#var dname "0"; #trigger {* on * * is mangled!} { #if {%2 = "droidic"} { playsound {Cosmic Rage/general/combat/enemy/drosmash.wav} @gvol; #if {@PanShipCombat = "Enabled"} { #PC %Playhandle Pan %Random(-2500,3500)}}; #if {%3 = "droid"} { playsound {Cosmic Rage/general/combat/enemy/drosmash.wav} @gvol; #if {@PanShipCombat = "Enables"} { #PC %Playhandle Pan %Random(-2500,3500)}}} #trigger {* dies due to a mangled *.} {gagAll} #trigger {Nothing drop to the ground.} {gagAll} #trigger {It hits * * *} {#if {%1 = "droidic"} {playsound {Cosmic Rage/general/combat/enemy/droid/hurt*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "embahi"} {playsound {Cosmic Rage/general/combat/enemy/embhit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%1 = "Baurgan"} {playsound {Cosmic Rage/general/combat/enemy/baurg/hurt*4.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%1 = "vacus"} {playsound {Cosmic Rage/general/combat/enemy/vacushit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "alian"} {playsound {Cosmic Rage/general/combat/enemy/alianhit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "droid"} {playsound {Cosmic Rage/general/combat/enemy/droid/bighurt*3.wav}@gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}} #trigger {It hits a * * *} {#if {%1 = "droidic"} {playsound {Cosmic Rage/general/combat/enemy/droid/hurt*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "embahi"} {playsound {Cosmic Rage/general/combat/enemy/embhit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%1 = "Baurgan"} {playsound {Cosmic Rage/general/combat/enemy/baurg/hurt*4.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%1 = "vacus"} {playsound {Cosmic Rage/general/combat/enemy/vacushit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "alian"} {playsound {Cosmic Rage/general/combat/enemy/alianhit*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}; #if {%2 = "droid"} {playsound {Cosmic Rage/general/combat/enemy/droid/bighurt*3.wav}@gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-2500,3500)}}} #trigger {* falls to the ground, dead.} { #if {%ifword(lion,%1," ")} { playsound {cosmic rage/general/combat/liondead.wav} @gvol}; #if {%ifword(droidic,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/droid/die*3.wav} @gvol}; #if {%ifword(embahi,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/embdie.wav} @gvol}; #if {%ifword(Baurgan,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/baurg/die*2.wav} @gvol}; #if {%ifword(amorphous blob,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/blob.wav} @gvol}; #if {%ifword(vacus,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/vacusdie.wav} @gvol}; #if {%ifword(alien,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/aliandie*2.wav} @gvol}; #if {%ifword(wasteland monster,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/monsterdie.wav} @gvol}; #if {%ifword(space worm,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/spacewormdie.wav} @gvol}; #if {%ifword(queen ratika,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/ratqueen.wav} @gvol}; #if {%ifword(droid,%1," ")} { playsound {Cosmic Rage/general/combat/enemy/droid/bigdie*3.wav} @gvol}} #trigger {The stun is absorbed by *} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/stunarmor.wav} @gvol} #trigger {a dulfarite dies due to a mangled head.} {playsound {Cosmic Rage/general/combat/enemy/dulfdie.wav} @gvol} #trigger {It hits a dulfarite's *} {playsound {Cosmic Rage/general/combat/enemy/dulfhit*3.wav} @gvol} #trigger {a dulfarite lunges forward, sinking its teeth into you!} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/dulfatt*3.wav} @gvol; #PC %Playhandle Pan %Random(-1500,1500)} ;room position triggers #trigger {You are in the * corner of the room *.} { #if {%1 = "northwestern"} { playsound {cosmic rage/general/combat/enemy/exits/nw.wav} @gvol}; #if {%1 = "northeastern"} { playsound {cosmic rage/general/combat/enemy/exits/ne.wav} @gvol}; #if {%1 = "southwestern"} { playsound {cosmic rage/general/combat/enemy/exits/sw.wav} @gvol}; #if {%1 = "southeastern"} { playsound {cosmic rage/general/combat/enemy/exits/se.wav} @gvol}} #trigger {You are just * of the * corner of the room *.} { #if {%1 = "east" and %2 = "northwestern"} { playsound {cosmic rage/general/combat/enemy/exits/e.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/nw.wav} @gvol}}; #if {%1 = "west" and %2 = "northeastern"} { playsound {cosmic rage/general/combat/enemy/exits/w.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/ne.wav} @gvol}}; #if {%1 = "east" and %2 = "southwestern"} { playsound {cosmic rage/general/combat/enemy/exits/e.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/sw.wav} @gvol}}; #if {%1 = "west" and %2 = "southeastern"} { playsound {cosmic rage/general/combat/enemy/exits/w.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/se.wav} @gvol}}; #if {%1 = "south" and %2 = "northwestern"} { playsound {cosmic rage/general/combat/enemy/exits/s.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/ne.wav} @gvol}}; #if {%1 = "south" and %2 = "northeastern"} { playsound {cosmic rage/general/combat/enemy/exits/s.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/ne.wav} @gvol}}; #if {%1 = "north" and %2 = "southwestern"} { playsound {cosmic rage/general/combat/enemy/exits/n.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/sw.wav} @gvol}}; #if {%1 = "north" and %2 = "southeastern"} { playsound {cosmic rage/general/combat/enemy/exits/n.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/se.wav} @gvol}}} #trigger {You are in the middle of the * side of the room *.} { #if {%1 = "northern"} { playsound {cosmic rage/general/combat/enemy/exits/n.wav} @gvol}; #if {%1 = "eastern"} { playsound {cosmic rage/general/combat/enemy/exits/e.wav} @gvol}; #if {%1 = "southern"} { playsound {cosmic rage/general/combat/enemy/exits/s.wav} @gvol}; #if {%1 = "western"} { playsound {cosmic rage/general/combat/enemy/exits/w.wav} @gvol}} #trigger {You are in the center of the room *.} { playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol} #trigger {You are just * of the * of the room *.} { #if {%1 = "northwest" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/nw.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "north" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/n.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "northeast" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/ne.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "west" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/w.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "east" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/e.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "southwest" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/sw.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "south" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/s.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}; #if {%1 = "southeast" and %2 = "center"} { playsound {cosmic rage/general/combat/enemy/exits/se.wav} @gvol; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/exits/center.wav} @gvol}}} #trigger {* goes up in flames.} {playsound {Cosmic Rage/general/combat/enemy/coverblow.wav} @gvol} #trigger {You pull back a small lever on * and hear a hum as charge filters into the weapon.} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/reload.wav} @gvol} #trigger {* straightens up fully and grins maliciously, having been recloned right in front of you!} {playsound {Cosmic Rage/general/combat/enemy/vacusclone.wav} @gvol} #trigger {You flick * and set fire to *} {playsound {Cosmic Rage/general/combat/enemy/lighter.wav} @gvol} #trigger {* bursts into flames and burns away.} {playsound {Cosmic Rage/general/combat/enemy/vacusfry.wav} @gvol} #trigger {* spits something at *} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/spit.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {*shoots a tiny stun weapon at *} {gagVoice;playsound {Cosmic Rage/general/combat/stungun.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {* opens fire on * with a * rifle.} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/rifle*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {*shoots a nasty gun at *} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/gun*3.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {* of MI ground patrol * thunders towards * slashing with a sword.} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/pslash.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {* of MI ground patrol * breathes a column of flame at *} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/pbreathe.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #trigger {* of MI ground patrol * shoots at * with a* MI rifle.} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/pshoot*2.wav} @gvol; #if {@PanShipCombat = "Enabled"} {#PC %Playhandle Pan %Random(-1500,1500)}} #TRIGGER {tail: *} {#ungagon}; #TRIGGER {* scale} {#var dname "dragon"}; #TRIGGER {*swings his trunk at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/baurg/trunk*2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*Baurgan * kicks *} {gagVoice;playsound {cosmic rage/general/combat/enemy/baurg/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)};#alarm 0.3 {playsound {cosmic rage/general/combat/enemy/kick*2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*lets out a sonic wave at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/baurg/sonic.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*roles something from under its trunk.} {gagVoice; playsound {cosmic rage/general/combat/enemy/baurg/trunk.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*stabs at * with a tiny blade!} {gagVoice;playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/tinyblade.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*swings a * blade at *} {gagVoice;playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/largeblade.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*shoots a nasty looking gun at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/gun*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*swings a tentakle at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/tentackle.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #trigger {*slimes you!} {gagVoice;playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panshipcombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)};#alarm 0.3 {playsound {cosmic rage/general/combat/enemy/vacus/slime.wav} @gvol; #if {@panshipcombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*shoots a nasty looking rifle at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/rifle.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*slaps * about with its tentakles.} {gagVoice; playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/tentackle.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*shoots a tiny stun weapon at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/stungun.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*slams a tentakle into * chest!} {gagVoice; playsound {cosmic rage/general/combat/enemy/vacus/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/tentackle.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {* shakes like a dog, sending toxic slime everywhere!} {gagVoice; playsound {cosmic rage/general/combat/enemy/shake.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*roars with fury and then bashes * upside the head with its fists.} {gagVoice; playsound {cosmic rage/general/combat/enemy/vpunch*2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*shoots a small pistol at *} {gagVoice;playsound {cosmic rage/general/combat/enemy/droid/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 1 {playsound {cosmic rage/general/combat/enemy/smallpist.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*lets a grenade fly!} {gagVoice;playsound {cosmic rage/general/combat/enemy/droid/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 1 {playsound {cosmic rage/general/combat/enemy/grenade.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*gives * an electric shock!} {gagVoice;playsound {cosmic rage/general/combat/enemy/droid/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/shock.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*shoots a small cannon at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/smallcannon.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*fires a shell right into * face!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/shell.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*makes a rumbling noise, and rolls *} {gagVoice; playsound {cosmic rage/general/combat/enemy/grenade2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*a concentrated beam of energy *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/energy.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*fires a plasma rifle at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/plasrifle.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*shoots a stun pistol at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/stungun.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*opens fire on * with a machine gun!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/machine2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*rams head first into *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/ram.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*tosses a plasma bomb into the air!} {gagVoice; playsound {cosmic rage/general/combat/enemy/plagrenade.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*tosses a plasma grenade into the air, then shoots it!} {gagVoice; playsound {cosmic rage/general/combat/enemy/plagrenade.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*shoots a stun rifal at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/stungun.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}} #TRIGGER {*shoots a stun cannon at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/smallcannon.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*wheels around and opens fire with a laser machine gun!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/machine1.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*fires * sniper at *} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/sniper.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*bombards the area with shells!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/shells.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*powers up a mini cannon and fires it at * face!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/cannon.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*fires up a mini cannon and fires it straight into your face!} {gagVoice; playsound {cosmic rage/general/combat/enemy/droid/bigatt*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.3 {playsound {cosmic rage/general/combat/enemy/cannon.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*embahi * boots *} {gagVoice; playsound {cosmic rage/general/combat/enemy/embahi/att*3.wav} 40; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/kick*2.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*embahi * bodysslams *} {gagVoice; playsound {cosmic rage/general/combat/enemy/embahi/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/bodyslam.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #TRIGGER {*embahi * slashes *} {gagVoice; playsound {cosmic rage/general/combat/enemy/embahi/att*3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}; #alarm 0.2 {playsound {cosmic rage/general/combat/enemy/slash.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #trigger {* * * is mangled.} {#if {%2 = "droid"} {playsound {cosmic rage/general/combat/enemy/drosmash.wav} @gvol}; #alarm 0.3 {playsound {cosmic rage/general/combat/break*4.wav} @gvol}} #trigger {* erupts into a pillar of flame.} {playsound {Cosmic Rage/general/combat/enemy/droid/bigdie*3.wav} @gvol} #trigger {*wasteland monster swings a fist at you, and misses!} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/monstermiss.wav} @gvol} #trigger {*wasteland monster punches you.} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/monsterpunch.wav} @gvol} #trigger {* lunges from out of a pile of trash!} {gagVoice;playsound {Cosmic Rage/general/combat/enemy/monsterapp.wav} @gvol} #trigger {The head of * sails away, cleanly knocked off.} {gagAll} #trigger {Looks like that was the last one.} {playsound {cosmic rage/general/comms/win.wav} @gvol} #TRIGGER {* performs emergency repairs on *} {playsound {cosmic rage/general/combat/enemy/droid/repair.wav} @gvol} #trigger {* uses something in its hand to heal *.} {gagAll} #trigger {*pull* back * foot and attempts to deliver a firm kick to a shiny control disc.} {gagAll; playsound {cosmic rage/general/combat/kick*3.wav} @vol; #PC %Playhandle Pan %Random(-3500,3500)} #trigger {*misse* a shiny control disc and instead makes a dent in the wall.} {gagAll} #trigger {* plant* foot perfectly into a shiny control disc, leaving a giant dent.} {gagAll} #trigger {* slide* two hidden switches on the handle of * broad sword * and the blades come alight with energy.} {#gagline display; playsound {cosmic rage/general/combat/BSword1.wav} @gvol} #trigger {* return* the switches to the off position and the energy of * broad sword * blades vanishes.} {#gagline display; playsound {cosmic rage/general/combat/BSword2.wav} @gvol} #trigger {* expertly fence* two deadly strokes of * broad sword * into * the blades discharging extra white energy as * do* so.} {#gagline display; {#gagline display; playsound {cosmic rage/general/combat/BSword3.wav} @gvol; #if {@panShipCombat = "Enabled"} {#pc %playhandle pan %random(-4000,4000)}}} #trigger {* rips at *} {playsound {cosmic rage/general/combat/lion*2.wav} @gvol; #PC %Playhandle Pan %Random(-1000,1000)} #trigger {* roars and pounces on *} {playsound {cosmic rage/general/combat/lion*2.wav} @gvol; #PC %Playhandle Pan %Random(-1000,1000)} #trigger {As * dies, some flesh slides off onto the ground!} {playsound {cosmic rage/general/combat/pelt.wav} @gvol}