actor Murumasa : MegaBuster 30022
{
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Obituary "%o was cursed by %k's Murumasa."
weapon.ammotype "MuruAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
TNT1 A 0
stop
Ready:
SHAH J 0 ACS_ExecuteAlways(998,0,18)
SHAH J 1 A_WeaponReady(WRF_NOSWITCH)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SHAH J 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SHAH J 1 A_Raise
Loop
Fire:
SHAH J 0 A_JumpIfNoAmmo("NoAmmo")
SHAH J 1 A_JumpIfHealthLower (20,"MuruHigh")
SHAH J 1 A_JumpIfHealthLower (60,"MuruMid")
SHAH J 1 A_JumpIfHealthLower (110,"MuruLow")
Goto Ready+1
MuruHigh:
SHAH J 0 A_JumpIfNoAmmo("NoAmmo")
SHAH J 0 A_FireCustomMissile("StrongMuru",0,4,8,0)
SHAH BCDEFG 2
TNT1 A 4
SHAH HI 1
SHAH J 2
SHAH J 0 A_Refire
goto Ready+1
MuruMid:
SLID D 0 A_JumpIfNoAmmo("NoAmmo")
SLID D 0 A_FireCustomMissile("MidMuru",0,4,8,0)
SHAH BCDEFG 2
TNT1 A 4
SHAH HI 1
SHAH J 2
SHAH J 0 A_Refire
goto Ready+1
MuruLow:
SLID D 0 A_JumpIfNoAmmo("NoAmmo")
SLID D 0 A_FireCustomMissile("WeakMuru",0,4,8,0)
SHAH BCDEFG 2
TNT1 A 4
SHAH HI 1
SHAH J 2
SHAH J 0 A_Refire
goto Ready+1
NoAmmo:
SLID D 10 ACS_Execute(979,0)
Goto Ready+1
}
}

actor StrongMuru
{
PROJECTILE
Radius 10
+DONTBLAST
Height 10
scale 2.5
damage (70)
speed 50
States
{
Spawn:
MURU A 1
loop
}
}

actor MidMuru : StrongMuru
{
damage (40)
}

actor WeakMuru : StrongMuru
{
damage (10)
}

actor MuruAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}