///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//                              JaxOf7's coolest template in the world.                                                              //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//                                              Suddenly YD                                                                          //
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
actor OPJoe : HardClassBase
{
player.displayname "OP Joe"
player.soundclass "megamanc"
player.startitem "MegaBusterC"
player.startitem "BusterAmmo", 3
player.startitem "SpreadRune", 1
player.forwardmove 2.8, 2.8
player.sidemove 2.78, 2.78
player.jumpz 20
damagefactor "Devil", 1.2
States
{
Spawn:
SNIP A 0
SNIP B 1 ACS_ExecuteAlways(137)
SNIP A 1 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
SNIP BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
SNIP F 5 ACS_ExecuteAlways(137)
SNIP G 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
SNIP H 0
goto PainContinue
ClassDeath:
SNIP H 0 A_TakeInventory("MegaBusterC")
goto DeathContinue
DropWeapon:
SNIP H 0 A_TakeInventory("MegaBusterC") //The script being here actually does nothing; it's a secret to everybody. //YD OBJECTION!!! This is needed for Classes with WRF_NOSWITCH to prevent attacking while dead.
SNIP Z 0 A_SpawnItemEx("RollingCutterWep")
SNIP Z -1
stop
//Most classes do not need timestop, paincontinue, or deathcontinue redefined.
//However, some big dudes have real problems with this.
//When adding a new class, please test their pain state. Remove this if they don't turn invisible or anything.
/*
TimeStopped:
"----" A 0 SetPlayerProperty(0,1,4)
"----" AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
"----" A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 1 A_SpawnItem("PainFX",0,3)
"----" H 1 //A_Recoil(1)
"----" H 0 //SetPlayerProperty(0, 0, 4)
"----" H 0 SetPlayerProperty(0,0,1)
"----" H 0 SetPlayerProperty(0,0,4)
"----" H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
"----" H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
"----" H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
"----" H 0 SetPlayerProperty(0, 0, 4)
"----" H 0 A_TakeInventory("PharaohCharge",999)   
"----" H 0 A_NoBlocking
"----" H 0 A_GiveInventory("CutterFlag",999)
"----" H 0 A_GiveInventory("IsDead",1)
"----" H 0 A_Stop
"----" H 0 A_GiveToTarget("KilledMeStock",1)
"----" H 1 A_GiveToTarget("KilledMe",1)
"----" H 19 ACS_ExecuteAlways(999,0,0)
"----" H 0 SetPlayerProperty(0, 0, 4)
"----" H 0 A_PlaySoundEX("misc/devildeath","Voice") //A_PlayerScream
"----" Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
"----" Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
"----" Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
"----" H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
*/
//Classes that need this:
//WilyAlien, Hard, Toad, Pharaoh, Dust, Dive, Wave, Stone, Charge, Bliz, Wind, Flame, Plant, Tomahawk, Yamato, Centaur, Junk, Cloud, Spring, Slash, Shade, Turbo, Enker
}
}