist:
PLAY E 5 A_FaceTarget
PLAY F 4 A_FaceTarget
PLAY E 7 A_CustomMeleeAttack(random[FighterAttack](5,25))
Goto See
HammerMelee:
PLAY E 8 A_FaceTarget
PLAY F 6 A_FaceTarget
PLAY E 12 A_CustomMeleeAttack(random[FighterAttack](1,50))
Goto See
Missile:
TNT1 A 10 A_JumpIfCloser(128,"Quietus")
HammerRanged:
TNT1 A 0 A_JumpIfInventory("BossOMana",191,"FailInCast")
TNT1 A 0 A_GiveInventory("BossOMana",10)
PLAY E 10 A_FaceTarget
PLAY F 8 Bright A_CustomMissile("HammerMissile", 45, 0, 0, CMF_AIMOFFSET)
Goto See
Quietus:
TNT1 A 0 A_JumpIfInventory("BossOMana",186,"FailInCast")
TNT1 A 0 A_GiveInventory("BossOMana",15)
TNT1 A 0 A_JumpIfInventory("BossDMana",186,"FailInCast")
TNT1 A 0 A_GiveInventory("BossDMana",15)
PLAY E 20 A_FaceTarget
PLAY F 10 A_FighterAttack
Goto See
FailInCast:
TNT1 A 0 A_Print("Blast!")
TNT1 A 0 A_TakeInventory("BossDMana",15)
TNT1 A 0 A_TakeInventory("BossOMana",15)
Goto See
Death:
PLAY H 6
PLAY I 6 A_Scream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY M 6
PLAY N 1
TNT1 A 35 A_Respawn
Stop
XDeath:
PLAY O 5 A_Scream
PLAY P 5 A_SkullPop
PLAY R 5 A_NoBlocking
PLAY STUV 5
PLAY W 1
TNT1 A 35 A_Respawn
Stop
Ice:
PLAY X 5 A_FreezeDeath
PLAY X 1 A_FreezeDeathChunks
TNT1 A 35 A_Respawn
Wait
Burn:
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath")
FDTH B 4 Bright
FDTH G 5 Bright
FDTH H 4 Bright A_Scream
FDTH I 5 Bright
FDTH J 4 Bright
FDTH K 5 Bright
FDTH L 4 Bright
FDTH M 5 Bright
FDTH N 4 Bright
FDTH O 5 Bright
FDTH P 4 Bright
FDTH Q 5 Bright
FDTH R 4 Bright
FDTH S 5 Bright A_NoBlocking
FDTH T 4 Bright
FDTH U 5 Bright
FDTH V 4 Bright
TNT1 A 35 A_Respawn
Stop
}
}
ACTOR BaratusCrouch : Baratus
{
Health 100
+FRIENDLY
-BOSS
YScale .5
Height 32
+LONGMELEERANGE
-ISMONSTER
-COUNTKILL
+NOBLOCKMONST
ConversationID 9
States
{
See:
TNT1 A 0 A_Jump(32,"Jump")
TNT1 A 0 A_Jump(32,"Crouch")
PLAY ABCD 4 A_FastChase
Loop
Jump:
TNT1 A 0 A_UnsetSolid
TNT1 A 0 A_ThrowGrenade("BaratusCrouch",32,128,64)
Stop
Crouch:
TNT1 A 0 A_UnsetSolid
TNT1 A 0 A_ThrowGrenade("Baratus",32,64,0)
Stop
Melee:
TNT1 A 0 A_JumpIfCloser(40,"HammerMelee")
TNT1 A 0 A_JumpIfCloser(64,"Fist")
Axe:
TNT1 A 0 A_JumpIfInventory("BossDMana",196,"FailInCast")
TNT1 A 0 A_GiveInventory("BossDMana",5)
PLAY E 3 A_FaceTarget
PLAY F 2 A_FaceTarget
PLAY E 4 A_CustomMeleeAttack(random[FighterAttack](8,30))
Goto See
Fist:
PLAY E 5 A_FaceTarget
PLAY F 4 A_FaceTarget
PLAY E 7 A_CustomMeleeAttack(random[FighterAttack](5,25))
Goto See
HammerMelee:
PLAY E 8 A_FaceTarget
PLAY F 6 A_FaceTarget
PLAY E 12 A_CustomMeleeAttack(random[FighterAttack](1,50))
Goto See
Missile:
TNT1 A 10 A_JumpIfCloser(128,"Quietus")
HammerRanged:
TNT1 A 0 A_JumpIfInventory("BossOMana",191,"FailInCast")
TNT1 A 0 A_GiveInventory("BossOMana",10)
PLAY E 10 A_FaceTarget
PLAY F 8 Bright A_CustomMissile("HammerMissile", 45, 0, 0, CMF_AIMOFFSET)
Goto See
Quietus:
TNT1 A 0 A_JumpIfInventory("BossOMana",186,"FailInCast")
TNT1 A 0 A_GiveInventory("BossOMana",15)
TNT1 A 0 A_JumpIfInventory("BossDMana",186,"FailInCast")
TNT1 A 0 A_GiveInventory("BossDMana",15)
PLAY E 20 A_FaceTarget
PLAY F 10 A_FighterAttack
Goto See
FailInCast:
TNT1 A 0 A_Print("Blast!")
TNT1 A 0 A_TakeInventory("BossDMana",15)
TNT1 A 0 A_TakeInventory("BossOMana",15)
Goto See
Death:
PLAY H 6
PLAY I 6 A_Scream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY M 6
PLAY N 1
TNT1 A 35 A_Respawn
Stop
XDeath:
PLAY O 5 A_Scream
PLAY P 5 A_SkullPop
PLAY R 5 A_NoBlocking
PLAY STUV 5
PLAY W 1
TNT1 A 35 A_Respawn
Stop
Ice:
PLAY X 5 A_FreezeDeath
PLAY X 1 A_FreezeDeathChunks
TNT1 A 35 A_Respawn
Wait
Burn:
FDTH A 5 Bright A_PlaySound("PlayerFighterBurnDeath")
FDTH B 4 Bright
FDTH G 5 Bright
FDTH H 4 Bright A_Scream
FDTH I 5 Bright
FDTH J 4 Bright
FDTH K 5 Bright
FDTH L 4 Bright
FDTH M 5 Bright
FDTH N 4 Bright
FDTH O 5 Bright
FDTH P 4 Bright
FDTH Q 5 Bright
FDTH R 4 Bright
FDTH S 5 Bright A_NoBlocking
FDTH T 4 Bright
FDTH U 5 Bright
FDTH V 4 Bright
TNT1 A 35 A_Respawn
Stop
}
}
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- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Third version released! Xpack v1 released!!
Post by Drake Raider »
I think the weapons are fine, but the code for them is here:
Standerd Weapons:
Standerd Weapons:
Spoiler:Powered Weapons:
// Weapons
// Fist (first weapon) ------------------------------------------------------
ACTOR FWeapFist2 : FWeapFist
{
Game Hexen
+BLOODSPLATTER
Weapon.SelectionOrder 3400
+WEAPON.MELEEWEAPON
Weapon.SisterWeapon "FWeapFist2POWERED"
Weapon.KickBack 150
States
{
Fire:
FPCH E 0 A_SetReflectiveInvulnerable
FPCH A 1 Offset (5, 40)
FPCH B 5 Offset (5, 40) A_GiveInventory("Fatigue",1)
FPCH C 4 Offset (5, 40)A_CustomPunch(12, 0, 0, "PunchPuff")
FPCH D 4 Offset (5, 40)
FPCH C 4 Offset (5, 40) A_ReFire
FPCH B 5 Offset (5, 40)
FPCH A 23 Offset (5, 0)
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
AltFire:
FPCH E 0 A_SetReflectiveInvulnerable
FPCH A 1 Offset (5, 40)
FPCH DE 4 Offset (5, 40) A_JumpIfInventory("Fatigue",1000,"Tooweak")
FPCH E 3 Offset (15, 50) A_GiveInventory("Fatigue",3)
FPCH E 3 Offset (25, 60)A_CustomPunch(8, 0, 0, "PunchPuff")
FPCH E 3 Offset (35, 70)A_CustomPunch(12, 0, 0, "PunchPuff")
FPCH E 3 Offset (45, 80)A_CustomPunch(8, 0, 0, "PunchPuff")
FPCH E 3 Offset (55, 90)
FPCH E 1 Offset (65, 90) A_ReFire
FPCH E 10 Offset (0, 150)
FPCH A 45 Offset (5, 0)
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
Tooweak:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
}
}
// The Cleric's Mace --------------------------------------------------------
ACTOR CWeapMace2 : CWeapMace
{
Game Hexen
Weapon.SisterWeapon "CWeapMace2POWERED"
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
+BLOODSPLATTER
States
{
Fire:
CMCE B 2 Offset (60, 20)
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45) A_GiveInventory("Fatigue",5)
CMCE C 1 Offset (8, 45) A_CMaceAttack
CMCE D 1 Offset (8, 45) A_CMaceAttack
CMCE E 1 Offset (8, 45) A_CMaceAttack
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_CMaceAttack
CMCE F 2 Offset (-8, 74) A_CMaceAttack
CMCE F 1 Offset (-20, 96) A_CMaceAttack
CMCE F 8 Offset (-33, 160) A_CMaceAttack
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
AltFire:
CMCE B 4 Offset (60, 20) A_JumpIfInventory("Fatigue",1000,"Tooweak")
CMCE B 2 Offset (30, 33)
CMCE B 4 Offset (8, 45)
CMCE C 2 Offset (8, 45)
CMCE D 2 Offset (8, 45)
CMCE E 2 Offset (8, 45) A_GiveInventory("Fatigue",10)
CMCE E 2 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_GiveInventory("MaceRepulsion",1)
CMCE F 2 Offset (-8, 74)
CMCE F 1 Offset (-20, 96)
CMCE F 8 Offset (-33, 160)
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
Tooweak:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
ACTOR MaceRepulsion : ArtiBlastRadius
{
+AUTOACTIVATE
}
// The Mage's Wand ----------------------------------------------------------
ACTOR MWeapWand2 : MWeapWand
{
Game Hexen
Weapon.SisterWeapon "MWeapWand2POWERED"
Weapon.SelectionOrder 3600
Weapon.KickBack 0
Weapon.YAdjust 9
States
{
Fire:
MWND A 3
MWND AB 2
MWND AB 2
MWND AB 2
MWND AB 2
MWND AB 2
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile2")
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
AltFire:
MWND A 8
MWND AB 6
MWND AB 6
MWND AB 6
MWND AB 6
MWND AB 6
MWND AB 6
MWND B 6 Bright Offset (0, 48) A_GiveInventory("MaceRepulsion",1)
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
}
}
ACTOR MageWandMissile2 : MageWandMissile
{
Speed 184
Radius 12
Height 8
Damage 2
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
ACTOR MageWandMissileJolt : MageWandMissile
{
Speed 184
Radius 12
Height 8
Damage 2
Scale 1.5
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
ACTOR MageWandShock : MageWandMissile
{
Speed 184
Radius 12
Height 8
Damage 3
Scale 1.5
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE +SEEKERMISSILE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright A_SeekerMissile(360,360)
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
ACTOR MagePulsar : MageWandMissile
{
Speed 184
Radius 12
Height 8
Damage 1
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE +SEEKERMISSILE +FRIENDLY
SeeSound "MageWandFire"
States
{
Spawn:
MWND C 1 Bright A_SeekerMissile(5,5)
MWND C 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND C 1 Bright A_SeekerMissile(5,5)
MWND C 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND C 1 Bright A_SeekerMissile(5,5)
MWND C 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND C 1 Bright A_SeekerMissile(5,5)
MWND C 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND D 1 Bright A_SeekerMissile(5,5)
MWND D 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND D 1 Bright A_SeekerMissile(5,5)
MWND D 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND D 1 Bright A_SeekerMissile(5,5)
MWND D 0 A_CustomMissile("MageWandMissile2",0,0,0)
MWND D 1 Bright A_SeekerMissile(5,5)
MWND D 0 A_CustomMissile("MageWandMissile2",0,0,0)
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
// The Fighter's Axe --------------------------------------------------------
ACTOR FWeapAxe2 : FWeapAxe
{
Game Hexen
Health 3
Weapon.SisterWeapon "FWeapAxe2POWERED"
Weapon.SelectionOrder 1500
+WEAPON.AXEBLOOD +WEAPON.MELEEWEAPON -WEAPON.AMMO_OPTIONAL
Weapon.AmmoUse2 2
Weapon.AmmoGive2 25
Weapon.KickBack 150
Weapon.YAdjust -12
Weapon.AmmoType2 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_F2"
States
{
Fire:
FAXE B 4 Offset (15, 32)
FAXE C 3 Offset (15, 32)
FAXE D 2 Offset (15, 32)
FAXE D 1 Offset (-5, 70)
FAXE D 2 Offset (-25, 90) A_CustomPunch(5, 0, 1, "AxePuff")
FAXE E 1 Offset (15, 32) A_GiveInventory("Fatigue",4)
FAXE E 2 Offset (10, 54)
FAXE E 7 Offset (10, 150)
FAXE A 1 Offset (0, 60) A_ReFire
FAXE A 1 Offset (0, 52)
FAXE A 1 Offset (0, 44)
FAXE A 1 Offset (0, 36)
FAXE A 1
Goto Ready
AltFire:
FAXE N 6 Offset (15, 32) A_JumpIfInventory("Fatigue",1000,"Tooweak")
FAXE O 5 Offset (15, 32)
FAXE P 3 Offset (15, 32) A_GiveInventory("Fatigue",2)
FAXE P 2 Offset (-5, 70)
FAXE P 3 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE Q 2 Offset (15, 32)
FAXE Q 3 Offset (10, 54) A_GiveInventory("MaceRepulsion",1)
FAXE Q 10 Offset (10, 150)
FAXE A 1 Offset (0, 60) A_ReFire
FAXE A 1 Offset (0, 52)
FAXE A 1 Offset (0, 44)
FAXE A 1 Offset (0, 36)
FAXE A 1
Goto ReadyGlow
Tooweak:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
// Fighter Weapon Piece --------------------------------------------------------
ACTOR FighterAxe : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picket up a Axe Piece."
WeaponPiece.Weapon FWeapAxe2
+FLOATBOB
}
// Fighter Weapon Piece 1 ------------------------------------------------------
ACTOR FighterAxe1 : FighterAxe
{
Game Hexen
WeaponPiece.Number 1
States
{
Spawn:
WFAX A -1
Stop
}
}
// Fighter Weapon Piece 2 ------------------------------------------------------
ACTOR FighterAxe2 : FighterAxe
{
Game Hexen
WeaponPiece.Number 2
States
{
Spawn:
WFAX A -1
Stop
}
}
// Fighter Weapon Piece 3 ------------------------------------------------------
ACTOR FighterAxe3 : FighterAxe
{
Game Hexen
WeaponPiece.Number 3
States
{
Spawn:
WFAX A -1
Stop
}
}
// The Cleric's Serpent Staff -----------------------------------------------
ACTOR AspV : Inventory
{
inventory.maxamount 15
-INVBAR
}
ACTOR SerpentV : Inventory
{
inventory.maxamount 30
-INVBAR
}
ACTOR DemonV : Inventory
{
inventory.maxamount 60
-INVBAR
}
ACTOR CWeapStaff2 : CWeapStaff
{
Game Hexen
Health 3
Weapon.SelectionOrder 1600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.AmmoUse2 4
Weapon.AmmoGive2 0
Weapon.KickBack 150
Weapon.SisterWeapon "CWeapStaff2POWERED"
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_C2"
States
{
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready + 2
Fire:
CSSF K 10 Offset (0, 36) A_CustomPunch(12, 0, 1, "CStaffPuff")
CSSF K 0 A_TakeInventory("Fatigue",1)
TNT1 A 0 Offset (5, 0) A_GiveInventory("PrimaryMove",1)
Goto Ready + 2
AltFire:
CSSF A 1 Offset (0, 45)
CSSF J 1 Offset (0, 50)
CSSF J 2 Offset (0, 50)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,-9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,9,0)
CSSF J 2 Offset (0, 45)
CSSF A 2 Offset (0, 40)
CSSF A 2 Offset (0, 36)
TNT1 A 0 Offset (5, 0) A_GiveInventory("SecondaryMove",1)
Goto Ready + 2
}
}
ACTOR AspVenom : CStaffMissile
{
Speed 44
Radius 12
Height 10
Damage 10
PoisonDamage 30
RenderStyle Add
Projectile
DeathSound "ClericCStaffExplode"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}
ACTOR SerpentVenom : CStaffMissile
{
Speed 88
Radius 12
Height 10
Damage 15
PoisonDamage 30
RenderStyle Add
Projectile
DeathSound "ClericCStaffExplode"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}
ACTOR DemonVenom : CStaffMissile
{
Speed 44
Radius 12
Height 10
Damage 25
PoisonDamage 60
RenderStyle Add
DamageType Fire
Projectile
Translation "186:202=164:185","211:216=224:230","51:66=122:145"
DeathSound "ClericCStaffExplode"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}
// Fighter Weapon Piece --------------------------------------------------------
ACTOR ClericStaff : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picket up a Staff Piece."
WeaponPiece.Weapon CWeapStaff2
+FLOATBOB
}
// Fighter Weapon Piece 1 ------------------------------------------------------
ACTOR ClericStaffEye : ClericStaff
{
Game Hexen
WeaponPiece.Number 1
States
{
Spawn:
WCSE A -1
Stop
}
}
// Fighter Weapon Piece 2 ------------------------------------------------------
ACTOR ClericStaffHilt : ClericStaff
{
Game Hexen
WeaponPiece.Number 2
States
{
Spawn:
WCSH A -1
Stop
}
}
// Fighter Weapon Piece 3 ------------------------------------------------------
ACTOR ClericStaffLoop : ClericStaff
{
Game Hexen
WeaponPiece.Number 3
States
{
Spawn:
WCSL A -1
Stop
}
}
// The Mage's Frost Cone ----------------------------------------------------
ACTOR MWeapFrost2 : MWeapFrost
{
Game Hexen
+BLOODSPLATTER
Health 3
Weapon.SelectionOrder 1700
Weapon.AmmoUse1 3
Weapon.AmmoGive1 25
Weapon.AmmoUse2 1
Weapon.SisterWeapon "MWeapFrost2POWERED"
Weapon.AmmoGive2 0
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_M2"
States
{
Fire:
CONE B 3
CONE C 4
Hold:
CONE D 3
CONE E 5
CONE F 3 A_FireConePL1
CONE G 3
CONE A 9
CONE A 10 A_ReFire
Goto Ready
AltFire:
CONE B 3
CONE C 4
AltHold:
CONE D 1
CONE F 1 A_FireCustomMissile("IceShard",0,1,0)
CONE G 1 A_ReFire
CONE A 9
CONE A 10
Goto Ready
}
}
// Frost Missile ------------------------------------------------------------
ACTOR FrostMissile2 : FrostMissile replaces FrostMissile
{
Speed 25
Radius 7
Height 4
Damage 1
DamageType Frost
Alpha .5
RenderStyle Add
Scale .5
Projectile
+RIPPER
DeathSound "MageShardsExplode"
States
{
Spawn:
SHRD A 2 Bright
SHRD A 3 Bright A_ShedShard
SHRD B 3 Bright
SHRD C 3 Bright
Loop
Death:
SHEX ABCDE 5 Bright
Stop
}
}
// Ice Shard ----------------------------------------------------------------
ACTOR IceShard2 : IceShard replaces IceShard
{
Game Hexen
SpawnID 65
DamageType Frost
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+DOOMBOUNCE
-RIPPER
States
{
Spawn:
SHRD ABC 3 Bright
Loop
}
}
// Mage Weapon Piece --------------------------------------------------------
ACTOR MageScroll : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picket up a fragment of cold paper."
WeaponPiece.Weapon MWeapFrost2
+FLOATBOB
}
// Mage Weapon Piece 1 ------------------------------------------------------
ACTOR MageScroll1 : MageScroll
{
Game Hexen
WeaponPiece.Number 1
States
{
Spawn:
WMCS ABC 8 Bright
Loop
}
}
// Mage Weapon Piece 2 ------------------------------------------------------
ACTOR MageScroll2 : MageScroll
{
Game Hexen
WeaponPiece.Number 2
States
{
Spawn:
WMCS ABC 8 Bright
Loop
}
}
// Mage Weapon Piece 3 ------------------------------------------------------
ACTOR MageScroll3 : MageScroll
{
Game Hexen
WeaponPiece.Number 3
States
{
Spawn:
WMCS ABC 8 Bright
Loop
}
}
// The Fighter's Hammer -----------------------------------------------------
ACTOR FWeapHammer2 : FWeapHammer
{
Game Hexen
+BLOODSPLATTER
Weapon.SelectionOrder 900
+WEAPON.MELEEWEAPON -WEAPON.AMMO_OPTIONAL
Weapon.AmmoUse2 5
Health 3
Weapon.SisterWeapon "FWeapHammer2POWERED"
Weapon.AmmoGive2 25
Weapon.KickBack 150
Weapon.YAdjust -10
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F3"
States
{
Fire:
FHMR B 6 Offset (5, 0)
FHMR C 3 Offset (5, 0)
FHMR D 3 Offset (5, 0)
FHMR E 2 Offset (5, 0)
FHMR E 0 Offset (5, 150) A_CustomPunch(25, 0, 0, "HammerPuff")
FHMR E 10 Offset (5, 150) A_GiveInventory("MaceRepulsion",1)
FHMR A 1 Offset (0, 60) A_GiveInventory("Fatigue",10)
FHMR A 1 Offset (0, 55)
FHMR A 1 Offset (0, 50)
FHMR A 1 Offset (0, 45)
FHMR A 1 Offset (0, 40)
FHMR A 1 Offset (0, 35)
FHMR A 1
Goto Ready
AltFire:
FHM2 B 4
FHM2 C 4
FHM2 A 4
FHM2 D 6 Offset (5, 0)
FHM2 E 3 Offset (5, 0)
FHM2 F 3 Offset (5, 0)
FHM2 G 2 Offset (5, 0)
FHM2 G 10 Offset (5, 150) A_FireCustomMissile("HammerMissile",0,1,0)
FHM2 A 1 Offset (0, 60)
FHM2 A 1 Offset (0, 55)
FHM2 A 1 Offset (0, 50)
FHM2 A 1 Offset (0, 45)
FHM2 A 1 Offset (0, 40)
FHM2 A 1 Offset (0, 35)
FHM2 A 1
FHM2 A 4
FHM2 C 4
FHM2 B 4
Goto Ready
Tooweak:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
// Cleric Weapon Piece ------------------------------------------------------
ACTOR FighterWarHammer : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picked up a WarHammer Piece"
WeaponPiece.Weapon FWeapHammer2
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR FighterWarHammerHaft : FighterWarHammer
{
Game Hexen
WeaponPiece.Number 1
States
{
Spawn:
WFHH A 4
Loop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR FighterWarHammerHead : FighterWarHammer
{
Game Hexen
WeaponPiece.Number 2
States
{
Spawn:
WFHT A 4
Loop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR FighterWarHammerRuneplate : FighterWarHammer
{
Game Hexen
WeaponPiece.Number 3
States
{
Spawn:
WFHR A 4 Bright
Loop
}
}
// The Cleric's Flame Strike ------------------------------------------------
ACTOR CWeapFlame2 : CWeapFlame
{
Game Hexen
+NOGRAVITY
Weapon.SelectionOrder 1000
Weapon.AmmoUse1 4
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Health 3
Weapon.SisterWeapon "CWeapFlame2POWERED"
Weapon.AmmoUse2 2
Weapon.AmmoGive2 0
Weapon.AmmoType1 "Mana2"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C3"
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
Select:
CFLM A 1 A_Raise
Loop
Deselect:
CFLM A 1 A_Lower
Loop
Ready:
CFLM AAAABBBBCCCC 1 A_WeaponReady
Loop
Fire:
CFLM A 2 Offset (0, 40)
CFLM D 2 Offset (0, 50)
CFLM D 2 Offset (0, 36)
CFLM E 4 Bright
CFLM F 4 Bright A_CFlameAttack
CFLM E 4 Bright
CFLM G 2 Offset (0, 40)
CFLM G 2
Goto Ready
AltFire:
CFLM A 8 Offset (0, 40)
CFLM D 8 Offset (0, 50)
CFLM D 8 Offset (0, 36)
CFLM E 16 Bright
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-165,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-150,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-135,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-120,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-105,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-90,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-75,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-60,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-45,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-30,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",-15,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",180,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",165,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",150,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",135,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",120,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",105,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",90,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",75,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",60,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",45,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",30,1,0)
CFLM F 0 Bright A_FireCustomMissile("DragonFireball",15,1,0)
CFLM F 16 Bright A_FireCustomMissile("DragonFireball",0,1,0)
CFLM E 16 Bright
CFLM G 8 Offset (0, 40)
CFLM G 8
Goto Ready
}
}
// Cleric Weapon Piece ------------------------------------------------------
ACTOR ClericFlameSymbol : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picked up a Flame Symbol"
WeaponPiece.Weapon CWeapFlame2
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR ClericFlameSymbol1 : ClericFlameSymbol
{
Game Hexen
WeaponPiece.Number 1
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR ClericFlameSymbol2 : ClericFlameSymbol
{
Game Hexen
WeaponPiece.Number 2
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR ClericFlameSymbol3 : ClericFlameSymbol
{
Game Hexen
WeaponPiece.Number 3
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
}
}
// The Mage's Lightning Arc of Death ----------------------------------------
ACTOR MWeapLightning2 : MWeapLightning
{
Game Hexen
+NOGRAVITY
Weapon.SelectionOrder 1100
Weapon.AmmoUse1 2
Health 3
Weapon.AmmoGive1 25
Weapon.AmmoUse2 8
Weapon.AmmoGive2 25
Weapon.KickBack 0
Weapon.SisterWeapon "MWeapLightning2POWERED"
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana2"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_M3"
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
Select:
MLNG A 1 Bright A_Raise
Loop
Deselect:
MLNG A 1 Bright A_Lower
Loop
Ready:
MLNG AAAAA 1 Bright A_WeaponReady
MLNG A 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
MLNG CCCCC 1 Bright A_WeaponReady
MLNG C 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
Loop
Fire:
MLNG DE 3 Bright
MLNG D 1 Bright A_FireCustomMissile("ArcFXForceLightning",random[S2FX1](-10,10),1,0)
MLNG E 1 Bright A_ReFire
MLNG FGHI 3 Bright
MLNG I 6 Bright Offset (0, 199)
MLNG C 2 Bright Offset (0, 55)
MLNG B 2 Bright Offset (0, 50)
MLNG B 2 Bright Offset (0, 45)
MLNG B 2 Bright Offset (0, 40)
Goto Ready
AltFire:
MLNG DE 3 Bright
MLNG F 4 Bright A_MLightningAttack
MLNG G 4 Bright
MLNG HI 3 Bright
MLNG I 6 Bright Offset (0, 199)
MLNG C 2 Bright Offset (0, 55)
MLNG B 2 Bright Offset (0, 50)
MLNG B 2 Bright Offset (0, 45)
MLNG B 2 Bright Offset (0, 40)
Goto Ready
}
}
ACTOR ArcFXForceLightning : Sorcerer2FX1
{
Game Heretic
SpawnID 145
Radius 1.25
Height .375
Speed 20
Scale .125
FastSpeed 28
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX16 A 3 BRIGHT A_SeekerMissile(45,90)
FX16 A 3 BRIGHT A_BlueSpark
Loop
Death:
FX16 G 5 BRIGHT A_Explode(random[S2FX1](20,27))
FX16 HIJKL 5 BRIGHT
Stop
}
}
// Mage Weapon Piece ------------------------------------------------------
ACTOR MageArcofDeath : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picked up a Thunder Book"
WeaponPiece.Weapon MWeapLightning2
+FLOATBOB
}
// Mage Weapon Piece 1 ----------------------------------------------------
ACTOR ThunderTome : MageArcofDeath
{
Game Hexen
WeaponPiece.Number 1
Inventory.PickupMessage "ThunderTome"
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
}
}
// Mage Weapon Piece 2 ----------------------------------------------------
ACTOR ShockTome : MageArcofDeath
{
Game Hexen
WeaponPiece.Number 2
Inventory.PickupMessage "ShockTome"
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
}
}
// Mage Weapon Piece 3 ----------------------------------------------------
ACTOR ElecticusTome : MageArcofDeath
{
Game Hexen
WeaponPiece.Number 3
Inventory.PickupMessage "ElecticusTome"
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
}
}
// Fighter Weapon Piece -----------------------------------------------------
ACTOR FighterWeaponPiece2 : FighterWeaponPiece replaces FighterWeaponPiece2
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
WeaponPiece.Weapon FWeapQuietus2
+FLOATBOB
}
// Fighter Weapon Piece 1 ---------------------------------------------------
ACTOR FWeaponPiece1a : FWeaponPiece1 replaces FWeaponPiece1 12
{
Game Hexen
SpawnID 29
WeaponPiece.Number 1
States
{
Spawn:
WFR1 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 2 ---------------------------------------------------
ACTOR FWeaponPiece2a : FWeaponPiece2 replaces FWeaponPiece2 13
{
Game Hexen
SpawnID 30
WeaponPiece.Number 2
States
{
Spawn:
WFR2 A -1 Bright
Stop
}
}
// Fighter Weapon Piece 3 ---------------------------------------------------
ACTOR FWeaponPiece3a : FWeaponPiece3 replaces FWeaponPiece3 16
{
Game Hexen
SpawnID 31
WeaponPiece.Number 3
States
{
Spawn:
WFR3 A -1 Bright
Stop
}
}
// Quietus Drop -------------------------------------------------------------
ACTOR QuietusDrop2 replaces QuietusDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
Stop
}
}
// The Fighter's Sword (Quietus) --------------------------------------------
ACTOR FWeapQuietus2 : FWeapQuietus replaces FWeapQuietus
{
Game Hexen
Health 3
weapon.sisterweapon FWeapQuietus2POWERED
Weapon.SelectionOrder 2900
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 14
Weapon.AmmoUse2 14
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F4"
Inventory.PickupSound "WeaponBuild"
States
{
Spawn:
TNT1 A -1
Stop
Select:
FSRD A 1 Bright A_Raise
Loop
Deselect:
FSRD A 1 Bright A_Lower
Loop
Ready:
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
Loop
Fire:
FSRD DE 3 Bright Offset (5, 36)
FSRD F 2 Bright Offset (5, 36)
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
FSRD H 2 Bright Offset (5, 36)
FSRD I 2 Bright Offset (5, 36)
FSRD I 10 Bright Offset (5, 150)
FSRD A 1 Bright Offset (5, 60)
FSRD B 1 Bright Offset (5, 55)
FSRD C 1 Bright Offset (5, 50)
FSRD A 1 Bright Offset (5, 45)
FSRD B 1 Bright Offset (5, 40)
Goto Ready
}
}
// Fighter Sword Missile ----------------------------------------------------
ACTOR FSwordMissile2 : FSwordMissile replaces FSwordMissile
{
Speed 30
Radius 16
Height 8
Damage 8
Projectile
+EXTREMEDEATH
RenderStyle Add
DeathSound "FighterSwordExplode"
States
{
Spawn:
FSFX ABC 3 Bright
Loop
Death:
FSFX D 4 Bright
FSFX E 3 Bright A_FSwordFlames
FSFX F 4 Bright A_Explode (64, 128, 0)
FSFX G 3 Bright
FSFX H 4 Bright
FSFX I 3 Bright
FSFX J 4 Bright
FSFX KLM 3 Bright
Stop
}
}
// Fighter Sword Flame ------------------------------------------------------
ACTOR FSwordFlame2 replaces FSwordFlame
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
FSFX NOPQRSTUVW 3 Bright A_Explode(16,16)
FSFX NOPQRSTUVW 3 Bright A_Explode(8,8)
FSFX NOPQRSTUVW 3 Bright A_Explode(4,4)
Stop
}
}
// Cleric Weapon Piece ------------------------------------------------------
ACTOR ClericWeaponPiece2 : WeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Weapon CWeapWraithverge2
+FLOATBOB
}
// Cleric Weapon Piece 1 ----------------------------------------------------
ACTOR CWeaponPiece1a : ClericWeaponPiece2 18
{
Game Hexen
SpawnID 33
WeaponPiece.Number 1
States
{
Spawn:
WCH1 A -1
Stop
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
ACTOR CWeaponPiece2a : ClericWeaponPiece2 19
{
Game Hexen
SpawnID 34
WeaponPiece.Number 2
States
{
Spawn:
WCH2 A -1
Stop
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
ACTOR CWeaponPiece3a : ClericWeaponPiece2 20
{
Game Hexen
SpawnID 35
WeaponPiece.Number 3
States
{
Spawn:
WCH3 A -1
Stop
}
}
// Wraithverge Drop ---------------------------------------------------------
ACTOR WraithvergeDrop2 replaces WraithvergeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1a", "CWeaponPiece2a", "CWeaponPiece3a")
Stop
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
ACTOR CWeapWraithverge2 : CWeapWraithverge replaces CWeapWraithverge
{
Game Hexen
Health 3
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 20
Weapon.AmmoUse2 20
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
Inventory.PickupSound "WeaponBuild"
Weapon.SisterWeapon "CWeapWraithvergePowered"
States
{
Spawn:
TNT1 A -1
Stop
Ready:
CHLY A 1 A_WeaponReady
Loop
Select:
CHLY A 1 A_Raise
Loop
Deselect:
CHLY A 1 A_Lower
Loop
Fire:
CHLY AB 1 Bright Offset (0, 40)
CHLY CD 2 Bright Offset (0, 43)
CHLY E 2 Bright Offset (0, 45)
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
CHLY G 2 Offset (0, 36) A_CHolyPalette
Goto Ready
}
}
// Mage Weapon Piece --------------------------------------------------------
ACTOR MageWeaponPiece2 : MageWeaponPiece
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
WeaponPiece.Weapon MWeapBloodscourge2
+FLOATBOB
}
// Mage Weapon Piece 1 ------------------------------------------------------
ACTOR MWeaponPiece1a : MageWeaponPiece2 21
{
Game Hexen
SpawnID 37
WeaponPiece.Number 1
States
{
Spawn:
WMS1 A -1 Bright
Stop
}
}
// Mage Weapon Piece 2 ------------------------------------------------------
ACTOR MWeaponPiece2a : MageWeaponPiece2 22
{
Game Hexen
SpawnID 38
WeaponPiece.Number 2
States
{
Spawn:
WMS2 A -1 Bright
Stop
}
}
// Mage Weapon Piece 3 ------------------------------------------------------
ACTOR MWeaponPiece3a : MageWeaponPiece2 23
{
Game Hexen
SpawnID 39
WeaponPiece.Number 3
States
{
Spawn:
WMS3 A -1 Bright
Stop
}
}
// Bloodscourge Drop --------------------------------------------------------
ACTOR BloodscourgeDrop2 replaces BloodscourgeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1a", "MWeaponPiece2a", "MWeaponPiece3a")
Stop
}
}
// The Mages's Staff (Bloodscourge) -----------------------------------------
ACTOR MWeapBloodscourge2 : MWeapBloodscourge
{
Game Hexen
Health 3
Weapon.SelectionOrder 3100
Weapon.AmmoUse1 15
Weapon.AmmoUse2 15
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4"
Inventory.PickupSound "WeaponBuild"
Weapon.SisterWeapon "MWeapBloodscourgePowered"
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
}
}
Spoiler:
// Weapons
// Fist (first weapon) ------------------------------------------------------
ACTOR FWeapFist2POWERED : FWeapFist2
{
Game Hexen
+BLOODSPLATTER
Weapon.SisterWeapon "FWeapFist2"
Weapon.SelectionOrder 3400
+WEAPON.MELEEWEAPON +WEAPON.POWERED_UP
Weapon.KickBack 150
States
{
Fire:
FPCH E 0 A_SetReflectiveInvulnerable
FPCH A 1 Offset (5, 40) A_JumpIfInventory("Fatigue",1000,"TooHungry")
FPCH B 5 Offset (5, 40) A_GiveInventory("Fatigue",1)
FPCH C 4 Offset (5, 40)A_CustomPunch(24, 0, 0, "Blood")
FPCH D 4 Offset (5, 40)
FPCH C 4 Offset (5, 40) A_ReFire
FPCH B 5 Offset (5, 40)
FPCH A 23 Offset (5, 0)
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
AltFire:
FPCH E 0 A_SetReflectiveInvulnerable
FPCH A 1 Offset (5, 40) A_JumpIfInventory("Fatigue",1000,"TooHungry")
FPCH DE 4 Offset (5, 40)
FPCH E 1 Offset (15, 50) A_GiveInventory("Fatigue",3)
FPCH E 1 Offset (25, 60)A_CustomPunch(16, 0, 0, "Blood")
FPCH E 1 Offset (35, 70)A_CustomPunch(24, 0, 0, "BloodSpray")
FPCH E 1 Offset (45, 80)A_CustomPunch(16, 0, 0, "Axeblood")
FPCH E 1 Offset (55, 90)
FPCH E 1 Offset (65, 90) A_ReFire
FPCH E 10 Offset (0, 150)
FPCH A 45 Offset (5, 0)
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
TooHungry:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
FPCH E 0 A_UnSetReflectiveInvulnerable
Goto Ready
}
}
// The Cleric's Mace --------------------------------------------------------
ACTOR CWeapMace2POWERED : CWeapMace2
{
Game Hexen
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
Weapon.SisterWeapon "CWeapMace2"
+WEAPON.POWERED_UP
+BLOODSPLATTER
States
{
Fire:
CMCE B 2 Offset (60, 20) A_JumpIfInventory("Fatigue",1000,"TooHungry")
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45) A_GiveInventory("Fatigue",5)
CMCE C 1 Offset (8, 45) A_CMaceAttack
CMCE C 0 Offset (8, 45) A_CMaceAttack
CMCE C 0 Offset (8, 45) A_CMaceAttack
CMCE D 1 Offset (8, 45) A_CMaceAttack
CMCE D 0 Offset (8, 45) A_CMaceAttack
CMCE D 0 Offset (8, 45) A_CMaceAttack
CMCE E 1 Offset (8, 45) A_CMaceAttack
CMCE E 0 Offset (8, 45) A_CMaceAttack
CMCE E 0 Offset (8, 45) A_CMaceAttack
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE E 0 Offset (-11, 58) A_CMaceAttack
CMCE E 0 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_CMaceAttack
CMCE F 0 Offset (8, 45) A_CMaceAttack
CMCE F 0 Offset (8, 45) A_CMaceAttack
CMCE F 2 Offset (-8, 74) A_CMaceAttack
CMCE F 0 Offset (-8, 74) A_CMaceAttack
CMCE F 0 Offset (-8, 74) A_CMaceAttack
CMCE F 1 Offset (-20, 96) A_CMaceAttack
CMCE F 0 Offset (-20, 96) A_CMaceAttack
CMCE F 0 Offset (-20, 96) A_CMaceAttack
CMCE F 8 Offset (-33, 160) A_CMaceAttack
CMCE F 0 Offset (-33, 160) A_CMaceAttack
CMCE F 0 Offset (-33, 160) A_CMaceAttack
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
AltFire:
CMCE B 2 Offset (60, 20) A_JumpIfInventory("Fatigue",1000,"TooHungry")
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45)
CMCE C 1 Offset (8, 45)
CMCE D 1 Offset (8, 45)
CMCE E 1 Offset (8, 45) A_GiveInventory("Fatigue",10)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_GiveInventory("MaceRepulsion",1)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_GiveInventory("MaceRepulsion",1)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45) A_GiveInventory("MaceRepulsion",1)
CMCE F 2 Offset (-8, 74)
CMCE F 1 Offset (-20, 96)
CMCE F 8 Offset (-33, 160)
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
TooHungry:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
// The Mage's Wand ----------------------------------------------------------
ACTOR MWeapWand2POWERED : MWeapWand2
{
Game Hexen
Weapon.SelectionOrder 3600
Weapon.KickBack 0
Weapon.YAdjust 9
Weapon.SisterWeapon "MWeapWand2"
+WEAPON.POWERED_UP
States
{
Fire:
MWND A 6
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile2POWERED")
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
AltFire:
MWND A 3
MWND B 3 Bright Offset (0, 48) A_GiveInventory("MaceRepulsion",1)
MWND A 3
MWND B 3 Bright Offset (0, 48) A_GiveInventory("MaceRepulsion",1)
MWND A 3
MWND B 3 Bright Offset (0, 48) A_GiveInventory("MaceRepulsion",1)
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
}
}
// Wand Missile -------------------------------------------------------------
ACTOR MageWandMissile2POWERED : MageWandMissile2
{
Speed 184
Radius 12
Height 8
Damage 10
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE
+SEEKERMISSILE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright A_SeekerMissile(90,90)
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
// The Fighter's Axe --------------------------------------------------------
ACTOR FWeapAxe2POWERED : FWeapAxe2
{
Weapon.SelectionOrder 1500
+WEAPON.AXEBLOOD +WEAPON.MELEEWEAPON -WEAPON.AMMO_OPTIONAL +WEAPON.POWERED_UP
Weapon.AmmoUse2 2
Weapon.AmmoGive2 25
Weapon.KickBack 150
Weapon.YAdjust -12
Weapon.SisterWeapon "FWeapAxe2"
Weapon.AmmoType2 "Mana1"
States
{
Fire:
FAXE N 4 Offset (15, 32) A_JumpIfInventory("Fatigue",1000,"TooHungry")
FAXE O 3 Offset (15, 32)
FAXE P 2 Offset (15, 32) A_GiveInventory("Fatigue",2)
FAXE P 1 Offset (-5, 70)
FAXE P 2 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE Q 1 Offset (15, 32)
FAXE Q 2 Offset (10, 54) A_GiveInventory("MaceRepulsion",1)
FAXE Q 7 Offset (10, 150)
FAXE A 1 Offset (0, 60) A_ReFire
FAXE A 1 Offset (0, 52)
FAXE A 1 Offset (0, 44)
FAXE A 1 Offset (0, 36)
FAXE A 1
Goto Ready
AltFire:
FAXE N 4 Offset (15, 32) A_JumpIfInventory("Fatigue",1000,"TooHungry")
FAXE O 3 Offset (15, 32)
FAXE P 2 Offset (15, 32) A_GiveInventory("Fatigue",2)
FAXE P 1 Offset (-5, 70)
FAXE P 0 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE P 0 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE P 0 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE P 0 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE P 2 Offset (-25, 90) A_CustomPunch(12, 0, 1, "AxePuffGlow")
FAXE Q 1 Offset (15, 32)
FAXE Q 2 Offset (10, 54) A_GiveInventory("MaceRepulsion",1)
FAXE Q 7 Offset (10, 150)
FAXE A 1 Offset (0, 60) A_ReFire
FAXE A 1 Offset (0, 52)
FAXE A 1 Offset (0, 44)
FAXE A 1 Offset (0, 36)
FAXE A 1
Goto ReadyGlow
TooHungry:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
// The Cleric's Serpent Staff -----------------------------------------------
ACTOR CWeapStaff2POWERED : CWeapStaff2
{
Weapon.SelectionOrder 1600
Weapon.SisterWeapon "CWeapStaff2"
+WEAPON.POWERED_UP
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.AmmoUse2 4
Weapon.AmmoGive2 0
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana1"
States
{
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready + 2
Fire:
CSSF K 0 Offset (0, 36) A_CustomPunch(12, 0, 1, "CStaffPuff")
CSSF K 0 Offset (0, 36) A_CustomPunch(12, 0, 1, "CStaffPuff")
CSSF K 10 Offset (0, 36) A_CustomPunch(12, 0, 1, "CStaffPuff")
CSSF K 0 A_TakeInventory("Fatigue",1)
Goto Ready + 2
AltFire:
CSSF A 1 Offset (0, 45)
CSSF J 1 Offset (0, 50)
CSSF J 2 Offset (0, 50)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,-9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,-9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,-9,0)
CSSF J 0 A_FireCustomMissile("CStaffMissile",0,1,9,0)
CSSF J 2 Offset (0, 45)
CSSF A 2 Offset (0, 40)
CSSF A 2 Offset (0, 36)
Goto Ready + 2
}
}
// The Mage's Frost Cone ----------------------------------------------------
ACTOR MWeapFrost2POWERED : MWeapFrost2
{
+BLOODSPLATTER
Weapon.SelectionOrder 1700
Weapon.AmmoUse1 3
Weapon.SisterWeapon "MWeapFrost2"
+WEAPON.POWERED_UP
Weapon.AmmoGive1 25
Weapon.AmmoUse2 1
Weapon.AmmoGive2 0
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_M2"
States
{
Fire:
CONE B 3
CONE C 4
Hold:
CONE D 3
CONE E 5 A_FireCustomMissile("FrostMissile2POWERED",0,1,0)
CONE F 3
CONE G 3
CONE A 9
CONE A 10 A_ReFire
Goto Ready
AltFire:
CONE B 3
CONE C 4
AltHold:
CONE D 3
CONE E 5
CONE F 1 A_FireCustomMissile("IceShard2POWERED",0,1,0)
CONE G 1 A_ReFire
CONE A 9
CONE A 10
Goto Ready
}
}
// Frost Missile ------------------------------------------------------------
ACTOR FrostMissile2POWERED : FrostMissile2
{
Speed 25
Radius 7
Height 4
Damage 1
DamageType "Ice"
Alpha .5
RenderStyle Add
Scale .5
Projectile
+RIPPER
+SEEKERMISSILE
DeathSound "MageShardsExplode"
States
{
Spawn:
SHRD A 2 Bright
SHRD A 3 Bright A_ShedShard
SHRD B 3 Bright A_SeekerMissile(90,90)
SHRD C 3 Bright
Loop
Death:
SHEX ABCDE 5 Bright
Stop
}
}
// Ice Shard ----------------------------------------------------------------
ACTOR IceShard2POWERED : IceShard2
{
Game Hexen
DamageType "Ice"
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+DOOMBOUNCE
-RIPPER
States
{
Spawn:
SHRD ABC 3 Bright
Loop
}
}
// The Fighter's Hammer -----------------------------------------------------
ACTOR FWeapHammer2POWERED : FWeapHammer2
{
+BLOODSPLATTER
Weapon.SelectionOrder 900
+WEAPON.MELEEWEAPON -WEAPON.AMMO_OPTIONAL +WEAPON.POWERED_UP
Weapon.SisterWeapon "FWeapHammer2"
Weapon.AmmoUse2 1
Weapon.AmmoGive2 25
Weapon.KickBack 150
Weapon.YAdjust -10
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_F3"
States
{
Fire:
FHMR B 6 Offset (5, 0)
FHMR C 3 Offset (5, 0)
FHMR D 3 Offset (5, 0) A_JumpIfInventory("Fatigue",1000,"TooHungry")
FHMR E 2 Offset (5, 0)
FHMR E 0 Offset (5, 150) A_CustomPunch(25, 0, 0, "HammerPuff")
FHMR E 10 Offset (5, 150) A_GiveInventory("MaceRepulsion",1)
FHMR A 1 Offset (0, 60) A_GiveInventory("Fatigue",10)
FHMR A 1 Offset (0, 55)
FHMR A 1 Offset (0, 50)
FHMR A 1 Offset (0, 45)
FHMR A 1 Offset (0, 40)
FHMR A 1 Offset (0, 35)
FHMR A 1
Goto Ready
AltFire:
FHM2 B 4
FHM2 C 4
FHM2 A 4
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",-165,1,0)
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",-150,1,0)
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",-135,1,0)
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",-120,1,0)
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",-105,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",-90,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",-75,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",-60,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",-45,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",-30,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",-15,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",180,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",165,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",150,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",135,1,0)
FHM2 G 1 Bright A_FireCustomMissile("HammerFireBall",120,1,0)
FHM2 G 1 Bright A_FireCustomMissile("HammerFireBall",105,1,0)
FHM2 G 1 Bright A_FireCustomMissile("HammerFireBall",90,1,0)
FHM2 G 1 Bright A_FireCustomMissile("HammerFireBall",75,1,0)
FHM2 G 1 Bright A_FireCustomMissile("HammerFireBall",60,1,0)
FHM2 F 1 Bright A_FireCustomMissile("HammerFireBall",45,1,0)
FHM2 E 1 Bright A_FireCustomMissile("HammerFireBall",30,1,0)
FHM2 D 1 Bright A_FireCustomMissile("HammerFireBall",15,1,0)
FHM2 A 16 Bright A_FireCustomMissile("HammerFireBall",0,1,0)
FHM2 A 1 Offset (0, 60)
FHM2 A 1 Offset (0, 55)
FHM2 A 1 Offset (0, 50)
FHM2 A 1 Offset (0, 45)
FHM2 A 1 Offset (0, 40)
FHM2 A 1 Offset (0, 35)
FHM2 A 1
FHM2 A 4
FHM2 C 4
FHM2 B 4
Goto Ready
TooHungry:
TNT1 A 0 A_Jump(56,"Starving")
TNT1 A 0 A_Print("You are too weak to perform this action.")
Goto Ready
Starving:
TNT1 A 0 A_TakeInventory("Health",4)
TNT1 A 0 A_Print("Your weakness pains you.")
Goto Ready
}
}
// Fire Ball ----------------------------------------------------------------
ACTOR HammerFireBall
{
Game Hexen
SpawnID 10
Speed 2
Radius 8
Height 8
Damage 4
DamageType Fire
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT +RIPPER
RenderStyle Add
DeathSound "Fireball"
States
{
Spawn:
FBL1 AB 4 Bright
Death:
XPL1 ABCDEF 4 Bright
Stop
}
}
// The Cleric's Flame Strike ------------------------------------------------
ACTOR CWeapFlame2POWERED : CWeapFlame2
{
+NOGRAVITY
+WEAPON.POWERED_UP
Weapon.SelectionOrder 1000
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoUse2 3
Weapon.AmmoGive2 0
Weapon.SisterWeapon "CWeapFlame2"
Weapon.AmmoType1 "Mana2"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C3"
States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
Select:
CFLM A 1 A_Raise
Loop
Deselect:
CFLM A 1 A_Lower
Loop
Ready:
CFLM AAAABBBBCCCC 1 A_WeaponReady
Loop
Fire:
CFLM A 2 Offset (0, 40)
CFLM D 2 Offset (0, 50)
CFLM D 2 Offset (0, 36)
CFLM E 4 Bright
CFLM F 0 Bright A_CFlameAttack
CFLM F 0 Bright A_CFlameAttack
CFLM F 0 Bright A_CFlameAttack
CFLM F 0 Bright A_CFlameAttack
CFLM F 4 Bright A_CFlameAttack
CFLM E 4 Bright
CFLM G 2 Offset (0, 40)
CFLM G 2
Goto Ready
AltFire:
CFLM A 8 Offset (0, 40) A_NoGravity
CFLM D 8 Offset (0, 50)
CFLM D 8 Offset (0, 36)
CFLM E 16 Bright A_SetInvulnerable
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-165,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-150,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-135,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-120,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-105,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-90,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-75,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-60,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-45,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-30,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",-15,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",180,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",165,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",150,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",135,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",120,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",105,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",90,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",75,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",60,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",45,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",30,1,0)
CFLM F 0 Bright A_FireCustomMissile("InfernoFireball",15,1,0)
CFLM F 16 Bright A_FireCustomMissile("InfernoFireball",0,1,0)
CFLM E 16 Bright A_NoGravity
CFLM G 8 Offset (0, 40)
CFLM G 8 A_UnSetInvulnerable
Goto Ready
}
}
// Dragon Fireball ----------------------------------------------------------
ACTOR InfernoFireball
{
Speed 32
Radius 12
Height 10
Damage 9
DamageType "Fire"
Projectile
+RIPPER
-ACTIVATEIMPACT -ACTIVATEPCROSS
RenderStyle Add
DeathSound "DragonFireballExplode"
States
{
Spawn:
DRFX ABCDEF 4 Bright
Loop
Death:
DRFX GHI 4 Bright A_Explode(128,32)
DRFX J 4 Bright A_Explode(64,64)
DRFX KL 3 Bright A_Explode(32,128)
Stop
}
}
// The Mage's Lightning Arc of Death ----------------------------------------
ACTOR MWeapLightning2POWERED : MWeapLightning2
{
+NOGRAVITY
+WEAPON.POWERED_UP
Weapon.SisterWeapon "MWeapLightning2"
Weapon.SelectionOrder 1100
Weapon.AmmoUse1 8
Weapon.AmmoGive1 25
Weapon.AmmoUse2 3
Weapon.AmmoGive2 25
Weapon.KickBack 0
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana2"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_M3"
States
{
Spawn:
WMLG ABCDEFGH 4 Bright
Loop
Select:
MLNG A 1 Bright A_Raise
Loop
Deselect:
MLNG A 1 Bright A_Lower
Loop
Ready:
MLNG AAAAA 1 Bright A_WeaponReady
MLNG A 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
MLNG CCCCC 1 Bright A_WeaponReady
MLNG C 1 Bright A_LightningReady
MLNG BBBBBB 1 Bright A_WeaponReady
Loop
Fire:
MLNG DE 12 Bright
MLNG D 4 Bright A_FireCustomMissile("ArcFXForceLightningPOWERED",random[S2FX1](-10,10),1,0)
MLNG E 4 Bright A_ReFire
MLNG FGHI 12 Bright
MLNG I 24 Bright Offset (0, 199)
MLNG C 8 Bright Offset (0, 55)
MLNG B 8 Bright Offset (0, 50)
MLNG B 8 Bright Offset (0, 45)
MLNG B 8 Bright Offset (0, 40)
Goto Ready
AltFire:
MLNG DE 3 Bright
MLNG F 0 Bright A_MLightningAttack
MLNG F 0 Bright A_MLightningAttack
MLNG F 4 Bright A_MLightningAttack
MLNG G 4 Bright
MLNG HI 3 Bright
MLNG I 6 Bright Offset (0, 199)
MLNG C 2 Bright Offset (0, 55)
MLNG B 2 Bright Offset (0, 50)
MLNG B 2 Bright Offset (0, 45)
MLNG B 2 Bright Offset (0, 40)
Goto Ready
}
}
ACTOR ArcFXForceLightningPOWERED : ArcFXForceLightning
{
Game Heretic
Radius 10
Height 3
Speed 20
Scale 1
FastSpeed 28
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX16 A 3 BRIGHT A_SeekerMissile(90,90)
FX16 A 3 BRIGHT A_BlueSpark
Loop
Death:
FX16 G 5 BRIGHT A_Explode(random[S2FX1](160,216))
FX16 HIJKL 5 BRIGHT
Stop
}
}
// The Fighter's Sword (Quietus) --------------------------------------------
ACTOR FWeapQuietus2POWERED : FWeapQuietus2 replaces FWeapQuietus
{
Game Hexen
+WEAPON.PRIMARY_USES_BOTH
+WEAPON.POWERED_UP
weapon.sisterweapon FWeapQuietus2
Weapon.AmmoUse1 3
Weapon.AmmoUse2 3
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
States
{
Spawn:
TNT1 A -1
Stop
Select:
FSRD A 1 Bright A_Raise
Loop
Deselect:
FSRD A 1 Bright A_Lower
Loop
Ready:
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
Loop
Fire:
FSRD DE 3 Bright Offset (5, 36)
FSRD F 2 Bright Offset (5, 36) A_FireCustomMissile("FSwordMissile2POWERED",-45,0,0)
FSRD G 3 Bright Offset (5, 36) A_FireCustomMissile("FSwordMissile2POWERED",-30,0,0)
FSRD H 2 Bright Offset (5, 36) A_FireCustomMissile("FSwordMissile2POWERED",-15,0,0)
FSRD I 2 Bright Offset (5, 36) A_FireCustomMissile("FSwordMissile2POWERED",0,0,0)
FSRD I 10 Bright Offset (5, 150) A_FireCustomMissile("FSwordMissile2POWERED",15,0,0)
FSRD A 1 Bright Offset (5, 60) A_FireCustomMissile("FSwordMissile2POWERED",30,0,0)
FSRD B 1 Bright Offset (5, 55) A_FireCustomMissile("FSwordMissile2POWERED",45,0,0)
FSRD C 1 Bright Offset (5, 50)
FSRD A 1 Bright Offset (5, 45)
FSRD B 1 Bright Offset (5, 40)
Goto Ready
}
}
// Fighter Sword Missile ----------------------------------------------------
ACTOR FSwordMissile2POWERED : FSwordMissile2
{
Speed 30
Radius 16
Height 8
Damage 8
Projectile
+EXTREMEDEATH
RenderStyle Add
DeathSound "FighterSwordExplode"
States
{
Spawn:
FSFX ABC 3 Bright A_FSwordFlames
Loop
Death:
FSFX D 4 Bright
FSFX E 3 Bright A_FSwordFlames
FSFX F 4 Bright A_Explode (64, 128, 0)
FSFX G 3 Bright
FSFX H 4 Bright
FSFX I 3 Bright
FSFX J 4 Bright
FSFX KLM 3 Bright
Stop
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
ACTOR CWeapWraithvergePowered : CWeapWraithverge
{
Game Hexen
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 7
Weapon.AmmoUse2 7
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
Inventory.PickupSound "WeaponBuild"
Weapon.SisterWeapon "CWeapWraithverge2"
+WEAPON.POWERED_UP
States
{
Spawn:
TNT1 A -1
Stop
Ready:
CHLY A 1 A_WeaponReady
Loop
Select:
CHLY A 1 A_Raise
Loop
Deselect:
CHLY A 1 A_Lower
Loop
Fire:
CHLY AB 1 Bright Offset (0, 40)
CHLY CD 1 Bright Offset (0, 43)
CHLY E 1 Bright Offset (0, 45)
CHLY F 3 Bright Offset (0, 48) A_FireCustomMissile("HolySpirit",0,0,0)
CHLY GG 1 Bright Offset (0, 40) A_CHolyPalette
CHLY G 1 Offset (0, 36) A_CHolyPalette
Goto Ready
}
}
// The Mages's Staff (Bloodscourge) -----------------------------------------
ACTOR MWeapBloodscourgePowered : MWeapBloodscourge
{
Game Hexen
Weapon.SelectionOrder 3100
Weapon.AmmoUse1 15
Weapon.AmmoUse2 15
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.YAdjust 20
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4"
Inventory.PickupSound "WeaponBuild"
Weapon.SisterWeapon "MWeapBloodscourge2"
+WEAPON.POWERED_UP
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 2 Offset (0, 40)
MSTF H 2 Bright Offset (0, 48) A_FireCustomMissile("MageStaffFX2",0,0,0)
MSTF H 1 Bright Offset (0, 48) A_MStaffPalette
MSTF II 1 Offset (0, 48) A_MStaffPalette
MSTF I 1 Offset (0, 40)
MSTF J 3 Offset (0, 36)
Goto Ready
}
}
-
- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: Third version released! Xpack v1 released!!
Post by Drake Raider »
New weapons:
Sorry about the triple post. Character Amount Limit of 600000.
Spoiler:Davidos, do you have that list yet?
// FSword (first weapon) ------------------------------------------------------
ACTOR FSword : FighterWeapon
{
Game Hexen
+BLOODSPLATTER
Weapon.SelectionOrder 3400
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
Weapon.KickBack 150
States
{
Select:
SWRD F 1 A_Raise
Loop
Deselect:
SWRD F 1 A_Lower
Loop
Ready:
SWRD F 1 A_WeaponReady
Loop
Fire:
SWRD A 5 A_CustomPunch(2, 0, 0, "AxePuff")
SWRD B 4 A_CustomPunch(2, 0, 0, "AxePuff")
SWRD C 4 A_CustomPunch(2, 0, 0, "AxePuff")
SWRD D 4 A_CustomPunch(2, 0, 0, "AxePuff")
SWRD E 5 A_ReFire
Goto Ready
AltFire:
SWRD FB 4 A_SetReflectiveInvulnerable
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 10 A_UnSetReflectiveInvulnerable
Goto Ready
}
}
// CSword (first weapon) ------------------------------------------------------
ACTOR CSword : ClericWeapon
{
Game Hexen
+BLOODSPLATTER
Weapon.SelectionOrder 3400
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
Weapon.KickBack 150
States
{
Select:
SWOR A 1 A_Raise
Loop
Deselect:
SWOR A 1 A_Lower
Loop
Ready:
SWOR A 1 A_WeaponReady
Loop
Fire:
SWOR A 5 A_CustomPunch(1, 0, 0, "AxePuff")
SWOR B 4 A_CustomPunch(1, 0, 0, "AxePuff")
SWOR C 4 A_CustomPunch(1, 0, 0, "AxePuff")
SWOR D 4 A_CustomPunch(1, 0, 0, "AxePuff")
SWOR E 5 A_ReFire
Goto Ready
AltFire:
SWOR FB 4 A_SetReflectiveInvulnerable
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 1 A_CentaurDefend
SHLD B 10 A_UnSetReflectiveInvulnerable
Goto Ready
}
}
// MageStaff --------------------------------------------------------------------
ACTOR MStaff : MageWeapon
{
Game Hexen
Weapon.SelectionOrder 3800
+THRUGHOST
+WIMPY_WEAPON
+MELEEWEAPON
States
{
Ready:
STFB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady
STFC BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_WeaponReady
STFC CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_WeaponReady
TNT1 A 0 A_SetReflectiveInvulnerable
Loop
Deselect:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFB A 1 A_Lower
Loop
Select:
STFB A 1 A_Raise
TNT1 A 0 A_SetReflectiveInvulnerable
Loop
Fire:
TNT1 A 0 A_Jump(16,"Cross")
TNT1 A 0 A_Jump(48,"Thrust")
TNT1 A 0 A_Jump(80,"Right")
TNT1 A 0 A_Jump(112,"Left")
Chop:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFC A 6
STFC B 8 A_CustomPunch(12, 0, 0, "FistPuff")
STFC C 8 A_ReFire
TNT1 A 0 A_SetReflectiveInvulnerable
Goto Ready
Right:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFS A 6 A_CustomPunch(4, 0, 0, "FistPuff")
STFS B 8 A_CustomPunch(4, 0, 0, "FistPuff")
STFS C 8 A_ReFire
TNT1 A 0 A_SetReflectiveInvulnerable
Goto Ready
Cross:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFS A 6
STFS B 8 A_CustomPunch(4, 0, 0, "FistPuff")
STFS C 8 A_CustomPunch(4, 0, 0, "FistPuff")
STFS D 6 A_CustomPunch(4, 0, 0, "FistPuff")
STFS E 8 A_CustomPunch(4, 0, 0, "FistPuff")
STFS F 8 A_ReFire
TNT1 A 0 A_SetReflectiveInvulnerable
Goto Ready
Left:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFS F 6 A_CustomPunch(4, 0, 0, "FistPuff")
STFS E 8 A_CustomPunch(4, 0, 0, "FistPuff")
STFS D 8 A_ReFire
TNT1 A 0 A_SetReflectiveInvulnerable
Goto Ready
Thrust:
TNT1 A 0 A_UnSetReflectiveInvulnerable
STFT A 3
STFT B 4 A_CustomPunch(8, 0, 0, "FistPuff")
STFT A 4 A_ReFire
TNT1 A 0 A_SetReflectiveInvulnerable
Goto Ready
}
}
ACTOR WeaponTorch : Weapon
{
Game HeXen
Weapon.SelectionOrder 3700
Weapon.Kickback 0
Obituary "%o wast flambeux barbiqued by %k"
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready:
TNT1 A 1 A_WeaponReady
TNT1 A 0 A_Light0
TNT1 A 1 A_WeaponReady
TNT1 A 0 A_Light1
TNT1 A 1 A_WeaponReady
TNT1 A 0 A_Light2
Loop
Deselect:
TNT1 A 1 A_Lower
Loop
Select:
TNT1 A 1 A_Raise
Loop
Fire:
TNT1 B 4
TNT1 C 4 A_Punch
TNT1 D 5
TNT1 C 4
TNT1 B 5 A_ReFire
Goto Ready
}
}
ACTOR FTorch : Weapon
{
Game HeXen
Weapon.SelectionOrder 3700
Weapon.Kickback 0
Obituary "%o wast flambeux barbiqued by %k the Fighter"
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready:
FFLM B 0 A_Light2
FFLM B 8 A_WeaponReady
FFLM C 0 A_Light0
FFLM C 8 A_WeaponReady
FFLM D 0 A_Light2
FFLM D 8 A_WeaponReady
FFLM E 0 A_Light1
FFLM E 8 A_WeaponReady
FFLM F 0 A_Light0
FFLM F 8 A_WeaponReady
FFLM G 0 A_Light2
FFLM G 8 A_WeaponReady
FFLM H 0 A_Light1
FFLM H 8 A_WeaponReady
Loop
Deselect:
FFLM C 0 A_Light0
FFLM A 1 A_Lower
Loop
Select:
FFLM C 0 A_Light0
FFLM A 1 A_Raise
Loop
Fire:
FFLM I 1 A_Punch
FFLM G 0 A_Light1
FFLM J 1 A_Punch
FFLM G 0 A_Light2
FFLM K 1 A_Punch
FFLM G 0 A_Light1
FFLM L 1 A_Punch
FFLM G 0 A_Light0
FFLM M 1 A_Punch
FFLM G 0 A_Light2
FFLM N 1 A_Punch
FFLM G 0 A_Light1
FFLM O 1 A_ReFire
Goto Ready
}
}
ACTOR CTorch : Weapon
{
Game HeXen
Weapon.SelectionOrder 3700
Weapon.Kickback 0
Obituary "%o wast flambeux barbiqued by %k the Cleric"
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready:
CFLM B 0 A_Light2
CFLM O 8 A_WeaponReady
CFLM C 0 A_Light0
CFLM P 8 A_WeaponReady
CFLM D 0 A_Light2
CFLM Q 8 A_WeaponReady
CFLM R 0 A_Light1
CFLM R 8 A_WeaponReady
CFLM F 0 A_Light0
CFLM S 8 A_WeaponReady
CFLM G 0 A_Light2
CFLM T 8 A_WeaponReady
CFLM H 0 A_Light1
CFLM U 8 A_WeaponReady
Loop
Deselect:
CFLM C 0 A_Light0
CFLM N 1 A_Lower
Loop
Select:
CFLM C 0 A_Light0
CFLM N 1 A_Raise
Loop
Fire:
CFLM O 4 A_Punch
CFLM G 0 A_Light1
CFLM P 4 A_Punch
CFLM G 0 A_Light2
CFLM Q 4 A_Punch
CFLM G 0 A_Light1
CFLM R 4 A_Punch
CFLM G 0 A_Light0
CFLM S 4 A_Punch
CFLM G 0 A_Light2
CFLM T 4 A_Punch
CFLM G 0 A_Light1
CFLM U 4 A_ReFire
Goto Ready
}
}
ACTOR MTorch : Weapon
{
Game HeXen
Weapon.SelectionOrder 3700
Weapon.Kickback 0
Obituary "%o wast flambeux barbiqued by %k the Mage"
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready:
MFLM B 0 A_Light2
MFLM B 8 A_WeaponReady
MFLM C 0 A_Light0
MFLM C 8 A_WeaponReady
MFLM D 0 A_Light2
MFLM D 8 A_WeaponReady
MFLM E 0 A_Light1
MFLM E 8 A_WeaponReady
MFLM F 0 A_Light0
MFLM F 8 A_WeaponReady
MFLM G 0 A_Light2
MFLM G 8 A_WeaponReady
MFLM H 0 A_Light1
MFLM H 8 A_WeaponReady
Loop
Deselect:
MFLM C 0 A_Light0
MFLM A 1 A_Lower
Loop
Select:
MFLM C 0 A_Light0
MFLM A 1 A_Raise
Loop
Fire:
MFLM B 2 A_Punch
MFLM C 0 A_Light1
MFLM D 2 A_Punch
MFLM E 0 A_Light2
MFLM F 2 A_Punch
MFLM G 0 A_Light1
MFLM H 2 A_Punch
MFLM B 0 A_Light0
MFLM C 2 A_Punch
MFLM D 0 A_Light2
MFLM E 2 A_Punch
MFLM F 0 A_Light1
MFLM G 2 A_ReFire
Goto Ready
}
}
Sorry about the triple post. Character Amount Limit of 600000.
-
- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
-
- Posts: 474
- Joined: Fri Jul 18, 2008 12:27 pm
Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.
Post by Drake Raider »
Any help on the code bugs I posted or anybody willing to help with the levels?
Please?
Please?
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: ZHeXen: V.3 and Xpack v.1 out. Mappers needed.
Post by DBThanatos »
Saddly, hexen projects are basically ignored.Drake Raider wrote:anybody willing to help with the levels?
Ok, not ignored, but I would dare to say that 90% of the whole comunity doesnt like, doesnt have or arent interested in hexen. Good luck

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