actor KTRainDrop 28399
{
PROJECTILE
-NOGRAVITY
+CLIENTSIDEONLY
+FORCEYBILLBOARD
-SKYEXPLODE
damage 0
//Translation "198:198 = 78:78", "192:192 = 197:197" //MM10DW1 Water color
//Translation "198:198 = 235:235", "192:192 = 231:231", "4:4 = 97:97" //MM10PUM Water Color
Translation "198:198 = 245:245", "192:192 = 75:75", "4:4 = 197:197" //Custom map color
RenderStyle "translucent"
gravity 1.30
Alpha 0.85
scale 2.5
height 25
radius 1
States
{
Spawn:
KT00 A 1 //A_CheckFloor("Crash")
loop
Crash:
Death:
KT00 BC 1
TNT1 A 0 A_ChangeFlag("FORCEYBILLBOARD",0)
TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD",1)
KT00 DEF 1
stop
}
}

actor KTRainDropSpawner 28300
{
+NOINTERACTION
+THRUACTORS
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
+CEILINGHUGGER
+SPAWNCEILING
-SKYEXPLODE
scale 2.5
height 1
radius 1
States
{
Spawn:
TNT1 A 1 A_Jump(64,"SpawnRain") //Puedes hacer que llueva más o menos cambiando ese 64 (Mayor número llueve más, menor llueve menos)
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-128,128),random(-128,128),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner2 : KTRainDropSpawner 28301
{
States
{
Spawn:
TNT1 A 1 A_Jump(40,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-544,544),random(-224,224),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner3 : KTRainDropSpawner 28302
{
States
{
Spawn:
TNT1 A 1 A_Jump(200,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-736,736),random(-1248,1248),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner4 : KTRainDropSpawner 28303
{
States
{
Spawn:
TNT1 A 1 A_Jump(32,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-160,160),random(-592,592),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner5 : KTRainDropSpawner 28304
{
States
{
Spawn:
TNT1 A 1 A_Jump(32,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-158,158),random(-510,510),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner6 : KTRainDropSpawner 28305
{
States
{
Spawn:
TNT1 A 1 A_Jump(16,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-144,144),random(-128,128),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner7 : KTRainDropSpawner 28306
{
States
{
Spawn:
TNT1 A 1 A_Jump(168,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-352,352),random(-768,768),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner8 : KTRainDropSpawner 28307
{
States
{
Spawn:
TNT1 A 1 A_Jump(28,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-256,256),random(-448,448),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner9 : KTRainDropSpawner 28308
{
States
{
Spawn:
TNT1 A 1 A_Jump(168,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-768,768),random(-1024,1024),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner10 : KTRainDropSpawner 28309
{
States
{
Spawn:
TNT1 A 1 A_Jump(136,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-256,256),random(-1008,1008),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner11 : KTRainDropSpawner 28310
{
States
{
Spawn:
TNT1 A 1 A_Jump(64,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-400,400),random(-256,256),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner12 : KTRainDropSpawner 28311
{
States
{
Spawn:
TNT1 A 1 A_Jump(32,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-272,272),random(-240,240),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner13 : KTRainDropSpawner 28312
{
States
{
Spawn:
TNT1 A 1 A_Jump(24,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-128,128),random(-608,608),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner14 : KTRainDropSpawner 28313
{
States
{
Spawn:
TNT1 A 1 A_Jump(38,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-766,766),random(-80,80),-16,0,0,-10)
Goto Spawn
}
}

actor KTRainDropSpawner15 : KTRainDropSpawner 28319
{
States
{
Spawn:
TNT1 A 1 A_Jump(44,"SpawnRain")
loop
SpawnRain:
TNT1 A 1 A_SpawnItemEx("KTRainDrop",random(-640,640),random(-128,128),-16,0,0,-10)
Goto Spawn
}
}

Actor SpecialTriangleMap 28314
{
+NOGRAVITY
+SOLID
Radius 4
Height 8
Scale 2.5
States
{
Spawn:
SHYN A 1 Bright Light("SpecialTCol1")// A_CountDown
SHYN A 0 Bright Light("SpecialTCol1") A_Jump(60,"SparkFX")
loop
SparkFX:
SHYN A 1 Bright Light("SpecialTCol1") A_SpawnItemEx("SpecialTSparkM",random(-16,16),random(-16,16),random(0,28),0,0,0,0)
Goto Spawn
}
}

actor SpecialTSparkM
{
+FORCEXYBILLBOARD
+NOGRAVITY
Translation "192:192=229:229", "198:198=63:63"
Scale 2.5
States
{
Spawn:
SHYN BCDCB 2 Bright Light("SpecialTCol2")
SHYN B 0 A_Jump(127,"GleamFX")
stop
GleamFX:
SHYN B 1 Bright Light("SpecialTCol2") A_SpawnItemEx("SpecialGleamFXM",0,0,0,0,0,-1,0)
stop
}
}

actor SpecialGleamFXM
{
+FORCEXYBILLBOARD
+NOGRAVITY
Translation "192:192=229:229", "198:198=63:63"
Scale 2.5
States
{
Spawn:
SHYN E 2 Bright Light("SpecialTCol2")
SHYN F 2 Bright Light("SpecialTCol3")
SHYN F 0 A_JumpIf(z-floorz>0, "Spawn")
stop
}
}

Actor DarkAngelDoll 28315
{
+NOGRAVITY
+SOLID
RADIUS 1
HEIGHT 2
SCALE 2.5
STATES
{
SPAWN:
KT00 G 1
LOOP
}
}

Actor ZeroElfDoll 28316
{
+NOGRAVITY
+SOLID
RADIUS 1
HEIGHT 2
SCALE 2.5
STATES
{
SPAWN:
KT00 H 1
LOOP
}
}

actor PlantitaU 28317
{
+NOGRAVITY
+SOLID
RADIUS 1
HEIGHT 2
SCALE 2.5
STATES
{
SPAWN:
ARBR F 1
LOOP
}
}

actor PlantitaD 28318
{
+NOGRAVITY
+SOLID
RADIUS 1
HEIGHT 2
SCALE 2.5
STATES
{
SPAWN:
ARBR G 1
LOOP
}
}
