ns_demonicusv1.04.pk3

PK3 2.4 MiB 0 map(s)

Counts

endoom0
graphics0
lumps161
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "3331ba23f24350da23f30d564a8bbf9ccb2bdc45",
    "sha256": "d24b828c1f7388068dc3b5edf856a6903663204c5c0bee912f05ecac3b6462f6",
    "filenames": [
      "ns_demonicusv1.04.pk3"
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    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2017-09-20 23:38:56",
      "locked": false,
      "canDownload": true,
      "adult": false,
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-09-20 23:38:56",
    "file": {
      "type": "PK3",
      "size": 2553145,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3331ba23f24350da23f30d564a8bbf9ccb2bdc45/3331ba23f24350da23f30d564a8bbf9ccb2bdc45.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 161,
        "maps": 0,
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    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "Actor Demonicus : PlayerPawn\n{\n    Health 125\n    Mass 9000\n\tscale 0.65\n\tlimitedtoteam 1\n    Player.forwardmove 1.1\n    Player.sidemove 0.75\n    Player.Maxhealth 125\n    Player.DisplayName \"Demonicus\"\n\tPlayer.startitem \"DemonicusBreathWeapon\", 1\n    Player.startitem \"DemonicusShieldWeapon\", 1\n\tPlayer.startitem \"DemonicusFirePillarItem\", 1\n\tPlayer.startitem \"FireAmmo\", 5\n\tPlayer.startitem \"DemonicusArmor\", 1\n//\tPlayer.StartItem \"DemonicusModeSwitcher\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 16\n\tPlayer.StartItem \"GhoulTeam\", 1\n    Player.crouchsprite \"\"\n    Player.soundclass \"reaper\"\n\tPlayer.scoreicon \"REAPST\"\n    Player.ColorRange 112, 127\n\tDamageFactor \"MarineGrenade\", 0.5\n\tDamageFactor \"HunterFireArrow\", 0.15\n\tDamageFactor \"HunterSuperFireArrow\", 0.15\n\tDamageFactor \"HunterFireMagic\", 0.15\n\tDamageFactor \"HunterIceArrow\", 1.5\n\tDamageFactor \"HunterIceSpike\", 1.4\n\tDamageFactor \"HunterSuperIceArrow\", 1.5\n\tDamageFactor \"HunterSuperIceArrowTrail\", 1.2\n\tDamageFactor \"CyborgJetpackFire\", 0.4\n\tDamageFactor \"CyborgPlasma\", 0.85\n\tDamageFactor \"GhostbusterProton\", 0.85\n\tDamageFactor \"GhostbusterIceFall\", 0.8\n\tDamageFactor \"SantaSnowBall\", 1.15\n\tDamageFactor \"WarlockFireball\", 0.15\n\tDamageFactor \"WarlockBigFireball\", 0.15\n\tDamageFactor \"WarlockMagmaSmall\", 0.15\n\tDamageFactor \"WarlockNova\", 0.75\n\tDamageFactor \"WarlockIceShards\", 1.45\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.75\n\tDamageFactor \"EngineerMine\", 0.75\n\tDamageFactor \"SwordSlash\", 1.5\n    +NOSKIN\n\t+NOICEDEATH\n    States\n    {\n    Spawn:\n\t    TNT1 A 0\n\t\tREAP A 1 Bright\n\t\tGoto Spawn+1\n\tSee:\n\t\tREAP A 5 Bright A_SpawnItemEx(\"FlameParticle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tGoto Spawn+1\n\tPain:\n\t\tREAP C 8 Bright\n\t\tTNT1 A 0 A_Jump(128, \"Spawn\") // 50 % chance to not even play a sound\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain1\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 14)\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain2\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 9)\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain3\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 4)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain4\", CHAN_VOICE)\n\t\tTNT1 A 0\n\t\tGoto Spawn+1\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n//\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n\tPain.Maledict:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tTNT1 A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Spawn\n    Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n        Goto Pain\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ActivationDelay2\", 1, \"See\")\n\t\tREAP BC 4 Bright\n\t\tGoto Spawn+1\n\tPillar:\n\t\tREAP B 6 Bright\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain1\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 14)\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain2\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 9)\n\t\tTNT1 A 0 A_Jump(192, 5)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain3\", CHAN_VOICE)\n\t\tTNT1 A 0 A_Jump(256, 4)\n\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusRain4\", CHAN_VOICE)\n\t\tREAP CB 6 Bright\n\t\tGoto Spawn+1\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledDemonicus\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"UsingShield\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t\tTNT1 A 0 A_Stop // Spawn it in a proper area\n\t\tTNT1 A 0 A_SpawnItemEx(\"DemonicusExplosion\", 0, 0, 24)\n//\t\tTNT1 A 0 A_SpawnItem(\"DeathSounderMetallic\")\n        TNT1 A 0 A_SpawnItem(\"DeathSounderDemonicus\")\n\t\tREAP DE 6\n\t\tREAP DE 5\n\t\tREAP DE 4\n\t\tREAP DEFGFGG 3 A_Fadeout(0.1)\n\t\tTNT1 A 0\n\t\tTNT1 A -1\n\t\tStop\n    Death.MarineShotgun:\n        FROB A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarinePistol:\n        TNT1 A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineMachineGun:\n        TNT1 A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineGrenade:\n        TNT1 A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n        Goto DeathAnim\n    Death.MarineSuicideGrenade:\n        TNT1 A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n        Goto DeathAnim\n    Death.HunterFireArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterIceArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningRail:\n        TNT1 A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.HunterFireMagic:\n        TNT1 A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterRegularMagic:\n        TNT1 A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterIceSpike:\n        TNT1 A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n        Goto DeathAnim\n    Death.HunterLightningMagic:\n        TNT1 A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperFireArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperIceArrowTrail2:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperRegularArrow:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n        Goto DeathAnim\n    Death.HunterSuperLightningRail:\n        TNT1 A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n        Goto DeathAnim\n    Death.CyborgPlasma:\n        TNT1 A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgCrapPlasma:\n        TNT1 A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n        Goto DeathAnim\n    Death.CyborgPulse:\n        TNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n        Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n    Death.GhostbusterProton:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterTrap:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterBlood:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterEcho:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterSoul:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceFall:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterIceBall:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n    Death.GhostbusterDefilerBall:\n        TNT1 A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n        Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n\t\tGoto DeathAnim\n\tDeath.GhostbusterMeteor:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhostbusterMeteorKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBDemonicusUpgrade\", 1)\n\t\tGoto DeathAnim\n    Death.EngineerNail:\n        TNT1 A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n        Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tTNT1 A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tTNT1 A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.GravityRailPuff:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n    Death.SantaHollyAir:\n        TNT1 A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n        Goto DeathAnim\n    Death.SantaHollyGround:\n        TNT1 A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n        Goto DeathAnim\n    Death.SantaStarProjectile:\n        TNT1 A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n        Goto DeathAnim\n    Death.SantaFallingStar:\n        TNT1 A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n        Goto DeathAnim\n    Death.SantaSnowball:\n        TNT1 A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n        Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tTNT1 A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tTNT1 A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n    Death.BarbarianSword:\n        TNT1 A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianSwordWeak:\n        TNT1 A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianHammerMelee:\n        TNT1 A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n        Goto DeathAnim\n    Death.BarbarianHammer:\n        TNT1 A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n        TNT1 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n        Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n        Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n    Death.WarlockFireball:\n        TNT1 A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockBigFireball:\n        TNT1 A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockIceShards:\n        TNT1 A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockLightning:\n        TNT1 A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.WarlockMagmaSmall:\n        TNT1 A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tTNT1 A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n    Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.Maledict2:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n    Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n        Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t    GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n    }\n}\n\nactor FlameParticle\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRadius 3\n\tHeight 3\n\t+NOGRAVITY\n\trenderstyle add\n\t- SOLID\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(128, \"Variety2\")\n\t\tTNT1 AA 0 bright A_PlaySoundEx(\"DemonicusAct\", CHAN_AUTO)\n\t\tFLM3 ABCDEFGHIJL 2 A_FadeOut(0.08)\n\t\tstop\n\tVariety2:\n\t\tTNT1 AA 0 bright A_PlaySoundEx(\"DemonicusAct\", CHAN_AUTO)\n\t\tFLM5 ABCDEFGHIJL 2 A_FadeOut(0.08)\n\t\tstop\n\t}\n}\n\nActor DemonicusExplosion\n{\n\tRadius 1\n\tHeight 1\n\tScale 1.25\n\tAlpha 0.85\n\tRenderStyle Add\n\tDamageType \"DemonicusLastBlow\"\n\tObituary \"%o couldn't escape %k's voilent explosion.\"\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 22\n\t\tTNT1 AA 0 A_PlaySoundEx(\"DemonicusKaboom\", 7)\n\t\tNKXP A 0 A_Explode(random(72,84), 128, 0)\n\t\tNKXP BCDE 3 Bright A_FadeOut(0.015)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"DemonicusMagma\", 0, 0, 32, random(-20,20), random(-20,20), random(-20,20))\n\t\tNKXP FGHIJKLMNOPQRSTUV 3 Bright A_FadeOut(0.015)\n\t\tStop\n\t}\n}\n\nActor DemonicusMagma\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tProjectile\n\tDamage (8)\n\tDamageType \"DemonicusLastBlow\"\n\tObituary \"%o couldn't escape %k's voilent explosion.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB ABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tMGMB C 0 A_PlaySound(\"FireStaffH\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor DemonicusArmor : BasicArmorBonus\n{\n\tinventory.icon \"FIRESH\"\n\tArmor.SavePercent 35.0\n\tArmor.SaveAmount 100\n\tArmor.MaxSaveAmount 100\n}\n\nActor DemonicusArmorBonus : ArmorBonus\n{\n\tInventory.Icon \"FIRESH\"\n\tArmor.SavePercent 35.0\n\tArmor.SaveAmount 1\n\tArmor.MaxSaveAmount 100\n}\n\nActor DemonicusArmorBonus10 : DemonicusArmorBonus\n{\n\tArmor.SaveAmount 10\n}\n\nActor FireAmmo : Ammo\n{\n\tinventory.amount 10\n\tinventory.maxamount 50\n\tinventory.icon \"FIREAM\"\n\t+IGNORESKILL\n}\n\nActor ActivationDelay : PowerDamage // shield turn on/off\n{\n\tDamageFactor \"nothing\", 1.0\n\tpowerup.duration -5\n}\n\nActor ActivationDelay2 : PowerDamage // animation check\n{\n\tDamageFactor \"nothing\", 1.0\n\tpowerup.duration 12\n}\n\nActor ActivationDelay3 : PowerDamage // Fire breath\n{\n\tDamageFactor \"nothing\", 1.0\n\tpowerup.duration 122 // approx 3,5 seconds\n}\n\nActor DemonicusBreathWeapon : Weapon\n{\n   +WEAPON.DONTBOB\n   Weapon.SelectionOrder 351\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Inventory.icon \"FIREAM\"\n   Weapon.SlotNumber 1\n   Weapon.AmmoType \"FireAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse 0\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   +WEAPON.NO_AUTO_SWITCH\n   States\n   {\n   Spawn:\n\t  TNT1 A 400\n      Stop\n   Ready:\n\t  DMWE A 8 A_WeaponReady // 20\n\t  TNT1 A 0 A_GiveInventory(\"DemonicusArmorBonus\", 1)\n      Loop\n   Deselect:\n      TNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      DMWE A 1 A_Lower\n      Loop\n   Select:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      DMWE A 1 A_Raise\n      Goto Select\n   Fire:\n     TNT1 A 0 A_Playweaponsound(\"DemonicusBiteStart\")\n     DMWE A 2 offset (0, 55)\n     DMWE A 2 offset (0, 65)\n     DMWE A 2 offset (0, 75)\n     DMWE A 2 offset (0, 95)\n     DMWE A 2 offset (0, 105)\n     DMWE A 2 offset (0, 135)\n\t TNT1 A 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t TNT1 A 0 A_Playweaponsound(\"DemonicusBiteEnd\")\n\t DMWE A 2 offset (0, 47) A_FireCustomMissile(\"DemonicusAttack\", 0, 0 ,0)\n     DMWE A 2 offset (0, 38)\n     DMWE A 2 offset (0, 29)\n     DMWE A 2 offset (0, 34)\n\t DMWE A 2\n\t DMWE A 2 A_Refire\n\t TNT1 A 0 A_TakeInventory(\"Crunched\",999)\n     goto Ready\n   Take:\n     TNT1 A 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+9\n   Altfire:\n     TNT1 A 0 A_JumpIfInventory(\"ActivationDelay3\", 1, \"Ready\")\n     TNT1 A 0 A_JumpIfInventory(\"FireAmmo\", 1, 2)\n\t TNT1 A 0 A_Jump(256, \"NoBreathAmmo\")\n\t DMWE A 2 offset (0, 35)\n\t DMWE A 2 offset (0, 45)\n     DMWE A 2 offset (0, 55)\n     DMWE A 2 offset (0, 65)\n     DMWE A 2 offset (0, 75)\n     DMWE A 2 offset (0, 95)\n\t TNT1 AAA 0 A_PlaySoundEx(\"DemonicusBreath\", CHAN_VOICE)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -16, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -14, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -12, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -10, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -8, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -6, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -4, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", -2, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 0, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 2, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 4, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 6, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 8, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 10, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 12, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 14, 0, 0, 8)\n\t TNT1 A 0 A_FireCustomMissile(\"FireBreathFX\", 16, 0, 0, 8)\n\t TNT1 A 0 A_GiveInventory(\"ActivationDelay3\", 1)\n\t TNT1 A 0 A_TakeInventory(\"FireAmmo\", 1)\n\t DMWE A 2 offset (0, 75)\n\t DMWE A 2 offset (0, 65)\n     DMWE A 2 offset (0, 55)\n     DMWE A 2 offset (0, 45)\n     DMWE A 2 offset (0, 35)\n     Goto Ready\n   NoBreathAmmo:\n\t DMWE A 4 A_Print(\"You can't breath with no power\")\n   Goto Ready\n   }\n}\n\nActor DemonicusShieldWeapon : Weapon\n{\n   +WEAPON.DONTBOB\n   Weapon.SelectionOrder 351\n   Inventory.PickupSound \"\"\n   Inventory.PickupMessage \"\"\n   Inventory.icon \"FIREST\"\n   Weapon.SlotNumber 2\n   Weapon.AmmoType \"FireAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse 0\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   +INVENTORY.UNDROPPABLE\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   +WEAPON.NO_AUTO_SWITCH\n   States\n   {\n   Spawn:\n\t  TNT1 A 400\n      Stop\n   Ready:\n\t  DMWE A 8 A_WeaponReady // 20\n\t  TNT1 A 0 A_GiveInventory(\"DemonicusArmorBonus\", 1)\n      Loop\n   Deselect:\n      TNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t  TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      DMWE A 1 A_Lower\n      Loop\n   Select:\n      TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n      DMWE A 1 A_Raise\n      Goto Select\n   Fire:\n     TNT1 A 0 A_Playweaponsound(\"DemonicusBiteStart\")\n     DMWE A 2 offset (0, 55)\n     DMWE A 2 offset (0, 65)\n     DMWE A 2 offset (0, 75)\n     DMWE A 2 offset (0, 95)\n     DMWE A 2 offset (0, 105)\n     DMWE A 2 offset (0, 135)\n\t TNT1 A 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t TNT1 A 0 A_Playweaponsound(\"DemonicusBiteEnd\")\n\t DMWE A 2 offset (0, 47) A_FireCustomMissile(\"DemonicusAttack\", 0, 0 ,0)\n     DMWE A 2 offset (0, 38)\n     DMWE A 2 offset (0, 29)\n     DMWE A 2 offset (0, 34)\n\t DMWE A 2\n\t DMWE A 2 A_Refire\n\t TNT1 A 0 A_TakeInventory(\"Crunched\",999)\n     goto Ready\n   Take:\n     TNT1 A 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+9\n   Altfire:\n\t TNT1 A 0 A_GiveInventory(\"ActivationDelay2\", 1)\n\t DMWE A 1 A_JumpIfInventory(\"ActivationDelay\", 1, \"Ready\")\n\t DMWE A 1 A_JumpIfInventory(\"UsingShield\", 1, \"AltFireTurnOff\")\n\t TNT1 A 0 A_GiveInventory(\"MoltenShieldChecker\", 1)\n\t TNT1 A 0 A_Print(\"Activated Molten Shield\")\n\t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShieldActivate\", CHAN_VOICE)\n\t TNT1 A 0 A_Jump(192, 4)\n\t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShield1\", CHAN_WEAPON)\n\t TNT1 A 0 A_Jump(256, 11)\n\t TNT1 A 0 A_Jump(192, 4)\n   \t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShield2\", CHAN_WEAPON)\n\t TNT1 A 0 A_Jump(256, 7)\n\t TNT1 A 0 A_Jump(192, 4)\n\t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShield3\", CHAN_WEAPON)\n\t TNT1 A 0 A_Jump(256, 3)\n\t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShield4\", CHAN_WEAPON)\n\t DMWE A 10 // Tiny delay after activating shield to prevent deactivating it instantly if you hold down the key\n\t TNT1 A 0\n     Goto Ready\n   AltFireTurnOff:\n\t DMWE A 1 A_TakeInventory(\"UsingShield\", 1)\n\t TNT1 A 0 A_GiveInventory(\"ActivationDelay\", 1)\n\t TNT1 A 0 A_Print(\"Deactivated Molten Shield\")\n\t TNT1 AA 0 A_PlaySoundEx(\"DemonicusShieldOff\", CHAN_WEAPON)\n\t Goto Ready\n   }\n}\n\nActor MoltenShieldExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was charred to smithereens by %k's Molten Shield.\"\n\tDamageType \"DemonicusRadius\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(6,12), 96, 0)\n\t\tStop\n\t}\n}\n\nActor FlamePillarExploder : MoltenShieldExploder\n{\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"DemonicusPillar\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(15,19), 64, 0)\n\t\tStop\n\t}\n}\n\nActor DemonicusSmallFireExploder : MoltenShieldExploder\n{\n\tDamageType \"DemonicusFire\"\n\tObituary \"%o tasted infernal flames of %k.\"\n\tStates\n\t{\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(1, random(20,24), 0)\n\t\tStop\n\t}\n}\n\nActor DemonicusAttack\n{\n\t//PROJECTILE\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tSpeed 10\n\tRadius 2\n\tHeight 2\n\tObituary \"%o lost a big part of %h to %k's bites.\"\n\tdamagetype \"DemonicusMelee\"\n\tdamage 0\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 1 A_Explode(70, 96, 0)\n\t\tStop\n\t}\n}\n\nActor ShieldModeOn : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor UsingShield : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor PillarCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -5\n}\n\nActor MoltenShieldChecker : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.Maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BasicArmor\", 11, 2)\n\t\t\tTNT1 A 0 A_Jump(256, \"Failure\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"UsingShield\", 1)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(605, 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(606, 0)\n\t\tStop\n\t\tFailure:\n\t\t\tTNT1 A 0 A_Playsound(\"DemonicusShieldOff\")\n\t\t\tTNT1 A 1 A_TakeInventory(\"UsingShield\", 1)\n\t\t\tTNT1 A 0 A_Print(\"You do not have enough armor\")\n\t\tStop\n\t}\n}\n\nActor FireSounder\n{\n\tHeight 1\n\tRadius 1\n\t-TELESTOMP\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"DemonicusFlame\", CHAN_VOICE)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DeathSounderDemonicus // Necessary due to amplified channel conflicts\n{\n\tHeight 1\n\tRadius 1\n\t-TELESTOMP\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(192, 5)\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusDeath1\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_Jump(255, 14)\n\t\t\tTNT1 A 0 A_Jump(192, 5)\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusDeath2\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_Jump(255, 9)\n\t\t\tTNT1 A 0 A_Jump(192, 5)\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusDeath3\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_Jump(255, 4)\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"DemonicusDeath4\", CHAN_VOICE)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n/*\nActor DeathSounderMetallic // Necessary due to amplified channel conflicts\n{\n\tHeight 1\n\tRadius 1\n\t-TELESTOMP\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(160, 5)\n\t\t\tTNT1 AAA 0 A_PlaysoundEx(\"DemonicusExplode1\", 5)\n\t\t\tTNT1 A 0 A_Jump(255, 9)\n\t\t\tTNT1 A 0 A_Jump(160, 5)\n\t\t\tTNT1 AAA 0 A_PlaysoundEx(\"DemonicusExplode2\", 5)\n\t\t\tTNT1 A 0 A_Jump(255, 4)\n\t\t\tTNT1 AAA 0 A_PlaysoundEx(\"DemonicusExplode3\", 5)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n*/\n\nActor MoltenShieldSpawn : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.Maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\n\tStates\n\t{\n\t\tPickup:\n\t\tUse:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FireSounder\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames1\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames2\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames3\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames4\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames5\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"DemonicusFlames6\", random(-32,32), random(-32,32), random(0,6), random(-8,8), random(-8,8), random(0,6))\n\t\t\tTNT1 A 0 A_SpawnItem(\"MoltenShieldExploder\")\n\t\tStop\n\t}\n}\n\n/*\nActor DemonicusModeSwitcher : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"FIREST\"\n\t+INVBAR\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"DemonicusFirePillarItem\", 1)\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldModeOn\", 1, 3)\n\t\tTNT1 A 1 A_GiveInventory(\"ShieldModeOn\", 1)\n\t\tTNT1 A 35 A_Print(\"Molten Shield Mode\")\n\t\tFail\n\t\tTNT1 A 1 A_TakeInventory(\"ShieldModeOn\", 1)\n\t\tTNT1 A 35 A_Print(\"Fire Breath mode\")\n\t\tFail\n\t}\n}\n*/\n\nActor PillarCharge : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\t+IGNORESKILL\n}\n\nActor DemonicusFirePillarItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"FIREPI\"\n\t+INVBAR\n\t+INVENTORY.ALWAYSPICKUP\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PillarCooldown\", 1, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PillarCharge\", 1, 2)\n\t\tTNT1 A 1\n\t\tFail\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(453, 0, tid, angle, 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(774, 0, FAS_DemonicusPillar)\n\t\tTNT1 A 0 A_GiveInventory(\"PillarCooldown\", 1)\n\t\tTNT1 A 1 A_TakeInventory(\"PillarCharge\", 1)\n\t\tFail\n\t}\n}\n\nActor PillarofFlame : MoltenShieldExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"DemonicusPillar\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"FlamePillarSpawn\", CHAN_BODY)\n\t\t\tDGFL A 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL B 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL C 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL D 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL E 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL F 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL G 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL H 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL I 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL J 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL K 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL L 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL M 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL N 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL O 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL P 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL R 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL S 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL T 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL U 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL V 2 bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"FlamePillarExploder\")\n\t\t\tDGFL W 2 bright\n\n\t\tStop\n\t}\n}\n\nActor FlamePillarSpawner\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 24\n\tDamage (0)\n\tObituary \"%o was disemboweled by %k's pillars of flame.\"\n\tDamageType \"DemonicusPillar\"\n\tProjectile\n\t-SOLID\n\t+FLOORHUGGER\n\t+NODAMAGETHRUST\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5 // Originally 9 then ivan changed to 7\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, -24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PillarOfFlame\", 0, 24, 0, CMF_AIMDIRECTION, 0)\n\t\t\tStop\n\t}\n}\n\nActor DemonicusArmorGiver : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n\t+INVENTORY.ALWAYSPICKUP\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"DemonicusArmorBonus10\", 1)\n\t\tStop\n\t}\n}\n\nActor FireBreathFX\n{\n\tHeight 4\n\tRadius 4\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tAlpha 0.85\n\tRenderstyle Add\n\tScale 1.1\n\tSpeed 24\n\tDamage(random(4,7))\n\tDamageType \"DemonicusInferno\"\n\tObituary \"%o was removed from existence by %k.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFRFX ABCDEFG 2 Bright\n\t\t\tFRFX HIJKLMNOP 2 Bright ThrustThingZ(0, 3, 0, 1)\n\t\tStop\n\t\tDeath:\n\t\t\tFRFX HIJKLMNOP 2 Bright A_Explode(3, 22, 0)\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames1\n{\n\tHeight 6\n\tRadius 6\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tAlpha 0.8\n\tScale 0.8\n\tRenderstyle Add\n\tSpeed 32\n\tDamage(1)\n\tDamageType \"DemonicusFire\"\n\tObituary \"%o tasted infernal flames of %k.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM1 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames2 : DemonicusFlames1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM2 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM2 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames3 : DemonicusFlames1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM3 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM3 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames4 : DemonicusFlames1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM4 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM4 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames5 : DemonicusFlames1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM5 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM5 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonicusFlames6 : DemonicusFlames1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLM6 A 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 B 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 C 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 D 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 E 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 F 4 A_FadeOut(0.075)\n/*\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM6 G 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 H 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 I 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 J 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 K 4 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonicusSmallFireExploder\")\n\t\t\tFLM1 L 4 A_FadeOut(0.075)                                         */\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HumanFireSpawner\n{\n\tRadius 20\n\tHeight 50\n\tScale 0.68\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tBFOH ABCDEFGHIJKLMNOPQRSTUVWXYZ 3 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"HumanSkeletonSpawner\")\n\t\tStop\n\t}\n}\n\nActor HumanSkeletonSpawner\n{\n\tRadius 20\n\tHeight 50\n\tScale 0.68\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tBCOH ABCDEFGHIJKLMNO 3 Bright\n\t\tTNT1 AAA 0 A_PlaySound(\"SkeletonFall\")\n\t\tBCOH PQRSTU 2\n\t\tBCOH V -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Keyconf.txt",
        "contents": "AddPlayerClass Demonicus"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "achievement\\soundDEM1\t\tACH_DEM1\nachievement\\soundDEM2\t\tACH_DEM2\nachievement\\soundDEM3\t\tACH_DEM3\nachievement\\soundDEM4\t\tACH_DEM4\nachievement\\soundDEM5\t\tACH_DEM5\n\nSkeletonFall\t\tSKELFAL\nFlamePillarSpawn\tFLERUPT\n\nDemonicusBreath\t\t\t\tBreathF1\nDemonicusShieldActivate\t\tMoltenSA\nDemonicusFlame\t\t\t\tMoltenSE\nDemonicusKaboom\t\t\t\tREAPEXP\n$limit DemonicusBreath 0\n$limit DemonicusShieldActivate 0\n$limit DemonicusFlame 0\n$limit DemonicusKaboom 0\n\nDemonicusBiteStart\t\t\tREAPBIT\nDemonicusBiteEnd\t\t\tREAPBIT2\n$limit DemonicusBiteEnd 0\n\nDemonicusAct \t\tREAPW\n$limit DemonicusAct 1\n\nDemonicusTaunt1\t\tREAPT1\nDemonicusTaunt2\t\tREAPT2\nDemonicusTaunt3\t\tREAPT3\nDemonicusTaunt4\t\tREAPT4\n$random DemonicusTaunt { DemonicusTaunt1 DemonicusTaunt2 DemonicusTaunt3 DemonicusTaunt4 }\n\n$playeralias\t\t\tReaper\tmale\t*Taunt\t\tDemonicusTaunt\n\n$playeralias\t\t\tReaper\tFemale\t*Taunt\t\tDemonicusTaunt\n\n$playeralias\t\t\tReaper\tOther\t*Taunt\t\tDemonicusTaunt\n\nDemonicusDeath1\t\tREAPD1\nDemonicusDeath2\t\tREAPD2\nDemonicusDeath3\t\tREAPD3\nDemonicusDeath4\t\tREAPD4\n$rolloff DemonicusDeath1 320 1280\n$rolloff DemonicusDeath2 320 1280\n$rolloff DemonicusDeath3 320 1280\n$rolloff DemonicusDeath4 320 1280\n$limit DemonicusDeath1 0\n$limit DemonicusDeath2 0\n$limit DemonicusDeath3 0\n$limit DemonicusDeath4 0\n\nDemonicusExplode1\tREAPE1\nDemonicusExplode2\tREAPE2\nDemonicusExplode3\tREAPE3\n$rolloff DemonicusExplode1 320 1280\n$rolloff DemonicusExplode2 320 1280\n$rolloff DemonicusExplode3 320 1280\n$limit DemonicusExplode1 0\n$limit DemonicusExplode2 0\n$limit DemonicusExplode3 0\n\nDemonicusRain1\tREAPR1\nDemonicusRain2\tREAPR2\nDemonicusRain3\tREAPR3\nDemonicusRain4\tREAPR4\n$limit DemonicusRain1 0\n$limit DemonicusRain2 0\n$limit DemonicusRain3 0\n$limit DemonicusRain4 0\n\nDemonicusShield1\tREAPACT1\nDemonicusShield2\tREAPACT2\nDemonicusShield3\tREAPACT3\nDemonicusShield4\tREAPACT4\n$limit DemonicusShield1 0\n$limit DemonicusShield2 0\n$limit DemonicusShield3 0\n$limit DemonicusShield4 0\n\n$playersound\treaper\tmale\t*death\t\tdsnone\n$playersound\treaper\tmale\t*xdeath\t\tdsnone\n$playersound\treaper\tmale\t*gibbed\t\tdsnone\n$playersound\treaper\tmale\t*pain100\tdsnone\n$playersound\treaper\tmale\t*pain75\t\tdsnone\n$playersound\treaper\tmale\t*pain50\t\tdsnone\n$playersound\treaper\tmale\t*pain25\t\tdsnone\n$playersound\treaper\tmale\t*grunt\t\tdsnone\n$playersound\treaper\tmale\t*land\t\tdsnone\n$playersound\treaper\tmale\t*jump\t\tdsnone\n$playersound\treaper\tmale\t*fist\t\tdsnone\n$playersound\treaper\tmale\t*usefail\tdsnone"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "PointLight PillarFlash\n{\n\tColor 0.9 0.9 0.08\n\tSize 64\n}\n\nPointLight BurningFlash\n{\n\tColor 255.0 255.0 0.0\n\tSize 56\n}\n\nPointLight BurningFlash2\n{\n\tColor 255.0 255.0 0.0\n\tSize 40\n}\n\nFlickerLight BurningFlash3\n{\n\tColor 255.0 255.0 0.0\n\tSize 32\n\tSecondarySize 24\n}\n\nObject PillarOfFlame\n{\n\tframe DGFLA { light PillarFlash }\n\tframe DGFLB { light PillarFlash }\n\tframe DGFLC { light PillarFlash }\n\tframe DGFLD { light PillarFlash }\n\tframe DGFLE { light PillarFlash }\n\tframe DGFLF { light PillarFlash }\n\tframe DGFLG { light PillarFlash }\n\tframe DGFLH { light PillarFlash }\n\tframe DGFLI { light PillarFlash }\n\tframe DGFLJ { light PillarFlash }\n\tframe DGFLK { light PillarFlash }\n\tframe DGFLL { light PillarFlash }\n\tframe DGFLM { light PillarFlash }\n\t/*\n\tframe DGFLN { light PillarFlash }\n\tframe DGFLO { light PillarFlash }\n\tframe DGFLP { light PillarFlash }\n\tframe DGFLQ { light PillarFlash }\n\tframe DGFLR { light PillarFlash }\n\tframe DGFLS { light PillarFlash }\n\tframe DGFLT { light PillarFlash }\n\tframe DGFLU { light PillarFlash }\n\tframe DGFLV { light PillarFlash }\n\tframe DGFLW { light PillarFlash }\n\t*/\n}\n\nObject HumanFireSpawner\n{\n\tframe BFOHA { light BurningFlash }\n\tframe BFOHB { light BurningFlash }\n\tframe BFOHC { light BurningFlash }\n\tframe BFOHD { light BurningFlash2 }\n\tframe BFOHE { light BurningFlash }\n\tframe BFOHF { light BurningFlash }\n\tframe BFOHG { light BurningFlash2 }\n\tframe BFOHH { light BurningFlash }\n\tframe BFOHI { light BurningFlash2 }\n\tframe BFOHJ { light BurningFlash }\n\tframe BFOHK { light BurningFlash2 }\n\tframe BFOHL { light BurningFlash }\n\tframe BFOHM { light BurningFlash }\n\tframe BFOHN { light BurningFlash }\n\tframe BFOHO { light BurningFlash2 }\n\tframe BFOHP { light BurningFlash }\n\tframe BFOHQ { light BurningFlash2 }\n\tframe BFOHR { light BurningFlash }\n\tframe BFOHS { light BurningFlash2 }\n\tframe BFOHT { light BurningFlash }\n\tframe BFOHU { light BurningFlash }\n\tframe BFOHV { light BurningFlash }\n\tframe BFOHW { light BurningFlash2 }\n\tframe BFOHX { light BurningFlash }\n\tframe BFOHY { light BurningFlash }\n\tframe BFOHZ { light BurningFlash2 }\n}\n\nObject HumanSkeletonSpawner\n{\n\tframe BCOHA { light BurningFlash }\n\tframe BCOHB { light BurningFlash2 }\n\tframe BCOHC { light BurningFlash }\n\tframe BCOHD { light BurningFlash }\n\tframe BCOHE { light BurningFlash }\n\tframe BCOHF { light BurningFlash3 }\n\tframe BCOHG { light BurningFlash3 }\n\tframe BCOHH { light BurningFlash3 }\n\tframe BCOHI { light BurningFlash3 }\n\tframe BCOHJ { light BurningFlash3 }\n\tframe BCOHK { light BurningFlash3 }\n\tframe BCOHL { light BurningFlash3 }\n\tframe BCOHM { light BurningFlash3 }\n\tframe BCOHN { light BurningFlash3 }\n\tframe BCOHO { light BurningFlash3 }\n}"
      }
    ]
  },
  "maps": []
}

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