PWADÏfreeslot( "SKINCOLOR_COMICBOOKBLUE", "SKINCOLOR_COMICBOOKORANGE", "SKINCOLOR_COMICBOOKRED", "SKINCOLOR_DARKBLUE", "SKINCOLOR_CIELO", "SKINCOLOR_EDGELORD", "SKINCOLOR_SKATECOLOR", "SKINCOLOR_MATTEBLACK", "SKINCOLOR_ASHURA", "SKINCOLOR_DISCORD", "SKINCOLOR_DIRT", "SKINCOLOR_ACCURATEBRONZE", "SKINCOLOR_BLEU", "SKINCOLOR_SUPER", "SKINCOLOR_INFINITY", "SKINCOLOR_BLUEBLUR", "SKINCOLOR_COLORIZED" ) skincolors[SKINCOLOR_SUPER] = { name = "Super_Gold", ramp = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, invcolor = SKINCOLOR_BLUE, invshade = 6, chatcolor = V_YELLOWMAP, accessible = true } addHook("ThinkFrame", do skincolors[SKINCOLOR_SUPER].ramp = skincolors[SKINCOLOR_SUPERGOLD1 + abs( ( (leveltime >> 1) % 9) - 4)].ramp end) --normal skincolors skincolors[SKINCOLOR_DARKBLUE] = { name = "Dark-Blue", ramp = {151,151,151,154,154,155,156,157,157,158,159,253,253,254,30,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_CIELO] = { name = "Cielo", ramp = {0,144,144,145,146,146,147,148,148,149,150,150,151,156,159,31}, invcolor = SKINCOLOR_SKY, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_EDGELORD] = { name = "Edgelord", ramp = {35,36,38,39,60,23,24,25,25,26,27,28,29,29,30,31}, invcolor = SKINCOLOR_SKY, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_MATTEBLACK] = { name = "matte-black", ramp = {14,16,19,21,24,26,29,31,31,31,31,31,31,31,31,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_ASHURA] = { name = "Ashura", ramp = {16,19,22,25,28,31,111,119,118,117,116,115,114,114,113,6}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_DISCORD] = { name = "discord", ramp = {147,147,147,148,171,171,172,172,172,173,173,174,174,175,139,139}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_DIRT] = { name = "dirt", ramp = {96,96,97,112,112,103,70,70,70,70,71,71,46,46,47,47}, invcolor = SKINCOLOR_BLACK, invshade = 9, chatcolor = V_BLUEMAP, accessible = tru } skincolors[SKINCOLOR_COMICBOOKBLUE] = { name = "comic book blue", ramp = {151,151,153,154,155,158,31,31,31,31,31,31,31,31,31,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_COMICBOOKORANGE] = { name = "comic book orange", ramp = {217,50,51,52,53,54,31,31,31,31,31,31,31,31,31,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_COMICBOOKRED] = { name = "comic book red", ramp = {35,36,37,37,38,39,31,31,31,31,31,31,31,31,31,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_ACCURATEBRONZE] = { name = "accurate bronze", ramp = {73,74,75,55,56,58,59,40,41,42,42,43,44,45,71,46}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } --animated skincolors skincolors[SKINCOLOR_INFINITY] = { name = "Infinity", ramp = {31,47,46,45,42,40,38,36,36,38,40,42,45,46,47,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } --special skincolors skincolors[SKINCOLOR_SKATECOLOR] = { name = "skatecolor", ramp = {0,80,80,81,82,83,72,73,73,74,74,54,54,55,35,35}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_BLEU] = { name = "Slighty Different Blue", ramp = {146,147,148,150,151,153,154,155,156,157,158,159,253,254,254,31}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_COLORIZED] = { name = "ghost", ramp = {0,1,1,2,2,3,3,4,4,5,5,6,7,7,8,8}, invcolor = SKINCOLOR_ORANGE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_BLUEBLUR] = { name = "blueblur", ramp = {132,134,134,149,150,150,151,153,154,155,156,157,159,253,254,31}, invcolor = SKINCOLOR_SAPPHIRE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } addHook("PlayerThink", function(player) if player.mo.color == SKINCOLOR_COLORIZED and not (player.mo.state == S_PLAY_STND or player.mo.state == S_PLAY_WAIT) local ghost = P_SpawnGhostMobj(player.mo) ghost.color = player.mo.color ghost.colorized = true ghost.fuse = 4 end if player.mo.color == SKINCOLOR_SUPER and not player.powers[pw_super] player.realmo.eflags = $|MFE_FORCESUPER end if player.mo.color != SKINCOLOR_SUPER player.realmo.eflags = $1 & ~MFE_FORCESUPER end if player.mo.color == SKINCOLOR_BLUEBLUR local piss = P_SpawnMobjFromMobj(player.realmo, P_RandomRange(-20, 20) * FRACUNIT, P_RandomRange(-20, 20) * FRACUNIT, P_RandomRange(0, 50) * FRACUNIT, MT_WATERZAP) piss.color = SKINCOLOR_SAPPHIRE piss.colorized = true end end) //these are the only two lines you need to edit! local flashColor = skincolors[SKINCOLOR_INFINITY] //change this to your desired skincolor! local flashDelay = 5 //change this to how many tics it takes to animate local rampPos = 1 local rampDir = true local ramps = {} //convert the ramp to a table ramps[1] = {} for i = 0, 15, 1 ramps[1][i+1] = flashColor.ramp[i] end //create the offset versions of the ramp for i = 2, 16,1 ramps[i] = {} for pos,val in ipairs(ramps[i-1]) do if not (pos == 16) then ramps[i][pos+1] = val else ramps[i][1] = val end end end local function RampWave() if not (leveltime % flashDelay) then rampPos = $1+1 //too high, time to go back if not (ramps[rampPos]) rampPos = 1 end flashColor.ramp = ramps[rampPos] end end addHook("ThinkFrame", RampWave) iLUA_PBLAuZLUA_WAVE