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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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bioforge
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missiles.scp
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Text File
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1994-11-28
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9KB
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509 lines
{ BOLTBLU
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 0 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
{ BOLTBLU_HIT
@Çå ( `Çí )
ú ( BOOM, WHITEB, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 50
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ BOLTBLU_HIT_WALL
@Çå (`à╕ )
ú ( BOOM, WHITEB, CURITEM )
}
{ BOLTBLU_HIT_LEX
@Çå ( `Çí )
ú ( BOOM, WHITEB, CURITEM )
I .ÇéÇÇ > 0 THEN
{
A OFF
@Ç¥ DAMAGE_LEX_ENERGY 50
I .ÇéÇÇ > 0 THEN
@Ç¥ FIGUREHITBYMISSILE
A ON
}
}
{ BOLTBLU_BOUNCE
@Çå ( `üì )
ú ( BOOM, PING, CURITEM )
}
{ BOLTGRN
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 10, 10, 10 ) >
}
{ BOLTGRN_HIT_WALL
@Çå (`à╕ )
ú ( BOOM, PING, CURITEM )
}
{ BOLTORNG
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 0 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
// JUST ADDED THIS TO GET THE PFD STARTED
{ BOLTPFD
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 1 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
{ BOLTPFD_HIT
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 25
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ BOLTPFD_HIT_WALL
@Çå (`à╕ )
ú ( BOOM, PING, CURITEM )
}
{ LASER
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 1 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
{ LASER_HIT
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 25
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ LASER_HIT_ACIDD
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
}
{ LASER_HIT_LEX
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
{
@Ç¥ DAMAGE_LEX_ENERGY 25
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ LASER_HIT_TUMOLT
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 10
I .ÇéÇÇ > 0 THEN
M RECOIL_ML 50
}
}
{ NRLASER_HIT_BCHBOT1
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_BCHBOT2
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_BCHBOT3
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ LASER_HIT_BCHBOT1
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_BCHBOT2
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_BCHBOT3
@Ç¥ LASER_HIT_TOWERBOT
}
{ NRLASER_HIT_LDGBOT1
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LDGBOT2
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LDGBOT3
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LANBOT1
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LANBOT2
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LANBOT3
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_LANBOT4
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ LASER_HIT_LDGBOT1
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LDGBOT2
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LDGBOT3
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LANBOT1
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LANBOT2
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LANBOT3
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_LANBOT4
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT1
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT2
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT3
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT4
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT5
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWBOT6
@Ç¥ LASER_HIT_TOWERBOT
}
{ LASER_HIT_TOWERBOT
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 15
I .ÇéÇÇ > 0 THEN
M RECOIL_TL
}
}
{ LASER_HIT_SHRIMP1
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 20
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ LASER_HIT_SHRIMP2
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 20
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ LASER_HIT_SHRIMP3
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 20
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ LASER_HIT_ELITE
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
D ENERGY 1000
}
{ LASER_HIT_DANE
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
I .ÇéÇÇ > 0 THEN
D ENERGY 1000
}
{ LASER_HIT_WALL
@Ç¢ (PLAYER)
// IF WE'RE ON THE LEDGE WITH THE DROPSHIP, DON'T SHOW THE EXPLOSION IF
// WE'VE FLOWN OUT OVER THE ACID. -BES
I @ÇÄ (PAD) AND @üü () > 1000 THEN
{
}
E
{
@Çå (`à╕ )
ú ( BOOM, PING, CURITEM )
}
}
{ LASER_BOUNCE
@Çå ( `üì )
ú ( BOOM, PING, CURITEM )
}
{ NRLASER
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 0 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
{ NRLASER_HIT
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
// ONLY RECOIL IF STILL ALIVE
I .ÇéÇÇ > 0 THEN
{
D ENERGY 10
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ NRLASER_HIT_LEX
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
// ONLY RECOIL IF STILL ALIVE
I .ÇéÇÇ > 0 THEN
{
@Ç¥ DAMAGE_LEX_ENERGY 10
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ NRLASER_HIT_TOWBOT1
@Çå ( `Çí )
ú ( BOOM, PING, CURITEM )
// ONLY RECOIL IF STILL ALIVE
I .ÇéÇÇ > 0 THEN
{
A OFF
D ENERGY 10
I .ÇéÇÇ > 0 THEN
M RECOIL_TL
A ON
}
}
{ NRLASER_HIT_TOWBOT2
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_TOWBOT3
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_TOWBOT4
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_TOWBOT5
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ NRLASER_HIT_TOWBOT6
@Ç¥ NRLASER_HIT_TOWBOT1
}
{ TNFABOLT
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 1 >
// THIS HAS TO BE HUGE JUST SO MISSILES WON'T SHOOT THROUGH WALLS!
< EXTENT = ( 20, 20, 20 ) >
}
{ TNFABOLT_HIT
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I .ÇéÇÇ > 0 THEN
{
D ENERGY 50
I .ÇéÇÇ > 0 THEN
M RECOIL_ML
}
}
{ TNFABOLT_HIT_ACIDD
@Ç¥ LASER_HIT_ACIDD
}
{ TNFABOLT_HIT_WALL
@Çå (`à╕ )
ú ( BOOM, REDB, CURITEM )
}
{ TNFABOLT_HIT_LEX
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I .ÇéÇÇ > 0 THEN
{
A OFF
@Ç¥ DAMAGE_LEX_ENERGY 50
I .ÇéÇÇ > 0 THEN
@Ç¥ FIGUREHITBYMISSILE
A ON
}
}
{ TNFABOLT_HIT_DANE
@Ç¥ LASER_HIT_DANE
}
{ TNFABOLT_HIT_SHRIMP1
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 30
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ TNFABOLT_HIT_SHRIMP2
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 30
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ TNFABOLT_HIT_SHRIMP3
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I ( .ÇéÇâ != $üÅ ) THEN
{
D ENERGY 30
I .ÇéÇÇ > 0 THEN
@Ç¥ SHRIMP_DEFEND
}
}
{ TNFABOLT_HIT_ELITE
@Çå ( `Çí )
ú ( BOOM, REDB, CURITEM )
I .ÇéÇÇ > 0 THEN
D ENERGY 1000
}
{ TNFABOLT_BOUNCE
@Çå ( `üì )
ú ( BOOM, PING, CURITEM )
}
{ ZIPPY
< HAS_GRAVITY = 0 >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< IS_REFLECTIVE = 0 >
< EXTENT = ( 1, 1, 1 ) >
}
{ ZIPPY_HIT
Q "The Eagle has landed"
}
//$ 26 - version number