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WEPACSOLD.acs
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998 lines (886 loc) · 29.5 KB
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// Scripts file for changing colors based on your weapon
BOOL IsATeamGame = 0;
#include "zcommon.acs"
#include "8bdmlib.acs"
#library "wcolors"
#DEFINE MEGABUSTER 0
#DEFINE BUBBLELEAD 1
#DEFINE LEAFSHIELD 2
#DEFINE ATOMICFIRE 3
#DEFINE SHADOWBLADE 4
#DEFINE NAPALMBOMB 5
#DEFINE AIRSHOOTER 6
#DEFINE HYPERBOMB 7
#DEFINE MAGNETMISSILE 8
#DEFINE TOPSPIN 9
#DEFINE NEEDLECANNON 10
#DEFINE GEMINILASER 11
#DEFINE SEARCHSNAKE 12
#DEFINE TIMESTOPPER 13
#DEFINE SUPERARM 14
#DEFINE ICESLASHER 15
#DEFINE THUNDERBEAM 16
#DEFINE METALBLADE 17
#DEFINE HARDKNUCKLE 18
#DEFINE DRILLBOMB 19
#DEFINE BLIZZARDATTACK 20
#DEFINE FIRESTORM 21
#DEFINE QUICKBOOMERANG 22
#DEFINE CRASHBOMB 23
#DEFINE CHARGEKICK 24
#DEFINE ROLLINGCUTTER 25
#DEFINE SPARKSHOCK 26
#DEFINE RINGBOOMERANG 27
#DEFINE GYROATTACK 28
#DEFINE POWERSTONE 29
#DEFINE DUSTCRUSHER 30
#DEFINE PHARAOHSHOT 31
#DEFINE WATERWAVE 32
#DEFINE CRYSTALEYE 33
#DEFINE SKULLBARRIER 34
#DEFINE FLAMEBLAST 35
#DEFINE PROTOBUSTER 36
#DEFINE YAMATOSPEAR 37
#DEFINE DIVEMISSILE 38
#DEFINE PLANTBARRIER 39
#DEFINE SILVERTOMAHAWK 40
#DEFINE WINDSTORM 41
#DEFINE KNIGHTCRUSH 42
#DEFINE STARCRASH 43
#DEFINE RAINFLUSH 44
#DEFINE SAKUGARNE 45
#DEFINE BASSBUSTER 46
#DEFINE BALLADECRACKER 47
#DEFINE SCREWCRUSHER 48
#DEFINE FLASHSTOPPER 49
#DEFINE GRAVITYHOLD 50
#DEFINE CENTAURFLASH 51
#DEFINE MIRRORBUSTER 52
#DEFINE BALLADEREAL 53
#DEFINE ATOMICFIRECRG1 60
#DEFINE ATOMICFIRECRG2 61
#DEFINE ATOMICFIRECRG3 62
#DEFINE PROTOCHARGE1 63
#DEFINE PROTOCHARGE2 64
#DEFINE ENKERCHARGE1 65
#DEFINE ENKERCHARGE2 66
#DEFINE METALMANREAL 67
#DEFINE BOSSPAIN 68
#DEFINE FREEZECRACKER 54
#DEFINE NOISECRUSH 55
#DEFINE THUNDERBOLT 56
#DEFINE JUNKSHIELD 57
#DEFINE WILDCOIL 58
#DEFINE SCORCHWHEEL 59
#DEFINE SLASHCLAW 69
#DEFINE DANGERWRAP 70
#DEFINE NOISECRUSHCRG1 71
#DEFINE NOISECRUSHCRG2 72
#DEFINE NOISECRUSHCRG3 73
#DEFINE WILDCOILCRG1 74
#DEFINE WILDCOILCRG2 75
#DEFINE WILDCOILCRG3 76
#DEFINE SUPERADAPTOR 77
#DEFINE SUPERADAPTORCRG1 78
#DEFINE SUPERADAPTORCRG2 79
#DEFINE SUPERADAPTORCRG3 80
#DEFINE FLAMESWORD 81
#DEFINE ICEWAVE 82
#DEFINE THUNDERCLAW 83
#DEFINE WATERBALLOON 84
#DEFINE TORNADOHOLD 85
#DEFINE FLASHBOMB 86
#DEFINE ASTROCRUSH 87
#DEFINE HOMINGSNIPER 88
#DEFINE HOMINGCHRG1 89
#DEFINE HOMINGCHRG2 90
#DEFINE HOMINGCHRG3 91
#DEFINE MEGACHARGE1 92
#DEFINE MEGACHARGE2 93
#DEFINE MEGACHARGE3 94
#DEFINE OILSLIDER 95
#DEFINE TIMESLOW 96
#DEFINE MEGABALL 100
#DEFINE DUOFIST 101
#DEFINE DUOCHARGE1 102
#DEFINE DUOCHARGE2 103
#DEFINE DUOCHARGE3 104
#DEFINE ICEDEATH 105
#DEFINE LASERCHARGE1 106
#DEFINE LASERCHARGE2 107
#DEFINE TENGUBLADE 170
#DEFINE WAVEBURNER 171
#DEFINE SPREADDRILL 172
#DEFINE MAGICCARD 173
#DEFINE REMOTEMINE 174
#DEFINE COPYVISION 175
#DEFINE ICEWALL 176
#DEFINE LIGHTNINGBOLT 177
#DEFINE TREBLEBOOST 178
//Bass colors
#DEFINE TENGUBLADEB 179
#DEFINE WAVEBURNERB 180
#DEFINE SPREADDRILLB 181
#DEFINE MAGICCARDB 182
#DEFINE REMOTEMINEB 183
#DEFINE COPYVISIONB 184
#DEFINE ICEWALLB 185
#DEFINE LIGHTNINGBOLTB 186
#DEFINE MAX_BUSTERS 7
#DEFINE MAX_WEAPONS_GLOBAL 87
#DEFINE MAX_WEAPONS 77 //Maximum number of weapons for the following arrays
str weapons_ammo[MAX_WEAPONS][3] =
{ //Weapon Name - Weapon Ammo - Weapon Name for Reggae
{"BubbleLeadWep", "BubbleLeadAmmo", "Bubble Lead"},
{"ShadowBladeWep", "ShadowBladeAmmo", "Shadow Blade"},
{"NapalmBombWep", "NapalmBombAmmo", " Napalm Bomb"},
{"AtomicFireWep", "AtomicFireAmmo", "Atomic Fire"},
{"LeafShieldWep", "LeafShieldAmmo", "Leaf Shield"},
{"AirShooterWep", "AirShooterAmmo", "Air Shooter"},
{"HyperBombWep", "HyperBombAmmo", "Hyper Bomb"},
{"MagnetMissileWep", "MagnetMissileAmmo", "Magnet Missile"},
{"TopSpinWep", "TopSpinAmmo", "Top Spin"},
{"NeedleCannonWep", "NeedleCannonAmmo", "Needle Cannon"},
{"GeminiLaserWep", "GeminiLaserAmmo", "Gemini Laser"},
{"SearchSnakeWep", "SearchSnakeAmmo", "Search Snake"},
//{"TimeStopperWep", "TimeStopperAmmo", "Time Stopper"}, //Nope.avi
{"SuperArmWep", "SuperArmAmmo", "Super Arm"},
{"IceSlasherWep", "IceSlasherAmmo", "Ice Slasher"},
{"ThunderBeamWep", "ThunderBeamAmmo", "Thunder Beam"},
{"MetalBladeWep", "MetalBladeAmmo", "Metal Blade"},
{"HardKnuckleWep", "HardKnuckleAmmo", "Hard Knuckle"},
{"DrillBombWep", "DrillBombAmmo", "Drill Bomb"},
{"BlizzardAttackWep", "BlizzardAttackAmmo", "Blizzard Attack"},
{"FireStormWep", "FireStormAmmo", "Fire Storm"},
{"QuickBoomerangWep", "QuickBoomerangAmmo", "Quick Boomerang"},
{"CrashBombWep", "CrashBombAmmo", "Crash Bomb"},
{"ChargeKickWep", "ChargeKickAmmo", "Charge Kick"},
{"RollingCutterWep", "RollingCutterAmmo", "Rolling Cutter"},
{"SparkShockWep", "SparkShockAmmo", "Spark Shock"},
{"RingBoomerangWep", "RingBoomerangAmmo", "Ring Boomerang"},
{"GyroAttackWep", "GyroAttackAmmo", "Gyro Attack"},
{"PowerStoneWep", "PowerStoneAmmo", "Power Stone"},
{"DustCrusherWep", "DustCrusherAmmo", "Dust Crusher"},
{"PharaohShotWep", "PharaohShotAmmo", "Pharaoh Shot"},
{"WaterWaveWep", "WaterWaveAmmo", "Water Wave"},
{"CrystalEyeWep", "CrystalEyeAmmo", "Crystal Eye"},
{"SkullBarrierWep", "SkullBarrierAmmo", "Skull Barrier"},
{"FlameBlastWep", "FlameBlastAmmo", "Flame Blast"},
{"YamatoSpearWep", "YamatoSpearAmmo", "Yamato Spear"},
{"DiveMissileWep", "DiveMissileAmmo", "Dive Missile"},
{"PlantBarrierWep", "PlantBarrierAmmo", "Plant Barrier"},
{"SilverTomahawkWep", "SilverTomahawkAmmo", "Silver Tomahawk"},
{"WindStormWep", "WindStormAmmo", "Wind Storm"},
{"KnightCrushWep", "KnightCrushAmmo", "Knight Crush"},
{"StarCrashWep", "StarCrashAmmo", "Star Crash"},
{"RainFlushWep", "RainFlushAmmo", "Rain Flush"},
{"SakugarneWep", "SakugarneAmmo", "Sakugarne"},
{"BalladeCrackerWep", "BalladeCrackerAmmo", "Ballade Cracker"},
{"ScrewCrusherWep", "ScrewCrusherAmmo", "Screw Crusher"},
{"FlashStopperWep", "FlashStopperAmmo", "Flash Stopper"},
{"GravityHoldWep", "GravityHoldAmmo", "Gravity Hold"},
{"CentaurFlashWep", "CentaurFlashAmmo", "Centaur Flash"},
{"MirrorBusterWep", "MirrorBusterAmmo", "Mirror Buster"},
{"FreezeCrackerWep", "FreezeCrackerAmmo", "Freeze Cracker"},
{"NoiseCrushWep", "NoiseCrushAmmo", "Noise Crush"},
{"WildCoilWep", "WildCoilAmmo", "Wild Coil"},
{"DangerWrapWep", "DangerWrapAmmo", "Danger Wrap"},
{"ScorchWheelWep", "ScorchWheelAmmo", "Scorch Wheel"},
{"JunkShieldWep", "JunkShieldAmmo", "Junk Shield"},
{"SlashClawWep", "SlashClawAmmo", "Slash Claw"},
{"ThunderBoltWep", "ThunderBoltAmmo", "Thunder Bolt"},
{"AstroCrushWep", "AstroCrushAmmo", "Astro Crush"},
{"FlameSwordWep", "FlameSwordAmmo", "Flame Sword"},
{"ThunderClawWep", "ThunderClawAmmo", "Thunder Claw"},
{"HomingSniperWep", "HomingSniperAmmo", "Homing Sniper"},
{"WaterBalloonWep", "WaterBalloonAmmo", "Water Balloon"},
{"MegaBallWep", "MegaBallAmmo", "Mega Ball"},
{"FlashBombWep", "FlashBombAmmo", "Flash Bomb"},
{"IceWaveWep", "IceWaveAmmo", "Ice Wave"},
{"TornadoHoldWep", "TornadoHoldAmmo", "Tornado Hold"},
{"TimeSlowWep", "TimeSlowAmmo", "Time Slow"},
{"OilSliderWep", "OilSliderAmmo", "Oil Slider"},
{"TenguBladeWep", "TenguBladeAmmo", "Tengu Blade"},
{"WaveBurnerWep", "WaveBurnerAmmo", "Wave Burner"},
{"SpreadDrillWep", "SpreadDrillAmmo", "Spread Drill"},
{"MagicCardWep", "MagicCardAmmo", "Magic Card"},
{"RemoteMineWep", "RemoteMineAmmo", "Remote Mine"},
{"CopyVisionWep", "CopyVisionAmmo", "Copy Vision"},
{"IceWallWep", "IceWallAmmo", "Ice Wall"},
{"LightningBoltWep", "LightningBoltAmmo", "Lightning Bolt"},
{"TrebleBoost", "TrebleBoostAmmo", "Treble Boost"} //Can't be stolen, but just in case
};
str BusterUpgrades[MAX_BUSTERS] =
{
"ProtoUpgrade",
"ArrowBusterUpgrade",
"LaserBusterUpgrade",
"BassUpgrade",
"DuoFistUpgrade",
"AdaptorUpgrade",
"TrebleBoostUpgrade"/*,
"MegaArmUpgrade"*/
};
int AmmoMax_Modifier[MAX_WEAPONS][2] =
{ // Maximum ammo for weapon - Modifier. 0 is the same as 1.0
{28, 0}, //Bubble Lead
{28, 0}, //Shadow Blade
{28, 0}, //Napalm Bomb
{28, 0}, //Atomic Fire
{28, 0}, //Leaf Shield
{28, 0}, //Air Shooter
{28, 0}, //Hyper Bomb
{28, 0}, //Magnet Missile
{28, 0}, //Top Spin
{28, 0}, //Needle Cannon
{28, 0}, //Gemini Laser
{56, 1.5}, //Search Snake
//{28, 0}, //Time Stopper
{28, 0}, //Super Arm
{28, 0}, //Ice Slasher
{28, 0}, //Thunder Beam
{28, 0}, //Metal Blade
{28, 0}, //Hard Knuckle
{28, 0}, //Drill Bomb
{28, 0}, //Blizzard Attack
{28, 0}, //Fire Storm
{112, 2.0}, //Quick Boomerang
{28, 0}, //Crash Bomb
{28, 0}, //Charge Kick
{28, 0}, //Rolling Cutter
{28, 0}, //Spark Shock
{28, 0}, //Ring Boomerang
{28, 0}, //Gyro Attack
{28, 0}, //Power Stone
{28, 0}, //Dust Crusher
{28, 0}, //Pharaoh Shot
{28, 0}, //Water Wave
{28, 0}, //Crystal Eye
{28, 0}, //Skull Barrier
{28, 0}, //Flame Blast
{28, 0}, //Yamato Spear
{28, 0}, //Dive Missile
{28, 0}, //Plant Barrier
{28, 0}, //Silver Tomahawk
{28, 0}, //Wind Storm
{28, 0}, //Knight Crush
{28, 0}, //Star Crash
{28, 0}, //Rain Flush
{28, 0}, //Sakugarne
{28, 0}, //Ballade Cracker
{112, 2.0}, //Screw Crusher
{28, 0}, //Flash Stopper
{28, 0}, //Gravity Hold
{28, 0}, //Centaur Flash
{28, 0}, //Mirror Buster
{28, 0}, //Freeze Cracker
{28, 0}, //Noise Crush
{28, 0}, //Wild Coil
{28, 0}, //Danger Wrap
{28, 0}, //Scorch Wheel
{28, 0}, //Junk Shield
{28, 0}, //Slash Claw
{28, 0}, //Thunder Bolt
{30, 0}, //Astro Crush
{28, 0}, //Flame Sword
{28, 0}, //Thunder Claw
{28, 0}, //Homing Sniper
{42, 0}, //Water Balloon
{28, 0}, //Mega Ball
{28, 0}, //Flash Bomb
{28, 0}, //Ice Wave
{28, 0}, //Tornado Hold
{48, 1.5}, //Time Slow
{28, 0}, //Oil Slider
{28, 0}, //Tengu Blade
{56, 1.5}, //Wave Burner
{28, 0}, //Spread Drill
{28, 0}, //Magic Card
{28, 0}, //Remote Mine
{28, 0}, //Copy Vision
{28, 0}, //Ice Wall
{28, 0}, //Lightning Bolt
{28, 0.75} //TrebleBoost
};
//Color Translation script
script 998 (int weap, int nosound)
{
if(nosound==0){LocalAmbientSound("menu/cursor",127);} //Play weapon switch noise
If(IsATeamGame==1) //If this is a team game, set team colors and don't use weapon translations
{
Switch(PlayerTeam())
{
Case 0:
break;
Case 1:
Thing_SetTranslation(0, 48);
break;
Case 2:
Thing_SetTranslation(0, 43);
break;
Case 3:
Thing_SetTranslation(0, 47);
break;
}
terminate;
}
Thing_SetTranslation(0, weap);
}
//Weapon Energy color script - "cl_NoEnergyColors true" to disable
Script 255 ENTER CLIENTSIDE
{
If(PlayerIsBot(PlayerNumber())){terminate;} //Since this is pointless for bots
Delay(10);
If(GetCvar("cl_NoEnergyColors") == 0){ConsoleCommand("set cl_NoEnergyColors 0");ConsoleCommand("ArchiveCvar cl_NoEnergyColors");}
If(GetCvar("cl_NoEnergyColors") > 0){ConsoleCommand("ArchiveCvar cl_NoEnergyColors 1");terminate;}
While(PlayerInGame(ConsolePlayerNumber()))
{
If(PlayerNumber()!=ConsolePlayerNumber())
{
SetActivator(ConsolePlayerNumber()+1000);
restart;
}
Thing_SetTranslation(999, -1);
Delay(1);
}
}
Script 993 OPEN //Defines translations colors
{
If(ACS_ExecuteWithResult(975, 1)==1){IsATeamGame = 1;} // If it's a team game, change the variable.
CreateTranslation (BUBBLELEAD, 192:192=4:4, 198:198=93:93);
CreateTranslation (LEAFSHIELD, 192:192=4:4, 198:198=110:110);
CreateTranslation (ATOMICFIRE, 192:192=229:229, 198:198=41:41);
CreateTranslation (ATOMICFIRECRG1, 192:192=229:229, 198:198=41:41, 0:2=201:201, 3:8=201:201, 243:247=201:201);
CreateTranslation (ATOMICFIRECRG2, 192:192=229:229, 198:198=193:193, 0:2=37:37, 3:8=37:37, 243:247=37:37);
CreateTranslation (ATOMICFIRECRG3, 192:192=229:229, 198:198=4:4, 0:2=4:4, 3:8=4:4, 243:247=4:4);
CreateTranslation (SHADOWBLADE, 192:192=34:34, 198:198=239:239);
CreateTranslation (NAPALMBOMB, 192:192=216:216, 198:198=75:75);
CreateTranslation (AIRSHOOTER, 192:192=4:4);
CreateTranslation (HYPERBOMB, 192:192=4:4, 198:198=110:110);
CreateTranslation (MAGNETMISSILE, 192:192=87:87, 198:198=227:227);
CreateTranslation (TOPSPIN, 192:192=52:52, 198:198=93:93);
CreateTranslation (NEEDLECANNON, 192:192=4:4, 198:198=220:220);
CreateTranslation (GEMINILASER, 192:192=4:4,198:198=197:197);
CreateTranslation (SEARCHSNAKE, 192:192=4:4, 198:198=110:110);
CreateTranslation (TIMESTOPPER, 192:192=34:34, 198:198=239:239);
CreateTranslation (SUPERARM, 192:192=4:4, 198:198=220:220);
CreateTranslation (ICESLASHER, 192:192=4:4, 198:198=75:75);
CreateTranslation (THUNDERBEAM, 192:192=215:215, 198:198=94:94);
CreateTranslation (METALBLADE, 192:192=210:210, 198:198=164:164);
CreateTranslation (HARDKNUCKLE, 192:192=87:87, 198:198=199:199);
CreateTranslation (DRILLBOMB, 192:192=87:87, 198:198=227:227);
CreateTranslation (BLIZZARDATTACK, 192:192=4:4, 198:198=197:197);
CreateTranslation (FIRESTORM, 192:192=229:229, 198:198=227:227);
CreateTranslation (QUICKBOOMERANG, 192:192=34:34, 198:198=39:39);
CreateTranslation (CRASHBOMB, 192:192=4:4, 198:198=225:225);
CreateTranslation (CHARGEKICK, 192:192=4:4, 198:198=225:225);
CreateTranslation (ROLLINGCUTTER, 192:192=4:4, 198:198=94:94);
CreateTranslation (SPARKSHOCK, 192:192=4:4, 198:198=225:225);
CreateTranslation (RINGBOOMERANG, 192:192=215:215, 198:198=230:230);
CreateTranslation (GYROATTACK, 192:192=4:4, 198:198=128:128);
CreateTranslation (POWERSTONE, 192:192=4:4, 198:198=46:46);
CreateTranslation (DUSTCRUSHER, 192:192=4:4, 198:198=93:93);
CreateTranslation (PHARAOHSHOT, 192:192=52:52, 198:198=225:225);
CreateTranslation (WATERWAVE, 192:192=4:4);
CreateTranslation (CRYSTALEYE, 192:192=4:4, 198:198=193:193);
CreateTranslation (SKULLBARRIER, 198:198=197:197);
CreateTranslation (FLAMEBLAST, 192:192=52:52, 198:198=225:225);
CreateTranslation (PROTOBUSTER, 192:192=87:87, 198:198=42:42);
CreateTranslation (PROTOCHARGE1, 192:192=87:87, 198:198=227:227, 0:2=253:253, 3:8=253:253, 243:247=253:253);
CreateTranslation (PROTOCHARGE2, 192:192=160:160, 198:198=148:148, 0:2=166:166, 3:8=204:166, 243:247=166:166);
CreateTranslation (YAMATOSPEAR, 192:192=4:4, 198:198=236:236);
CreateTranslation (DIVEMISSILE, 192:192=4:4);
CreateTranslation (PLANTBARRIER, 192:192=4:4, 198:198=39:39);
CreateTranslation (SILVERTOMAHAWK, 192:192=52:52, 198:198=220:220);
CreateTranslation (WINDSTORM, 192:192=4:4, 198:198=93:93);
CreateTranslation (KNIGHTCRUSH, 192:192=87:87);
CreateTranslation (STARCRASH, 192:192=229:229, 198:198=220:220);
CreateTranslation (RAINFLUSH, 192:192=4:4, 198:198=104:104);
CreateTranslation (SAKUGARNE, 192:192=138:138, 198:198=130:130);
CreateTranslation (BASSBUSTER, 192:192=217:217, 198:198=95:95);
CreateTranslation (BALLADECRACKER, 192:192=64:64, 198:198=62:62);
CreateTranslation (SCREWCRUSHER, 192:192=54:54, 198:198=42:42);
CreateTranslation (FLASHSTOPPER, 192:192=4:4, 198:198=239:239);
CreateTranslation (GRAVITYHOLD, 192:192=4:4, 198:198=239:239);
CreateTranslation (CENTAURFLASH, 192:192=4:4, 198:198=117:117);
CreateTranslation (MIRRORBUSTER, 192:192=229:229, 198:198=76:76);
CreateTranslation (ENKERCHARGE1, 192:192=229:229, 198:198=199:199, 0:2=4:4, 3:8=4:4, 243:247=4:4);
CreateTranslation (ENKERCHARGE2, 192:192=229:229, 198:198=199:199, 0:2=196:204, 3:8=196:204, 243:247=204:204);
CreateTranslation (BALLADEREAL, 192:192=228:228, 198:198=62:62);
CreateTranslation (METALMANREAL, 192:192=228:228, 198:198=41:41);
CreateTranslation (FREEZECRACKER, 192:192=4:4, 198:198=203:203);
CreateTranslation (NOISECRUSH, 192:192=204:204, 198:198=61:61);
CreateTranslation (NOISECRUSHCRG1, 192:192=204:204, 198:198=61:61, 0:2=112:112, 3:8=112:112, 243:247=112:112);
CreateTranslation (NOISECRUSHCRG2, 192:192=0:0, 198:198=204:204, 0:2=61:61, 3:8=61:61, 243:247=61:61);
CreateTranslation (NOISECRUSHCRG3, 192:192=61:61, 198:198=0:0, 0:2=204:204, 3:8=204:204, 243:247=204:204);
CreateTranslation (WILDCOIL, 192:192=109:109, 198:198=238:238);
CreateTranslation (WILDCOILCRG1, 192:192=109:109, 198:198=238:238, 0:2=41:41, 3:8=41:41, 243:247=41:41);
CreateTranslation (WILDCOILCRG2, 192:192=0:0, 198:198=109:109, 0:2=238:238, 3:8=238:238, 243:247=238:238);
CreateTranslation (WILDCOILCRG3, 192:192=238:238, 198:198=0:0, 0:2=109:109, 3:8=109:109, 243:247=109:109);
CreateTranslation (DANGERWRAP, 192:192=4:4, 198:198=232:232);
CreateTranslation (SCORCHWHEEL, 192:192=93:93, 198:198=42:42);
CreateTranslation (JUNKSHIELD, 192:192=68:68, 198:198=94:94);
CreateTranslation (SLASHCLAW, 192:192=228:228, 198:198=111:111);
CreateTranslation (THUNDERBOLT, 192:192=228:228, 198:198=73:73);
CreateTranslation (BOSSPAIN, 5:247=4:4,0:3=4:4);
CreateTranslation (SUPERADAPTOR, 192:192=4:4, 198:198=176:176);
CreateTranslation (SUPERADAPTORCRG1, 192:192=4:4, 198:198=176:176, 0:2=22:22, 3:8=22:22, 243:247=22:22);
CreateTranslation (SUPERADAPTORCRG2, 192:192=0:0, 198:198=176:176, 0:2=4:4, 3:8=4:4, 243:247=4:4);
CreateTranslation (SUPERADAPTORCRG3, 192:192=4:4, 198:198=0:0, 0:2=176:176, 3:8=176:176, 243:247=176:176);
CreateTranslation (THUNDERCLAW, 198:198=220:220);
CreateTranslation (HOMINGSNIPER, 198:198=230:230);
CreateTranslation (HOMINGCHRG1, 198:198=230:230, 244:247=26:26);
CreateTranslation (HOMINGCHRG2, 192:192=0:0, 198:198=192:192, 244:247=230:230);
CreateTranslation (HOMINGCHRG3, 192:192=230:230, 198:198=0:0, 244:247=192:192);
CreateTranslation (WATERBALLOON, 198:198=62:62);
CreateTranslation (FLAMESWORD, 192:192=248:248, 198:198=41:41);
CreateTranslation (ICEWAVE, 192:192=229:229, 198:198=205:205);
CreateTranslation (TORNADOHOLD, 192:192=236:236, 198:198=194:194);
CreateTranslation (FLASHBOMB, 192:192=229:229, 198:198=77:77);
CreateTranslation (ASTROCRUSH, 192:192=229:229, 198:198=128:128);
CreateTranslation (MEGACHARGE1, 0:2=39:39, 3:8=39:39, 243:247=39:39);
CreateTranslation (MEGACHARGE2, 192:192=198:198, 198:198=247:247, 0:2=192:192, 243:247=192:192);
CreateTranslation (MEGACHARGE3, 192:192=247:247, 198:198=192:192, 0:2=198:198, 243:247=198:198);
CreateTranslation (OILSLIDER, 192:192=68:68, 198:198=47:47);
CreateTranslation (TIMESLOW, 192:192=34:34, 198:198=239:239);
CreateTranslation (MEGABALL, 192:192=197:197, 198:198=239:239);
CreateTranslation (DUOFIST, 192:192=220:220, 198:198=195:195);
CreateTranslation (DUOCHARGE1, 192:192=220:220, 198:198=195:195, 3:8=192:192, 243:247=192:192);
CreateTranslation (DUOCHARGE2, 192:192=247:247, 198:198=192:192, 3:8=195:195, 243:247=195:195);
CreateTranslation (DUOCHARGE3, 192:192=195:195, 198:198=4:4, 3:8=192:192, 243:247=192:192);
CreateTranslation (ICEDEATH, 192:192=4:4, 198:198=201:201, 3:8=72:72, 243:247=72:72, 208:215=4:4);
CreateTranslation (LASERCHARGE1, 3:8=70:70, 243:247=70:70);
CreateTranslation (LASERCHARGE2, 192:192=100:100, 198:198=109:109, 3:8=104:104, 243:247=104:104);
CreateTranslation (TENGUBLADE, 192:192=208:208, 198:198=93:93);
CreateTranslation (WAVEBURNER, 192:192=218:218, 198:198=40:40);
CreateTranslation (SPREADDRILL, 192:192=87:87, 198:198=220:220);
CreateTranslation (MAGICCARD, 192:192=236:236, 198:198=3:3);
CreateTranslation (REMOTEMINE, 192:192=41:41, 198:198=3:3);
CreateTranslation (COPYVISION, 192:192=201:201, 198:198=110:110);
CreateTranslation (ICEWALL, 192:192=200:200, 198:198=75:75);
CreateTranslation (LIGHTNINGBOLT, 192:192=93:93, 198:198=229:229);
CreateTranslation (TREBLEBOOST, 192:192=62:62, 198:198=95:95);
CreateTranslation (TENGUBLADEB, 192:192=93:93, 198:198=3:3);
CreateTranslation (WAVEBURNERB, 192:192=204:204, 198:198=132:132);
CreateTranslation (SPREADDRILLB, 192:192=93:93, 198:198=43:43);
CreateTranslation (MAGICCARDB, 192:192=111:111, 198:198=166:166);
CreateTranslation (REMOTEMINEB, 192:192=41:41, 198:198=60:60);
CreateTranslation (COPYVISIONB, 192:192=59:59, 198:198=3:3);
CreateTranslation (ICEWALLB, 192:192=197:197, 198:198=3:3);
CreateTranslation (LIGHTNINGBOLTB, 192:192=217:217, 198:198=59:59);
}
Function int WhichWeapon(void) // Which weapon is the player currently using. From weapons_ammo array
{
For(int i = 0; i < MAX_WEAPONS; i++)
{
If(CheckWeapon(weapons_ammo[i][0]))
{
Return i;
}
}
Return -1;
}
Function int EnergyBalancer(void) // Finds out which weapon has the lowest ammo ratio wise from the players inventory
{
int CurrentRatio;
int MinRatio = 255.0;
int LowestWeapon = -1;
For(int w = 0; w < MAX_WEAPONS; w++)
{
If(CheckInventory(weapons_ammo[w][0]))
{
CurrentRatio = FixedDiv(CheckInventory(weapons_ammo[w][1]), AmmoMax_Modifier[w][0]);
If(CurrentRatio < MinRatio)
{
MinRatio = CurrentRatio;
LowestWeapon = w;
}
}
}
return LowestWeapon;
}
Script 992 (int amount, int IsMtank) // Script to determine which weapon to give ammo to
{
If(IsMtank == 1) //If this is an mtank, give exactly the ammo of each weapon and terminate
{
For(int i = 0; i < MAX_WEAPONS; i++)
{
If(CheckInventory(weapons_ammo[i][0]) == 1)
{
GiveInventory(weapons_ammo[i][1], AmmoMax_Modifier[i][0]);
}
}
terminate;
}
int ThisWeapon = WhichWeapon(); // Which weapon player currently has equipped.
If(CheckInventory("EnergyBalancerActive"))
{
If(CheckInventory(weapons_ammo[ThisWeapon][1]) == AmmoMax_Modifier[ThisWeapon][0] || ThisWeapon < 0) // If player has the Energy Balancer, then check to see if the currently selected weapon is not at maximum
{
ThisWeapon = EnergyBalancer(); // Finds the lowest ammo weapon using the Energy Balancer function and sets it as the weapon to fill
}
}
If(ThisWeapon >= 0) //If this weapon is not a buster
{
If(AmmoMax_Modifier[ThisWeapon][1] > 0){Amount=FixedMul(Amount, AmmoMax_Modifier[ThisWeapon][1]);}
GiveInventory(weapons_ammo[ThisWeapon][1], amount);
}
}
script 984 (void) // Does the player have the energy balancer or a weapon that is not full? If so, pickup ammo
{
If(CheckInventory("EnergyBalancerActive")==1){SetResultValue( TRUE );terminate;}
int ThisWeapon = WhichWeapon();
If(CheckInventory(weapons_ammo[ThisWeapon][1]) == AmmoMax_Modifier[ThisWeapon][0] || ThisWeapon < 0)
{
SetResultValue( FALSE );terminate;
}
SetResultValue( TRUE );
}
// Player Color (alternate, no sound)
//
script 991 (int weap)
{
ACS_ExecuteAlways(998, 0, weap, 1);
}
// Rotation scripts
//
script 990 (int whichrotate) //Deprecated?
{
// Top Spin
if(whichrotate==1){
SetActorAngle (ActivatorTID(), GetActorAngle (ActivatorTID()) - 0.06);
}
// Power Stone
if(whichrotate==2){
SetActorAngle (ActivatorTID(), GetActorAngle (ActivatorTID()) - 0.05);
}
}
// Time Stopper HUD FX
//
script 986 (void)
{
SetHudSize(256,224,0);
SetFont("FLASHS1");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS2");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS3");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS4");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS5");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS6");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS7");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS8");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
SetFont("FLASHS9");
HudMessageBold(s:"A"; HUDMSG_PLAIN,50,CR_UNTRANSLATED,128.0,112.0,0.0);
Delay(4);
Restart;
}
// LMS Weapon Randomization
//
script 981 (void){
}
// A script to generate random numbers for LMS weapons
//
// Script that is executed everytime a weapon's NoAmmo state is called.
script 979 (void)
{
If(PlayerIsBot(PlayerNumber()))
{
if(CheckInventory("TimeStopperWep")>0)
{
TakeInventory("TimeStopperWep",1);
GiveInventory("MegaBuster",1);
SetWeapon("MegaBuster");
}
if(CheckInventory("SkullBarrierWep")>0)
{
TakeInventory("SkullBarrierWep",1);
GiveInventory("MegaBuster",1);
SetWeapon("MegaBuster");
}
if(CheckInventory("PlantBarrierWep")>0)
{
TakeInventory("PlantBarrierWep",1);
GiveInventory("MegaBuster",1);
SetWeapon("MegaBuster");
}
SetPlayerProperty(0,1,4);
ACS_Execute(992, 0, 255);
Delay(15);
SetPlayerProperty(0,0,4);
}
}
// Check Flame Blast for oil in Flame Man's stage
// (Legacy, needs to be removed eventually)
script 202 (void)
{
if(CheckActorFloorTexture(0, "FLAMOIL1")){
ACS_Execute(1,0,0);
}
if(CheckActorFloorTexture(0, "FLAMOIL2")){
ACS_Execute(2,0,0);
}
}
// Scorch Wheel speed adjuster (and Instagib)
//
script 191 (int speed)
{
if(speed==1){
SetActorProperty(0,APROP_SPEED,1.45);
}
if(speed==0){
SetActorProperty(0,APROP_SPEED,1.0);
}
if(speed==3){
SetActorProperty(0,APROP_SPEED,1.25);
SetActorProperty(0,APROP_JUMPZ,13.0);
}
}
// Health checker for hit-based shields.
// hits - the number of hits the shield can tank for the player
// customProtect (true or false) - whether the shield uses the generic protection or its own
script 982 (int hits, int customProtect)
{
if(hits == 0)
{
hits = 1;
}
else if(hits > 999)
{
//Log(s:"\cgSCRIPT 982: SPECIFIED HITS VALUE TOO HIGH. TERMINATING.");
terminate;
}
int health = GetActorProperty(0, APROP_HEALTH);
int maxHealth = GetActorProperty(0, APROP_SPAWNHEALTH);
int healCurrent = health;
bool loanHP = false;
if(maxHealth == 0)
{
maxHealth = 100;
}
TakeInventory("ShieldHits", 999);
GiveInventory("ShieldHits", hits);
SetPlayerProperty(0, 1, PROP_BUDDHA);
if(health < 2)
{
healCurrent = 2;
loanHP = true;
SetActorProperty(0, APROP_HEALTH, 2);
}
while(CheckInventory("ShieldHits")>0 && CheckInventory("StopHitShield")==0)
{
Delay(1);
if(GetActorProperty(0, APROP_HEALTH) > health)
{
health = GetActorProperty(0, APROP_HEALTH);
healCurrent = GetActorProperty(0, APROP_HEALTH);
}
if(healCurrent > GetActorProperty(0, APROP_HEALTH))
{
TakeInventory("ShieldHits", 1);
if(CheckInventory("ShieldHits")>0)
{
SetActorProperty(0, APROP_HEALTH, healCurrent);
}
else
{
SetActorProperty(0, APROP_HEALTH, health);
}
if(!customProtect)
{
GiveInventory("HitShieldProtection", 1);
}
}
}
if(loanHP && GetActorProperty(0, APROP_HEALTH) < maxHealth)
{
SetActorProperty(0, APROP_HEALTH, GetActorProperty(0, APROP_HEALTH)-1);
}
if(CheckInventory("ShieldCheck")==0 && CheckInventory("BasicArmor")==0 && !customProtect)
{
GiveInventory("HitShieldProtection", 1);
}
SetPlayerProperty(0, 0, PROP_BUDDHA);
}
//CMM
// NOTE it's in WCOLORS because it uses the Energy Balancer weapon script. Feel free to change the script number later (called only by the actor ReggaeEffect)
function int BotWeaponSelect (void)
{
int SelectedWeapon;
int WeaponName;
int i = 0;
While(i <= 15)
{
SelectedWeapon = Random(0, MAX_WEAPONS_GLOBAL + MAX_BUSTERS-1);
If(SelectedWeapon >= MAX_WEAPONS_GLOBAL)
{
WeaponName = BusterUpgrades[SelectedWeapon-MAX_WEAPONS_GLOBAL];
}
Else
{
WeaponName = weapons_ammo[SelectedWeapon][0];
If(WeaponName == "TrebleBoost"){WeaponName = "TrebleBoostUpgrade";}
}
i++;
If(CheckInventory(WeaponName)){Return(SelectedWeapon);}
}
Return(-1);
}
Script 252 ENTER
{
if(PlayerIsBot(PlayerNumber()))
{
int xPos;
int yPos;
int d = 10;
int BotWeapon;
int MaxPlayers = GetMaxPlayers();
Delay(35);
if(CheckInventory("NoBotFix")==1){terminate;}
While(GetActorProperty(ActivatorTID(), APROP_HEALTH) > 0 && !CheckInventory("IsDead")==1)
{
xPos = GetActorX(0);
yPos = GetActorY(0);
Delay(35);
BotWeapon = BotWeaponSelect();
If(d <= 0 && BotWeapon >= 0)
{
If(BotWeapon >= MAX_WEAPONS_GLOBAL)
{
UseInventory(BusterUpgrades[BotWeapon-MAX_WEAPONS_GLOBAL]);
d=Random(15, 25);
}
Else
{
If(weapons_ammo[BotWeapon][0] == "TrebleBoost")
{
UseInventory("TrebleBoostUpgrade");
d=Random(15, 25);
}
Else
{
SetWeapon(weapons_ammo[BotWeapon][0]);
//printbold(s:weapons_ammo[BotWeapon][0]);
d=Random(5, 15);
}
}
}
Else
{
If(d > 0){d--;}
}
if(ACS_ExecuteWithResult(972)==2 || GetActorProperty(ActivatorTID(), APROP_HEALTH) <= 0 || CheckInventory("IsDead")==1){terminate;}
}
}
}
// [Lego] To keep Plug Ball from travelling across sky planes
//
script 206 (void)
{
int checkDistance = false;
while(CheckInventory("Once")>0 && ThingCountName("PlugBall", T_NONE)>0)
{
if(CheckActorFloorTexture(0, "F_SKY1"))
{
if(GetActorVelZ(0) < 0)
{
checkDistance = true;
}
if((GetActorZ(0) - GetActorFloorZ(0)) < 10.0 && checkDistance)
{
SetActorState(0, "Death");
}
}
else
{
checkDistance = false;
}
Delay(1);
}
}
// Script called by most shield warpers
Script "core_shieldwarper" (int noshieldcheck) CLIENTSIDE
{
int Player = ACS_NamedExecuteWithResult("core_gettarget",0);
int Weapon = ACS_NamedExecuteWithResult("core_getplayerweapon", Player - 1000);
// Loop if shield is active
while(GetActorProperty(Player, APROP_HEALTH)>0
&& ACS_NamedExecuteWithResult("core_getplayerweapon", Player - 1000) == Weapon
){
// Used for warpers using ShieldCheck
if(noshieldcheck == 0 && CheckActorInventory(Player, "ShieldCheck") == 0){
break;
}
Delay(1);
}
// Remove
Thing_Remove(0);
}
// Script called by Skull Barrier
Script "core_shieldwarper_skull" (void) CLIENTSIDE
{
int Player = ACS_NamedExecuteWithResult("core_gettarget",0);
// Loop if shield is active
while(GetActorProperty(Player, APROP_HEALTH)>0
&& CheckActorInventory(Player, "SkullShieldCheck") > 0
){
Delay(1);
}
// Remove
Thing_Remove(0);
}
// Script called by Scorch Wheel
Script "core_shieldwarper_scorch" (void) CLIENTSIDE
{
int Player = ACS_NamedExecuteWithResult("core_gettarget",0);
// Loop if shield is active
while(GetActorProperty(Player, APROP_HEALTH)>0
&& CheckActorInventory(Player, "ScorchWheelPowerup")>0
){
Delay(1);
}
// Remove
Thing_Remove(0);
}
// Script called by Jewel Satellite
Script "core_shieldwarper_jewel" (int jewelno) CLIENTSIDE
{
int Player = ACS_NamedExecuteWithResult("core_gettarget",0);
int Weapon = ACS_NamedExecuteWithResult("core_getplayerweapon", Player - 1000);
// Loop if shield is active
while(GetActorProperty(Player, APROP_HEALTH)>0
&& ACS_NamedExecuteWithResult("core_getplayerweapon", Player - 1000) == Weapon
&& CheckActorInventory(Player, "ShieldCheck") > 0
&& CheckActorInventory(Player, "JewelShieldCheck") > jewelno
){
Delay(1);
}
// Remove
Thing_Remove(0);
}
// Return the actor's target
Script "core_gettarget" (void)
{
SetActivatorToTarget(0);
SetResultValue(ActivatorTID());
}
// Return a player's current weapon
Script "core_getplayerweapon" (int playerno)
{
SetActivator(playerno + 1000);
SetResultValue(GetWeapon());
}