1) In
actor APLAYER / ifaction PFROZEN:
oblivion.con
ifp ponsteroids
{
count SHRUNKCOUNT
sound BIGBANG
}
else
game.con
ifp ponsteroids
count SHRUNKCOUNT
sound BIGBANG
else
2) In
actor ORGANTIC TURRETSTRENGTH:
oblivion.con
else
ifcount 32
{
sizeto 32 32
}
game.con
else
{
ifcount 32
sizeto 32 32
}
3) In
state pigshootenemystate:
oblivion.con
ifcansee
game.con
// ifcansee
4)
Bracket fixes in state elder_spheredead / checkelder_spherenearplayer / elder_spheregetstate ([ ] replaced by { })
5) In
useractor notenemy POISONFRUIT:
oblivion.con
ifspawnedby POISONFRUIT
{
sound ZAXTOR_PAIN4
state getcode
}
else
game.con
ifspawnedby POISONFRUIT
sound ZAXTOR_PAIN4
state getcode
else
6) In
useractor notenemy EXPLOSIONPLATE:
oblivion.con
ifaction AEXPLOSIONPLATED // if this action is playing
{
ifactioncount 23 nullop else // if frames exceed this amount
palfrom 64 64 64 64 // flash white
}
game.con
ifaction AEXPLOSIONPLATED // if this action is playing
{
palfrom 64 64 64 64 // flash white
ifactioncount 23 // if frames exceed this amount
{
}
}
7) In
state checkion_spherehitstate:
oblivion.con
ifrnd 48
{
ai AIION_SPHEREDODGE
ai AIION_SPHEREDODGEUP
}
else
game.con
ifrnd 48
ai AIION_SPHEREDODGE
ai AIION_SPHEREDODGEUP
else
8) In
actor DREADOOZE:
oblivion.con
ifactor DREADOOZE
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
addphealth -1
{
{
ifcount 32
soundonce EARTHQUAKE
}
ifcount 64 ifrnd 6
game.con
ifactor DREADOOZE
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
addphealth -1
{
{
soundonce EARTHQUAKE
ifcount 32
}
ifcount 64 ifrnd 6
9) In
useractor notenemy FAKEACCESSCARD:
oblivion.con
ifspawnedby FAKEACCESSCARD
{
sound DUKE_HIT_STRIPPER1
state getcode
}
else
game.con
ifspawnedby FAKEACCESSCARD
sound DUKE_HIT_STRIPPER1
state getcode
else
10) In
useractor notenemy FOSSA_GUENEY:
oblivion.con
ifspawnedby FRUIT
// state getcode
// else
state quikget
game.con
ifspawnedby FRUIT
// state getcode
else
state quikget
11)
Commented out/deactivated case DRILLBOSSEYE in line 14335 (was already defined elsewhere)
12) In
useractor notenemy BOSS_SLAYED_GEM:
oblivion.con
ifspawnedby BOSS_SLAYED_GEM
{
ifspritepal 10 { setvar SPD_BOSS1 1 }
ifspritepal 11 { setvar SPD_BOSS2 1 }
ifspritepal 12 { setvar SPD_BOSS3 1 }
ifspritepal 13 { setvar SPD_BOSS4 1 }
ifspritepal 14 { setvar SPD_BOSS5 1 }
ifspritepal 15 { setvar SPD_BOSS6 1 }
ifspritepal 16 { setvar SPD_BOSS7 1 }
state getcode
}
else
game.con
ifspawnedby BOSS_SLAYED_GEM
ifspritepal 10 { setvar SPD_BOSS1 1 }
ifspritepal 11 { setvar SPD_BOSS2 1 }
ifspritepal 12 { setvar SPD_BOSS3 1 }
ifspritepal 13 { setvar SPD_BOSS4 1 }
ifspritepal 14 { setvar SPD_BOSS5 1 }
ifspritepal 15 { setvar SPD_BOSS6 1 }
ifspritepal 16 { setvar SPD_BOSS7 1 }
state getcode
else
13) In
actor HJZZY_EYEDMG3 HJZZY_EYESTRENGTH4:
oblivion.con
ifhitweapon {
ifstrength HJZZY_EYELEVEL1 nullop else
{
globalsound MTHRSCREAM
state checkshjzzy_eye4hitstate
}
}
enda
game.con
ifhitweapon
globalsound MTHRSCREAM
state checkshjzzy_eye4hitstate
ifstrength HJZZY_EYELEVEL1
enda
14) In
actor FACIAL_DISTURBANCE:
oblivion.con
ifactor FACIAL_DISTURBANCE
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
shoot GROWSPARK
{
{
ifcount 32
soundonce ACTOR_GROWING
}
ifcount 18 ifrnd 96
game.con
ifactor FACIAL_DISTURBANCE
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
shoot GROWSPARK
{
{
soundonce ACTOR_GROWING
ifcount 32
}
ifcount 18 ifrnd 96
15) In
actor SKULL_OF_DEATH_ ANS_FORM2_HP:
oblivion.con
/*
else
ifai AISKULL_OF_DEATHSHRUNK
state skullofdeathshrunkstate
*/
else
ifai AISKULL_OF_DEATHDODGE
game.con
else
/* ifai AISKULL_OF_DEATHSHRUNK
state skullofdeathshrunkstate
*/ else
ifai AISKULL_OF_DEATHDODGE
16) In
actor TORNADO_OF_DEATH ANS_FORM3_HP:
oblivion.con
ifactor TORNADO_OF_DEATH
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
shoot GROWSPARK
{
{
ifcount 32
soundonce ANCIENTSPIRITSPK
}
ifcount 18 ifrnd 96
game.con
ifactor TORNADO_OF_DEATH
ifpdistl RETRIEVEDISTANCE
ifcount 10
ifcanseetarget
shoot GROWSPARK
{
{
soundonce ANCIENTSPIRITSPK
ifcount 32
}
ifcount 18 ifrnd 96
17) In
useractor notenemy BRACELET_OF_HP:
oblivion.con
ifspawnedby BRACELET_OF_HP
{
palfrom 56 63 23 1
state getcode
}
else
game.con
ifspawnedby BRACELET_OF_HP
palfrom 56 63 23 1
state getcode
else
18) In
useractor notenemy AMULET_OF_CHAOS:
oblivion.con
ifspawnedby AMULET_OF_CHAOS
{
sound GENERIC_AMBIENCE6
state getcode
}
else
game.con
ifspawnedby AMULET_OF_CHAOS
sound GENERIC_AMBIENCE6
state getcode
else