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Mathey Bu
Mensagens: 502
Registrado em: Seg Jul 21, 2008 11:18 am
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16
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Mensagem por Mathey Bu »

Pedro Vc escreveu:LOL


Tava pensando que você queria os cheats :lol:

Tenta abrir o .pk3 do zdoom, talvez você encontre.
bem o do gzdoom e skulltag so tem 3 monstros e nenhuma arma O.o

to no notebook e nao posso baixar o zdoom.pk3, vc poderia ver p/mn?
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Pedro Vc
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Registrado em: Ter Jul 15, 2008 4:40 pm
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Mensagem por Pedro Vc »

ACTOR CWeapFlame : ClericWeapon 8009
{
Game Hexen
+NOGRAVITY
Weapon.SelectionOrder 1000
Weapon.AmmoUse 4
Weapon.AmmoGive 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C3"

action native A_CFlameAttack();

States
{
Spawn:
WCFM ABCDEFGH 4 Bright
Loop
Select:
CFLM A 1 A_Raise
Loop
Deselect:
CFLM A 1 A_Lower
Loop
Ready:
CFLM AAAABBBBCCCC 1 A_WeaponReady
Loop
Fire:
CFLM A 2 Offset (0, 40)
CFLM D 2 Offset (0, 50)
CFLM D 2 Offset (0, 36)
CFLM E 4 Bright
CFLM F 4 Bright A_CFlameAttack
CFLM E 4 Bright
CFLM G 2 Offset (0, 40)
CFLM G 2
Goto Ready
}
}

// Floor Flame --------------------------------------------------------------

ACTOR CFlameFloor
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
States
{
Spawn:
CFFX N 5 Bright
CFFX O 4 Bright
CFFX P 3 Bright
Stop
}
}

// Flame Puff ---------------------------------------------------------------

ACTOR FlamePuff
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
SeeSound "ClericFlameExplode"
AttackSound "ClericFlameExplode"
States
{
Spawn:
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}

// Flame Puff 2 -------------------------------------------------------------

ACTOR FlamePuff2 : FlamePuff
{
States
{
Spawn:
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX IC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}

// Circle Flame -------------------------------------------------------------

ACTOR CircleFlame
{
Radius 6
Damage 2
DamageType "Fire"
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
DeathSound "ClericFlameCircle"

action native A_CFlameRotate();

States
{
Spawn:
CFCF A 4 Bright
CFCF B 2 Bright A_CFlameRotate
CFCF C 2 Bright
CFCF D 1 Bright
CFCF E 2 Bright
CFCF F 2 Bright A_CFlameRotate
CFCF G 1 Bright
CFCF HI 2 Bright
CFCF J 1 Bright A_CFlameRotate
CFCF K 2 Bright
CFCF LM 3 Bright
CFCF N 2 Bright A_CFlameRotate
CFCF O 3 Bright
CFCF P 2 Bright
Stop
Death:
CFCF QR 3 Bright
CFCF S 3 Bright A_Explode(20, 20, 0)
CFCF TUVWXYZ 3 Bright
Stop
}
}

// Flame Missile ------------------------------------------------------------

ACTOR CFlameMissile : FastProjectile native
{
Speed 200
Radius 14
Height 8
Damage 8
DamageType "Fire"
+INVISIBLE
RenderStyle Add

action native A_CFlamePuff();
action native A_CFlameMissile();

States
{
Spawn:
CFFX A 4 Bright
CFFX A 1 A_CFlamePuff
Goto Death + 1
Death:
CFFX A 1 Bright A_CFlameMissile
CFFX ABC 3 Bright
CFFX D 4 Bright
CFFX E 3 Bright
CFFX F 4 Bright
CFFX G 3 Bright
CFFX H 4 Bright
CFFX I 3 Bright
CFFX J 4 Bright
CFFX K 3 Bright
CFFX L 4 Bright
CFFX M 3 Bright
Stop
}
}


// Cleric Weapon Piece ------------------------------------------------------

ACTOR ClericWeaponPiece : WeaponPiece native
{
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
WeaponPiece.Weapon CWeapWraithverge
+FLOATBOB
}

// Cleric Weapon Piece 1 ----------------------------------------------------

ACTOR CWeaponPiece1 : ClericWeaponPiece 18
{
Game Hexen
SpawnID 33
WeaponPiece.Number 1
States
{
Spawn:
WCH1 A -1
Stop
}
}

// Cleric Weapon Piece 2 ----------------------------------------------------

ACTOR CWeaponPiece2 : ClericWeaponPiece 19
{
Game Hexen
SpawnID 34
WeaponPiece.Number 2
States
{
Spawn:
WCH2 A -1
Stop
}
}

// Cleric Weapon Piece 3 ----------------------------------------------------

ACTOR CWeaponPiece3 : ClericWeaponPiece 20
{
Game Hexen
SpawnID 35
WeaponPiece.Number 3
States
{
Spawn:
WCH3 A -1
Stop
}
}

// Wraithverge Drop ---------------------------------------------------------

ACTOR WraithvergeDrop
{
States
{
Spawn:
TNT1 A 1
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
Stop
}
}

// Cleric's Wraithverge (Holy Symbol?) --------------------------------------

ACTOR CWeapWraithverge : ClericWeapon native
{
Game Hexen
Health 3
Weapon.SelectionOrder 3000
+WEAPON.PRIMARY_USES_BOTH
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18
Weapon.AmmoUse2 18
Weapon.AmmoGive1 20
Weapon.AmmoGive2 20
Weapon.KickBack 150
Weapon.AmmoType1 "Mana1"
Weapon.AmmoType2 "Mana2"
Inventory.PickupMessage "$TXT_WEAPON_C4"
Inventory.PickupSound "WeaponBuild"

action native A_CHolyAttack();
action native A_CHolyPalette();

States
{
Spawn:
TNT1 A -1
Stop
Ready:
CHLY A 1 A_WeaponReady
Loop
Select:
CHLY A 1 A_Raise
Loop
Deselect:
CHLY A 1 A_Lower
Loop
Fire:
CHLY AB 1 Bright Offset (0, 40)
CHLY CD 2 Bright Offset (0, 43)
CHLY E 2 Bright Offset (0, 45)
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
CHLY G 2 Offset (0, 36) A_CHolyPalette
Goto Ready
}
}

// Holy Missile -------------------------------------------------------------

ACTOR HolyMissile
{
Speed 30
Radius 15
Height 8
Damage 4
Projectile
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH

action native A_CHolyAttack2();

States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
Death:
SPIR P 1 Bright A_CHolyAttack2
Stop
}
}

// Holy Missile Puff --------------------------------------------------------

ACTOR HolyMissilePuff
{
Radius 4
Height 8
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent"
Alpha 0.4
States
{
Spawn:
SPIR QRSTU 3
Stop
}
}

// Holy Puff ----------------------------------------------------------------

ACTOR HolyPuff
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
SPIR KLMNO 3
Stop
}
}

// Holy Spirit --------------------------------------------------------------

ACTOR HolySpirit native
{
Health 105
Speed 12
Radius 10
Height 6
Damage 3
Projectile
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH
RenderStyle Translucent
Alpha 0.4
DeathSound "SpiritDie"

action native A_CHolySeek();
action native A_CHolyCheckScream();

States
{
Spawn:
SPIR AAB 2 A_CHolySeek
SPIR B 2 A_CHolyCheckScream
Loop
Death:
SPIR D 4
SPIR E 4 A_Scream
SPIR FGHI 4
Stop
}
}

// Holy Tail ----------------------------------------------------------------

ACTOR HolyTail
{
Radius 1
Height 1
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.6

action native A_CHolyTail();

States
{
Spawn:
SPIR C 1 A_CHolyTail
Loop
TailTrail:
SPIR D -1
Stop
}
}

// Holy Tail Trail ---------------------------------------------------------

ACTOR HolyTailTrail : HolyTail
{
States
{
Spawn:
Goto TailTrail
}
}


// The Cleric's Mace --------------------------------------------------------

ACTOR CWeapMace : ClericWeapon
{
Game Hexen
Weapon.SelectionOrder 3500
Weapon.KickBack 150
Weapon.YAdjust -8
+BLOODSPLATTER

action native A_CMaceAttack();

States
{
Select:
CMCE A 1 A_Raise
Loop
Deselect:
CMCE A 1 A_Lower
Loop
Ready:
CMCE A 1 A_WeaponReady
Loop
Fire:
CMCE B 2 Offset (60, 20)
CMCE B 1 Offset (30, 33)
CMCE B 2 Offset (8, 45)
CMCE C 1 Offset (8, 45)
CMCE D 1 Offset (8, 45)
CMCE E 1 Offset (8, 45)
CMCE E 1 Offset (-11, 58) A_CMaceAttack
CMCE F 1 Offset (8, 45)
CMCE F 2 Offset (-8, 74)
CMCE F 1 Offset (-20, 96)
CMCE F 8 Offset (-33, 160)
CMCE A 2 Offset (8, 75) A_ReFire
CMCE A 1 Offset (8, 65)
CMCE A 2 Offset (8, 60)
CMCE A 1 Offset (8, 55)
CMCE A 2 Offset (8, 50)
CMCE A 1 Offset (8, 45)
Goto Ready
}
}


// The Cleric's Serpent Staff -----------------------------------------------

ACTOR CWeapStaff : ClericWeapon 10
{
Game Hexen
SpawnID 32
Weapon.SelectionOrder 1600
Weapon.AmmoUse1 1
Weapon.AmmoGive1 25
Weapon.KickBack 150
Weapon.YAdjust 10
Weapon.AmmoType1 "Mana1"
Inventory.PickupMessage "$TXT_WEAPON_C2"

action native A_CStaffInitBlink();
action native A_CStaffCheckBlink();
action native A_CStaffCheck();
action native A_CStaffAttack();

States
{
Spawn:
WCSS A -1
Stop
Select:
CSSF C 1 A_Raise
Loop
Deselect:
CSSF B 3
CSSF C 4
CSSF C 1 A_Lower
Wait
Ready:
CSSF C 4
CSSF B 3 A_CStaffInitBlink
CSSF AAAAAAA 1 A_WeaponReady
CSSF A 1 A_CStaffCheckBlink
Goto Ready + 2
Fire:
CSSF A 1 Offset (0, 45) A_CStaffCheck
CSSF J 1 Offset (0, 50) A_CStaffAttack
CSSF J 2 Offset (0, 50)
CSSF J 2 Offset (0, 45)
CSSF A 2 Offset (0, 40)
CSSF A 2 Offset (0, 36)
Goto Ready + 2
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady
Goto Ready + 2
Drain:
CSSF K 10 Offset (0, 36)
Goto Ready + 2
}
}

// Serpent Staff Missile ----------------------------------------------------

ACTOR CStaffMissile native
{
Speed 22
Radius 12
Height 10
Damage 5
RenderStyle Add
Projectile
DeathSound "ClericCStaffExplode"
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither
Loop
Death:
CSSF FG 4 Bright
CSSF HI 3 Bright
Stop
}
}

// Serpent Staff Puff -------------------------------------------------------

ACTOR CStaffPuff
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle Translucent
Alpha 0.6
SeeSound "ClericCStaffHitThing"
States
{
Spawn:
FHFX STUVW 4
Stop
}
}

Ta aí as do clérigo, se tu precisar do resto diz.
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Z-Man
Mensagens: 1406
Registrado em: Dom Jan 13, 2008 2:37 pm
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17
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Mensagem por Z-Man »

Como os SPOILERS fazem falta :?
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Mathey Bu
Mensagens: 502
Registrado em: Seg Jul 21, 2008 11:18 am
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16
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Mensagem por Mathey Bu »

[quote="Pedro Vc]Ta aí as do clérigo, se tu precisar do resto diz.[/quote]

tava precisando da primeira arma do mage

c achou isso no zdoom.pk3?

qual sua versão do zdoom?
[DBR]Fantasma
Mensagens: 35
Registrado em: Dom Jun 14, 2009 2:38 pm
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16
Localização: Goiás

Mensagem por [DBR]Fantasma »

Mas eu juro que ele usa SS...
Até ele confirmou

PS: Sim, foi uma piada :lol:
[DBR]Fantasma
Mensagens: 35
Registrado em: Dom Jun 14, 2009 2:38 pm
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16
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Mensagem por [DBR]Fantasma »

A primeira arma do Mage é o FIST!
TENHO CERTEZA :lol:
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Pedro Vc
Mensagens: 3260
Registrado em: Ter Jul 15, 2008 4:40 pm
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16

Mensagem por Pedro Vc »

// The Mage's Wand ----------------------------------------------------------

ACTOR MWeapWand : MageWeapon
{
Game Hexen
Weapon.SelectionOrder 3600
Weapon.KickBack 0
Weapon.YAdjust 9

States
{
Select:
MWND A 1 A_Raise
Loop
Deselect:
MWND A 1 A_Lower
Loop
Ready:
MWND A 1 A_WeaponReady
Loop
Fire:
MWND A 6
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile")
MWND A 3 Offset (0, 40)
MWND A 3 Offset (0, 36) A_ReFire
Goto Ready
}
}

// Wand Smoke ---------------------------------------------------------------

ACTOR MageWandSmoke
{
+NOBLOCKMAP +NOGRAVITY +SHADOW
+NOTELEPORT +CANNOTPUSH +NODAMAGETHRUST
RenderStyle Translucent
Alpha 0.6
States
{
Spawn:
MWND CDCD 4
Stop
}
}

// Wand Missile -------------------------------------------------------------

ACTOR MageWandMissile : FastProjectile native
{
Speed 184
Radius 12
Height 8
Damage 2
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
+SPAWNSOUNDSOURCE
SeeSound "MageWandFire"
States
{
Spawn:
MWND CD 4 Bright
Loop
Death:
MWND E 4 Bright
MWND F 3 Bright
MWND G 4 Bright
MWND H 3 Bright
MWND I 4 Bright
Stop
}
}
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Mathey Bu
Mensagens: 502
Registrado em: Seg Jul 21, 2008 11:18 am
Answers: 0
16
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Mensagem por Mathey Bu »

vlw :mrgreen:
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KitHenrique
Mensagens: 863
Registrado em: Ter Ago 12, 2008 4:14 pm
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Mensagem por KitHenrique »

Como eu faço votos no Skulltag para dar próximo level, kicka pessoas e etc.?
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Z-Man
Mensagens: 1406
Registrado em: Dom Jan 13, 2008 2:37 pm
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17
Localização: Atrás do Rico.
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Mensagem por Z-Man »

Multiplayer -> "Call vote"

Ou comandos de console

Vote (x) (y)

(x) ~> Kick, Changemap, Map, Timelimit, fraglimit

(y) ~> Valor (Nome do player a ser kickado, Nome do mapa [Map01], Timelimit [30{mins}], FragLimit [20{frags}])