Code: Select all
ACTOR EXP1
{
scale 0.4
speed 15
radius 16
height 4
Gravity 0.9
damage 0
XScale 0.7
YScale 0.4
+THRUACTORS
+MISSILE
+NOTELEPORT
+NOBLOCKMAP
+BLOODLESSIMPACT
+FORCEXYBILLBOARD
+NODAMAGETHRUST
+MOVEWITHSECTOR
+CORPSE
-DONTSPLASH
Mass 1
+ISMONSTER
+NOGRAVITY
+NOCLIP
+LOOKALLAROUND
+MISSILEMORE
+MISSILEEVENMORE
RenderStyle Add
Alpha 0.05
States
{
Spawn:
TNT1 A 0
WRAI JIHGFE 4
Spawn2:
WRAI AB 1 A_LookEx(0, 0, 0, 0)
loop
See:
TNT1 A 0 A_SpawnItemEx ("EXPSPIRITFX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
WRAI A 2 A_Chase
TNT1 A 0 A_SpawnItemEx ("EXPSPIRITFX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
WRAI B 2 A_Chase
loop
Missile:
WRAI A 1 A_FaceTarget
WRAI B 1 A_SkullAttack
Melee:
TNT1 AAA 0
Goto Death
Death:
TNT1 A 0 //A_SpawnItemEx ("DroppedXP1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) //for use if dropped XP is preffered
TNT1 A 0 A_GIVETOTARGET("DroppedXP1",1)
Death1:
WRAI AB 2 A_Fadeout(0.02)
loop
}
}
ACTOR EXP2 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP2",1)
Goto Death1
}}
ACTOR EXP3 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP3",1)
Goto Death1
}}
ACTOR EXP4 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP4",1)
Goto Death1
}}
ACTOR EXP5 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP5",1)
Goto Death1
}}
ACTOR EXP6 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP6",1)
Goto Death1
}}
ACTOR EXP7 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP7",1)
Goto Death1
}}
ACTOR EXP8 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP8",1)
Goto Death1
}}
ACTOR EXP9 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP9",1)
Goto Death1
}}
ACTOR EXP10 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP10",1)
Goto Death1
}}
ACTOR EXP11 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP11",1)
Goto Death1
}}
ACTOR EXP12 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP12",1)
Goto Death1
}}
ACTOR EXP13 : EXP1
{States{
Death:
TNT1 A 0
TNT1 A 0 A_GIVETOTARGET("DroppedXP13",1)
Goto Death1
}}
Actor DroppedXP1 : CustomInventory
{
RENDERSTYLE ADD
Gravity 0.01
+ALWAYSPICKUP
+AUTOACTIVATE
+INVENTORY.QUIET
+FLOATBOB
-INVENTORY.PICKUPFLASH
Inventory.MaxAmount 9999
SCALE 0.2
ALPHA 0.2
States
{
Spawn:
EXRS A 6 Bright
EXRS BCD 4 Bright
Loop
Use:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("LevelCounter",101,"Cap")
TNT1 A 0 A_JumpIfInventory("LevelCounter",100,"Level100")
TNT1 A 0 A_JumpIfInventory("LevelCounter",99,"Level99")
TNT1 A 0 A_JumpIfInventory("LevelCounter",98,"Level98")
TNT1 A 0 A_JumpIfInventory("LevelCounter",97,"Level97")
TNT1 A 0 A_JumpIfInventory("LevelCounter",96,"Level96")
TNT1 A 0 A_JumpIfInventory("LevelCounter",95,"Level95")
TNT1 A 0 A_JumpIfInventory("LevelCounter",94,"Level94")
TNT1 A 0 A_JumpIfInventory("LevelCounter",93,"Level93")
TNT1 A 0 A_JumpIfInventory("LevelCounter",92,"Level92")
TNT1 A 0 A_JumpIfInventory("LevelCounter",91,"Level91")
TNT1 A 0 A_JumpIfInventory("LevelCounter",90,"Level90")
TNT1 A 0 A_JumpIfInventory("LevelCounter",89,"Level89")
TNT1 A 0 A_JumpIfInventory("LevelCounter",88,"Level88")
TNT1 A 0 A_JumpIfInventory("LevelCounter",87,"Level87")
TNT1 A 0 A_JumpIfInventory("LevelCounter",86,"Level86")
TNT1 A 0 A_JumpIfInventory("LevelCounter",85,"Level85")
TNT1 A 0 A_JumpIfInventory("LevelCounter",84,"Level84")
TNT1 A 0 A_JumpIfInventory("LevelCounter",83,"Level83")
TNT1 A 0 A_JumpIfInventory("LevelCounter",82,"Level82")
TNT1 A 0 A_JumpIfInventory("LevelCounter",81,"Level81")
TNT1 A 0 A_JumpIfInventory("LevelCounter",80,"Level80")
TNT1 A 0 A_JumpIfInventory("LevelCounter",79,"Level79")
TNT1 A 0 A_JumpIfInventory("LevelCounter",78,"Level78")
TNT1 A 0 A_JumpIfInventory("LevelCounter",77,"Level77")
TNT1 A 0 A_JumpIfInventory("LevelCounter",76,"Level76")
TNT1 A 0 A_JumpIfInventory("LevelCounter",75,"Level75")
TNT1 A 0 A_JumpIfInventory("LevelCounter",74,"Level74")
TNT1 A 0 A_JumpIfInventory("LevelCounter",73,"Level73")
TNT1 A 0 A_JumpIfInventory("LevelCounter",72,"Level72")
TNT1 A 0 A_JumpIfInventory("LevelCounter",71,"Level71")
TNT1 A 0 A_JumpIfInventory("LevelCounter",70,"Level70")
TNT1 A 0 A_JumpIfInventory("LevelCounter",69,"Level69")
TNT1 A 0 A_JumpIfInventory("LevelCounter",68,"Level68")
TNT1 A 0 A_JumpIfInventory("LevelCounter",67,"Level67")
TNT1 A 0 A_JumpIfInventory("LevelCounter",66,"Level66")
TNT1 A 0 A_JumpIfInventory("LevelCounter",65,"Level65")
TNT1 A 0 A_JumpIfInventory("LevelCounter",64,"Level64")
TNT1 A 0 A_JumpIfInventory("LevelCounter",63,"Level63")
TNT1 A 0 A_JumpIfInventory("LevelCounter",62,"Level62")
TNT1 A 0 A_JumpIfInventory("LevelCounter",61,"Level61")
TNT1 A 0 A_JumpIfInventory("LevelCounter",60,"Level60")
TNT1 A 0 A_JumpIfInventory("LevelCounter",59,"Level59")
TNT1 A 0 A_JumpIfInventory("LevelCounter",58,"Level58")
TNT1 A 0 A_JumpIfInventory("LevelCounter",57,"Level57")
TNT1 A 0 A_JumpIfInventory("LevelCounter",56,"Level56")
TNT1 A 0 A_JumpIfInventory("LevelCounter",55,"Level55")
TNT1 A 0 A_JumpIfInventory("LevelCounter",54,"Level54")
TNT1 A 0 A_JumpIfInventory("LevelCounter",53,"Level53")
TNT1 A 0 A_JumpIfInventory("LevelCounter",52,"Level52")
TNT1 A 0 A_JumpIfInventory("LevelCounter",51,"Level51")
TNT1 A 0 A_JumpIfInventory("LevelCounter",50,"Level50")
TNT1 A 0 A_JumpIfInventory("LevelCounter",49,"Level49")
TNT1 A 0 A_JumpIfInventory("LevelCounter",48,"Level48")
TNT1 A 0 A_JumpIfInventory("LevelCounter",47,"Level47")
TNT1 A 0 A_JumpIfInventory("LevelCounter",46,"Level46")
TNT1 A 0 A_JumpIfInventory("LevelCounter",45,"Level45")
TNT1 A 0 A_JumpIfInventory("LevelCounter",44,"Level44")
TNT1 A 0 A_JumpIfInventory("LevelCounter",43,"Level43")
TNT1 A 0 A_JumpIfInventory("LevelCounter",42,"Level42")
TNT1 A 0 A_JumpIfInventory("LevelCounter",41,"Level41")
TNT1 A 0 A_JumpIfInventory("LevelCounter",40,"Level40")
TNT1 A 0 A_JumpIfInventory("LevelCounter",39,"Level39")
TNT1 A 0 A_JumpIfInventory("LevelCounter",38,"Level38")
TNT1 A 0 A_JumpIfInventory("LevelCounter",37,"Level37")
TNT1 A 0 A_JumpIfInventory("LevelCounter",36,"Level36")
TNT1 A 0 A_JumpIfInventory("LevelCounter",35,"Level35")
TNT1 A 0 A_JumpIfInventory("LevelCounter",34,"Level34")
TNT1 A 0 A_JumpIfInventory("LevelCounter",33,"Level33")
TNT1 A 0 A_JumpIfInventory("LevelCounter",32,"Level32")
TNT1 A 0 A_JumpIfInventory("LevelCounter",31,"Level31")
TNT1 A 0 A_JumpIfInventory("LevelCounter",30,"Level30")
TNT1 A 0 A_JumpIfInventory("LevelCounter",29,"Level29")
TNT1 A 0 A_JumpIfInventory("LevelCounter",28,"Level28")
TNT1 A 0 A_JumpIfInventory("LevelCounter",27,"Level27")
TNT1 A 0 A_JumpIfInventory("LevelCounter",26,"Level26")
TNT1 A 0 A_JumpIfInventory("LevelCounter",25,"Level25")
TNT1 A 0 A_JumpIfInventory("LevelCounter",24,"Level24")
TNT1 A 0 A_JumpIfInventory("LevelCounter",23,"Level23")
TNT1 A 0 A_JumpIfInventory("LevelCounter",22,"Level22")
TNT1 A 0 A_JumpIfInventory("LevelCounter",21,"Level21")
TNT1 A 0 A_JumpIfInventory("LevelCounter",20,"Level20")
TNT1 A 0 A_JumpIfInventory("LevelCounter",19,"Level19")
TNT1 A 0 A_JumpIfInventory("LevelCounter",18,"Level18")
TNT1 A 0 A_JumpIfInventory("LevelCounter",17,"Level17")
TNT1 A 0 A_JumpIfInventory("LevelCounter",16,"Level16")
TNT1 A 0 A_JumpIfInventory("LevelCounter",15,"Level15")
TNT1 A 0 A_JumpIfInventory("LevelCounter",14,"Level14")
TNT1 A 0 A_JumpIfInventory("LevelCounter",13,"Level13")
TNT1 A 0 A_JumpIfInventory("LevelCounter",12,"Level12")
TNT1 A 0 A_JumpIfInventory("LevelCounter",11,"Level11")
TNT1 A 0 A_JumpIfInventory("LevelCounter",10,"Level10")
TNT1 A 0 A_JumpIfInventory("LevelCounter",9,"Level9")
TNT1 A 0 A_JumpIfInventory("LevelCounter",8,"Level8")
TNT1 A 0 A_JumpIfInventory("LevelCounter",7,"Level7")
TNT1 A 0 A_JumpIfInventory("LevelCounter",6,"Level6")
TNT1 A 0 A_JumpIfInventory("LevelCounter",5,"Level5")
TNT1 A 0 A_JumpIfInventory("LevelCounter",4,"Level4")
TNT1 A 0 A_JumpIfInventory("LevelCounter",3,"Level3")
TNT1 A 0 A_JumpIfInventory("LevelCounter",2,"Level2")
TNT1 A 0 A_JumpIfInventory("LevelCounter",1,"Level1")
TNT1 A 1 A_PlaySound("SPAWNMAP",0,10.0)
Stop
Level100:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",626391,"CAP")
Goto ADDXP
Level99:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",569446,"CAP")
TNT1 A 0
Goto ADDXP
Level98:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",517678,"CAP")
TNT1 A 0
Goto ADDXP
Level97:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",470617,"CAP")
TNT1 A 0
Goto ADDXP
Level96:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",427833,"CAP")
TNT1 A 0
Goto ADDXP
Level95:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",388939,"CAP")
TNT1 A 0
Goto ADDXP
Level94:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",353581,"CAP")
TNT1 A 0
Goto ADDXP
Level93:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",321437,"CAP")
TNT1 A 0
Goto ADDXP
Level92:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",292216,"CAP")
TNT1 A 0
Goto ADDXP
Level91:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",265651,"CAP")
TNT1 A 0
Goto ADDXP
Level90:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",241501,"CAP")
TNT1 A 0
Goto ADDXP
Level89:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",219546,"CAP")
TNT1 A 0
Goto ADDXP
Level88:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",199587,"CAP")
TNT1 A 0
Goto ADDXP
Level87:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",181443,"CAP")
TNT1 A 0
Goto ADDXP
Level86:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",164948,"CAP")
TNT1 A 0
Goto ADDXP
Level85:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",149953,"CAP")
TNT1 A 0
Goto ADDXP
Level84:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",136321,"CAP")
TNT1 A 0
Goto ADDXP
Level83:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",123928,"CAP")
TNT1 A 0
Goto ADDXP
Level82:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",112662,"CAP")
TNT1 A 0
Goto ADDXP
Level81:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",102420,"CAP")
TNT1 A 0
Goto ADDXP
Level80:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",93109,"CAP")
TNT1 A 0
Goto ADDXP
Level79:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",84644,"CAP")
TNT1 A 0
Goto ADDXP
Level78:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",76949,"CAP")
TNT1 A 0
Goto ADDXP
Level77:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",69954,"CAP")
TNT1 A 0
Goto ADDXP
Level76:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",63594,"CAP")
TNT1 A 0
Goto ADDXP
Level75:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",57813,"CAP")
TNT1 A 0
Goto ADDXP
Level74:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",52557,"CAP")
TNT1 A 0
Goto ADDXP
Level73:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",47779,"CAP")
TNT1 A 0
Goto ADDXP
Level72:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",43436,"CAP")
TNT1 A 0
Goto ADDXP
Level71:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",39487,"CAP")
TNT1 A 0
Goto ADDXP
Level70:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",35897,"CAP")
TNT1 A 0
Goto ADDXP
Level69:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",32634,"CAP")
TNT1 A 0
Goto ADDXP
Level68:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",29667,"CAP")
TNT1 A 0
Goto ADDXP
Level67:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",26970,"CAP")
TNT1 A 0
Goto ADDXP
Level66:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",24518,"CAP")
TNT1 A 0
Goto ADDXP
Level65:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",22289,"CAP")
TNT1 A 0
Goto ADDXP
Level64:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",20263,"CAP")
TNT1 A 0
Goto ADDXP
Level63:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",18421,"CAP")
TNT1 A 0
Goto ADDXP
Level62:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",16746,"CAP")
TNT1 A 0
Goto ADDXP
Level61:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",15224,"CAP")
TNT1 A 0
Goto ADDXP
Level60:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",13840,"CAP")
TNT1 A 0
Goto ADDXP
Level59:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",12581,"CAP")
TNT1 A 0
Goto ADDXP
Level58:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",11438,"CAP")
TNT1 A 0
Goto ADDXP
Level57:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",10398,"CAP")
TNT1 A 0
Goto ADDXP
Level56:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",9452,"CAP")
TNT1 A 0
Goto ADDXP
Level55:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",8593,"CAP")
TNT1 A 0
Goto ADDXP
Level54:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",7812,"CAP")
TNT1 A 0
Goto ADDXP
Level53:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",7102,"CAP")
TNT1 A 0
Goto ADDXP
Level52:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",6456,"CAP")
TNT1 A 0
Goto ADDXP
Level51:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",5869,"CAP")
TNT1 A 0
Goto ADDXP
Level50:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",5335,"CAP")
Goto ADDXP
Level49:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",4850,"CAP")
TNT1 A 0
Goto ADDXP
Level48:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",4409,"CAP")
TNT1 A 0
Goto ADDXP
Level47:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",4008,"CAP")
TNT1 A 0
Goto ADDXP
Level46:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",3644,"CAP")
TNT1 A 0
Goto ADDXP
Level45:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",3313,"CAP")
TNT1 A 0
Goto ADDXP
Level44:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",3012,"CAP")
TNT1 A 0
Goto ADDXP
Level43:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",2738,"CAP")
TNT1 A 0
Goto ADDXP
Level42:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",2489,"CAP")
TNT1 A 0
Goto ADDXP
Level41:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",2262,"CAP")
TNT1 A 0
Goto ADDXP
Level40:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",2057,"CAP")
TNT1 A 0
Goto ADDXP
Level39:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1870,"CAP")
TNT1 A 0
Goto ADDXP
Level38:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1700,"CAP")
TNT1 A 0
Goto ADDXP
Level37:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1545,"CAP")
TNT1 A 0
Goto ADDXP
Level36:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1405,"CAP")
TNT1 A 0
Goto ADDXP
Level35:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1277,"CAP")
TNT1 A 0
Goto ADDXP
Level34:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1161,"CAP")
TNT1 A 0
Goto ADDXP
Level33:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",1055,"CAP")
TNT1 A 0
Goto ADDXP
Level32:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",959,"CAP")
TNT1 A 0
Goto ADDXP
Level31:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",872,"CAP")
TNT1 A 0
Goto ADDXP
Level30:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",793,"CAP")
TNT1 A 0
Goto ADDXP
Level29:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",721,"CAP")
TNT1 A 0
Goto ADDXP
Level28:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",655,"CAP")
TNT1 A 0
Goto ADDXP
Level27:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",595,"CAP")
TNT1 A 0
Goto ADDXP
Level26:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",541,"CAP")
TNT1 A 0
Goto ADDXP
Level25:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",492,"CAP")
TNT1 A 0
Goto ADDXP
Level24:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",447,"CAP")
TNT1 A 0
Goto ADDXP
Level23:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",407,"CAP")
TNT1 A 0
Goto ADDXP
Level22:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",370,"CAP")
TNT1 A 0
Goto ADDXP
Level21:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",336,"CAP")
TNT1 A 0
Goto ADDXP
Level20:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",305,"CAP")
TNT1 A 0
Goto ADDXP
Level19:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",277,"CAP")
TNT1 A 0
Goto ADDXP
Level18:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",252,"CAP")
TNT1 A 0
Goto ADDXP
Level17:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",229,"CAP")
TNT1 A 0
Goto ADDXP
Level16:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",208,"CAP")
TNT1 A 0
Goto ADDXP
Level15:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",189,"CAP")
TNT1 A 0
Goto ADDXP
Level14:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",172,"CAP")
TNT1 A 0
Goto ADDXP
Level13:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",156,"CAP")
TNT1 A 0
Goto ADDXP
Level12:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",142,"CAP")
TNT1 A 0
Goto ADDXP
Level11:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",129,"CAP")
TNT1 A 0
Goto ADDXP
Level10:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",117,"CAP")
TNT1 A 0
Goto ADDXP
Level9:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",107,"CAP")
TNT1 A 0
Goto ADDXP
Level8:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",97,"CAP")
TNT1 A 0
Goto ADDXP
Level7:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",88,"CAP")
TNT1 A 0
Goto ADDXP
Level6:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",80,"CAP")
TNT1 A 0
Goto ADDXP
Level5:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",73,"CAP")
TNT1 A 0
Goto ADDXP
Level4:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",66,"CAP")
TNT1 A 0
Goto ADDXP
Level3:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",60,"CAP")
TNT1 A 0
Goto ADDXP
Level2:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",55,"CAP")
TNT1 A 0
Goto ADDXP
Level1:
TNT1 A 0 A_JumpIfInventory("PlayerExperience",50,"CAP")
TNT1 A 0
Goto ADDXP
AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(1,2),0,0)
TNT1 A 1
Stop
Cap:
TNT1 A 0 A_JumpifInventory("LevelCount",100,"Failer")
TNT1 A 0 A_Playsound("Leveling/UPBROAD",0,1.0,0)
TNT1 A 1 A_GiveInventory("LevelPoint",2)
TNT1 A 0 A_GiveInventory("LevelPointCounter",2)
TNT1 A 0 A_GiveInventory("LevelCounter",1)
TNT1 A 0 A_GiveInventory("LevelChecker",1)
TNT1 A 0 A_GiveInventory("StrengthChecker",1)
TNT1 A 0 A_GiveInventory("AgilityChecker",1)
TNT1 A 0 A_GiveInventory("VitalityChecker",1)
TNT1 A 0 A_GiveInventory("DexterityChecker",1)
TNT1 A 0 A_JumpifInventory("StrengthStatPoint",1,5)
TNT1 A 0 A_GiveInventory("StrengthStatPoint",1)
TNT1 A 0 A_GiveInventory("VitalityStatPoint",1)
TNT1 A 0 A_GiveInventory("AgilityStatPoint",1)
TNT1 A 0 A_GiveInventory("DexterityStatPoint",1)
TNT1 A 10 A_GiveInventory("Medikit2",1)
TNT1 A 0 A_Playsound("Leveling/UPCLIENT",0,1.2)
//Level Up FX
TNT1 A 0 A_Log("\cQLEVEL UP!!!")
TNT1 A 0 A_Print("LEVEL UP!!!")
TNT1 A 0 A_PlayWeaponSound("SPAWNMAP")
TNT1 A 0 //A_CustomMissile ("LEVELUPGRAPHIC", 58, 0, random (0, 360), 2, random (70, 110))
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("HHShock", 0, 48, Random(0,360))
TNT1 A 0 A_PlayWeaponSound("SPAWNMAP")
TNT1 A 1 A_TakeInventory("PlayerExperience",626391)
Stop
Failer:
TNT1 AAA 0
Fail
}
}
Actor DroppedXP2 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(2,4),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP3 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(4,8),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP4 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(8,16),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP5 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(16,32),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP6 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(32,64),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP7 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(64,128),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP8 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(128,256),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP9 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(256,512),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP10 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(512,1024),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP11 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(1024,2048),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP12 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(2048,4096),0,0)
TNT1 A 1
Stop
}}
Actor DroppedXP13 : DroppedXP1
{Inventory.MaxAmount 9999
States
{AddXP:
TNT1 A 0
TNT1 A 5 ACS_ExecuteAlways(900,0,random(4096,8192),0,0)
TNT1 A 1
Stop
}}
Code: Select all
script 900 (int Amount)
{
Delay(1);
GiveActorInventory(0,"PlayerExperience",Amount);
SetFont("SMALLFONT");
int OffsetX = random(0.44,0.55);
int OffsetY = random(0.36,0.44);
HudMessage(d:Amount; HUDMSG_FADEOUT,0,CR_BLUE,OffsetX,OffsetY,0.5,1.5); //d: s:"\cd+\cf",
}
If anyone knows the problem or solution to this please help thanks.