0 Members and 2 Guests are viewing this topic.
actor HilShieldProtect : PowerProtection{damagefactor "Fire", 0//Immunity to lava}
TNT1 A 0 A_Jump(256,//Will always jump"End","End","End","Continue")//3/4 chance of failing.
P1WP F 0 A_Refire ("ShootMissile")
Ah, that explains things. I'll figure out another way to bypass this.
actor TeleportTID : Inventory{+INVENTORY.UNDROPPABLEinventory.amount 1inventory.maxamount 0x7ffffff}actor TeleportShot : MegaShot replaces MegaShot{States{Death:BUST A 0 A_JumpIfInTargetInventory("TeleportTID",64,"64")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",63,"63")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",62,"62")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",61,"61")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",60,"60")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",59,"59")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",58,"58")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",57,"57")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",56,"56")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",55,"55")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",54,"54")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",53,"53")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",52,"52")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",51,"51")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",50,"50")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",49,"49")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",48,"48")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",47,"47")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",46,"46")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",45,"45")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",44,"44")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",43,"43")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",42,"42")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",41,"41")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",40,"40")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",39,"39")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",38,"38")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",37,"37")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",36,"36")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",35,"35")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",34,"34")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",33,"33")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",32,"32")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",31,"31")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",30,"30")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",29,"29")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",28,"28")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",27,"27")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",26,"26")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",25,"25")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",24,"24")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",23,"23")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",22,"22")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",21,"21")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",20,"20")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",19,"19")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",18,"18")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",17,"17")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",16,"16")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",15,"15")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",14,"14")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",13,"13")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",12,"12")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",11,"11")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",10,"10")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",9,"9")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",8,"8")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",7,"7")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",6,"6")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",5,"5")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",4,"4")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",3,"3")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",2,"2")BUST A 0 A_JumpIfInTargetInventory("TeleportTID",1,"1")stop1:TNT1 A 0 Thing_ChangeTID(0, 1101)TNT1 A 0 Thing_Move(1000, 1101, 0)stop}}actor TIDSetter : CustomInventory{+INVENTORY.AUTOACTIVATEStates{Use:TNT1 A 0 A_GiveInventory("TeleportTID", TID-999)stop}}
script 300 (void){Delay(10);while(CheckInventory("BeatSupportActivated")!=0) { if(GetPlayerInput(-1,INPUT_BUTTONS) & BT_ATTACK && CheckInventory("BeatSupportFired") == 0 && CheckInventory("BeatSupportRefresh") == 1) { GiveInventory("BeatSupportFire",1); TakeInventory("BeatSupportRefresh",1); Delay(5); } Delay(1); }}