So is it a bug or do I need to modify something ?
Here is the code :
[spoiler]
Code: Select all
// *****************************************************************************
// *                       KONGOUSOUHA KATANA                                  *
// *                       (Adamant Barrage)                                   *
// *****************************************************************************
ACTOR Kongousouha : Weapon
{
        Inventory.PickupSound "misc/lowang"
        Inventory.PickupMessage "Picked up a Kongousouha!"
        Weapon.SelectionOrder 10
        Obituary "%o was slain by %k's Kongousouha."
        AttackSound "weapons/knife"
        +NOALERT
        States
        {
        Spawn:
                SWD1 A -1
                Loop
        Ready:
                SWRD A 1 A_WeaponReady
                Loop
        Deselect:
                SWRD A 1 A_Lower
                Loop
        Select:
                SWRD A 1 A_Raise
                Loop
        Fire:
                // ICE Based Attack
                SWRD B 1
                SWRD A 0
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",0,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",20,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",60,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",90,0,0,8)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",100,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KongousouhaMissile",140,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",180,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",220,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",260,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",270,0,0,8)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",300,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KongousouhaMissile",340,0,0,0)
                SWRD E 0 A_PlayWeaponSound("weapons/sword")
                SWRD D 0
                SWRD A 1 A_Refire
                goto Ready
        AltFire:
                // Fire Based Attack
                SWRD B 1
                SWRD A 0
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",0,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",20,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",60,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",90,0,0,8)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",100,0,0,0)
                SWRD C 0 A_FireCustomMissile ("KatanaMissile",140,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",180,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",220,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",260,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",270,0,0,8)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",300,0,0,0)
                SWRD D 0 A_FireCustomMissile ("KatanaMissile",340,0,0,0)
                SWRD E 0 A_PlayWeaponSound("weapons/sword")
                SWRD D 0
                SWRD A 1 A_Refire
                goto Ready
        }  // End States
} // End ACTOR Kongousouha
// *****************************************************************************
// *                       BASIC KATANA MISSILE                                *
// *                 (Fire Based Attack without Graphics)                      *
// *****************************************************************************
actor KatanaMissile
{
        Radius 2
        Height 2
        Speed 280
        Damage 10
        ExplosionDamage 10
        ExplosionRadius 100
        Scale 0.58
        PROJECTILE
        DONTHURTSHOOTER
        +NOBLOCKMAP
        +DROPOFF
        +BLOODLESSIMPACT
        +FOILINVUL
        +EXTREMEDEATH
        +PIERCEARMOR
        +RIPPER
        +RANDOMIZE
        +SPECTRAL
        +FLOORHUGGER
        +CEILINGHUGGER
        +ACTIVATEIMPACT
        +ACTIVATEPCROSS
        +NOTARGET
        +FIREDAMAGE
         States
         {
         Spawn:
                 SWRD C 1 bright
                 Loop
         Death:
                 RXPL A 0 A_Explode
                 Stop
         }
}
// *****************************************************************************
// *                         KONGOUSOUHA MISSILE                               *
// *                          (Ice Based Attack)                               *
// *****************************************************************************
actor KongousouhaMissile
{
   Radius 2
   Height 2
   Speed 280
   Damage 10
   ExplosionDamage 10
   ExplosionRadius 100
   DamageType Ice
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.5
   DONTHURTSHOOTER
   +NOBLOCKMAP
   +DROPOFF
   +ICEDAMAGE
   +FOILINVUL
   +PIERCEARMOR
   +RIPPER
   +SPECTRAL
   +ACTIVATEIMPACT
   +ACTIVATEPCROSS
   +NOTARGET
   +FLOORHUGGER
   +CEILINGHUGGER
   +BLOODLESSIMPACT
   States
   {
   Spawn:
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ I 2
      FREZ J 2
      FREZ H 2
      FREZ H 0 A_Die
      Goto Death
   Death:
      FREZ J 2
      FREZ K 2
      FREZ L 2
      FREZ M 2
      FREZ N 2
      FREZ O 2
      FREZ O 0 A_Explode
      Stop
   }
}
