# Paper Mario from Nintendo 64
#
# Lua:
# Other Chen
#
# Sprites:
# Nintendo (ripped by Knuckles T15 and Dinner Sonic)


FREESLOT
MT_PAPERHAMMER
S_PAPERHAMMER1
S_PAPERHAMMER2
S_PAPERHAMMER3
SPR_PHAM
S_PAPERCAPE1
S_PAPERCAPE2
S_PAPERCAPE3
SPR_PCAP
S_WARPPIPEIDLE
S_WARPPIPEUP1
S_WARPPIPEUP2
S_WARPPIPEUP3
S_WARPPIPEUP4
S_WARPPIPEUP5
S_WARPPIPEUP6
S_WARPPIPEUP7
S_WARPPIPEUP8
S_WARPPIPEDN1
S_WARPPIPEDN2
S_WARPPIPEDN3
S_WARPPIPEDN4
S_WARPPIPEDN5
S_WARPPIPEDN6
S_WARPPIPEDN7
S_WARPPIPEDN8
S_WARPPIPEPAIN
SPR_WRPE

#


# Thrown hammer

Thing MT_PAPERHAMMER
MAPTHINGNUM = -1
SPAWNSTATE = S_PAPERHAMMER1
SPAWNHEALTH = 1
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = sfx_jshard
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_SMOKE1
DEATHSOUND = sfx_jshard
XDEATHSTATE = S_SMOKE1
SPEED = 0
RADIUS = 16*FRACUNIT
HEIGHT = 32*FRACUNIT
MASS = 100
DAMAGE = 1
ACTIVESOUND = sfx_jshard
RAISESTATE = 0
FLAGS = MF_MISSILE|MF_BOUNCE|MF_GRENADEBOUNCE|MF_PUSHABLE

FRAME S_PAPERHAMMER1
SPRITENAME = PHAM
SPRITEFRAME = A
DURATION = 4
NEXT = S_PAPERHAMMER2
VAR1 = 0
VAR2 = 0

FRAME S_PAPERHAMMER2
SPRITENAME = PHAM
SPRITEFRAME = B
DURATION = 4
NEXT = S_PAPERHAMMER3
VAR1 = 0
VAR2 = 0

FRAME S_PAPERHAMMER3
SPRITENAME = PHAM
SPRITEFRAME = C
DURATION = 4
NEXT = S_PAPERHAMMER1
VAR1 = 0
VAR2 = 0


# Cape

Thing MT_PAPERCAPE
MAPTHINGNUM = -1
SPAWNSTATE = S_PAPERCAPE1
SPAWNHEALTH = 1
SEESTATE = 0
SEESOUND = sfx_thok
REACTIONTIME = 32
ATTACKSOUND = sfx_thok
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = S_NULL
DEATHSOUND = 0
XDEATHSTATE = S_NULL
SPEED = 16*FRACUNIT
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_NOGRAVITY

FRAME S_PAPERCAPE1
SPRITENAME = PCAP
SPRITEFRAME = A
DURATION = 4
NEXT = S_PAPERCAPE2
VAR1 = 0
VAR2 = 0

FRAME S_PAPERCAPE2
SPRITENAME = PCAP
SPRITEFRAME = B
DURATION = 4
NEXT = S_PAPERCAPE3
VAR1 = 0
VAR2 = 0

FRAME S_PAPERCAPE3
SPRITENAME = PCAP
SPRITEFRAME = C
DURATION = 4
NEXT = S_NULL
VAR1 = 0
VAR2 = 0


# Warp Pipe

Thing MT_WARPPIPE
MAPTHINGNUM = -1
SPAWNSTATE = S_WARPPIPEUP1
SPAWNHEALTH = 1
SEESOUND = sfx_mario9
ATTACKSOUND = sfx_mario8
PAINSTATE = S_WARPPIPEPAIN
PAINSOUND = sfx_mario1
DEATHSTATE = S_XPLD1
DEATHSOUND = sfx_mario5
XDEATHSTATE = S_WARPPIPEDN1
RADIUS = 48*FRACUNIT
HEIGHT = 80*FRACUNIT

FRAME S_WARPPIPEIDLE
SPRITENAME = WRPE
SPRITEFRAME = A
DURATION = -1
NEXT = S_WARPPIPEIDLE
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP1
SPRITENAME = WRPE
SPRITEFRAME = I
DURATION = 2
NEXT = S_WARPPIPEUP2
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP2
SPRITENAME = WRPE
SPRITEFRAME = H
DURATION = 2
NEXT = S_WARPPIPEUP3
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP3
SPRITENAME = WRPE
SPRITEFRAME = G
DURATION = 2
NEXT = S_WARPPIPEUP4
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP4
SPRITENAME = WRPE
SPRITEFRAME = F
DURATION = 2
NEXT = S_WARPPIPEUP5
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP5
SPRITENAME = WRPE
SPRITEFRAME = E
DURATION = 2
NEXT = S_WARPPIPEUP6
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP6
SPRITENAME = WRPE
SPRITEFRAME = D
DURATION = 2
NEXT = S_WARPPIPEUP7
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP7
SPRITENAME = WRPE
SPRITEFRAME = C
DURATION = 2
NEXT = S_WARPPIPEUP8
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEUP8
SPRITENAME = WRPE
SPRITEFRAME = B
DURATION = 2
NEXT = S_WARPPIPEIDLE
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN1
SPRITENAME = WRPE
SPRITEFRAME = B
DURATION = 2
NEXT = S_WARPPIPEDN2
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN2
SPRITENAME = WRPE
SPRITEFRAME = C
DURATION = 2
NEXT = S_WARPPIPEDN3
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN3
SPRITENAME = WRPE
SPRITEFRAME = D
DURATION = 2
NEXT = S_WARPPIPEDN4
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN4
SPRITENAME = WRPE
SPRITEFRAME = E
DURATION = 2
NEXT = S_WARPPIPEDN5
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN5
SPRITENAME = WRPE
SPRITEFRAME = F
DURATION = 2
NEXT = S_WARPPIPEDN6
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN6
SPRITENAME = WRPE
SPRITEFRAME = G
DURATION = 2
NEXT = S_WARPPIPEDN7
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN7
SPRITENAME = WRPE
SPRITEFRAME = H
DURATION = 2
NEXT = S_WARPPIPEDN8
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEDN8
SPRITENAME = WRPE
SPRITEFRAME = I
DURATION = 2
NEXT = S_NULL
VAR1 = 0
VAR2 = 0

FRAME S_WARPPIPEPAIN
SPRITENAME = WRPE
SPRITEFRAME = J
DURATION = 12
NEXT = S_WARPPIPEIDLE
VAR1 = 0
VAR2 = 0


# Fire Drive shield effect

Thing MT_FIREDRIVEORB
MAPTHINGNUM = -1
SPAWNSTATE = S_PM_SHIELD
SPAWNHEALTH = 1
REACTIONTIME = 8
DEATHSTATE = S_NULL
XDEATHSTATE = S_NULL
SPEED = 2*FRACUNIT
RADIUS = 2*FRACUNIT
HEIGHT = 2*FRACUNIT
MASS = 100
DAMAGE = 2*FRACUNIT
FLAGS = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_SCENERY|MF_NOCLIPHEIGHT
