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DemonMorph.txt
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DemonMorph.txt
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//This script is an imitation of MrSatan's script for the LegendaryDemonRune
#library "DemonMorph"
#include "zcommon.acs"
World Int 16: arrayHealth[];
World Int 17: arrayArmor[];
World Str 18: arrayArmorClass[];
Script "BaronMorph" (VOID)
{
Int Countdown;
arrayHealth[PlayerNumber()] = GetActorProperty(0, APROP_HEALTH);
arrayArmor[PlayerNumber()] = CheckInventory("BasicArmor");
arrayArmorClass[PlayerNumber()] = GetArmorInfo(ARMORINFO_CLASSNAME);
//Log(s:"Health= ", i: arrayHealth[PlayerNumber()]);
//Log(s:"Armor#= ", i: arrayArmor[PlayerNumber()]);
//Log(s:"ArmorClass= ", s: arrayArmorClass[PlayerNumber()]);
GiveInventory("DemonRuneBaron", 1);
GiveInventory("DemonSight", 1);
GiveInventory("MorphToken", 1);
While (CheckActorClass(PlayerNumber(), "BaronPlayer"))
{
Delay(35);
Countdown++;
If(Countdown == 30)
{
GiveInventory("CeaseMorph",1);
}
}
SetActorProperty(PlayerNumber(), APROP_HEALTH, arrayHealth[PlayerNumber()]);
//Log(s:"Returned Health= ", i:GetActorProperty(PlayerNumber(), APROP_HEALTH));
if (arrayArmorClass[PlayerNumber()] != "None")
{
GiveInventory(arrayArmorClass[PlayerNumber()], 1);
//Log(s:"Returned ArmorClass= ", s:GetArmorInfo(ARMORINFO_CLASSNAME));
//Log(s:"Returned InitialArmor#= ", i:CheckInventory("BasicArmor"));
if (CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
While(CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
TakeInventory("BasicArmor",1);
}
}
else if (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
While (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
GiveInventory("GiveArmor",1);
}
}
}
TakeInventory("MorphToken", 1);
TakeInventory("CeaseMorph", 1);
TakeInventory("DemonSight", 1);
Delay(4);
}
Script "RevenantMorph" (VOID)
{
Int Countdown;
arrayHealth[PlayerNumber()] = GetActorProperty(0, APROP_HEALTH);
arrayArmor[PlayerNumber()] = CheckInventory("BasicArmor");
arrayArmorClass[PlayerNumber()] = GetArmorInfo(ARMORINFO_CLASSNAME);
//Log(s:"Health= ", i: arrayHealth[PlayerNumber()]);
//Log(s:"Armor#= ", i: arrayArmor[PlayerNumber()]);
//Log(s:"ArmorClass= ", s: arrayArmorClass[PlayerNumber()]);
GiveInventory("DemonRuneRevenant", 1);
GiveInventory("DemonSight", 1);
GiveInventory("MorphToken", 1);
While (CheckActorClass(PlayerNumber(), "RevenantPlayer"))
{
Delay(35);
Countdown++;
If(Countdown == 30)
{
GiveInventory("CeaseMorph",1);
}
}
SetActorProperty(PlayerNumber(), APROP_HEALTH, arrayHealth[PlayerNumber()]);
//Log(s:"Returned Health= ", i:GetActorProperty(PlayerNumber(), APROP_HEALTH));
if (arrayArmorClass[PlayerNumber()] != "None")
{
GiveInventory(arrayArmorClass[PlayerNumber()], 1);
//Log(s:"Returned ArmorClass= ", s:GetArmorInfo(ARMORINFO_CLASSNAME));
//Log(s:"Returned InitialArmor#= ", i:CheckInventory("BasicArmor"));
if (CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
While(CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
TakeInventory("BasicArmor",1);
}
}
else if (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
While (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
GiveInventory("GiveArmor",1);
}
}
}
TakeInventory("MorphToken", 1);
TakeInventory("CeaseMorph", 1);
TakeInventory("DemonSight", 1);
Delay(4);
}
Script "MorphedLevelChange" Enter
{
If (CheckInventory("Morphtoken") >= 1)
{
SetActorProperty(PlayerNumber(), APROP_HEALTH, arrayHealth[PlayerNumber()]);
//Log(s:"Returned Health= ", i:GetActorProperty(PlayerNumber(), APROP_HEALTH));
if (arrayArmorClass[PlayerNumber()] != "None")
{
GiveInventory(arrayArmorClass[PlayerNumber()], 1);
//Log(s:"Returned ArmorClass= ", s:GetArmorInfo(ARMORINFO_CLASSNAME));
//Log(s:"Returned InitialArmor#= ", i:CheckInventory("BasicArmor"));
if (CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
While(CheckInventory("BasicArmor") > arrayArmor[PlayerNumber()])
{
TakeInventory("BasicArmor",1);
}
}
else if (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
While (CheckInventory("BasicArmor") < arrayArmor[PlayerNumber()])
{
GiveInventory("GiveArmor",1);
}
}
}
TakeInventory("MorphToken", 1);
TakeInventory("CeaseMorph", 1);
TakeInventory("DemonSight", 1);
Delay(4);
}
}