Strange Decorate Problem

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Scott_Minikhiem
New User
Posts: 14
Joined: Mon Nov 19, 2012 12:46 am

Strange Decorate Problem

#1

Post by Scott_Minikhiem » Fri Sep 11, 2015 8:35 pm

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
}}

I have a small ghost dropped by monsters when they die, to give the player experience. My problem is that the tiers do not work. EXP2,3,4,5,6 and so on, do the exact same thing as EXP1. I'm not sure but I think the problem is in the EXP actors and not the dropped XP actors. The args from the ACS script are passed onto the following script

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",
}
^This script works fine and functions as planned, the problem is in the actors but I'm not sure why it isn't working.

If anyone knows the problem or solution to this please help thanks.

User avatar
Sean
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RE: Strange Decorate Problem

#2

Post by Sean » Fri Sep 11, 2015 9:00 pm

How are you spawning the EXP actors?
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Scott_Minikhiem
New User
Posts: 14
Joined: Mon Nov 19, 2012 12:46 am

RE: Strange Decorate Problem

#3

Post by Scott_Minikhiem » Fri Sep 11, 2015 9:08 pm

Drop item from the monsters. They always drop the monster on death, the problem is that the exact same thing happens whether they drop EXP13 or EXP1. EXP1 gives 1-2 experience, but so does every other actor.

If you begin the game and type summon EXP13, you receive 1-2 experience.... but if the actor worked properly it should be around 4-8k.
Last edited by Scott_Minikhiem on Fri Sep 11, 2015 9:15 pm, edited 1 time in total.

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Ænima
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RE: Strange Decorate Problem

#4

Post by Ænima » Fri Sep 11, 2015 10:31 pm

I feel like there's a much, much cleaner way to do what you're trying to do.
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Scott_Minikhiem
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Posts: 14
Joined: Mon Nov 19, 2012 12:46 am

RE: Strange Decorate Problem

#5

Post by Scott_Minikhiem » Fri Sep 11, 2015 11:47 pm

The inheritance was not working with most of the states, so I included some of the states from the parent actors, and that fixed this issue. I'll leave this up for moderators and users if they run into the same issue.

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