actor Burstman : ClassBase
{
player.displayname "burstman"
player.soundclass "burstmanc"
player.startitem "DangerWrapBoss"
player.startitem "BursterAmmo", 28
player.startitem "Stamina", 500
damagefactor "Scorch", 1.5
//damagefactor "FCrack", 1.4
//damagefactor "FCrack2", 1.4
damagefactor "FireStorm", 1.3
damagefactor "FireSpin", 1.3
damagefactor "WeakFire", 1.3
damagefactor "Atomic", 1.3
damagefactor "WeakPharoah", 1.1
damagefactor "Pharoah", 1.1
damagefactor "PharaohHold", 1.1
damagefactor "Flame", 1.3
damagefactor "WilyFireB1", 1.3
damagefactor "WilyFireB2", 1.3
States
{
Spawn:
BURS A 0
BURS B 1 ACS_ExecuteAlways(137)
BURS A 5 ACS_ExecuteAlways(137)
Goto Spawn+2
See:
BURS BCDE 5 ACS_ExecuteAlways(137)
Goto Spawn
Missile:
BURS FG 4 ACS_ExecuteAlways(137)
goto Spawn
ClassPain:
BURS H 0
goto PainContinue
ClassDeath:
BURS H 0 A_TakeInventory("DangerWrapBoss")
goto DeathContinue
DropWeapon:
BURS H 0 A_TakeInventory("DangerWrapBoss")
BURS Z 0 A_SpawnItemEx("DangerWrapWepCDropped")
BURS Z -1
stop
Pain.Scorch:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Scorch"
/*Pain.FCrack:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FCrack"
Pain.FCrack2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FCrack2"*/
Pain.FireStorm:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireStorm"
Pain.FireSpin:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.FireSpin"
Pain.WeakFire:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakFire"
Pain.Atomic:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Atomic"
Pain.WeakPharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WeakPharoah"
Pain.Pharoah:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Pharoah"
Pain.PharaohHold:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.PharaohHold"
Pain.Flame:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.Flame"
Pain.WilyFireB1:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB1"
Pain.WilyFireB2:
PLAY H 0 A_GiveInventory("SuperEffective", 3)
goto "ClassBase::Pain.WilyFireB2"
}
}