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Chronos_Ouroboros

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Mar 22nd, 2019
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  1. Overlay.Mastery:
  2. TNT1 A 1
  3. {
  4. //EMG Pistol - Charged Energy Shot
  5. If (!CountInv("IncreasedPower") && CountInv("ChargeEfficiency") && CountInv("QuickRecovery") && CountInv("EMGLightWeight"))
  6. {
  7. A_GiveInventory("MC_IncreasedPower");
  8. }
  9. Else
  10. {
  11. A_TakeInventory("MC_IncreasedPower");
  12. }
  13. If (CountInv("IncreasedPowerMasteryCounter") >= 15)
  14. {
  15. A_GiveInventory("IncreasedPower");
  16. A_TakeInventory("MC_IncreasedPower");
  17. A_TakeInventory("IncreasedPowerMasteryCounter");
  18. }
  19.  
  20. //Combat Shotgun - Charged Burst
  21. If (!CountInv("PowerShot") && CountInv("TriSpeedyRecovery") && CountInv("RapidFire") && CountInv("QuickLoad"))
  22. {
  23. A_GiveInventory("MC_PowerShot");
  24. }
  25. Else
  26. {
  27. A_TakeInventory("MC_PowerShot");
  28. }
  29. If (CountInv("PowerShotMasteryCounter") >= 5)
  30. {
  31. A_GiveInventory("PowerShot");
  32. A_TakeInventory("MC_PowerShot");
  33. A_TakeInventory("PowerShotMasteryCounter");
  34. }
  35.  
  36. //Combat Shotgun - Explosive Shot
  37. If (!CountInv("ClusterStrike") && CountInv("ExpSpeedyRecovery") && CountInv("BiggerBoom") && CountInv("InstantLoad"))
  38. {
  39. A_GiveInventory("MC_ClusterStrike");
  40. }
  41. Else
  42. {
  43. A_TakeInventory("MC_ClusterStrike");
  44. }
  45. If (CountInv("ClusterStrikeMasteryCounter") >= 20)
  46. {
  47. A_GiveInventory("ClusterStrike");
  48. A_TakeInventory("MC_ClusterStrike");
  49. A_TakeInventory("ClusterStrikeMasteryCounter");
  50. }
  51.  
  52. //Super Shotgun - Improvements
  53. If (!CountInv("DoubleTrouble") && CountInv("SSGUraniumCoating") && CountInv("FasterReload"))
  54. {
  55. A_GiveInventory("MC_DoubleTrouble");
  56. }
  57. Else
  58. {
  59. A_TakeInventory("MC_DoubleTrouble");
  60. }
  61. If (CountInv("PowerDoubleTroubleKillCounter1") && CountInv("PowerDoubleTroubleKillCounter2") && !CountInv("PowerDoubleTroubleDampener"))
  62. {
  63. A_GiveInventory("DoubleTroubleDampener");
  64. A_GiveInventory("DoubleTroubleMasteryCounter");
  65. A_GiveInventory("MasteryTicker");
  66. //A_PrintUpgradeProgress("Weapon Mastery", "Double Trouble", "DoubleTroubleMasteryCounter");
  67. }
  68. If (CountInv("DoubleTroubleMasteryCounter") >= 30)
  69. {
  70. A_GiveInventory("DoubleTrouble");
  71. A_TakeInventory("MC_DoubleTrouble");
  72. A_TakeInventory("DoubleTroubleMasteryCounter");
  73. }
  74.  
  75. //Heavy Assault Rifle - Micro Missiles
  76. A_QueueBMChallenge;
  77. If (!CountInv("BottomlessMissiles") && CountInv("AmmoEfficient") && CountInv("AdvancedLoader") && CountInv("QuickLauncher"))
  78. {
  79. A_GiveInventory("MC_BottomlessMissiles");
  80. }
  81. Else
  82. {
  83. A_TakeInventory("MC_BottomlessMissiles");
  84. }
  85. If (CountInv("PowerMicroMissileStickCounter1") && CountInv("PowerMicroMissileStickCounter2") && CountInv("PowerMicroMissileStickCounter3") && CountInv("PowerMicroMissileStickCounter4") && !CountInv("BottomlessMissiles"))
  86. {
  87. A_GiveInventory("BottomlessMissiles");
  88. A_TakeInventory("MC_BottomlessMissiles");
  89. A_GiveInventory("MasteryTicker");
  90. //A_PrintUpgradeProgress("Weapon Mastery", "Bottomless Missiles", "None", True);
  91. }
  92.  
  93. //Heavy Assault Rifle - Tactical Scope
  94. If (!CountInv("DevastatorRounds") && CountInv("HARUraniumCoating") && CountInv("SkullCracker") && CountInv("HARLightWeight"))
  95. {
  96. A_GiveInventory("MC_DevastatorRounds");
  97. }
  98. Else
  99. {
  100. A_TakeInventory("MC_DevastatorRounds");
  101. }
  102. If (CountInv("DevastatorRoundsMasteryCounter") >= 50)
  103. {
  104. A_GiveInventory("DevastatorRounds");
  105. A_TakeInventory("MC_DevastatorRounds");
  106. A_TakeInventory("DevastatorRoundsMasteryCounter");
  107. }
  108.  
  109. //Rocket Launcher - Lock-On Burst
  110. If (!CountInv("MultiTargeting") && CountInv("QuickLock") && CountInv("FasterRecovery"))
  111. {
  112. A_GiveInventory("MC_MultiTargeting");
  113. }
  114. Else
  115. {
  116. A_TakeInventory("MC_MultiTargeting");
  117. }
  118. If (CountInv("MultiTargetingMasteryCounter") >= 5)
  119. {
  120. A_GiveInventory("MultiTargeting");
  121. A_TakeInventory("MC_MultiTargeting");
  122. A_TakeInventory("MultiTargetingMasteryCounter");
  123. }
  124.  
  125. //Rocket Launcher - Remote Detonation
  126. If (!CountInv("ExternalPayload") && CountInv("ImprovedWarhead") && CountInv("JaggedShrapnel"))
  127. {
  128. A_GiveInventory("MC_ExternalPayload");
  129. }
  130. Else
  131. {
  132. A_TakeInventory("MC_ExternalPayload");
  133. }
  134. If (CountInv("ExternalPayloadMasteryCounter") >= 15)
  135. {
  136. A_GiveInventory("ExternalPayload");
  137. A_TakeInventory("MC_ExternalPayload");
  138. A_TakeInventory("ExternalPayloadMasteryCounter");
  139. }
  140.  
  141. //Plasma Rifle - Heat Blast
  142. If (!CountInv("HeatedCore") && CountInv("SuperHeatedRounds") && CountInv("ImprovedVenting") && CountInv("ExpandedThreshold"))
  143. {
  144. A_GiveInventory("MC_HeatedCore");
  145. }
  146. Else
  147. {
  148. A_TakeInventory("MC_HeatedCore");
  149. }
  150. If (CountInv("HeatedCoreMasteryCounter") >= 20)
  151. {
  152. A_GiveInventory("HeatedCore");
  153. A_TakeInventory("MC_HeatedCore");
  154. A_TakeInventory("HeatedCoreMasteryCounter");
  155. }
  156.  
  157. //Plasma Rifle - Stun Bomb
  158. If (!CountInv("ChainStun") && CountInv("QuickRecharge") && CountInv("BigShock") && CountInv("LongerStun"))
  159. {
  160. A_GiveInventory("MC_ChainStun");
  161. }
  162. Else
  163. {
  164. A_TakeInventory("MC_ChainStun");
  165. }
  166. If (CountInv("ChainStunMasteryCounter") >= 30)
  167. {
  168. A_GiveInventory("ChainStun");
  169. A_TakeInventory("MC_ChainStun");
  170. A_TakeInventory("ChainStunMasteryCounter");
  171. }
  172.  
  173. //Gauss Cannon - Precision Bolt
  174. If (!CountInv("VolatileDischarge") && CountInv("EnergyEfficient") && CountInv("GCNLightWeight"))
  175. {
  176. A_GiveInventory("MC_VolatileDischarge");
  177. }
  178. Else
  179. {
  180. A_TakeInventory("MC_VolatileDischarge");
  181. }
  182. If (CountInv("VolatileDischargeMasteryCounter") >= 5)
  183. {
  184. A_GiveInventory("VolatileDischarge");
  185. A_TakeInventory("MC_VolatileDischarge");
  186. A_TakeInventory("VolatileDischargeMasteryCounter");
  187. }
  188.  
  189. //Gauss Cannon - Mobile Siege
  190. If (!CountInv("MobileSiege") && CountInv("OuterBeam") && CountInv("ReducedChargeTime"))
  191. {
  192. A_GiveInventory("MC_MobileSiege");
  193. }
  194. Else
  195. {
  196. A_TakeInventory("MC_MobileSiege");
  197. }
  198. If (CountInv("MobileSiegeMasteryCounter") >= 10)
  199. {
  200. A_GiveInventory("MobileSiege");
  201. A_TakeInventory("MC_MobileSiege");
  202. A_TakeInventory("MobileSiegeMasteryCounter");
  203. }
  204.  
  205. //Chaingun - Gatling Rotator
  206. If (!CountInv("IncendiaryRounds") && CountInv("ImprovedTorque") && CountInv("GRUraniumCoating"))
  207. {
  208. A_GiveInventory("MC_IncendiaryRounds");
  209. }
  210. Else
  211. {
  212. A_TakeInventory("MC_IncendiaryRounds");
  213. }
  214. If (CountInv("PowerIncendiaryRoundsKillCounter1") && CountInv("PowerIncendiaryRoundsKillCounter2") && CountInv("PowerIncendiaryRoundsKillCounter3") && CountInv("PowerIncendiaryRoundsKillCounter4") && CountInv("PowerIncendiaryRoundsKillCounter5") && !CountInv("IncendiaryRounds"))
  215. {
  216. A_GiveInventory("IncendiaryRounds");
  217. A_TakeInventory("MC_IncendiaryRounds");
  218. A_GiveInventory("MasteryTicker");
  219. //A_PrintUpgradeProgress("Weapon Mastery", "Incendiary Rounds", "None", True);
  220. }
  221.  
  222. //Chaingun - Mobile Turret
  223. If (!CountInv("UltimateCooling") && CountInv("RapidDeployment") && CountInv("MTUraniumCoating"))
  224. {
  225. A_GiveInventory("MC_UltimateCooling");
  226. }
  227. Else
  228. {
  229. A_TakeInventory("MC_UltimateCooling");
  230. }
  231. /*If (CountInv("UltimateCoolingKillCounter") >= 4 && !CountInv("UltimateCoolingKillSuppressor"))
  232. {
  233. A_GiveInventory("UltimateCoolingMasteryCounter");
  234. A_GiveInventory("UltimateCoolingKillSuppressor");
  235. A_GiveInventory("MasteryTicker");
  236. //A_PrintUpgradeProgress("Weapon Mastery", "Ultimate Cooling", "UltimateCoolingMasteryCounter");
  237. }*/
  238. If (CountInv("UltimateCoolingMasteryCounter") >= 5)
  239. {
  240. A_GiveInventory("UltimateCooling");
  241. A_TakeInventory("MC_UltimateCooling");
  242. A_TakeInventory("UltimateCoolingMasteryCounter");
  243. }
  244.  
  245. //Runes
  246. If (!CountInv("VacuumII") && CountInv("VacuumChallengeCounter") >= 300)
  247. {
  248. A_GiveInventory("VacuumII");
  249. A_TakeInventory("VacuumChallengeCounter");
  250. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Vacuum", "VacuumChallengeCounter", True);
  251. }
  252. If (!CountInv("DazedAndConfusedII") && CountInv("DazedAndConfusedChallengeCounter") >= 25)
  253. {
  254. A_GiveInventory("DazedAndConfusedII");
  255. A_TakeInventory("DazedAndConfusedChallengeCounter");
  256. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Dazed And Confused", "DazedAndConfusedChallengeCounter", True);
  257. }
  258. If (!CountInv("AmmoBoostII") && CountInv("AmmoBoostChallengeCounter") >= 500)
  259. {
  260. A_GiveInventory("AmmoBoostII");
  261. A_TakeInventory("AmmoBoostChallengeCounter");
  262. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Ammo Boost", "AmmoBoostChallengeCounter", True);
  263. }
  264. If (!CountInv("EquipmentPowerII") && CountInv("EquipmentPowerChallengeCounter") >= 30)
  265. {
  266. A_GiveInventory("EquipmentPowerII");
  267. A_TakeInventory("EquipmentPowerChallengeCounter");
  268. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Equipment Power", "EquipmentPowerChallengeCounter", True);
  269. }
  270. If (!CountInv("SavageryII") && CountInv("SavageryChallengeCounter") >= 25)
  271. {
  272. A_GiveInventory("SavageryII");
  273. A_TakeInventory("SavageryChallengeCounter");
  274. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Savagery", "SavageryChallengeCounter", True);
  275. }
  276. If (!CountInv("SeekAndDestroyII") && CountInv("SeekAndDestroyChallengeCounter") >= 75)
  277. {
  278. A_GiveInventory("SeekAndDestroyII");
  279. A_TakeInventory("SeekAndDestroyChallengeCounter");
  280. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Seek And Destroy", "SeekAndDestroyChallengeCounter", True);
  281. }
  282. If (!CountInv("InFlightMobilityII") && CountInv("InFlightMobilityChallengeCounter") >= 30)
  283. {
  284. A_GiveInventory("InFlightMobilityII");
  285. A_TakeInventory("InFlightMobilityChallengeCounter");
  286. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "In-Flight Mobility", "InFlightMobilityChallengeCounter", True);
  287. }
  288. If (!CountInv("ArmoredOffensiveII") && CountInv("ArmoredOffensiveChallengeCounter") >= 2500)
  289. {
  290. A_GiveInventory("ArmoredOffensiveII");
  291. A_TakeInventory("ArmoredOffensiveChallengeCounter");
  292. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Armored Offensive", "ArmoredOffensiveChallengeCounter", True);
  293. }
  294. If (!CountInv("BloodFueledII") && CountInv("BloodFueledChallengeCounter") >= 50)
  295. {
  296. A_GiveInventory("BloodFueledII");
  297. A_TakeInventory("BloodFueledChallengeCounter");
  298. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Blood Fueled", "BloodFueledChallengeCounter", True);
  299. }
  300. If (!CountInv("IntimacyIsBestII") && CountInv("IntimacyIsBestChallengeCounter") >= 100)
  301. {
  302. A_GiveInventory("IntimacyIsBestII");
  303. A_TakeInventory("IntimacyIsBestChallengeCounter");
  304. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Intimacy Is Best", "IntimacyIsBestChallengeCounter", True);
  305. }
  306. If (!CountInv("RichGetRicherII") && CountInv("RichGetRicherChallengeCounter") >= 12)
  307. {
  308. A_GiveInventory("RichGetRicherII");
  309. A_TakeInventory("RichGetRicherChallengeCounter");
  310. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Rich Get Richer", "RichGetRicherChallengeCounter", True);
  311. }
  312. If (!CountInv("SavingThrowII") && CountInv("SavingThrowChallengeCounter") >= 10)
  313. {
  314. A_GiveInventory("SavingThrowII");
  315. A_TakeInventory("SavingThrowChallengeCounter");
  316. A_PrintUpgradeProgress("Rune Upgrade Challenge:", "Saving Throw", "SavingThrowChallengeCounter", True);
  317. }
  318. }
  319. Loop
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