So is it a bug or do I need to modify something ?
Here is the code :
[spoiler]
Code: Select all
// *****************************************************************************
// * KONGOUSOUHA KATANA *
// * (Adamant Barrage) *
// *****************************************************************************
ACTOR Kongousouha : Weapon
{
Inventory.PickupSound "misc/lowang"
Inventory.PickupMessage "Picked up a Kongousouha!"
Weapon.SelectionOrder 10
Obituary "%o was slain by %k's Kongousouha."
AttackSound "weapons/knife"
+NOALERT
States
{
Spawn:
SWD1 A -1
Loop
Ready:
SWRD A 1 A_WeaponReady
Loop
Deselect:
SWRD A 1 A_Lower
Loop
Select:
SWRD A 1 A_Raise
Loop
Fire:
// ICE Based Attack
SWRD B 1
SWRD A 0
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",0,0,0,0)
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",20,0,0,0)
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",60,0,0,0)
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",90,0,0,8)
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",100,0,0,0)
SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",140,0,0,0)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",180,0,0,0)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",220,0,0,0)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",260,0,0,0)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",270,0,0,8)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",300,0,0,0)
SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",340,0,0,0)
SWRD E 0 A_PlayWeaponSound("weapons/sword")
SWRD D 0
SWRD A 1 A_Refire
goto Ready
AltFire:
// Fire Based Attack
SWRD B 1
SWRD A 0
SWRD C 0 A_FireCustomMissile ("KatanaMissile",0,0,0,0)
SWRD C 0 A_FireCustomMissile ("KatanaMissile",20,0,0,0)
SWRD C 0 A_FireCustomMissile ("KatanaMissile",60,0,0,0)
SWRD C 0 A_FireCustomMissile ("KatanaMissile",90,0,0,8)
SWRD C 0 A_FireCustomMissile ("KatanaMissile",100,0,0,0)
SWRD C 0 A_FireCustomMissile ("KatanaMissile",140,0,0,0)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",180,0,0,0)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",220,0,0,0)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",260,0,0,0)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",270,0,0,8)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",300,0,0,0)
SWRD D 0 A_FireCustomMissile ("KatanaMissile",340,0,0,0)
SWRD E 0 A_PlayWeaponSound("weapons/sword")
SWRD D 0
SWRD A 1 A_Refire
goto Ready
} // End States
} // End ACTOR Kongousouha
// *****************************************************************************
// * BASIC KATANA MISSILE *
// * (Fire Based Attack without Graphics) *
// *****************************************************************************
actor KatanaMissile
{
Radius 2
Height 2
Speed 280
Damage 10
ExplosionDamage 10
ExplosionRadius 100
Scale 0.58
PROJECTILE
DONTHURTSHOOTER
+NOBLOCKMAP
+DROPOFF
+BLOODLESSIMPACT
+FOILINVUL
+EXTREMEDEATH
+PIERCEARMOR
+RIPPER
+RANDOMIZE
+SPECTRAL
+FLOORHUGGER
+CEILINGHUGGER
+ACTIVATEIMPACT
+ACTIVATEPCROSS
+NOTARGET
+FIREDAMAGE
States
{
Spawn:
SWRD C 1 bright
Loop
Death:
RXPL A 0 A_Explode
Stop
}
}
// *****************************************************************************
// * KONGOUSOUHA MISSILE *
// * (Ice Based Attack) *
// *****************************************************************************
actor KongousouhaMissile
{
Radius 2
Height 2
Speed 280
Damage 10
ExplosionDamage 10
ExplosionRadius 100
DamageType Ice
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.5
DONTHURTSHOOTER
+NOBLOCKMAP
+DROPOFF
+ICEDAMAGE
+FOILINVUL
+PIERCEARMOR
+RIPPER
+SPECTRAL
+ACTIVATEIMPACT
+ACTIVATEPCROSS
+NOTARGET
+FLOORHUGGER
+CEILINGHUGGER
+BLOODLESSIMPACT
States
{
Spawn:
FREZ I 2
FREZ J 2
FREZ H 2
FREZ I 2
FREZ J 2
FREZ H 2
FREZ I 2
FREZ J 2
FREZ H 2
FREZ I 2
FREZ J 2
FREZ H 2
FREZ I 2
FREZ J 2
FREZ H 2
FREZ I 2
FREZ J 2
FREZ H 2
FREZ H 0 A_Die
Goto Death
Death:
FREZ J 2
FREZ K 2
FREZ L 2
FREZ M 2
FREZ N 2
FREZ O 2
FREZ O 0 A_Explode
Stop
}
}