hrd_codev11.pk3

PK3 1.7 MiB 0 map(s)

Counts

endoom0
graphics3
lumps152
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "00777075-80b0-4602-92f6-c0c285d73806",
    "sha1": "a6ef41e14dcb6fcc3fbc7d40ef84297578bb93eb",
    "sha256": "1162ed24b2b40f9e64384d8306bd3a03ccdd304c9602fb6aba05578c16ab2c6d",
    "filenames": [
      "hrd_codev11.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:17:53",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-03-28 00:17:53",
    "file": {
      "type": "PK3",
      "size": 1785079,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a6ef41e14dcb6fcc3fbc7d40ef84297578bb93eb/a6ef41e14dcb6fcc3fbc7d40ef84297578bb93eb.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 152,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "hrd_codev11",
      "description": "This WAD is a ZDoom-compatible mod packaged as a PK3 file, containing no traditional Doom maps but featuring extensive scripting and custom gameplay mechanics. It introduces magical spells, buffs, healing, and summoning systems, emphasizing player-targeted abilities and resource management rather than classic map progression. The content focuses on spellcasting and tactical combat enhancements rather than standard Doom combat encounters or level design. No IWAD dependencies or vanilla Doom maps are included, indicating a total conversion or gameplay overhaul. The mod is likely designed for a niche audience interested in RPG-style mechanics within the Doom engine.",
      "tags": [
        "challenge_wad",
        "custom_mechanics",
        "mod",
        "no_maps",
        "nonlinear",
        "resource_management",
        "rpg_elements",
        "spellcasting",
        "zdoom"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Language.txt",
        "contents": "[enu default]\n\n//Spell Info\nSCAInfo1 = \"Holy Smite\";\nSCAInfo2 = \"Actor Target\";\nSCAInfo3 = \"Altfire to Self Cast\";\nSCAInfo4 = \"Heals allied target for 30 points. Deals same amount as damage to enemies.\";\nSCAInfo4B = \"Heals allied target for 45 points. Deals same amount as damage to enemies.\";\nSCAInfo4C = \"Heals allied target for 50 points. Deals same amount as damage to enemies.\";\nSCAInfo4D = \"Heals allied target for 55 points. Deals same amount as damage to enemies.\";\nSCAInfo4E = \"Heals allied target for 60 points. Deals same amount as damage to enemies.\";\nSCAInfo4F = \"Heals allied target for 70 points. Deals same amount as damage to enemies.\";\n\nSCBInfo1 = \"Magical Resonance\";\nSCBInfo2 = \"Player Target\";\nSCBInfo3 = \"Altfire to Self Cast\";\nSCBInfo4 = \"Increases target's magical Damages by 15%.\";\nSCBInfo4B = \"Increases target's magical Damages by 30%.\";\nSCBInfo4C = \"Increases target's magical Damages by 50%.\";\nSCBInfo4D = \"Increases target's magical Damages by 75%.\";\nSCBInfo4E = \"Increases target's magical Damages by 100%.\";\nSCBInfo4F = \"Increases target's magical Damages by 125%.\";\nSCBInfo5 = \"Duration: 8 seconds.\";\n\nSCCInfo1 = \"Telekinetic Barrier\";\nSCCInfo2 = \"Player Target\";\nSCCInfo3 = \"Altfire to Self Cast\";\nSCCInfo4 = \"Gives 3 hits of invulnerability to target.\";\nSCCInfo4B = \"Gives 5 hits of invulnerability to target.\";\nSCCInfo4C = \"5 hits of invulnerability to target. Remaining duration reduces 15% damage.\";\nSCCInfo4D = \"5 hits of invulnerability to target. Remaining duration reduces 15% damage.\";\nSCCInfo4F = \"5 hits of invulnerability with 100 HP each to target. Remaining duration reduces 15% damage.\";\nSCCInfo5 = \"Duration: 4 seconds.\";\nSCCInfo5B = \"Duration: 4.15 seconds.\";\nSCCInfo5E = \"Duration: 4.45 seconds.\";\n\nSCDInfo1 = \"Magical Resonance\";\nSCDInfo2 = \"Player Target\";\nSCDInfo3 = \"Altfire to Cancel\";\nSCDInfo4 = \"Transfers 10 Mana to target.\";\nSCDInfo4B = \"Transfers 15 Mana to target.\";\nSCDInfo4C = \"Transfers 25 Mana to target.\";\nSCDInfo4D = \"Transfers 30 Mana to target. Removes Debuffs.\";\nSCDInfo4E = \"Transfers 40 Mana to target. Reduces 2 Seconds from Target's Cooldowns\";\nSCDInfo4F = \"Transfers 40 Mana, -4 secs Target's CD, 2 from Own, + 35% Speed (5s)\";\nSCDInfo5E = \"Removes Debuffs.\";\n\nSNAInfo1 = \"Raise Undeads\";\nSNAInfo2 = \"No Target, Projectile\";\nSNAInfo3 = \"Altfire to Cancel\";\nSNAInfo4 = \"Summons 2 Zombies.\";\nSNAInfo4B = \"Summons 3 Zombies, 1 Skeleton Archer.\";\nSNAInfo4C = \"Summons 4 Zombies, 1 Skeleton Archer and Warrior.\";\nSNAInfo4D = \"Summons 5 Zombies, 2 Skeleton Archer and Warrior.\";\nSNAInfo4E = \"Summons 5 Zombies, 2 Skeleton Archer and Warrior, 1 Necrolite.\";\nSNAInfo4F = \"Summons 8 Plaguing Zombies, 2 Skeleton Archer and Warrior,\";\nSNAInfo5F = \"2 Plaguing Necrolite and 1 Horranima.\";\n\nSNBInfo1 = \"Shadow Cobra\";\nSNBInfo2 = \"No Target, Projectile, Autohome\";\nSNBInfo3 = \"Altfire to Cancel\";\nSNBInfo4 = \"Steals 3 mana each bounce off enemies. 3 Bounces. 10 Dark Dmg.\";\nSNBInfo4B = \"Steals 3 mana each bounce. 4 Bounces. 12 Dark Dmg.\";\nSNBInfo4C = \"Steals 3 mana each bounce. 4 Bounces. 12 Dark Dmg. 5 Dark Poison.\";\nSNBInfo4D = \"Steals 6 mana each bounce. 4 Bounces. 14 Dark Dmg. 5 Dark Poison.\";\nSNBInfo4E = \"Steals 6 mana each bounce. 4 Bounces. 16 Dark Dmg. 7 Dark Poison.\";\nSNBInfo4F = \"Steals 12 mana each bounce. 7 Bounces. 17 Dark Dmg. 8 Dark Poison.\";\n\nSNCInfo1 = \"Viper Sting\";\nSNCInfo2 = \"No Target, Projectile, Autohome\";\nSNCInfo3 = \"Altfire to Cancel\";\nSNCInfo4 = \"Deals 100 Damage.\";\nSNCInfo4B = \"Deals 100 Damage, Poisons (10) enemies in the way.\";\nSNCInfo4C = \"Deals 100 Damage, Poisons (10) enemies in the way. Target dealt 20 Poison.\";\nSNCInfo4D = \"100 Dmg, Poisons (10) travel. Target takes 20 Poison and % extra Dmg(5s).\";\nSNCInfo4E = \"100 Dmg, Poisons (10) travel. Target takes 20 Poison and % extra Dmg(5s), Silences(4s)\";\nSNCInfo4E = \"150 Dmg, Poisons (10) travel. Target takes 20 Poison and % extra Dmg(5s), Silences(4s)\";\n\nSNDInfo1 = \"Chilling Demise\";\nSNDInfo2 = \"No Target, Projectile, Autohome\";\nSNDInfo3 = \"Altfire to Cancel\";\nSNDInfo4 = \"Stuns target and increases damage taken by 50%.\";\nSNDInfo4B = \"Stun, + 50% incoming damage. Cannot be healed, 28 Frost Poison.\";\nSNDInfo4C = \"Stun, + 75% incoming damage. Cannot be healed, 28 Frost Poison. Cannot Regain Mana.\";\nSNDInfo4D = \"Stun, + 75% incoming damage. Cancels MP & HP Reg. 28 Frost Poison. Mana Leak.\";\nSNDInfo4E = \"Stun, + 75% incoming damage. Cancels MP & HP Reg. 28 Frost Poison. Mana Leak. Less 150 HP Instakills.\";\nSNDInfo4F = \"Stun, + 75% incoming damage. Cancels MP & HP Reg. 28 Frost Poison. Mana Leak. Less 300 HP Instakills. Strikes on travel\";\nSNDInfo5 = \"Duration: 7 seconds.\";\n\nSSAInfo1 = \"Dread Pounce\";\nSSAInfo2 = \"No Target, Twin Edges\";\nSSAInfo3 = \"Altfire to Switch Mode\";\nSSAInfo4 = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 5;8]\";\nSSAInfo4B = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 9:12]\";\nSSAInfo4C = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 9:12, 3 Poison]\";\nSSAInfo4D = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 9:12, 3 Poison, Force Pain]\";\nSSAInfo4E = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 9:12, 3 Poison, 3 Mana Break]\";\nSSAInfo4F = \"Leaps towards the facing direction. Stab Mode[Dmg/Tic: 9:12, 3 Poison, Ethereal Ripper]\";\n\nSSBInfo1 = \"Scarlet Whirl\";\nSSBInfo2 = \"No Target, Crimson Axe\";\nSSBInfo3 = \"Whirls on the Spot, 25% Cleave.\";\nSSBInfo3B = \"Whirls on the Spot, 35% Cleave.\";\nSSBInfo3C = \"Whirls on the Spot, 40% Cleave.\";\nSSBInfo3D = \"Whirls on the Spot, 45% Cleave.\";\nSSBInfo3E = \"Whirls on the Spot, 65% Cleave.\";\nSSBInfo3F = \"Whirls on the Spot, Perfect Cleave.\";\n\nSSCInfo1 = \"Bloodserker\";\nSSCInfo2 = \"Self-Cast\";\nSSCInfo3 = \"Rage buff, doubles firing speed. Kills restore part of the rage.\";\nSSCInfo4B = \"Attacks Poison(5).\";\nSSCInfo4C = \"Attacks Poison(5). Attacks Drain(4)\";\nSSCInfo4D = \"Attacks Poison(5). Attacks Drain(4). Attacks Silence(2s).\";\nSSCInfo4E = \"Attacks Poison(5). Attacks Drain(4). Attacks Silence(2s). Attacks Force Pain.\";\nSSCInfo4F = \"Attacks Poison(8). Attacks Drain(4). Attacks Silence(2s). Attacks Force Pain.\";\n\nHSAInfo1 = \"Igneous Arrow\";\nHSAInfo2 = \"No Target, Projectile, Bow\";\nHSAInfo3 = \"Charges Arrow with Fire Magic. 25 Dmg, 128 AOE.\";\nHSAInfo3B = \"Charges Arrow with Fire Magic. 30 Dmg, 128 AOE.\";\nHSAInfo3C = \"Charges Arrow with Fire Magic. 35 Dmg, 128 AOE.\";\nHSAInfo3D = \"Charges Arrow with Fire Magic. 38 Dmg, 128 AOE.\";\nHSAInfo3E = \"Charges Arrow with Fire Magic. 40 Dmg, 128 AOE.\";\nHSAInfo3F = \"Charges Arrow with Fire Magic. 48 Dmg, 128 AOE. 20 Incineration\";\n\nHSBInfo1 = \"Thunder Strike\";\nHSBInfo2 = \"No Target, Projectile, Bow\";\nHSBInfo3 = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun.\";\nHSBInfo3B = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun. +10 Direct Hit Dmg.\";\nHSBInfo3C = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun. +18 Direct Hit Dmg.\";\nHSBInfo3D = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun. +23 Direct Hit Dmg.\";\nHSBInfo3E = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun. +26 Direct Hit Dmg.\";\nHSBInfo3F = \"Charges Arrow with Thunder Magic. 30 Dmg, 180 AOE. Stun. +38 Direct Hit Dmg.\";\nHSBInfo4 = \"Duration: 2 Seconds.\";\nHSBInfo4B = \"Duration: 3 Seconds.\";\nHSBInfo4C = \"Duration: 4 Seconds.\";\nHSBInfo4F = \"Duration: 6 Seconds.\";\n\nHSCInfo1 = \"Bouncing Darkness\";\nHSCInfo2 = \"No Target, Projectile, Crossbow\";\nHSCInfo3 = \"Charges Bolt with splitting Dark Magic. 3 Shards, 3 Bounces, 5 Dmg.\";\nHSCInfo3B = \"Charges Bolt with splitting Dark Magic. 3 Shards, 3 Bounces, 7 Dmg.\";\nHSCInfo3C = \"Charges Bolt with splitting Dark Magic. 3 Shards, 4 Bounces, 12 Dmg.\";\nHSCInfo3D = \"Charges Bolt with splitting Dark Magic. 4 Shards, 4 Bounces, 15 Dmg.\";\nHSCInfo3E = \"Charges Bolt with splitting Dark Magic. 4 Shards, 4 Bounces, 15 Dmg. Autoseek\";\nHSCInfo3F = \"Charges Bolt with splitting Dark Magic. 4 Shards, 6 Bounces, 15 Dmg. Autoseek.\";\n\nHSDInfo1 = \"Gust Bolt\";\nHSDInfo2 = \"Self Cast, Crossbow\";\nHSDInfo3 = \"Improves Crossbow Speed with Wind Magic.\";\nHSDInfo4 = \"Duration: 5s.\";\n\nHSEInfo1 = \"Wind Morph\";\nHSEInfo2 = \"Self Cast\";\nHSEInfo3 = \"Increases Speed by 50%.\";\nHSEInfo3B = \"Increases Speed by 100%.\";\nHSEInfo3C = \"Increases Speed by 125%.\";\nHSEInfo3D = \"Increases Speed by 150%.\";\nHSEInfo3E = \"Increases Speed by 200%.\";\nHSEInfo3F = \"Increases Speed by 300%.\";\nHSEInfo4 = \"Duration: 4s.\";\n//Armor Info\n\nPoinAmInfo = \"Points:\";\nProtInfo = \"Protections\";\nProtP1Info = \"Slice:\";\nProtP2Info = \"Blunt:\";\nProtP3Info = \"Pierce:\";\nProtM1Info = \"Fire:\";\nProtM2Info = \"Ice:\";\nProtM3Info = \"Dark:\";\nProtM4Info = \"Light:\";\nProtM5Info = \"Soul:\";\nProtM6Info = \"Electric:\";\nBuffInfo = \"(De)Buffs\";\nBuffAmInfo1 = \"Buff A:\";\nBuffAmInfo2 = \"Buff B:\";\nBuffAmInfo3 = \"Buff C:\";\nCritHemInfo = \"Crit Cancelation:\";\nSetBuffInfo = \"Set Buff:\";\n\nClerAmInfo1 = \"Cleric Amulet\";\nClerAmInfo2 = \"+20% Light Damage.\";\n\nNecroAmInfo1 = \"Dark Amulet\";\nNecroAmInfo2 = \"+10% Dark Damage.\";\nNecroAmInfo3 = \"Reduces Poison(Fire, Ice, Dark) counters from injuries.\";\nNecroAmInfo4 = \"Increases Poison Counters from attacks.\";\n\nEmerAmInfo1 = \"Emerald Ward\";\nEmerAmInfo2 = \"+20% Blunt Damage.\";\nEmerAmInfo3 = \"Reduces damage and counter of Normal Poison.\";\n\nAquaAmInfo1 = \"Aqua Pendant\";\nAquaAmInfo2 = \"Prevents Drowning.\";\n\nCindAmInfo1 = \"Cinder Amulet\";\nCindAmInfo2 = \"25% Chance of regaining 6 Health when hit by Fire.\";\n\nStormAmInfo1 = \"Storm Amulet\";\n\nSMSAmInfo1 = \"Sangmana Stone\";\nSMSAmInfo2 = \"Increases Mana Reg Rate by 25%HP in tics.\";\nSMSAmInfo3 = \"Increases Max HP by 50% the Max MP.\";\n\nTOSAmInfo1 = \"Talisman of Souls\";\nTOSAmInfo2 = \"Retaliates with Fire Poison/Incineration when hit by Soul, Ice or Dark.\";\n\nHuntHemInfo1 = \"Hunter Helmet\";\nMagiHemInfo1 = \"Magi Hood\";\nMagiHemInfo2 = \"Increases magic damages by 15%\";\nHornHemInfo1 = \"Horned Helmet\";\nHaunHemInfo1 = \"Hauntarite Helmet\";\n\nHuntBotInfo1 = \"Elven Boots\";\nHuntBotInfo2 = \"May Increase counters of Fire Delayed Damage.\";\nHuntBotInfo3 = \"Removes stepping(prevents splashing)\";\n\nLethBotInfo1 = \"Leather Boots\";\nLethBotInfo2 = \"Reduces Frost Delayed Damage counters.\";\nLethBotInfo3 = \"May Increase counters of Fire Delayed Damage.\";\n\nCalcBotInfo1 = \"Calciron Boots\";\nCalcBotInfo2 = \"Soul damages do not use up the boots.\";\n\nSpikeBotInfo1 = \"Spiked Boots\";\nSpikeBotInfo2 = \"-15% Speed.\";\nSpikeBotInfo3 = \"Stepping over enemies causes damage.\";\n\nWintBotInfo1 = \"Wintergust Boots\";\nWintBotInfo2 = \"Walking creates Frost Gust.\";\n\nAcceBotInfo1 = \"Acceleration Boots\";\nAcceBotInfo2 = \"+30% Speed.\";\n\nLethChsInfo1 = \"Leather Chest\";\nLethChsInfo2 = \"Reduces Frost Delayed Damage counters.\";\nLethChsInfo3 = \"May Increase counters of Fire Delayed Damage.\";\n\nChMaChsInfo1 = \"Chain Mail\";\nChMaChsInfo2 = \"-17% Speed.\";\n\nArcnChsInfo1 = \"Arcane Tunic\";\nArcnChsInfo2 = \"+20% Magic Damages.\";\n\nBrnzChsInfo1 = \"Bronzecrow Chest\";\nBrnzChsInfo2 = \"-20% Speed.\";\n\nHCruAmInfo1 = \"Holy Crucifix\";\nHCruAmInfo2 = \"+50% Light damage, + 25% Fire Damage.\";\nHCruAmInfo3 = \"-40% Dark Damage.\";\n\nHHemHemInfo1 = \"Holy Helmet\";\nHHemHemInfo2 = \"+25% Light and Fire Damage.\";\nHHemHemInfo3 = \"-20% Dark, Ice Damage.\";\n\nHLegBotInfo1 = \"Holy Leggings\";\nHLegBotInfo2 = \"Heals players as you move.\";\nHLegBotInfo3 = \"-10% Dark, Ice Damage.\";\n\nHCuiChsInfo1 = \"Holy Cuirass\";\nHCuiChsInfo2 = \"Magic injuries are rewarded with 20% Light Dmg Amp by 4 sec.\";\nHCuiChsInfo3 = \"-10% Dark, Ice Damage.\";\nHCuiChsInfo4 = \"-15% Speed.\";\n\nHCSetInfo = \"Increased Movement Aura Heal.\";\n\nNMDSAmInfo1 = \"NecroMaster's Demon Skull\";\nNMDSAmInfo2 = \"+100% Dark Damage, +50% Ice Damage.\";\nNMDSAmInfo3 = \"-20% Fire, Soul Damage, -25% Light Damage.\";\n\nNMMAmInfo1 = \"NecroMaster's Mask\";\nNMMAmInfo2 = \"Most enemies cower from you.\";\nNMMAmInfo3 = \"+20% Dark, Ice Damage.\";\nNMMAmInfo4 = \"-20% Light Damage.\";\n\nNMGAmInfo1 = \"NecroMaster's Boots\";\nNMGAmInfo2 = \"Walking may Dark Poison nearby enemies.\";\n\nNMPAAmInfo1 = \"NecroMaster's Pad Armor\";\nNMPAAmInfo2 = \"Enemy Magical hits have 40% chance of generating 2 Mana.\";\n\nNMSetInfo = \"Casting spells creates a plaguing wave.\";"
      },
      {
        "source": "pk3",
        "name": "Animdefs.txt",
        "contents": "texture optional P_SWALK1\n   pic P_SWALK1 tics 4\n   pic P_SWALK2 tics 4\n   pic P_SWALK3 tics 4\n   pic P_SWALK4 tics 4\n   pic P_SWALK1 tics 4\n   pic P_SWALK2 tics 4\n   pic P_SWALK3 tics 4\n   pic P_SWALK4 tics 4\n   pic P_SWALK1 tics 4\n   pic P_SWALK2 tics 4\n   pic P_SWALK3 tics 4\n   pic P_SWALK4 tics 4\n   pic P_SWALK1 tics 4\n   pic P_SWALK2 tics 4\n   pic P_SWALK3 tics 4\n   pic P_SWALK4 tics 4\n   pic P_SWALK5 tics 35\n\ntexture optional P_CWALK1\n   pic P_CWALK1 tics 4\n   pic P_CWALK2 tics 4\n   pic P_CWALK3 tics 4\n   pic P_CWALK4 tics 4\n\ntexture optional P_NWALK1\n   pic P_NWALK1 tics 4\n   pic P_NWALK2 tics 4\n   pic P_NWALK3 tics 4\n   pic P_NWALK4 tics 4\n   pic P_NWALK1 tics 4\n   pic P_NWALK2 tics 4\n   pic P_NWALK3 tics 4\n   pic P_NWALK4 tics 4\n   pic P_NWALK1 tics 4\n   pic P_NWALK2 tics 4\n   pic P_NWALK3 tics 4\n   pic P_NWALK4 tics 4\n   pic P_NWALK1 tics 4\n   pic P_NWALK2 tics 4\n   pic P_NWALK3 tics 4\n   pic P_NWALK4 tics 4\n   pic P_NWALK5 tics 35\n\ntexture optional P_HWALK1\n   pic P_HWALK1 tics 4\n   pic P_HWALK2 tics 4\n   pic P_HWALK3 tics 4\n   pic P_HWALK4 tics 4\n   pic P_HWALK1 tics 4\n   pic P_HWALK2 tics 4\n   pic P_HWALK3 tics 4\n   pic P_HWALK4 tics 4\n   pic P_HWALK1 tics 4\n   pic P_HWALK2 tics 4\n   pic P_HWALK3 tics 4\n   pic P_HWALK4 tics 4\n   pic P_HWALK1 tics 4\n   pic P_HWALK2 tics 4\n   pic P_HWALK3 tics 4\n   pic P_HWALK4 tics 4\n   pic P_HWALK5 tics 35"
      },
      {
        "source": "pk3",
        "name": "Textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Wed Nov 29 17:36:10 2017\n\nGraphic \"STUNNED\", 50, 50\n{\n\tXScale 1.200\n\tYScale 1.200\n\tOffset 22, 18\n\tPatch \"STUNNED\", 1, 0\n}\nGraphic \"SHIELD\", 50, 50\n{\n\tXScale 1.200\n\tYScale 1.200\n\tOffset 22, 18\n\tPatch \"SHIELD\", 1, 0\n}\n\nGraphic \"P_SWALK1\", 112, 136\n{\n\tGraphic \"M_SBOX\", 0, 0\n\tGraphic \"M_SWALK1\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_SWALK2\", 112, 136\n{\n\tGraphic \"M_SBOX\", 0, 0\n\tGraphic \"M_SWALK2\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_SWALK3\", 112, 136\n{\n\tGraphic \"M_SBOX\", 0, 0\n\tGraphic \"M_SWALK3\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_SWALK4\", 112, 136\n{\n\tGraphic \"M_SBOX\", 0, 0\n\tGraphic \"M_SWALK4\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_SWALK5\", 112, 136\n{\n\tGraphic \"M_SBOX\", 0, 0\n\tGraphic \"M_SWALK5\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_CWALK1\", 112, 136\n{\n\tGraphic \"M_CBOX\", 0, 0\n\tGraphic \"M_CWALK1\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_CWALK2\", 112, 136\n{\n\tGraphic \"M_CBOX\", 0, 0\n\tGraphic \"M_CWALK2\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_CWALK3\", 112, 136\n{\n\tGraphic \"M_CBOX\", 0, 0\n\tGraphic \"M_CWALK3\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_CWALK4\", 112, 136\n{\n\tGraphic \"M_CBOX\", 0, 0\n\tGraphic \"M_CWALK4\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_NWALK1\", 112, 136\n{\n\tGraphic \"M_NBOX\", 0, 0\n\tGraphic \"M_NWALK1\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_NWALK2\", 112, 136\n{\n\tGraphic \"M_NBOX\", 0, 0\n\tGraphic \"M_NWALK2\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_NWALK3\", 112, 136\n{\n\tGraphic \"M_NBOX\", 0, 0\n\tGraphic \"M_NWALK3\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_NWALK4\", 112, 136\n{\n\tGraphic \"M_NBOX\", 0, 0\n\tGraphic \"M_NWALK4\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_NWALK5\", 112, 136\n{\n\tGraphic \"M_NBOX\", 0, 0\n\tGraphic \"M_NWALK5\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_HWALK1\", 112, 136\n{\n\tGraphic \"M_HBOX\", 0, 0\n\tGraphic \"M_HWALK1\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_HWALK2\", 112, 136\n{\n\tGraphic \"M_HBOX\", 0, 0\n\tGraphic \"M_HWALK2\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_HWALK3\", 112, 136\n{\n\tGraphic \"M_HBOX\", 0, 0\n\tGraphic \"M_HWALK3\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_HWALK4\", 112, 136\n{\n\tGraphic \"M_HBOX\", 0, 0\n\tGraphic \"M_HWALK4\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\nGraphic \"P_HWALK5\", 112, 136\n{\n\tGraphic \"M_HBOX\", 0, 0\n\tGraphic \"M_HWALK5\", 24, 12\n\t{\n\t\tUseOffsets\n\t}\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "Actors/FX.txt",
        "contents": "Actor BaseFX\n{\n +ClientsideOnly\n +ForceXYBillboard\n +NoBlockMap\n +NoInteraction\n +NoGravity\n +DONTSPLASH\n +ExplodeOnWater\n +NoTelestomp\n Radius 2\n Height 2\n  States\n  {\n   Toaster:\n   TNT1 A 0\n   TNT1 A 1\n   Stop\n  }\n}\n\nactor HumanStep\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 22\ndeathsound \"foot/step\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0 A_JumpIfInTargetInventory(\"WintergustBoots\",1,\"WinterGust\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"SpikedBoots\",1,\"Spiked\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"NecromasterGreaves\",1,\"NecroMaster\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"HolyLeggings\",1,\"Holy\")\nTNT1 A 1\nStop\nSpiked:\nTNT1 A 0 A_Explode(random(4,7),20,0,0,20)\nTNT1 A 1 A_JumpIfInTargetInventory(\"SlayerAxe\",1,1)\nStop\nTNT1 A 1 A_Explode(7,24,0,0,24)\nStop\nWinterGust:\nTNT1 A 0 A_Jump(132,2)\nTNT1 A 1 A_CustomMissile(\"ChillingDemExFlame\",0,0,random(0,360),2,0)\nTNT1 A 0\nStop\nNecroMaster:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DelayCount\",28,3)\nTNT1 A 0 A_GiveToTarget(\"DelayCount\",28)\nTNT1 A 1 A_RadiusGive(\"NecromasterPoison\",300,RGF_MONSTERS)\nTNT1 A 0 A_TakeFromTarget(\"DelayCount\",1)\nStop\nHoly:\nTNT1 A 0 A_JumpIfInTargetInventory(\"DelayCount\",28,4)\nTNT1 A 0 A_GiveToTarget(\"DelayCount\",28)\nTNT1 A 1 A_RadiusGive(\"HolyHeal\",300,RGF_PLAYERS|RGF_NOTARGET)\nTNT1 A 0 A_JumpIfInTargetInventory(\"HolyCrucifix\",1,2)\nTNT1 A 0 A_TakeFromTarget(\"DelayCount\",1)\nStop\nTNT1 A 0 A_JumpIfInTargetInventory(\"HolyHelmet\",1,1)\nStop\nTNT1 A 0 A_JumpIfInTargetInventory(\"HolyCuirass\",1,1)\nStop\nTNT1 A 0 A_RadiusGive(\"HolyHeal2\",300,RGF_PLAYERS|RGF_NOTARGET)\nTNT1 A 0 A_RadiusGive(\"HolyHeal\",300,RGF_PLAYERS)\nStop\n\n}\n}\n\nActor HoofStep : HumanStep\n{ deathsound \"hoof/step\" }\n\nActor Ember : BaseFX\n{\n -NoInteraction\n +FORCEXYBILLBOARD\n -NoGravity\n Renderstyle Add\n +Missile\n +BounceOnActors\n +DoomBounce\n BounceCount 30\n WallBounceFactor 1.0000000000000000000001\n BounceFactor 1.0000000000000000000001\n Gravity 0.08\n Scale 0.25\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_ChangeFlag(ThruActors,random(0,1))\n\t TNT1 A 0 A_Jump(130,\"SpawnA\",\"SpawnB\",\"SpawnC\")\n\t GoTo Normal\n\t Normal:\n\t SPKO B 1 Bright\n\t SPKO B 2 Bright A_FadeOut(0.02)\n\t Wait\n\t SpawnA:\n\t SPKO H 1 Bright\n\t SPKO H 2 Bright A_FadeOut(0.1)\n\t Wait\n\t SpawnB:\n\t SPKO D 1 Bright\n\t SPKO D 2 Bright A_FadeOut(0.04)\n\t Wait\n\t SpawnC:\n\t SPKO J 1 Bright\n\t SPKO J 2 Bright A_FadeOut(0.03)\n\t Wait\n\t Death:\n\t TNT1 A 2\n\t Stop\n   }\n}\n\nActor Flare1 : BaseFX\n{\n Renderstyle Add\n Scale 0.45\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(130,\"SpawnA\")\n    SPKO A 3 Bright\n\tSPKO A 1 Bright A_FadeOut\n\tWait\n\tSpawnA:\n\tSPKO G 3 Bright\n\tSPKO G 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor Flare1Small : Flare1\n{ Scale 0.25 }\nActor Flare1Smaller : Flare1\n{ Scale 0.1 }\nActor Flare1Medium : Flare1\n{ Scale 0.53 }\nActor Flare1Big : Flare1\n{ Scale 0.6 }\nActor Flare1Bigger : Flare1\n{ Scale 0.8}\n\nActor EmberFast : Ember\n{\n States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_ChangeFlag(ThruActors,random(0,1))\n\t TNT1 A 0 A_Jump(130,\"SpawnA\",\"SpawnB\",\"SpawnC\")\n\t GoTo Normal\n\t Normal:\n\t SPKO B 3 Bright\n\t SPKO B 1 Bright A_FadeOut(0.06)\n\t Wait\n\t SpawnA:\n\t SPKO H 3 Bright\n\t SPKO H 1 Bright A_FadeOut(0.1)\n\t Wait\n\t SpawnB:\n\t SPKO D 3 Bright\n\t SPKO D 1 Bright A_FadeOut(0.08)\n\t Wait\n\t SpawnC:\n\t SPKO J 3 Bright\n\t SPKO J 1 Bright A_FadeOut(0.05)\n\t Wait\n   }\n}\n\nActor EmberSmall : Ember\n{Scale 0.16}\nActor EmberSmaller : Ember\n{ Scale 0.08 }\nActor EmberBig : Ember\n{Scale 0.32 }\nActor EmberBigger : Ember\n{ Scale 0.5 }\n\nActor EmberSmallFast : EmberFast\n{Scale 0.16}\nActor EmberSmallerFast : EmberFast\n{ Scale 0.08 }\nActor EmberBigFast : EmberFast\n{Scale 0.32 }\nActor EmberBiggerFast : EmberFast\n{ Scale 0.5 }\n\nActor CriticalStrikeFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"CriticalSkull\",55,random(-15,15),55,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\nActor MiniCriticalStrikeFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"MiniCriticalSkull\",55,random(-15,15),55,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor CriticalSkull : BaseFX\n{\n Renderstyle Add\n Scale 0.35\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t CRIT A 35 Bright\n\t CRIT A 1 Bright A_FadeOut(0.05)\n\t Wait\n   }\n}\n\nActor MiniCriticalSkull : BaseFX\n{\n Renderstyle Add\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t CRIT B 18 Bright\n\t CRIT B 1 Bright A_FadeOut(0.12)\n\t Wait\n   }\n}\nActor SprintingFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"SprintingBoot\",random(-35,35),random(-35,35),random(12,22),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,184)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor SprintingBoot : BaseFX\n{\n Renderstyle Add\n Alpha 0.6\n Scale 0.4\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,13,24)\n\t HAST AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_Weave(0.1,0,3,0)\n\t HAST A 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor SilencedFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"SilenceMask\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"SilenceMaskToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor SilenceMask : BaseFX\n{\n Renderstyle Translucent\n Alpha 0.85\n Scale 0.4\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,13,24)\n\t SLNC ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1 Bright A_Weave(0.1,0,3,0)\n\t SLNC Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor SilenceMaskToaster : SilenceMask\n{\n Scale 0.85\n  States\n   {\n    Spawn:\n\t SLNC Z 35 Bright\n\t SLNC Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\nActor PoisonedFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"PoisonBubble\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PoisonBubbleToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor PoisonBubble : BaseFX\n{\n Renderstyle Add\n Scale 0.1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,13,24)\n\t POIS ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1 Bright A_Weave(0.1,0,3,0)\n\t POIS Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor PoisonBubbleToaster : PoisonBubble\n{\n Scale 0.5\n  States\n   {\n    Spawn:\n\t POIS Z 35 Bright\n\t POIS Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor BurningFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"EmberSmaller\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"EmberBig\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor FreezingFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"FreezeCloud\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"FreezeCloudToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor FreezeCloud : BaseFX\n{\n Renderstyle Translucent\n Alpha 1\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t FROS ZZZZZZZZZZZZZZZZZZZZZ 1 Bright\n\t FROS Z 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor FreezeCloudToaster : FreezeCloud\n{\n Scale 0.48\n  States\n   {\n    Spawn:\n\t FROS Z 15 Bright\n\t FROS Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor DarkenedFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"DarkEmber\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"DarkEmberToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor DarkEmber : BaseFX\n{\n Renderstyle Subtract\n Alpha 1\n Scale 0.085\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t DAKS ZZZZZZZZZZZZZZZZZZZZ 1 Bright\n\t DAKS Z 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor DarkEmberToaster : DarkEmber\n{\n Scale 0.4\n  States\n   {\n    Spawn:\n\t DAKS Z 15 Bright\n\t DAKS Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor ElekPoisonFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"ElekOrb\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"ElekOrbToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor ElekOrb : BaseFX\n{\n Renderstyle Add\n Scale 0.4\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,13,24)\n     GWFD KKKKLLLMMMMNNOOKKLLMM 1 Bright\n\t GWFD NNNOKLMN 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ElekOrbToaster : PoisonBubble\n{\n Scale 1\n  States\n   {\n    Spawn:\n     GWFD KLMNOLKM 2 Bright\n\t GWFD NNNOKLMN 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor PlaguedFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"PlaguedSkull\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PlaguedSkullToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor PlaguedSkull : BaseFX\n{\n Renderstyle Translucent\n Alpha 0.75\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t PLAG ZZZZZZZZZZZZZZZ 1 Bright\n\t PLAG Z 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor PlaguedSkullToaster : PlaguedSkull\n{\n Scale 0.5\n  States\n   {\n    Spawn:\n\t PLAG Z 15 Bright\n\t PLAG Z 1 Bright A_FadeOut(0.15)\n\t Wait\n   }\n}\n\nActor SoulburnFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"SoulburnFire\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"SoulburnFireToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor SoulburnFire : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t SLBN ZZZZZZZZZZZZZZZ 1 Bright\n\t SLBN YXWVUT 2 Bright\n\t Stop\n   }\n}\n\nActor SoulburnFireToaster : PlaguedSkull\n{\n Scale 0.5\n  States\n   {\n    Spawn:\n\t SLBN Z 15 Bright\n\t SLBN YXWVUT 2 Bright\n\t Stop\n   }\n}\n\nActor BlazingFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"BlazingFire\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"BlazingFireToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor BlazingFire : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t INCI Z 15 Bright\n\t INCI Z 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BlazingFireToaster : PlaguedSkull\n{\n Scale 0.5\n  States\n   {\n    Spawn:\n\t INCI Z 15 Bright\n\t INCI Z 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ElekFryFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"ElekSpark\",random(-35,35),random(-35,35),random(25,40),0,0,random(1,7),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"ElekSparkToaster\",0,0,30,0,0,3,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor ElekSpark : BaseFX\n{\n Renderstyle Add\n Scale 0.7\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,13,24)\n     ELKP AABBCCBBCCAABBCCDD 1 Bright\n\t GWFD EEFFGG 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ElekSparkToaster : PoisonBubble\n{\n Scale 1.5\n  States\n   {\n    Spawn:\n     ELKP AAABBBCCCDDDEEE 1 Bright\n\t ELKP EEFFGG 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\n#Include \"Actors/CharFX.txt\"\n#Include \"Actors/MonsFX.txt\""
      },
      {
        "source": "pk3",
        "name": "Actors/CharFX.txt",
        "contents": "Actor PurifierBoltTrail : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t ARR0 A 1 Bright A_FadeOut(0.2)\n\t Wait\n  }\n}\n\nActor PurifierBoltTrailCA : PurifierBoltTrail\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 0 A_Jump(256,\"Anim\")\n\t Anim:\n     TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,2,-2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,-2,2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,-2,-2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,2,2)\n\t ARR0 A 1 Bright A_FadeOut(0.2)\n\t Wait\n\t Toaster:\n\t ARR0 A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\n\nActor PurifierBoltTrailCB : PurifierBoltTrailCA\n{\n  States\n   {\n\tAnim:\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,-2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,0,-2)\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmallerFast\",0,0,0,-2,0,2)\n\t ARR0 A 1 Bright A_FadeOut(0.2)\n\t Wait\n   }\n}\n\nActor RepulsionWaveFX : BaseFX\n{\n Renderstyle Add\n +dontblast\n Scale 3\n  States\n   {\n    Spawn:\n\t RADE C 2 Bright\n\t RADE DEFGHI 2 Bright\n\t Stop\n   }\n}\n\nActor ResonanceSliceTrace : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SLCP A 1 Bright\n\t SLCP A 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor ResonancePierceTrace : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t PRCP A 1 Bright\n\t PRCP A 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor ResonanceBluntTrace : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t BLTP A 1 Bright\n     BLTP A 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor ResonanceSoulTrace : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SULP A 1 Bright\n     SULP A 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ClericFlechCritFX : BaseFX\n{\n Renderstyle Add\n Scale 0.65\n  States\n   {\n    Spawn:\n\t CLPK CD 3 Bright\n\t CLPK DEEFGG 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HolySmiteFX : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 1.75\n Height 10\n Radius 10\n +DontBlast\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t HLSM ABCDEFGHIJK 1 Bright\n\t HLSM K 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HolySmiteFXC : HolySmiteFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t HLSM ABCDEFGHIJK 1 Bright\n\t HLSM K 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HolyBindFX : BaseFX\n{\n Renderstyle Add\n Alpha 0.55\n Scale 0.85\n +DontBlast\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t HBND A 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor MagicalResonanceFX : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.1\n +DontBlast\n Projectile\n -NoInteraction\n -ClientSideOnly\n +SeekerMissile\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_GiveToTarget(\"MagicalResonance\",1)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"MagicalResonance\",1,\"Resonate\")\n\t Stop\n\t Resonate:\n\t MGCR Z 1 Bright A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t MGCR Z 1 Bright A_SetScale(0.15,0.15)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.9,1)\n\t MGCR Z 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t MGCR Z 1 Bright A_SetScale(0.25,0.25)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t MGCR Z 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t MGCR Z 1 Bright A_SetScale(0.35,0.35)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t MGCR Z 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t MGCR Z 1 Bright A_SetScale(0.45,0.45)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t MGCR Z 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t MGCR Z 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t MGCR Z 1 Bright A_SetTranslucent(0.2,1)\n\t TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,32,0)\n\t MGCR Z 1 Bright A_SetTranslucent(0.1,1)\n\t TNT1 A 1 A_SetScale(0.1,0.1)\n\t TNT1 A 1 A_SetTranslucent(1.0,1)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"MagicalResonance\",1,\"Resonate\")\n\t Stop\n   }\n}\nActor BarrierBlock : BaseFX\n{\n Renderstyle Add\n Scale 0.85\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TKBB A 2 Bright\n\t TKBB A 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor GauntletTrace : BaseFX\n{\n Renderstyle Subtract\n Alpha 1\n Scale 0.15\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"DarkZap2\",0,0.25,0)\n\t NGFX ABABABABA 1 Bright A_FadeOut(0.05)\n\t Wait\n  }\n}\n\nActor SickleTrailA : BaseFX\n{\n Renderstyle Subtract\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SKFX A 1 Bright A_FadeOut(0.13)\n\t Wait\n  }\n}\n\nActor SickleTrailB : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SKFX B 1 Bright A_FadeOut(0.13)\n\t Wait\n  }\n}\n\nActor SickleTrailC : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SKFX C 1 Bright A_FadeOut(0.13)\n\t Wait\n  }\n}\n\nActor SickleTrailD : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SKFX D 1 Bright A_FadeOut(0.13)\n\t Wait\n  }\n}\n\nActor SickleTrailAC : BaseFX\n{\n Renderstyle Subtract\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"SickleTrailCrit\",0,0,0,random(-1.85,0),random(-1,1),random(-2,2))\n\t SKFX A 1 Bright A_FadeOut(0.13)\n\t Wait\n\t Toaster:\n\t SKFX A 1 Bright A_FadeOut(0.08)\n\t Wait\n  }\n}\n\nActor SickleTrailBC : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"SickleTrailCrit\",0,0,0,random(-1.85,0),random(-1,1),random(-2,2))\n\t SKFX B 1 Bright A_FadeOut(0.13)\n\t Wait\n\t Toaster:\n\t SKFX B 1 Bright A_FadeOut(0.08)\n\t Wait\n  }\n}\n\nActor SickleTrailCC : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"SickleTrailCrit\",0,0,0,random(-1.85,0),random(-1,1),random(-2,2))\n\t SKFX C 1 Bright A_FadeOut(0.13)\n\t Wait\n\t Toaster:\n\t SKFX C 1 Bright A_FadeOut(0.08)\n\t Wait\n  }\n}\n\nActor SickleTrailDC : SickleTrailA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"SickleTrailCrit\",0,0,0,random(-1.85,0),random(-3,3),random(-4,4))\n\t SKFX D 1 Bright A_FadeOut(0.13)\n\t Wait\n\t Toaster:\n\t SKFX D 1 Bright A_FadeOut(0.08)\n\t Wait\n  }\n}\n\nActor SickleTrailCrit : SickleTrailA\n{\n Scale 0.35\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SKFX ABCDABCD 1 Bright A_FadeOut(0.05)\n\t Wait\n  }\n}\n\nActor ShadowCobraTail : BaseFX\n{\n Renderstyle Subtract\n Alpha 1\n Scale 0.5\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t SERT AABCDEFG 1 Bright\n\t SERT GHIJ 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor ViperStrikeTrail : BaseFX\n{\n Renderstyle Add\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t CSSF D 2 Bright\n\t CSSF D 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor ViperStrikeTrail2 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t CSSF E 2 Bright\n\t CSSF E 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor ChillingTrail : BaseFX\n{\n Renderstyle Add\n Scale 1.2\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t KHIL GHIJKLM 1 Bright\n\t Stop\n  }\n}\n\nActor UndeadSummonTrail : ShadowCobraTail\n{\n Scale 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t USRD ABC 1 Bright\n\t USRD C 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor HorranimaSST : BaseFX\n{\n +FORCEXYBILLBOARD\n Scale 1.15\n Renderstyle Add\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 1\n\t SLAR BBCCDEF 2 Bright\n\t SLAR G 1 Bright\n\t Stop\n  }\n}\n\nActor HorranimaSST2 : HorranimaSST\n{\nAlpha 1\nStates\n   {\n    Spawn:\n\t TNT1 A 1\n\t SLAR AABBCDEFG 2 Bright\n\t SLAR G 1 Bright\n\t Stop\n  }\n}\n\nActor HorranimaSST3 : Ember\n{\n Scale 0.8\n Alpha 1\n States\n   {\n    Spawn:\n\t TNT1 A 0 Nodelay A_Jump(128,2)\n\t SLAR ABCDEFG 2 Bright\n\t SLAR G 1 Bright A_FadeOut(0.2)\n\t Wait\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SetScale(0.5,0.5)\n\t SLAR A 7 Bright A_FadeOut\n\t Wait\n\t TNT1 A 0 A_Jump(128,3)\n\t SLAR ABC 3 Bright\n\t SLAR C 1 Bright A_FadeOut\n\t Wait\n\t TNT1 A 0 A_Jump(128,2)\n\t SLAR CDEFG 3 Bright\n\t Stop\n\t SLAR ABCDEFG 4 Bright\n\t Stop\n  }\n}\n\nActor HorranimaSSTC : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"HorranimaSST2\")\n\t TNT1 A 0 A_SpawnItemEx(\"HorranimaSST3\",random(-2,-5),random(-3,3),random(-3,-3)+8,random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Stop\n   }\n}\nActor ChillingDemiseFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAA 0 A_SpawnItemEx(\"ChillingChunk\",random(-35,35),random(-35,35),random(25,40),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"ChillingChunkToaster\",0,0,30,0,0,0,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\nActor TelekineticBarrierFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"TelekineticBlur\",random(-42,42),random(-42,42),random(19,32),0,0,random(0.25,9),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,25)\n\t TNT1 A 1\n\t Stop\n\t Toaster:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"TelekineticBlurToaster\",0,0,30,0,0,0,0,SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor TelekineticBlur : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.3\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t TKBX AAAAAAAAAAAAAA 1 Bright\n\t TKBX ABCDEFGHIJ 1 Bright\n\t Stop\n   }\n}\n\nActor TelekineticBlurToaster : TelekineticBlur\n{\n Scale 0.85\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TKBX AAABCDEFGHIJ 1 Bright\n\t Stop\n   }\n}\n\nActor ChillingChunk : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.5\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t CRYS ZZZZZZZZZZZZZZZ 1\n\t CRYS Z 2 A_FadeOut\n\t Wait\n   }\n}\n\nActor ChillingChunkToaster : ChillingChunk\n{\n Scale 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(10,2,5,1,7)\n\t CRYS ZZZZZZZZZZZ 1\n\t CRYS Z 3 A_FadeOut\n\t Wait\n   }\n}\n\nActor CinderTrace : BaseFX\n{\n Renderstyle Add\n Scale 0.4\n States\n  {\n   Spawn:\n    RSNF ABCDEF 1 Bright A_FadeOut\n\tWait\n  }\n}\nActor CinderTraceCrit : BaseFX\n{\n Renderstyle Add\n Scale 0.4\n States\n  {\n   Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"EmberSmaller\",random(-2,-5),random(-3,3),random(-3,-3)+8,random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n    RSNF ABCDEF 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor FlameArrowTrace: BaseFX\n{\n Renderstyle Add\n Scale 0.4\n States\n  {\n   Spawn:\n    VFBL EFGHIJ 1 Bright A_FadeOut\n\tWait\n  }\n}\nActor FlameArrowTrace2 : BaseFX\n{\n Renderstyle Add\n Scale 0.65\n Alpha 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t BRB2 A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor FlameArrowTraceC2 : FlameArrowTrace2\n{\nStates\n   {\n    Spawn:\n\t TNT1 A 0\n\t BRB2 A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor FlameArrowTraceC : BaseFX\n{\n -ClientSideOnly\n -NoInteractioN\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"FlameArrowTraceC2\")\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmaller\",random(-2,-5),random(-3,3),random(-3,-3)+8,random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Stop\n   }\n}\nActor FlameArrowRune : BaseFX\n{\n Speed 16\n Radius 2\n Height 2\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n +Missile\n Alpha 0.8\n Renderstyle Add\n Scale 0.03\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tTNT1 A 1 A_Stop\n    FRUN A 1 Bright A_FadeOut(0.2)\n\tWait\n  }\n}\n\nActor FlameArrowRune3 : FastProjectile\n{\n +ClientsideOnly\n +ForceXYBillboard\n +NoBlockMap\n +NoGravity\n +DONTSPLASH\n +ExplodeOnWater\n +NoTelestomp\n -NoInteraction\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n Radius 2\n Height 2\n Alpha 0.8\n Renderstyle Add\n Scale 0.03\n Speed 0\n States\n  {\n   Spawn:\n    TNT1 A 1\n    FRUN A 1 Bright A_FadeOut(0.2)\n\tWait\n  }\n}\n\nActor FlameArrowRune2 : FlameArrowRune3\n{\n -NoInteraction\n -ClientsideOnly\n Damage 0\n Speed 300\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"FlameArrowRune3\",0,0,0,0,0,0)\n\tLoop\n   Death:\n    TNT1 A 2\n    FRUN A 1 Bright A_FadeOut(0.2)\n\twAIT\n  }\n}\n\nActor FireArrowGreenTrace : BaseFX\n{\n Renderstyle Add\n Scale 1\n  States\n   {\n    Spawn:\n\t GFRX CDEFG 3 Bright\n\t GFRX HHHI 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ThunderArrowRune : FlameArrowRune\n{\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tTNT1 A 1 A_Stop\n    TRUN A 1 Bright A_FadeOut(0.2)\n\tWait\n  }\n}\n\nActor ThunderArrowRune3 : FlameArrowRune3\n{\n States\n  {\n   Spawn:\n    TNT1 A 1\n    TRUN A 1 Bright A_FadeOut(0.2)\n\tWait\n  }\n}\n\nActor ThunderArrowRune2 : FlameArrowRune2\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"ThunderArrowRune3\",0,0,0,0,0,0)\n\tLoop\n   Death:\n    TNT1 A 2\n    TRUN A 1 Bright A_FadeOut(0.2)\n\twAIT\n  }\n}\n\nActor DarkBoltRune : FlameArrowRune\n{\n Renderstyle Subtract\n Alpha 1\n States\n  {\n   Spawn:\n    TNT1 A 4\n\tTNT1 A 1 A_Stop\n    DRUN A 1 Bright A_FadeOut(0.2)\n\tWait\n  }\n}\n\nActor WindrunFX : BaseFX\n{\n Renderstyle Stencil\n sCALE 0.9\n Alpha 0.8\n StencilColor White\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t tnt1 a 0 A_Jump(256,\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\",\"Spawn8\",\"Spawn9\",\"Spawn10\",\"Spawn11\",\"Spawn12\",\"Normal\")\n\t Stop\n\t Normal:\n\t HUNT A 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,1.0,0)\n\t HUNT AAAAAAAABBBBCCC 1 Bright A_FadeOut\n\t Stop\n\tSpawn2:\n\t HUNT B 1 Bright\n\t HUNT BBBBBBBBBCCC 1 Bright A_FadeOut\n\t tnt1 a 0 a_jump(20,1)\n\t Stop\n\t TNT1 A 1 A_SpawnItemEx(\"WindRunFX\",random(-6,6),random(-6,6),random(-2,2),0,0,0,0)\n\t STop\n\tSpawn3:\n\t HUNT C 1 Bright\n\t HUNT CCCCCCCCDDDDD 1 Bright A_FadeOut\n\t Stop\n\tSpawn4:\n\t HUNT D 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,1.0,0)\n\t HUNT DDDDDDDDDAAAAA 1 Bright A_FadeOut\n\t Stop\n\tSpawn5:\n\t HUNT A 1 Bright\n\t YEL5 A 0 A_PlaySound (\"WindVortex\",0,1.0,0)\n\t HUNT BBBBCCCCCDD 1 Bright A_FadeOut\n\t Stop\n\tSpawn6:\n\t HUNT BB 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,1.0,0)\n\t HUNT CCCCDDDDAA 1 Bright A_FadeOut\n\t tnt1 a 0 a_jump(20,1)\n\t Stop\n\t TNT1 A 1 A_SpawnItemEx(\"WindRunFX\",random(-6,6),random(-6,6),random(-2,2),0,0,0,0)\n\t STop\n\tSpawn7:\n\t HUNT B 1 Bright\n\t YEL5 A 0 A_PlaySound (\"WindVortex\",0,0.7,0)\n\t HUNT CCABABCCCD 1 Bright A_FadeOut\n\t Stop\n\tSpawn8:\n\t HUNT C 1 Bright\n\t YEL5 A 0 A_PlaySound (\"WindVortex\",0,0.7,0)\n\t HUNT CCDDBCACCADA 1 Bright A_FadeOut\n\t Stop\n\tSpawn9:\n\t HUNT A 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,1.0,0)\n\t HUNT ABBCCDDAABBC 1 Bright A_FadeOut\n\t Stop\n\tSpawn10:\n\t HUNT D 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,1.0,0)\n\t HUNT DDAAABBCDA 1 Bright A_FadeOut\n\t Stop\n\tSpawn11:\n\t HUNT D 1 Bright\n\t YEL5 A 0 A_PlaySound (\"WindVortex\",0,1.0,0)\n\t HUNT DAABBCDDDA 1 Bright A_FadeOut\n\t tnt1 a 0 a_jump(20,1)\n\t Stop\n\t TNT1 A 1 A_SpawnItemEx(\"WindRunFX\",random(-6,6),random(-6,6),random(-2,2),0,0,0,0)\n\t STop\n\tSpawn12:\n\t HUNT A 1 Bright\n\t YEL5 A 0 A_PlaySound (\"windrun\",0,0.7,0)\n\t HUNT ABCDABCDABCDA 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor GustTrace : BaseFX\n{\n\nScale 0.87\nAlpha 0.86\n Renderstyle Stencil\n StencilColor White\nStates\n{\nSpawn:\n\tCRBL A 1 Bright\n\tCRBL A 1 Bright A_FadeOut\n\tWait\n}\n}\n\nActor HunterBoltDarkTrace : BaseFX\n{\n Scale 0.025\n Renderstyle Subtract\n  States\n   {\n    Spawn:\n\t DAWT A 1 Bright A_SetScale(0.025,0.025)\n\t DAWT A 1 Bright A_SetScale(0.05,0.05)\n\t DAWT A 1 Bright A_SetScale(0.1,0.1)\n\t TNT1 A 0 A_FadeOut(0.1)\n\t DAWT A 1 Bright A_SetScale(0.125,0.125)\n\t TNT1 A 0 A_FadeOut(0.1)\n\t DAWT A 1 Bright A_SetScale(0.15,0.15)\n\t TNT1 A 0 A_FadeOut(0.1)\n\t DAWT A 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_FadeOut(0.1)\n\t DAWT A 1 Bright A_SetScale(0.25,0.25)\n\t TNT1 A 0 A_FadeOut(0.1)\n\t DAWT A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\nActor StormShotTrace : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.75\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t GWFX A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\nActor StormShotTraceC2 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n     ELKP KLM 3 Bright\n\t GWFD NNNOKLMN 1 Bright A_FadeOut\n     Wait\n  }\n}\n\nActor StormShotTraceC3 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.2\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t ELKP ABCD 1 Bright\n\t ELKP EFFG 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor StormShotTracec : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"StormShotTracec2\")\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"StormShotTraceC3\",random(-2,-5),random(-3,3),random(-3,-3),random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Wait\n  }\n}\n\nActor SoulBladeTrace : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.75\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t EBLD A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\nActor SoulBladeTraceC2 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t EBLD A 1 Bright A_FadeOut(0.035)\n\t Wait\n  }\n}\n\nActor SoulBladeTraceC : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"SoulBladeTraceC2\")\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAA 0 A_SpawnItemEx(\"SoulDartTraceC3\",random(-2,-5),random(-3,3),random(-3,-3),random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Wait\n  }\n}\n\nActor SoulDartTrace : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t KNVA A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\nActor SoulDartTraceC2 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t KNVA A 1 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\n\nActor SoulDartTraceC3 : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t HSDF A 2 Bright A_FadeOut(0.1)\n\t Wait\n  }\n}\nActor SoulDartTraceC : BaseFX\n{\n Renderstyle Add\n Alpha 1\n Scale 0.45\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"SoulDartTraceC2\")\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 0 A_SpawnItemEx(\"SoulDartTraceC3\",random(-2,-5),random(-3,3),random(-3,-3),random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Wait\n  }\n}\n\nActor ThunderArrowHit1 : FlameArrowRune2\n{\n -ClientSideOnly\n -NoInteraction\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n Speed 900\n Damagetype \"ThunderArrowL1\"\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 1\n\tLoop\n   Death:\n    TNT1 A 0\n    TNT1 A 1 A_Stop\n\tTNT1 A 0 A_PlaySound(\"ThunderArrowHit\",0,1.7,0)\n\tTNT1 A 0 A_Jump(256,\"Damage\")\n\tGoTo Damage\n\tDamage:\n    TNT1 A 0 A_Explode(30,180,0,0,160)\n\tGoTo FX\n\tFX:\n\tTNT1 AA 0 A_SpawnItemEx(\"ThunderArrowSpark\",0,0,0,0,0,0)\n\tStop\n  }\n}\nActor ThunderArrowHit2 : ThunderArrowHit1\n{Damagetype \"ThunderArrowL2\" }\nActor ThunderArrowHit3 : ThunderArrowHit1\n{Damagetype \"ThunderArrowL3\" }\nActor ThunderArrowHit4 : ThunderArrowHit1\n{Damagetype \"ThunderArrowL3\" }\nActor ThunderArrowHit5 : ThunderArrowHit1\n{Damagetype \"ThunderArrowL3\" }\nActor ThunderArrowHit6 : ThunderArrowHit1\n{Damagetype \"ThunderArrowL6\" }\n\nActor ThunderArrowHit1Crit : ThunderArrowHit1\n{States{Damage:\n    TNT1 A 0 A_Explode(135,180,0,0,160)\n\tGoTo FX}}\nActor ThunderArrowHit2Crit : ThunderArrowHit1Crit\n{PainType ThunderArrowL2 }\nActor ThunderArrowHit3Crit : ThunderArrowHit1Crit\n{PainType ThunderArrowL3 }\nActor ThunderArrowHit4Crit : ThunderArrowHit1Crit\n{PainType ThunderArrowL3 }\nActor ThunderArrowHit5Crit : ThunderArrowHit1Crit\n{PainType ThunderArrowL3 }\nActor ThunderArrowHit6Crit : ThunderArrowHit1Crit\n{PainType ThunderArrowL6 }\n\nActor ThunderArrowSpark : BulletPuff\n{\n +DontBlast\n +ClientSideOnly\n +NoInteraction\n +AlwaysPuff\n +PuffOnActors\n VSPEED 0\n +MThruSpecies\n REnderstyle Add\n Alpha 1\n Scale 1.25\n  States\n   {\n    Crash:\n\tXDeath:\n\tDeath:\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 0 A_Jump(128,\"Alt1\",\"Alt2\",\"Alt3\",\"Alt4\",\"Alt5\",\"Alt6\")\n\t DLG1 A 18 Bright\n\t DLG1 AAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n\tAlt1:\n\t DLG1 B 18 Bright\n\t DLG1 BBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut\n\t Stop\n\tAlt2:\n\t DLG1 C 18 Bright\n\t DLG1 CCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_FadeOut\n\t Stop\n\tAlt3:\n\t DLG1 D 18 Bright\n\t DLG1 DDDDDDDDDDDDDDDDDDDDD 1 Bright A_FadeOut\n\t Stop\n\tAlt4:\n\t DLG1 E 18 Bright\n\t DLG1 EEEEEEEEEEEEEEEEEEEE 1 Bright A_FadeOut\n\t Stop\n\tAlt5:\n\t DLG1 F 18 Bright\n\t DLG1 FFFFFFFFFFFFFFFFFFFF 1 Bright A_FadeOut\n\t Stop\n\tAlt6:\n\t DLG1 G 18 Bright\n\t DLG1 GGGGGGGGGGGGGGGGGGG 1 Bright A_FadeOut\n\t Stop\n\t Toaster:\n\t ELKP ABCD 3 Bright\n\t ELKP EFG 3 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HunterThunderFX : BaseFX\n{\n Scale 0.2\n Reactiontime 8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(128,0,1,6,3,10)\n\t RLTR DECEDECDEDECCCDEDDEC 2 Bright\n\t RLTR FGH 3 Bright A_FadeOut\n\t RLTR H 1 Bright A_FadeOut\n\t Wait\n  }\n}\nActor HunterThunderFX2 : HunterThunderFX\n{Scale 0.12}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsFX.txt",
        "contents": "Actor MCooldown1IconFX : BaseFX\n{\n +NoInteraction\n Renderstyle Translucent\n Alpha 0.85\n Scale 0.065\n  States\n   {\n    Spawn:\n\t MCD1 A 12 Bright\n\t MCD1 A 1 Bright A_FadeOut(0.08)\n\t Wait\n   }\n}\n\nActor MCooldown1FX : BaseFX\n{\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"MCooldown1IconFX\",0,25,75,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE |SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor MCooldown2IconFX : MCooldown1IconFX\n{\n  States\n   {\n    Spawn:\n\t MCD2 A 12 Bright\n\t MCD2 A 1 Bright A_FadeOut(0.08)\n\t Wait\n   }\n}\n\nActor MCooldown2FX : BaseFX\n{\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"MCooldown2IconFX\",0,10,75,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE |SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor MCooldown3IconFX : MCooldown1IconFX\n{\n  States\n   {\n    Spawn:\n\t MCD3 A 12 Bright\n\t MCD3 A 1 Bright A_FadeOut(0.08)\n\t Wait\n   }\n}\n\nActor MCooldown3FX : BaseFX\n{\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"MCooldown3IconFX\",0,-5,75,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE |SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor MCooldown4IconFX : MCooldown1IconFX\n{\n  States\n   {\n    Spawn:\n\t MCD4 A 12 Bright\n\t MCD4 A 1 Bright A_FadeOut(0.08)\n\t Wait\n   }\n}\n\nActor MCooldown4FX : BaseFX\n{\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"MCooldown4IconFX\",0,-30,75,0,0,0,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEANGLE |SXF_CLIENTSIDE)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor PyrantFBT : BaseFX\n{\n Renderstyle Add\n Alpha 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 2\n\t BRB2 A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor PyrantFBT2 : PyrantFBT\n{\nStates\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 2\n\t BRB2 A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor PyrantFBTC : BaseFX\n{\n -ClientSideOnly\n -NoInteractioN\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"PyrantFBT2\")\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmaller\",random(-2,-5),random(-3,3),random(-3,-3)+8,random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Stop\n   }\n}\n\nActor PyrantFBD : Flare1Medium\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(130,\"SpawnA\")\n    SPKO A 3 Bright\n\tSPKO A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor PyrantFBDC : PyrantFBTC\n{\nStates\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"Flare1Medium\",0,3)\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"EmberSmallerFast\",-3,0,8,random(3,-3),random(-3,3),random(-3,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 1\n\t Stop\n   }\n}\n\nActor PyrantFBT : BaseFX\n{\n Renderstyle Add\n Alpha 0.8\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 A 2\n\t BRB2 A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor AfritTrace : PyrantFBT\n{\n Renderstyle Add\n Alpha 1\nStates\n   {\n    Spawn:\n\t TNT1 A 0\n\t FDMB A 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor AfritTraceC : BaseFX\n{\n Renderstyle Add\n Alpha 1\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"EmberSmaller\",random(-2,-5),random(-3,3),random(-3,-3)+8,random(-1,-2),random(-1.5,1.5),random(-1.5,1.5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t FDMB A 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor LiquidFireCharge\n{\n Projectile\n Renderstyle Add\n +SeekerMissile\n +NoClip\n +ThruActors\n Height 0\n Radius 0\n VAR INT user_lfspeed;\n Speed 0\n States\n  {\n   Spawn:\n\tFDSB N 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB O 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB P 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB Q 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB R 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB S 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,\"Spawn\")\n\tGoTo Death\n   Death:\n\tFDSB TUVW 3 Bright A_FadeOut\n\tWait\n  }\n}\nActor LiquidFireCharge2\n{\n Projectile\n Renderstyle Add\n +SeekerMissile\n +NoClip\n +ThruActors\n Height 0\n Radius 0\n VAR INT user_lfspeed;\n Speed 0\n States\n  {\n   Spawn:\n\tFDSB N 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB O 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB P 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB Q 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB R 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,1)\n\tGoTo Death\n\tFDSB S 1 Bright A_Warp(AAPTR_TARGET,50,0,32,user_lfspeed,WARPF_USECALLERANGLE|WARPF_NOCHECKPOSITION  )\n\tCSIG A 0 bright A_SetUserVar (\"user_lfspeed\", user_lfspeed + 1)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"LiquidFireChargeCheck\",1,\"Spawn\")\n\tGoTo Death\n   Death:\n\tFDSB TUVW 3 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor RavagerBuffFX : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 AAAA 0 A_SpawnItemEx(\"RVBFX\",random(-35,35),random(-35,35),0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,100)\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor RVBFX  : BaseFX\n{\n XScale 0.4\n YSCALE 0.5\n Renderstyle Add\n States\n  {\n   Spawn:\n    DXSB ABCDEFGHIJKLM 2 Bright\n\tStop\n  }\n}\n\nActor EttinBuffFX : BaseFX\n{\n Reactiontime 3\n Renderstyle Add\n +Missile\n Scale 1.1\n  States\n   {\n    Spawn:\n\t ETBF A 1 Bright A_SetScale(1.1,1.1)\n\t TNT1 A 0 A_SetTranslucent(0.9,1)\n\t ETBF A 1 Bright A_SetScale(1.125,1.125)\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t ETBF A 1 Bright A_SetScale(1.15,1.15)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t ETBF A 1 Bright A_SetScale(1.175,1.25)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t ETBF A 1 Bright A_SetScale(1.2,1.2)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t ETBF A 1 Bright A_SetScale(1.225,1.225)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t ETBF A 1 Bright A_SetScale(1.25,1.25)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t ETBF A 1 Bright A_SetScale(1.275,1.275)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t ETBF A 1 Bright A_SetScale(1.3,1.3)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t ETBF A 1 Bright A_SetScale(1.325,1.325)\n\t TNT1 A 0 A_CountDown\n\t Loop\n\tDeath:\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor AfritRainFX : BaseFX\n{\n Reactiontime 3\n Renderstyle Add\n +Missile\n Scale 1.1\n  States\n   {\n    Spawn:\n\t FDMN K 1 Bright A_SetScale(1.1,1.1)\n\t TNT1 A 0 A_SetTranslucent(0.9,1)\n\t FDMN K 1 Bright A_SetScale(1.125,1.125)\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t FDMN K 1 Bright A_SetScale(1.15,1.15)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t FDMN K 1 Bright A_SetScale(1.175,1.25)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t FDMN K 1 Bright A_SetScale(1.2,1.2)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t FDMN K 1 Bright A_SetScale(1.225,1.225)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t FDMN K 1 Bright A_SetScale(1.25,1.25)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t FDMN K 1 Bright A_SetScale(1.275,1.275)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t FDMN K 1 Bright A_SetScale(1.3,1.3)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t FDMN K 1 Bright A_SetScale(1.325,1.325)\n\t TNT1 A 0 A_CountDown\n\t Loop\n\tDeath:\n\t TNT1 A 1\n\t Stop\n  }\n}\n\nActor DkEttShardFX : BaseFX\n{\n Scale 1.1\n Renderstyle Add\n  States\n   {\n    Spawn:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SHRD AABBBCCC 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor DkEttShardFXCrit : BaseFX\n{\n Scale 1.1\n Renderstyle Add\n  States\n   {\n    Spawn:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SHEX ABCDE 1 Bright A_FadeOut\n\t Wait\n\tToaster:\n\t SHRD AABBBCCC 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor ShardChargeFX : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",random(-40,-60),0,0,2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",random(40,60),0,0,-2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",0,0,random(-40,-60),0,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",0,0,random(40,60),0,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",random(-40,-60),0,random(-40,-60),2,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",0,random(-40,-60),random(-40,-60),0,2,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",random(40,60),0,random(40,60),-2,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"ShardCFX2\",0,random(40,60),random(40,60),0,-2,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_PlaySound(\"DarkEttinFCharge2\",0,0.5,0)\n\t SHEX ABABA 2 Bright\n\t GoTo Death\n\t Death:\n\t SHEX A 1 Bright\n\t Stop\n   }\n}\n\nActor CBombChargeFX1 : BaseFX\n{\n Alpha 0.4\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(-40,-60),0,0,2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(40,60),0,0,-2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,0,random(-40,-60),0,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,0,random(40,60),0,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(-40,-60),0,random(-40,-60),2,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,random(-40,-60),random(-40,-60),0,2,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(40,60),0,random(40,60),-2,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,random(40,60),random(40,60),0,-2,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_PlaySound(\"DarkEttinBCharge2\",0,0.5,0)\n\t VFBL ABCD 2 Bright A_FadeOut(0.2)\n\t GoTo Death\n\t Death:\n\t VFBL A 1 Bright A_FadeOut(0.3)\n\t Stop\n   }\n}\n\nActor CBombChargeFX2 : CBombChargeFX1\n{ Alpha 0.75 Scale 1.1}\nActor CBombChargeFX3 : CBombChargeFX1\n{ Alpha 1.0 Scale 1.25}\n\nActor CBombCFX2 : BaseFX\n{\n Scale 1\n Alpha 0.1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t RSNF E 2\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t RSNF D 2 A_SetScale(0.9,0.9)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t RSNF D 1 A_SetScale(0.85,0.85)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t RSNF C 3 A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t RSNF C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t RSNF B 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(1.0,1)\n\t RSNF A 2 Bright A_SetScale(0.5,0.5)\n\t RSNF A 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor DkEttCBombFX : BaseFX\n{\n Scale 1.15\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t VFBL AAABBBCCCDDD 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor DkEttCBombFXCrit : BaseFX\n{\n Scale 0.74\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t VFBL EFGHIJ 1 Bright A_FadeOut\n\t Wait\n\tToaster:\n\t VFBL AAABBBCCCDDD 1 Bright A_FadeOut(0.065)\n\t Wait\n  }\n}\n\nActor CentaurHealFX : BaseFX\n{\n Renderstyle Add\n Scale 2\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t CHFX BCD 3 Bright\n\t CHFX EEEF 1 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor CentaurHealFX2 : BaseFX\n{\n Renderstyle Add\n Alpha 0\n Scale 2\n -NoInteraction\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t CHFX F 1 Bright A_SetTranslucent(0.1,1)\n\t CHFX F 1 Bright A_SetTranslucent(0.2,1)\n\t CHFX F 1 Bright A_SetTranslucent(0.3,1)\n\t CHFX E 1 Bright A_SetTranslucent(0.4,1)\n\t CHFX E 1 Bright A_SetTranslucent(0.5,1)\n\t CHFX E 1 Bright A_SetTranslucent(0.6,1)\n\t CHFX D 1 Bright A_SetTranslucent(0.7,1)\n\t CHFX D 1 Bright A_SetTranslucent(0.8,1)\n\t CHFX D 1 Bright A_SetTranslucent(0.9,1)\n\t CHFX CB 3 Bright A_SetTranslucent(1,1)\n\t CHFX B 1 Bright A_Fadeout(0.2)\n\t Wait\n  }\n}\n\nActor HentaurChargeFX : BaseFX\n{\n Alpha 0.35\n Scale 1.2\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",random(-40,-60),0,0,2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",random(40,60),0,0,-2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",0,0,random(-40,-60),0,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",0,0,random(40,60),0,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",random(-40,-60),0,random(-40,-60),2,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",0,random(-40,-60),random(-40,-60),0,2,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",random(40,60),0,random(40,60),-2,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"HentaurChargeFX2\",0,random(40,60),random(40,60),0,-2,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_PlaySound(\"HentaurCharge\",0,0.5,0)\n\t HADE CDC 2 Bright A_FadeOut(0.2)\n\t GoTo Death\n\t Death:\n\t HADE DDE 1 Bright A_FadeOut(0.3)\n\t Stop\n   }\n}\n\nActor HentaurChargeFX2 : BaseFX\n{\n Scale 0.95\n Alpha 0.5\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t HADE IHGFEDCBA 1 Bright\n\t HADE A 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor HentaurShotTrace : BaseFX\n{\n Scale 1.1\n Alpha 1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t HSHK BCD 2 Bright\n\t HSHK EEF 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor VFHeadChargeFX1 : BaseFX\n{\n Alpha 0.4\n Scale 0.8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(-40,-60),0,0,2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(40,60),0,0,-2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,0,random(-40,-60),0,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,0,random(40,60),0,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(-40,-60),0,random(-40,-60),2,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,random(-40,-60),random(-40,-60),0,2,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",random(40,60),0,random(40,60),-2,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"CBombCFX2\",0,random(40,60),random(40,60),0,-2,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_PlaySound(\"DarkEttinBCharge2\",0,0.5,0)\n\t SBS1 ABCD 2 Bright A_FadeOut(0.2)\n\t GoTo Death\n\t Death:\n\t SBS1 A 1 Bright A_FadeOut(0.3)\n\t Stop\n   }\n}\n\nActor VFHeadChargeFX2 : VFHeadChargeFX1\n{ Alpha 0.75 Scale 0.9}\nActor VFHeadChargeFX3 : VFHeadChargeFX1\n{ Alpha 1.0 Scale 1}\n\nActor VileFaunHeadTraceA : BaseFX\n{\n Scale 1\n Alpha 1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SBS1 A 1 Bright\n\t SBS1 A 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor VileFaunHeadTraceB : VileFaunHeadTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SBS1 B 1 Bright\n\t SBS1 B 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor VileFaunHeadTraceC : VileFaunHeadTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SBS1 C 1 Bright\n\t SBS1 C 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor VileFaunHeadTraceD : VileFaunHeadTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t SBS1 D 1 Bright\n\t SBS1 D 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor VileFaunDarkTrace : BaseFX\n{\n Scale 0.85\n Renderstyle Subtract\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t VFDK A 1 Bright\n\t VFDK AABBC 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor IronhornFBFX : BaseFX\n{\n Alpha 0.9\n Scale 0.9\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t DMFX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t DMFX A 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t DMFX B 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t DMFX B 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t DMFX C 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t DMFX B 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t DMFX C 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t DMFX C 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t DMFX A 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor IronhornFBFXC : BaseFX\n{\n Alpha 0.9\n Scale 0.9\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t TNT1 AA 0 A_SpawnItemEx(\"IronHornFBFX2\",0,0,0,random(0,-3),random(-5,5),random(-5,5),0,SXF_CLIENTSIDE)\n\t Toaster:\n\t DMFX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t DMFX A 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t DMFX B 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t DMFX B 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t DMFX C 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t DMFX B 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t DMFX C 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t DMFX C 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t DMFX A 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor IronHornFBFX2 : IronHornFBFX\n{\n Scale 0.65\n  States\n   {\n    Spawn:\n\t DMFX D 1 Bright\n\t DMFX DDEEFG 1 Bright A_FadeOut(0.065)\n\t Stop\n  }\n}\n\nActor SludgeBFX : BaseFX\n{\n Renderstyle Translucent\n Alpha 0.85\n Scale 1.2\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t D2FX A 1\n\t TNT1 A 0 A_SetTranslucent(0.8,0)\n\t D2FX B 1 A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,0)\n\t D2FX C 1 A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,0)\n\t D2FX D 1 A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,0)\n\t D2FX E 1 A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,0)\n\t D2FX F 1 A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,0)\n\t D2FX A 1 A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,0)\n\t D2FX B 1 A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,0)\n\t D2FX C 1 A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor SludgeBFXC : BaseFX\n{\n -NoInteraction\n -ClientsideOnly\n Renderstyle Translucent\n Alpha 0.85\n Scale 1.2\n  States\n   {\n    Spawn:\n\tTNT1 A 0\n\t D2FX FG 2\n\t D2FX HHIIJ 1 A_FadeOut\n\t Stop\n  }\n}\n\nActor SearblutBFX : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n Scale 0.85\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t D3FX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t D3FX B 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t D3FX C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t D3FX D 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t D3FX E 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t D3FX F 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t D3FX A 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t D3FX B 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t D3FX C 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor SearblutBFXC : BaseFX\n{\n -NoInteraction\n -ClientsideOnly\n Renderstyle Add\n Alpha 0.9\n Scale 0.78\n  States\n   {\n    Spawn:\n\tTNT1 A 0\n\t D3FX FG 2 Bright\n\t D3FX HHIIJKL 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor FrostFireBFX : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n Scale 0.85\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t D4FX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t D4FX B 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t D4FX C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t D4FX D 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t D4FX E 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t D4FX F 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t D4FX A 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t D4FX B 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t D4FX C 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor FrostFireBFXC : BaseFX\n{\n -NoInteraction\n -ClientsideOnly\n Renderstyle Add\n Alpha 0.9\n Scale 0.78\n  States\n   {\n    Spawn:\n\tTNT1 A 0\n\t D4FX FG 2 Bright\n\t D4FX HHIIJKL 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor FrostFireBFX2 : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n Scale 0.6\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t D4FX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t D4FX B 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t D4FX C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t D4FX D 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t D4FX E 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t D4FX F 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t D4FX A 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t D4FX B 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t D4FX C 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor FrostFireBFX2C : BaseFX\n{\n -NoInteraction\n -ClientsideOnly\n Renderstyle Add\n Alpha 0.9\n Scale 0.6\n  States\n   {\n    Spawn:\n\tTNT1 A 0\n\t D4FX FG 2 Bright\n\t D4FX HHIIJKL 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor StalkerShotTrace : BaseFX\n{\n Scale 0.3\n Alpha 1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t ACID BCD 2 Bright\n\t ACID EEF 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor ShardCFX2 : BaseFX\n{\n Scale 1\n Alpha 0.1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SHEX E 2\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t SHEX D 2 A_SetScale(0.9,0.9)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t SHEX D 1 A_SetScale(0.85,0.85)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t SHEX C 3 A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t SHEX C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t SHEX B 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(1.0,1)\n\t SHEX A 2 Bright A_SetScale(0.5,0.5)\n\t SHEX A 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor SoulTrackerChargeFX : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",random(-40,-60),0,0,2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",random(40,60),0,0,-2,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",0,0,random(-40,-60),0,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",0,0,random(40,60),0,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",random(-40,-60),0,random(-40,-60),2,0,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",0,random(-40,-60),random(-40,-60),0,2,2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",random(40,60),0,random(40,60),-2,0,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,155)\n\t TNT1 A 0 A_SpawnItemEx(\"SoulCFX2\",0,random(40,60),random(40,60),0,-2,-2,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_PlaySound(\"SlitherSoulCharge\",0,0.5,0)\n\t BSFX ABABA 2 Bright\n\t GoTo Death\n\t Death:\n\t BSFX A 1 Bright\n\t Stop\n   }\n}\n\nActor SoulCFX2 : BaseFX\n{\n Alpha 0.1\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t BSFX A 2\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t BSFX B 2 A_SetScale(0.9,0.9)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t BSFX A 1 A_SetScale(0.85,0.85)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t BSFX A 3 A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t BSFX A 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t BSFX A 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(1.0,1)\n\t BSFX B 2 Bright A_SetScale(0.5,0.5)\n\t BSFX B 1 Bright A_FadeOut\n\t WAIT\n   }\n}\n\nActor BlackViperSoulTraceA : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t BSFX A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t GoTo Anim\n\t Anim:\n\t \"####\" \"#\" 1 Bright\n\t \"####\" \"#\" 0 A_SetTranslucent(0.8,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.8,0.8)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.7,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.7,0.7)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.6,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.6,0.6)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.5,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.5,0.5)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.4,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.4,0.4)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.3,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.3,0.3)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.2,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.2,0.2)\n\t \"####\" \"#\" 0 A_SetTranslucent(0.1,1)\n\t \"####\" \"#\" 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor BlackViperSoulTraceB : BlackViperSoulTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t BSFX B 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t GoTo Anim\n  }\n}\n\nActor BlackViperSoulTraceAC : BlackViperSoulTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t BSFX A 0\n\t GoTo Anim\n  }\n}\n\nActor BlackViperSoulTraceBC : BlackViperSoulTraceA\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t BSFX B 0\n\t GoTo Anim\n  }\n}\n\nActor BladeCrawlerSpineA : BaseFX\n{\n +FloorHugger\n States\n  {\n   Spawn:\n    FCSP ABCDE 2\n\tFCSP E 18\n\tFCSP EDCBA 2\n\tStop\n  }\n}\nActor BladeCrawlerSpineB : BaseFX\n{\n +FloorHugger\n States\n  {\n   Spawn:\n    FCS2 ABCDE 2\n\tFCS2 E 18\n\tFCS2 EDCBA 2\n\tStop\n  }\n}\nActor WyvernBFX : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n Scale 0.85\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(29972) == 1, \"Toaster\")\n\t DRFX A 1 Bright\n\t TNT1 A 0 A_SetTranslucent(0.8,1)\n\t DRFX B 1 Bright A_SetScale(0.8,0.8)\n\t TNT1 A 0 A_SetTranslucent(0.7,1)\n\t DRFX C 1 Bright A_SetScale(0.7,0.7)\n\t TNT1 A 0 A_SetTranslucent(0.6,1)\n\t DRFX D 1 Bright A_SetScale(0.6,0.6)\n\t TNT1 A 0 A_SetTranslucent(0.5,1)\n\t DRFX E 1 Bright A_SetScale(0.5,0.5)\n\t TNT1 A 0 A_SetTranslucent(0.4,1)\n\t DRFX F 1 Bright A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_SetTranslucent(0.3,1)\n\t DRFX A 1 Bright A_SetScale(0.3,0.3)\n\t TNT1 A 0 A_SetTranslucent(0.2,1)\n\t DRFX B 1 Bright A_SetScale(0.2,0.2)\n\t TNT1 A 0 A_SetTranslucent(0.1,1)\n\t DRFX C 1 Bright A_SetScale(0.1,0.1)\n\t Stop\n  }\n}\n\nActor WyvernBFXC : BaseFX\n{\n -NoInteraction\n -ClientsideOnly\n Renderstyle Add\n Alpha 0.9\n Scale 0.78\n  States\n   {\n    Spawn:\n\tTNT1 A 0\n\t DRFX FG 2 Bright\n\t DRFX HHIIJKL 1 Bright A_FadeOut\n\t Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Number.txt",
        "contents": "actor DigitBaseS\n{\n\tRadius 1\n\tHeight 1\n\tScale 0.75\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tGravity 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor SDigit1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigit7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigit7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"Digit7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitF7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitF7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitF7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitI7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitI7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitI7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitD7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitD7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitD7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitL7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitL7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitL7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitS7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitS7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitS7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor SDigitE7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num0\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num1\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num2\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num3\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num4\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num5\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num6\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num7\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num8\",0,0,0,momx,momy,momz) stop } }\nactor SDigitE7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"DigitE7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor DigitBase\n{\n\tRadius 1\n\tHeight 1\n\tScale 1\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tGravity 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tGoTo Num\n\t}\n}\n\nactor Digit1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor Digit7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor Digit7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitF1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitF7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 B 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitF7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 B 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitI1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitI7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 C 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitI7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 C 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitD1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitD7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 D 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitD7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 D 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitL1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitL7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 E 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitL7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 E 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitS1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitS7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 F 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitS7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 F 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\nactor DigitE1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D1N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D2N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D3N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D4N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D5N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D6N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor DigitE7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N0 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N1 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N2 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N3 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N4 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N5 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N6 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N7 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N8 G 2 BRIGHT A_Fadeout(0.04) loop } }\nactor DigitE7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  D7N9 G 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\n\nactor HSDigit1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HSDigit7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num0\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num1\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num2\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num3\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num4\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num5\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num6\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num7\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num8\",0,0,0,momx,momy,momz) stop } }\nactor HSDigit7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"HDigit7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor HDigit1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H1N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H2N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H3N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H4N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H5N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H6N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor HDigit7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor HDigit7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  H7N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\n/////////////////////////////////////////////////\n\nactor PSDigit1Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit1Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit1Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit2Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit2Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit2Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit3Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit3Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit3Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit4Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit4Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit4Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit5Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit5Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit5Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit6Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit6Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit6Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PSDigit7Num0 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num0\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num1 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num1\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num2 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num2\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num3 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num3\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num4 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num4\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num5 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num5\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num6 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num6\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num7 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num7\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num8 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num8\",0,0,0,momx,momy,momz) stop } }\nactor PSDigit7Num9 : DigitBaseS { +CLIENTSIDEONLY States { Spawn: TNT1 AA 0 BRIGHT A_SpawnItemEx(\"PDigit7Num9\",0,0,0,momx,momy,momz) stop } }\n\nactor PDigit1Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit1Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P1N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit2Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit2Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P2N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit3Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit3Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P3N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit4Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit4Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P4N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit5Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit5Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P5N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit6Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit6Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P6N9 A 2 BRIGHT A_Fadeout(0.04) loop } }\n\nactor PDigit7Num0 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N0 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num1 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N1 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num2 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N2 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num3 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N3 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num4 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N4 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num5 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N5 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num6 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N6 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num7 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N7 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num8 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N8 A 2 BRIGHT A_Fadeout(0.04) loop } }\nactor PDigit7Num9 : DigitBase { +CLIENTSIDEONLY States { Spawn:  P7N9 A 2 BRIGHT A_Fadeout(0.04) loop } }"
      },
      {
        "source": "pk3",
        "name": "Actors/Chars/Cleric.txt",
        "contents": "ACTOR ClericClass : HRDPlayerPawn\n{\n  Health 125\n  GibHealth 25\n  Player.MaxHealth 125\n  ReactionTime 0\n  PainChance 256\n  Radius 16\n  Height 64\n  Speed 1\n  Mass 300\n  +NOSKIN\n  +NODAMAGETHRUST\n  +NOTHRUSTWHENINVUL\n  Species \"Player\"\n  +ThruSpecies\n  PainSound \"PlayerClericPain\"\n  Damagefactor Crush, 5.0\n  Player.Forwardmove 0.85\n  Player.StartItem \"ST\", 100\n  Player.StartItem \"BlueMana\",180\n  Player.SideMove 0.75\n  Player.RunHealth 35\n  Player.JumpZ 9\n  Player.Viewheight 48\n  Player.SpawnClass \"Cleric\"\n  Player.Portrait \"P_CWALK1\"\n  Player.DisplayName \"Cleric\"\n  Player.SoundClass \"Cleric\"\n  Player.StartItem \"IsPlayer\"\n  Player.StartItem ClericMace\n  Player.WeaponSlot 1, ClericMace\n  Player.WeaponSlot 2, ClericCrossbow, ClericForceCube\n\n  Player.ColorRange 186, 202\n\n  States\n  {\n  Spawn:\n    CRIR A 1 A_GiveInventory(\"STTic\",1)\n\tCRIR A 0 A_JumpIfInventory(\"STTic\",150,1)\n    Loop\n\tCRIR A 9 A_GiveInventory(\"ST\",2)\n\tLoop\n  See:\n    CRIR AB 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\tCRIR CD 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\tTNT1 A 0\n    Loop\n  Pain:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    CRIR H 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_AlertMonsters(500)\n    CRIR H 4 A_Pain\n    Goto Spawn\n  Missile:\n  Melee:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    CRIR E 6 A_TakeInventory(\"STTic\",999)\n    CRIR FG 4 A_TakeInventory(\"STTic\",999)\n    Goto Spawn\n  XDeath:\n  Death:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    CRID A 6 A_TakeInventory(\"STTic\",999)\n    CRID B 5 A_PlayerScream\n    CRID CD 4\n    CRID E 5 A_NoBlocking\n    CRID FG 4\n    CRID H -1\n    Stop\n  Burn:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    FDTH C 5 Bright A_PlaySound(\"*burndeath\")\n    FDTH D 4 Bright A_TakeInventory(\"STTic\",999)\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_PlayerScream\n    FDTH I 5 Bright\n    FDTH J 4 Bright\n    FDTH K 5 Bright\n    FDTH L 4 Bright\n    FDTH M 5 Bright\n    FDTH N 4 Bright\n    FDTH O 5 Bright\n    FDTH P 4 Bright\n    FDTH Q 5 Bright\n    FDTH R 4 Bright\n    FDTH S 5 Bright A_NoBlocking\n    FDTH T 4 Bright\n    FDTH U 5 Bright\n    FDTH V 4 Bright\n    ACLO E 35 A_CheckPlayerDone\n    Wait\n    ACLO E 8\n    Stop\n  }\n}\n\nACTOR ClericMace : Weapon\n{\n  Weapon.KickBack 150\n  Weapon.Ammotype1 \"ST\"\n  Weapon.AmmoUse1 1\n  Weapon.Ammotype2 \"ST\"\n  Weapon.AmmoUse2 1\n  +Weapon.Ammo_Optional\n  +Weapon.Alt_Ammo_Optional\n  +WEAPON.NOALERT\n  +Weapon.MeleeWeapon\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  +BLOODSPLATTER\n  Species \"Player\"\n  +ThruSpecies\n  Obituary \"%o repented upon %k's Mace of Contrition.\"\n  Tag \"Contrition Mace (Blunt)\"\n  States\n  {\n  Select:\n    CMCE A 1 A_Raise\n\tTNT1 A 0 A_Raise\n    Loop\n  Deselect:\n    CMCE A 1 A_Lower\n\tTNT1 A 0 A_Lower\n    Loop\n  Ready:\n    CMCE A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    Loop\n\tHold.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Hold.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(14,19)*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV2.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV2.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(20,24)*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV3.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV3.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(25,28)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV4.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV4.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV5.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV5.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV6.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV6.CritNoSt\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLightCrit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceHit.NoST:\n\tCMCE J 1 A_CustomPunch(random(14,19)/random(1,3),1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tGoTo ContinueM\n\tMaceLV2.NoST:\n\tCMCE J 1 A_CustomPunch(random(20,24)/random(1,3),1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tGoTo ContinueM\n\tMaceLV3.NoST:\n\tCMCE J 1 A_CustomPunch(random(25,28)/random(1,3),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV4.NoST:\n\tCMCE J 1 A_CustomPunch(random(29,37)/random(1,3),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV5.NoST:\n\tCMCE J 1 A_CustomPunch(random(38,46)/random(1,3),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV6.NoST:\n\tCMCE J 1 A_CustomPunch(random(38,46)/random(1,3),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLight\",70)\n\tGoTo ContinueM\n\tHold.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(14,19)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tGoTo ContinueM\n\tMaceLV2.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(20,24)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tGoTo ContinueM\n\tMaceLV3.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(25,28)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV4.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(29,37)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV5.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(38,46)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tGoTo ContinueM\n\tMaceLV6.CritNoST:\n\tCMCE J 1 A_CustomPunch((random(38,46)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLightCrit\",70)\n\tGoTo ContinueM\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlockAnim1\",1,\"BlockBash\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlockAnim2\",1,\"Hold\")\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Release\")\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    CMCE ABCDE 1\n\tHold:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Hold.NoST\")\n\tTNT1 A 0 Offset(0,32)\n\tCMCE F 4\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tTNT1 A 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tCMCE GHI 1\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tGoTo MaceHit\n\tFire.NoST:\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    CMCE ABCDE 2\n\tHold.NoST:\n\tTNT1 A 0 Offset(0,32)\n\tCMCE F 7\n\tTNT1 A 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\tCMCE GHI 1\n\tGoTo MaceHit\n\tMaceHit:\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel6\",1,\"MaceLV6\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel5\",1,\"MaceLV5\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel4\",1,\"MaceLV4\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel3\",1,\"MaceLV3\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel2\",1,\"MaceLV2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Hold.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceHit.NoST\")\n\tCMCE J 1 A_CustomPunch(random(14,19),1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceLV2.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV2.NoST\")\n\tCMCE J 1 A_CustomPunch(random(20,24),1,0/*CPF_NOTURN*/,\"HammerPuffB\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceLV3.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV3.NoST\")\n\tCMCE J 1 A_CustomPunch(random(25,28),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceLV4.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV4.NoST\")\n\tCMCE J 1 A_CustomPunch(random(29,37),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceLV5.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV5.NoST\")\n\tCMCE J 1 A_CustomPunch(random(38,46),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceLV6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceLV6.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"MaceLV6.NoST\")\n\tCMCE J 1 A_CustomPunch(random(38,46),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLight\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tContinueM:\n\tTNT1 A 0 A_TakeInventory(\"MaceTic\",9999)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceMace\")\n\tContinueNext:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"ContinueM.NoST\")\n\tCMCE KLMN 1\n\tTNT1 a 0 Offset (0,140)\n\tCMCE N 1  Offset (0,140)\n\tTNT1 AA 1 Offset (0,140) A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n\tCMCE N 1 Offset (0,120) A_ReFire(\"Hold\")\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tCMCE A 1 Offset (0,85)\n\tCMCE A 1 Offset (0,65)\n\tCMCE A 1 Offset (0,55)\n\tCMCE A 1 Offset (0,32)\n    Goto Ready\n\tResonanceMace:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceMace.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceBlunt\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceMace.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceBluntCrit\",0,0,0,0)\n\tGoTo ContinueNext\n\tContinueM.NoST:\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",1)\n\tCMCE KLMN 1\n\tTNT1 AAAAAAAAAAAA 1 Offset (0,140)\n\tCMCE A 2 Offset (0,120) A_ReFire(\"Hold\")\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tCMCE A 2 Offset (0,85)\n\tCMCE A 2 Offset (0,65)\n\tCMCE A 2 Offset (0,55)\n\tCMCE A 2 Offset (0,32)\n    Goto Ready\n\tUseST:\n\tTNT1 A 0 A_TakeInventory(\"ST\",10)\n\tGoTo ContinueM\n\tBlock:\n\tTNT1 A 0 A_ClearRefire\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tTNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tCMCB A 0 Offset (0,32)\n\tCMCB A 0 Offset (0,32)\n\tCMCB ABC 1\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tTNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tBlockLoop:\n    TNT1 A 0 A_JumpIfNoAmmo(\"BloockNext\")\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",9999)\n    TNT1 A 0 A_GiveInventory(\"BlockAnim1\",1)\n\tTNT1 A 0 A_Jump(100,\"UseSTBL\")\n\tBLNext:\n\tCMCB D 1 A_FireCustomMissile(\"ClericProtectSpawn\",0,0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ClericProtectSpawn\",0,0,0,0)\n\tCMCB DD 1 A_WeaponReady(WRF_NOSWITCH)\n\tBloockNext:\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",9999)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",9999)\n\tCMCB KLMN 1\n\tTNT1 A 1 Offset (0,120)\n\tCMCE A 2 Offset (0,120)\n\tCMCE A 2 Offset (0,85)\n\tCMCE A 2 Offset (0,65)\n\tCMCE A 2 Offset (0,55)\n\tCMCE A 2 Offset (0,32)\n    Goto Ready\n\tBlockBash:\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",9999)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\tCMCB E 2\n    TNT1 A 0 A_GiveInventory(\"BlockAnim2\",1)\n\tCMCE J 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"BlockBash\",62)\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel6\",1,\"MaceBLV6\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel5\",1,\"MaceBLV5\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel4\",1,\"MaceBLV4\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel3\",1,\"MaceBLV3\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel2\",1,\"MaceBLV2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Bash.Crit\")\n\tCMCB F 1 A_CustomPunch(random(14,19),1,0/*CPF_NOTURN*/,\"HammerPuffB\",62)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tContinueB:\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",9999)\n\tCMCB GHI 1\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 12\n\tTNT1 AA 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",9999)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",9999)\n\tTNT1 A 1 Offset (0,120)\n\tTNT1 A 1 Offset (0,120)\n\tCMCE A 2 Offset (0,120)\n\tCMCE A 2 Offset (0,85)\n\tCMCE A 2 Offset (0,65)\n\tCMCE A 2 Offset (0,55)\n\tCMCE A 2 Offset (0,32)\n    Goto Ready\n\tMaceBLV2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceBLV2.Crit\")\n\tCMCB F 1 A_CustomPunch(random(20,24),1,0/*CPF_NOTURN*/,\"HammerPuffB\",62)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceBLV3.Crit\")\n\tCMCB F 1 A_CustomPunch(random(25,28),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceBLV4.Crit\")\n\tCMCB F 1 A_CustomPunch(random(29,37),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceBLV5.Crit\")\n\tCMCB F 1 A_CustomPunch(random(38,46),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceBLV6.Crit\")\n\tCMCB F 1 A_CustomPunch(random(38,46),1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLight\",70)\n\tTNT1 A 0 A_Jump(25,\"UseSTB\")\n\tGoTo ContinueB\n\tBash.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(14,19)*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV2.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(20,24)*4.5,1,0/*CPF_NOTURN*/,\"HammerPuffB\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV3.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(25,28)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV4.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(29,37)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV5.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(38,46)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tMaceBLV6.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCMCB F 1 A_CustomPunch(random(38,46)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",62)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MacePuffLightCrit\",62)\n\tTNT1 A 0 A_Jump(60,\"UseSTB\")\n\tGoTo ContinueB\n\tUseSTB:\n\tTNT1 A 0 A_TakeInventory(\"ST\",10)\n\tGoTo ContinueB\n\tUseSTBL:\n\tTNT1 A 0 A_TakeInventory(\"ST\",1)\n\tGoTo BLNext\n   Altfire:\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Block\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlockAnim1\",1,\"BlockLoop\")\n\tTNT1 A 0 A_JumpIfInventory(\"BlockAnim2\",1,\"Release\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3Self\")\n    TNT1 A 0 A_JumpIfInventory(\"MaceLevel4\",1,\"Altfire.Charge\")\n    TNT1 A 0 A_JumpIfInventory(\"MaceLevel5\",1,\"Altfire.Charge\")\n    TNT1 A 0 A_JumpIfInventory(\"MaceLevel6\",1,\"Altfire.Charge\")\n    TNT1 A 0 A_JumpIfInventory(\"MaceLevel6\",1,\"Altfire.Charge\")\n    GoTo Ready\n   Altfire.Charge:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim2\",1)\n    CMCE ABCDE 1\n\tChargeHold:\n\tTNT1 A 0 A_JumpIfInventory(\"Tic\",460,\"Release\")\n\tTNT1 A 0 A_Jump(65,\"UseSTHold\")\n    TNT1 A 0 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\tCMCE F 1 A_GiveInventory(\"MaceTic\",1)\n    TNT1 A 0 A_WeaponReady(WRF_NOSECONDARY|WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Tic\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"ST\",1,\"ChargeHold\")\n\tGoTo Release\n\tUseSTHold:\n\tTNT1 A 0 A_TakeInventory(\"ST\",1)\n\tGoTo ChargeHold\n\tRelease:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"BlockAnim2\",1)\n\tTNT1 A 0 A_TakeInventory(\"Tic\",9999)\n\tCMCE F 3 A_ClearRefire\n\tTNT1 A 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\tCMCE GHI 1\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel6\",1,\"ReleaseL6\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceLevel5\",1,\"ReleaseL5\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",350,\"MaceRelease10\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",315,\"MaceRelease9\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",280,\"MaceRelease8\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",245,\"MaceRelease7\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",210,\"MaceRelease6\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",175,\"MaceRelease5\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",140,\"MaceRelease4\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",105,\"MaceRelease3\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",70,\"MaceRelease2\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",35,\"MaceRelease1\")\n\tGoTo MaceHit\n\tReleaseL5:\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",350,\"MaceRelease10A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",315,\"MaceRelease9A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",280,\"MaceRelease8A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",245,\"MaceRelease7A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",210,\"MaceRelease6A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",175,\"MaceRelease5A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",140,\"MaceRelease4A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",105,\"MaceRelease3A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",70,\"MaceRelease2A\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",35,\"MaceRelease1A\")\n\tGoTo MaceHit\n\tReleaseL6:\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",350,\"MaceRelease10B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",315,\"MaceRelease9B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",280,\"MaceRelease8B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",245,\"MaceRelease7B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",210,\"MaceRelease6B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",175,\"MaceRelease5B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",140,\"MaceRelease4B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",105,\"MaceRelease3B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",70,\"MaceRelease2B\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaceTic\",35,\"MaceRelease1B\")\n\tGoTo MaceHit\n\n\t//Hold Mace\n\tMaceRelease1:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease1C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.1,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease2C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease3C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.3,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease4C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.4,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease5C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease6C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.6,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease7C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.7,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease8C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.8,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease9C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*1.9,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease10C\")\n\tCMCE J 1 A_CustomPunch(random(29,37)*2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\n\t//Hold Mace L5\n\tMaceRelease1A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease1AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.1,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease2AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease3AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.3,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease4AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.4,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease5AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease6AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.6,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease7AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.7,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease8AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.8,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease9AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.9,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease10AC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\n\t//Hold Mace Light\n\tMaceRelease1B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease1BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.1,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge1\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease2BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge2\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease3BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.3,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge3\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease4BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.4,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge4\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease5BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge5\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease6BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.6,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge6\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease7BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.7,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge7\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease8BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.8,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge8\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease9BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*1.9,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge9\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"MaceRelease10BC\")\n\tCMCE J 1 A_CustomPunch(random(38,46)*2,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge10\",70)\n\tTNT1 A 0 A_Jump(25,\"UseST\")\n\tGoTo ContinueM\n\n\t//Hold Mace Crit\n\tMaceRelease1C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.1)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.3)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.4)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.5)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.6)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.7)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.8)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*1.9)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10C:\n\tCMCE J 1 A_CustomPunch((random(29,37)*2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\n\t//Hold Mace L5 Crit\n\tMaceRelease1AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.1)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.3)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.4)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.5)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.6)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.7)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.8)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.9)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10AC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\n\t//Hold Mace Light Crit\n\tMaceRelease1BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.1)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge1Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease2BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge2Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease3BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.3)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge3Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease4BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.4)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge4Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease5BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.5)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge5Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease6BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.6)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge6Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease7BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.7)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge7Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease8BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.8)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge8Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease9BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*1.9)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge9Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tMaceRelease10BC:\n\tCMCE J 1 A_CustomPunch((random(38,46)*2)*4.5,1,0/*CPF_NOTURN*/,\"MacePuffKnockback\",70)\n\tTNT1 A 0 A_CustomPunch(1,1,0/*CPF_NOTURN*/,\"MaceLightCharge10Crit\",70)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyH\",1,\"Spell1SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyG\",1,\"Spell1SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyF\",1,\"Spell1SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyE\",1,\"Spell1SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyD\",1,\"Spell1SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyC\",1,\"Spell1SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyB\",1,\"Spell1SelfB\")\n\tSpell1SelfA:\n\tPFLM A 1 Bright\n\tSpell1SelfB:\n\tPFLM B 1 Bright\n\tSpell1SelfC:\n\tPFLM C 1 Bright\n\tSpell1SelfD:\n\tPFLM D 1 Bright\n\tSpell1SelfE:\n\tPFLM E 1 Bright\n\tSpell1SelfF:\n\tPFLM F 1 Bright\n\tSpell1SelfG:\n\tPFLM G 1 Bright\n\tSpell1SelfH:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM H 1 Bright\n\tPFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CAACD1\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",32)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L1SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal\",1)\n\tGoTo Spell1Finish\n\tSpell1L2S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD2\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",36)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L2SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2\",1)\n\tGoTo Spell1Finish\n\tSpell1L3S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD3\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",40)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L3SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3\",1)\n\tGoTo Spell1Finish\n\tSpell1L4S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD4\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",44)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L4SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4\",1)\n\tGoTo Spell1Finish\n\tSpell1L5S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD5\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",48)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L5SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5\",1)\n\tGoTo Spell1Finish\n\tSpell1L6S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD6\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",52)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L6SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6\",1)\n\tGoTo Spell1Finish\n\tSpell1L1SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHealCrit\",1)\n\tGoTo Spell1Finish\n\tSpell1L2SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L3SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L4SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L5SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L6SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell1\n    Spell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",36,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",44,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",48,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",52,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",32,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tPFLM A 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tPFLM B 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tPFLM C 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tPFLM D 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tPFLM E 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tPFLM F 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tPFLM G 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyH\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM H 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tPFLM I 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTSMITE\",0,0)\n\tSpell1Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyH\",1)\n\tPFLM JKJK 3 Bright\n\tPFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 1\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo Aftercast\n\tSpell2R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell2\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",58,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",45,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyH\",1,\"Spell2SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyG\",1,\"Spell2SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyF\",1,\"Spell2SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyE\",1,\"Spell2SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyD\",1,\"Spell2SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyC\",1,\"Spell2SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyB\",1,\"Spell2SelfB\")\n\tSpell2SelfA:\n\tRFLM A 1 Bright\n\tSpell2SelfB:\n\tRFLM B 1 Bright\n\tSpell2SelfC:\n\tRFLM C 1 Bright\n\tSpell2SelfD:\n\tRFLM D 1 Bright\n\tSpell2SelfE:\n\tRFLM E 1 Bright\n\tSpell2SelfF:\n\tRFLM F 1 Bright\n\tSpell2SelfG:\n\tRFLM G 1 Bright\n\tSpell2SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel2\",1,\"Spell2L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CABCD1\",420)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL1\",1)\n\tGoTo Spell2Finish\n\tSpell2L2S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL2\",1)\n\tGoTo Spell2Finish\n\tSpell2L3S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",55)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL3\",1)\n\tGoTo Spell1Finish\n\tSpell2L4S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",58)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL4\",1)\n\tGoTo Spell2Finish\n\tSpell2L5S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL5\",1)\n\tGoTo Spell2Finish\n\tSpell2L6S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL6\",1)\n\tGoTo Spell2Finish\n\tSpell2Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTRESONANCE\",0,0)\n\tSpell2Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoMR\")\n\tSpell2FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 2\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo Aftercast\n\tGreenDoMR:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell2FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell2FinishContinue\n\tSpell3R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell3\n\tSpell3:\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",60,\"Spell3Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tSpell3Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyH\",1,\"Spell3SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyG\",1,\"Spell3SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyF\",1,\"Spell3SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyE\",1,\"Spell3SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyD\",1,\"Spell3SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyC\",1,\"Spell3SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyB\",1,\"Spell3SelfB\")\n\tSpell3SelfA:\n\tRFLM A 1 Bright\n\tSpell3SelfB:\n\tRFLM B 1 Bright\n\tSpell3SelfC:\n\tRFLM C 1 Bright\n\tSpell3SelfD:\n\tRFLM D 1 Bright\n\tSpell3SelfE:\n\tRFLM E 1 Bright\n\tSpell3SelfF:\n\tRFLM F 1 Bright\n\tSpell3SelfG:\n\tRFLM G 1 Bright\n\tSpell3SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",60)\n\tTNT1 A 0 A_GiveInventory(\"CACCD\",350)\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel2\",1,\"Spell3L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel3\",1,\"Spell3L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel4\",1,\"Spell3L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel5\",1,\"Spell3L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel6\",1,\"Spell3L6S\")\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL1\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L2S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL2\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L3S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL3\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L4S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL4\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L5S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL5\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L6S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL6\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady(WRF_NOSWITCH)\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTBARRIER\",0,0)\n\tSpell3Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoTB\")\n\tSpell3FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 3\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tGreenDoTB:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell3FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell3FinishContinue\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",15,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",45,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell4\n\tSpell4:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel3\",1,\"Spell4L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel4\",1,\"Spell4L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel5\",1,\"Spell4L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel6\",1,\"Spell4L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",10,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Do:\n\tRFLM ABCDEFGHI 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTINJECT\",0,0)\n\tSpell4Finish:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 4\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo Aftercast\n\tAftercast:\n\tCMCE QPO 3\n\tGoTo Ready\n\tMaceHoldDown:\n    CMCE Q 1\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"MaceHoldDown\")\n\tStop\n  }\n}\n\nACTOR ClericCrossbow : Weapon\n{\n  Weapon.AmmoUse1 1\n  Weapon.AmmoGive1 10\n  Weapon.AmmoType1 \"PurifierBoltAmmo\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 10\n  Weapon.AmmoType2 \"PurifierBoltAmmo\"\n  Weapon.KickBack 70\n  Inventory.RestrictedTo ClericClass\n  +WEAPON.NOALERT\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  Obituary \"%o was cleansed by %k's Purifier Crossbow.\"\n  Tag \"Purifier Crossbow (Pierce+Fire)\"\n  Inventory.PickupMessage \"Purifier Crossbow\"\n\n  States\n  {\n  Spawn:\n    CXBW Z -1\n    Stop\n  PickUp:\n    TNT1 A 0 A_JumpIfInventory(\"ClericMace\",1,1)\n\tFail\n\tTNT1 A 1\n\tStop\n  Ready:\n\tTNT1 A 0 A_Jump(64,\"Glow\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CXBW B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    Loop\n\tGlow:\n\tCXBW C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n\tCXBW C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n\tCXBW C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n\tGoTo Ready\n  Select:\n    CXBW B 1 A_Raise\n\tTNT1 A 0 A_Raise\n    Loop\n  Deselect:\n    CXBW B 1 A_Lower\n\tTNT1 A 0 A_Lower\n    Loop\n  Fire:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    CXBW BCDE 3 Bright\n\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\",3,1.0,0)\n\tTNT1 A 0 A_PlaySound(\"CrossbowFire\",1,0.55,0)\n\tTNT1 A 0 A_AlertMonsters(550)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Critical\")\n\tCXBW H 1 A_FireCustomMissile(\"PurifierBolt\",0,1,0)\n\tGoTo ContinueM\n\tCritical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tCXBW H 1 A_FireCustomMissile(\"PurifierBoltCrit\",0,1,0)\n\tGoTo ContinueM\n\tContinueM:\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceXBow\")\n\tContinueNext:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tCXBW G 1\n\tCXBW F 15\n\tCXBW GHIJ 3\n\tCXBW KLMNB 3 Bright\n    Goto Ready\n\tResonanceXBow:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceXBow.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierce\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceXBow.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierceCrit\",0,0,0,0)\n\tGoTo ContinueNext\n   Altfire:\n    TNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3Self\")\n    GoTo Ready\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyH\",1,\"Spell1SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyG\",1,\"Spell1SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyF\",1,\"Spell1SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyE\",1,\"Spell1SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyD\",1,\"Spell1SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyC\",1,\"Spell1SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyB\",1,\"Spell1SelfB\")\n\tSpell1SelfA:\n\tPFLM A 1 Bright\n\tSpell1SelfB:\n\tPFLM B 1 Bright\n\tSpell1SelfC:\n\tPFLM C 1 Bright\n\tSpell1SelfD:\n\tPFLM D 1 Bright\n\tSpell1SelfE:\n\tPFLM E 1 Bright\n\tSpell1SelfF:\n\tPFLM F 1 Bright\n\tSpell1SelfG:\n\tPFLM G 1 Bright\n\tSpell1SelfH:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM H 1 Bright\n\tPFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CAACD1\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",32)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L1SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal\",1)\n\tGoTo Spell1Finish\n\tSpell1L2S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD2\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",36)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L2SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2\",1)\n\tGoTo Spell1Finish\n\tSpell1L3S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD3\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",40)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L3SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3\",1)\n\tGoTo Spell1Finish\n\tSpell1L4S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD4\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",44)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L4SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4\",1)\n\tGoTo Spell1Finish\n\tSpell1L5S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD5\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",48)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L5SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5\",1)\n\tGoTo Spell1Finish\n\tSpell1L6S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD6\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",52)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L6SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6\",1)\n\tGoTo Spell1Finish\n\tSpell1L1SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHealCrit\",1)\n\tGoTo Spell1Finish\n\tSpell1L2SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L3SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L4SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L5SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L6SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1R:\n\tCXBW OPQ 4  Bright\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell1\n    Spell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",36,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",44,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",48,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",52,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",32,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tPFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tPFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tPFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tPFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tPFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tPFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tPFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyH\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM H 1 Bright A_WeaponReady\n\tPFLM I 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTSMITE\",0,0)\n\tSpell1Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyH\",1)\n\tPFLM JKJK 3 Bright\n\tPFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 1\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo Aftercast\n\tSpell2R:\n\tCXBW OPQ 4  Bright\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell2\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",58,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",45,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyH\",1,\"Spell2SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyG\",1,\"Spell2SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyF\",1,\"Spell2SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyE\",1,\"Spell2SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyD\",1,\"Spell2SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyC\",1,\"Spell2SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyB\",1,\"Spell2SelfB\")\n\tSpell2SelfA:\n\tRFLM A 1 Bright\n\tSpell2SelfB:\n\tRFLM B 1 Bright\n\tSpell2SelfC:\n\tRFLM C 1 Bright\n\tSpell2SelfD:\n\tRFLM D 1 Bright\n\tSpell2SelfE:\n\tRFLM E 1 Bright\n\tSpell2SelfF:\n\tRFLM F 1 Bright\n\tSpell2SelfG:\n\tRFLM G 1 Bright\n\tSpell2SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel2\",1,\"Spell2L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CABCD1\",420)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL1\",1)\n\tGoTo Spell2Finish\n\tSpell2L2S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL2\",1)\n\tGoTo Spell2Finish\n\tSpell2L3S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",55)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL3\",1)\n\tGoTo Spell1Finish\n\tSpell2L4S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",58)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL4\",1)\n\tGoTo Spell2Finish\n\tSpell2L5S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL5\",1)\n\tGoTo Spell2Finish\n\tSpell2L6S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL6\",1)\n\tGoTo Spell2Finish\n\tSpell2Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTRESONANCE\",0,0)\n\tSpell2Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoMR\")\n\tSpell2FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 2\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo Aftercast\n\tGreenDoMR:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell2FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell2FinishContinue\n\tSpell3R:\n\tCXBW OPQ 4  Bright\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell3\n\tSpell3:\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",60,\"Spell3Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tSpell3Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyH\",1,\"Spell3SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyG\",1,\"Spell3SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyF\",1,\"Spell3SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyE\",1,\"Spell3SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyD\",1,\"Spell3SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyC\",1,\"Spell3SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyB\",1,\"Spell3SelfB\")\n\tSpell3SelfA:\n\tRFLM A 1 Bright\n\tSpell3SelfB:\n\tRFLM B 1 Bright\n\tSpell3SelfC:\n\tRFLM C 1 Bright\n\tSpell3SelfD:\n\tRFLM D 1 Bright\n\tSpell3SelfE:\n\tRFLM E 1 Bright\n\tSpell3SelfF:\n\tRFLM F 1 Bright\n\tSpell3SelfG:\n\tRFLM G 1 Bright\n\tSpell3SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",60)\n\tTNT1 A 0 A_GiveInventory(\"CACCD\",350)\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel2\",1,\"Spell3L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel3\",1,\"Spell3L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel4\",1,\"Spell3L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel5\",1,\"Spell3L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel6\",1,\"Spell3L6S\")\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL1\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L2S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL2\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L3S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL3\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L4S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL4\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L5S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL5\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L6S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL6\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTBARRIER\",0,0)\n\tSpell3Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoTB\")\n\tSpell3FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 3\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tGreenDoTB:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell3FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell3FinishContinue\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",15,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",45,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell4\n\tSpell4:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel3\",1,\"Spell4L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel4\",1,\"Spell4L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel5\",1,\"Spell4L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel6\",1,\"Spell4L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",10,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Do:\n\tRFLM ABCDEFGHI 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTINJECT\",0,0)\n\tSpell4Finish:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 4\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo Aftercast\n\tAftercast:\n\tCXBW QPO 3 Bright\n\tGoTo Ready\n\tMaceHoldDown:\n    CXBW Q 1  Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"MaceHoldDown\")\n\tStop\n  }\n}\n\nACTOR ClericForceCube : Weapon\n{\n  Inventory.RestrictedTo \"ClericClass\"\n  Weapon.KickBack 300\n  +WEAPON.NOALERT\n  +Weapon.MeleeWeapon\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  Obituary \"%o was blasted away by %k's Cube of Force\"\n  Tag \"Cube of Force (Blunt)\"\n  Inventory.PickupMessage \"Cube of Force\"\n\n  States\n  {\n  Spawn:\n    CFCB Z -1\n    Stop\n  PickUp:\n    TNT1 A 0 A_JumpIfInventory(\"ClericMace\",1,1)\n\tFail\n\tTNT1 A 1\n\tStop\n  Ready:\n    CFCB A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    CFCB D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3R\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"Spell4R\")\n    Loop\n  Select:\n    CFCB D 1 A_Raise\n\tTNT1 A 0 A_Raise\n    Loop\n  Deselect:\n    CFCB D 1 A_Lower\n\tTNT1 A 0 A_Lower\n    Loop\n  Fire:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"RepulsionDisc\",10,1)\n\tGoTo Ready\n\tTNT1 A 0 A_PlaySound(\"ForceCubeCharge\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    CFCB AAAAEEFFGGGHHIIJK 2 Bright\n\tTNT1 A 0 A_PlaySound(\"ForceCubeShot\",0,2.0,0)\n\tTNT1 A 0 A_SetBlend(\"99 99 20\", .9, 76)\n\tTNT1 A 0 A_AlertMonsters(900)\n\tTNT1 A 0 A_TakeInventory(\"RepulsionDisc\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"RepulsionWave\",0,0,0,30)\n\tGoTo ContinueM\n\tCritical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"RepulsionWaveCrit\",0,0,0,30)\n\tGoTo ContinueM\n\tContinueM:\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceCube\")\n\tContinueNext:\n\tCFCB L 13 Bright\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tCFCB A 35\n    Goto Ready\n\tResonanceCube:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceCube.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeA\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeB\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeC\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeD\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeE\",0,0,0)\n\tGoTo ContinueNext\n\tResonanceCube.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeACrit\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeBCrit\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeCCrit\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeDCrit\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceCubeECrit\",0,0,0)\n\tGoTo ContinueNext\n   Altfire:\n    TNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"Spell1Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"Spell2Self\")\n    TNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"Spell3Self\")\n    GoTo Ready\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyH\",1,\"Spell1SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyG\",1,\"Spell1SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyF\",1,\"Spell1SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyE\",1,\"Spell1SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyD\",1,\"Spell1SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyC\",1,\"Spell1SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell1DummyB\",1,\"Spell1SelfB\")\n\tSpell1SelfA:\n\tPFLM A 1 Bright\n\tSpell1SelfB:\n\tPFLM B 1 Bright\n\tSpell1SelfC:\n\tPFLM C 1 Bright\n\tSpell1SelfD:\n\tPFLM D 1 Bright\n\tSpell1SelfE:\n\tPFLM E 1 Bright\n\tSpell1SelfF:\n\tPFLM F 1 Bright\n\tSpell1SelfG:\n\tPFLM G 1 Bright\n\tSpell1SelfH:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM H 1 Bright\n\tPFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CAACD1\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",32)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L1SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal\",1)\n\tGoTo Spell1Finish\n\tSpell1L2S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD2\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",36)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L2SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2\",1)\n\tGoTo Spell1Finish\n\tSpell1L3S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD3\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",40)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L3SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3\",1)\n\tGoTo Spell1Finish\n\tSpell1L4S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD4\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",44)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L4SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4\",1)\n\tGoTo Spell1Finish\n\tSpell1L5S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD5\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",48)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L5SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5\",1)\n\tGoTo Spell1Finish\n\tSpell1L6S:\n\tTNT1 A 0 A_GiveInventory(\"CAACD6\",1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",52)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell1L6SCrit\")\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6\",1)\n\tGoTo Spell1Finish\n\tSpell1L1SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHealCrit\",1)\n\tGoTo Spell1Finish\n\tSpell1L2SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal2Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L3SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal3Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L4SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal4Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L5SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal5Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1L6SCrit:\n\tTNT1 A 0 A_GiveInventory(\"HolySmiteHeal6Crit\",1)\n\tGoTo Spell1Finish\n\tSpell1R:\n\tCFCB A 1 Offset(0,45)\n\tCFCB A 1 Offset(0,55)\n\tCFCB A 1 Offset(0,65)\n\tCFCB A 1 Offset(0,75)\n\tCFCB A 1 Offset(0,85)\n\tCFCB A 1 Offset(0,95)\n\tCFCB A 1 Offset(0,105)\n\tCFCB A 1 Offset(0,115)\n\tCFCB A 1 Offset(0,125)\n\tCFCB A 1 Offset(0,135)\n\tCFCB A 1 Offset(0,145)\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell1\n    Spell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",36,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",44,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",48,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",52,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel2\",1,\"Spell1L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel3\",1,\"Spell1L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel4\",1,\"Spell1L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel5\",1,\"Spell1L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillALevel6\",1,\"Spell1L6C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",32,\"Spell1Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tPFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tPFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tPFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tPFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tPFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tPFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tPFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell1DummyH\",1)\n\tPFLM H 1 Bright A_WeaponReady\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tPFLM I 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTSMITE\",0,0)\n\tSpell1Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell1DummyH\",1)\n\tPFLM JKJK 3 Bright\n\tPFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 1\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"CSkillAActivate\",1)\n\tGoTo Aftercast\n\tSpell2R:\n\tCFCB A 1 Offset(0,45)\n\tCFCB A 1 Offset(0,55)\n\tCFCB A 1 Offset(0,65)\n\tCFCB A 1 Offset(0,75)\n\tCFCB A 1 Offset(0,85)\n\tCFCB A 1 Offset(0,95)\n\tCFCB A 1 Offset(0,105)\n\tCFCB A 1 Offset(0,115)\n\tCFCB A 1 Offset(0,125)\n\tCFCB A 1 Offset(0,135)\n\tCFCB A 1 Offset(0,145)\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell2\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",58,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",45,\"Spell2Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyH\",1,\"Spell2SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyG\",1,\"Spell2SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyF\",1,\"Spell2SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyE\",1,\"Spell2SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyD\",1,\"Spell2SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyC\",1,\"Spell2SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell2DummyB\",1,\"Spell2SelfB\")\n\tSpell2SelfA:\n\tRFLM A 1 Bright\n\tSpell2SelfB:\n\tRFLM B 1 Bright\n\tSpell2SelfC:\n\tRFLM C 1 Bright\n\tSpell2SelfD:\n\tRFLM D 1 Bright\n\tSpell2SelfE:\n\tRFLM E 1 Bright\n\tSpell2SelfF:\n\tRFLM F 1 Bright\n\tSpell2SelfG:\n\tRFLM G 1 Bright\n\tSpell2SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel2\",1,\"Spell2L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel3\",1,\"Spell2L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel4\",1,\"Spell2L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel5\",1,\"Spell2L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBLevel6\",1,\"Spell2L6S\")\n\tTNT1 A 0 A_GiveInventory(\"CABCD1\",420)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL1\",1)\n\tGoTo Spell2Finish\n\tSpell2L2S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",45)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL2\",1)\n\tGoTo Spell2Finish\n\tSpell2L3S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD2\",415)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",55)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL3\",1)\n\tGoTo Spell1Finish\n\tSpell2L4S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",58)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL4\",1)\n\tGoTo Spell2Finish\n\tSpell2L5S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL5\",1)\n\tGoTo Spell2Finish\n\tSpell2L6S:\n\tTNT1 A 0 A_GiveInventory(\"CABCD4\",380)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",65)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceL6\",1)\n\tGoTo Spell2Finish\n\tSpell2Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell2DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTRESONANCE\",0,0)\n\tSpell2Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell2DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoMR\")\n\tSpell2FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 2\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillBActivate\",1)\n\tGoTo Aftercast\n\tGreenDoMR:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell2FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell2FinishContinue\n\tSpell3R:\n\tCFCB A 1 Offset(0,45)\n\tCFCB A 1 Offset(0,55)\n\tCFCB A 1 Offset(0,65)\n\tCFCB A 1 Offset(0,75)\n\tCFCB A 1 Offset(0,85)\n\tCFCB A 1 Offset(0,95)\n\tCFCB A 1 Offset(0,105)\n\tCFCB A 1 Offset(0,115)\n\tCFCB A 1 Offset(0,125)\n\tCFCB A 1 Offset(0,135)\n\tCFCB A 1 Offset(0,145)\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell3\n\tSpell3:\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",60,\"Spell3Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tSpell3Self:\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyH\",1,\"Spell3SelfH\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyG\",1,\"Spell3SelfG\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyF\",1,\"Spell3SelfF\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyE\",1,\"Spell3SelfE\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyD\",1,\"Spell3SelfD\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyC\",1,\"Spell3SelfC\")\n\tTNT1 A 0 A_JumpIfInventory(\"Spell3DummyB\",1,\"Spell3SelfB\")\n\tSpell3SelfA:\n\tRFLM A 1 Bright\n\tSpell3SelfB:\n\tRFLM B 1 Bright\n\tSpell3SelfC:\n\tRFLM C 1 Bright\n\tSpell3SelfD:\n\tRFLM D 1 Bright\n\tSpell3SelfE:\n\tRFLM E 1 Bright\n\tSpell3SelfF:\n\tRFLM F 1 Bright\n\tSpell3SelfG:\n\tRFLM G 1 Bright\n\tSpell3SelfH:\n\tRFLM H 1 Bright\n\tRFLM I 1 Bright\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",60)\n\tTNT1 A 0 A_GiveInventory(\"CACCD\",350)\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel2\",1,\"Spell3L2S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel3\",1,\"Spell3L3S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel4\",1,\"Spell3L4S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel5\",1,\"Spell3L5S\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCLevel6\",1,\"Spell3L6S\")\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL1\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L2S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL2\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L3S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL3\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L4S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL4\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L5S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL5\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3L6S:\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierL6\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_BARRIERLOOP\",0,0)\n\tGoTo Spell3Finish\n\tSpell3Do:\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyA\",1)\n\tRFLM A 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyB\",1)\n\tRFLM B 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyC\",1)\n\tRFLM C 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyD\",1)\n\tRFLM D 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyE\",1)\n\tRFLM E 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyF\",1)\n\tRFLM F 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyG\",1)\n\tRFLM G 1 Bright A_WeaponReady\n\tTNT1 A 0 A_GiveInventory(\"Spell3DummyH\",1)\n\tRFLM H 1 Bright A_WeaponReady\n\tRFLM I 1\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTBARRIER\",0,0)\n\tSpell3Finish:\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyA\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyB\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyC\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyD\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyE\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyF\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyG\",1)\n\tTNT1 A 0 A_TakeInventory(\"Spell3DummyH\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GreenDoTB\")\n\tSpell3FinishContinue:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 3\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillCActivate\",1)\n\tGoTo AfterCast\n\tGreenDoTB:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo Spell3FinishContinue\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo Spell3FinishContinue\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",15,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",45,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4R:\n\tCMCE OPQ 4\n\tTNT1 A 2 A_GunFlash(\"MaceHoldDown\",GFF_NOEXTCHANGE)\n\tGoTo Spell4\n\tSpell4:\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel3\",1,\"Spell4L2C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel4\",1,\"Spell4L3C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel5\",1,\"Spell4L4C\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDLevel6\",1,\"Spell4L5C\")\n\tPFLM A 0 Offset(0,32) A_JumpIfInventory(\"BlueMana\",10,\"Spell4Do\")\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Do:\n\tRFLM ABCDEFGHI 1 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HRD_CASTINJECT\",0,0)\n\tSpell4Finish:\n\tRFLM JKJK 3 Bright\n\tRFLM LMNO 2 Bright\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Cleric CD 4\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"CSkillDActivate\",1)\n\tGoTo Aftercast\n\tAftercast:\n\tCFCB A 1 Offset(0,145)\n\tCFCB A 1 Offset(0,135)\n\tCFCB A 1 Offset(0,125)\n\tCFCB A 1 Offset(0,115)\n\tCFCB A 1 Offset(0,105)\n\tCFCB A 1 Offset(0,95)\n\tCFCB A 1 Offset(0,85)\n\tCFCB A 1 Offset(0,75)\n\tCFCB A 1 Offset(0,65)\n\tCFCB A 1 Offset(0,55)\n\tCFCB A 1 Offset(0,45)\n\tCFCB A 1 Offset(0,35)\n\tGoTo Ready\n\tMaceHoldDown:\n\ttnt1 a 1\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillAActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillBActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillCActivate\",1,\"MaceHoldDown\")\n\tTNT1 A 0 A_JumpIfInventory(\"CSkillDActivate\",1,\"MaceHoldDown\")\n\tStop\n  }\n}\n\nActor RepulsionWave\n{\n Projectile\n Scale 7.0\n Speed 45\n Radius 28\n Height 28\n Damage (30)\n Damagetype Blunt\n SeeSound \"ForceCubeShot\"\n DeathSound \"ForceCubeHit\"\n Renderstyle Add\n Reactiontime 12\n +DontBlast\n +BloodlessImpact\n  States\n   {\n    Spawn:\n\t RADE C 4 Bright\n\t TNT1 A 0 A_PlaySound(\"ForceCubeLoop\",2,1.0,0)\n\t Flight:\n\t RADE CC 1 Bright A_SpawnItemEx(\"RepulsionWaveFX\",0,0,1)\n\t TNT1 A 0 A_Explode(3,280,0,0,258)\n\t TNT1 A 0 A_AlertMonsters(300)\n\t TNT1 A 0 A_Blast\n\t TNT1 A 0 A_Countdown\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_StopSound(2)\n\t TNT1 A 0 A_Explode(30,355,0,0,310)\n\t TNT1 A 0 A_Blast(0,255,300,30)\n\t RADE DEFGHI 3 Bright\n\t Stop\n   }\n}\n\nActor RepulsionWaveCrit : RepulsionWave\n{ Damage (120)\n  States\n   {\n    Spawn:\n\t RADE C 4 Bright\n\t TNT1 A 0 A_PlaySound(\"ForceCubeLoop\",2,1.0,0)\n\t Flight:\n\t RADE CC 1 Bright A_SpawnItemEx(\"RepulsionWaveFX\",0,0,1)\n\t TNT1 A 0 A_Explode(12,280,0,0,258)\n\t TNT1 A 0 A_AlertMonsters(300)\n\t TNT1 A 0 A_Blast\n\t TNT1 A 0 A_Countdown\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_StopSound(2)\n\t TNT1 A 0 A_Explode(120,355,0,0,310)\n\t TNT1 A 0 A_Blast(0,255,300,30)\n\t RADE DEFGHI 3 Bright\n\t Stop\n   }\n}\n\nActor NewBlastEffect : BlastEffect replaces BlastEffect\n{ Alpha 1 Renderstyle Add\n +ForcePain\n +NoDamageThrust\n States\n  {\n  Spawn:\n    TNT1 A 0\n    RADE ABCD 4 Bright A_Explode(1,30,0,0,30)\n\tTNT1 A 0 A_PlaySound(\"BlastRadiusEx\",0,1.0,0)\n\tRADE EFGHI 4 Bright A_Explode(1,30,0,0,30)\n    Stop\n  }\n}\n\nActor PurifierBolt : FastProjectile\n{\n Projectile\n Height 3\n Radius 3\n Scale 0.5\n Renderstyle Add\n DeathSound \"PurifierHit\"\n Missiletype \"PurifierBoltTrail\"\n MissileHeight 8\n Damage (random(20,30))\n Damagetype Pierce\n DeathType Fire\n Speed 90\n  States\n   {\n    Spawn:\n\t ARR0 A 1 Bright\n\t Loop\n\t Death:\n\t TNT1 A 0 A_SetDamagetype(Fire)\n\t TNT1 A 0 A_SetScale(0.4,0.4)\n\t TNT1 A 0 A_Jump(256,\"Damage\")\n\t Damage:\n\t TNT1 A 0 A_Explode(random(10,15),65,1,0,42)\n\t GoTo Anim\n\t Anim:\n\t AR0X ABCDE 3 Bright\n\t Stop\n  }\n}\n\nActor PurifierBoltCrit : PurifierBolt\n{\n Damage (random(20,30)*4)\n  States\n   {\n    Spawn:\n\tARR0 AAAAA 1 bright A_SpawnItem(\"PurifierBoltTrailCA\",0,0,0)\n\tARR0 AAAAA 1 bright A_SpawnItem(\"PurifierBoltTrailCB\",0,0,0)\n\tLoop\n\tDamage:\n\t TNT1 A 0 A_Explode(random(10,15)*4.5,65,1,0,42)\n\t GoTo Anim\n  }\n}\n\nActor HolySmiteHitscan : CustomInventory\n{\n DontHurtShooter\n Damagetype Light\n +Inventory.AutoActivate\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_FireBullets(0,0,1,0,\"HolySmitePuff\",FBF_NORANDOM|FBF_NORANDOMPUFFZ)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor HolySmiteHitscanCrit : HolySmiteHitscan\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_FireBullets(0,0,1,0,\"HolySmitePuffCrit\",FBF_NORANDOM|FBF_NORANDOMPUFFZ)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor HolyDazzle : PowerDamage\n{\n Damagefactor Normal, 1.0\n PowerUp.Duration -6\n}\n\nActor HolyBind : PowerSpeed\n{\n Speed 0.000001\n PowerUp.Duration -3\n}\n\nActor HolySmitePuff : BulletPuff\n{\n +AlwaysPuff\n +PuffOnActors\n +PuffGetsOwner\n +HitTracer\n   +MTHRUSPECIES\n Damagetype Light\n  States\n   {\n\tCrash:\n\tMelee:\n    Spawn:\n\tXDeath:\n\tTNT1 A 3\n\tTNT1 A 1 A_CheckFlag(\"IsMonster\",1,AAPTR_TRACER)\n\tStop\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel2\",1,\"Spell1L2\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel3\",1,\"Spell1L3\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel4\",1,\"Spell1L4\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel5\",1,\"Spell1L5\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel6\",1,\"Spell1L6\")\n\tTNT1 A 1 A_Explode(30,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L2:\n\tTNT1 A 1 A_Explode(45,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L3:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL3\")\n\tTNT1 A 1 A_Explode(50,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L4:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL3\")\n\tTNT1 A 1 A_Explode(55,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L5:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL5\")\n\tTNT1 A 1 A_Explode(60,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L6:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL6\")\n\tTNT1 A 1 A_Explode(70,130,0,0,130)\n\tGoTo GreenDecide\n\tGreenDecide:\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"GreenManaOn\",1,2)\n\tStop\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"GreenMana\",1,2)\n\tStop\n\tTNT1 A 0 A_TakeFromTarget(\"GreenMana\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx(\"HolySmiteRadiusExtra\",0,0,-25,58,0,0,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tStop\n  }\n}\n\nActor HolySmitePuffCrit : HolySmitePuff\n{\n   +MTHRUSPECIES\n States\n   {\n\tCrash:\n\tMelee:\n    Spawn:\n\tXDeath:\n\tTNT1 A 3\n\tTNT1 A 1 A_CheckFlag(\"IsMonster\",1,AAPTR_TRACER)\n\tStop\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel2\",1,\"Spell1L2\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel3\",1,\"Spell1L3\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel4\",1,\"Spell1L4\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel5\",1,\"Spell1L5\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"CSkillALevel6\",1,\"Spell1L6\")\n\tTNT1 A 1 A_Explode(135,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L2:\n\tTNT1 A 1 A_Explode(202,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L3:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL3\")\n\tTNT1 A 1 A_Explode(225,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L4:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL3\")\n\tTNT1 A 1 A_Explode(247,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L5:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL5\")\n\tTNT1 A 1 A_Explode(270,130,0,0,130)\n\tGoTo GreenDecide\n\tSpell1L6:\n\tTNT1 A 0 A_SetDamageType(\"HolySmiteL6\")\n\tTNT1 A 1 A_Explode(315,130,0,0,130)\n\tGoTo GreenDecide\n\tGreenDecide:\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"GreenManaOn\",1,2)\n\tStop\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"GreenMana\",1,2)\n\tStop\n\tTNT1 A 0 A_TakeFromTarget(\"GreenMana\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx(\"HolySmiteRadiusExtraCrit\",0,0,-25,58,0,0,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\tStop\n  }\n}\n\nActor HolySmiteExtraItem : CustomInventory\n{\n DontHurtShooter\n Damagetype Light\n +Inventory.AutoActivate\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"HolySmiteRadiusExtra\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor HolySmiteExtraItemCrit : CustomInventory\n{\n DontHurtShooter\n Damagetype Light\n +Inventory.AutoActivate\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"HolySmiteRadiusExtraCrit\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor HolySmiteHeal : CustomInventory\n{\n DontHurtShooter\n Damagetype Light\n +Inventory.AutoActivate\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(30)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHeal2 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(45)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius2\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHeal3 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(50)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius3\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHeal4 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(55)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius4\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHeal5 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(60)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius5\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHeal6 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\tTNT1 A 0 HealThing(70)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius6\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22)\n\tStop\n  }\n}\n\nActor HolySmiteHealCrit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(135)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadiusCrit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteHeal2Crit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(202)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius2Crit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteHeal3Crit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(225)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius3Crit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteHeal4Crit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(247)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius4Crit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteHeal5Crit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(270)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius5Crit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteHeal6Crit : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,1.0,0)\n\tTNT1 A 0 HealThing(315)\n\tTNT1 A 0 A_FireCustomMissile(\"HolySmiteRadius6Crit\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.GMana\")\n\tTNT1 A 1\n\tStop\n\tPickUp.GMana:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.GPower\")\n\tStop\n\tPickUp.GPower:\n\tTNT1 A 1 ACS_NamedExecuteAlways(\"HolySmiteGreen\",0,22,1)\n\tStop\n  }\n}\n\nActor HolySmiteRadius\n{\n Projectile\n Speed 1\n Radius 1\n Height 1\n DontHurtShooter\n +ThruActors\n +NoExplodeFloor\n +NoGravity\n Damagetype Light\n Damage 0\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(30,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius2 : HolySmiteRadius\n{\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(45,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius3 : HolySmiteRadius\n{\n Damagetype HolySmiteL3\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(50,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius4 : HolySmiteRadius\n{\n Damagetype HolySmiteL3\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(55,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius5 : HolySmiteRadius\n{\n Damagetype HolySmiteL5\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(60,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius6 : HolySmiteRadius\n{\n Damagetype HolySmiteL6\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(70,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadiusExtra : HolySmiteRadius\n{\n Speed 58\n +ForcePain\n States\n  {\n   Spawn:\n     TNT1 A 0 A_Jump(128,2,3,4)\n\t TNT1 AAA 1\n\t TNT1 A 0\n\t GoTo Death\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"HolySmite\",0,0.5,0)\n\t TNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_Stop\n\t TNT1 A 0 A_RadiusGive(\"Health\",8,RGF_PLAYERS,125)\n\t TNT1 A 1 A_Explode(15,125,0,0,100)\n\t Stop\n   }\n}\nActor HolySmiteRadiusExtraCrit : HolySmiteRadius\n{\n Speed 58\n +ForcePain\n States\n  {\n   Spawn:\n     TNT1 A 0 A_Jump(128,2,3,4)\n\t TNT1 AAA 1\n\t TNT1 A 0\n\t GoTo Death\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"HolySmite\",0,1.0,0)\n\t TNT1 A 0 A_PlaySound(\"HolySmiteCrit\",0,0.4,0)\n\t TNT1 A 0 A_SpawnItemEx(\"HolySmiteFXC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_Stop\n\t TNT1 A 0 A_RadiusGive(\"Health\",8*4.5,RGF_PLAYERS,125)\n\t TNT1 A 1 A_Explode(15*4.5,125,0,0,100)\n\t Stop\n   }\n}\n\nActor HolySmiteRadiusCrit : HolySmiteRadius\n{\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(135,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius2Crit : HolySmiteRadius\n{\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(202,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius3Crit : HolySmiteRadius\n{\n Damagetype HolySmiteL3\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(225,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius4Crit : HolySmiteRadius\n{\n Damagetype HolySmiteL3\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(247,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius5Crit : HolySmiteRadius\n{\n Damagetype HolySmiteL5\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(270,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteRadius6Crit : HolySmiteRadius\n{\n Damagetype HolySmiteL6\n States\n  {\n   Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_Explode(315,130,0,0,130)\n\t Stop\n   }\n}\n\nActor HolySmiteSuccess : PowerDamage { Damagefactor Normal, 1.0\nPowerup.Duration 5 }\n\nActor MagicalResonanceL1 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL1\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonanceL2 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL2\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL2\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonanceL3 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL3\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL3\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonanceL4 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL4\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL4\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonanceL5 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL5\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL5\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonanceL6 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonance\",1,2)\n\tTNT1 A 0 A_FireCustomMissile(\"MagicalResonanceFX\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonance\",1)\n\tTNT1 A 0 A_GiveInventory(\"MagicalResonanceDL6\",1)\n\tTNT1 A 0 A_TakeInventory(\"MagicalResonanceL6\")\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor MagicalResonance : PowerDamage\n{\n PowerUp.Duration -8\n Damagefactor Normal, 1\n}\n\nActor MagicalResonanceGreen : PowerDamage\n{\n PowerUp.Duration -8\n Damagefactor Normal, 1\n}\nActor MagicalResonanceDL1 : PowerDamage\n{\n PowerUp.Duration -8\n  Damagefactor Ice, 1.15\n  Damagefactor Fire, 1.15\n  Damagefactor Dark, 1.15\n\n    Damagefactor ShadowCobraL1, 1.15\n    Damagefactor ShadowCobraL3, 1.15\n    Damagefactor ShadowCobraL4, 1.15\n    Damagefactor ShadowCobraL5, 1.15\n    Damagefactor ShadowCobraL6, 1.15\n\n  Damagefactor Light, 1.15\n\n    Damagefactor HolySmiteL3, 1.15\n    Damagefactor HolySmiteL5, 1.15\n    Damagefactor HolySmiteL6, 1.15\n\n  Damagefactor Soul, 1.15\n}\nActor MagicalResonanceDL2 : MagicalResonanceL1\n{\n  Damagefactor Ice, 1.3\n  Damagefactor Fire, 1.3\n  Damagefactor Dark, 1.3\n\n    Damagefactor ShadowCobraL1, 1.3\n    Damagefactor ShadowCobraL3, 1.3\n    Damagefactor ShadowCobraL4, 1.3\n    Damagefactor ShadowCobraL5, 1.3\n    Damagefactor ShadowCobraL6, 1.3\n\n  Damagefactor Light, 1.3\n\n    Damagefactor HolySmiteL3, 1.3\n    Damagefactor HolySmiteL5, 1.3\n    Damagefactor HolySmiteL6, 1.3\n\n  Damagefactor Soul, 1.3\n}\nActor MagicalResonanceDL3 : MagicalResonanceL1\n{\n  Damagefactor Ice, 1.5\n  Damagefactor Fire, 1.5\n  Damagefactor Dark, 1.5\n\n    Damagefactor ShadowCobraL1, 1.5\n    Damagefactor ShadowCobraL3, 1.5\n    Damagefactor ShadowCobraL4, 1.5\n    Damagefactor ShadowCobraL5, 1.5\n    Damagefactor ShadowCobraL6, 1.5\n\n  Damagefactor Light, 1.5\n\n    Damagefactor HolySmiteL3, 1.5\n    Damagefactor HolySmiteL5, 1.5\n    Damagefactor HolySmiteL6, 1.5\n\n  Damagefactor Soul, 1.5\n}\nActor MagicalResonanceDL4 : MagicalResonanceL1\n{\n  Damagefactor Ice, 1.75\n  Damagefactor Fire, 1.75\n  Damagefactor Dark, 1.75\n\n    Damagefactor ShadowCobraL1, 1.75\n    Damagefactor ShadowCobraL3, 1.75\n    Damagefactor ShadowCobraL4, 1.75\n    Damagefactor ShadowCobraL5, 1.75\n    Damagefactor ShadowCobraL6, 1.75\n\n  Damagefactor Light, 1.75\n\n    Damagefactor HolySmiteL3, 1.75\n    Damagefactor HolySmiteL5, 1.75\n    Damagefactor HolySmiteL6, 1.75\n\n  Damagefactor Soul, 1.75\n}\nActor MagicalResonanceDL5 : MagicalResonanceL1\n{\n  Damagefactor Ice, 2\n  Damagefactor Fire, 2\n  Damagefactor Dark, 2\n\n    Damagefactor ShadowCobraL1, 2\n    Damagefactor ShadowCobraL3, 2\n    Damagefactor ShadowCobraL4, 2\n    Damagefactor ShadowCobraL5, 2\n    Damagefactor ShadowCobraL6, 2\n\n  Damagefactor Light, 2\n\n    Damagefactor HolySmiteL3, 2\n    Damagefactor HolySmiteL5, 2\n    Damagefactor HolySmiteL6, 2\n\n  Damagefactor Soul, 2\n}\n\nActor MagicalResonanceL6 : MagicalResonanceL5 {}\n\nActor ResonanceShot\n{\n Projectile\n Damage (random(30,40))\n Renderstyle Add\n Height 7\n Radius 7\n Speed 57\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\tDeath:\n\t TNT1 A 0 A_SetScale(0.4,0.4)\n\t GoTo DeathAnim\n\t DeathAnim:\n\t RSNH EFGH 4 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ResonanceSlice : ResonanceShot\n{\n +ThruGhost\n Damagetype Slice\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t SLCP A 1 Bright A_SpawnItem(\"ResonanceSliceTrace\")\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_SetScale(0.25,0.25)\n\t GoTo DeathAnim\n   }\n}\nActor ResonanceSliceCrit : ResonanceSlice\n{\n Damage (random(30,40)*4.5)\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t SLCP A 1 Bright A_SpawnItem(\"ResonanceSliceTraceC\")\n\t Loop\n   }\n}\n\nActor ResonancePierce : ResonanceShot\n{\n +ThruGhost\n Damagetype Slice\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t PRCP A 1 Bright A_SpawnItem(\"ResonancePierceTrace\")\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_SetScale(0.1,0.27)\n\t GoTo DeathAnim\n   }\n}\nActor ResonancePierceCrit : ResonancePierce\n{\n Damage (random(30,40)*4.5)\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t PRCP A 1 Bright A_SpawnItem(\"ResonancePierceTraceC\")\n\t Loop\n   }\n}\nActor ResonanceBlunt : ResonanceShot\n{\n +ThruGhost\n Damagetype Blunt\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t BLTP AAABBB 1 Bright A_SpawnItem(\"ResonanceBluntTrace\")\n\t Loop\n\tDeath:\n\t BLTP CD 4 Bright A_FadeOut\n\t BLTP E 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor ResonanceBluntCrit : ResonanceBlunt\n{\n Damage (random(30,40)*4.5)\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t BLTP AAABBB 1 Bright A_SpawnItem(\"ResonanceBluntTraceC\")\n\t Loop\n   }\n}\nActor ResonanceCube : ResonanceBlunt\n{\n Speed 45\n +DontBlast\n +NoExplodeFloor\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t GoTo Flight\n\t Flight:\n\t BLTP AA 1 Bright A_SpawnItem(\"ResonanceBluntTrace\")\n\t TNT1 A 0 A_Weave(4,4,-4,-4)\n\t BLTP BB 1 Bright A_SpawnItem(\"ResonanceBluntTrace\")\n\t TNT1 A 0 A_Weave(4,4,-4,-4)\n\t Loop\n   }\n}\n\nActor ResonanceCubeA : ResonanceCube\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t GoTo Flight\n   }\n}\nActor ResonanceCubeB : ResonanceCube\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAAAAAA 0 A_Weave(2,2,-4,-4)\n\t GoTo Flight\n   }\n}\nActor ResonanceCubeC : ResonanceCube\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAAAAAAA 0 A_Weave(2,2,-4,-4)\n\t GoTo Flight\n   }\n}\nActor ResonanceCubeD : ResonanceCube\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_Weave(2,2,-4,-4)\n\t GoTo Flight\n   }\n}\nActor ResonanceCubeE : ResonanceCube\n{\n States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Weave(2,2,-4,-4)\n\t GoTo Flight\n   }\n}\n\nActor ResonanceCubeACrit : ResonanceCubeA\n{Damage (random(30,40)*4.5)}\nActor ResonanceCubeBCrit : ResonanceCubeB\n{Damage (random(30,40)*4.5)}\nActor ResonanceCubeCCrit : ResonanceCubeC\n{Damage (random(30,40)*4.5)}\nActor ResonanceCubeDCrit : ResonanceCubeD\n{Damage (random(30,40)*4.5)}\nActor ResonanceCubeECrit : ResonanceCubeE\n{Damage (random(30,40)*4.5)}\n\nActor ResonanceSoul : ResonanceShot\n{\n Damagetype Soul\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t SULP AAABBB 1 Bright A_SpawnItem(\"ResonanceSoulTrace\")\n\t Loop\n\tDeath:\n\t SULP CD 4 Bright A_FadeOut\n\t SULP E 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor ResonanceSoulCrit : ResonanceSoul\n{\n Damage (random(30,40)*4.5)\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t SULP A 1 Bright A_SpawnItem(\"ResonanceSoulTraceC\")\n\t Loop\n   }\n}\n\nActor TelekineticBarrierOut : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_DamageChildren(2,\"BarrierOut\")\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierOut\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor ManaInjectSuccess : HolySmiteSuccess {}\nActor ManaInjectBuff : PowerSpeedFast\n{ Powerup.Duration -7\n Speed 1.35 }\n\nActor ManaInjectCheck : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ManaInjectSuccess\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\nActor ManaInjectCheckL4 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ManaInjectSuccess\",1)\n\tTNT1 A 0 A_TakeInventory(\"HentaurStun\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonFireCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonDarkCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonLightCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonSoulCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonElekCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"PoisonCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationFrostCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationDarkCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationLightCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationSoulCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationElekCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"IncinerationCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltFireCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltFrostCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltDarkCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltLightCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltSoulCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"MeltElekCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"BleedCount\",9999)\n\tTNT1 A 0 A_TakeInventory(\"BleedCountCrit\",9999)\n\tTNT1 A 1\n\tStop\n  }\n}\nActor ManaInjectCheckL5 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ManaInjectSuccess\",1)\n\tTNT1 A 0 A_TakeInventory(\"CAACD1\",70)\n\tTNT1 A 0 A_TakeInventory(\"CAACD2\",70)\n\tTNT1 A 0 A_TakeInventory(\"CAACD3\",70)\n\tTNT1 A 0 A_TakeInventory(\"CAACD4\",70)\n\tTNT1 A 0 A_TakeInventory(\"CAACD5\",70)\n\tTNT1 A 0 A_TakeInventory(\"CAACD6\",70)\n\tTNT1 A 0 A_TakeInventory(\"CABCD1\",70)\n\tTNT1 A 0 A_TakeInventory(\"CABCD2\",70)\n\tTNT1 A 0 A_TakeInventory(\"CABCD4\",70)\n\tTNT1 A 0 A_TakeInventory(\"CACCD1\",70)\n\tTNT1 A 0 A_TakeInventory(\"CADCD2\",70)\n\tTNT1 A 0 A_TakeInventory(\"CADCD3\",70)\n\tTNT1 A 0 A_TakeInventory(\"CADCD4\",70)\n\tTNT1 A 0 A_TakeInventory(\"NAACD\",70)\n\tTNT1 A 0 A_TakeInventory(\"NABCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"NACCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"NADCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"SAACD\",70)\n\tTNT1 A 0 A_TakeInventory(\"SABCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"SACCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"HAACD\",70)\n\tTNT1 A 0 A_TakeInventory(\"HABCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"HACCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"HADCD\",70)\n\tTNT1 A 0 A_TakeInventory(\"HAECD\",70)\n\tTNT1 A 1\n\tStop\n  }\n}\nActor ManaInjectCheckL6 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ManaInjectSuccess\",1)\n\tTNT1 A 0 A_GiveInventory(\"ManaInjectBuff\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\nActor TelekineticBarrierL1 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBlockadeL1\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL1\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL1\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor TelekineticBarrierL2 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBlockadeL2\",0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL2\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL2\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor TelekineticBarrierL3 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER )\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL3\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL3\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor TelekineticBarrierL4 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL4\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL4\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL4\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor TelekineticBarrierL5 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL5\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL5\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL5\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor TelekineticBarrierL6 : HolySmiteHeal\n{\n States\n  {\n   pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TelekineticBarrier\",1,3)\n\tTNT1 A 0 A_FireCustomMissile(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6A\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrier\",1)\n\tTNT1 A 0 A_GiveInventory(\"TelekineticBarrierPL6\",1)\n\tTNT1 A 0 A_TakeInventory(\"TelekineticBarrierL6\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor BarrierEnds : Dummy {}\n\nActor TelekineticBarrierGreen : PowerProtection\n{\n PowerUp.Duration -6\n Damagefactor Normal, 1\n}\n\nActor TelekineticBarrier : PowerProtection\n{\n PowerUp.Duration -4\n Damagefactor Normal, 1\n}\n\nActor TelekineticBarrierPL1 : PowerProtectShield\n{\n PowerUp.Duration -4\n Damagefactor Normal, 1\n}\n\nActor TelekineticBarrierPL2 : TelekineticBarrierPL1\n{\n PowerUp.Duration 145\n}\n\nActor TelekineticBarrierPL3 : TelekineticBarrierPL2\n{\n Damagefactor Normal, 0.85\n}\n\nActor TelekineticBarrierPL4 : TelekineticBarrierPL3 {}\n\nActor TelekineticBarrierPL5 : TelekineticBarrierPL3\n{\n PowerUp.Duration 156\n}\n\nActor TelekineticBarrierPL6 : TelekineticBarrierPL5 {}\n\nActor TelekineticBlockadeL1\n{\n Species \"BlockadePlayers\"\n Mass 20000\n +DontBLAST\n +Missile\n +MThruSpecies\n +NoDamage\n +Solid\n +NoGravity\n +QuickTorETALIATE\n +NOTARGETSWITCH\n +NeverTarget\n +Shootable\n Painchance 256\n Health 100\n Renderstyle Add\n Scale 0.7\n BloodType \"BarrierBlock\"\n Radius 50\n Height 64\n States\n  {\n   Spawn:\n\tTNT1 A 0 NoDelay A_UnSetSolid\n\tTNT1 A 0 A_GiveToTarget(\"TeleKineticBarrier\",1)\n    TKBX EE 1 Bright  A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION )\n\tSee:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TelekineticBarrier\",1,1)\n\tGoTo EndShield\n\tTNT1 A 0 A_JumpIfInventory(\"AttackBlocked\",3,\"EndShield\")\n    TKBX E 1 Bright A_Warp(AAPTR_TARGET,-3,0,0,0,WARPF_NOCHECKPOSITION )\n    TNT1 A 0 A_SpawnItemEx(\"TelekineticBarrierFX\",0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"AttackBlocked\",3,\"EndShield\")\n    TKBX E 1 Bright A_Warp(AAPTR_TARGET,-3,0,0,0,WARPF_NOCHECKPOSITION )\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TelekineticBarrierGreen\",1,1)\n\tLoop\n\tTNT1 A 0 A_ChangeFlag(Reflective,1)\n\tLoop\n\tPain.BarrierOut:\n\tTKBX EFGHIJ 1 Bright\n\tStop\n\tDeath.BarrierOut:\n\tTKBX EFGHIJ 1 Bright\n\tStop\n\tPain:\n\tTNT1 A 0 A_ChangeFlag(NoPain,1)\n\tTNT1 A 0 A_GiveInventory(\"AttackBlocked\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AttackBlocked\",3,\"EndShield\")\n\tTNT1 A 0 A_ChangeFlag(NoPain,0)\n\tGoTo See\n\tEndShield:\n\tTNT1 A 0 A_TakeFromTarget(\"TelekineticBarrier\",1)\n\tTKBX EFGHIJ 1 Bright A_Die\n\tStop\n\tDeath:\n\tTNT1 A 0 A_TakeFromTarget(\"TelekineticBarrier\",1)\n\tTKBX EFGHIJ 1 Bright\n\tStop\n  }\n}\n\nActor TelekineticBlockadeL2 : TelekineticBlockadeL1\n{\n  States\n   {\n\tPain:\n\tTNT1 A 0 A_ChangeFlag(NoPain,1)\n\tTNT1 A 0 A_GiveInventory(\"AttackBlocked\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AttackBlocked\",5,\"EndShield\")\n\tTNT1 A 0 A_ChangeFlag(NoPain,0)\n\tGoTo See\n   }\n}\n\nActor TelekineticBlockadeL3 : TelekineticBlockadeL1\n{\n  States\n   {\n\tPain:\n\tTNT1 A 0 A_ChangeFlag(NoPain,1)\n\tTNT1 A 0 A_GiveInventory(\"AttackBlocked\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AttackBlocked\",6,\"EndShield\")\n\tTNT1 A 0 A_ChangeFlag(NoPain,0)\n\tGoTo See\n   }\n}\n\nActor TelekineticBlockadeL6A : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6B\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 A 1\n\tStop\n   }\n}\n\nActor TelekineticBlockadeL6B : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6C\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 A 1\n\tStop\n   }\n}\n\nActor TelekineticBlockadeL6C : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6D\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 A 1\n\tStop\n   }\n}\n\nActor TelekineticBlockadeL6D : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6E\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 A 1\n\tStop\n   }\n}\n\nActor TelekineticBlockadeL6E : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 0 A_SpawnItemEx(\"TelekineticBlockadeL6F\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TKBX EFGHIJ 1 Bright\n\tStop\n   }\n}\n\nActor TelekineticBlockadeL6F : TelekineticBlockadeL1\n{\n -NoDamage\n  States\n   {\n\tPain:\n\tTNT1 A 1\n\tGoTo See\n    Death:\n\tTNT1 A 1\n\tStop\n   }\n}\n\nActor ClericProtectSpawn\n{\n PROJECTILE\n Speed 10\n Height 3\n Radius 3\n Damage 0\n ReactionTime 2\n Species \"Player\"\n +ThruSpecies\n +DontReflect\n +DontBlast\n  States\n   {\n    Spawn:\n\t\"####\" \"#\" 0\n\tTNT1 A 1 A_CountDown\n\tWait\n\tDeath:\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ST\",1,1)\n\tGoTo Death+6\n\t\"####\" \"#\" 0 A_Stop\n\t\"####\" \"#\" 0 A_SpawnItemEx(\"ClericBlockade\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" \"#\" 0 A_Jump(254,2)\n\tTNT1 A 1\n\tTNT1 AA 0\n\tStop\n   }\n}\n\nActor ClericBlockade : TelekineticBlockadeL1\n{\n BloodType \"\"\n BounceSound \"FighterHammerHitWall\"\n SeeSound \"FighterHammerHitWall\"\n Species \"Player\"\n +ThruSpecies\n +NoBlood\n Health 65\n Radius 28\n Height 17\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_Stop\n    TNT1 A 1\n\tSee:\n    TNT1 A 2\n\tStop\n\tPain:\n\tTNT1 A 2 A_JumpIFcLOSER(80,1)\n\tStop\n\tTNT1 A 1\n\tStop\n  }\n}\nActor AttackBlocked : Dummy {Inventory.MaxAmount 10 }\n\nActor HammerPuffB : HammerPuff replaces HammerPuff\n{ Damagetype Blunt\n  +PuffOnActors\n  +HitTracer\n  +ThruGhost\n  Species \"BlockadePlayers\"\n  +MThruSpecies\n    +PuffGetsOwner\n\tAttackSound \"\"\n    SeeSound \"\"\n    ActiveSound \"\"\n\tStates\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"FighterHammerHitWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 1\n   TNT1 A 0 A_PlaySOund(\"FighterHammerHitThing\",0,1.0,0)\n\tTNT1 A 0\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n\tBSerk2:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk2\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n\tBSerk3:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk3\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n\tBSerk4:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk4\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n\tBSerk5:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk5\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n\tBSerk6:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk6\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor BlockBash : HammerPuffB\n{ Damagetype BlockBash }\n\nActor MacePuffKnockback : HammerPuffB\n{\n States\n  {\n  XDeath:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySOund(\"FighterHammerHitThing\",0,1.0,0)\n\tTNT1 A 1 A_RadiusThrust(800,22)\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor MacePuffLight : HammerPuffB\n{\n  -ThruGhost\n Damagetype Light\n Renderstyle Add\n States\n  {\n  XDeath:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySOund(\"FighterHammerHitThing\",0,1.0,0)\n\tTNT1 A 0 A_Jump(256,\"Damage\")\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    GoTo Damage\n\tTNT1 A 0 A_Jump(94,1)\n    GoTo Damage\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    GoTo Damage\n\tDamage:\n\tTNT1 A 0 A_Explode(random(38,46)/2,60,0,0,42)\n\tGoto Anim\n\tAnim:\n\tCLPK CD 3 Bright\n    CLPK DEEFGG 1 Bright A_FadeOut\n    Wait\n  }\n}\n\nActor MacePuffLightCrit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*4.5,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge1 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.1,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge2 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.2,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge3 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge4 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.4,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge5 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.5,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge6 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.6,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge7 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.7,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge8 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.8,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge9 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*1.9,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge10 : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode((random(38,46)/2)*2,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge1Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.1)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge2Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.2)*3.1,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge3Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.3)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge4Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.4)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge5Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.5)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge6Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.6)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge7Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.7)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge8Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.8)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge9Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*1.9)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor MaceLightCharge10Crit : MacePuffLight\n{\n States\n  {\n\tDamage:\n\tTNT1 A 0 A_Explode(((random(38,46)/2)*2)*3,60,0,0,42)\n\tGoto Anim\n  }\n}\n\nActor HammerPuffMonsters : HammerPuffB\n{ Damagetype Blunt\n +SPECTRAL\n  -MThruSpecies}"
      },
      {
        "source": "pk3",
        "name": "Actors/Chars/Necro.txt",
        "contents": "ACTOR NecroClass : HRDPlayerPawn\n{\n  Health 95\n  GibHealth 30\n  Damagefactor Crush, 5.0\n  Player.MaxHealth 95\n  ReactionTime 0\n  PainChance 256\n  Radius 16\n  Height 64\n  Speed 1\n  Mass 185\n\n  +NOSKIN\n  +NODAMAGETHRUST\n  +NOTHRUSTWHENINVUL\n  Species \"Player\"\n  +ThruSpecies\n  Player.Portrait \"P_NWALK1\"\n  PainSound \"PlayerMagePain\"\n  Player.StartItem \"ST\", 100\n  Player.StartItem \"BlueMana\",260\n  Player.Forwardmove 0.75\n  Player.SideMove 0.65\n  Player.RunHealth 30\n  Player.JumpZ 9\n  Player.Viewheight 48\n  Player.SpawnClass \"Mage\"\n  Player.DisplayName \"Necromancer\"\n  Player.SoundClass \"Mage\"\n  Player.StartItem \"IsPlayer\"\n  Player.StartItem NecroDagger\n  Player.WeaponSlot 1, NecroDagger\n  Player.WeaponSlot 2, NecroSickle, NecroGauntlet\n\n  Player.ColorRange 186, 202\n\n  States\n  {\n  Spawn:\n    NECR A 1 A_GiveInventory(\"STTic\",1)\n\tNECR A 0 A_JumpIfInventory(\"STTic\",150,1)\n    Loop\n\tNECR A 9 A_GiveInventory(\"ST\",2)\n\tLoop\n  See:\n    NECR AB 4 A_TakeInventory(\"STTic\",999)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\tNECR CD 4 A_TakeInventory(\"STTic\",999)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\t\"####\" \"#\" 0\n    Loop\n  Pain:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    NECR G 4 A_TakeInventory(\"STTic\",999)\n\t\"####\" \"#\" 0 A_AlertMonsters(500)\n    NECR G 4 A_Pain\n    Goto Spawn\n  Missile:\n  Melee:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    NECR EF 3 A_TakeInventory(\"STTic\",999)\n    Goto Spawn\n  XDeath:\n  Death:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    NECR G 4 A_TakeInventory(\"STTic\",999)\n    NECR H 3 A_PlayerScream\n    NECR IJK 4\n    NECR L 5 A_NoBlocking\n    NECR M -1\n    Stop\n  Burn:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    FDTH E 5 Bright A_PlaySound(\"*burndeath\")\n    FDTH F 4 Bright A_TakeInventory(\"STTic\",999)\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_PlayerScream\n    FDTH I 5 Bright\n    FDTH J 4 Bright\n    FDTH K 5 Bright\n    FDTH L 4 Bright\n    FDTH M 5 Bright\n    FDTH N 4 Bright\n    FDTH O 5 Bright\n    FDTH P 4 Bright\n    FDTH Q 5 Bright\n    FDTH R 4 Bright\n    FDTH S 5 Bright A_NoBlocking\n    FDTH T 4 Bright\n    FDTH U 5 Bright\n    FDTH V 4 Bright\n    ACLO E 35 A_CheckPlayerDone\n    Wait\n    ACLO E 8\n    Stop\n  }\n}\n\nACTOR NecroDagger : Weapon\n{\n  +WEAPON.NOALERT\n  Weapon.YAdjust 0\n  +NOAUTOFIRE\n  +Weapon.MeleeWeapon\n  +Weapon.NoAutoaim\n  +Inventory.UNDROPPABLE\n  +BLOODSPLATTER\n  Obituary \"%o was tainted by %k's Blasphemic Dagger.\"\n  Tag \"Blasphemic Dagger (Slice)\"\n  States\n  {\n  Select:\n    NDGR A 1 A_Raise\n    Loop\n  Deselect:\n    NDGR A 1 A_Lower\n    Loop\n  Ready:\n    NDGR A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    Loop\n  Fire.Minicrit:\n    NDGR H 1 A_CustomPunch(random(10,15)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",68)\n\tGoTo ContinueM\n  Fire2A.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",66)\n\tGoTo Fire2A\n  Fire2B.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(4,6)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",69)\n\tGoTo Fire2B\n  Fire2C.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(8,13)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL2.Minicrit:\n    NDGR H 1 A_CustomPunch(random(18,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",68)\n\tGoTo ContinueM\n  Fire2AL2.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",66)\n\tGoTo Fire2A\n  Fire2BL2.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(6,9)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",69)\n\tGoTo Fire2B\n  Fire2CL2.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(11,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL3.Minicrit:\n    NDGR H 1 A_CustomPunch(random(18,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",68)\n\tGoTo ContinueM\n  Fire2AL3.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",66)\n\tGoTo Fire2A\n  Fire2BL3.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(6,9)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",69)\n\tGoTo Fire2B\n  Fire2CL3.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(11,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL4.Minicrit:\n    NDGR H 1 A_CustomPunch(random(18,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",68,1)\n\tGoTo ContinueM\n  Fire2AL4.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",66,1)\n\tGoTo Fire2A\n  Fire2BL4.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(6,9)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",69,1)\n\tGoTo Fire2B\n  Fire2CL4.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(11,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff2\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL5.Minicrit:\n    NDGR H 1 A_CustomPunch(random(18,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff3\",68,1)\n\tGoTo ContinueM\n  Fire2AL5.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff3\",66,1)\n\tGoTo Fire2A\n  Fire2BL5.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(6,9)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff3\",69,1)\n\tGoTo Fire2B\n  Fire2CL5.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(11,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff3\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL6.Minicrit:\n    NDGR H 1 A_CustomPunch(random(18,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff4\",68,1)\n\tGoTo ContinueM\n  Fire2AL6.MiniCrit:\n    NDGR S 1 A_CustomPunch(random(3,5)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff4\",66,1)\n\tGoTo Fire2A\n  Fire2BL6.MiniCrit:\n\tNDGR T 1 A_CustomPunch(random(6,9)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff4\",69,1)\n\tGoTo Fire2B\n  Fire2CL6.MiniCrit:\n\tNDGR U 1 A_CustomPunch(random(11,22)*2,1,0/*CPF_NOTURN*/,\"DaggerPuff4\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n\n  Fire:\n    NDGR H 1 A_CustomPunch(random(10,15),1,0/*CPF_NOTURN*/,\"DaggerPuff\",68)\n\tGoTo ContinueM\n  Fire2A:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff\",66)\n\tGoTo Fire2A\n  Fire2B:\n\tNDGR T 1 A_CustomPunch(random(4,6),1,0/*CPF_NOTURN*/,\"DaggerPuff\",69)\n\tGoTo Fire2B\n  Fire2C:\n\tNDGR U 1 A_CustomPunch(random(8,13),1,0/*CPF_NOTURN*/,\"DaggerPuff\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL2:\n    NDGR H 1 A_CustomPunch(random(18,22),1,0/*CPF_NOTURN*/,\"DaggerPuff\",68)\n\tGoTo ContinueM\n  Fire2AL2:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff\",66)\n\tGoTo Fire2A\n  Fire2BL2:\n\tNDGR T 1 A_CustomPunch(random(6,9),1,0/*CPF_NOTURN*/,\"DaggerPuff\",69)\n\tGoTo Fire2B\n  Fire2CL2:\n\tNDGR U 1 A_CustomPunch(random(11,22),1,0/*CPF_NOTURN*/,\"DaggerPuff\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL3:\n    NDGR H 1 A_CustomPunch(random(18,22),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",68)\n\tGoTo ContinueM\n  Fire2AL3:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",66)\n\tGoTo Fire2A\n  Fire2BL3:\n\tNDGR T 1 A_CustomPunch(random(6,9),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",69)\n\tGoTo Fire2B\n  Fire2CL3:\n\tNDGR U 1 A_CustomPunch(random(11,22),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",73)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL4:\n    NDGR H 1 A_CustomPunch(random(18,22),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",68,1)\n\tGoTo ContinueM\n  Fire2AL4:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",66,1)\n\tGoTo Fire2A\n  Fire2BL4:\n\tNDGR T 1 A_CustomPunch(random(6,9),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",69,1)\n\tGoTo Fire2B\n  Fire2CL4:\n\tNDGR U 1 A_CustomPunch(random(11,22),1,0/*CPF_NOTURN*/,\"DaggerPuff2\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL5:\n    NDGR H 1 A_CustomPunch(random(18,22),1,0/*CPF_NOTURN*/,\"DaggerPuff3\",68,1)\n\tGoTo ContinueM\n  Fire2AL5:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff3\",66,1)\n\tGoTo Fire2A\n  Fire2BL5:\n\tNDGR T 1 A_CustomPunch(random(6,9),1,0/*CPF_NOTURN*/,\"DaggerPuff3\",69,1)\n\tGoTo Fire2B\n  Fire2CL5:\n\tNDGR U 1 A_CustomPunch(random(11,22),1,0/*CPF_NOTURN*/,\"DaggerPuff3\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n  FireL6:\n    NDGR H 1 A_CustomPunch(random(18,22),1,0/*CPF_NOTURN*/,\"DaggerPuff4\",68,1)\n\tGoTo ContinueM\n  Fire2AL6:\n    NDGR S 1 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff4\",66,1)\n\tGoTo Fire2A\n  Fire2BL6:\n\tNDGR T 1 A_CustomPunch(random(6,9),1,0/*CPF_NOTURN*/,\"DaggerPuff4\",69,1)\n\tGoTo Fire2B\n  Fire2CL6:\n\tNDGR U 1 A_CustomPunch(random(11,22),1,0/*CPF_NOTURN*/,\"DaggerPuff4\",73,1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tGoTo ContinueM2\n\n  Fire:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"CancelSpell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"CancelSpell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"CancelSpell4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"CancelSpell3\")\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n    NDGR AB 1 A_JumpIfInventory(\"DaggerHold\",1,\"Fire2\")\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tNDGR CDE 1\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\tNDGR F 1 A_PlaySound(\"BladeSwingSmall\",0,1.0,0)\n\tNDGR G 1\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel6\",1,\"FireL6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel5\",1,\"FireL5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel4\",1,\"FireL4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel3\",1,\"FireL3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel2\",1,\"FireL2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire.MiniCrit\")\n\tNDGR H 1 A_CustomPunch(random(10,15),1,0/*CPF_NOTURN*/,\"DaggerPuff\",68)\n\tGoTo ContinueM\n\tContinueM:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceDagger\")\n\tContinueNext:\n\tNDGR I 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tNDGR I 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\tNDGR IKLMNNNNNNN 1\n\t\"####\" \"#\" 0 A_GiveInventory(\"DaggerHold\",1)\n\t\"####\" \"#\" 0 a_clearrefire\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST\")\n\tGoTo HoldFire\n\tUseST:\n\t\"####\" \"#\" 0 A_TakeInventory(\"ST\",7)\n\tGoTo HoldFire\n\tResonanceDagger:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceDagger.Crit\")\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ResonanceSlice\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceDagger.Crit:\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ResonanceSliceCrit\",0,0,0,0)\n\tGoTo ContinueNext\n\tHoldFire:\n\t\"####\" \"#\" 0 Offset(0,85)\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\t\"####\" \"#\" 1 Offset(0,85) A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4\")\n\tNDGR A 0 Offset(0,85) A_TakeInventory(\"DaggerHold\",1)\n\tNDGR A 1 Offset(0,85)\n\tNDGR A 1 Offset(0,75)\n\tNDGR A 1 Offset(0,65)\n\tNDGR A 1 Offset(0,53)\n\tNDGR A 1 Offset(0,47)\n\tNDGR A 1 Offset(0,42)\n\tNDGR A 1 Offset(0,32)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tGoTo Ready\n\tFire2:\n\t\"####\" \"#\" 0 Offset(0,32)\n\t\"####\" \"#\" 0 Offset(0,32)\n\tNDGR O 1 Offset(0,32) A_TakeInventory(\"DaggerHold\",1)\n\t\"####\" \"#\" 0 A_Recoil(-0.85)\n\tNDGR P 1 A_PlaySound(\"BladeSwingSmall\",0,1.0,0)\n\tNDGR R 1 A_Recoil(-0.85)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel6\",1,\"Fire2AL6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel5\",1,\"Fire2AL5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel4\",1,\"Fire2AL4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel3\",1,\"Fire2AL3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel2\",1,\"Fire2AL2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire2a.MiniCrit\")\n\tNDGR S 0\n\tNDGR S 1\n\t\"####\" \"#\" 0 A_CustomPunch(random(3,5),1,0/*CPF_NOTURN*/,\"DaggerPuff\",66)\n\tFire2A:\n\t\"####\" \"#\" 0 A_Recoil(-0.85)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel6\",1,\"Fire2BL6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel5\",1,\"Fire2BL5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel4\",1,\"Fire2BL4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel3\",1,\"Fire2BL3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel2\",1,\"Fire2BL2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire2b.MiniCrit\")\n\tNDGR T 1\n\t\"####\" \"#\" 0 A_CustomPunch(random(4,6),1,0/*CPF_NOTURN*/,\"DaggerPuff\",69)\n\tFire2B:\n\t\"####\" \"#\" 0 A_Recoil(-0.85)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel6\",1,\"Fire2CL6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel5\",1,\"Fire2CL5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel4\",1,\"Fire2CL4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel3\",1,\"Fire2CL3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerLevel2\",1,\"Fire2CL2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire2c.MiniCrit\")\n\tNDGR U 1\n\t\"####\" \"#\" 0 A_CustomPunch(random(8,13),1,0/*CPF_NOTURN*/,\"DaggerPuff\",73)\n\tGoTo ContinueM2\n\tContinueM2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MeleeAnim1\",1)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST2\")\n\tNDGR V 0\n\tNDGR VWXYZ 1\n\tNDGR A 1\n    Goto Ready\n\tUseST2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"ST\",7)\n\tGoTo ContinueM2\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1R:\n\tNDGR AABBCDEF 1\n\t\"####\" \"#\" 2\n\tGoTo Spell1\n\tSpell2R:\n\tNDGR AABBCDEF 1\n\t\"####\" \"#\" 2\n\tGoTo Spell2\n\tSpell3R:\n\tNDGR AABBCDEF 1\n\t\"####\" \"#\" 2\n\tGoTo Spell3\n\tSpell4R:\n\tNDGR AABBCDEF 1\n\t\"####\" \"#\" 2\n\tGoTo Spell4\n\tSpell3:\n\tCONE A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",75,2)\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillCActivate\",1)\n\tGoTo AfterCast\n\tCONE ABCDE 3\n\tXONE AB 4 Bright\n\tXONE C 1 Bright ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",75)\n\t\"####\" \"#\" 0 A_Playsound(\"ClericCStaffFire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel2\",1,\"Spell3L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel3\",1,\"Spell3L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel4\",1,\"Spell3L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel5\",1,\"Spell3L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel6\",1,\"Spell3L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL1\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL1\",0,0)\n\tSpell3Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell3Green\")\n\tContinueNextSpell3G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell3NMSet\")\n\tContinueNextSpell3NMSet:\n\tXONE DEFGHI 1 Bright\n\tCONE OPQRDDCCBBAA 1\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",595)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29956,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillCActivate\",1)\n\tGoTo AfterCast\n\tSpell3Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell3G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra1\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra2\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell3G\n    Spell3L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL2\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL2\",0,0)\n\tGoTo Spell3Finish\n    Spell3L3:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL3\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL3\",0,0)\n\tGoTo Spell3Finish\n    Spell3L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL4\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL4\",0,0)\n\tGoTo Spell3Finish\n    Spell3L5:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL5\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL5\",0,0)\n\tGoTo Spell3Finish\n    Spell3L6:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL6\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL6\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL1:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL1Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL2:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL2Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL3:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL3Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL4:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL4Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL5:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL5Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL6:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL6Crit\",0,0)\n\tGoTo Spell3Finish\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",90,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6C\")\n\tCONE A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Do:\n\tCONE ABCDE 3\n\tCONE FG 4 Bright\n\tCONE H 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",40)\n\t\"####\" \"#\" 0 A_Playsound(\"ChillingDemiseShot\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel5\",1,\"Spell4L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6\")\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL1\",0,0)\n\tSpell4Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell4Green\")\n\tContinueNextSpell4G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell4NMSet\")\n\tContinueNextSpell4NMSet:\n\tCONE IJKLMN 1 Bright\n\tCONE OPQRDDCCBBAA 1\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29957,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell4G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ChillingDemiseExtra\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell4G\n\n    Spell4L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL2\",0,0)\n\tGoTo Spell4Finish\n    Spell4L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",15)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL3\",0,0)\n\tGoTo Spell4Finish\n    Spell4L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL4\",0,0)\n\tGoTo Spell4Finish\n    Spell4L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL5\",0,0)\n\tGoTo Spell4Finish\n    Spell4L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL6\",0,0)\n\tGoTo Spell4Finish\n\tCancelSpell1:\n\t\"####\" \"#\" 1\n\tGoTo Aftercast\n\tCancelSpell2:\n\tMLNG A 0 Offset(0,32) A_TakeInventory(\"NSkillBActivate\",1)\n\tMLNG D 1 Bright Offset(0,40)\n\tMLNG D 1 Bright Offset(0,60)\n\tMLNG D 1 Bright Offset(0,70)\n\tMLNG D 1 Bright Offset(0,80)\n\tMLNG D 1 Bright Offset(0,90)\n\tMLNG D 1 Bright Offset(0,115)\n\t\"####\" \"#\" 3 Offset(0,85)\n\tGoTo Aftercast\n\tCancelSpell3:\n\t\"####\" \"#\" 1\n\tGoTo Aftercast\n\tCancelSpell4:\n\t\"####\" \"#\" 1\n\tGoTo Ready\n\tSpell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",60,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",70,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",85,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",130,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1Do:\n\tNSTF ABCDEFF 2  Offset(0,32)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tNSTF F 4\n\t\"####\" \"#\" 0 A_GiveInventory(\"NAACD\",1750)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6\")\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\tSpell1Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell1Green\")\n\tContinueNextSpell1G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell1NMSet\")\n\tContinueNextSpell1NMSet:\n\tNSTF MNO 3 Bright\n\tNSTF PQRST 2\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillAActivate\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29954,0,0)\n\tGoTO Aftercast\n\tSpell1Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell1G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",12,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell1G\n\tSpell1L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",35)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",45)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",105)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",-20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"HorranimaSummonball\",-3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",35,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Do:\n\tMLNG D 1 Bright Offset(0,100)\n\tMLNG D 1 Bright Offset(0,85)\n\tMLNG D 1 Bright Offset(0,70)\n\tMLNG D 1 Bright Offset(0,60)\n\tMLNG D 1 Bright Offset(0,40)\n\tMLNG D 1 Bright Offset(0,32)\n\tMLNG ABCABCABCABC 2 Bright A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\tMLNG E 3 Bright\n\tMLNG F 3 Bright ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",30)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel2\",1,\"Spell2L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel4\",1,\"Spell2L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL1\",0,0)\n\tSpell2Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell2Green\")\n\tContinueNextSpell2G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell2NMSet\")\n\tContinueNextSpell2NMSet:\n\tMLNG HIJKL 2 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29955,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell2G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell2G\n\tSpell2L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L2Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL2\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",5)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L3Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL3\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L4Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL4\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L5Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL5\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L6Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL6\",0,0)\n\tGoTo Spell2Finish\n\tSpell2Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL1Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L2Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL2Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL3Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL4Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL5Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL6Crit\",0,0)\n\tGoTo Spell2Finish\n\tAftercast:\n\tNDGR A 1 Offset(0,85)\n\tNDGR A 1 Offset(0,75)\n\tNDGR A 1 Offset(0,65)\n\tNDGR A 1 Offset(0,53)\n\tNDGR A 1 Offset(0,47)\n\tNDGR A 1 Offset(0,42)\n\tNDGR A 1 Offset(0,32)\n\tGoTo Ready\n  }\n}\n\nACTOR NecroSickle : Weapon\n{\n  +WEAPON.NOALERT\n  Weapon.YAdjust 0\n  +NOAUTOFIRE\n  Weapon.Ammotype1 DarkManaAmmo\n  Weapon.AmmoUse1 5\n  Weapon.AmmoGive1 36\n  Weapon.Ammotype2 ST\n  Weapon.AmmoUse2 0\n  Weapon.AmmoGive2 0\n  +Weapon.AMMO_OPTIONAL\n  +Weapon.ALT_AMMO_OPTIONAL\n  +Weapon.MeleeWeapon\n  +Weapon.NoAutoaim\n  +Inventory.UNDROPPABLE\n  +BLOODSPLATTER\n  Obituary \"%o was tainted by %k's Blasphemic Dagger.\"\n  Tag \"Dark Sickle (Dark+Pierce, Slice)\"\n  States\n  {\n  Spawn:\n    NSKL Z -1\n\tStop\n  PickUp:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"NecroDagger\",1,1)\n\tFail\n\t\"####\" \"#\" 1\n\tStop\n  Select:\n    NSKL A 1 A_Raise\n    NSKL A 0 A_Raise\n    Loop\n  Deselect:\n    NSKL A 1 A_Lower\n    NSKL A 0 A_Lower\n    Loop\n  Ready:\n    NSKL A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    Loop\n\tFire.NoST:\n    NSKL ABDE 2\n\t\"####\" \"#\" 8\n\tNSKL FFGGIJLM 1\n\tGoTo Melee\n\tMelee.NoSTCrit:\n    NSKL N 1 A_CustomPunch((random(9,16)/random(2,3))*4.5,1,0/*CPF_NOTURN*/,\"SicklePuff\",76)\n\tGoTo ContinueM\n\tMelee.NoST:\n    NSKL N 1 A_CustomPunch(random(9,16)/random(2,3),1,0/*CPF_NOTURN*/,\"SicklePuff\",76,0)\n\tGoTo ContinueM\n\tContinueM.NoST:\n\t\"####\" \"#\" 18\n\tNSKL OOOPPQQRRSSTTTUVVA 1\n    \"####\" \"#\" 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo Ready\n  Fire:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MissileAnim1\",1,\"Fire.Next\")\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ST\",1,1)\n\tGoTo Fire.NoST\n    NSKL ABDE 1\n\tTNT1 A 4\n\tNSKL FGIJLM 1\n\tGoTo Melee\n\tMelee:\n\t\"####\" \"#\" 0 A_PlaySound(\"SickleSwing\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.Crit\")\n\t\"####\" \"#\" 0 A_JumpIfNoAmmo(3)\n\t\"####\" \"#\" 0 A_TakeInventory(\"DarkManaAmmo\",5)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SickleShot\",0,0,1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ST\",1,1)\n\tGoTo Melee.NoST\n    NSKL N 1 A_CustomPunch(random(9,16),1,0/*CPF_NOTURN*/,\"SicklePuff\",76,0)\n\t\"####\" \"#\" 0 A_Jump(25,\"UseST\")\n\tContinueM:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceSickle\")\n\tContinueNext:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ST\",1,1)\n\tGoTo ContinueM.NoST\n\tTNT1 A 6\n\tTNT1 AAAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOSECONDARY)\n\tNSKL OPPQQRSTTUVVA 1\n    \"####\" \"#\" 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo Ready\n\tResonanceSickle:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceSickle.Crit\")\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ResonanceDark\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceSickle.Crit:\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ResonanceDarkCrit\",0,0,0,0)\n\tGoTo ContinueNext\n\tFire.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfNoAmmo(2)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SickleShotCrit\",0,0,1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ST\",1,\"Melee.Crit\")\n\tGoTo Melee.NoST\n\tMelee.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n    NSKL N 1 A_CustomPunch(random(9,16)*4.5,1,0/*CPF_NOTURN*/,\"SicklePuff\",76,0)\n\t\"####\" \"#\" 0 A_Jump(55,\"UseST\")\n\tGoTo ContinueM\n\tUseST:\n\t\"####\" \"#\" 0 A_TakeInventory(\"ST\",12)\n\tGoTo ContinueM\n\tUseST2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"ST\",7)\n\tGoTo ContinueM2\n  Fire.Next:\n\t\"####\" \"#\" 0 A_PlaySound(\"SickleSwing\",0,1.0,0)\n\tNSKL OQ 1\n\tNSKL STV 1 A_CustomPunch(random(1,3),1,0/*CPF_NOTURN*/,\"DaggerPuff\",70,1)\n\t\"####\" \"#\" 0 A_Jump(12,\"UseST2\")\n\tContinueM2:\n\tNSKL A 2\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo Ready\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1R:\n\tNSKL AVUTSRQP 1\n\t\"####\" \"#\" 2\n\tGoTo Spell1\n\tSpell2R:\n\tNSKL AVUTSRQP 1\n\t\"####\" \"#\" 2\n\tGoTo Spell2\n\tSpell3R:\n\tNSKL AVUTSRQP 1\n\t\"####\" \"#\" 2\n\tGoTo Spell3\n\tSpell4R:\n\tNSKL AVUTSRQP 1\n\t\"####\" \"#\" 2\n\tGoTo Spell4\n\tSpell3:\n\tCONE A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",75,2)\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillCActivate\",1)\n\tGoTo AfterCast\n\tCONE ABCDE 3\n\tXONE AB 4 Bright\n\tXONE C 1 Bright ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",75)\n\t\"####\" \"#\" 0 A_Playsound(\"ClericCStaffFire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel2\",1,\"Spell3L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel3\",1,\"Spell3L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel4\",1,\"Spell3L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel5\",1,\"Spell3L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel6\",1,\"Spell3L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL1\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL1\",0,0)\n\tSpell3Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell3Green\")\n\tContinueNextSpell3G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell3NMSet\")\n\tContinueNextSpell3NMSet:\n\tXONE DEFGHI 1 Bright\n\tCONE OPQRDDCCBBAA 1\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",595)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29956,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillCActivate\",1)\n\tGoTo AfterCast\n\tSpell3Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell3G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra1\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra2\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell3G\n    Spell3L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL2\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL2\",0,0)\n\tGoTo Spell3Finish\n    Spell3L3:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL3\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL3\",0,0)\n\tGoTo Spell3Finish\n    Spell3L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL4\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL4\",0,0)\n\tGoTo Spell3Finish\n    Spell3L5:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL5\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL5\",0,0)\n\tGoTo Spell3Finish\n    Spell3L6:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL6\")\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL6\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL1:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL1Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL2:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL2Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL3:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL3Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL4:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL4Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL5:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL5Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL6:\n\tXONE C 2 Bright A_FireCustomMissile(\"ViperStrikeL6Crit\",0,0)\n\tGoTo Spell3Finish\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",90,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6C\")\n\tCONE A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Do:\n\tCONE ABCDE 3\n\tCONE FG 4 Bright\n\tCONE H 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",40)\n\t\"####\" \"#\" 0 A_Playsound(\"ClericCStaffFire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel5\",1,\"Spell4L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6\")\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL1\",0,0)\n\tSpell4Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell4Green\")\n\tContinueNextSpell4G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell4NMSet\")\n\tContinueNextSpell4NMSet:\n\tCONE IJKLMN 1 Bright\n\tCONE OPQRDDCCBBAA 1\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29957,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo AfterCast\n\tSpell4Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell4G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ChillingDemiseExtra\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell4G\n    Spell4L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL2\",0,0)\n\tGoTo Spell4Finish\n    Spell4L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",15)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL3\",0,0)\n\tGoTo Spell4Finish\n    Spell4L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL4\",0,0)\n\tGoTo Spell4Finish\n    Spell4L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL5\",0,0)\n\tGoTo Spell4Finish\n    Spell4L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\tCONE H 2 Bright A_FireCustomMissile(\"ChillingDemiseL6\",0,0)\n\tGoTo Spell4Finish\n\tCancelSpell1:\n\t\"####\" \"#\" 1\n\tGoTo Aftercast\n\tCancelSpell2:\n\tMLNG A 0 Offset(0,32) A_TakeInventory(\"NSkillBActivate\",1)\n\tMLNG D 1 Bright Offset(0,40)\n\tMLNG D 1 Bright Offset(0,60)\n\tMLNG D 1 Bright Offset(0,70)\n\tMLNG D 1 Bright Offset(0,80)\n\tMLNG D 1 Bright Offset(0,90)\n\tMLNG D 1 Bright Offset(0,115)\n\t\"####\" \"#\" 3 Offset(0,85)\n\tGoTo Aftercast\n\tCancelSpell3:\n\t\"####\" \"#\" 1\n\tGoTo Aftercast\n\tCancelSpell4:\n\t\"####\" \"#\" 1\n\tGoTo Ready\n\tSpell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",60,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",70,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",85,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",130,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast\n\tSpell1Do:\n\tNSTF ABCDEFF 2  Offset(0,32)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tNSTF F 4\n\t\"####\" \"#\" 0 A_GiveInventory(\"NAACD\",1750)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6\")\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\tSpell1Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell1Green\")\n\tContinueNextSpell1G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell1NMSet\")\n\tContinueNextSpell1NMSet:\n\tNSTF MNO 3 Bright\n\tNSTF PQRST 2\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillAActivate\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29954,0,0)\n\tGoTO Aftercast\n\tSpell1Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell1G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",12,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell1G\n\tSpell1L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",35)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",45)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",105)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",-20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"HorranimaSummonball\",-3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",35,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Do:\n\tMLNG D 1 Bright Offset(0,100)\n\tMLNG D 1 Bright Offset(0,85)\n\tMLNG D 1 Bright Offset(0,70)\n\tMLNG D 1 Bright Offset(0,60)\n\tMLNG D 1 Bright Offset(0,40)\n\tMLNG D 1 Bright Offset(0,32)\n\tMLNG ABCABCABCABC 2 Bright A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\tMLNG E 3 Bright\n\tMLNG F 3 Bright ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",30)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel2\",1,\"Spell2L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel4\",1,\"Spell2L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL1\",0,0)\n\tSpell2Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell2Green\")\n\tContinueNextSpell2G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell2NMSet\")\n\tContinueNextSpell2NMSet:\n\tMLNG HIJKL 2 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29955,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo AfterCast\n\tSpell2Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell2G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell2G\n\tSpell2L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L2Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL2\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",5)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L3Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL3\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L4Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL4\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L5Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL5\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L6Crit\")\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL6\",0,0)\n\tGoTo Spell2Finish\n\tSpell2Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL1Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L2Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL2Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL3Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL4Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL5Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6Crit:\n\tMLNG G 4 Bright A_FireCustomMissile(\"ShadowCobraL6Crit\",0,0)\n\tGoTo Spell2Finish\n\tAftercast:\n\tNSKL OPQRSTUVA 1\n\tGoTo Ready\n  }\n}\n\nACTOR NecroGauntlet : Weapon\n{\n  +WEAPON.NOALERT\n  Weapon.YAdjust 0\n  +NOAUTOFIRE\n  Weapon.Ammotype DarkManaAmmo\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 42\n  +Weapon.AMMO_OPTIONAL\n  +Weapon.ALT_AMMO_OPTIONAL\n  +Weapon.MeleeWeapon\n  +Weapon.NoAutoaim\n  +Inventory.UNDROPPABLE\n  +BLOODSPLATTER\n  Obituary \"%o was tainted by %k's Blasphemic Dagger.\"\n  Tag \"Unkiller Gauntlets(Dark)\"\n  States\n  {\n  Spawn:\n    NGAN Z -1\n\tStop\n  PickUp:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"NecroDagger\",1,1)\n\tFail\n\t\"####\" \"#\" 1\n\tStop\n  Select:\n    NGAN D 1 A_Raise\n    NGAN A 0 A_Raise\n    Loop\n  Deselect:\n    NGAN D 1 A_Lower\n    NGAN A 0 A_Lower\n    Loop\n  Ready:\n    NGAN D 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    NGAN D 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    NGAN E 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    NGAN E 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    NGAN F 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    NGAN F 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillAActivate\",1,\"Spell1R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBActivate\",1,\"Spell2R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCActivate\",1,\"Spell3R\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDActivate\",1,\"Spell4R\")\n    Loop\n\n  Fire:\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n    NGAN FGH 3\n\tHold:\n\t\"####\" \"#\" 0 A_JumpIfNoAmmo(\"Finish\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"DarkManaAmmo\",1)\n\t\"####\" \"#\" 0 A_AlertMonsters(700)\n\tNGAN I 1 A_RailAttack(random(1,3),8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(-10,4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\tNGAN J 1 A_RailAttack(random(1,3),-8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(10,-4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\n\t\"####\" \"#\" 0 A_JumpIfNoAmmo(\"Finish\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"DarkManaAmmo\",1)\n\t\"####\" \"#\" 0 A_AlertMonsters(700)\n\tNGAN K 1 A_RailAttack(random(1,3),8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(-10,4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\tNGAN L 1 A_RailAttack(random(1,3),-8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(10,-4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\n\t\"####\" \"#\" 0 A_JumpIfNoAmmo(\"Finish\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"DarkManaAmmo\",1)\n\t\"####\" \"#\" 0 A_AlertMonsters(700)\n\tNGAN M 1 A_RailAttack(random(1,3),8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(-10,4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\tNGAN N 1 A_RailAttack(random(1,3),-8,0,0,0,RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE,9999,\"GauntletPuff\",random(10,-4),random(-10,10),190,0,4.0,0,\"GauntletTrace\")\n\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceGaunt\")\n\tContinueNext:\n\t\"####\" \"#\" 0 A_Refire\n\n\tFinish:\n\tNGAN HGF 3\n    \"####\" \"#\" 0 A_TakeInventory(\"MissileAnim2\",1)\n\tGoTo Ready\n\tResonanceGaunt:\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ResonanceDark\",0,0,0,0)\n\tGoTo ContinueNext\n\tSpell1NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell1NMSet\n\tSpell2NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell2NMSet\n\tSpell3NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell3NMSet\n\tSpell4NMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextSpell4NMSet\n\tSpell1R:\n\tNGAN D 1 Bright Offset(0,40)\n\tNGAN D 1 Bright Offset(0,60)\n\tNGAN E 1 Bright Offset(0,70)\n\tNGAN E 1 Bright Offset(0,80)\n\tNGAN F 1 Bright Offset(0,90)\n\tNGAN F 1 Bright Offset(0,115)\n\t\"####\" \"#\" 3 Offset(0,85)\n\tGoTo Spell1\n\tSpell2R:\n\tNGAN GH 3 Bright\n\tGoTo Spell2\n\tSpell3R:\n\tNGAP GH 3 Bright\n\tGoTo Spell3\n\tSpell4R:\n\tNGAF GH 3 Bright\n\tGoTo Spell4\n\tSpell3:\n\tNGAP A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",75,2)\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillCActivate\",1)\n\tGoTo Spell3FinishF\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tNGAP IJKLM 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",75)\n\t\"####\" \"#\" 0 A_Playsound(\"ClericCStaffFire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel2\",1,\"Spell3L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel3\",1,\"Spell3L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel4\",1,\"Spell3L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel5\",1,\"Spell3L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillCLevel6\",1,\"Spell3L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL1\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL1\",0,0)\n\tSpell3Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell3Green\")\n\tContinueNextSpell3G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell3NMSet\")\n\tContinueNextSpell3NMSet:\n\tNGAP IJKLMN 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NACCD\",595)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29956,0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillCActivate\",1)\n\tSpell3FinishF:\n\tNGAP HG 3 Bright\n\tGoTo AfterCast\n\tSpell3Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell3G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra1\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ViperStrikeExtra2\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell3G\n    Spell3L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL2\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL2\",0,0)\n\tGoTo Spell3Finish\n    Spell3L3:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL3\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL3\",0,0)\n\tGoTo Spell3Finish\n    Spell3L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL4\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL4\",0,0)\n\tGoTo Spell3Finish\n    Spell3L5:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL5\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL5\",0,0)\n\tGoTo Spell3Finish\n    Spell3L6:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell3CritL6\")\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL6\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL1:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL1Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL2:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL2Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL3:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL3Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL4:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL4Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL5:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL5Crit\",0,0)\n\tGoTo Spell3Finish\n    Spell3CritL6:\n\tNGAP N 1 Bright A_FireCustomMissile(\"ViperStrikeL6Crit\",0,0)\n\tGoTo Spell3Finish\n\tSpell4L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo Spell4FinishF\n\tSpell4L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo Spell4FinishF\n\tSpell4L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",65,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo Spell4FinishF\n\tSpell4L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",90,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo Spell4FinishF\n\tSpell4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6C\")\n\tCONE A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell4Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillDActivate\",1)\n\tGoTo Spell4FinishF\n\tSpell4Do:\n\tNGAF IJKLM 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",40)\n\t\"####\" \"#\" 0 A_Playsound(\"ChillingDemiseShot\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel2\",1,\"Spell4L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel3\",1,\"Spell4L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel4\",1,\"Spell4L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel5\",1,\"Spell4L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillDLevel6\",1,\"Spell4L6\")\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL1\",0,0)\n\tSpell4Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell4Green\")\n\tContinueNextSpell4G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell3NMSet\")\n\tContinueNextSpell4NMSet:\n\tNGAF IJKLMN 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NADCD\",1400)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29957,0,0)\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillDActivate\",1)\n\tSpell4FinishF:\n\tNGAF HG 3 Bright\n\tGoTo AfterCast\n\tSpell4Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell4G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ChillingDemiseExtra\",0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell4G\n    Spell4L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL2\",0,0)\n\tGoTo Spell4Finish\n    Spell4L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",15)\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL3\",0,0)\n\tGoTo Spell4Finish\n    Spell4L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL4\",0,0)\n\tGoTo Spell4Finish\n    Spell4L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL5\",0,0)\n\tGoTo Spell4Finish\n    Spell4L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\tNGAF N 1 Bright A_FireCustomMissile(\"ChillingDemiseL6\",0,0)\n\tGoTo Spell4Finish\n\tCancelSpell1:\n\tNGAN G 3 Bright\n\tGoTo Aftercast2\n\tCance2Spell1:\n\tNGAN G 3 Bright\n\tGoTo Aftercast\n\tCancelSpell3:\n\tNGAP G 3 Bright\n\tGoTo Aftercast\n\tNGAF G 3 Bright\n\tGoTo Ready\n\tSpell1L2C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",50,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",60,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1L4C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",70,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",85,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",130,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",25,\"Spell1Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillAActivate\",1)\n\tGoTo AfterCast2\n\tSpell1Do:\n\tNSTF ABCDEFF 2  Offset(0,32)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyA\",1)\n\tNSTF F 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyA\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyB\",1)\n\tNSTF G 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyB\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyC\",1)\n\tNSTF H 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyC\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyD\",1)\n\tNSTF I 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyD\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyE\",1)\n\tNSTF J 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyE\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyF\",1)\n\tNSTF K 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyF\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Spell1DummyG\",1)\n\tNSTF L 2 A_WeaponReady(WRF_NOSWITCH|WRF_NOBOB)\n\t\"####\" \"#\" 0 A_TakeInventory(\"Spell1DummyG\",1)\n\tNSTF F 4\n\t\"####\" \"#\" 0 A_GiveInventory(\"NAACD\",1750)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel2\",1,\"Spell1L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel3\",1,\"Spell1L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel4\",1,\"Spell1L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel5\",1,\"Spell1L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillALevel6\",1,\"Spell1L6\")\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\tSpell1Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell1Green\")\n\tContinueNextSpell1G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell1NMSet\")\n\tContinueNextSpell1NMSet:\n\tNSTF MNO 3 Bright\n\tNSTF PQRST 2\n\t\"####\" \"#\" 10 A_TakeInventory(\"NSkillAActivate\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29954,0,0)\n\tGoTO Aftercast2\n\tSpell1Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell1G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",12,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell1G\n\tSpell1L2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",35)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"ZombieSummonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L4:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",45)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",50)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball\",0,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie2Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell1L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",105)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-28,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonArcherSummonball\",-8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",-20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",-34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"HorranimaSummonball\",-3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",3,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",34,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"NecroliteSummonball2\",20,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",8,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"SkeletonAxeSummonball\",12,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",15,0)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"Zombie3Summonball\",28,0)\n\tGoTo Spell1Finish\n\tSpell2L3C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",35,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo Spell2Finish\n\tSpell2L5C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",40,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo Spell2FinishF\n\tSpell2L6C:\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",55,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo Spell2FinishF\n\tSpell2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5C\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6C\")\n\tMLNG A 0 Offset(0,35) A_JumpIfInventory(\"BlueMana\",30,\"Spell2Do\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tGoTo Spell2FinishF\n\tSpell2Do:\n\tNGAN a 0 Bright ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tNGAN IJKLM 1 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",30)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel2\",1,\"Spell2L2\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel3\",1,\"Spell2L3\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel4\",1,\"Spell2L4\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel5\",1,\"Spell2L5\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NSkillBLevel6\",1,\"Spell2L6\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL1\",0,0)\n\tSpell2Finish:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenManaOn\",1,\"Spell2Green\")\n\tContinueNextSpell2G:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"NecromasterSet\",1,\"Spell2NMSet\")\n\tContinueNextSpell2NMSet:\n\tNGAN IJKLMN 2 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"NABCD\",385)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29955,0,0)\n\t\"####\" \"#\" 0 A_TakeInventory(\"NSkillBActivate\",1)\n\tSpell2FinishF:\n\tNGAN HG 3 Bright\n\tGoTo AfterCast\n\tSpell2Green:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"GreenMana\",1,1)\n\tGoTo ContinueNextSpell2G\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",-12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_FireCustomMissile(\"PlagueCobra\",12,0,0,0,0,-12)\n\t\"####\" \"#\" 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextSpell2G\n\tSpell2L2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L2Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL2\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",5)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L3Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL3\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L4Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL4\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",10)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L5Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL5\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6:\n\t\"####\" \"#\" 0 A_TakeInventory(\"BlueMana\",25)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Spell2L6Crit\")\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL6\",0,0)\n\tGoTo Spell2Finish\n\tSpell2Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL1Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L2Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL2Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L3Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL3Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L4Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL4Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L5Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL5Crit\",0,0)\n\tGoTo Spell2Finish\n\tSpell2L6Crit:\n\tNGAN N 1 Bright A_FireCustomMissile(\"ShadowCobraL6Crit\",0,0)\n\tGoTo Spell2Finish\n\tAftercast:\n\t\"####\" \"#\" 0 Offset(0,92)\n\tNGAN D 1 Bright Offset(0,32)\n\tGoTo Ready\n\tAftercast2:\n\t\"####\" \"#\" 0 Offset(0,92)\n\tNGAN D 1 Bright Offset(0,92)\n\tNGAN D 1 Bright Offset(0,82)\n\tNGAN E 1 Bright Offset(0,72)\n\tNGAN E 1 Bright Offset(0,62)\n\tNGAN F 1 Bright Offset(0,52)\n\tNGAN F 1 Bright Offset(0,42)\n\tNGAN D 1 Bright Offset(0,32)\n\tGoTo Ready\n  }\n}\n\nActor SickleShot\n{\n Projectile\n Renderstyle Subtract\n Scale 1.2\n Damage (random(14,18))\n Speed 22\n Height 8\n Radius 5\n Damagetype Dark\n  Species \"BlockadePlayers\"\n  +Thruspecies\n +BloodlessImpact\n +SeekerMissile\n +ScreenSeeker\n SeeSound \"SickleShot\"\n DeathSound \"SickleHitX\"\n  States\n   {\n    Spawn:\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailA\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t \"####\" \"#\" 0 A_PlaySound(\"SickleShot\",5,1.0,1)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailB\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailC\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailD\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t Loop\n\tXDeath:\n\t TN1T A 0 A_STOP\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailA\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailB\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailC\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailD\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailA\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailB\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailC\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailD\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,18,0,0,18)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t GoTo Death\n\t Death:\n\t \"####\" \"#\" 0 A_StopSound(5)\n\t \"####\" \"#\" 0 A_SetScale(0.4,0.4)\n\t SKFX EFGH 3 Bright\n\t Stop\n   }\n}\n\nActor SickleShotCrit : SickleShot\n{ Damage (random(14,18)*4.5)\n\n  States\n   {\n    Spawn:\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailAc\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t \"####\" \"#\" 0 A_PlaySound(\"SickleShot\",5,1.0,1)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailBc\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailCc\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailDc\")\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,SMF_PRECISE|SMF_LOOK,64,1.5)\n\t Loop\n\tXDeath:\n\t TN1T A 0 A_STOP\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailAc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailBc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailCc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailDc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX AAA 1 Bright A_SpawnItem(\"SickleTrailAc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t SKFX BBB 1 Bright A_SpawnItem(\"SickleTrailBc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX CCC 1 Bright A_SpawnItem(\"SickleTrailCc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t SKFX DDD 1 Bright A_SpawnItem(\"SickleTrailDc\")\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,8,0,28,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 A_Explode(1,36,0,0,36)\n\t \"####\" \"#\" 0 A_SeekerMissile(6,14,0,64,1.5)\n\t GoTo Death\n   }\n}\n\nActor ZombieSummonball\n{\n  Radius 18\n  Height 3\n  Speed 19\n  Damage 0\n  BounceCount 50\n  BounceFactor 1.5\n  WallBounceFactor 0.7\n  +BounceOnCeilings\n  +BounceOnWalls\n  +SkyExplode\n  +DONTREFLECT\n  PROJECTILE\n  RENDERSTYLE Subtract\n  ALPHA 1.0\n  States\n  {\n  Spawn:\n   \"####\" \"#\" 0\n   USRD ABC 1 Bright A_SpawnItemEx(\"UndeadSummonTrail\",0,0,0)\n   \"####\" \"#\" 0 a_gravity\n   Loop\n  Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Zombie,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor Zombie2Summonball : ZombieSummonball\n{\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Zombie2,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor Zombie3Summonball : ZombieSummonball\n{\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Zombie3,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor Zombie3PSummonball : ZombieSummonball\n{\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Zombie3Plague,0,0,-300,0,0,0,0,SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor SkeletonAxeSummonball : ZombieSummonball\n{\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(SkeletonAxe,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor SkeletonArcherSummonball : ZombieSummonball\n{\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(SkeletonArcher,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor NecroliteSummonball : ZombieSummonball\n{\n Radius 22\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Necrolite,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor NecroliteSummonball2 : ZombieSummonball\n{\n Radius 22\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Necrolite2,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor HorranimaSummonball : ZombieSummonball\n{\n Radius 30\n States\n {\n Death:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_SpawnItemEx(Horranima,0,0,-300,0,0,0,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)\n   USEX ABCDE 2 Bright\n   Stop\n  }\n}\n\nActor Zombie : Doomimp\n{\n  Health 75\n  BloodColor GREEN\n  Radius 18\n  Height 50\n  Speed 3\n  PainChance 55\n  Painchance Blunt, 115\n  Painchance Fire, 115\n  Damagefactor Blunt, 1.45\n  Damagefactor Pierce, 0.6\n  Damagefactor Slice, 0.6\n  Damagefactor Fire, 1.85\n  Damagefactor Ice, 0.5\n  Damagefactor NewPoison, 0\n  Damagefactor HRDPoison, 0\n  Damagefactor HRDBleed, 0\n  +FloorHugger\n  +Pushable\n  Species \"Necromastery\"\n  +ThruSpecies\n\n  SeeSound \"zombie/sight\"\n  PainSound \"zombie/pain\"\n  DeathSound \"zombie/death\"\n  ActiveSound \"zombie/idle\"\n  HitObituary \"%o was eaten by %k's Zombies.\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(55,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(55,\"Pain\")\n\tGoTo DecideNext\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    BSZM A 10 A_LookEx(0,0,500,700,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"zombie/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo Chase+3\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(125,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n\t\"####\" A 3\n\tChase:\n\t\"####\" \"#\" 0 a_giveinventory(\"MSTAMINA\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    BSZM A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tBSZM AAAA 1 A_Chase(\"\",\"\")\n\tBSZM B 1 A_Chase(\"Melee\",\"\")\n\tBSZM BBBB 1 A_Chase(\"\",\"\")\n\tBSZM C 1 A_Chase(\"Melee\",\"\")\n\tBSZM CCCC 1 A_Chase(\"\",\"\")\n\tBSZM D 1 A_Chase(\"Melee\",\"\")\n\tBSZM DDDD 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Jump(158,\"Nevermind\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n    Loop\n  Idle:\n    BSZM A 3 A_Wander\n\tBSZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tBSZM A 1 A_Wander\n\tBSZM B 3 A_Wander\n\tBSZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tBSZM B 1 A_Wander\n\tBSZM C 3 A_Wander\n\tBSZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tBSZM C 1 A_Wander\n\tBSZM D 3 A_Wander\n\tBSZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tBSZM D 1 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tLoop\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n    Goto DecideNext2\n\tMelee.A:\n    BSZM E 6 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    Goto DecideNext2\n\tMelee.B:\n    BSMM A 5 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n    Goto DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    BSMM B 4 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(4,7),\"ZombiePuff\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n   \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n\tMelee.D:\n\tBSMM A 4\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n    Goto DecideNext2\n\tMelee.E:\n\tBSZM E 4\n    Goto Clear.All\n\tMelee.Critical:\n\tBSMM B 5 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(4,7)*4.5,\"ZombiePuff\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n\tMelee.Cancel:\n\tBSZM F 4\n\tGoTo Clear.All\n  Pain:\n    BSZM F 6 A_Pain\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    Goto See\n  Death:\n    BSZM F 2\n    BSZM F 3 A_Scream\n    BSZM GHIJ 4\n    BSZM K 4 A_NoBlocking\n    BSZM L -1\n    Stop\n  XDeath:\n    BSZM M 2\n    BSZM M 3 A_XScream\n    BSZM NOPQ 4\n    BSZM R 5 A_NoBlocking\n    BSZM S -1\n    Stop\n  Raise:\n    BsZM K 6\n    BsZM JIHGF 4\n    Goto See\n  }\n}\n\nActor Zombie2 : Zombie\n{\n States\n  {\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n    Goto DecideNext2\n\tMelee.A:\n    BSZM E 6 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    Goto DecideNext2\n\tMelee.B:\n    BSMM A 5 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n    Goto DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    BSMM B 4 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(8,12),\"ZombiePuff\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n   \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n\tMelee.D:\n\tBSMM A 4\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n    Goto DecideNext2\n\tMelee.E:\n\tBSZM E 4\n    Goto Clear.All\n\tMelee.Critical:\n\tBSMM B 5 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(8,12)*4.5,\"ZombiePuff2\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n  }\n}\n\nActor Zombie3 : Zombie\n{\n Bloodcolor Purple\n States\n  {\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    B2ZM A 10 A_LookEx(0,0,500,700,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"zombie/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo Chase+3\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(125,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n\t\"####\" A 3\n\tChase:\n\t\"####\" \"#\" 0 a_giveinventory(\"MSTAMINA\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    B2ZM A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tB2ZM AAAA 1 A_Chase(\"\",\"\")\n\tB2ZM B 1 A_Chase(\"Melee\",\"\")\n\tB2ZM BBBB 1 A_Chase(\"\",\"\")\n\tB2ZM C 1 A_Chase(\"Melee\",\"\")\n\tB2ZM CCCC 1 A_Chase(\"\",\"\")\n\tB2ZM D 1 A_Chase(\"Melee\",\"\")\n\tB2ZM DDDD 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\t\"####\" \"#\" 0 A_Jump(158,\"Nevermind\")\n    Loop\n  Idle:\n    B2ZM A 3 A_Wander\n\tB2ZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tB2ZM A 1 A_Wander\n\tB2ZM B 3 A_Wander\n\tB2ZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tB2ZM B 1 A_Wander\n\tB2ZM C 3 A_Wander\n\tB2ZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tB2ZM C 1 A_Wander\n\tB2ZM D 3 A_Wander\n\tB2ZM A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tB2ZM D 1 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tLoop\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n    Goto DecideNext2\n\tMelee.A:\n    B2ZM E 5 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    Goto DecideNext2\n\tMelee.B:\n    B2MM A 4 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n    Goto DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    B2MM B 3 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(8,12),\"ZombiePuffPlague\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n   \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n\tMelee.D:\n\tB2MM A 3\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n    Goto DecideNext2\n\tMelee.E:\n\tB2ZM E 4\n    Goto Clear.All\n\tMelee.Critical:\n\tB2MM B 4 A_CustomBulletAttack(random(-12,6),random(3,-3),1,random(8,12)*4.5,\"ZombiePuffPlague2\",44,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n    Goto DecideNext2\n\tMelee.Cancel:\n\tB2ZM F 4\n\tGoTo Clear.All\n  Pain:\n    B2ZM F 6 A_Pain\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    Goto See\n  Death:\n    B2ZM F 2\n    B2ZM F 3 A_Scream\n    B2ZM GHIJ 4\n    B2ZM K 4 A_NoBlocking\n    B2ZM L -1\n    Stop\n  XDeath:\n    B2ZM M 2\n    B2ZM M 3 A_XScream\n    B2ZM NOPQ 4\n    B2ZM R 5 A_NoBlocking\n    B2ZM S -1\n    Stop\n  Raise:\n    B2ZM K 6\n    B2ZM JIHGF 4\n    Goto See\n  }\n}\n\nActor Zombie3Plague : Zombie3\n{+Friendly\n-IsMonster\nstates\n{\nSpawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_RearrangePointers(AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(IsMonster,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(Friendly,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    B2ZM A 10 A_LookEx(0,0,500,700,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n}\n}\n\nActor SkeletonArcher : Zombie\n{\n Scale 0.3\n Health 135\n  Speed 4\n  MeleeRange 250\n  PainChance 25\n  +FloorHugger\n  +AvoidMelee\n\n  +MissileMore\n  +MissileEvenMore\n  +NoBlood\n  Painchance Fire, 25\n  Damagefactor Blunt, 2\n  Damagefactor Pierce, 0.3\n  Damagefactor Slice, 0.3\n  Damagefactor Fire, 0.85\n  Damagefactor HRDPoison, 0\n  Damagefactor HRDBleed, 0\n  SeeSound \"skeleton/sight\"\n  PainSound \"skeleton/pain\"\n  DeathSound \"skeleton/death\"\n  ActiveSound \"skeleton/idle\"\n  Obituary \"%o was pierced by %k's Skeleton Archers.\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,1,0,0)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,1,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(25,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(25,\"Pain\")\n\tGoTo DecideNext\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    SKAR A 10 A_LookEx(0,0,750,500,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"skeleton/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo Chase+3\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(125,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n     \"####\" A 4\n    Chase:\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    SKAR B 1 A_Chase(\"\",\"Missile\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tSKAR BBB 1 A_Chase(\"\",\"\")\n\tSKAR C 1 A_Chase(\"\",\"Missile\")\n\tSKAR CCC 1 A_Chase(\"\",\"\")\n\tSKAR D 1 A_Chase(\"\",\"Missile\")\n\tSKAR DDD 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tSKAR E 1 A_Chase(\"\",\"Missile\")\n\tSKAR FFF 1 A_Chase(\"\",\"\")\n\tSKAR G 1 A_Chase(\"\",\"Missile\")\n\tSKAR GGG 1 A_Chase(\"\",\"\")\n\tSKAR H 1 A_Chase(\"\",\"Missile\")\n\tSKAR HHH 1 A_Chase(\"\",\"\")\n\tSKAR I 1 A_Chase(\"\",\"Missile\")\n\tSKAR III 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Jump(158,\"Nevermind\")\n    Loop\n  Idle:\n    SKAR B 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR B 1 A_Wander\n\tSKAR C 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR C 1 A_Wander\n\tSKAR D 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR D 1 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tSKAR E 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR E 1 A_Wander\n\tSKAR F 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR F 1 A_Wander\n\tSKAR G 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR G 1 A_Wander\n\tSKAR H 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR H 1 A_Wander\n\tSKAR I 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tSKAR I 1 A_Wander\n\tLoop\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    SKAR J 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    SKAR K 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tMissile.C:\n\tSKAR L 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 A_PlaySound(\"weapons/bowdraw\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n\tSKAR M 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tSKAR N 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim6\",1)\n\tGoTo DecideNext2\n\tMissile.F:\n\tSKAR O 4 A_FaceTarget(60,60)\n\t\"####\" \"#\" 0 A_Jump(3,3)\n\t//\"####\" \"#\" 0 A_CheckLOF(\"SkipFriend\",CLOFF_JUMPFRIEND,800,0,0,0,37)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_IGNOREGHOST,800,0,0,0,37)\n\tLoop\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim7\",1)\n\tGoTo DecideNext2\n\tMissile.G:\n\t\"####\" \"#\" 0 A_PlaySound(\"weapons/bowfire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n    SKAR P 8 A_CustomMissile(\"SkeletonArrow\",37,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim8\",1)\n\tGoTo DecideNext2\n\tMissile.H:\n\tSKAR Q 4\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim9\",1)\n\tGoTo DecideNext2\n\tMissile.I:\n\tSKAR A 4\n    Goto Clear.All\n\tSkipFriend:\n\t\"####\" \"#\" 0\n    GoTo Missile.F\n\tMissile.Critical:\n\tSKAR P 8 A_CustomMissile(\"SkeletonArrowCrit\",35,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim8\",1)\n\tGoTo DecideNext2\n  Pain:\n    SKAR R 2 A_Pain\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n\tSKAR STUVW 2\n    Goto See\n  Death:\n    SKAR X 2\n    SKAR X 3 A_Scream\n    SKAR YZ 4\n    SKAD A 4 A_NoBlocking\n    SKAD B -1\n    Stop\n  Raise:\n    SKAD A 6\n    SKAR ZYX 4\n    Goto See\n  }\n}\n\nActor SkeletonAxe : SkeletonArcher\n{\n Obituary \"%o was chopped by %k's Skeleton Warriors.\"\n HitObituary \"%o was chopped by %k's Skeleton Warriors.\"\n Speed 4.7\n -AvoidMelee\n Scale 0.5\n MeleeRange 72\n States\n  {\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    DFSK A 10 A_LookEx(0,0,750,500,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"skeleton/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo Chase+3\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(125,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n     \"####\" A 4\n    Chase:\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    DFSK A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tDFSK AAA 1 A_Chase(\"\",\"\")\n\tDFSK B 1 A_Chase(\"Melee\",\"\")\n\tDFSK BBB 1 A_Chase(\"\",\"\")\n\tDFSK C 1 A_Chase(\"Melee\",\"\")\n\tDFSK CCC 1 A_Chase(\"\",\"\")\n\tDFSK D 1 A_Chase(\"Melee\",\"\")\n\tDFSK DDD 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\t\"####\" \"#\" 0 A_Jump(158,\"Nevermind\")\n    Loop\n  Idle:\n\tDFSK A 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tDFSK A 1 A_Wander\n    DFSK B 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tDFSK B 1 A_Wander\n\tDFSK C 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tDFSK C 1 A_Wander\n\tDFSK D 3 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,750,500,185,\"See\")\n\tDFSK D 1 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tLoop\n  BlockCheck:\n    \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim1\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim2\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim3\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim4\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim5\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim6\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim7\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim8\",1,\"Block\")\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"MeleeAnim9\",1,\"Block\")\n\tGoTo Melee.A\n  Block:\n    \"####\" \"#\" 0\n\tDFSK L 1 A_CustomMissile(\"SkeletonProtectSpawn\",36,0,0)\n\t\"####\" \"#\" 0 A_JumpIfCloser(285,2)\n\t\"####\" \"#\" 0 A_Jump(9,\"Clear.Block\")\n\t\"####\" \"#\" 0 A_FaceTarget\n\t\"####\" \"#\" 0 A_GiveInventory(\"BlockAnim1\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Tic\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Tic\",525,\"Clear.Block\")\n\t\"####\" \"#\" 0 A_JumpIfTargetInLOS(2,100,JLOSF_TARGETLOS,80,0)\n\t\"####\" \"#\" 0 A_JumpIfTargetInLOS(\"Block\",360,JLOSF_DEADNOJUMP,750,0)\n\tGoTo Clear.All\n\t\"####\" \"#\" 0 A_GiveToTarget(\"SkeletonProtection\",1)\n\tLoop\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 A_Jump(85,\"BlockCheck\")\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    DFSK E 3 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_PlaySound(\"weapons/axeraise\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    DFSK F 3 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\tDFSK G 3 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n\t\"####\" \"#\" 0 A_PlaySound(\"weapons/axefall\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tDFSK H 2 A_FaceTarget\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.E:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    DFSK I 5 A_CustomBulletAttack(random(2,11),random(1,-7),1,random(8,11),\"SkeletonPuff\",72,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim6\",1)\n\tGoTo DecideNext2\n\tMelee.F:\n\tDFSK J 4\n    Goto Clear.All\n\tMelee.Critical:\n    DFSK I 6 A_CustomBulletAttack(random(2,11),random(1,-7),1,random(8,11)*4.5,\"SkeletonPuff\",72,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim6\",1)\n\tGoTo DecideNext2\n  Pain:\n    DFSK K 2\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n\tDFSK K 2 A_Pain\n    Goto See\n  Death:\n    DFSK K 4\n    DFSK K 3 A_Scream\n    DFSK K 3 A_playsound(\"DagfallExplode\",chan_auto)\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonshield\", 0, -2, 15, 0, random (-7,-11), 0)\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonaxe\", 0, 2, 8, 0, random (7,11), 0)\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonfoot\", 0, -2, 6, 0, 2, 2)\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonfoot\", 0, 2, 6, 0, -2, 2)\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonlegseg2\", 0, -6, 4, random (-4,4), random (-7,7), random (3, 6))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonlegseg2\", 0, 6, 4, random (-4,4), random (-7,7), random (3,6))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonlegseg1\", 0, -6, 7, random (-4,4), random (-8,8), random (4, 8))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonlegseg1\", 0, 6, 7, random (-4,4), random (-8,8), random (4,8))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonpelvis\", 0, 0, 8, random (-5,5), random (-9,9), random (5,8))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletontorso\", 0, 0, 8, random (-5,5), random (-9,9), random (5,9))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonarmseg1\", 0, 10, 9, random (-4,4), random (-8,8), random (6,9))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonarmseg1\", 0, -10, 9, random (-4,4), random (-8,8), random (6,9))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonarmseg2\", 0, 14, 9, random (-3,3), random (-6,6), random (6,9))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonarmseg2\", 0, -14, 9, random (-3,3), random (-6,6), random (6,9))\n\tDFSK O 0 A_SpawnItemEx(\"dagfallskeletonhand\", 0, 14, 8, random (-3,3), random (-6,6), random (6,8))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonhand\", 0, -14, 8, random (-3,3), random (-6,6), random (6,8))\n    DFSK O 0 A_SpawnItemEx(\"dagfallskeletonskull\", 0, 0, 11, random (-3,3), random (-5,5), random (8,11))\n    \"####\" \"#\" 1\n    Stop\n  }\n}\n\nActor dagfallskeletonskullsmash\n{\n  Health 3\n  Radius 8\n  Height 8\n  Speed 1\n  +Shootable\n  +Dropoff\n  +NOTELEPORT\n  +Floorclip\n  +Missile\n  scale 0.5\n  deathsound \"DagfallBoneDrop\"\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    DSSK A 1\n    Loop\n  Death:\n    DSST A 0 A_ChangeVelocity (random (-3,3), random (-3,3), random (6,8), CVF_RELATIVE|CVF_REPLACE)\n\tDSST A 0 A_NoBlocking\n\tDSST A 0 A_ChangeFlag(\"Shootable\", FALSE)\n    DSST A -1 A_SpawnItemEx(\"dagfallskeletonjawpiece\", 0, 0, 1, random (-3,3), random (-5,5), random (8,11))\n    Stop\n  }\n}\n\nActor dagfallskeletonjawpiece\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSST B 6 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSST B -1\n    Stop\n  }\n}\n\nActor dagfallskeletonskull\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSSK ABCDEFGH 6 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSSK A 1 A_SpawnItemEx(\"dagfallskeletonskullsmash\", 0, 0, 0, 0, 0, 0)\n    Stop\n  }\n}\n\nActor dagfallskeletontorsosmash\n{\n  Health 5\n  Radius 8\n  Height 8\n  Speed 1\n  +Shootable\n  +Dropoff\n  +NOTELEPORT\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  +NOBLOOD\n  States\n  {\n  Spawn:\n    DSTO G 1\n    Loop\n  Death:\n\tDSTO G 0 A_NoBlocking\n\tDSTO G 0 A_ChangeFlag(\"Shootable\", FALSE)\n    DSTO G 0 A_SpawnItemEx(\"dagfallskeletonspine\", 0, 0, 3, random (-3,3), random (-5,5), random (3,6))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonspine\", 0, 0, 3, random (-3,3), random (-5,5), random (3,6))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonspine\", 0, 0, 3, random (-3,3), random (-5,5), random (3,6))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonspine\", 0, 0, 3, random (-3,3), random (-5,5), random (3,6))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 2, random (-3,3), random (-5,5), random (5,8))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 2, random (-3,3), random (-5,5), random (5,8))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 2, random (-3,3), random (-5,5), random (5,8))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 2, random (-3,3), random (-5,5), random (5,8))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 5, random (-3,3), random (-5,5), random (6,9))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 5, random (-3,3), random (-5,5), random (6,9))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 5, random (-3,3), random (-5,5), random (6,9))\n\tDSTO G 0 A_SpawnItemEx(\"dagfallskeletonrib\", 0, 0, 5, random (-3,3), random (-5,5), random (6,9))\n    Stop\n  }\n}\n\nActor dagfallskeletonspine\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSSP AB 3 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSSP A 1\n    Loop\n  }\n}\n\nActor dagfallskeletonrib\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSSR AB 2 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSSR B -1\n    Loop\n  }\n}\n\nActor dagfallskeletontorso\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSTO ABCDEFGH 8 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSTO G 1 A_SpawnItemEx(\"dagfallskeletontorsosmash\", 0, 0, 0, 0, 0, 0)\n    Stop\n  }\n}\n\nActor dagfallskeletonpelvis\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSTP ABCDEFGH 8 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSTP A -1\n    Loop\n  }\n}\n\nActor dagfallskeletonarmseg1\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSAS ABCDE 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSAS C -1\n    Loop\n  }\n}\n\nActor dagfallskeletonarmseg2\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSAS FDHI 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSAS H -1\n    Loop\n  }\n}\n\nActor dagfallskeletonhand\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSHD ABCD 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSHD C -1\n    Loop\n  }\n}\n\nActor dagfallskeletonlegseg1\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSLS ABCD 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSLS C -1\n    Loop\n  }\n}\n\nActor dagfallskeletonlegseg2\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DSLS EFGH 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DSLS G -1\n    Loop\n  }\n}\n\nActor dagfallskeletonfoot\n{\n  Radius 8\n  Height 8\n  Speed 1\n  +Corpse\n  +Dropoff\n  +NOTELEPORT\n  +DoomBounce\n  +DropOff\n  +Floorclip\n  +Missile\n  scale 0.5\n  States\n  {\n  Spawn:\n    DFSF A 4 A_playsound(\"DagfallBoneDrop\",chan_auto)\n    Loop\n  Death:\n    DFSF A -1\n    Loop\n  }\n}\n\nActor Necrolite : PlayerPawn\n{\n  BloodColor GREEN\n  MeleeThreshold 175\n  MaxTargetRange 400\n  Player.AirCapacity 0\n  Painchance 55\n  Painchance Blunt, 115\n  Painchance Fire, 115\n  Damagefactor Blunt, 1.45\n  Damagefactor Pierce, 0.6\n  Damagefactor Slice, 0.6\n  Damagefactor Fire, 1.85\n  Damagefactor HRDPoison, 0\n  Damagefactor HRDBleed, 0\n\n  Mass 500\n  Monster\n  Species \"Necromastery\"\n\n +FloorHugger\n +Pushable\n +ThruSpecies\n\n +MissileMore\n +MissileEvenMore\n -Friendly\n ActivesOUND \"Necrolite/Active\"\n SeeSound \"NecroLite/Sight\"\n PainSound \"Necrolite/Pain\"\n DeathSound \"Necrolite/Death\"\n Obituary \"%o was mangled by a Necrolite.\"\n HitObituary \"%o was dismembered by a Necrolite.\"\n Scale 0.85\n MeleeRange 70\n Height 68\n Radius 20\n Player.MaxHealth 350\n Health 350\n Speed 5.35\n States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,1,0,0)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,1,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(25,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(25,\"Pain\")\n\tGoTo DecideNext\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n\tSpawn.Real:\n    ZKEL A 10 A_LookEx(0,0,600,1300,255,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"zombie/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo See+2\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(5,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n\t\"####\" \"#\" 2\n  Chase:\n\t\"####\" \"#\" 0 a_giveinventory(\"MSTAMINA\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    ZKEL A 1 A_Chase\n\t\"####\" \"#\" 0 A_Jump(75,\"Nevermind\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tZKEL AAA 1 A_Chase(\"\",\"\")\n\tZKEL B 1 A_Chase\n\tZKEL BBB 1 A_Chase(\"\",\"\")\n\tZKEL C 1 A_Chase\n\tZKEL CCC 1 A_Chase(\"\",\"\")\n\tZKEL D 1 A_Chase\n\tZKEL DDD 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tZKEL E 1 A_Chase\n\tZKEL EEE 1 A_Chase(\"\",\"\")\n\tZKEL F 1 A_Chase\n\tZKEL FFF 1 A_Chase(\"\",\"\")\n    Loop\n  Idle:\n    ZKEL A 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,255,\"See\")\n\tZKEL A 1 A_Wander\n\tZKEL B 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL B 1 A_Wander\n\tZKEL C 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL C 1 A_Wander\n\tZKEL D 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL D 1 A_Wander\n\tZKEL D 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL D 1 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tZKEL E 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL E 1 A_Wander\n\tZKEL F 3 A_Wander\n\tZKEL A 0 A_LookEx(0,0,600,1300,185,\"See\")\n\tZKEL F 1 A_Wander\n\tLoop\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    ZKEL G 4 A_FaceTarget\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    ZKEL H 2 A_FaceTarget\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(26,34),0,0)\n\t\"####\" \"#\" 0 A_Recoil(random(-34,-22))\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tMissile.C:\n\tZKEL III 1 A_CustomBulletAttack(0,0,1,random(1,3),\"NecrolitePuff2\",50,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\tMissile.Loop:\n    ZKEL I 2 A_CustomBulletAttack(0,0,1,random(1,3),\"NecrolitePuff2\",65,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_CheckLOF(9,CLOFF_SKIPTARGET|CLOFF_JUMPFRIEND|CLOFF_JUMPNONHOSTILE|CLOFF_ALLOWNULL,95)\n\t\"####\" \"#\" 0 A_CheckLOF(5,CLOFF_JUMP_ON_MISS|CLOFF_CHECKPARTIAL|CLOFF_JUMPENEMY|CLOFF_ALLOWNULL,95)\n\t\"####\" \"#\" 0 A_JumpIfTargetInsideMeleeRange(4)\n\t\"####\" \"#\" 0 A_Recoil(0.2)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Tic\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Tic\",28,5)\n\tLoop\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\tZKEL I 2 A_CustomBulletAttack(0,0,1,random(15,22),\"NecrolitePuff\",72,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tZKEL A 2\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim6\",1)\n\tGoTo DecideNext2\n\tMissile.F:\n\tZKEL H 3\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim7\",1)\n\tGoTo DecideNext2\n\tMissile.G:\n\tZKEL G 3\n\t\"####\" \"#\" 0\n\tGoTo Clear.All\n    Missile.Critical:\n\tZKEL I 2 A_CustomBulletAttack(0,0,1,random(15,22)*4.5,\"NecrolitePuff\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    ZKEL G 4 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    \"####\" \"#\" 0 A_TakeInventory(\"MeleeAnim2\",1)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    ZKEL H 2 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    ZKEL I 2 A_CustomBulletAttack(0,0,1,random(11,15),\"NecrolitePuff\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tZKEL A 3\n    Goto Clear.All\n\tMelee.Critical:\n\tZKEL I 3 A_CustomBulletAttack(0,0,1,random(11,15)*4.5,\"NecrolitePuff\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n  Pain:\n    ZKEL L 6 A_Pain\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    Goto Clear.All\n  Death:\n    ZKEL M 2\n    ZKEL M 3 A_Scream\n    ZKEL NO 4\n    ZKEL P 4 A_NoBlocking\n    ZKEL Q -1\n    Stop\n  Raise:\n    ZKEL P 6\n    ZKEL OMN 4\n    Goto See\n  }\n}\n\nActor Necrolite2 : Necrolite\n{\n States\n  {\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    ZKEL G 4 A_FaceTarget\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    ZKEL H 2 A_FaceTarget\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(26,34),0,0)\n\t\"####\" \"#\" 0 A_Recoil(random(-34,-22))\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tMissile.C:\n\tZKEL III 1 A_CustomBulletAttack(0,0,1,random(1,3),\"NecrolitePuff2\",50,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\tMissile.Loop:\n    ZKEL I 2 A_CustomBulletAttack(0,0,1,random(1,3),\"NecrolitePuff2\",65,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_CheckLOF(9,CLOFF_SKIPTARGET|CLOFF_JUMPFRIEND|CLOFF_JUMPNONHOSTILE|CLOFF_ALLOWNULL,95)\n\t\"####\" \"#\" 0 A_CheckLOF(5,CLOFF_JUMP_ON_MISS|CLOFF_CHECKPARTIAL|CLOFF_JUMPENEMY|CLOFF_ALLOWNULL,95)\n\t\"####\" \"#\" 0 A_JumpIfTargetInsideMeleeRange(4)\n\t\"####\" \"#\" 0 A_Recoil(0.2)\n\t\"####\" \"#\" 0 A_GiveInventory(\"Tic\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Tic\",28,5)\n\tLoop\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\tZKEL I 2 A_CustomBulletAttack(0,0,1,random(15,22),\"NecrolitePuff3\",72,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tZKEL A 2\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim6\",1)\n\tGoTo DecideNext2\n\tMissile.F:\n\tZKEL H 3\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim7\",1)\n\tGoTo DecideNext2\n\tMissile.G:\n\tZKEL G 3\n\t\"####\" \"#\" 0\n\tGoTo Clear.All\n    Missile.Critical:\n\tZKEL I 2 A_CustomBulletAttack(0,0,1,random(15,22)*4.5,\"NecrolitePuff3\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0  A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    ZKEL G 4 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    \"####\" \"#\" 0 A_TakeInventory(\"MeleeAnim2\",1)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    ZKEL H 2 A_FaceTarget(70,70)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.Critical\")\n    ZKEL I 2 A_CustomBulletAttack(0,0,1,random(11,15),\"NecrolitePuff3\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tZKEL A 3\n    Goto Clear.All\n\tMelee.Critical:\n\tZKEL I 3 A_CustomBulletAttack(0,0,1,random(11,15)*4.5,\"NecrolitePuff3\",68,CBAF_NORANDOM|CBAF_EXPLICITANGLE)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n  }\n}\n\nActor Horranima\n{\n  Health 285\n  BloodColor 25 00 00\n  Alpha 0.7\n  Radius 30\n  Height 56\n  Speed 3.85\n  PainChance 35\n  Mass 200\n  Renderstyle Translucent\n  MeleeRange 800\n  Damagefactor Blunt, 0.85\n  Damagefactor Pierce, 0.85\n  Damagefactor Slice, 0.85\n  Damagefactor Fire, 1.25\n  Damagefactor Dark, 1.5\n  Damagefactor HRDPoison, 0\n  Damagefactor HRDBleed, 0\n  Species \"Necromastery\"\n  DontHurtShooter\n  Monster\n  +Ghost\n  +Float\n  +NoGravity\n  +Pushable\n  +ThruSpecies\n\n  SeeSound \"Horranima/see\"\n  PainSound \"Horranima/pain\"\n  DeathSound \"Horranima/death\"\n  ActiveSound \"Horranima/active\"\n  Obituary \"%o couldn't escape the grasp of %k's Horranima.\"\n   States\n    {\n  Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",100)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",300)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,100)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,300)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,300,5)\n\tSpawn.Real:\n\t\"####\" \"#\" 0 A_ChangeFlag(FloorHugger,0)\n    HANM A 10 A_LookEx(0,0,600,1300,255,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    GoTo Idle\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"zombie/sight\",0,1.0,0)\n\tGoTo See\n\tNevermind:\n\t\"####\" \"#\" 0 A_ClearTarget\n\tGoTo Idle\n  Return:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,1)\n\tGoTo See+2\n\t\"####\" \"#\" 0 A_TakeInventory(\"XP\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_Jump(44,1)\n\tGoTo Return\n\t\"####\" \"#\" 0 A_GiveInventory(\"XP\",1,AAPTR_MASTER)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS|RGF_MONSTERS,1)\n\tGoTo Return\n  See:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"XP\",1,\"Return\")\n    HANM A 1 A_Chase\n\t\"####\" \"#\" 0 A_Jump(75,\"Nevermind\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tHANM AAA 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n    Loop\n  See.NoMana:\n    HANM A 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 a_alertmonsters(450)\n\tHANM AAA 1 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"HorranimaMana\",30,1)\n\tLoop\n\t\"####\" \"#\" 0 A_Jump(25,\"Unfright\")\n\tLoop\n  Idle:\n    HANM A 1 A_Wander\n\tHANM A 1 A_LookEx(0,0,600,1300,255,\"See\")\n\tHANM A 2 A_Wander\n\t\"####\" \"#\" 0 A_Changeflag(ThruSpecies,0)\n\tLoop\n  Unfright:\n    \"####\" \"#\" 0 A_ChangeFlag(AvoidMelee,0)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n    GoTo See\n  HoldBack:\n    /*\"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Zombie\",10)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Zombie2\",10)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Zombie3\",10)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Necrolite\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonAxe\",6)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2A\",\"Zombie\",6)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2A\",\"Zombie2\",6)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2A\",\"Zombie3\",6)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2B\",\"SkeletonAxe\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2C\",\"SkeletonArcher\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"CheckSafe2D\",\"Necrolite\",2)*/\n\tGoTo RunAway\n  /*CheckSafe2A:\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Necrolite\",2)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonAxe\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonArcher\",3)\n\tGoTo RunAway\n  CheckSafe2B:\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Necrolite\",1)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonAxe\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonArcher\",3)\n\tGoTo RunAway\n  CheckSafe2C:\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Necrolite\",2)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonAxe\",3)\n\tGoTo RunAway\n  CheckSafe2D:\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"Zombie\",6)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonAxe\",3)\n    \"####\" \"#\" 0 A_CheckProximity(\"Safety\",\"SkeletonArcher\",4)\n\tGoTo RunAway*/\n  Safety:\n    \"####\" \"#\" 0 A_ChangeFlag(AvoidMelee,1)\n\tGoTo See.NoMana\n  RunAway:\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,1)\n\tGoTo Safety\n  Missile:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"HorranimaMana\",1,1)\n\tGoTo HoldBack\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n    HANM B 3 A_FaceTarget\n\t\"####\" \"#\" 0 A_GiveInventory(29980,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n    HANM B 3 A_FaceTarget\n\t\"####\" \"#\" 0 A_JumpIfCloser(600,1)\n\tGoTo Missile.Normal\n\t\"####\" \"#\" 0 A_Jump(26,\"Missile.Normal\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"HorranimaMana\",30,1)\n\tGoTo Missile.Normal\n\t\"####\" \"#\" 0 A_TakeInventory(\"HorranimaMana\",25)\n\t\"####\" \"#\" 0 A_FaceTarget\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"Horranima/Fire\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Soulburn.Critical\")\n    HANM C 3 Bright A_CustomMissile(\"HorranimaSoulburn\",32,0,0)\n\tHANM B 4 A_GiveInventory(\"MissileAnim4\",1)\n\tHANM A 5 A_GiveInventory(\"MissileAnim5\",1)\n    Goto Clear.Missile\n\tMissile.Normal:\n\t\"####\" \"#\" 0 A_TakeInventory(\"HorranimaMana\",1)\n\t\"####\" \"#\" 0 A_FaceTarget\n    \"####\" \"#\" 0 A_GiveInventory(\"MissileAnim6\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"Horranima/Soul\",0,1.0,0)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\tHANM C 3 Bright A_CustomMissile(\"HorranimaSoulshot\",40,0,0)\n\tHANM B 4 A_GiveInventory(\"MissileAnim4\",1)\n\tHANM A 5 A_GiveInventory(\"MissileAnim5\",1)\n    Goto Clear.Missile\n\tSoulburn.Critical:\n\tHANM C 3 Bright A_CustomMissile(\"HorranimaSoulburnCrit\",32,0,0)\n\tHANM B 4 A_GiveInventory(\"MissileAnim4\",1)\n\tHANM A 5 A_GiveInventory(\"MissileAnim5\",1)\n    Goto Clear.Missile\n\tMissile.Critical:\n\tHANM C 3 Bright A_CustomMissile(\"HorranimaSoulshotCrit\",32,0,0)\n\tHANM B 4 A_GiveInventory(\"MissileAnim4\",1)\n\tHANM A 5 A_GiveInventory(\"MissileAnim5\",1)\n    Goto Clear.Missile\n\tClear.Missile:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim6\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim5\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim4\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim3\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim2\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo See\n  Pain:\n    HANM D 2 A_Pain\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n\tHANM D 6\n    Goto See\n  Death:\n\t\"####\" \"#\" 0 A_NoBlocking\n\t\"####\" \"#\" 0 a_scream\n    HANM D 2 A_SetTranslucent(0.8,0)\n    HANM D 2 A_SetTranslucent(0.85,0)\n    HANM E 2 A_SetTranslucent(0.9,0)\n    HANM E 2 A_SetTranslucent(0.95,0)\n    HANM F 2 A_SetTranslucent(1.0,0)\n\tFall:\n\tHANM F 2 A_JumpIf(MOMZ==0,\"Crash\")\n\tLoop\n\tCrash:\n    HANM GHI 4 A_SetTranslucent(1.0,0)\n\tHANM J 4\n    HANM k -1 A_SetFloorClip\n    Stop\n  }\n}\n\nActor HorranimaSoulshot\n{\n Projectile\n Height 9\n Radius 9\n Damage (random(18,22))\n DontHurtShooter\n +SeekerMissile\n Speed 15\n Renderstyle Add\n sCALE 1.2\n FastSpeed 20\n  States\n   {\n    Spawn:\n\t \"####\" \"#\" 0 NoDelay A_JumpIfInTargetInventory(\"CriticalStrikeItem\",1,\"Spawn.Crit\")\n\t SLAR A 1 Bright A_SeekerMissile(4,10)\n\t SLAR A 1 Bright A_SpawnItemEx(\"HorranimaSST\",0,0,0)\n\t Loop\n\tSpawn.Crit:\n\t \"####\" \"#\" 0 A_GiveInventory(\"CriticalStrikeItem\",1)\n\t SLAR A 1 Bright A_SeekerMissile(4,10)\n\t SLAR A 1 Bright A_SpawnItemEx(\"HorranimaSSTC\",0,0,0)\n\t Loop\n\tDeath:\n\t \"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Death.Crit\")\n\t \"####\" \"#\" 0 A_SpawnItemEx(\"HorranimaSSD\",0,0,0)\n\t SLAR HIJKLM 3 Bright\n\t Stop\n\tDeath.Crit:\n\t \"####\" \"#\" 0 A_SpawnItemEx(\"HorranimaSSDC\",0,0,0)\n\t SLAR HIJKLM 3 Bright\n\t Stop\n   }\n}\n\nActor HorranimaSoulShotCrit : HorranimaSoulshot\n{Damage (random(18,22)*4.5)}\n\nActor HorranimaSoulBurn\n{\n Projectile\n Damagetype HRDIncinerationSoul\n Speed 0\n Height 18\n Radius 8\n VSpeed 2\n Renderstyle Add\n Damage 0\n +SeekerMissile\n +ThruActors\n  States\n   {\n    Spawn:\n\t \"####\" \"#\" 0 NoDelay A_SeekerMissile(10,30)\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,10,0,10,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 ThrustThingZ(0,5*random(1,3)+random(12,19),0,1)\n\t SSCB ABCDE 3 Bright A_Explode(10,54,0,1,54)\n\t SSCB FGH 3 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HorranimaSoulBurnCrit : HorranimaSoulBurn\n{\n States\n   {\n    Spawn:\n\t \"####\" \"#\" 0 NoDelay A_SeekerMissile(10,30)\n\t \"####\" \"#\" 0 A_Warp(AAPTR_TRACER,10,0,10,0,WARPF_NOCHECKPOSITION)\n\t \"####\" \"#\" 0 ThrustThingZ(0,5*random(1,3)+random(12,19),0,1)\n\t SSCB ABCDE 3 Bright A_Explode(45,54,0,1,54)\n\t SSCB FGH 3 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor SkeletonProtection : PowerDamage\n{\n Damagefactor Pierce, 0.6\n Damagefactor Slice, 0.6\n Damagefactor Blunt, 0.8\n PowerUp.Duration 5\n}\n\nActor SkeletonProtectSpawn\n{\n PROJECTILE\n Speed 10\n Height 3\n Radius 3\n Damage 0\n ReactionTime 2\n Species \"SkeletonBlock\"\n +ThruSpecies\n +DontReflect\n +DontBlast\n  States\n   {\n    Spawn:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 A_CountDown\n\tWait\n\tDeath:\n\t\"####\" \"#\" 0 A_Stop\n\t\"####\" \"#\" 0 A_SpawnItemEx(\"SkeletonBlockade\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" \"#\" 1\n\tStop\n   }\n}\n\nActor SkeletonBlockade : TelekineticBlockadeL1\n{\n Species \"SkeletonBlock\"\n BloodType \"\"\n -NoBlood\n Health 65\n Radius 16\n Height 16\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_Stop\n    \"####\" \"#\" 1\n\tSee:\n    \"####\" \"#\" 2\n\tStop\n\tPain:\n\t\"####\" \"#\" 2 A_JumpIFcLOSER(80,1)\n\tStop\n\t\"####\" \"#\" 1 A_GiveToTarget(\"SkeletonProtection\",1)\n\tStop\n  }\n}\n\nACTOR SkeletonArrow : FastProjectile\n{\n   +NoDamageThrust\n   Radius 4\n   Height 3\n   Speed 85\n   Scale 0.6\n   Damage (random(9,13))\n   damagetype Pierce\n   PROJECTILE\n   +NOGRAVITY\n   +SKYEXPLODE\n   +NOEXTREMEDEATH\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      \"####\" \"#\" 0\n      ARRZ AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n\t  ARRZ A 1\n      Stop\n   }\n}\n\nActor SkeletonArrowCrit : SkeletonArrow\n{\n Damage (random(9,13)*4.5)\n  States\n   {\n   Spawn:\n      \"####\" \"#\" 0\n      ARRZ AAAAAAAAAAAA 1 A_SpawnItemEx(\"ArrowCritPuff\",-2,0,0,random(0,-3),random(1,-1),random(1,-1))\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   }\n}\n\nActor ShadowCobraL1\n{\n Projectile\n Height 12\n Radius 12\n Speed 20\n Damage (10)\n Damagetype ShadowCobraL1 // Dark type\n +SeekerMissile\n +ALLOWBOUNCEONACTORS\n +BounceOnActors\n +BounceOnWalls\n +BounceOnCeilings\n +DontReflect\n +SkyExplode\n +NoExplodeFloor\n +USEBOUNCESTATE\n  Species \"BlockadePlayers\"\n  +Thruspecies\n BounceCount 18\n ReactionTime 4\n BounceFactor 1.3\n WallBounceFactor 0.7\n Scale 0.5\n Renderstyle Subtract\n  States\n   {\n    Spawn:\n\t \"####\" \"#\" 0\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"CriticalStrikeItem\",1,4)\n\t \"####\" \"#\" 0\n\t \"####\" \"#\" 0 A_RearrangePointers(AAPTR_DEFAULT,AAPTR_TARGET,AAPTR_DEFAULT,PTROP_NOSAFEGUARDS )\n\t \"####\" \"#\" 0\n\t GoTo Spawn.Chase\n\t \"####\" \"#\" 0 A_GiveInventory(\"CriticalStrikeItem\",1)\n\t GoTo Spawn+2\n\tSpawn.Chase:\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20,SMF_LOOK,100,1.6)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t Loop\n\tBounce.Actor.Creature:\n\t \"####\" \"#\" 0 A_Countdown\n\tBounce:\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Death\")\n\t GoTo Spawn.Chase\n\tDeath:\n\t \"####\" \"#\" 0 A_Rearrangepointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_MASTER,PTROP_NOSAFEGUARDS )\n\t \"####\" \"#\" 0 A_Changeflag(ThruActors,1)\n\t \"####\" \"#\" 0 A_Changeflag(NoClip,1)\n\t GoTo Return\n\t Return:\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t \"####\" \"#\" 0 A_JumpIfTracerCloser(50,\"Refill\")\n\t \"####\" \"#\" 0 A_GiveToTarget(\"ShadowCobraTimer\",1)\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ShadowCobraTimer\",2450,\"Refill2\")\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"ForceReturn\",1,\"Refill2\")\n\t Loop\n\t Refill2:\n\t \"####\" \"#\" 0\n\t \"####\" \"#\" 0 A_Rearrangepointers(AAPTR_MASTER,AAPTR_NULL,AAPTR_NULL,PTROP_NOSAFEGUARDS )\n\t GoTo CheckRestock\n\t Refill:\n\t \"####\" \"#\" 0\n\t \"####\" \"#\" 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_NULL,AAPTR_NULL,PTROP_NOSAFEGUARDS )\n\t GoTo CheckRestock\n\t CheckRestock:\n\t \"####\" \"#\" 0 A_JumpIfInTargetInventory(\"RestockMana\",1,1)\n\t GoTo End\n\t \"####\" \"#\" 0 A_TakeFromTarget(\"RestockMana\",1)\n\t \"####\" \"#\" 0 A_GiveToTarget(\"BlueMana\",1)\n\t \"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,1)\n\t GoTo CheckRestock\n\t \"####\" \"#\" 0 A_GiveToTarget(\"BlueMana\",3)\n\t GoTo CheckRestock\n\t End:\n\t \"####\" \"#\" 1 A_TakeFROMtARGET(\"ShadowCobraTimer\",2450)\n\t Stop\n   }\n}\n\nActor PlagueCobra : ShadowCobraL1\n{\n Damage (3)\n Damagetype Dark // Dark type\n Paintype SlicePlague\n  States\n   {\n    Spawn:\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20,SMF_LOOK,100,1.6)\n\t \"####\" \"#\" 0 A_Explode(2,70,0,0,70)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Explode(2,70,0,0,70)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_Explode(2,70,0,0,70)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t \"####\" \"#\" 0 A_SeekerMissile(10,20)\n\t \"####\" \"#\" 0 A_Weave(2.5,0,0.85,0)\n\t loop\n\tDeath:\n\t SERP B 1 Bright A_SpawnItemEx(\"ShadowCobraTail\",0,0,0)\n\t Stop\n   }\n}\n\nActor ShadowCobraL2 : ShadowCobraL1\n{ Damage (12) Reactiontime 5 }\nActor ShadowCobraL3 : ShadowCobraL1\n{ Damage (14) Damagetype ShadowCobraL3 }\nActor ShadowCobraL4 : ShadowCobraL3\n{ Damage (16) Damagetype ShadowCobraL4 }\nActor ShadowCobraL5 : ShadowCobraL1\n{ Damage (20) Damagetype ShadowCobraL5 }\nActor ShadowCobraL6 : ShadowCobraL1\n{ Damage (25)\nDamagetype ShadowCobraL6\nReactionTime 8 }\n\nActor ShadowCobraL1Crit : ShadowCobraL1\n{ Damage (45) }\nActor ShadowCobraL2Crit : ShadowCobraL2\n{ Damage (54) }\nActor ShadowCobraL3Crit : ShadowCobraL3\n{ Damage (63) }\nActor ShadowCobraL4Crit : ShadowCobraL4\n{ Damage (72) }\nActor ShadowCobraL5Crit : ShadowCobraL5\n{ Damage (90) }\nActor ShadowCobraL6Crit : ShadowCobraL6\n{ Damage (112) }\n\nActor ShadowCobraLimit : Dummy { Inventory.MaxAmount 23 }\nActor DaggerStealLimit : Dummy { Inventory.MaxAmount 13 }\nActor RestockMana : Dummy { Inventory.MaxAmount 500 }\nActor ShadowCobraTimer : Dummy { Inventory.MaxAmount 2450 }\n\nActor ViperStrikeL1 : CStaffMissile\n{\n Projectile\n Height 3\n Radius 3\n Speed 26\n Renderstyle Add\n Scale 1.35\n Damage (100)\n Damagetype PoisonN\n  Species \"BlockadePlayers\"\n  +Thruspecies\n +SeekerMissile\n +ThruActors\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n   TurnSolid:\n    \"####\" \"#\" 0 A_ChangeFlag(ThruActors,0)\n\tGoTo Spawn2\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\tLoop\n   Death:\n    CSSF FGHI 3 Bright\n\tStop\n  }\n}\n\nActor ViperStrikeL2 : ViperStrikeL1\n{\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\tLoop\n  }\n}\n\nActor ViperStrikeExtra : ViperStrikeL1\n{\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF E 1 A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(0,5,0,-0.85)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\tLoop\n  }\n}\n\nActor ViperStrikeExtra2 : ViperStrikeL1\n{\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF E 1 A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,-0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\tLoop\n  }\n}\n\nActor ViperStrikeExtra3 : ViperStrikeL1\n{\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF E 1 A_SpawnItemEX(\"ViperStrikeTrail2\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF D 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\t\"####\" \"#\" 0 A_Weave(5,0,0.85,0)\n\tCSSF E 1 Bright A_SpawnItemEX(\"ViperStrikeTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"ViperStrikePoisoner\",8,0,0,2,0)\n\tLoop\n  }\n}\n\nActor ViperStrikeL3 : ViperStrikeL2\n{ Damagetype ViperStrikeL3 }\n\nActor ViperStrikeL4 : ViperStrikeL2\n{ Damagetype ViperStrikeL4 }\n\nActor ViperStrikeL5 : ViperStrikeL2\n{ Damagetype ViperStrikeL5 }\n\nActor ViperStrikeL6 : ViperStrikeL2\n{ Damagetype ViperStrikeL6 }\n\nActor ViperStrikeL1Crit : ViperStrikeL1\n{ Damage (450) }\n\nActor ViperStrikeL2Crit : ViperStrikeL2\n{ Damage (450) }\n\nActor ViperStrikeL3Crit : ViperStrikeL3\n{ Damage (450) }\n\nActor ViperStrikeL4Crit : ViperStrikeL4\n{ Damage (450) }\n\nActor ViperStrikeL5Crit : ViperStrikeL5\n{ Damage (450) }\n\nActor ViperStrikeL6Crit : ViperStrikeL6\n{ Damage (450) }\n\nActor ViperStrikePoisoner\n{\n Projectile\n Speed 10\n Damage 0\n Height 1\n Radius 1\n Damagetype ViperTracePoison\n  Species \"BlockadePlayers\"\n  +Thruspecies\n +AllowBounceOnActors\n +UseBounceState\n +BounceOnActors\n BounceCount 3\n  States\n   {\n    Spawn:\n\t \"####\" \"#\" 6\n\t GoTo Death\n\t DeatH:\n\t \"####\" \"#\" 0 A_Stop\n\t \"####\" \"#\" 1 A_Explode(2,30,0,0,30)\n\t Stop\n\tBounce.Actor.Creature:\n\t \"####\" \"#\" 0\n\t Stop\n  }\n}\n\nActor ChillingDemiseL1 : CStaffMissile\n{\n Projectile\n Height 3\n Radius 3\n Speed 26\n Renderstyle Add\n Alpha 1\n Scale 1.25\n Damage (2)\n Damagetype ChillingDemiseL1\n  Species \"BlockadePlayers\"\n SeeSound \"ChillingDemiseShot\"\n DeathSound \"ChillingDemiseHit\"\n  +Thruspecies\n +SeekerMissile\n +ThruActors\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_ScaleVelocity(0.15)\n    KHIL ABC 3 Bright\n\t\"####\" \"#\" 0 A_ScaleVelocity(4.0)\n\tFlight:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n   TurnSolid:\n    \"####\" \"#\" 0 A_ChangeFlag(ThruActors,0)\n\tGoTo Spawn2\n   Spawn2:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\tLoop\n   Death:\n    SRBA EFGHIJKLM 3 Bright\n\tStop\n  }\n}\n\nActor ChillingDemiseL2 : ChillingDemiseL1\n{ Damagetype ChillingDemiseL2 }\n\nActor ChillingDemiseL3 : ChillingDemiseL1\n{ Damagetype ChillingDemiseL3 }\n\nActor ChillingDemiseL4 : ChillingDemiseL1\n{ Damagetype ChillingDemiseL4 }\n\nActor ChillingDemiseL5 : ChillingDemiseL1\n{ Damagetype ChillingDemiseL5 }\n\nActor ChillingDemiseL6 : ChillingDemiseL1\n{\n Damagetype ChillingDemiseL6\n States\n  {\n   Spawn:\n    \"####\" \"#\" 0 NoDelay A_ScaleVelocity(0.15)\n    KHIL ABC 3 Bright\n\t\"####\" \"#\" 0 A_ScaleVelocity(4.0)\n\tFlight:\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE|SMF_LOOK,95,0.85)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\t\"####\" \"#\" 0 A_JumpIfTracerCloser(30,\"TurnSolid\")\n\tLoop\n\tTurnSolid:\n    \"####\" \"#\" 0 A_ChangeFlag(ThruActors,0)\n\tGoTo Spawn2\n   Spawn2:\n    \"####\" \"#\" 0  A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL D 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL E 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n    \"####\" \"#\" 0 A_SeekerMissile(20,30,SMF_PRECISE)\n\tKHIL F 1 Bright A_SpawnItemEX(\"ChillingTrail\",0,0,0)\n\t\"####\" \"#\" 0 A_Explode(1,38,0,0,38)\n\tLoop\n  }\n}\n\nActor ViperStrikeWeaken : PowerProtection\n{\n Damagefactor Normal, 1.2\n PowerUp.Duration -5\n}\n\nActor ChillingDemiseWeaken : PowerProtection\n{\n Damagefactor Normal, 1.5\n PowerUp.Duration -7\n}\n\nActor ChillingDemiseWeaken2 : ChillingDemiseWeaken{}\n\nActor ChillingDemiseWeaken3 : ChillingDemiseWeaken\n{\n Damagefactor Normal, 1.75\n}\n\nActor ChillingDemiseWeaken4 : ChillingDemiseWeaken3{}\nActor ChillingDemiseWeaken5 : ChillingDemiseWeaken3{}\nActor ChillingDemiseWeaken6 : ChillingDemiseWeaken3{}\n\nACTOR ChillingDemiseExtra\n{\n\tPROJECTILE\n\tRadius 5\n\tHeight 8\n\tSpeed 18\n\tScale 1\n\tDamage (20)\n\tDamagetype Pierce\n\t-NOGRAVITY\n\tGravity 0.4\n\t+WindThrust\n\t+DONTSPLASH\n SeeSound \"MageShardFire\"\n DeathSound \"MageShardsExplode\"\n\tStates\n\t{\n\tSpawn:\n\t     \"####\" \"#\"  0\n\t SHRD AAABBBCC 1 Bright A_SpawnItem(\"DkEttShardFX\")\n           Loop\n\tDeath:\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 2.5,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -2.5,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 5,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -5,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 7.5,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -7.5,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 10,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -10,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 12.5,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -12.5,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, 15,2)\n       PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -15,2)\n\t   PLSE A 0 BRIGHT A_CustomMissile(\"ChillingDemExFlame\", 0, 0, -0,2)\n       SHEX ABCDE 4 BRIGHT\n\t     Stop\n\t}\n}\n\nACTOR ChillingDemExFlame\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 10\n\tDamage (0)\n\tObituary \"%k's Freezing Blast iced %o.\"\n\tMass 125\n\tPROJECTILE\n\tMaxStepHeight 30\n\tDamageType Ice\n\t+ThruActors\n\t+StepMissile\n\t+WindThrust\n\t+SEEKERMISSILE\n\t+DONTSPLASH\n\t+BloodLessImpact\n\t+NODAMAGETHRUST\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t     \"####\" \"#\" 0\n\t     \"####\" \"#\" 0 A_PlaySound(\"ChillingDemExFlame\",0,1.0,0)\n           \"####\" AAAAAAAAAAAAAAAAAAAAAAA 2 A_CustomMissile(\"FrostFlameTrail\", 0, 0,0,CMF_TRACKOWNER)\n\t     Stop\n\tDeath:\n           \"####\" \"#\" 0\n           Stop\n\t}\n}\n\nACTOR FrostFlameTrail\n{\n\tRadius 13\n\tObituary \"%k's Freezing Blast iced %o.\"\n\tHeight 8\n\tSpeed 0\n\tMass 125\n\tDamage 0\n\tDamagetype Ice\n\t+NOGRAVITY\n\t+FLOORCLIP\n\t+STRIFEDAMAGE\n\t+BloodlessImpact\n\t+ThruActors\n\t+FLOORHUGGER\n\t+DONTSPLASH\n\tRENDERSTYLE ADD\n\tALPHA 0.0\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\t\"####\" \"#\" 0\n\t\t\"####\" \"#\" 0 a_explode(random(2,5),58,0,0,34)\n\t\t\"####\" AA 0 A_SpawnItemEx(\"FrostFlameTrail2\",random(15,-15),random(15,-15),random(3,20),0,0,random(0.3,0.8),0,33)\n\t\tCDSX ABCDEFGHIJKL 2 Bright\n\t\tCDSX MNOPQRSTUVWX 2 Bright A_FadeOut\n\t\tStop\n\t}\n}\nActor FrostFlameTrail2\n{\n\t+NOINTERACTION\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.2\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\t\"####\" \"#\" 0\n\t\t\"####\" \"#\" 0 A_Jump(190,4,7,10,14)\n\t\tCDSX ABCDEFGHIJKLMNOPQRSTUVWX 2 Bright A_FadeOut(0.04)\n\t\tGoto Spawn+2\n\t}\n}\n\nActor DaggerHold : Dummy {}\n\nActor DaggerPuff : HammerPuffB\n{\n\tDamagetype Slice\n  +ThruGhost\n\tStates\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    \"####\" \"#\" 1\n    \"####\" \"#\" 0 A_PlaySOund(\"BladeWall\",0,0.65,0)\n    PUF3 A 4\n    PUF3 B 4\n    PUF3 CD 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   \"####\" \"#\" 1\n   \"####\" \"#\" 0 A_PlaySOund(\"BladeSlice\",0,0.65,0)\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor DaggerMonPuff : DaggerPuff\n{\n  -ThruSpecies }\n\nActor SicklePuff : DaggerPuff\n{\n\tDamagetype Pierce\n\tStates\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    \"####\" \"#\" 1\n    \"####\" \"#\" 0 A_PlaySOund(\"SickleWall\",0,0.65,0)\n    PUF3 A 4\n    PUF3 B 4\n    PUF3 CD 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   \"####\" \"#\" 1\n   \"####\" \"#\" 0 A_PlaySOund(\"SickleHit\",0,1.0,0)\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor DaggerPuff2 : DaggerPuff\n{ Damagetype DaggerPuff2 }\nActor DaggerPuff3 : DaggerPuff\n{ Damagetype DaggerPuff3 }\nActor DaggerPuff4 : DaggerPuff\n{ Damagetype DaggerPuff4 }\n\nActor GauntletPuff : DaggerPuff\n{\n +AlwaysPuff\n  -ThruGhost\n AttackSound \"\"\n Damagetype Dark\n Paintype NecroGauntlets\n Renderstyle Subtract\n Scale 0.2\n States\n  {\n   Spawn:\n   XDeath:\n   Crash:\n    NGFX C 4 Bright\n    \"####\" \"#\" 0 A_PlaySound(\"DarkZap\",0,0.65,0)\n    NGFX DEFGH 4 Bright\n    Stop\n  }\n}\n\nActor ZombiePuff : DaggerPuff\n{\n AttackSound  \"BladeWall\"\n ActiveSound \"ClawSwing\"\n SeeSound \"ClawFlesh\"\n States\n {\n  Crash:\n    PUF3 A 4\n    PUF3 B 4\n    PUF3 CD 4\n    Stop\n  XDeath:\n  Melee:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\tStop\n  }\n}\n\nActor SkeletonPuff : ZombiePuff\n{\n SeeSound \"BladeSlice\"\n ActiveSound \"\"\n}\n\nActor NecroliteMaxHPCrumbling : CustomInventory\n{\n +INVENTORY.AUTOACTIVATE\n States\n  {\n   Use:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,0)\n   Stop\n  }\n}\nActor NecroliteMaxHPWeakling : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,1)Stop}}\nActor NecroliteMaxHPMisfit : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,2)Stop}}\nActor NecroliteMaxHPHealthy : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,3)Stop}}\nActor NecroliteMaxHPStrong : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,4)Stop}}\nActor NecroliteMaxHPVigorous : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,5)Stop}}\n   Actor NecroliteMaxHPGargantuan : NecroliteMaxHPCrumbling\n{States{Use: \"####\" \"#\" 0\n   \"####\" \"#\" 0 ACS_EXECUTEALWAYS(29900,0,6)Stop}}\n\nActor ZombiePuff2 : ZombiePuff\n{Damagetype SliceZombie2}\nActor ZombiePuffPlague : ZombiePuff\n{Damagetype SlicePlague}\nActor ZombiePuffPlague2 : ZombiePuff\n{Damagetype SliceZ2Plague}\nActor NecrolitePuff : ZombiePuff\n{SeeSound \"BiteFlesh\"\nDamagetype SliceNecrolite}\nActor NecrolitePuff2 : ZombiePuff\n{ActiveSound \"\"}\nActor NecrolitePuff3 : NecroLitePuff\n{ Damagetype SliceNecrolitePlague }\n\nActor ArrowCritPuff : DaggerPuff\n{\nRenderstyle Translucent\nAlpha 0.6\nScale 0.5\nStates\n  {\n Spawn:\n Crash:\n  FHFX S 4 Bright\n    FHFX TUVW 2 Bright A_FadeOut\n    Wait\n  }\n}\n\n Actor NoST : Dummy {}"
      },
      {
        "source": "pk3",
        "name": "Actors/Chars/Slayer.txt",
        "contents": "ACTOR SlayerClass : HRDPlayerPawn\n{\n  Health 300\n  GibHealth 70\n  Player.MaxHealth 300\n  ReactionTime 0\n  PainChance 256\n  Radius 20\n  Height 80\n  Scale 1.4\n  Speed 1\n  Mass 700\n  +NOSKIN\n  +NODAMAGETHRUST\n  +NOTHRUSTWHENINVUL\n  +ThruSpecies\n  PainSound \"PlayerFighterPain\"\n  Damagefactor Crush, 5.0\n  Player.Forwardmove 0.736\n  Player.StartItem \"BlueMana\",25\n  Player.StartItem \"ST\", 100\n  Player.SideMove 0.69\n  Player.RunHealth 30\n  Species \"Player\"\n  Player.JumpZ 10\n  Player.Viewheight 78\n  Player.AttackZOffset 41\n  MaxStepHeight 45\n  Player.SpawnClass \"Fighter\"\n  Player.Portrait \"P_SWALK1\"\n  Player.DisplayName \"Slayer\"\n  Player.SoundClass \"Fighter\"\n  Player.StartItem \"IsPlayer\"\n  Player.StartItem SlayerMail, 60\n  Player.StartItem SlayerAxe\n  Player.StartItem SlayerSword\n  Player.WeaponSlot 1, SlayerSword, SlayerAxe\n  Player.WeaponSlot 2, SlayerSpear, SlayerGun\n\n  Player.ColorRange  203, 210\n\n  States\n  {\n  Spawn:\n    BRSA A 1 A_GiveInventory(\"STTic\",1)\n\tBRSA A 0 A_JumpIfInventory(\"STTic\",120,1)\n    Loop\n\tBRSA A 9 A_GiveInventory(\"ST\",2)\n\tLoop\n  See:\n    BRSA AB 6 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HoofStep\",22,0,0,2,-90)\n\tBRSA CD 6 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HoofStep\",22,0,0,2,-90)\n\tTNT1 A 0\n    Loop\n  Pain:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    BRSA HH 2 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_AlertMonsters(500)\n    BRSA H 4 A_Pain\n    Goto Spawn\n  Missile:\n  Melee:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    BRSA EFG 6 A_TakeInventory(\"STTic\",999)\n    Goto Spawn\n  XDeath:\n  Death:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    BRSA H 4\n    BRSA I 4 A_PlayerScream\n    BRSA J 5\n    BRSA K 4 A_NoBlocking\n    BRSA MN 4\n    BRSA O -1\n    Stop\n  Burn:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    FDTH C 5 Bright A_PlaySound(\"*burndeath\")\n    FDTH D 4 Bright\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_PlayerScream\n    FDTH I 5 Bright\n    FDTH J 4 Bright\n    FDTH K 5 Bright\n    FDTH L 4 Bright\n    FDTH M 5 Bright\n    FDTH N 4 Bright\n    FDTH O 5 Bright\n    FDTH P 4 Bright\n    FDTH Q 5 Bright\n    FDTH R 4 Bright\n    FDTH S 5 Bright A_NoBlocking\n    FDTH T 4 Bright\n    FDTH U 5 Bright\n    FDTH V 4 Bright\n    ACLO E 35 A_CheckPlayerDone\n    Wait\n    ACLO E 8\n    Stop\n  }\n}\n\nACTOR SlayerSword : Weapon\n{\n  Weapon.Ammotype1 \"ST\"\n  Weapon.AmmoUse1 1\n  Weapon.Ammotype2 \"ST\"\n  Weapon.AmmoUse2 1\n  +Weapon.Ammo_Optional\n  +Weapon.Alt_Ammo_Optional\n  +WEAPON.NOALERT\n  +Weapon.MeleeWeapon\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  +BLOODSPLATTER\n  Species \"Player\"\n  +ThruSpecies\n  Inventory.PickupMessage \"Twin Edges\"\n  Obituary \"%o was diced by %k's Twin Edges.\"\n  Tag \"Twin Edges ( Slice + Pierce )\"\n\n  States\n  {\n  Spawn:\n    WSWD A 1\n    Stop\n  Select:\n    bsbd D 0\n    BSBD DDDDDDDDDDDDD 0 A_Raise\n    Loop\n  Deselect:\n    TNT1 A 0 A_GiveInventory(\"MissileAnim9\")\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\")\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\")\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\")\n    BSBD ABCDE 2\n    TNT1 A 0 A_TakeInventory(\"MissileAnim9\")\n\tDeselect.Loop:\n    BSBD DDDDDDDDDDDDDD 0 A_Lower\n    Loop\n\tEdgeB.Deselect:\n\tBSB2 ABCDE 2\n    Stop\n\tEdgeB:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"EdgeB2\")\n\tBSB2 EDCBA 2\n\tGoTo EdgeB.Idle\n\tEdgeB2:\n\tBSB2 EEDDCBA 1\n\tGoTo EdgeB.Idle\n\tEdgeB.Idle:\n\tTNT1 A 0 A_JumpIfInventory(\"MissileAnim9\",1,\"EdgeB.Deselect\")\n\tTNT1 A 0 A_JumpIfInventory(\"MissileAnim1\",1,\"EdgeB.Pounce\")\n\tBSB2 A 1 A_JumpIfInventory(\"MeleeAnim1\",1,\"EdgeB.Fire\")\n\tLoop\n\tEdgeB.FireL2:\n\tBSB2 ABBCDE 1\n\tGoTo EdgeB.FireWait\n\tEdgeB.Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"EdgeB.FireL2\")\n\tBSB2 ABCDE 2\n\tEdgeB.FireWait:\n\tTNT1 A 1 A_JumpIfInventory(\"MeleeAnim2\",1,\"EdgeB.FireNext\")\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"EdgeB.FireWait\")\n\tGoTo EdgeB\n\tEdgeB.FireNextL2.NoST:\n\tBSB2 EEFFFGHJKLLMMNN 1\n\tGoTo EdgeB.FireWait2\n\tEdgeB.FireNext.NoST:\n\tBSB2 EEFFFGGHIJKLLMMNN 1\n\tGoTo EdgeB.FireWait2\n\tEdgeB.FireNextL2:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"EdgeB.FireNextL2.NoST\")\n\tBSB2 FGHJKLLMMNN 1\n\tGoTo EdgeB.FireWait2\n\tEdgeB.FireNext:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"EdgeB.FireNextL2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"EdgeB.FireNext.NoST\")\n\tBSB2 FGGHIJKLLMMNN 1\n\tEdgeB.FireWait2:\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim4\",1,\"EdgeB.FireWait4\")\n\tTNT1 A 1 A_JumpIfInventory(\"MeleeAnim3\",1,\"EdgeB.FireNext2\")\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"EdgeB.FireWait2\")\n\tGoTo EdgeB\n\tEdgeB.FireWait4:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"MeleeAnim4\",1,\"EdgeB.FireWait4\")\n\tGoTo EdgeB\n\tEdgeB.FireNext2:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"EdgeB.FireNext2L2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"EdgeB.FireNext2.NoST\")\n\tTNT1 A 37\n\tGoTo EdgeB\n\tEdgeB.FireNext2.NoST:\n\tTNT1 A 42\n\tGoTo EdgeB\n\tEdgeB.FireNext2L2:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"EdgeB.FireNext2L2.NoST\")\n\tTNT1 A 31\n\tGoTo EdgeB\n\tEdgeB.FireNext2L2.NoST:\n\tTNT1 A 36\n\tGoTo EdgeB\n\tEdgeB.Pounce:\n\tBSB2 ABC 2\n\tEdgeB.PounceLoop:\n    BSB2 D 1 A_JumpIfInventory(\"MissileAnim2\",1,\"EdgeB.PounceDo\")\n\tTNT1 A 0 A_JumpIfInventory(\"MissileAnim1\",1,\"EdgeB.PounceLoop\")\n\tBSB2 CBA 2\n\tGoTo EdgeB.Idle\n\tEdgeB.PounceDo:\n\tTNT1 A 0 A_JumpIfInventory(\"PounceSwitch\",1,\"EdgeB.PounceFree\")\n\tBPN2 AB 2\n\tBPN2 CCCCCCCCCCCCCCCC 1\n\tBPN2 DEF 1\n\tTNT1 A 2\n\tBSB2 EDCBA 2\n\tGoTo EdgeB.Idle\n\tPounceFree:\n\tBSBD CCBA 1\n\tGoTo EdgeB.Idle\n  Ready:\n\tTNT1 A 0 A_GunFlash(\"EdgeB\",GFF_NOEXTCHANGE)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Ready2\")\n\tBSBD EDCBA 2\n\tGoTo Ready.Idle\n\tReady2:\n\tBSBD EEDDCBA 1\n\tGoTo Ready.Idle\n\tReady.Idle:\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillAActivate\",1,\"PounceSpell\")\n    BSBD A 1 A_WeaponReady\n    Loop\n\tFireL2:\n    BSBD ABBCDE 1\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSBD FGHJ 1\n\tGoTo SwordHit\n\tPounceSpell:\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n    BSBD ABC 2\n\tPounceLoop:\n\tBSBD D 1 A_GiveInventory(\"PounceTic\",1)\n\tTNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"STSlowdown\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PounceTic\",180,\"PounceBreak\")\n\tLoop\n\tPounceBreak:\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"SSKillAActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"PounceTic\",999)\n\tBSBD CBA 2\n\tGoTo Ready.Idle\n\tPounceDo:\n\tTNT1 A 0 A_TakeInventory(\"SSKillAActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"PounceTic\",999)\n    TNT1 A 0 A_GiveInventory(\"MissileAnim2\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"PounceSwitch\",1,\"PounceFree\")\n\tBPNC AB 2 ThrustThingZ(0,8+(Pitch/10),0,0)\n\tTNT1 A 0 A_Recoil(-32)\n\tTNT1 A 0 ThrustThingZ(0,26+(Pitch/8),0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"SSkillALeveL6\",1,\"PounceDoL6\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSkillALevel5\",1,\"PounceDoL5\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSkillALevel4\",1,\"PounceDoL4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSkillALevel3\",1,\"PounceDoL3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSkillALevel2\",1,\"PounceDoL2\")\n\tBPNC CCCCCCCCCCCCCCCC 1 A_CustomPunch(random(5,8),1,0/*CPF_NOTURN*/,\"SpearPuff\",145)\n\tPounceDoNext:\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim2\",1)\n\tBPNC DEF 1\n\tTNT1 A 2\n\tBSBD EDCBA 2\n    TNT1 A 0 A_GiveInventory(\"SAACD\",140)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",12)\n\tTNT1 A 0 A_TakeInventory(\"ST\",25)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Slayer CD 1\",0,0)\n\tGoTo Ready.Idle\n\tPounceDoL2:\n\tBPNC CCCCCCCCCCCCCCCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"SpearPuff\",145)\n\tGoTo PounceDoNext\n\tPounceDoL3:\n\tBPNC CCCCCCCCCCCCCCCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff3\",145)\n\tGoTo PounceDoNext\n\tPounceDoL4:\n\tBPNC CCCCCCCCCCCCCCCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff4\",145)\n\tGoTo PounceDoNext\n\tPounceDoL5:\n\tBPNC CCCCCCCCCCCCCCCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tGoTo PounceDoNext\n\tPounceDoL6:\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC CCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC CCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC CCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC CCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC CCC 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tBPNC C 1 A_CustomPunch(random(9,12),1,0/*CPF_NOTURN*/,\"PouncePuff5\",145)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,-12,0)\n\tTNT1 A 0 A_FireCustomMissile(\"EtherealRip\",0,0,12,0)\n\tGoTo PounceDoNext\n\tPounceFree:\n\tBSBD CCB 1 ThrustThingZ(0,8+(Pitch/10),0,0)\n\tTNT1 A 0 A_Recoil(-32)\n\tTNT1 A 0 ThrustThingZ(0,26+(Pitch/8),0,0)\n\tBSBD A 1\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim2\",1)\n    TNT1 A 0 A_GiveInventory(\"SAACD\",140)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",12)\n\tTNT1 A 0 A_TakeInventory(\"ST\",25)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Slayer CD 1\",0,0)\n\tGoTo Ready.Idle\n\n  Fire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"MissileAnim1\",1,\"PounceDo\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Fire3\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"FireL2\")\n\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire.NoST\")\n    BSBD ABCDE 2\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSBD FGGHIJ 1\n\tSwordHit:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SwordHit.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHit5\")\n\tBSBD K 1 A_CustomPunch(random(13,16),1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tContinueM:\n\tBSBD LMN 1\n\tTNT1 AAAAAAAA 1 A_WeaponReady (WRF_NOSWITCH|WRF_NOSECONDARY)\n\tCancelMelee:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"CancelMelee2\")\n    BSBD EDCBA 3\n    Goto Ready.Idle\n\tAltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"MissileAnim1\",1,\"PounceSwitch\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AltFire.Real\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AltFire.Real\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AltFire.Real\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Fire3\")\n\tGoTo Ready.Idle\n\tPounceSwitch:\n\tTNT1 A 0 A_JumpIfInventory(\"PounceSwitchDelay\",1,\"PounceLoop\")\n\tTNT1 A 0 A_JumpIfInventory(\"PounceSwitch\",1,3)\n\tTNT1 A 0 A_GiveInventory(\"PounceSwitch\",1)\n\tTNT1 A 0 A_GiveInventory(\"PounceSwitchDelay\",1)\n\tGoTo PounceLoop\n\tTNT1 A 0 A_GiveInventory(\"PounceSwitchDelay\",1)\n\tTNT1 A 0 A_TakeInventory(\"PounceSwitch\",1)\n\tGoTo PounceLoop\n\tCancelMelee2:\n    BSBD EEDDCBA 1\n    Goto Ready.Idle\n\tAltFire.Real:\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Fire3B\")\n    Goto Ready.Idle\n\tFire3B:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire3B.NoST\")\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tTNT1 A 2\n\tBSB4 ABCD 1\n\tGoTo SwordHitCB\n\tSwordHitCB:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SwordHitCB.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitCB.NoST\")\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleave\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleave\",16,0,12,5)\n\tBSB4 E 1 A_CustomPunch(random(12,14),1,0/*CPF_NOTURN*/,\"SwordPuff\",145)\n\tTNT1 A 0 A_Jump(32,\"UseST3B\")\n\tContinueM3B:\n\tBSB4 FGH 1\n\tTNT1 A 4\n    Goto CancelMelee\n\tFire3B.NoST:\n\tTNT1 A 3\n\tBSB4 AABBCD 1\n\tGoTo SwordHitCB\n\tSwordHitCB.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitCB.Crit.NoST\")\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveCrit\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveCrit\",16,0,12,5)\n\tBSB4 E 1 A_CustomPunch(random(12,14)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuff\",145)\n\tTNT1 A 0 A_Jump(56,\"UseST3B\")\n\tGoTo ContinueM3B\n\tSwordHitCB.Crit.NoST:\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveCritNS\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveCritNS\",16,0,12,5)\n\tBSB4 E 1 A_CustomPunch((random(12,14)*4.5)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuff\",145)\n\tGoTo ContinueM3B\n\tSwordHitCB.NoST:\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveNS\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SwordCBCleaveNS\",16,0,12,5)\n\tBSB4 E 1 A_CustomPunch((random(12,14))/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuff\",145)\n\tGoTo ContinueM3B\n    Fire2:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Fire2L2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire2.NoST\")\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 6\n\tGoTo SwordHitB\n    Fire2L2:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire2L2.NoST\")\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 4\n\tGoTo SwordHitB\n\tSwordHitB:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SwordHitB.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitB.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHitB5\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"SwordHitB4\")\n\tTNT1 P 1 A_CustomPunch(random(13,16),1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST2\")\n\tContinueM2:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 7\n\tTNT1 AAAAAAAA 1 A_WeaponReady(WRF_NOSWITCH)\n    Goto CancelMelee\n\tFire3L2:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire3L2.NoST\")\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSB3 ABCE 1\n\tTNT1 A 2\n\tBSB3 FHIJK 1\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSB3 LN 1\n\tGoTo SwordHitC\n\tFire3:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Fire3L2\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire3.NoST\")\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSB3 ABCDE 1\n\tTNT1 A 2\n\tBSB3 FGHIJK 1\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSB3 LMN 1\n\tSwordHitC:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SwordHitC.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitC.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"SwordHitC6\")\n\tBSB3 O 1 A_CustomPunch(random(20,25),1,0/*CPF_NOTURN*/,\"SwordPuffC\",145)\n\tTNT1 A 0 A_Jump(32,\"UseST3\")\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n\tContinueM3:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"ContinueM3L2\")\n\tBSB3 O 7\n\tBSB3 PQRST 2\n\tTNT1 A 4\n    Goto CancelMelee\n\tContinueM3L2:\n\tBSB3 O 7\n\tBSB3 PPQQRST 1\n\tTNT1 A 3\n    Goto CancelMelee\n\n\tFireL2.NoST:\n    BSBD ABBCDE 1\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSBD EF 2\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSBD FGHJ 1\n\tGoTo SwordHit\n  Fire.NoST:\n    BSBD ABCDE 2\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSBD EF 2\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSBD FGGHIJ 1\n\tGoTo SwordHit\n\n\tFire2L2.NoST:\n\tTNT1 A 4\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 4\n\tGoTo SwordHitB\n    Fire2.NoST:\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 4\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 6\n\tGoTo SwordHitB\n\n\tFire3L2.NoST:\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSB3 AABBCCDE 1\n\tTNT1 A 2\n\tBSB3 FHIJK 1\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSB3 LN 1\n\tGoTo SwordHitC\n\tFire3.NoST:\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tBSB3 AABBCCDDEE 1\n\tTNT1 A 4\n\tBSB3 FGHIJK 1\n\tTNT1 A 0 A_PlaySound (\"BigSwordSwing\",0,1.0,0)\n\tBSB3 LMN 1\n\tGoTo SwordHitC\n\n\tSwordHit.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHit.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHit5.Crit\")\n\tBSBD K 1 A_CustomPunch(random(13,16)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tTNT1 A 0 A_Jump(52,\"UseST\")\n\tGoTo ContinueM\n\tSwordHitB.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitB.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHitB5.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"SwordHitB4.Crit\")\n\tTNT1 A 1 A_CustomPunch(random(13,16)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tTNT1 A 0 A_Jump(52,\"UseST2\")\n\tGoTo ContinueM2\n\tSwordHitC.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"SwordHitC.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"SwordHitC6.Crit\")\n\tBSB3 O 1 A_CustomPunch(random(20,25)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffC\",145)\n\tTNT1 A 0 A_Jump(52,\"UseST3\")\n\tGoTo ContinueM3\n\tSwordHit.Crit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHit5.Crit.NoST\")\n\tBSBD K 1 A_CustomPunch((random(13,16)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tGoTo ContinueM\n\tSwordHitB.Crit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHitB5.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"SwordHitB4.Crit.NoST\")\n\tTNT1 A 1 A_CustomPunch((random(13,16)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuff\",126)\n\tGoTo ContinueM2\n\tSwordHitC.Crit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"SwordHitC6.Crit.NoST\")\n\tBSB3 O 1 A_CustomPunch((random(20,25)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffC\",145)\n\tGoTo ContinueM3\n\n\tSwordHit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHit5.NoST\")\n\tBSBD K 1 A_CustomPunch(random(13,16)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tGoTo ContinueM\n\tSwordHitB.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"SwordHitB5.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"SwordHitB4.NoST\")\n\tTNT1 A 1 A_CustomPunch(random(13,16)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tGoTo ContinueM2\n\tSwordHitC.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"SwordHitC6.NoST\")\n\tBSB3 O 1 A_CustomPunch(random(20,25)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tGoTo ContinueM3\n\n\tSwordHit5.Crit:\n\tBSBD K 1 A_CustomPunch(random(13,16)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tTNT1 A 0 A_Jump(52,\"UseST\")\n\tGoTo ContinueM\n\n\tSwordHitB4.Crit:\n\tTNT1 A 1 A_CustomPunch(random(13,16)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffBL4\",126)\n\tTNT1 A 0 A_Jump(52,\"UseST2\")\n\tGoTo ContinueM2\n\n\tSwordHitB5.Crit:\n\tTNT1 A 1 A_CustomPunch(random(13,16)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffBL5\",126)\n\tTNT1 A 0 A_Jump(52,\"UseST2\")\n\tGoTo ContinueM2\n\tSwordHitC6.Crit:\n\tBSB3 O 1 A_CustomPunch(random(20,25)*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffCL6\",145)\n\tTNT1 A 0 A_Jump(52,\"UseST3\")\n\tGoTo ContinueM3\n\n\tSwordHitB4.Crit.NoST:\n\tTNT1 A 1 A_CustomPunch((random(13,16)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffBL4\",126)\n\tGoTo ContinueM2\n\n\tSwordHit5.Crit.NoST:\n\tBSBD K 1 A_CustomPunch((random(13,16)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tGoTo ContinueM\n\tSwordHitB5.Crit.NoST:\n\tTNT1 A 1 A_CustomPunch((random(13,16)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffBL5\",126)\n\tGoTo ContinueM2\n\tSwordHitC6.Crit.NoST:\n\tBSB3 O 1 A_CustomPunch((random(20,25)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"SwordPuffCL6\",145)\n\tGoTo ContinueM3\n\n\tSwordHitB4.NoST:\n\tTNT1 A 1 A_CustomPunch(random(13,16)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffBL4\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM2\n\tSwordHit5.NoST:\n\tBSBD K 1 A_CustomPunch(random(13,16)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM\n\tSwordHitB5.NoST:\n\tTNT1 A 1 A_CustomPunch(random(13,16)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffBL5\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM2\n\tSwordHitC6.NoST:\n\tTNT1 A 1 A_CustomPunch(random(20,25)/random(1,3),1,0/*CPF_NOTURN*/,\"SwordPuffCL6\",145)\n\tTNT1 A 0 A_Jump(32,\"UseST3\")\n\tGoTo ContinueM3\n\n\tSwordHitB4:\n\tTNT1 A 1 A_CustomPunch(random(13,16),1,0/*CPF_NOTURN*/,\"SwordPuffBL4\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM2\n\tSwordHit5:\n\tBSBD K 1 A_CustomPunch(random(13,16),1,0/*CPF_NOTURN*/,\"SwordPuffAL5\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM\n\tSwordHitB5:\n\tTNT1 A 1 A_CustomPunch(random(13,16),1,0/*CPF_NOTURN*/,\"SwordPuffBL5\",126)\n\tTNT1 A 0 A_Jump(32,\"UseST\")\n\tGoTo ContinueM2\n\tSwordHitC6:\n\tTNT1 A 1 A_CustomPunch(random(20,25),1,0/*CPF_NOTURN*/,\"SwordPuffCL6\",145)\n\tTNT1 A 0 A_Jump(32,\"UseST3\")\n\tGoTo ContinueM3\n\n\tUseST:\n\tTNT1 A 0 A_TakeInventory(\"ST\",10)\n\tGoTo ContinueM\n\tUseST2:\n\tTNT1 A 0 A_TakeInventory(\"ST\",10)\n\tGoTo ContinueM2\n\tUseST3:\n\tTNT1 A 0 A_TakeInventory(\"ST\",12)\n\tGoTo ContinueM3\n\tUseST3b:\n\tTNT1 A 0 A_TakeInventory(\"ST\",10)\n\tGoTo ContinueM3b\n\n\tFlashNone:\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor SwordPuffC : HammerPuffB\n{\nDamagetype SwordPuffC\n+NoDamageThrust\n States\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"SwordLightWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 1\n   TNT1 A 0 A_PlaySOund(\"SwordLightFlesh\",0,2.0,0)\n\tTNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor SwordPuffCL6 : SwordPuffC\n{Damagetype SwordPuffCL6}\n\nActor SwordPuff : HammerPuffB\n{ Damagetype Slice\n+NoDamageThrust\n States\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"SwordHeavyWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 1\n   TNT1 A 0 A_PlaySOund(\"SwordHeavyHit\",0,1.0,0)\n\tTNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor SwordPuffAL5 : SwordPuff\n{Damagetype SwordPuffAL5}\nActor SwordPuffBL4 : SwordPuff\n{Damagetype SwordPuffBL4}\nActor SwordPuffBL5 : SwordPuff\n{Damagetype SwordPuffBL5}\n\nActor SwordPuffMonsters : HammerPuffMonsters\n{ Damagetype Slice\n+NoDamageThrust\n States\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"SwordLightWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 1\n   TNT1 A 0 A_PlaySOund(\"SwordLightFlesh\",0,1.0,0)\n\tTNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nACTOR SlayerAxe : Weapon\n{\n  Weapon.Ammotype1 \"ST\"\n  Weapon.AmmoUse1 1\n  Weapon.Ammotype2 \"ST\"\n  Weapon.AmmoUse2 1\n  +Weapon.Ammo_Optional\n  +Weapon.Alt_Ammo_Optional\n  +WEAPON.NOALERT\n  +Weapon.MeleeWeapon\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  +BLOODSPLATTER\n  Species \"Player\"\n  +ThruSpecies\n  Inventory.PickupMessage \"Crimson Axe\"\n  Obituary \"%o was halved by $k's Crimson Axe\"\n  Tag \"Crimson Axe ( Slice + Blunt)\"\n\n  States\n  {\n  Spawn:\n    WFAX A 1\n    Stop\n  Select:\n    TNT1 A 1 OffSet(0,102)\n\tSelect.Loop:\n    FAXE A 1 A_Raise\n    Loop\n  Deselect:\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Deselect.Lowered\")\n    FAXE A 1 A_Lower\n    Loop\n\tDeselect.Lowered:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_Lower\n    TNT1 A 1 OffSet(0,32) A_Lower\n    Loop\n  Ready:\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBActivate\",1,\"CleaveSpell\")\n    FAXE A 1 A_WeaponReady\n    Loop\n  Fire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Fire2\")\n\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire.NoST\")\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    FAXE ABCDEEE 2\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_PlaySound (\"AxeLargeSwing\",0,1.0,0)\n\tFAXE FG 1\n\tAxeHit:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHit.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHit6\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHit5\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHit4\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHit3\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHit2\")\n\tFAXE H 1 A_CustomPunch(random(20,28),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tContinueM:\n\tFAXE IJK 1\n\tTNT1 A 19  OffSet(0,140)\n\tTNT1 AAAAAAAA 1 A_WeaponReady\n\tCancelMelee:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tTNT1 A 1 OffSet(0,140)\n\tFAXE C 1 OffSet(0,140)\n\tFAXE C 1 OffSet(0,120)\n\tFAXE C 1 OffSet(0,100)\n\tFAXE C 1 OffSet(0,80)\n\tFAXE C 1 OffSet(0,60)\n\tFAXE C 1 OffSet(0,32)\n    FAXE BA 3\n    Goto Ready\n    Fire2:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire2.NoST\")\n\tFAXE LL 1\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"AxeLargeSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tFAXE MNO 1\n\tAxeHitB:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitB.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHitB6\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHitB5\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHitB4\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHitB3\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHitB2\")\n\tFAXE P 1 A_CustomPunch(random(25,30),1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tContinueM2:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n\tFAXE Q 1\n\tTNT1 A 0 A_JumpIfNoAmmo(\"CancelMelee\")\n\tFAXE EDCBA 3\n    Goto Ready\n\tFire.NoST:\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    FAXE ABCDEEE 3\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"AxeLargeSwing\",0,1.0,0)\n\tFAXE FFFG 1\n\tGoTo AxeHit\n\tFire2.NoST:\n\tFAXE LL 3\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 A_PlaySound (\"AxeLargeSwing\",0,1.0,0)\n\tFAXE MMNNO 1\n\tGoTo AxeHitB\n\n\tAxeHit.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHit6.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHit5.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHit4.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHit3.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHit2.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch(random(20,28)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHitB6.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHitB5.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHitB4.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHitB3.Crit\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHitB2.Crit\")\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch(random(25,30)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit.Crit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHit6.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHit5.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHit4.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHit3.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHit2.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch((random(20,28)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB.Crit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHitB6.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHitB5.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHitB4.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHitB3.Crit.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHitB2.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch((random(25,30)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\tAxeHit.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHit6.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHit5.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHit4.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHit3.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHit2.NoST\")\n\tFAXE H 1 A_CustomPunch(random(20,28)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo ContinueM\n\tAxeHitB.NoST:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHitB6.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHitB5.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHitB4.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHitB3.NoST\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHitB2.NoST\")\n\tFAXE P 1 A_CustomPunch(random(25,30)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\n\tAxeHit2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHit2.Crit\")\n\tFAXE H 1 A_CustomPunch(random(25,31),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitB2.Crit\")\n\tFAXE P 1 A_CustomPunch(random(30,34),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit2.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit2.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch(random(25,31)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB2.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB2.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch(random(30,34)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit2.Crit.NoST:\n\tFAXE H 1 A_CustomPunch((random(25,31)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB2.Crit.NoST:\n\tFAXE P 1 A_CustomPunch((random(30,34)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\tAxeHit2.NoST:\n\tFAXE H 1 A_CustomPunch(random(25,31)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo ContinueM\n\tAxeHitB2.NoST:\n\tFAXE P 1 A_CustomPunch(random(30,34)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\n\tAxeHit3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHit3.Crit\")\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitB3.Crit\")\n\tFAXE P 1 A_CustomPunch(random(30,40),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit3.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit3.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch(random(29,36)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB3.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB3.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch(random(30,40)*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit3.Crit.NoST:\n\tFAXE H 1 A_CustomPunch((random(29,36)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB3.Crit.NoST:\n\tFAXE P 1 A_CustomPunch((random(30,40)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\tAxeHit3.NoST:\n\tFAXE H 1 A_CustomPunch(random(29,36)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo ContinueM\n\tAxeHitB3.NoST:\n\tFAXE P 1 A_CustomPunch(random(30,40)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuff\",155)\n\tGoTo ContinueM2\n\n\tAxeHit4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHit4.Crit\")\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL4\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitB4.Crit\")\n\tFAXE P 1 A_CustomPunch(random(30,40),1,0/*CPF_NOTURN*/,\"AxePuffL4\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit4.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit4.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch(random(29,36)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL4Crit\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB4.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB4.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch(random(30,40)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL4Crit\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit4.Crit.NoST:\n\tFAXE H 1 A_CustomPunch((random(29,36)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL4Crit\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB4.Crit.NoST:\n\tFAXE P 1 A_CustomPunch((random(30,40)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL4Crit\",155)\n\tGoTo ContinueM2\n\tAxeHit4.NoST:\n\tFAXE H 1 A_CustomPunch(random(29,36)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL4\",132)\n\tGoTo ContinueM\n\tAxeHitB4.NoST:\n\tFAXE P 1 A_CustomPunch(random(30,40)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL4\",155)\n\tGoTo ContinueM2\n\n\tAxeHit5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHit5.Crit\")\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitB5.Crit\")\n\tFAXE P 1 A_CustomPunch(random(30,40),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit5.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHit5.Crit.NoST\")\n\tFAXE H 1 A_CustomPunch(random(29,36)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB5.Crit:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"AxeHitB5.Crit.NoST\")\n\tFAXE P 1 A_CustomPunch(random(30,40)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit5.Crit.NoST:\n\tFAXE H 1 A_CustomPunch((random(29,36)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB5.Crit.NoST:\n\tFAXE P 1 A_CustomPunch((random(30,40)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",155)\n\tGoTo ContinueM2\n\tAxeHit5.NoST:\n\tFAXE H 1 A_CustomPunch(random(29,36)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tGoTo ContinueM\n\tAxeHitB5.NoST:\n\tFAXE P 1 A_CustomPunch(random(30,40)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL5\",155)\n\tGoTo ContinueM2\n\n\tAxeHit6:\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",-18,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",18,0,12,5)\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB6:\n\tFAXE P 1 A_CustomPunch(random(30,40),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tTNT1 A 0 A_Jump(60,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit6.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",-18,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",18,0,12,5)\n\tFAXE H 1 A_CustomPunch(random(29,36)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",132)\n\tTNT1 A 0 A_Jump(84,\"UseST\")\n\tGoTo ContinueM\n\tAxeHitB6.Crit:\n\tFAXE P 1 A_CustomPunch(random(30,40)*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",155)\n\tTNT1 A 0 A_Jump(84,\"UseST2\")\n\tGoTo ContinueM2\n\tAxeHit6.Crit.NoST:\n\tFAXE H 1 A_CustomPunch((random(29,36)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",132)\n\tGoTo ContinueM\n\tAxeHitB6.Crit.NoST:\n\tFAXE P 1 A_CustomPunch((random(30,40)/random(1,3))*4.5,1,0/*CPF_NOTURN*/,\"AxePuffL5Crit\",155)\n\tGoTo ContinueM2\n\tAxeHit6.NoST:\n\tFAXE H 1 A_CustomPunch(random(29,36)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tGoTo ContinueM\n\tAxeHitB6.NoST:\n\tFAXE P 1 A_CustomPunch(random(30,40)/random(1,3),1,0/*CPF_NOTURN*/,\"AxePuffL5\",155)\n\tGoTo ContinueM2\n\n\tUseST:\n\tTNT1 A 0 A_TakeInventory(\"ST\",12)\n\tGoTo ContinueM\n\tUseST2:\n\tTNT1 A 0 A_TakeInventory(\"ST\",15)\n\tGoTo ContinueM2\n\n\tCleaveSpell:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"ClearCleave\")\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n    FAXE AABBCDEEEEEEE 2\n\tTNT1 A 0 A_AlertMonsters(122)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tTNT1 A 0 A_PlaySound (\"AxeLargeSwing\",0,1.0,0)\n\tFAXE FG 1\n\tAxeHitCleave:\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBLevel6\",1,\"AxeCleaveLimit6\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBLevel5\",1,\"AxeCleaveLimit5\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBLevel4\",1,\"AxeCleaveLimit4\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBLevel3\",1,\"AxeCleaveLimit3\")\n\tTNT1 A 0 A_JumpIfInventory(\"SSKillBLevel2\",1,\"AxeCleaveLimit2\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",18,\"ContinueCleave\")\n\tSpellCleave:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"ContinueCleave\")\n\tTNT1 A 0 A_GunFlash(\"FlashNone\")\n\tTNT1 A 0 A_SetAngle(Angle+15)\n    TNT1 A 0 A_GiveInventory(\"AxeTic\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",-18,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerAxeCleave\",18,0,12,5)\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel6\",1,\"AxeHitCleave6\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"AxeHitCleave5\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"AxeHitCleave4\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"AxeHitCleave3\")\n\tTNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"AxeHitCleave2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AxeHitCleave.Crit\")\n\tFAXE H 1 A_CustomPunch(random(20,28),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeCleaveLimit2:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",22,\"ContinueCleave\")\n\tGoTo SpellCleave\n\tAxeCleaveLimit3:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",26,\"ContinueCleave\")\n\tGoTo SpellCleave\n\tAxeCleaveLimit4:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",28,\"ContinueCleave\")\n\tGoTo SpellCleave\n\tAxeCleaveLimit5:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",30,\"ContinueCleave\")\n\tGoTo SpellCleave\n\tAxeCleaveLimit6:\n\tTNT1 A 0 A_JumpIfInventory(\"AxeTic\",34,\"ContinueCleave\")\n\tGoTo SpellCleave\n\tAxeHitCleave2:\n\tFAXE H 1 A_CustomPunch(random(25,31),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave3:\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave4:\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL4\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave5:\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tFAXE H 0 A_CustomPunch(3,1,0/*CPF_NOTURN*/,\"AxePuff\",132,1)\n\tGoTo AxeHitCleave\n\tAxeHitCleave6:\n\tFAXE H 1 A_CustomPunch(random(29,36),1,0/*CPF_NOTURN*/,\"AxePuffL6\",132)\n\tFAXE H 0 A_CustomPunch(3,1,0/*CPF_NOTURN*/,\"AxePuff\",132,1)\n\tGoTo AxeHitCleave\n\tAxeHitCleave.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(20,28)*4,5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave2.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(25,31)*4,5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave3.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(29,36)*4,5,1,0/*CPF_NOTURN*/,\"AxePuff\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave4.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(29,36)*4,5,1,0/*CPF_NOTURN*/,\"AxePuffL4\",132)\n\tGoTo AxeHitCleave\n\tAxeHitCleave5.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(29,36)*4,5,1,0/*CPF_NOTURN*/,\"AxePuffL5\",132)\n\tFAXE H 0 A_CustomPunch(3,1,0/*CPF_NOTURN*/,\"AxePuff\",132,1)\n\tGoTo AxeHitCleave\n\tAxeHitCleave6.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrike\",0,0.34,0)\n\tFAXE H 1 A_CustomPunch(random(29,36)*4,5,1,0/*CPF_NOTURN*/,\"AxePuffL6\",132)\n\tFAXE H 0 A_CustomPunch(3,1,0/*CPF_NOTURN*/,\"AxePuff\",132,1)\n\tGoTo AxeHitCleave\n\tClearCleave:\n    TNT1 A 0 A_TakeInventory(\"AxeTic\",9999)\n    TNT1 A 0 A_TakeInventory(\"SSkillBActivate\",1)\n    TNT1 A 0 A_GiveInventory(\"SABCD\",999)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Slayer CD 2\",0,0)\n    TNT1 A 0 A_TakeInventory(\"ST\",40)\n    TNT1 A 0 A_TakeInventory(\"BlueMana\",30)\n\tGoTo ContinueM\n\tContinueCleave:\n    TNT1 A 0 A_TakeInventory(\"AxeTic\",9999)\n    TNT1 A 0 A_TakeInventory(\"SSkillBActivate\",1)\n    TNT1 A 0 A_GiveInventory(\"SABCD\",999)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Slayer CD 2\",0,0)\n    TNT1 A 0 A_TakeInventory(\"ST\",40)\n    TNT1 A 0 A_TakeInventory(\"BlueMana\",30)\n\tGoTo ContinueM\n\tFlashNone:\n\tTNT1 A 1\n\tStop\n  }\n}\n\nACTOR Slayergun : Weapon\n{\n  Weapon.Ammotype2 \"IgnitionBulletAmmo\"\n  Weapon.AmmoUse1 1\n  Weapon.AmmoGive1 30\n  Weapon.Ammotype1 \"IgnitionBulletAmmo\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 30\n  +WEAPON.NOALERT\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  +BLOODSPLATTER\n  Inventory.PickupMessage \"Cinder Maw\"\n  Obituary \"%o was charred by %k's Cinder Maw.\"\n  Tag \"Cinder Maw (Blunt + Fire)\"\n\n  States\n  {\n  Spawn:\n    SLYG Z -1\n    Stop\n  PickUp:\n    TNT1 A 0 A_JumpIfInventory(\"SlayerAxe\",1,1)\n\tFail\n\tTNT1 A 1\n\tStop\n  Select:\n    SLYG A 1 A_Raise\n\tTNT1 A 0 A_Raise\n    Loop\n  Deselect:\n    SLYG A 1 A_Lower\n\tTNT1 A 0 A_Lower\n    Loop\n  Ready:\n    SLYG A 1 A_WeaponReady\n    Loop\n  Fire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    SLYG B 2 Bright\n\tTNT1 A 0 A_AlertMonsters(333)\n\tTNT1 A 0 A_PlaySound(\"SlayerGunShot\",0,1.0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"CinderShot\",3,1,17,-16)\n\tTNT1 A 0 A_FireCustomMissile(\"CinderShot\",3,1,11,-16)\n\tSLYG C 1 Bright A_FireCustomMissile(\"CinderShot\",3,1,14,-10)\n\tContinueM:\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceMaw\")\n\tContinueNext:\n\tTNT1 A 0\n\tSLYG DE 1 Bright\n\tSLYG F 2\n\tSLYG G 3 A_PlaySound(\"SlayerGunClick\",0,1.0,0)\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tSLYG HHHHHIIIJKA 2\n    TNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo Ready\n\tFire.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShotCrit\",3,1,17,-16)\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShotCrit\",3,1,11,-16)\n\tSLYG C 1 Bright A_FireCustomMissile(\"CinderShotCrit\",3,1,14,-10)\n\tGoTo ContinueM\n\n\tResonanceMaw:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceMaw.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceBlunt\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceMaw.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceBluntCrit\",0,0,0,0)\n\tGoTo ContinueNext\n  AltFire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    SLYG B 2 Bright\n\tTNT1 A 0 A_AlertMonsters(333)\n\tTNT1 A 0 A_PlaySound(\"SlayerGunShot\",0,1.0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"AltFire.Crit\")\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShot2\",random(9,-3),1,random(16,18),random(-15,-17))\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShot2\",random(9,-3),1,random(10,12),random(-15,-17))\n\tSLYG C 1 Bright A_FireCustomMissile(\"CinderShot2\",random(9,-3),1,random(13,15),random(-9,-11))\n\tContinueM2:\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceMaw2\")\n\tContinueNext2:\n\tTNT1 A 0\n\tSLYG DE 1 Bright\n\tSLYG F 2\n\tSLYG G 2 A_PlaySound(\"SlayerGunClick\",0,1.0,0)\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tSLYG HHHIIJKA 2\n    TNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tGoTo Ready\n\tResonanceMaw2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceMaw2.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceFire\",0,0,0,0)\n\tGoTo ContinueNext2\n\tResonanceMaw2.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceFireCrit\",0,0,0,0)\n\tGoTo ContinueNext2\n\tAltFire.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShot2Crit\",random(9,-3),1,random(14,18),-16)\n\tTNT1 A 0  A_FireCustomMissile(\"CinderShot2Crit\",random(9,-3),1,random(8,12),-16)\n\tSLYG C 1 Bright A_FireCustomMissile(\"CinderShot2Crit\",random(9,-3),1,random(12,15),-10)\n\tGoTo ContinueM2\n  }\n}\n\nActor CinderShot\n{\n  Damage (random(22,26))\n  Gravity 0.6\n  Scale 0.4\n  Projectile\n  Height 7\n  Radius 7\n  DamageType Blunt\n  Deathtype Fire\n  SeeSound \"MaceballBounce\"\n  DeathSound \"SlayerBulletHit\"\n  Speed 48\n  +BloodlessImpact\n  -Nogravity\n  +ThruGhost\n States\n  {\n  Spawn:\n   SLYB AAAABBBBCCCCDDDD 1 Bright A_SpawnItem(\"CinderTrace\")\n    Loop\n  Death:\n\tTNT1 A 0 A_ChangeFlag(NoGravity,1)\n\tTNT1 A 0 A_SetScale(0.6,0.6)\n    FHFX I 2 Bright A_SetTranslucent(1, 1)\n\tTNT1 A 0 A_SetDamageType(\"Fire\")\n    tnt1 a 0 a_stop\n    FHFX J 2 Bright\n    FHFX K 2 Bright A_Explode(9, 70, 1,0,55)\n    FHFX LM 1 Bright\n    FHFX N 1 Bright\n    FHFX OPQR 1 Bright\n    Stop\n\n  }\n}\n\nActor CinderShotCrit : CinderShot\n{Damage (random(22,26)*4.5)\nGravity 0.3\n States\n  {\n  Spawn:\n    SLYB AAAABBBBCCCCDDDD 1 Bright A_SpawnItem(\"CinderTraceCrit\")\n    Loop\n  Death:\n\tTNT1 A 0 A_ChangeFlag(NoGravity,1)\n\tTNT1 A 0 A_SetScale(0.96,0.96)\n    FHFX I 2 Bright A_SetTranslucent(1, 1)\n\tTNT1 A 0 A_SetDamageType(\"Fire\")\n    tnt1 a 0 a_stop\n    FHFX J 2 Bright\n    FHFX K 2 Bright A_Explode(9*4.5, 70, 1,0,55)\n    FHFX LM 1 Bright\n    FHFX N 1 Bright\n    FHFX OPQR 1 Bright\n    Stop\n\n  }\n}\n\nActor Cindershot2 : CinderShot\n{\n Damage (random(3,7))\n Gravity 1.0\n Speed 22\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnCeilings\n BounceCount 26\n BounceFactor 0.3\n WallBounceFactor 1.035\n}\n\nActor Cindershot2Crit : CinderShotCrit\n{\n Damage (random(3,7)*4.5)\n Speed 22\n Gravity 1.0\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnCeilings\n BounceCount 26\n BounceFactor 0.3\n WallBounceFactor 1.035\n}\n\nACTOR SlayerSpear : Weapon\n{\n  Weapon.Ammotype1 \"ST\"\n  Weapon.AmmoUse1 1\n  Weapon.Ammotype2 \"ST\"\n  Weapon.AmmoUse2 1\n  +WEAPON.NOALERT\n  +WEAPON.MeleeWeapon\n  +Inventory.UNDROPPABLE\n  +Weapon.NoAutoaim\n  +Weapon.Ammo_Optional\n  +Weapon.Alt_Ammo_Optional\n  +BLOODSPLATTER\n  YScale 0.16\n  XScale 0.2\n  Inventory.PickupMessage \"Spear\"\n  Obituary \"%o was impaled by %k's Spear.\"\n  Tag \"Spear (Pierce, Slice)\"\n\n  States\n  {\n  Spawn:\n    SLYS Z -1\n    Stop\n  PickUp:\n    TNT1 A 0 A_JumpIfInventory(\"SlayerAxe\",1,1)\n\tFail\n\tTNT1 A 1\n\tStop\n  Select:\n    SLYS A 1 A_Raise\n\tTNT1 AA 0 A_Raise\n    Loop\n  Deselect:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n    SLYS A 1 A_Lower\n\tTNT1 AA 0 A_Lower\n    Loop\n  Ready:\n    SLYS A 1 A_WeaponReady\n    Loop\n  Fire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim3\",1,\"Fire.A2\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim5\",1,\"Fire.Next\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim4\",1,\"Fire.ANext\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim6\",1,\"Fire.ANext\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Fire.A2\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Fire.A\")\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tSLYS ABCD 2\n\tTNT1 A 4\n\tFire.Next:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\tTNT1 A 0 A_PlaySound(\"SickleSwing\",0,1.0,0)\n\tSLYS EEFG 1\n    TNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire.Next.Crit\")\n\tSLYS H 2 A_CustomPunch(random(12,16),1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(12,\"UseST\")\n\tContinueM:\n\tSLYX G 2\n\tSLYS GGGGG 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSL2S ABC 2\n\tTNT1 A 6\n\tSLYS DCBA 2\n\tGoTo Ready\n\tFire.Next.Crit:\n\tSLYS H 2 A_CustomPunch(random(12,16)*2,1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(22,\"UseST\")\n\tGoTo ContinueM\n\tUseST:\n\tTNT1 A 0 A_TakeInventory(\"ST\",6)\n\tGoTo ContinueM\n\tUseST2:\n\tTNT1 A 0 A_TakeInventory(\"ST\",7)\n\tGoTo ContinueM2\n\tUseST3:\n\tTNT1 A 0 A_TakeInventory(\"ST\",9)\n\tGoTo ContinueM3\n\tUseST4:\n\tTNT1 A 0 A_TakeInventory(\"ST\",8)\n\tGoTo ContinueM4\n\tUseST5:\n\tTNT1 A 0 A_TakeInventory(\"ST\",8)\n\tGoTo ContinueM5\n\tUseST6:\n\tTNT1 A 0 A_TakeInventory(\"ST\",9)\n\tGoTo ContinueM6\n\tFire.A:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim6\",1)\n\tSLYS GIJKL 2\n\tSLYS MNO 2\n\tTNT1 A 3\n\tTNT1 AAAA 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tFire.ANext:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tTNT1 A 0 A_PlaySound(\"SickleSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tSLYS PQ 1\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.ANext.Crit\")\n\tSLYS R 3 A_CustomPunch(random(12,16),1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(22,\"UseST2\")\n\tContinueM2:\n\tSLYS QPST 2\n\tTNT1 A 3\n\tTNT1 AAAAA 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tFire.ANext.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tSLYS R 3 A_CustomPunch(random(12,16)*4.5,1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(40,\"UseST2\")\n\tGoTo ContinueM2\n\tFire.A2:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tTNT1 A 0 A_PlaySound(\"SickleSwing\",0,1.0,0)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tSLYS TUV 2\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.A2.Crit\")\n\tSLYS W 3 A_CustomPunch(random(12,16),1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(22,\"UseST3\")\n\tContinueM3:\n\tSLYS VVVVU 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOPRIMARY)\n\tSLYS UT 2\n\tTNT1 A 4\n\tTNT1 AAA 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tFire.A2.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tSLYS W 3 A_CustomPunch(random(12,16)*4.5,1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(40,\"UseST3\")\n\tGoTo ContinueM3\n\tFire.B:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\tSLWS CDDDDEEEEFFF 1\n\tTNT1 A 0 A_PlaySound(\"SwordLightSwing\",0,1.6,0)\n\tSLWS GGFED 1\n    TNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Fire.B.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",16,0,12,5)\n\tSLWS J 2 A_CustomPunch(random(7,10),1,0/*CPF_NOTURN*/,\"SpearPuff\",115)\n\tTNT1 A 0 A_Jump(12,\"UseST4\")\n\tContinueM4:\n\tSLWS KL 1\n\tTNT1 A 2\n\tTNT1 AAAAA 1 A_WeaponReady(WRF_NOSWITCH|WRF_NOSECONDARY)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tFire.B.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",16,0,12,5)\n\tSLWS J 2 A_CustomPunch(random(7,10)*2,1,0/*CPF_NOTURN*/,\"SicklePuff\",165)\n\tTNT1 A 0 A_Jump(22,\"UseST4\")\n\tGoTo ContinueM4\n\tFire.B2:\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tSLWS CBA 2\n\tTNT1 A 2\n\tGoTo Altfire.A\n\tAltfire:\n    TNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim2\",1,\"Fire.B2\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim1\",1,\"Fire.B\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim4\",1,\"Altfire.B\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim5\",1,\"Altfire.A\")\n    TNT1 A 0 A_JumpIfInventory(\"MeleeAnim6\",1,\"Altfire.B\")\n\tSLYS ABCD 2\n\tTNT1 A 4\n\tAltfire.A:\n\tTNT1 A 0 A_PlaySound(\"SwordLightSwing\",0,1.6,0)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\tSLWS ABCC 1\n    TNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Altfire.A.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",16,0,12,5)\n\tSLWS D 1 A_CustomPunch(random(7,10),1,0/*CPF_NOTURN*/,\"SpearPuff\",115)\n\tTNT1 A 0 A_Jump(12,\"UseST5\")\n\tContinueM5:\n\tSLWS EEFG 1\n\tTNT1 A 3\n\tTNT1 AAAA 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tAltfire.a.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",16,0,12,5)\n\tSLWS D 1 A_CustomPunch(random(7,10)*2,1,0/*CPF_NOTURN*/,\"SpearPuff\",115)\n\tTNT1 A 0 A_Jump(22,\"UseST5\")\n\tGoTo ContinueM5\n\tAltfire.B:\n\tTNT1 A 0 A_PlaySound(\"SwordLightSwing\",0,1.6,0)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\tSLWS GFH 1\n    TNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\",1,\"Altfire.B.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleave\",16,0,12,5)\n\tSLWS I 1 A_CustomPunch(random(7,10),1,0/*CPF_NOTURN*/,\"SpearPuff\",115)\n\tTNT1 A 0 A_Jump(12,\"UseST6\")\n\tContinueM6:\n\tSLWS JKL 1\n\tTNT1 A 3\n\tTNT1 AAAA 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim1\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim2\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim3\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim4\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim5\",1)\n    TNT1 A 0 A_TakeInventory(\"MeleeAnim6\",1)\n\tSLYS DCBA 2\n\tGoTo Ready\n\tAltfire.B.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",-16,0,-12,5)\n\tTNT1 A 0 A_FireCustomMissile(\"SlayerSpearCleaveMCrit\",16,0,12,5)\n\tSLWS D 1 A_CustomPunch(random(7,10)*2,1,0/*CPF_NOTURN*/,\"SpearPuff\",115)\n\tTNT1 A 0 A_Jump(22,\"UseST6\")\n\tGoTo ContinueM6\n\n  }\n}\n\nActor SlayerSpearCleave\n{\n Projectile\n Height 1\n Radius 1\n Damagetype Slice\n +Thruactors\n Speed 35\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode(random(7,10)*0.25,50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n\tBSerk2:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk2\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tStop\n\tBSerk3:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk3\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tStop\n\tBSerk4:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk4\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tStop\n\tBSerk5:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk5\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tStop\n\tBSerk6:\n\tTNT1 A 0 A_SetDamagetype(\"BloodSerk6\")\n\tTNT1 A 0 A_Explode(1,32,0,0,32)\n\tTNT1 A 1\n\tStop\n   }\n}\n\nActor SlayerSpearCleaveMCrit : SlayerSpearCleave\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode((random(7,10)*0.25)*2,50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n   }\n}\n\nActor SwordCBCleave : SlayerSpearCleave\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode(random(12,14)*0.4,50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n   }\n}\n\nActor SwordCBCleaveCrit : SwordCBCleave\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode((random(12,14)*0.4)*4.5,50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n   }\n}\nActor SwordCBCleaveNS : SwordCBCleave\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode((random(12,14)*0.4)/random(1,3),50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n   }\n}\nActor SwordCBCleaveCritNS : SwordCBCleave\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_Explode(((random(12,14)*0.4)*4.5)/RANDOM(1,3),50,0,0,42)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\t sTOP\n   }\n}\n\nActor AxePuff : HammerPuffB\n{ Damagetype Slice\n States\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"AxeLargeWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 0\n    TNT1 A 1\n   TNT1 A 0 A_PlaySOund(\"AxeLargeHit\",0,1.0,0)\n   TNT1 A 0 A_SetDamageType(\"Blunt\")\n   TNT1 A 0 A_Explode(random(10,12),20,0,0,20)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\tTNT1 A 0\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor SlayerAxeCleave : SlayerSpearCleave\n{\n Renderstyle Add\n Alpha 0.88\n YSCALE 0.38\n XSCALE 2\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBActivate\",1,\"SetSpell\")\n\t GoTo Set\n\t SetSpell:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBLevel6\",1,\"SetSpell6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBLevel5\",1,\"SetSpell5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBLevel4\",1,\"SetSpell4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBLevel3\",1,\"SetSpell3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"SSkillBLevel2\",1,\"SetSpell2\")\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel1\",1)\n\t GoTo Set\n\t SetSpell2:\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel2\",1)\n\t GoTo Set\n\t SetSpell3:\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel3\",1)\n\t GoTo Set\n\t SetSpell4:\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel4\",1)\n\t GoTo Set\n\t SetSpell5:\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel5\",1)\n\t GoTo Set\n\t SetSpell6:\n\t TNT1 A 0 A_GiveInventory(\"SSKillBLevel6\",1)\n\t GoTo Set\n\t Set:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"CriticalStrikeItem\",1,\"GiveCrit\")\n\t GoTo Set2\n\t GiveCrit:\n\t TNT1 A 0 A_GiveInventory(\"CriticalStrikeItem\",1)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"ST\",1,\"Set2\")\n\t GoTo SetNoST\n\t SetNoST:\n\t TNT1 A 0 A_GiveInventory(\"NoST\",1)\n\t GoTo Set3\n\t Set2:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"AxeSwordLevel6\",1,\"SetIncinerate\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"AxeSwordLevel5\",1,\"SetIncinerate\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"ST\",1,\"Travel\")\n\t GoTo SetNoST\n\t SetIncinerate:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL5\")\n\t TNT1 A 0 A_GiveInventory(\"AxeSwordLevel5\",1)\n\t TNT1 A 0 A_GiveInventory(\"AxeSwordLevel6\",1)\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"ST\",1,\"Travel\")\n\t GoTo SetNoST\n\t Set3:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"AxeSwordLevel4\",1,\"SetLv4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"AxeSwordLevel3\",1,\"SetLv3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"AxeSwordLevel2\",1,\"SetLv2\")\n\t GoTo Travel\n\t SetLv4:\n\t TNT1 A 0 A_GiveInventory(\"AxeSwordLevel4\",1)\n\t GoTo Travel\n\t SetLv3:\n\t TNT1 A 0 A_GiveInventory(\"AxeSwordLevel3\",1)\n\t GoTo Travel\n\t SetLv2:\n\t TNT1 A 0 A_GiveInventory(\"AxeSwordLevel2\",1)\n\t GoTo Travel\n\t Travel:\n\t TNT1 A 2\n\t Death:\n\t TNT1 AA 0 A_Stop\n\t TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Death.Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel6\",1,\"Death.Spell6\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel5\",1,\"Death.Spell5\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel4\",1,\"Death.Spell4\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel3\",1,\"Death.Spell3\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel2\",1,\"Death.Spell2\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel1\",1,\"Death.Spell1\")\n\t TNT1 A 0 A_JumpIfInventory(\"NoST\",1,\"Death.NoST\")\n\t TNT1 A 0 A_Explode((random(29,36)*0.25),50,0,0,42)\n\t GoTo DeathAnim\n\n\t Death.Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel6\",1,\"Death.Spell6Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel5\",1,\"Death.Spell5Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel4\",1,\"Death.Spell4Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel3\",1,\"Death.Spell3Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel2\",1,\"Death.Spell2Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"SSkillBLevel1\",1,\"Death.Spell1Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"NoST\",1,\"Death.NoSTCrit\")\n\t TNT1 A 0 A_Explode((random(29,36)*0.25)*4.5,50,0,0,42)\n\t GoTo DeathAnim\n\t Death.NoST:\n\t TNT1 A 0 A_Explode((random(29,36)*0.25)/random(1,3),50,0,0,42)\n\t GoTo DeathAnim\n\t Death.NoSTCrit:\n\t TNT1 A 0 A_Explode(((random(29,36)*0.25)*4.5)/random(1,3),50,0,0,42)\n\t GoTo DeathAnim\n\n\t Death.Spell1:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell1\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell1\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell1\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell1\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.25),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell2:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell2\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell2\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell2\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell2\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.35),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell3:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell3\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell3\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell3\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell3\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.40),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell4:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell4\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell4\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell4\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell4\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.45),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell5:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell5\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell5\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell5\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell5\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.65),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell6:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell6\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell6\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell6\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell6\")\n\t TNT1 A 0 A_Explode((random(20,28)),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.Spell1Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell1Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell1Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell1Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell1Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.25)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell2Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell2Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell2Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell2Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell2Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.35)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell3Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell3Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell3Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell3Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell3Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.40)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell4Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell4Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell4Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell4Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell4Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.45)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell5Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell5Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell5Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell5Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell5Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*0.65)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.Spell6Crit:\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel5\",1,\"Death.A3Spell6Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel4\",1,\"Death.A4Spell6Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel3\",1,\"Death.A3Spell6Crit\")\n\t TNT1 A 0 A_JumpIfInventory(\"AxeSwordLevel2\",1,\"Death.A2Spell6Crit\")\n\t TNT1 A 0 A_Explode((random(20,28)*4.5),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.A2Spell1:\n\t TNT1 A 0 A_Explode((random(25,31)*0.25),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell2:\n\t TNT1 A 0 A_Explode((random(25,31)*0.35),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell3:\n\t TNT1 A 0 A_Explode((random(25,31)*0.40),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell4:\n\t TNT1 A 0 A_Explode((random(25,31)*0.45),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell5:\n\t TNT1 A 0 A_Explode((random(25,31)*0.65),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell6:\n\t TNT1 A 0 A_Explode((random(25,31)),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.A3Spell1:\n\t TNT1 A 0 A_Explode((random(29,36)*0.25),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell2:\n\t TNT1 A 0 A_Explode((random(29,36)*0.35),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell3:\n\t TNT1 A 0 A_Explode((random(29,36)*0.40),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell4:\n\t TNT1 A 0 A_Explode((random(29,36)*0.45),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell5:\n\t TNT1 A 0 A_Explode((random(29,36)*0.65),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell6:\n\t TNT1 A 0 A_Explode((random(29,36)),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.A4Spell1:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell1\n\t Death.A4Spell2:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell2\n\t Death.A4Spell3:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell3\n\t Death.A4Spell4:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell4\n\t Death.A4Spell5:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell5\n\t Death.A4Spell6:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell6\n\n\t Death.A2Spell1Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*0.25)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell2Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*0.35)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell3Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*0.40)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell4Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*0.45)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell5Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*0.65)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A2Spell6Crit:\n\t TNT1 A 0 A_Explode((random(25,31)*4.5),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.A3Spell1Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*0.25)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell2Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*0.35)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell3Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*0.40)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell4Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*0.45)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell5Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*0.65)*4.5,50,0,0,42)\n\t GoTo Death.Spell.Anim\n\t Death.A3Spell6Crit:\n\t TNT1 A 0 A_Explode((random(29,36)*4.5),50,0,0,42)\n\t GoTo Death.Spell.Anim\n\n\t Death.A4Spell1Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell1Crit\n\t Death.A4Spell2Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell2Crit\n\t Death.A4Spell3Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell3Crit\n\t Death.A4Spell4Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell4Crit\n\t Death.A4Spell5Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell5Crit\n\t Death.A4Spell6Crit:\n\t TNT1 A 0 A_SetDamagetype(\"AxeL4\")\n\t GoTo Death.A3Spell6Crit\n\t BSerk2S:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk2\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo Death.Spell.Anim+6\n\t BSerk3S:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk3\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo Death.Spell.Anim+6\n\t BSerk4S:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk4\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo Death.Spell.Anim+6\n\t BSerk5S:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk5\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo Death.Spell.Anim+6\n\t BSerk6S:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk6\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo Death.Spell.Anim+6\n\t BSerk2A:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk2\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo DeathAnim+6\n\t BSerk3A:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk3\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo DeathAnim+6\n\t BSerk4A:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk4\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo DeathAnim+6\n\t BSerk5A:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk5\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo DeathAnim+6\n\t BSerk6A:\n\t TNT1 A 0 A_SetDamagetype(\"BloodSerk6\")\n\t TNT1 A 0 A_Explode(1,32,0,0,32)\n\t TNT1 A 1\n\t GoTo DeathAnim+6\n\t Death.Spell.Anim:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6S\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5S\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4S\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3S\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2S\")\n\t SCLV A 10 Bright\n\t SCLV A 2 Bright A_FadeOut\n\t Wait\n\t DeathAnim:\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6A\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5A\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4A\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3A\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2A\")\n\t CLEV A 6 Bright A_SetScale(1.6,0.35)\n\t CLEV A 1 Bright A_FadeOut\n\t Wait\n   }\n}\nActor SlayerAxeCleaveCrit : SlayerAxeCleave{}\nActor SlayerAxeCleaveNoST : SlayerAxeCleave{}\nActor SlayerAxeCleaveCritNoST : SlayerAxeCleave{}\nActor SlayerAxeSpellCleave : SlayerAxeCleave{}\n\nActor AxePuffCrit : HammerPuffB\n{\n States\n  {\n  XDeath:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySOund(\"AxeLargeHit\",0,1.0,0)\n   TNT1 A 0 A_SetDamageType(\"Blunt\")\n   TNT1 A 0 A_Explode(random(10,12)*4.5,20,0,0,20)\n\tTNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk6\",1,\"BSerk6\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk5\",1,\"BSerk5\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk4\",1,\"BSerk4\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk3\",1,\"BSerk3\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"Bloodserk2\",1,\"BSerk2\")\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor AxePuffL4 : AxePuff\n{ Damagetype \"AxeL4\" }\nActor AxePuffL5 : AxePuff\n{ Damagetype \"AxeL5\" }\nActor AxePuffL4Crit : AxePuffCrit\n{ Damagetype \"AxeL4\" }\nActor AxePuffL5Crit : AxePuffCrit\n{ Damagetype \"AxeL5\" }\n\nActor HeavySMonsters : HammerPuffB\n{ Damagetype Slice\n +NoDamageThrust\n  -MThruSpecies\n States\n  {\n  Death:\n  Spawn:\n  Melee:\n  Crash:\n    TNT1 A 1\n\tTNT1 A 1 A_PlaySound(\"SwordHeavyWall\",0,1.0,0)\n    FHFX STUVW 4\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  XDeath:\n   TNT1 A 1\n   TNT1 A 1 A_PlaySOund(\"SwordHeavyHit\",0,1.0,0)\n\tTNT1 A 0\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}\n\nActor SpearPuff : SwordPuffMonsters\n{+MThruSpecies}\n\nActor PouncePuff3 : SwordPuffC\n{ Damagetype PouncePuff3 }\nActor PouncePuff4 : SwordPuffC\n{ Damagetype PouncePuff4 }\nActor PouncePuff5 : SwordPuffC\n{ Damagetype PouncePuff5 }\n\nActor SSkillCActivate : HolySmiteHeal\n{\n States\n  {\n   pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"SACCD\",999)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Slayer CD 3\",0,0)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",25)\n\tTNT1 A 0 A_TakeInventory(\"ST\",30)\n    TNT1 A 0 A_JumpIfInventory(\"BloodserkCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Slayer Bloodserk\",0,0)\n\tTNT1 A 0 A_GiveInventory(\"BloodserkCount\",210)\n    TNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"PickUp.G\")\n\tStop\n\tPickUp.G:\n    TNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"PickUp.Gs\")\n\tStop\n\tPickUp.Gs:\n\tTNT1 A 0 A_GiveInventory(\"BloodserkGreen\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tStop\n  }\n}\nActor BloodSerkGive : HolySmiteHeal\n{\n States\n   {\n\tPickUp:\n    TNT1 A 0 A_JumpIfInventory(\"SSkillCLevel6\",1,\"PickUp.L6\")\n    TNT1 A 0 A_JumpIfInventory(\"SSkillCLevel5\",1,\"PickUp.L5\")\n    TNT1 A 0 A_JumpIfInventory(\"SSkillCLevel4\",1,\"PickUp.L4\")\n    TNT1 A 0 A_JumpIfInventory(\"SSkillCLevel3\",1,\"PickUp.L3\")\n    TNT1 A 0 A_JumpIfInventory(\"SSkillCLevel2\",1,\"PickUp.L2\")\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk\",1)\n\tTNT1 A 1\n\tStop\n\tPickUp.L2:\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk2\",1)\n\tTNT1 A 1\n\tStop\n\tPickUp.L3:\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk3\",1)\n\tTNT1 A 1\n\tStop\n\tPickUp.L4:\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk4\",1)\n\tTNT1 A 1\n\tStop\n\tPickUp.L5:\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk5\",1)\n\tTNT1 A 1\n\tStop\n\tPickUp.L6:\n\tTNT1 A 0 A_GiveInventory(\"Bloodserk6\",1)\n\tTNT1 A 1\n\tStop\n  }\n}\n\nActor Bloodserk : PowerDoubleFiringSpeed\n{ PowerUp.Duration 5 }\nActor Bloodserk2 : BloodSerk {}\nActor Bloodserk3 : BloodSerk {}\nActor Bloodserk4 : BloodSerk {}\nActor Bloodserk5 : BloodSerk {}\nActor Bloodserk6 : BloodSerk {}\nActor BloodserkGreen : PowerProtection\n{\nDamagefactor Slice, 0\nDamagefactor Blunt, 0\nDamagefactor Pierce, 0\nDamagefactor Fire, 0\nDamagefactor Ice, 0\nDamagefactor Dark, 0\nDamagefactor Light, 0\nDamagefactor Electric, 0\nDamagefactor PoisonDefault, 0\nDamagefactor PoisonFire, 0\nDamagefactor PoisonFrost, 0\nDamagefactor PoisonDark, 0\nDamagefactor PoisonLight, 0\nDamagefactor PoisonElek, 0\nDamagefactor Incineration, 0\nDamagefactor IncinerationFrost, 0\nDamagefactor IncinerationDark, 0\nDamagefactor IncinerationLight, 0\nDamagefactor IncinerationElek, 0\nDamagefactor MeltDefault, 0\nDamagefactor MeltFire, 0\nDamagefactor MeltFrost, 0\nDamagefactor MeltDark, 0\nDamagefactor MeltLight, 0\nDamagefactor MeltElek, 0\n\nPowerUp.Duration -6 }"
      },
      {
        "source": "pk3",
        "name": "Actors/Chars/Hunter.txt",
        "contents": "CONST INT HunterT1LA = 35;\nCONST INT HunterT1LB = 55;\nCONST INT HunterT1LC = 75;\nCONST INT HunterT1LD = 95;\nCONST INT HunterT1LE = 115;\nCONST INT HunterT2L = 145;\nCONST INT HunterT3L = 175;\nCONST INT HunterT4LA = 205;\nCONST INT HunterT4LB = 225;\nCONST INT HunterT4LC = 245;\nCONST INT HunterT5LA = 275;\nCONST INT HunterT5LB = 305;\nCONST INT HunterT6L = 335;\n\nACTOR HunterClass : HRDPlayerPawn\n{\n  Health 115\n  GibHealth 25\n  Player.MaxHealth 125\n  ReactionTime 0\n  PainChance 256\n  Radius 16\n  Height 64\n  Speed 1\n  Mass 210\n  +NOSKIN\n  +NODAMAGETHRUST\n  +NOTHRUSTWHENINVUL\n  +ThruSpecies\n  PainSound \"PlayerClericPain\"\n  Damagefactor Crush, 5.0\n  Player.Forwardmove 1.1\n  Player.StartItem \"ST\", 100\n  Player.StartItem \"BlueMana\",125\n  Player.SideMove 0.9\n  Player.RunHealth 35\n  Player.JumpZ 9\n  Player.Viewheight 48\n  Player.SpawnClass \"Cleric\"\n  Player.Portrait \"P_HWALK1\"\n  Player.DisplayName \"Hunter\"\n  Player.SoundClass \"Cleric\"\n  Species \"Player\"\n  Player.StartItem \"IsPlayer\"\n  Player.StartItem ArrowAmmo, 50\n  Player.StartItem BoltAmmo, 70\n  Player.StartItem BoltClip, 7\n  Player.StartItem HunterBow\n  Player.StartItem HunterCrossbow\n  Player.WeaponSlot 1, HunterBow, HunterCrossbow\n  Player.WeaponSlot 2, HunterBlade, HunterStaff\n  Var Int User_HunterT1;\n  Var Int User_HunterT2;\n  Var Int User_HunterT3;\n  Var Int User_HunterT4;\n  Var Int User_HunterT5;\n  Var Int User_HunterT6;\n\n  Player.ColorRange 191, 202\n\n  States\n  {\n  Spawn:\n    HUNT A 1 A_GiveInventory(\"STTic\",1)\n\tHUNT A 0 A_JumpIfInventory(\"STTic\",150,1)\n    Loop\n\tHUNT A 9 A_GiveInventory(\"ST\",2)\n\tLoop\n  See:\n    HUNT AB 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\tHUNT CD 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,2)\n\tTNT1 A 0 A_CustomMissile(\"HumanStep\",22,0,0,2,-90)\n\tTNT1 A 0\n    Loop\n  Pain:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    HUNT G 4 A_TakeInventory(\"STTic\",999)\n\tTNT1 A 0 A_AlertMonsters(500)\n    HUNT G 4 A_Pain\n    Goto Spawn\n  Missile:\n  Melee:\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    HUNT EEF 6 A_TakeInventory(\"STTic\",999)\n    Goto Spawn\n  XDeath:\n  Death:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    HUNT I 6 A_TakeInventory(\"STTic\",999)\n    HUNT J 6 A_PlayerScream\n    HUNT KL 6\n    HUNT M 6 A_NoBlocking\n    HUNT NOP 6\n    HUNT Q -1\n    Stop\n  Burn:\n    TNT1 A 0 A_GiveInventory(\"ManaInjectCheckL4\")\n    TNT1 A 0 A_GiveInventory(\"CancelSTR\",1)\n    CDTH C 5 Bright A_PlaySound(\"*burndeath\")\n    FDTH D 4 Bright A_TakeInventory(\"STTic\",999)\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_PlayerScream\n    FDTH I 5 Bright\n    FDTH J 4 Bright\n    FDTH K 5 Bright\n    FDTH L 4 Bright\n    FDTH M 5 Bright\n    FDTH N 4 Bright\n    FDTH O 5 Bright\n    FDTH P 4 Bright\n    FDTH Q 5 Bright\n    FDTH R 4 Bright\n    FDTH S 5 Bright A_NoBlocking\n    FDTH T 4 Bright\n    FDTH U 5 Bright\n    FDTH V 4 Bright\n    ACLO E 35 A_CheckPlayerDone\n    Wait\n    ACLO E 8\n    Stop\n  }\n}\n\nActor HunterBow : Weapon\n{\nTag \"Eldrim Bow (Pierce)\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 0\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\n+Weapon.Alt_Ammo_Optional\nWeapon.AmmoType1 \"ArrowAmmo\"\nWeapon.AmmoType2 \"ArrowAmmo\"\n+WEAPON.NOALERT\n  Var Int User_HunterT1;\n  Var Int User_HunterT2;\n  Var Int User_HunterT3;\n  Var Int User_HunterT4;\n  Var Int User_HunterT5;\n  Var Int User_HunterT6;\nStates\n{\nSelect:\n    DBOW A 1 A_Raise\n    Loop\nDeselect:\n    DBOW A 1 A_Lower\n    Loop\nReady:\n    DBOW A 1 A_WeaponReady\n    TNT1 A 0 A_JumpIfInventory(\"HSkillAActivate\",1,\"Fire\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillBActivate\",1,\"Fire\")\n    Loop\nSpawn:\n\tBWPU A -1\n\tStop\nNoST:\n    TNT1 A 0 A_TakeInventory(\"HSkillAActivate\",1)\n    TNT1 A 0 A_TakeInventory(\"HSkillBActivate\",1)\n\tGoTo Ready\n\nFire:\n    DBOW A 4 A_JumpIfInventory(\"MissileAnim1\",1,\"Release\")\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tDBOW B 5 A_PlayWeaponSound(\"BowPull\")\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tDBOW CD 5\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoto Hold\nAltFire:\n    TNT1 A 0 A_JumpIfInventory(\"MissileAnim1\",1,1)\n\tGoTo Ready\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillAActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillBActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"HunterTic1\",999)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter Tics\",0,1)\n\tDBOW DCBA 4 A_PlayWeaponSound(\"\")\n\tGoTo Ready\nHold:\n    TNT1 A 0 A_GunFlash(\"Flash\")\n\tTNT1 A 0 A_JumpIfInventory(\"ST\",1,1)\n\tGoTo Release\n    TNT1 A 0 A_GiveInventory(\"HunterTic1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter Tics\",0,0)\n\tDBOW D 1 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)\n\tTNT1 A 0 A_Jump(55,\"UseSTH\")\n\tLoop\n\tUseSTH:\n\tTNT1 A 0 A_TakeInventory(\"ST\",1)\n\tGoTo Hold\n\tFireNMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextFireNMSet\n\tThunderNMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextThunderNMSet\n\tFireGreen:\n\tTNT1 A 0 A_JumpIFInventory(\"GreenMana\",1,1)\n\tGoto ContinueNextFireG\n\tTNT1 A 0 A_FireCustomMissile(\"FireArrowGreenEx\",0,0,-2)\n\tTNT1 A 0 A_FireCustomMissile(\"FireArrowGreenEx2\",0,0,2)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextFireG\n\tThunderGreen:\n\tTNT1 A 0 A_JumpIFInventory(\"GreenMana\",1,1)\n\tGoto ContinueNextThunderG\n\tTNT1 AAAA 0 A_FireCustomMissile(\"ThunderArrowGreenEx\",random(25,-25),0,0,0,0,random(-25,25))\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextThunderG\n\tRelease:\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HSkillAActivate\",1,\"Release.Flame\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillBActivate\",1,\"Release.Thunder\")\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceArrow\")\n\tContinueNext:\n\tTNT1 A 0 A_PlayWeaponSound(\"BowFire\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow\",0,1,5,10)\n\tReleaseAnim:\n\tTNT1 A 0 A_TakeInventory(\"HSkillAActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillBActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"HunterTic1\",999)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter Tics\",0,1)\n\tDBOW EFBA 3\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tGoto Ready\n\n\tResonanceArrow:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceArrow.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierce\",0,0,5,10)\n\tGoTo ContinueNext\n\tResonanceArrow.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierceCrit\",0,0,5,10)\n\tGoTo ContinueNext\n\tResonanceArrowFire:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceArrowFire.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceFire\",0,0,5,10)\n\tGoTo ContinueNextFire\n\tResonanceArrowFire.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonanceFireCrit\",0,0,5,10)\n\tGoTo ContinueNextFire\n\tResonanceArrowThunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceArrowThunder.Crit\")\n\tTNT1 A 0 A_RailAttack(random(30,40),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"ElectricPuff\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ContinueNextThunder\n\tResonanceArrowThunder.Crit:\n\tTNT1 A 0 A_RailAttack(random(30,40)*4.5,5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"ElectricPuff\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ContinueNextThunder\n\tRelease.A:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame:\n\tTNT1 A 0 A_PlayWeaponSound(\"\")\n\tTNT1 A 0 A_PlaySound(\"FireBowFire\",0,1.0,0)\n\tTNT1 A 0 A_AlertMonsters(600)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",28)\n\tTNT1 A 0 A_TakeInventory(\"HSkillAActivate\",1)\n\tTNT1 A 0 A_GiveInventory(\"HAACD\",999)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hunter CD 1\",0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceArrowFire\")\n\tContinueNextFire:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"FireGreen\")\n\tContinueNextFireG:\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillALevel6\",1,\"Release.Flame6\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillALevel5\",1,\"Release.Flame5\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillALevel4\",1,\"Release.Flame4\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillALevel3\",1,\"Release.Flame3\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillALevel2\",1,\"Release.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame6:\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame6\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame6\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame5:\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame5\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame5\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame4:\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame4\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame4\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame3:\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame3\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame3\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame2:\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",6,HunterT6L) == 1, \"Release.M.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LB) == 1, \"Release.L.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",5,HunterT5LA) == 1, \"Release.K.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LC) == 1, \"Release.J.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LB) == 1, \"Release.I.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",4,HunterT4LA) == 1, \"Release.H.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",3,HunterT3L) == 1, \"Release.G.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",2,HunterT2L) == 1, \"Release.F.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LE) == 1, \"Release.E.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LD) == 1, \"Release.D.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LC) == 1, \"Release.C.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LB) == 1, \"Release.B.Flame2\")\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hunter Shot\",1,HunterT1LA) == 1, \"Release.A.Flame2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Flame6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame6\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Flame5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame5\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Flame4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame4\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Flame3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame3\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Flame2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame2\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.FlameCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrowFlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.A.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow2FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.B.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow3FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.C.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow4FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.D.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow5FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.E.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow6FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.F.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow7FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.G.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow8FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.H.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow9FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.I.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow10FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.J.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow11FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.K.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow12FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.L.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow13FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame6Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame5Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame4Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame3Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.Flame2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14Flame2Crit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.M.FlameCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterArrow14FlameCrit\",0,1,5,10)\n\tGoTo ReleaseAnim\n\tRelease.Thunder:\n\tTNT1 A 0 A_PlayWeaponSound(\"\")\n\tTNT1 A 0 A_PlaySound(\"ThunderBowFire\",0,1.0,0)\n\tTNT1 A 0 A_AlertMonsters(1000)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",35)\n\tTNT1 A 0 A_TakeInventory(\"HSkillBActivate\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceArrowThunder\")\n\tContinueNextThunder:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"ThunderGreen\")\n\tContinueNextThunderG:\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel6\",1,\"Release.Thunder6\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel5\",1,\"Release.Thunder5\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel4\",1,\"Release.Thunder4\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel3\",1,\"Release.Thunder3\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel2\",1,\"Release.Thunder2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack(random(7,10),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(8,12)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(8,12)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(8,12)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(8,12)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(8,12)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.A.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(8,12)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(13,15)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(13,15)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(13,15)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(13,15)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(13,15)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.B.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(13,15)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(15,18)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(15,18)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(15,18)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(15,18)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(15,18)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.C.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(15,18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(18,20)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(18,20)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(18,20)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(18,20)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(18,20)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.D.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(18,20)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(20,28)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(20,28)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(20,28)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(20,28)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(20,28)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.E.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(20,28)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(28,30)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(28,30)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(28,30)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(28,30)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(28,30)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.F.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(28,30)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(30,35)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(30,35)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(30,35)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(30,35)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(30,35)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.G.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(30,35)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(35,38)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(35,38)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(35,38)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(35,38)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(35,38)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.H.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(35,38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(40,43)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(40,43)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(40,43)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(40,43)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(40,43)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.I.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(40,43)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(44,50)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(44,50)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(44,50)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(44,50)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(44,50)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.J.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(44,50)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(50,55)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(50,55)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(50,55)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(50,55)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(50,55)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.K.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(50,55)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(55,60)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(55,60)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(55,60)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(55,60)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(55,60)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.L.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(55,60)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(62,70)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(62,70)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(62,70)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(62,70)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(62,70)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.M.ThunderCrit\")\n\tTNT1 A 0 A_RailAttack((random(62,70)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Thunder6Crit\")\n\tTNT1 A 0 A_RailAttack(((random(7,10)+38)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Thunder5Crit\")\n\tTNT1 A 0 A_RailAttack(((random(7,10)+26)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Thunder4Crit\")\n\tTNT1 A 0 A_RailAttack(((random(7,10)+23)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Thunder3Crit\")\n\tTNT1 A 0 A_RailAttack(((random(7,10)+18)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Release.Thunder2Crit\")\n\tTNT1 A 0 A_RailAttack(((random(7,10)+10)),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(8,12)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(8,12)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(8,12)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(8,12)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(8,12)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.A.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(8,12)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(13,15)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(13,15)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(13,15)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(13,15)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(13,15)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.B.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(13,15)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(15,18)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(15,18)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(15,18)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(15,18)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(15,18)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.C.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(15,18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(18,20)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(18,20)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(18,20)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(18,20)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(18,20)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.D.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(18,20)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(20,28)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(20,28)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(20,28)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(20,28)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(20,28)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.E.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(20,28)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(28,30)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(28,30)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(28,30)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(28,30)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(28,30)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.F.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(28,30)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(30,35)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(30,35)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(30,35)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(30,35)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(30,35)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.G.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(30,35)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(35,38)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder5Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(35,38)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder4Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(35,38)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder3Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(35,38)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.Thunder2Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(35,38)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.H.ThunderCrit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack((random(35,38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder6Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_RailAttack(((random(40,43)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(40,43)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(40,43)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(40,43)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(40,43)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.I.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(40,43)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder6Crit:\n\tTNT1 A 0 A_RailAttack(((random(44,50)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(44,50)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(44,50)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(44,50)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(44,50)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.J.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(44,50)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder6Crit:\n\tTNT1 A 0 A_RailAttack(((random(50,55)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(50,55)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(50,55)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(50,55)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(50,55)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.K.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(50,55)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder6Crit:\n\tTNT1 A 0 A_RailAttack(((random(55,60)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(55,60)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(55,60)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(55,60)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(55,60)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.L.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(55,60)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder6Crit:\n\tTNT1 A 0 A_RailAttack(((random(62,70)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(62,70)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(62,70)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(62,70)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(62,70)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.M.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(62,70)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder6Crit:\n\tTNT1 A 0 A_RailAttack(((random(7,10)+38)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL6\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder5Crit:\n\tTNT1 A 0 A_RailAttack(((random(7,10)+26)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder4Crit:\n\tTNT1 A 0 A_RailAttack(((random(7,10)+23)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder3Crit:\n\tTNT1 A 0 A_RailAttack(((random(7,10)+18)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL3\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.Thunder2Crit:\n\tTNT1 A 0 A_RailAttack(((random(7,10)+10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL2\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tRelease.ThunderCrit:\n\tTNT1 A 0 A_RailAttack((random(7,10)*4.5),5,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"HunterThunderL1\",0,0,0,0,10,0,\"HunterThunderFX\",7)\n\tGoTo ReleaseAnimT\n\tReleaseAnimT:\n\tTNT1 A 0 A_TakeInventory(\"ArrowAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"HABCD\",999)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hunter CD 2\",0,0)\n\tTNT1 A 0 A_RailAttack(0,5,0,none,\"00 80 ff\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,9999,\"ThunderArrowSpark\",0,0,0,0,20,0,\"HunterThunderFX2\",10)\n\tTNT1 AAAA 0 A_RailAttack(0,5,0,none,\"00 80 ff\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,9999,\"\",0,0,0,0,20,0,\"HunterThunderFX2\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel6\",1,\"ReleaseAnimT6\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel5\",1,\"ReleaseAnimT5\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel4\",1,\"ReleaseAnimT4\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel3\",1,\"ReleaseAnimT3\")\n\tTNT1 A 0 A_JumpIfInventory(\"HSkillBLevel2\",1,\"ReleaseAnimT2\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimTCrit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit1\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT6:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimT6Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit6\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT5:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimT5Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit5\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT4:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimT4Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit4\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT3:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimT3Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit3\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT2:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ReleaseAnimT2Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit2\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT6Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit6Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT5Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit5Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT4Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit4Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT3Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit3Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimT2Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit2Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\n\tReleaseAnimTCrit:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowHit1Crit\",0,0,5,10)\n\tGoTo ReleaseAnim\nFlash:\n    TNT1 A 0 A_JumpIfInventory(\"HSkillAActivate\",1,\"Flash.Flame\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillBActivate\",1,\"Flash.Thunder\")\n\tTNT1 A 1\n\tStop\nFlash.Flame:\n\tTNT1 A 0 A_FireCustomMissile(\"FlameArrowRune2\",0,0,5,10)\n    TNT1 A 1 A_FireCustomMissile(\"FlameArrowRune\",0,0,5,10)\n\tStop\nFlash.Thunder:\n\tTNT1 A 0 A_FireCustomMissile(\"ThunderArrowRune2\",0,0,5,10)\n    TNT1 A 1 A_FireCustomMissile(\"ThunderArrowRune\",0,0,5,10)\n\tStop\n}\n}\n\nActor HunterCrossbow : Weapon\n{\nTag \"Ambelir Crossbow (Pierce)\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive2 0\nWeapon.AmmoUse1 1\nWeapon.AmmoGive1 0\n+Weapon.Alt_Ammo_Optional\n+Weapon.Ammo_Optional\nWeapon.AmmoType1 \"BoltClip\"\nWeapon.AmmoType2 \"BoltAmmo\"\n+WEAPON.NOALERT\nStates\n{\nSelect:\n    CRBW A 1 Bright A_Raise\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n    Loop\nDeselect:\n    CRBW A 1 Bright A_Lower\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n    Loop\nReady:\n    CRBW A 1 Bright A_WeaponReady(WRF_ALLOWRELOAD)\n    TNT1 A 0 A_JumpIfInventory(\"HSkillCActivate\",1,\"Fire\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDActivate\",1,\"Fire\")\n    Loop\nReload:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillCActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillDActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim2\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"BoltAmmo\",1,1)\n\tGoTo Ready\n    TNT1 A 0 A_JumpIfInventory(\"GustArrow\",1,\"Reload.Quick\")\n    CRBW B 1 Offset(0,32)\n    CRBW B 1 Offset(0,42)\n    CRBW B 1 Offset(0,52)\n    CRBW B 1 Offset(0,62)\n    CRBW B 1 Offset(0,72)\n    CRBW B 1 Offset(0,82)\n    CRBW B 1 Offset(0,92)\n\tReloadAction:\n\tTNT1 A 0 Offset(0,92) A_JumpIf(CallACS(\"Check Bolt Max\", 0, 0, 0) == 1, \"EndReload\")\n\tTNT1 A 0 Offset(0,92) A_JumpIfInventory(\"BoltAmmo\",1,1)\n\tGoTo EndReload\n    TNT1 A 0 A_JumpIfInventory(\"GustArrow\",1,\"ReloadAction.Quick\")\n\tTNT1 A 0 Offset(0,92) A_TakeInventory(\"BoltAmmo\",1)\n\tTNT1 A 11 Offset(0,92) A_GiveInventory(\"BoltClip\",1)\n\tLoop\n\tReload.Quick:\n    CRBW B 1 Offset(0,42)\n    CRBW B 1 Offset(0,52)\n    CRBW B 1 Offset(0,72)\n    CRBW B 1 Offset(0,92)\n\tGoTo ReloadAction\n\tReloadAction.Quick:\n\tTNT1 A 1 Offset(0,92) A_GiveInventory(\"BoltClip\",1)\n\tTNT1 A 0 Offset(0,92) A_TakeInventory(\"BoltAmmo\",1)\n\tGoTo ReloadAction\n\tEndReload:\n    CRBW B 1 Offset(0,93)\n    CRBW B 1 Offset(0,82)\n    CRBW C 1 Offset(0,72)\n    CRBW C 1 Offset(0,62)\n    CRBW D 1 Offset(0,52)\n    CRBW E 1 Offset(0,42)\n    CRBW E 1 Offset(0,32)\n\tGoTo Ready\nSpawn:\n\tBWPU A 1\n\tStop\n\tCancelAll:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"HSkillCActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim2\",1)\n\tGoTo Ready\n\tAltfire:\n\tTNT1 A 0 A_TakeInventory(\"HSkillCActivate\",1)\n\tGoTo CancelAll\nFire:\n    TNT1 A 0 A_JumpIfNoAmmo(\"CancelAll\")\n    TNT1 A 0 A_JumpIfInventory(\"MissileAnim2\",1,\"Release\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillCActivate\",1,\"Hold\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDActivate\",1,\"ReleaseWind\")\n\tRelease:\n    TNT1 A 0 A_JumpIfInventory(\"GustArrow\",1,\"Release.Quick\")\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n    CRBW A 1 Bright\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceBolt\")\n\tContinueNext:\n    TNT1 A 0 A_JumpIfInventory(\"MissileAnim2\",1,\"Release.Dark\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel6\",1,\"Fire.L6\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel5\",1,\"Fire.L5\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel4\",1,\"Fire.L4\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel3\",1,\"Fire.L3\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel2\",1,\"Fire.L2\")\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt\",random(-3,3),1,0,0)\n\tContinueM:\n    TNT1 A 0 A_JumpIfInventory(\"GustArrow\",1,\"ContinueMWind\")\n\tCRBW B 4 Bright A_PlayWeaponSound(\"ACrossbowFire\")\n\tTNT1 A 0 A_JumpIfNoAmmo (\"Reload\")\n\tCRBW CDEA 4 Bright\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tGoto Ready\n\tWindNMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextWindNMSet\n\tDarkNMSet:\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroMasterPlagueRadius\",400,RGF_MONSTERS)\n\tGoTo ContinueNextDarkNMSet\n\n\tReleaseWind:\n\tTNT1 A 0 A_TakeInventory(\"HSkillDActivate\",1)\n\tTNT1 A 0 A_GiveInventory(\"GustArrow\",1)\n\tTNT1 A 0 A_GiveInventory(\"HADCD\",999)\n\tTNT1 A 0 A_JumpIfInventory(\"GreenManaOn\",1,\"GustGreen\")\n\tContinueNextWindR:\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter CD 4\",0,0)\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDLevel3\",1,\"WindManaUse3\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDLevel4\",1,\"WindManaUse4\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDLevel5\",1,\"WindManaUse4\")\n    TNT1 A 0 A_JumpIfInventory(\"HSkillDLevel6\",1,\"WindManaUse6\")\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",18)\n\tGoTo Ready\n\tWindManaUse3:\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",20)\n\tGoTo Ready\n\tWindManaUse4:\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",22)\n\tGoTo Ready\n\tWindManaUse6:\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",28)\n\tGoTo Ready\n\tWindGreen:\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt2\",12,0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt2\",-12,0,0)\n\tGoTo ContinueNextWindG\n\tGustGreen:\n\tTNT1 A 0 A_JumpIFInventory(\"GreenMana\",1,1)\n\tGoto ContinueNextWindR\n\tTNT1 A 0 A_GiveInventory(\"GreenGust\",1)\n\tTNT1 A 0 A_TakeInventory(\"GreenMana\",1)\n\tGoTo ContinueNextWindR\n\tRelease.Quick:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim1\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    TNT1 A 0 A_GiveInventory(\"MissileAnim1\",1)\n    CRBW A 1 Bright\n    TNT1 A 0 A_JumpIfInventory(\"MissileAnim2\",1,\"Release.Dark\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel6\",1,\"Fire.L6\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel5\",1,\"Fire.L5\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel4\",1,\"Fire.L4\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel3\",1,\"Fire.L3\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel2\",1,\"Fire.L2\")\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt\",random(-3,3),1,0,0)\n\tContinueMWind:\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceBoltWind\")\n\tContinueNextWind:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenGust\",1,\"WindGreen\")\n\tContinueNextWindG:\n\tTNT1 A 0 A_JumpIfInventory(\"NecromasterSet\",1,\"WindNMSet\")\n\tContinueNextWindNMSet:\n\tCRBW B 1 Bright A_PlayWeaponSound(\"ACrossbowFire\")\n\tTNT1 A 0 A_JumpIfNoAmmo (\"Reload\")\n\tCRBW CCDDEEA 1 Bright\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tGoto Ready\n\tResonanceBoltWind:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceBoltWind.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierce\",0,0,0,0)\n\tGoTo ContinueNextWind\n\tResonanceBoltWind.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierceCrit\",0,0,0,0)\n\tGoTo ContinueNextWind\n\tResonanceBolt:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceBolt.Crit\")\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierce\",0,0,0,0)\n\tGoTo ContinueNext\n\tResonanceBolt.Crit:\n\tTNT1 A 0 A_FireCustomMissile(\"ResonancePierceCrit\",0,0,0,0)\n\tGoTo ContinueNext\n\tHold:\n\tTNT1 A 0 A_GiveInventory(\"MissileAnim2\",1)\n\tTNT1 A 0 A_WeaponReady(WRF_NOBOB|WRF_NOSWITCH)\n\tCRBW A 1 Bright A_GunFlash(\"Flash\",GFF_NOEXTCHANGE)\n\tLoop\n\tRelease.Dark:\n\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    CRBW A 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"HACCD\",140)\n\tTNT1 A 0 A_TakeInventory(\"BlueMana\",15)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter CD 3\",0,0)\n\tTNT1 A 0 A_PlaySound(\"DarkBoltShot\",0,0.85,0)\n\tTNT1 A 0 A_TakeInventory(\"HSkillCActivate\",1)\n\tTNT1 A 0 A_TakeInventory(\"MissileAnim2\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NecromasterSet\",1,\"DarkNMSet\")\n\tContinueNextDarkNMSet:\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel6\",1,\"Fire.DL6\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel5\",1,\"Fire.DL5\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel4\",1,\"Fire.DL4\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel3\",1,\"Fire.DL3\")\n\tTNT1 A 0 A_JumpIfInventory(\"BowXBowLevel2\",1,\"Fire.DL2\")\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DCritical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark\",0,1,0,0)\n\tGoTo ContinueM\n\n\tFire.DL2:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DL2Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark2\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL3:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DL3Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark3\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL4:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DL4Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark4\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL5:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DL5Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark5\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL6:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.DL6Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark6\",0,1,0,0)\n\tGoTo ContinueM\n\n\tFire.DCritical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDarkCrit\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL2Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark2Crit\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL3Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark3Crit\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL4Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark4Crit\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL5Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark5Crit\",0,1,0,0)\n\tGoTo ContinueM\n\tFire.DL6Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltDark6Crit\",0,1,0,0)\n\tGoTo ContinueM\n\n\tFire.L2:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.L2Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt2\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L3:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.L3Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt3\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L4:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.L4Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt4\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L5:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.L5Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt5\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L6:\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.L6Critical\")\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt6\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\n\tFire.Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBoltCrit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L2Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt2Crit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L3Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt3Crit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L4Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt4Crit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L5Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt5Crit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\tFire.L6Critical:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\tTNT1 A 0 A_FireCustomMissile(\"HunterBolt6Crit\",random(-3,3),1,0,0)\n\tGoTo ContinueM\n\n\tFlash:\n\tTNT1 A 1 A_FireCustomMissile(\"DarkBoltRune\",0,0,0,0)\n\tStop\n   }\n}\n\nActor HunterArrow : FastProjectile\n{\nRadius 2\nHeight 2\nDamage (random(7,10))\nDamagetype Pierce\nSpeed 75\nPROJECTILE\nSpecies \"BlockadePlayers\"\n+Thruspecies\n+THRUGHOST\n+DONTREFLECT\n+BloodSplatter\nObituary \"%o was perforated by %k's Eldriwood Arrows\"\nScale 0.8\nStates\n{\nSpawn:\n\tARRH A 1\n\tLoop\nCrash:\nDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"ArrowImpact\",0,1.0,0)\n\tTNT1 A 0 A_Jump(128,2)\n\tTNT1 A 0 A_SpawnItem(\"ArrowAmmo\")\n\tTNT1 A 0\n\tStop\nXDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"ArrowHit\",0,1.0,0)\n\tTNT1 A 0 A_Jump(35,2)\n\tTNT1 A 0 A_SpawnItem(\"ArrowAmmo\")\n\tTNT1 A 0\n\tStop\n\n}\n}\n\nActor HunterBolt : HunterArrow\n{\nObituary \"%o was heartshotted by %k's Eldriwood Bolts.\"\nDamage (random(5,8))\nScale 0.87\nStates\n{\nSpawn:\n\tTNT1 A 0 NoDelay A_JumpIfInTargetInventory(\"GustArrow\",1,2)\n\tCRBL A 1\n\tLoop\n\tCRBL A 1 A_SpawnItemEx(\"GustTrace\",0,0,0)\n\tLoop\nCrash:\nDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"ArrowImpact\",0,1.0,0)\n\tTNT1 A 0\n\tStop\nXDeath:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"ArrowHit\",0,1.0,0)\n\tTNT1 A 0\n\tStop\n\n}\n}\n\nActor HunterBoltDark\n{\nDamage (random(5,8))\nPROJECTILE\nScale 0.87\nSeeSound \"DarkBoltShot\"\nDeathSound \"DarkBoltCrash\"\nSpecies \"BlockadePlayers\"\n+Thruspecies\nDamagetype Dark\nSpeed 16\nReactionTime 28\nRadius 3\nHeight 4\nObituary \"%o was blackened by %k's Dark Bolts.\"\nRenderstyle Subtract\nStates\n{\nSpawn:\n    TNT1 A 0 NoDelay\n\tTNT1 A 0 NoDelay A_JumpIfInTargetInventory(\"GreenManaOn\",1,\"GreenManaCheck\")\n\tCheck2:\n\tTNT1 A 0 NoDelay A_JumpIfInTargetInventory(\"CriticalStrikeItem\",1,\"CritGive\")\n\tTNT1 A 0 A_PlaySound(\"DarkBoltWeave\",2,2.0,0)\n\tTNT1 A 0 A_PlaySound(\"DarkBoltWeave\",1,2.0,0)\n\tFlight:\n\tCRDB A 1 NoDelay Bright A_SpawnItem(\"HunterBoltDarkTrace\")\n    TNT1 A 0 A_Weave(7,7,1,1)\n\tTNT1 A 0 A_CountDown\n\tLoop\n\tCritGive:\n\tTNT1 A 0 A_GiveInventory(\"CriticalStrikeItem\",1)\n\tGoTo Flight\n\tGreenManaCheck:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"GreenMana\",1,1)\n\tGoTo Check2\n\tTNT1 A 0 A_GiveInventory(\"GreenMana\",1)\n\tTNT1 A 0 A_TakeFromTarget(\"GreenMana\",1)\n\tTNT1 A 0 A_ChangeFlag(Ripper,1)\n\tTNT1 A 0 A_SetDamagetype(\"DarkFragGreen\")\n\tGoTo Check2\nXDeath:\nCrash:\nDeath:\n\tTNT1 A 1 A_Stop\n\tTNT1 A 0 A_Jump(256,\"Damage\")\n\tTNT1 A 0 A_PlaySound(\"DarkBoltCrash\",0,1.0,0)\n\tDamage:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HSkillCLevel6\",1,\"Damage6\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HSkillCLevel5\",1,\"Damage5\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HSkillCLevel4\",1,\"Damage4\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HSkillCLevel3\",1,\"Damage3\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HSkillCLevel2\",1,\"Damage2\")\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage2:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage2.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage2.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage3:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage3.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage3.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage4:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage4.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage4.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage5:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage5.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage5.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage6:\n\tTNT1 A 0 A_JumpIfInventory(\"GreenMana\",1,\"Damage6.Green\")\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage6.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFragCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragCrit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tStop\n\tDamage2.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2Crit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage3.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3Crit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage4.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage5.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage6.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6Crit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6Crit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\n\tDamage.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFragG\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragG\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragG\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage2.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage2.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2G\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage3.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage3.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3G\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage4.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage4.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage5.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage5.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage6.Green:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Damage6.Green.Crit\")\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6G\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6G\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFragGCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragGCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFragGCrit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tStop\n\tDamage2.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag2GCrit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage3.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag3GCrit\",2,0,Angle,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage4.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag4GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage5.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag5GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\tDamage6.Green.Crit:\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)-15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6GCrit\",2,0,Angle+15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tTNT1 A 0 A_CustomMissile(\"DarkFrag6GCrit\",2,0,Angle-15,CMF_ABSOLUTEANGLE |CMF_ABSOLUTEPITCH |CMF_TRACKOWNER,(pitch*-1)+15)\n\tGoTo DeathAnim\n\n\tDeathAnim:\n\tTNT1 A 0\n\tVORX ABCDEFGH 2 Bright\n\tStop\n\n}\n}\n\nActor DarkFrag\n{\n Projectile\n +SPECTRAL\n +NoExplodeFloor\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnActors\n +ExplodeOnWater\n +SkyExplode\n +BounceOnCeilings\n BounceCount 3\n BounceFactor 1.03\n WallBounceFactor 1.06\n Renderstyle Subtract\n Scale 0.85\n Height 8\n Radius 8\n Speed 28\n Damage (4)\n SeeSound \"VileFaunDarkShot\"\n BounceSound \"VileFaunDarkShot\"\n DeathSound \"VileFaunDarkHit\"\n Damagetype Dark\n  States\n  {\n  Spawn:\n    VFDK AAA 1 Bright A_SpawnItem(\"VileFaunDarkTrace\")\n\tTNT1 A 0 A_SeekerMissile(10,20,SMF_PRECISE|SMF_LOOK,86,1.7)\n    VFDK BBB 1 Bright A_SpawnItem(\"VileFaunDarkTrace\")\n\tTNT1 A 0 A_SeekerMissile(10,20,SMF_PRECISE|SMF_LOOK,88,1.7)\n    VFDK CCC 1 Bright A_SpawnItem(\"VileFaunDarkTrace\")\n\tTNT1 A 0 A_SeekerMissile(10,20,SMF_PRECISE|SMF_LOOK,84,1.7)\n    Loop\n  Death:\n\tVFDX HIJ 3 Bright\n\tVFDX KKKL 1 Bright A_FadeOut\n    Wait\n  }\n}\nActor DarkFrag2 : DarkFrag\n{ Damage (7) }\nActor DarkFrag3 : DarkFrag\n{ Damage (12) BounceCount 4 }\nActor DarkFrag4: DarkFrag3\n{ Damage (15)  }\nActor DarkFrag5 : DarkFrag4\n{+SeekerMissile}\nActor DarkFrag6 : DarkFrag5\n{BounceCount 6}\n\nActor DarkFragCrit : DarkFrag\n{Damage (4*4.5) }\nActor DarkFrag2Crit : DarkFrag2\n{Damage (7*4.5) }\nActor DarkFrag3Crit : DarkFrag3\n{Damage (12*4.5) }\nActor DarkFrag4Crit : DarkFrag4\n{Damage (15*4.5) }\nActor DarkFrag5Crit : DarkFrag5\n{Damage (15*4.5) }\nActor DarkFrag6Crit : DarkFrag6\n{Damage (15*4.5) }\n\nActor DarkFragG : DarkFrag\n{ +Ripper\nPaintype \"DarkFragGreen\"}\nActor DarkFrag2G : DarkFragG\n{ Damage (7) }\nActor DarkFrag3G : DarkFragG\n{ Damage (12) BounceCount 4 }\nActor DarkFrag4G: DarkFrag3G\n{ Damage (15)  }\nActor DarkFrag5G : DarkFrag4G\n{+SeekerMissile}\nActor DarkFrag6G : DarkFrag5G\n{BounceCount 6}\n\nActor DarkFragGCrit : DarkFragG\n{Damage (4*4.5) }\nActor DarkFrag2GCrit : DarkFrag2G\n{Damage (7*4.5) }\nActor DarkFrag3GCrit : DarkFrag3G\n{Damage (12*4.5) }\nActor DarkFrag4GCrit : DarkFrag4G\n{Damage (15*4.5) }\nActor DarkFrag5GCrit : DarkFrag5G\n{Damage (15*4.5) }\nActor DarkFrag6GCrit : DarkFrag6G\n{Damage (15*4.5) }\n\nActor HunterBolt2 : HunterBolt\n{Damage (random(7,12))}\nActor HunterBolt3 : HunterBolt\n{Damage (random(14,17))}\nActor HunterBolt4 : HunterBolt\n{Damage (random(18,20))}\nActor HunterBolt5 : HunterBolt\n{Damage (random(20,23))}\nActor HunterBolt6 : HunterBolt5\n{Paintype HunterboltL6}\n\nActor HunterBoltCrit : HunterBolt\n{Damage (random(5,8)*4.5)}\nActor HunterBolt2Crit : HunterBolt\n{Damage (random(7,12)*4.5)}\nActor HunterBolt3Crit : HunterBolt\n{Damage (random(14,17)*4.5)}\nActor HunterBolt4Crit : HunterBolt\n{Damage (random(18,20)*4.5)}\nActor HunterBolt5Crit : HunterBolt\n{Damage (random(20,23)*4.5)}\nActor HunterBolt6Crit : HunterBolt6\n{Damage (random(20,23)*4.5)}\n\nActor HunterBoltDark2 : HunterBoltDark\n{Damage (random(7,12))}\nActor HunterBoltDark3 : HunterBoltDark\n{Damage (random(14,17))}\nActor HunterBoltDark4 : HunterBoltDark\n{Damage (random(18,20))}\nActor HunterBoltDark5 : HunterBoltDark\n{Damage (random(20,23))}\nActor HunterBoltDark6 : HunterBoltDark5\n{Paintype HunterboltL6}\n\nActor HunterBoltDarkCrit : HunterBoltDark\n{Damage (random(5,8)*4.5)}\nActor HunterBoltDark2Crit : HunterBoltDark\n{Damage (random(7,12)*4.5)}\nActor HunterBoltDark3Crit : HunterBoltDark\n{Damage (random(14,17)*4.5)}\nActor HunterBoltDark4Crit : HunterBoltDark\n{Damage (random(18,20)*4.5)}\nActor HunterBoltDark5Crit : HunterBoltDark\n{Damage (random(20,23)*4.5)}\nActor HunterBoltDark6Crit : HunterBoltDark6\n{Damage (random(20,23)*4.5)}\n\nActor HunterArrowFlame : HunterArrow\n{\n Speed 90\n Missiletype \"FlameArrowTrace2\"\n DeathSound FireArrowHit\n MissileHeight 8\n Renderstyle Add\n Deathtype Fire\n   States\n    {\n    Spawn:\n\t ARR0 AAAAA 1 Bright A_Explode(10,80,0,0,70)\n\t TBT1 A 0 A_SpawnItem(\"FlameArrowTrace\")\n\t Loop\n\t Crash:\n\t XDeath:\n\t Death:\n\t TNT1 A 0 A_ChangeFlag(ForcePain,0)\n\t TNT1 A 0 A_SetDamagetype(Fire)\n\t TNT1 A 0 A_Jump(256,\"Damage\")\n\t Damage:\n\t TNT1 A 0 A_Explode(25,128,0,0,100)\n\t GoTo Anim\n\t Anim:\n\t TNT1 A 0 A_AlertMonsters(500)\n\t VFBL E 1 Bright A_SetScale(0.2,0.2)\n\t VFBL E 1 Bright A_SetScale(0.4,0.4)\n\t VFBL E 1 Bright A_SetScale(0.6,0.6)\n\t VFBL F 1 Bright A_SetScale(0.8,0.8)\n\t VFBL F 1 Bright A_SetScale(1,1)\n\t VFBL F 1 Bright A_SetScale(1.2,1.2)\n\t VFBL G 1 Bright A_SetScale(1.3,1.3)\n\t VFBL G 1 Bright A_SetScale(1.45,1.45)\n\t VFBL G 1 Bright A_SetScale(1.5,1.5)\n\t VFBL H 1 Bright A_SetScale(1.55,1.55)\n\t VFBL H 1 Bright A_SetScale(1.6,1.6)\n\t VFBL H 1 Bright A_SetScale(1.65,1.65)\n\t VFBL IIIJ 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor HunterThunderL1 : BulletPuff\n{\n +AlwaysPuff\n +PuffOnActors\n +PuffGetsOwner\n Damagetype ThunderArrowL1\n Height 1\n Radius 1\n}\nActor HunterThunderL2 : HunterThunderL1\n{Damagetype ThunderArrowL2}\nActor HunterThunderL3 : HunterThunderL1\n{Damagetype ThunderArrowL3}\nActor HunterThunderL6 : HunterThunderL1\n{Damagetype ThunderArrowL6}\nActor ElectricPuff : BulletPuff\n{\n +AlwaysPuff\n +PuffOnActors\n +PuffGetsOwner\n Damagetype Electric\n Height 1\n Radius 1\n}\n\nActor HunterArrow2 : HunterArrow\n{Damage (random(8,12))}\nActor HunterArrow3 : HunterArrow\n{Damage (random(13,15))}\nActor HunterArrow4 : HunterArrow\n{Damage (random(15,18))}\nActor HunterArrow5 : HunterArrow\n{Damage (random(18,20))}\nActor HunterArrow6 : HunterArrow\n{Damage (random(20,28))}\nActor HunterArrow7 : HunterArrow\n{Damage (random(28,30)) +ForcePain}\nActor HunterArrow8 : HunterArrow7\n{Damage (random(30,35))}\nActor HunterArrow9 : HunterArrow7\n{Damage (random(35,38))}\nActor HunterArrow10 : HunterArrow7\n{Damage (random(40,43))}\nActor HunterArrow11 : HunterArrow7\n{Damage (random(44,50))}\nActor HunterArrow12 : HunterArrow7\n{Damage (random(50,55))}\nActor HunterArrow13 : HunterArrow7\n{Damage (random(55,60))}\nActor HunterArrow14 : HunterArrow7\n{Damage (random(62,70))}\n\nActor HunterArrowCrit : HunterArrow\n{Damage (random(7,10)*4.5)}\nActor HunterArrow2Crit : HunterArrow\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Crit : HunterArrow\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Crit : HunterArrow\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Crit : HunterArrow\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Crit : HunterArrow\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Crit : HunterArrow7\n{Damage (random(28,30)*4.5)}\nActor HunterArrow8Crit : HunterArrow7\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Crit : HunterArrow7\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Crit : HunterArrow7\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Crit : HunterArrow7\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Crit : HunterArrow7\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Crit : HunterArrow7\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Crit : HunterArrow7\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrow2Flame : HunterArrowFlame\n{Damage (random(8,12))}\nActor HunterArrow3Flame : HunterArrowFlame\n{Damage (random(13,15))}\nActor HunterArrow4Flame : HunterArrowFlame\n{Damage (random(15,18))}\nActor HunterArrow5Flame : HunterArrowFlame\n{Damage (random(18,20))}\nActor HunterArrow6Flame : HunterArrowFlame\n{Damage (random(20,28))}\nActor HunterArrow7Flame : HunterArrowFlame\n{Damage (random(28,30)) +ForcePain}\nActor HunterArrow8Flame : HunterArrow7Flame\n{Damage (random(30,35))}\nActor HunterArrow9Flame : HunterArrow7Flame\n{Damage (random(35,38))}\nActor HunterArrow10Flame : HunterArrow7Flame\n{Damage (random(40,43))}\nActor HunterArrow11Flame : HunterArrow7Flame\n{Damage (random(44,50))}\nActor HunterArrow12Flame : HunterArrow7Flame\n{Damage (random(50,55))}\nActor HunterArrow13Flame : HunterArrow7Flame\n{Damage (random(55,60))}\nActor HunterArrow14Flame : HunterArrow7Flame\n{Damage (random(62,70))}\n\nActor HunterArrowFlameCrit : HunterArrowFlame\n{Damage (random(7,10)*4.5)\nMissiletype \"FlameArrowTraceC\"\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(25*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2FlameCrit : HunterArrowFlameCrit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3FlameCrit : HunterArrowFlameCrit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4FlameCrit : HunterArrowFlameCrit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5FlameCrit : HunterArrowFlameCrit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6FlameCrit : HunterArrowFlameCrit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7FlameCrit : HunterArrowFlameCrit\n{Damage (random(28,30)*4.5) +ForcePain}\nActor HunterArrow8FlameCrit : HunterArrow7FlameCrit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9FlameCrit : HunterArrow7FlameCrit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10FlameCrit : HunterArrow7FlameCrit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11FlameCrit : HunterArrow7FlameCrit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12FlameCrit : HunterArrow7FlameCrit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13FlameCrit : HunterArrow7FlameCrit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14FlameCrit : HunterArrow7FlameCrit\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrowFlame2 : HunterArrowFlame\n{Damage (random(8,12))\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(30,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame2 : HunterArrowFlame2\n{Damage (random(8,12))}\nActor HunterArrow3Flame2 : HunterArrowFlame2\n{Damage (random(13,15))}\nActor HunterArrow4Flame2 : HunterArrowFlame2\n{Damage (random(15,18))}\nActor HunterArrow5Flame2 : HunterArrowFlame2\n{Damage (random(18,20))}\nActor HunterArrow6Flame2 : HunterArrowFlame2\n{Damage (random(20,28))}\nActor HunterArrow7Flame2 : HunterArrowFlame2\n{Damage (random(28,30)) +ForcePain}\nActor HunterArrow8Flame2 : HunterArrow7Flame2\n{Damage (random(30,35))}\nActor HunterArrow9Flame2 : HunterArrow7Flame2\n{Damage (random(35,38))}\nActor HunterArrow10Flame2 : HunterArrow7Flame2\n{Damage (random(40,43))}\nActor HunterArrow11Flame2 : HunterArrow7Flame2\n{Damage (random(44,50))}\nActor HunterArrow12Flame2 : HunterArrow7Flame2\n{Damage (random(50,55))}\nActor HunterArrow13Flame2 : HunterArrow7Flame2\n{Damage (random(55,60))}\nActor HunterArrow14Flame2 : HunterArrow7Flame2\n{Damage (random(62,70))}\n\nActor HunterArrowFlame2Crit : HunterArrowFlame2\n{Damage (random(7,10)*4.5)\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(30*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Flame2Crit : HunterArrowFlame2Crit\n{Damage (random(28,30)*4.5) +ForcePain}\nActor HunterArrow8Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Flame2Crit : HunterArrow7Flame2Crit\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrowFlame3 : HunterArrowFlame\n{Damage (random(8,12))\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(35,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame3 : HunterArrowFlame3\n{Damage (random(8,12))}\nActor HunterArrow3Flame3 : HunterArrowFlame3\n{Damage (random(13,15))}\nActor HunterArrow4Flame3 : HunterArrowFlame3\n{Damage (random(15,18))}\nActor HunterArrow5Flame3 : HunterArrowFlame3\n{Damage (random(18,20))}\nActor HunterArrow6Flame3 : HunterArrowFlame3\n{Damage (random(20,28))}\nActor HunterArrow7Flame3 : HunterArrowFlame3\n{Damage (random(28,30)) +ForcePain}\nActor HunterArrow8Flame3 : HunterArrow7Flame3\n{Damage (random(30,35))}\nActor HunterArrow9Flame3 : HunterArrow7Flame3\n{Damage (random(35,38))}\nActor HunterArrow10Flame3 : HunterArrow7Flame3\n{Damage (random(40,43))}\nActor HunterArrow11Flame3 : HunterArrow7Flame3\n{Damage (random(44,50))}\nActor HunterArrow12Flame3 : HunterArrow7Flame3\n{Damage (random(50,55))}\nActor HunterArrow13Flame3 : HunterArrow7Flame3\n{Damage (random(55,60))}\nActor HunterArrow14Flame3 : HunterArrow7Flame3\n{Damage (random(62,70))}\n\nActor HunterArrowFlame3Crit : HunterArrowFlame3\n{Damage (random(7,10)*4.5)\nMissiletype \"FlameArrowTraceC\"\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(35*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Flame3Crit : HunterArrowFlame3Crit\n{Damage (random(28,30)*4.5) +ForcePain}\nActor HunterArrow8Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Flame3Crit : HunterArrow7Flame3Crit\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrowFlame4 : HunterArrowFlame\n{Damage (random(8,12))\nPaintype HunterArrowFlame4\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(38,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame4 : HunterArrowFlame4\n{Damage (random(8,12))}\nActor HunterArrow3Flame4 : HunterArrowFlame4\n{Damage (random(13,15))}\nActor HunterArrow4Flame4 : HunterArrowFlame4\n{Damage (random(15,18))}\nActor HunterArrow5Flame4 : HunterArrowFlame4\n{Damage (random(18,20))}\nActor HunterArrow6Flame4 : HunterArrowFlame4\n{Damage (random(20,28))}\nActor HunterArrow7Flame4 : HunterArrowFlame4\n{Damage (random(28,30))}\nActor HunterArrow8Flame4 : HunterArrow7Flame4\n{Damage (random(30,35))}\nActor HunterArrow9Flame4 : HunterArrow7Flame4\n{Damage (random(35,38))}\nActor HunterArrow10Flame4 : HunterArrow7Flame4\n{Damage (random(40,43))}\nActor HunterArrow11Flame4 : HunterArrow7Flame4\n{Damage (random(44,50))}\nActor HunterArrow12Flame4 : HunterArrow7Flame4\n{Damage (random(50,55))}\nActor HunterArrow13Flame4 : HunterArrow7Flame4\n{Damage (random(55,60))}\nActor HunterArrow14Flame4 : HunterArrow7Flame4\n{Damage (random(62,70))}\n\nActor HunterArrowFlame4Crit : HunterArrowFlame4\n{Damage (random(7,10)*4.5)\nMissiletype \"FlameArrowTraceC\"\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(38*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Flame4Crit : HunterArrowFlame4Crit\n{Damage (random(28,30)*4.5)}\nActor HunterArrow8Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Flame4Crit : HunterArrow7Flame4Crit\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrowFlame5 : HunterArrowFlame4\n{Damage (random(8,12))\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(40,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame5 : HunterArrowFlame5\n{Damage (random(8,12))}\nActor HunterArrow3Flame5 : HunterArrowFlame5\n{Damage (random(13,15))}\nActor HunterArrow4Flame5 : HunterArrowFlame5\n{Damage (random(15,18))}\nActor HunterArrow5Flame5 : HunterArrowFlame5\n{Damage (random(18,20))}\nActor HunterArrow6Flame5 : HunterArrowFlame5\n{Damage (random(20,28))}\nActor HunterArrow7Flame5 : HunterArrowFlame5\n{Damage (random(28,30))}\nActor HunterArrow8Flame5 : HunterArrow7Flame5\n{Damage (random(30,35))}\nActor HunterArrow9Flame5 : HunterArrow7Flame5\n{Damage (random(35,38))}\nActor HunterArrow10Flame5 : HunterArrow7Flame5\n{Damage (random(40,43))}\nActor HunterArrow11Flame5 : HunterArrow7Flame5\n{Damage (random(44,50))}\nActor HunterArrow12Flame5 : HunterArrow7Flame5\n{Damage (random(50,55))}\nActor HunterArrow13Flame5 : HunterArrow7Flame5\n{Damage (random(55,60))}\nActor HunterArrow14Flame5 : HunterArrow7Flame5\n{Damage (random(62,70))}\n\nActor HunterArrowFlame5Crit : HunterArrowFlame4\n{Damage (random(7,10)*4.5)\nMissiletype \"FlameArrowTraceC\"\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(40*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Flame5Crit : HunterArrowFlame5Crit\n{Damage (random(28,30)*4.5)}\nActor HunterArrow8Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Flame5Crit : HunterArrow7Flame5Crit\n{Damage (random(62,70)*4.5)}\n\nActor HunterArrowFlame6 : HunterArrowFlame\n{Damage (random(8,12))\nPaintype HunterArrowFlame6\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(48,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame6 : HunterArrowFlame6\n{Damage (random(8,12))}\nActor HunterArrow3Flame6 : HunterArrowFlame6\n{Damage (random(13,15))}\nActor HunterArrow4Flame6 : HunterArrowFlame6\n{Damage (random(15,18))}\nActor HunterArrow5Flame6 : HunterArrowFlame6\n{Damage (random(18,20))}\nActor HunterArrow6Flame6 : HunterArrowFlame6\n{Damage (random(20,28))}\nActor HunterArrow7Flame6 : HunterArrowFlame6\n{Damage (random(28,30))}\nActor HunterArrow8Flame6 : HunterArrow7Flame6\n{Damage (random(30,35))}\nActor HunterArrow9Flame6 : HunterArrow7Flame6\n{Damage (random(35,38))}\nActor HunterArrow10Flame6 : HunterArrow7Flame6\n{Damage (random(40,43))}\nActor HunterArrow11Flame6 : HunterArrow7Flame6\n{Damage (random(44,50))}\nActor HunterArrow12Flame6 : HunterArrow7Flame6\n{Damage (random(50,55))}\nActor HunterArrow13Flame6 : HunterArrow7Flame6\n{Damage (random(55,60))}\nActor HunterArrow14Flame6 : HunterArrow7Flame6\n{Damage (random(62,70))}\n\nActor HunterArrowFlame6Crit : HunterArrowFlame6\n{Damage (random(7,10)*4.5)\nMissiletype \"FlameArrowTraceC\"\nStates\n{Damage:\n\t TNT1 A 0 A_Explode(48*4.5,128,0,0,100)\n\t GoTo Anim}}\nActor HunterArrow2Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(8,12)*4.5)}\nActor HunterArrow3Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(13,15)*4.5)}\nActor HunterArrow4Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(15,18)*4.5)}\nActor HunterArrow5Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(18,20)*4.5)}\nActor HunterArrow6Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(20,28)*4.5)}\nActor HunterArrow7Flame6Crit : HunterArrowFlame6Crit\n{Damage (random(28,30)*4.5)}\nActor HunterArrow8Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(30,35)*4.5)}\nActor HunterArrow9Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(35,38)*4.5)}\nActor HunterArrow10Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(40,43)*4.5)}\nActor HunterArrow11Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(44,50)*4.5)}\nActor HunterArrow12Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(50,55)*4.5)}\nActor HunterArrow13Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(55,60)*4.5)}\nActor HunterArrow14Flame6Crit : HunterArrow7Flame6Crit\n{Damage (random(62,70)*4.5)}\n\nActor GustArrow : PowerDamage\n{ Damagefactor Normal, 1.0\nPowerUp.Duration -5 }\nActor GreenGust : PowerDamage\n{ Damagefactor Normal, 1.0\nPowerUp.Duration -5 }\nActor WindrunSpeed : PowerSpeedFast\n{ Speed 1.5\nPowerUp.Duration -4 }\nActor WindrunSpeed2 : PowerSpeedFast\n{ Speed 2\nPowerUp.Duration -4 }\nActor WindrunSpeed3 : PowerSpeedFast\n{ Speed 2.25\nPowerUp.Duration -4 }\nActor WindrunSpeed4 : PowerSpeedFast\n{ Speed 2.5\nPowerUp.Duration -4 }\nActor WindrunSpeed5 : PowerSpeedFast\n{ Speed 3\nPowerUp.Duration -4 }\nActor WindrunSpeed6 : PowerSpeedFast\n{ Speed 4\nPowerUp.Duration -4 }\n\nActor HunterStaff : Weapon\n{\nTag \"Storm Staff (Electric)\"\nInventory.PickUpMessage \"Storm Staff\"\nWeapon.AmmoUse 3\nWeapon.AmmoGive 50\n+Weapon.Alt_Ammo_Optional\n+Weapon.Ammo_Optional\n+Inventory.AlwaysPickUp\n+Weapon.NoAlert\nWeapon.AmmoType \"StormCrystalAmmo\"\nScale 1.25\n States\n  {\n  Spawn:\n    GWND Z -1 Bright\n\tStop\n  Ready:\n    TNT1 A 0\n\tGWND A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 A 0\n    GWND A 1 A_Lower\n\tGWND A 0 A_lower\n    Loop\n  Select:\n    GWND A 1 A_Raise\n\tGWND A 0 A_raise\n    Loop\n  Fire:\n    TNT1 A 0  A_TakeInventory(\"CriticalStrikeItem\",1)\n    TNT1 A 0 A_JumpIfInventory(\"StormCrystalAmmo\",3,1)\n\tGoTo Ready\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n    GWND B 1 Offset(0,38)\n\tTNT1 A 0 A_AlertMonsters(600)\n\tTNT1 A 0 A_PlaySound(\"StormShot\",0,1.0,0)\n    TNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Fire.Crit\")\n    GWND C 1 Offset(0,42) A_FireCustomMissile(\"StormShot\",0,1,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"MagicalResonanceGreen\",1,\"ResonanceStaff\")\n\tContinueM:\n    GWND C 1 Offset(0,46)\n\tGWND C 1 Offset(0,50)\n\tGWND D 1 Offset(0,55)\n\tGWND D 1 Offset(0,60) A_TakeInventory(\"CriticalStrikeItem\",1)\n\tGWND D 1 Offset(0,50)\n\tGWND A 1 Offset(0,44)\n\tGWND A 1 Offset(0,40)\n\tGWND A 1 Offset(0,35)\n    Goto Ready\n\tFire.Crit:\n\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n    GWND C 1 Offset(0,42) A_FireCustomMissile(\"StormShot\",0,1,0,0)\n    Goto ContinueM\n\tResonanceStaff:\n\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"ResonanceStaff.Crit\")\n\tTNT1 A 0 A_RailAttack(random(30,40),0,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"ElectricPuff\",0,0,0,0,10,0,\"HunterThunderFX\",0)\n\tGoTo ContinueM\n\tResonanceStaff.Crit:\n\tTNT1 A 0 A_RailAttack(random(30,40)*4.5,0,0,\"00 ff ff\",\"FF FF FF\",RGF_NOPIERCING|RGF_SILENT|RGF_FullBright,0,\"ElectricPuff\",0,0,0,0,10,0,\"HunterThunderFX\",0)\n\tGoTo ContinueM\n  }\n}\nActor StormShot\n{\n  Projectile\n  Radius 5\n  Height 5\n  Speed 55\n  Damage (random(2,4))\n  +BloodlessImpact\n  +SeekerMissile\n  +ScreenSeeker\n  DeathSound \"StormShotHit\"\n  Obituary \"%o danced before %k's Storm Staff.\"\n  DamageType Electric\n  Renderstyle Add\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    GWFX A 1 Bright A_SpawnItem(\"StormShotTrace\")\n    Loop\n  Death:\n    TNT1 A 0 A_SetScale(0.35,0.35)\n\tTNT1 A 0 A_PlaySound(\"StormShotHit2\",1,1.0,0)\n    TNT1 A 0 A_SpawnItemEx(\"StormShotDeath\",0,0,0)\n\tTNT1 A 0 A_AlertMonsters(500)\n    GWFD KLM 3 Bright A_Explode(3,60,1,0,60)\n\tGWFD NNNOKLMN 1 Bright A_FadeOut\n    Wait\n  }\n}\n\nActor StormShotCrit : StormShot\n{\n Damage(random(2,4)*4.5)\n  States\n   {\n    Spawn:\n    TNT1 A 0\n    GWFX A 1 Bright A_SpawnItem(\"StormShotTraceC\")\n    Loop\n  }\n}\n\nActor HunterBlade : Weapon\n{\n\tInventory.PickupMessage \"Soul Fangs\"\n\tWeapon.SlotNumber 1\n\tObituary \"%k pierced through %o's soul.\"\n\tWeapon.AmmoUse1 1\n    Weapon.AmmoType1 \"SoulFlaskAmmo\"\n\tWeapon.AmmoUse2 10\n    Weapon.AmmoGive1 50\n\tWeapon.AmmoGive2 0\n    Weapon.AmmoType2 \"SoulFlaskAmmo\"\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\t+Weapon.AMMO_OPTIONAL\n\t+Weapon.ALT_AMMO_OPTIONAL\n\tWeapon.Kickback 150\n\t+BLOODSPLATTER\n\tDamageType \"Soul\"\n     States\n      {\n\t   Spawn:\n\t    TNT1 A 2\n\t\tStop\n\t   Select:\n\t    AZAN A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n\t   Deselect:\n\t    AZAN A 1 A_Lower\n\t\tTNT1 AA 0 A_Lower\n\t\tLoop\n\t   Ready:\n\t    AZAN A 1 A_WeaponReady\n\t\tLoop\n\t   Fire:\n\t    AZAN A 0 A_JumpIfNoAmmo(\"Ready\")\n\t    AZAN A 1 offset(0,32)\n\t    AZAN A 1 offset(0,52)\n\t    AZAN A 1 offset(0,72)\n\t    AZAN A 1 offset(0,92)\n\t    AZAN A 1 offset(0,112)\n\t    AZAN A 1 offset(0,132)\n\t\tHold:\n\t\tTNT1 A 0 Offset(0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN EFG 2 Offset(0,32)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\", 1 ,\"Fire.Crit\")\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDart\", -15, 1, 0, 1, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\tContinueM:\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN H 1 A_PlaySound(\"SoulBladeShot2\", 0, 1.0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\", 1 ,\"Fire2.Crit\")\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDart\", -10, 1, 0, 1, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\tContinueM2:\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN I 1 A_PlaySound(\"SoulBladeShot2\", 0, 1.0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\", 1 ,\"Fire3.Crit\")\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDart\", 0, 1, 0, 1, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\tContinueM3:\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN J 1 A_PlaySound(\"SoulBladeShot2\", 0, 1.0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\", 1 ,\"Fire4.Crit\")\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDart\", 10, 1, 0, 1, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,1)\n\t\tContinueM4:\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN K 1 A_PlaySound(\"SoulBladeShot2\", 0, 1.0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"MiniCriticalStrikeItem\", 1 ,\"Fire5.Crit\")\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDart\", 15, 1, 0, 1, 0, 0)\n\t\tContinueM5:\n\t    TNT1 A 0 A_AlertMonsters(200)\n\t\tAZAN L 2 A_PlaySound(\"SoulBladeShot2\", 0, 1.0, 0)\n\t\tAZAN M 4\n\t\tTNT1 A 3 offset(0,132)\n\t\tTNT1 A 0 A_TakeInventory(\"MiniCriticalStrikeItem\",1)\n\t\tTNT1 AAA 1 A_Refire(\"Hold\")\n\t    AZAN A 1 offset(0,112)\n\t    AZAN A 1 offset(0,92)\n\t    AZAN A 1 offset(0,72)\n\t    AZAN A 1 offset(0,52)\n\t    AZAN A 1 offset(0,32)\n\t\tGoTo Ready\n\t\tFire.Crit:\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDartCrit\", -15, 1, 0, 1, 0, 0)\n\t\tGoTo ContinueM\n\t\tFire2.Crit:\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDartCrit\", -10, 1, 0, 1, 0, 0)\n\t\tGoTo ContinueM2\n\t\tFire3.Crit:\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDartCrit\", 0, 1, 0, 1, 0, 0)\n\t\tGoTo ContinueM3\n\t\tFire4.Crit:\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDartCrit\", 15, 1, 0, 1, 0, 0)\n\t\tGoTo ContinueM4\n\t\tFire5.Crit:\n\t    AZAN A 0 A_FireCustomMissile(\"SoulDartCrit\", -15, 1, 0, 1, 0, 0)\n\t\tGoTo ContinueM5\n\t   AltFire:\n\t    AZAN A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\t    TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t    TNT1 A 0 A_AlertMonsters(700)\n\t    AZAN AB 2\n\t\tAZAN C 1\n\t\tAZAN C 2 A_PlaySound(\"SoulBladeShot\", 0, 1.0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CriticalStrikeItem\", 1 ,\"Altfire.Crit\")\n\t    AZAN D 0 A_FireCustomMissile(\"SoulBlade\",-1,1,-7,3)\n\t\tAZAN D 0 A_FireCustomMissile(\"SoulBlade\",1,0,7,3)\n\t\tContinueMAlt:\n\t\tAZAN D 3\n\t\tAZAN C 25\n\t\tAZAN CBA 4\n        GoTo Ready\n\t\tAltfire.Crit:\n\t\tTNT1 A 0 A_PlaySound(\"CriticalStrikePlayers\",5,1.0,0)\n\t    AZAN D 0 A_FireCustomMissile(\"SoulBladeCrit\",-1,1,-7,3)\n\t\tAZAN D 0 A_FireCustomMissile(\"SoulBladeCrit\",1,0,7,3)\n        GoTo ContinueMAlt\n\t  }\n}\n\nActor SoulDart\n{\n  Projectile\n  Radius 5\n  Height 5\n  Speed 25\n  Damage (random(3,6))\n  Scale 0.5\n  +BloodlessImpact\n  +SeekerMissile\n  +ScreenSeeker\n  DeathSound \"SoulBladeHit\"\n  Obituary \"%o was punctured by %k's Soul Darts.\"\n  DamageType Soul\n  Renderstyle Add\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SeekerMissile(8,12,SMF_LOOK,16,1.65)\n    KNVA A 1 Bright A_SpawnItem(\"SoulDartTrace\")\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"HorranimaSSD\",0,0,0)\n    SLAR HIJKLM 3 Bright\n    Stop\n  }\n}\n\nActor SoulDartCrit : SoulDart\n{\n  +Ripper\n  Damage (random(3,6)*2)\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SeekerMissile(8,12,SMF_LOOK,16,1.65)\n    KNVA A 1 Bright A_SpawnItem(\"SoulDartTraceC\")\n\tTNT1 A 0 A_Jump(200,\"Spawn\")\n\tTNT1 A 0 A_ChangeFlag(Ripper,1)\n\tTNT1 A 0 A_Jump(100,\"Spawn\")\n\tTNT1 A 0 A_ChangeFlag(Ripper,0)\n    Loop\n  }\n}\n\nactor SoulBlade : FastProjectile\n{\nradius 2\nheight 2\ndamage (random(14,22))\nspeed 50\nScale 0.8\nDeathSound \"SoulBladeHit\"\nMissileType \"SoulBladeTrace\"\nMissileHeight 8\nPROJECTILE\nObituary \"%o was assassinated by %k's Soul Blades\"\nDontHurtShooter\n+SPAWNSOUNDSOURCE\n+BLOODLESSIMPACT\nRenderstyle Add\nDamageType Soul\nstates\n{\nSpawn:\nEBLD A 1 bright\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"HorranimaSSD\",0,0,0)\nTNT1 A 0 A_AlertMonsters(300)\nSLAR HIJKLM 3 Bright\nStop\n}\n}\n\nActor SoulBladeCrit : SoulBlade\n{\n+Ripper\ndamage (random(14,22)*4.5)\nMissileType \"SoulBladeTraceC\"\n}\n\nActor EtherealRip : SoulBlade\n{\nReactionTime 7\n+Ripper\n\nstates\n{\nSpawn:\nEBLD A 1 bright A_CountDown\nloop\n}\n}\n\nActor FireArrowGreenEx\n{\n Renderstyle Add\n Projectile\n +BloodLessImpact\n SeeSound \"FArrowGreenShot\"\n DeathSound \"FArrowGreenHit\"\n Damage (0)\n Damagetype Fire\n Height 4\n Radius 4\n +ThruActors\n +NoExplodeFloor\n Speed 58\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Weave(8,8,1,1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX A 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,1,1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX A 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,1,1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX B 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,1,1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX B 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_SpawnItem(\"FireArrowGreenExplode\")\n\t TNT1 A 0 A_Explode(12,90,0,0,76)\n\t GFRX JKLMN 3 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor ThunderArrowGreenEx : StormShot\n{\n  Speed 58.65\n  +NoExplodeFloor\n  Damage (random(12,10))\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SeekerMissile(10,30,SMF_LOOK,256,2)\n    GWFX A 1 Bright A_SpawnItem(\"StormShotTrace\")\n    Loop\n  Death:\n    TNT1 A 0 A_SetScale(0.35,0.35)\n\tTNT1 A 0 A_PlaySound(\"StormShotHit2\",1,1.0,0)\n    TNT1 A 0 A_SpawnItemEx(\"StormShotDeath\",0,0,0)\n\tTNT1 A 0 A_AlertMonsters(500)\n    GWFD KLM 3 Bright A_Explode(12,80,0,0,80)\n\tGWFD NNNOKLMN 1 Bright A_FadeOut\n    Wait\n  }\n}\n\nActor FireArrowGreenEx2 : FireArrowGreenEx\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_Weave(8,8,-1,-1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX A 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,-1,-1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX A 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,-1,-1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX B 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t TNT1 A 0 A_Weave(8,8,-1,-1)\n\t TNT1 A 0 A_Explode(14,45,0,0,34)\n\t GFRX B 1 Bright A_SpawnItem(\"FireArrowGreenTrace\")\n\t Loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Chars/GlobalC.txt",
        "contents": "Actor Dummy : Inventory { Inventory.MaxAmount 1 +INVENTORY.PERSISTENTPOWER}\nActor Tic : Dummy { Inventory.MaxAmount 99999 }\nActor STTic : Dummy { Inventory.MaxAmount 150 }\nActor DelayCount : Tic {}\nActor AxeTic : Dummy { Inventory.MaxAmount 99999 }\nActor PounceSwitch : Dummy {}\nActor MMana : Dummy { Inventory.MaxAmount 99999 }\nActor MSprint : Dummy { Inventory.MaxAmount 99999 }\nActor ClericSpawned : Dummy {}\nActor NecroSpawned : Dummy {}\nActor SlayerSpawned : Dummy {}\nActor HunterSpawned : Dummy {}\nActor HunterTic1 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 115 +IgnoreSkill}\nActor HunterTic2 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 145 +IgnoreSkill}\nActor HunterTic3 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 175 +IgnoreSkill}\nActor HunterTic4 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 245 +IgnoreSkill}\nActor HunterTic5 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 305 +IgnoreSkill}\nActor HunterTic6 : Ammo {Inventory.Amount 1 Inventory.MaxAmount 335 +IgnoreSkill}\nActor BloodSerkCount : Ammo {Inventory.Amount 1 Inventory.MaxAmount 280 +IgnoreSkill}\nActor PounceTic : Ammo {Inventory.Amount 1 Inventory.MaxAmount 181 +IgnoreSkill}\nActor MaceTic : Ammo {Inventory.Amount 1 Inventory.MaxAmount 350 +IgnoreSkill}\nActor XPR : Ammo {Inventory.Amount 1 Inventory.MaxAmount 99999 +IgnoreSkill}\nActor MStamina : Dummy { Inventory.MaxAmount 9999 }\nActor MCooldown1 : Dummy { Inventory.MaxAmount 99999 }\nActor MCooldown2 : Dummy { Inventory.MaxAmount 99999 }\nActor MCooldown3 : Dummy { Inventory.MaxAmount 99999 }\nActor MCooldown4 : Dummy { Inventory.MaxAmount 99999 }\nActor IsPlayer : Dummy {}\nActor ST : Ammo { Inventory.MaxAmount 100 +IgnoreSkill Inventory.Icon \"ICOST\" }\nActor GreenMana : Ammo { Inventory.MaxAmount 15 +IgnoreSkill\n  Inventory.PickupMessage \"Green Mana\"\nStates\n  {\n  Spawn:\n    AEGM ABCDEFGHIJKL 4 Bright\n    Loop\n  }\n}\n\nActor CHWeap1Spawn replaces CWeapStaff\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"ClericCrossbowPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"HunterStaffPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\nActor CHWeap2Spawn replaces CWeapFlame\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"ClericForceCubePickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"HunterBladePickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\n\nActor NDWeap1Spawn replaces MWeapFrost\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"NecroSicklePickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"DwarfShieldPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\nActor NDWeap2Spawn replaces MWeapLightning\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"NecroGauntletPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"DwarfHammerPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\n\nActor SDWeap1Spawn replaces FWeapAxe\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"SlayerSpearPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"DemonessChakramPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\nActor SDWeap2Spawn replaces FWeapHammer\n{\n Height 1\n Radius 1\n  States\n   {\n    Spawn:\n     TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"SlayerGunPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_SpawnItemEx(\"DemonessFlailPickUp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n     stop\n   }\n}\n\nActor BaseWeapPickUp : CustomInventory\n\n{Inventory.PickupSound \"misc/w_pkup\"\n +AlwaysRespawn\n  States\n   {\n\tUse:\n\tTNT1 A 1\n\tFail\n\tUse.Fail:\n\tTNT1 A 1\n\tFail\n\tUse:\n\tPickUp :\n\tTNT1 A 1\n\tFail\n\tPickUp.Fail:\n\tTNT1 A 1\n\tFail\n   }\n}\n\nActor HunterStaffPickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo HunterClass\n Inventory.PickUpMessage \"Storm Staff\"\n  States\n   {\n  Spawn:\n    GWND Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 1 A_JumpIfInventory(\"HunterStaff\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"HunterStaff\",1)\n\tStop\n   }\n}\nActor HunterBladePickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo HunterClass\n Inventory.PickUpMessage \"Soul Fangs\"\n Scale 0.1\n  States\n   {\n  Spawn:\n    AZAN Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"HunterBlade\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"HunterBlade\",1)\n\tStop\n   }\n}\nActor ClericCrossbowPickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo ClericClass\n Inventory.PickUpMessage \"Purifier Crossbow\"\n  States\n   {\n  Spawn:\n    CXBW Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"ClericCrossbow\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"ClericCrossbow\",1)\n\tStop\n   }\n}\nActor ClericForceCubePickUp : BaseWeapPickUp\n{\n Scale 0.5\n Inventory.RestrictedTo ClericClass\n Inventory.PickUpMessage \"Cube of Force\"\n  States\n   {\n  Spawn:\n    CFCB Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"ClericForceCube\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"ClericForceCube\",1)\n\tStop\n   }\n}\n\nActor NecroSicklePickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo NecroClass\n Inventory.PickUpMessage \"Dark Sickle\"\n  States\n   {\n  Spawn:\n    NSKL Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"NecroSickle\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"NecroSickle\",1)\n\tStop\n   }\n}\nActor NecroGauntletPickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo NecroClass\n Inventory.PickUpMessage \"Unkiller Gauntlets\"\n  States\n   {\n  Spawn:\n    NGAN Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"NecroGauntlet\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"NecroGauntlet\",1)\n\tStop\n   }\n}\n\nActor SlayerGunPickup : BaseWeapPickUp\n{\n Inventory.RestrictedTo SlayerClass\n Inventory.PickUpMessage \"Cinder Maw\"\n  States\n   {\n  Spawn:\n    SLYG Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"SlayerGun\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"SlayerGun\",1)\n\tStop\n   }\n}\nActor SlayerSpearPickUp : BaseWeapPickUp\n{\n Inventory.RestrictedTo SlayerClass\n Inventory.PickUpMessage \"Spear\"\n  YScale 0.16\n  XScale 0.2\n  States\n   {\n  Spawn:\n    SLYS Z -1 Bright\n\tStop\n    PickUp:\n\tTNT1 A 0 A_JumpIfInventory(\"SlayerSpear\",1,\"PickUp.Fail\")\n\tTNT1 A 0 A_GiveInventory(\"SlayerSpear\",1)\n\tStop\n   }\n}\n\nActor BlueMana : Ammo\n{\n  Inventory.Amount 15\n  Inventory.MaxAmount 260\n  Radius 8\n  Height 8\n  +IgnoreSkill\n  +FLOATBOB\n  Inventory.PickupMessage \"Blue Mana\"\nStates\n  {\n  Spawn:\n    MAN1 ABCDEFGHIJKL 4 Bright\n    Loop\n  }\n}\n\nActor HRDPlayerPawn : PlayerPawn\n{\n States\n  {\n  Spawn:\n   \"####\" \"#\" 1\n   Loop\n  See:\n   \"####\" \"#\" 1\n   Loop\n  Pain:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(256,\"Spawn\")\n\tGoTo Spawn\n  Pain.BladeCrawlerBleedRanged:\n    TNT1 A 0 A_JumpIfInventory(\"BleedCountCrit\",1,3)\n    TNT1 A 0 A_JumpIfInventory(\"BleedCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Bleed\",0,0)\n    TNT1 A 0 A_GiveInventory(\"BleedCount\",2)\n    GoTo Pain.Slice\n  Pain.BladeCrawlerBleedRangedCrit:\n    TNT1 A 0 A_JumpIfInventory(\"BleedCountCrit\",1,3)\n    TNT1 A 0 A_JumpIfInventory(\"BleedCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Bleed\",0,0)\n    TNT1 A 0 A_GiveInventory(\"BleedCountCrit\",5)\n    GoTo Pain.Slice\n  Pain.BladeCrawlerBleed:\n    TNT1 A 0 A_JumpIfInventory(\"BleedCountCrit\",1,3)\n    TNT1 A 0 A_JumpIfInventory(\"BleedCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Bleed\",0,0)\n    TNT1 A 0 A_GiveInventory(\"BleedCount\",16)\n    GoTo Pain.Slice\n  Pain.BladeCrawlerBleedCrit:\n    TNT1 A 0 A_JumpIfInventory(\"BleedCountCrit\",1,3)\n    TNT1 A 0 A_JumpIfInventory(\"BleedCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Bleed\",0,0)\n    TNT1 A 0 A_GiveInventory(\"BleedCountCrit\",42)\n    GoTo Pain.Slice\n  Pain.LiquidFire:\n    TNT1 A 0 A_JumpIfInventory(\"IncinerationCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Incineration\",0,0)\n    TNT1 A 0 A_GiveInventory(\"IncinerationCount\",22)\n    GoTo Pain.Fire\n  Pain.LiquidFireGround:\n    TNT1 A 0 A_Jump(94,\"Pain.Fire\")\n    TNT1 A 0 A_JumpIfInventory(\"IncinerationCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Incineration\",0,0)\n    TNT1 A 0 A_GiveInventory(\"IncinerationCount\",1)\n    GoTo Pain.Fire\n  Pain.VileFaunHead:\n    TNT1 A 0 A_JumpIfInventory(\"IncinerationCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Incineration\",0,0)\n    TNT1 A 0 A_GiveInventory(\"IncinerationCount\",5)\n    GoTo Pain.Fire\n  Pain.HentaurShot:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"HentaurStun\",1,2)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"Stun\",0,0)\n\tTNT1 A 0 A_GiveInventory(\"HentaurStun\",175)\n\tGoTo Pain.Blunt\n  Pain.DkEttShard2:\n    TNT1 A 0 A_GiveInventory(\"DKEttinSlowdown\",1)\n  Pain.DkEttShard:\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFrostCount\",8)\n\tGoTo Pain.PoisonFrost\n  Pain.BlackViperSoul:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"BlackViperDebuff1\",175)\n\tTNT1 A 0 A_GiveInventory(\"BlackViperDebuff2\",175)\n\tGoTo Pain.Soul\n  Pain.BlackViperPoison:\n\tTNT1 A 0 A_Jump(145,2)\n\tTNT1 A 0 A_TakeInventory(\"ST\",1)\n  Pain.FenPoison:\n    TNT1 A 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonCount\",4)\n  Pain.NewPoison:\n\tTNT1 A 0 A_Jump(128,4)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonCount\",1)\n  Pain.PoisonDefault:\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardPoison\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Fire:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(215,4)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",2)\n\n  Pain.Incineration:\n  Pain.PoisonFire:\n    TNT1 A 0 A_Jump(50,9,13,14)\n    TNT1 A 0 A_JumpIfInventory(\"ClericAmulet\",1,\"ProtectCAmuletFire\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroAmulet\",1,\"ProtectNAmuletFire\")\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardFire\")\n    TNT1 A 0 A_JumpIfInventory(\"AquaPendant\",1,\"ProtectAPendantFire\")\n    TNT1 A 0 A_JumpIfInventory(\"CinderAmulet\",1,\"ProtectCnAmuletFire\")\n    TNT1 A 0 A_JumpIfInventory(\"StormAmulet\",1,\"ProtectSAmuletFire\")\n    TNT1 A 0 A_JumpIfInventory(\"SangmanaStone\",1,\"ProtectSStoneFire\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCrucifix\",1,\"ProtectHCFire\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicFire\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherChest\",1,\"ProtectLChestFire\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirFire\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPAFire\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,\"ProtectHBootsFire\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetFire\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodFire\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Dark:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(215,4)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonDarkCount\",2)\n  Pain.PoisonDark:\n    TNT1 A 0 A_Jump(95,7,10,14)\n    TNT1 A 0 A_JumpIfInventory(\"ClericAmulet\",1,\"ProtectCAmuletDark\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroAmulet\",1,\"ProtectNAmuletDark\")\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardDark\")\n    TNT1 A 0 A_JumpIfInventory(\"TalismanOfSouls\",1,\"ProtectTOSDark\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterDemonSkull\",1,\"ProtectNMDSDark\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCrucifix\",1,\"ProtectHCDark\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicDark\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirDark\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPADark\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetDark\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodDark\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmDark\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMDark\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggDark\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGdARK\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Electric:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(99,4)\n    TNT1 A 0 A_JumpIfInventory(\"IncinerationElekCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"IncinerationElectric\",0,0)\n    TNT1 A 0 A_GiveInventory(\"IncinerationElekCount\",8)\n\tTNT1 A 0 A_Jump(128,4)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonElekCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonElectric\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonElekCount\",4)\n  Pain.IncinerateElek:\n  Pain.PoisonElek:\n    TNT1 A 0 A_Jump(95,5,8)\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardElek\")\n    TNT1 A 0 A_JumpIfInventory(\"StormAmulet\",1,\"ProtectSAmuletElek\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterDemonSkull\",1,\"ProtectNMDSElek\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCrucifix\",1,\"ProtectHCElek\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicElek\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirElek\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPAElek\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetElek\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodElek\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMElek\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Soul:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n  Pain.PoisonSoul:\n    TNT1 A 0 A_Jump(95,7,10,12)\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"AquaPendant\",1,\"ProtectAPendantSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"CinderAmulet\",1,\"ProtectCnAmuletSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"SangmanaStone\",1,\"ProtectSStoneSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"TalismanOfSouls\",1,\"ProtectTOSSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterDemonSkull\",1,\"ProtectNMDSSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPASoul\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggSoul\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGSoul\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Light:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n  Pain.PoisonLight:\n    TNT1 A 0 A_Jump(88,4,5,8)\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardLight\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCrucifix\",1,\"ProtectHCLight\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterDemonSkull\",1,\"ProtectNMDSLight\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmLight\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicLight\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPA\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirLight\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggLight\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGLight\")\n    TNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Ice:\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,2)\n\tTNT1 A 0 A_Jump(256,3)\n\tTNT1 A 0 A_jump(192,2)\n    TNT1 A 0 A_GiveInventory(\"BlueMana\",1)\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,2)\n\tTNT1 A 0 A_Jump(256,2)\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(215,4)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFrostCount\",2)\n  Pain.PoisonFrost:\n    TNT1 A 0 A_Jump(50,9,12,13)\n    TNT1 A 0 A_JumpIfInventory(\"ClericAmulet\",1,\"ProtectCAmuletIce\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroAmulet\",1,\"ProtectNAmuletIce\")\n    TNT1 A 0 A_JumpIfInventory(\"EmeraldWard\",1,\"ProtectEWardIce\")\n    TNT1 A 0 A_JumpIfInventory(\"AquaPendant\",1,\"ProtectAPendantIce\")\n    TNT1 A 0 A_JumpIfInventory(\"CinderAmulet\",1,\"ProtectCnAmuletIce\")\n    TNT1 A 0 A_JumpIfInventory(\"StormAmulet\",1,\"ProtectSAmuletIce\")\n    TNT1 A 0 A_JumpIfInventory(\"TalismanOfSouls\",1,\"ProtectTOSIce\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicIce\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPAIce\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirIce\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherChest\",1,\"ProtectLChestIce\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,\"ProtectHBootsIce\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetIce\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodIce\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMIce\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Blunt:\n    TNT1 A 0 A_Jump(74,6,12)\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPABlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherChest\",1,\"ProtectLChestBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"SlayerMail\",1,\"ProtectSChestBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HornedHelmet\",1,\"ProtectHrHelmetBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterHelmet\",1,\"ProtectHHelmetBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,\"ProtectHBootsBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherBoots\",1,\"ProtectLBootsBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"CalcironBoots\",1,\"ProtectCBootsBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"AccelerationBoots\",1,\"ProtectAccBootsBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggBlunt\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGBlunt\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Slice:\n    TNT1 A 0 A_Jump(53,6,12)\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPASlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherChest\",1,\"ProtectLChestSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"SlayerMail\",1,\"ProtectSChestSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HornedHelmet\",1,\"ProtectHrHelmetSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterHelmet\",1,\"ProtectHHelmetSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,\"ProtectHBootsSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherBoots\",1,\"ProtectLBootsSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"CalcironBoots\",1,\"ProtectCBootsSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"AccelerationBoots\",1,\"ProtectAccBootsSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggSlice\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGSlice\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  Pain.Pierce:\n    TNT1 A 0 A_Jump(74,6,12)\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterPadArmor\",1,\"ProtectNMPAPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyCuirass\",1,\"ProtectHCuirPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"ArcaneTunic\",1,\"ProtectATunicPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherChest\",1,\"ProtectLChestPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"SlayerMail\",1,\"ProtectSChestPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HornedHelmet\",1,\"ProtectHrHelmetPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterHelmet\",1,\"ProtectHHelmetPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HauntariteHelmet\",1,\"ProtectHaHelmetPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"NecroMasterMask\",1,\"ProtectNMMPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyHelmet\",1,\"ProtectHHelmPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"MagiHood\",1,\"ProtectMHoodPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HunterBoots\",1,\"ProtectHBootsPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"LeatherBoots\",1,\"ProtectLBootsPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"CalcironBoots\",1,\"ProtectCBootsPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"AccelerationBoots\",1,\"ProtectAccBootsPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"HolyLeggings\",1,\"ProtectHLeggPierce\")\n    TNT1 A 0 A_JumpIfInventory(\"NecromasterGreaves\",1,\"ProtectNMGPierce\")\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCAmuletFire:\n    TNT1 A 0 A_Jump(25,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",2)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ClericAmulet\",1)\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCAmuletIce:\n    TNT1 A 0 A_Jump(50,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",2)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ClericAmulet\",2)\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCAmuletDark:\n    TNT1 A 0 A_Jump(75,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",1)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ClericAmulet\",4)\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNAmuletFire:\n    TNT1 A 0 A_Jump(80,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",2)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecroAmulet\",4)\n    TNT1 A 0 A_TakeInventory(\"PoisonFireCount\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNAmuletIce:\n    TNT1 A 0 A_Jump(25,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",2)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecroAmulet\",1)\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNAmuletDark:\n    TNT1 A 0 A_Jump(25,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonDarkCount\",3)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecroAmulet\",1)\n    TNT1 A 0 A_TakeInventory(\"PoisonDarkCount\",5)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardIce:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardFire:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardDark:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardLight:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardSoul:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardElek:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectEWardPoison:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_TakeInventory(\"PoisonCount\",6)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"PoisonCount\",10)\n\tTNT1 A 0 A_TakeInventory(\"EmeraldWard\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAPendantIce:\n    TNT1 A 0 A_Jump(72,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AquaPendant\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAPendantFire:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AquaPendant\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAPendantSoul:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_TakeInventory(\"AquaPendant\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AquaPendant\",8)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCnAmuletIce:\n    TNT1 A 0 A_Jump(146,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CinderAmulet\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCnAmuletFire:\n    TNT1 A 0 A_Jump(192,2)\n\tTNT1 A 0 A_GiveInventory(\"Health\",7)\n    TNT1 A 0 A_Jump(70,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CinderAmulet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCnAmuletSoul:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CinderAmulet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSAmuletIce:\n    TNT1 A 0 A_Jump(42,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"StormAmulet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSAmuletFire:\n    TNT1 A 0 A_Jump(34,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"StormAmulet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSAmuletElek:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"StormAmulet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSStoneFire:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"SangmanaStone\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSStoneSoul:\n    TNT1 A 0 A_Jump(86,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"SangmanaStone\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectTOSDark:\n\tTNT1 A 0 A_GiveToTarget(\"PoisonFireTOS\",1)\n    TNT1 A 0 A_Jump(92,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_GiveToTarget(\"IncinerationTOS\",1)\n\tTNT1 A 0 A_TakeInventory(\"TalismanOfSouls\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectTOSSoul:\n\tTNT1 A 0 A_GiveToTarget(\"PoisonFireTOS\",1)\n    TNT1 A 0 A_Jump(92,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_GiveToTarget(\"IncinerationTOS\",1)\n\tTNT1 A 0 A_TakeInventory(\"TalismanOfSouls\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectTOSIce:\n    TNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"PoisonFireTOS\",1)\n    TNT1 A 0 A_Jump(92,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"TalismanOfSouls\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHBootsFire:\n    TNT1 A 0 A_Jump(88,5)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterBoots\",3)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHBootsIce:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHBootsBlunt:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHBootsSlice:\n    TNT1 A 0 A_Jump(50,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterBoots\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHBootsPierce:\n    TNT1 A 0 A_Jump(44,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterBoots\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmetBlunt:\n    TNT1 A 0 A_Jump(74,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterHelmet\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmetPierce:\n    TNT1 A 0 A_Jump(30,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterHelmet\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmetSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HunterHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHrHelmetBlunt:\n    TNT1 A 0 A_Jump(74,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HornedHelmet\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHrHelmetPierce:\n    TNT1 A 0 A_Jump(30,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HornedHelmet\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHrHelmetSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HornedHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLChestBlunt:\n    TNT1 A 0 A_Jump(54,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherChest\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLChestPierce:\n    TNT1 A 0 A_Jump(91,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherChest\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLChestFire:\n    TNT1 A 0 A_Jump(71,5)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherChest\",5)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLChestIce:\n    TNT1 A 0 A_Jump(25,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",8)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherChest\",1)\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",14)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLChestSlice:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherChest\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSChestPierce:\n    TNT1 A 0 A_Jump(71,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"SlayerMail\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSChestSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"SlayerMail\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectSChestBlunt:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"SlayerMail\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicBlunt:\n    TNT1 A 0 A_Jump(28,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicPierce:\n    TNT1 A 0 A_Jump(71,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",5)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicSlice:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicDark:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicFire:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicIce:\n    TNT1 A 0 A_Jump(80,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicLight:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicSoul:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectATunicElek:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"ArcaneTunic\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirBlunt:\n    TNT1 A 0 A_Jump(72,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirPierce:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirSlice:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirDark:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirFire:\n    TNT1 A 0 A_Jump(42,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirLight:\n    TNT1 A 0 A_Jump(23,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirSoul:\n    TNT1 A 0 A_Jump(42,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCuirass\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirIce:\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCuirElek:\n    TNT1 A 0 A_GiveInventory(\"HolyCuirassHitBuff\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPABlunt:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPAPierce:\n    TNT1 A 0 A_Jump(84,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPASlice:\n    TNT1 A 0 A_Jump(84,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPADark:\n    TNT1 A 0 A_Jump(34,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPAFire:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPALight:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPASoul:\n    TNT1 A 0 A_Jump(52,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPAIce:\n    TNT1 A 0 A_Jump(31,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterPadArmor\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMPAElek:\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLBootsBlunt:\n    TNT1 A 0 A_Jump(39,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLBootsPierce:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLBootsSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLBootsFire:\n    TNT1 A 0 A_Jump(128,5)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",2)\n    TNT1 A 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\tTNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    TNT1 A 0 A_GiveInventory(\"PoisonFireCount\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectLBootsIce:\n    TNT1 A 0 A_Jump(25,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",6)\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n    TNT1 A 0 A_TakeInventory(\"PoisonFrostCount\",8)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCBootsBlunt:\n    TNT1 A 0 A_Jump(84,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CalcironBoots\",5)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCBootsPierce:\n    TNT1 A 0 A_Jump(71,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CalcironBoots\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectCBootsSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"CalcironBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAccBootsBlunt:\n    TNT1 A 0 A_Jump(63,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AccelerationBoots\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAccBootsPierce:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AccelerationBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectAccBootsSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"AccelerationBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\n  ProtectHLeggBlunt:\n    TNT1 A 0 A_Jump(55,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHLeggPierce:\n    TNT1 A 0 A_Jump(78,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHLeggSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHLeggLight:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHLeggDark:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHLeggSoul:\n    TNT1 A 0 A_Jump(48,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyLeggings\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGBlunt:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterGreaves\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGPierce:\n    TNT1 A 0 A_Jump(92,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGSlice:\n    TNT1 A 0 A_Jump(75,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGLight:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGDark:\n    TNT1 A 0 A_Jump(34,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMGSoul:\n    TNT1 A 0 A_Jump(42,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"LeatherBoots\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetBlunt:\n    TNT1 A 0 A_Jump(35,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetPierce:\n    TNT1 A 0 A_Jump(35,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetSlice:\n    TNT1 A 0 A_Jump(25,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetIce:\n    TNT1 A 0 A_Jump(35,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetDark:\n    TNT1 A 0 A_Jump(35,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetFire:\n    TNT1 A 0 A_Jump(58,3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHaHelmetElek:\n    TNT1 A 0 A_Jump(73,3)\n    TNT1 A 0 A_TakeInventory(\"PoisonElekCount\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"hauntariteHelmet\",4)\n    TNT1 A 0 A_TakeInventory(\"PoisonElekCount\",6)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodBlunt:\n    TNT1 A 0 A_Jump(44,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodPierce:\n    TNT1 A 0 A_Jump(71,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",5)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodSlice:\n    TNT1 A 0 A_Jump(68,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodDark:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodFire:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodIce:\n    TNT1 A 0 A_Jump(80,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodLight:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodSoul:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectMHoodElek:\n    TNT1 A 0 A_Jump(82,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"Magihood\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmPierce:\n    TNT1 A 0 A_Jump(76,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmSlice:\n    TNT1 A 0 A_Jump(70,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmBlunt:\n    TNT1 A 0 A_Jump(89,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmDark:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmSoul:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHHelmLight:\n    TNT1 A 0 A_Jump(26,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyHelmet\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMBlunt:\n    TNT1 A 0 A_Jump(44,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMPierce:\n    TNT1 A 0 A_Jump(44,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMSlice:\n    TNT1 A 0 A_Jump(44,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMIce:\n    TNT1 A 0 A_Jump(78,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMDark:\n    TNT1 A 0 A_Jump(78,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMMElek:\n    TNT1 A 0 A_Jump(121,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterMask\",2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCLight:\n    TNT1 A 0 A_Jump(24,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCrucifix\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCDark:\n    TNT1 A 0 A_Jump(96,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCrucifix\",4)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCFire:\n    TNT1 A 0 A_Jump(52,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCrucifix\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectHCElek:\n    TNT1 A 0 A_Jump(75,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"HolyCrucifix\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMDSDark:\n    TNT1 A 0 A_Jump(22,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterDemonSkull\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMDSSoul:\n    TNT1 A 0 A_Jump(75,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterDemonSkull\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMDSLight:\n    TNT1 A 0 A_Jump(115,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterDemonSkull\",3)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n  ProtectNMDSElek:\n    TNT1 A 0 A_Jump(100,2)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\tTNT1 A 0 A_TakeInventory(\"NecromasterDemonSkull\",1)\n\tTNT1 A 0 A_Jump(256,\"Pain\")\n\tGoTo Pain\n\n  }\n}\n\nActor XP : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 490000\n  Radius 8\n  Height 8\n  +IgnoreSkill\n  +FLOATBOB\n  +INVENTORY.PERSISTENTPOWER\n  Inventory.PickupMessage \"XP Point\"\nStates\n  {\n  Spawn:\n    XPPT A 600 Bright\n    Stop\n  }\n}\n\nActor XPLimit : Ammo\n{\n  +INVENTORY.PERSISTENTPOWER\n  Inventory.Amount 1\n  Inventory.MaxAmount 200//490000\n}\n\nActor Spell1DummyA : Dummy {}Actor Spell1DummyE : Dummy {}Actor Spell1DummyI : Dummy {}\nActor Spell1DummyB : Dummy {}Actor Spell1DummyF : Dummy {}Actor Spell1DummyJ : Dummy {}\nActor Spell1DummyC : Dummy {}Actor Spell1DummyG : Dummy {}Actor Spell1DummyK : Dummy {}\nActor Spell1DummyD : Dummy {}Actor Spell1DummyH : Dummy {}Actor Spell1DummyL : Dummy {}\nActor Spell2DummyA : Dummy {}Actor Spell2DummyE : Dummy {}Actor Spell2DummyI : Dummy {}\nActor Spell2DummyB : Dummy {}Actor Spell2DummyF : Dummy {}Actor Spell2DummyJ : Dummy {}\nActor Spell2DummyC : Dummy {}Actor Spell2DummyG : Dummy {}Actor Spell2DummyK : Dummy {}\nActor Spell2DummyD : Dummy {}Actor Spell2DummyH : Dummy {}Actor Spell2DummyL : Dummy {}\nActor Spell3DummyA : Dummy {}Actor Spell3DummyE : Dummy {}Actor Spell3DummyI : Dummy {}\nActor Spell3DummyB : Dummy {}Actor Spell3DummyF : Dummy {}Actor Spell3DummyJ : Dummy {}\nActor Spell3DummyC : Dummy {}Actor Spell3DummyG : Dummy {}Actor Spell3DummyK : Dummy {}\nActor Spell3DummyD : Dummy {}Actor Spell3DummyH : Dummy {}Actor Spell3DummyL : Dummy {}\nActor Spell4DummyA : Dummy {}Actor Spell4DummyE : Dummy {}Actor Spell4DummyI : Dummy {}\nActor Spell4DummyB : Dummy {}Actor Spell4DummyF : Dummy {}Actor Spell4DummyJ : Dummy {}\nActor Spell4DummyC : Dummy {}Actor Spell4DummyG : Dummy {}Actor Spell4DummyK : Dummy {}\nActor Spell4DummyD : Dummy {}Actor Spell4DummyH : Dummy {}Actor Spell4DummyL : Dummy {}\n\nActor HorranimaMana : Dummy { Inventory.MaxAmount 185 }\nActor CAACD1 : Ammo { Inventory.MaxAmount 345 +IgnoreSkill }\nActor CAACD2 : Ammo { Inventory.MaxAmount 334 +IgnoreSkill }\nActor CAACD3 : Ammo { Inventory.MaxAmount 324 +IgnoreSkill }\nActor CAACD4 : Ammo { Inventory.MaxAmount 313 +IgnoreSkill }\nActor CAACD5 : Ammo { Inventory.MaxAmount 268 +IgnoreSkill }\nActor CAACD6 : Ammo { Inventory.MaxAmount 245 +IgnoreSkill }\n\nActor CABCD1 : Ammo { Inventory.MaxAmount 420 +IgnoreSkill }\nActor CABCD2 : Ammo { Inventory.MaxAmount 415 +IgnoreSkill }\nActor CABCD4 : Ammo { Inventory.MaxAmount 375 +IgnoreSkill }\n\nActor CACCD : Ammo { Inventory.MaxAmount 350 +IgnoreSkill }\n\nActor CADCD1 : Ammo { Inventory.MaxAmount 280 +IgnoreSkill}\nActor CADCD2 : Ammo { Inventory.MaxAmount 245 +IgnoreSkill }\nActor CADCD3 : Ammo { Inventory.MaxAmount 210 +IgnoreSkill }\nActor CADCD4 : Ammo { Inventory.MaxAmount 175 +IgnoreSkill }\n\nActor NAACD : Ammo { Inventory.MaxAmount 700 +IgnoreSkill }\nActor NABCD : Ammo { Inventory.MaxAmount 385 +IgnoreSkill }\nActor NACCD : Ammo { Inventory.MaxAmount 595 +IgnoreSkill }\nActor NADCD : Ammo { Inventory.MaxAmount 1400 +IgnoreSkill }\n\nActor SAACD : Ammo { Inventory.MaxAmount 140 +IgnoreSkill }\nActor SABCD : Ammo { Inventory.MaxAmount 490 +IgnoreSkill }\nActor SACCD : Ammo { Inventory.MaxAmount 700 +IgnoreSkill }\n\nActor HAACD : Ammo { Inventory.MaxAmount 245 +IgnoreSkill }\nActor HABCD : Ammo { Inventory.MaxAmount 630 +IgnoreSkill }\nActor HACCD : Ammo { Inventory.MaxAmount 140 +IgnoreSkill }\nActor HADCD : Ammo { Inventory.MaxAmount 525 +IgnoreSkill }\nActor HAECD : Ammo { Inventory.MaxAmount 700 +IgnoreSkill }\n\nActor MaceLevel1 : Dummy {} Actor MaceLevel4 : Dummy {}\nActor MaceLevel2 : Dummy {} Actor MaceLevel5 : Dummy {}\nActor MaceLevel3 : Dummy {} Actor MaceLevel6 : Dummy {}\nActor DaggerLevel1 : Dummy {} Actor DaggerLevel4 : Dummy {}\nActor DaggerLevel2 : Dummy {} Actor DaggerLevel5 : Dummy {}\nActor DaggerLevel3 : Dummy {} Actor DaggerLevel6 : Dummy {}\nActor AxeSwordLevel1 : Dummy {} Actor AxeSwordLevel4 : Dummy {}\nActor AxeSwordLevel2 : Dummy {} Actor AxeSwordLevel5 : Dummy {}\nActor AxeSwordLevel3 : Dummy {} Actor AxeSwordLevel6 : Dummy {}\nActor BowXBowLevel1 : Dummy {} Actor BowXBowLevel4 : Dummy {}\nActor BowXBowLevel2 : Dummy {} Actor BowXBowLevel5 : Dummy {}\nActor BowXBowLevel3 : Dummy {} Actor BowXBowLevel6 : Dummy {}\n\nActor CSkillAActivate : Dummy {}\nActor CSkillBActivate : Dummy {}\nActor CSkillCActivate : Dummy {}\nActor CSkillDActivate : Dummy {}\n\nActor NSkillAActivate : Dummy {}\nActor NSkillBActivate : Dummy {}\nActor NSkillCActivate : Dummy {}\nActor NSkillDActivate : Dummy {}\n\nActor SSkillAActivate : Dummy {}\nActor SSkillBActivate : Dummy {}\nActor SSkillCActivate : Dummy {}\n\nActor HSkillAActivate : Dummy {}\nActor HSkillBActivate : Dummy {}\nActor HSkillCActivate : Dummy {}\nActor HSkillDActivate : Dummy {}\nActor HSkillEActivate : CustomInventory\n{\n +Inventory.AlwaysPickUp\n  States\n   {\n    PickUp:\n\t TNT1 A 0 A_JumpIfInventory(\"HSKillELevel6\",1,\"PickUp.L6\")\n\t TNT1 A 0 A_JumpIfInventory(\"HSKillELevel5\",1,\"PickUp.L5\")\n\t TNT1 A 0 A_JumpIfInventory(\"HSKillELevel4\",1,\"PickUp.L4\")\n\t TNT1 A 0 A_JumpIfInventory(\"HSKillELevel3\",1,\"PickUp.L3\")\n\t TNT1 A 0 A_JumpIfInventory(\"HSKillELevel2\",1,\"PickUp.L2\")\n\t TTN1 A 1 A_JumpIfInventory(\"BlueMana\",15,1)\n\t Stop\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",15)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.L2:\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed2\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",20)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.L3:\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed3\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",25)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.L4:\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed4\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",30)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.L5:\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed5\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",40)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.L6:\n\t TNT1 A 0 A_GiveInventory(\"WindRunSpeed6\",1)\n\t TNT1 A 0 A_TakeInventory(\"BlueMana\",50)\n\t TNT1 A 0 A_Jump(256,\"PickUp.Cooldown\")\n\t Stop\n\t PickUp.Cooldown:\n\t TNT1 A 0 A_GiveInventory(\"HAECD\",700)\n\t TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Hunter CD 5\",0,0)\n\t TNT1 A 0 ACS_NAMEDEXECUTEALWAYS(\"Windrun FX\",0,0)\n\t Stop\n  }\n}\n\nActor LeveledUp : Dummy {}\nActor SkillPoint : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 32\n +IgnoreSkill\n}\n\nActor NSkillALevel1 : Dummy {} Actor NSkillALevel4 : Dummy {}\nActor NSkillALevel2 : Dummy {} Actor NSkillALevel5 : Dummy {}\nActor NSkillALevel3 : Dummy {} Actor NSkillALevel6 : Dummy {}\nActor NSkillBLevel1 : Dummy {} Actor NSkillBLevel4 : Dummy {}\nActor NSkillBLevel2 : Dummy {} Actor NSkillBLevel5 : Dummy {}\nActor NSkillBLevel3 : Dummy {} Actor NSkillBLevel6 : Dummy {}\nActor NSkillCLevel1 : Dummy {} Actor NSkillCLevel4 : Dummy {}\nActor NSkillCLevel2 : Dummy {} Actor NSkillCLevel5 : Dummy {}\nActor NSkillCLevel3 : Dummy {} Actor NSkillCLevel6 : Dummy {}\nActor NSkillDLevel1 : Dummy {} Actor NSkillDLevel4 : Dummy {}\nActor NSkillDLevel2 : Dummy {} Actor NSkillDLevel5 : Dummy {}\nActor NSkillDLevel3 : Dummy {} Actor NSkillDLevel6 : Dummy {}\n\nActor CSkillALevel1 : Dummy {} Actor CSkillALevel4 : Dummy {}\nActor CSkillALevel2 : Dummy {} Actor CSkillALevel5 : Dummy {}\nActor CSkillALevel3 : Dummy {} Actor CSkillALevel6 : Dummy {}\nActor CSkillBLevel1 : Dummy {} Actor CSkillBLevel4 : Dummy {}\nActor CSkillBLevel2 : Dummy {} Actor CSkillBLevel5 : Dummy {}\nActor CSkillBLevel3 : Dummy {} Actor CSkillBLevel6 : Dummy {}\nActor CSkillCLevel1 : Dummy {} Actor CSkillCLevel4 : Dummy {}\nActor CSkillCLevel2 : Dummy {} Actor CSkillCLevel5 : Dummy {}\nActor CSkillCLevel3 : Dummy {} Actor CSkillCLevel6 : Dummy {}\nActor CSkillDLevel1 : Dummy {} Actor CSkillDLevel4 : Dummy {}\nActor CSkillDLevel2 : Dummy {} Actor CSkillDLevel5 : Dummy {}\nActor CSkillDLevel3 : Dummy {} Actor CSkillDLevel6 : Dummy {}\n\nActor SSkillALevel1 : Dummy {} Actor SSkillALevel4 : Dummy {}\nActor SSkillALevel2 : Dummy {} Actor SSkillALevel5 : Dummy {}\nActor SSkillALevel3 : Dummy {} Actor SSkillALevel6 : Dummy {}\nActor SSkillBLevel1 : Dummy {} Actor SSkillBLevel4 : Dummy {}\nActor SSkillBLevel2 : Dummy {} Actor SSkillBLevel5 : Dummy {}\nActor SSkillBLevel3 : Dummy {} Actor SSkillBLevel6 : Dummy {}\nActor SSkillCLevel1 : Dummy {} Actor SSkillCLevel4 : Dummy {}\nActor SSkillCLevel2 : Dummy {} Actor SSkillCLevel5 : Dummy {}\nActor SSkillCLevel3 : Dummy {} Actor SSkillCLevel6 : Dummy {}\n\nActor HSkillALevel1 : Dummy {} Actor HSkillALevel4 : Dummy {}\nActor HSkillALevel2 : Dummy {} Actor HSkillALevel5 : Dummy {}\nActor HSkillALevel3 : Dummy {} Actor HSkillALevel6 : Dummy {}\nActor HSkillBLevel1 : Dummy {} Actor HSkillBLevel4 : Dummy {}\nActor HSkillBLevel2 : Dummy {} Actor HSkillBLevel5 : Dummy {}\nActor HSkillBLevel3 : Dummy {} Actor HSkillBLevel6 : Dummy {}\nActor HSkillCLevel1 : Dummy {} Actor HSkillCLevel4 : Dummy {}\nActor HSkillCLevel2 : Dummy {} Actor HSkillCLevel5 : Dummy {}\nActor HSkillCLevel3 : Dummy {} Actor HSkillCLevel6 : Dummy {}\nActor HSkillDLevel1 : Dummy {} Actor HSkillDLevel4 : Dummy {}\nActor HSkillDLevel2 : Dummy {} Actor HSkillDLevel5 : Dummy {}\nActor HSkillDLevel3 : Dummy {} Actor HSkillDLevel6 : Dummy {}\nActor HSkillELevel1 : Dummy {} Actor HSkillELevel4 : Dummy {}\nActor HSkillELevel2 : Dummy {} Actor HSkillELevel5 : Dummy {}\nActor HSkillELevel3 : Dummy {} Actor HSkillELevel6 : Dummy {}\n\nActor Level1 : Dummy {}Actor Level2 : Dummy {}Actor Level3 : Dummy {}\nActor Level4 : Dummy {}Actor Level5 : Dummy {}Actor Level6 : Dummy {}\nActor Level7 : Dummy {}Actor Level8 : Dummy {}Actor Level9 : Dummy {}\nActor Level10 : Dummy {}Actor Level11 : Dummy {}Actor Level12 : Dummy {}\nActor Level13 : Dummy {}Actor Level14 : Dummy {}Actor Level15 : Dummy {}\nActor Level16 : Dummy {}Actor Level17 : Dummy {}Actor Level18 : Dummy {}\nActor Level19 : Dummy {}Actor Level20 : Dummy {}Actor Level21 : Dummy {}\nActor Level22 : Dummy {}Actor Level23 : Dummy {}Actor Level24 : Dummy {}\nActor Level25 : Dummy {}Actor Level26 : Dummy {}Actor Level27 : Dummy {}\nActor Level28 : Dummy {}Actor Level29 : Dummy {}Actor Level30 : Dummy {}\nActor Level31 : Dummy {}Actor Level32 : Dummy {}\n\nActor ClericLevel1 : Dummy {}Actor ClericLevel2 : Dummy {}Actor ClericLevel3 : Dummy {}\nActor ClericLevel4 : Dummy {}Actor ClericLevel5 : Dummy {}Actor ClericLevel6 : Dummy {}\nActor ClericLevel7 : Dummy {}Actor ClericLevel8 : Dummy {}Actor ClericLevel9 : Dummy {}\nActor ClericLevel10 : Dummy {}Actor ClericLevel11 : Dummy {}Actor ClericLevel12 : Dummy {}\nActor ClericLevel13 : Dummy {}Actor ClericLevel14 : Dummy {}Actor ClericLevel15 : Dummy {}\nActor ClericLevel16 : Dummy {}Actor ClericLevel17 : Dummy {}Actor ClericLevel18 : Dummy {}\nActor ClericLevel19 : Dummy {}Actor ClericLevel20 : Dummy {}Actor ClericLevel21 : Dummy {}\nActor ClericLevel22 : Dummy {}Actor ClericLevel23 : Dummy {}Actor ClericLevel24 : Dummy {}\nActor ClericLevel25 : Dummy {}Actor ClericLevel26 : Dummy {}\n\nActor NecroLevel1 : Dummy {}Actor NecroLevel2 : Dummy {}Actor NecroLevel3 : Dummy {}\nActor NecroLevel4 : Dummy {}Actor NecroLevel5 : Dummy {}Actor NecroLevel6 : Dummy {}\nActor NecroLevel7 : Dummy {}Actor NecroLevel8 : Dummy {}Actor NecroLevel9 : Dummy {}\nActor NecroLevel10 : Dummy {}Actor NecroLevel11 : Dummy {}Actor NecroLevel12 : Dummy {}\nActor NecroLevel13 : Dummy {}Actor NecroLevel14 : Dummy {}Actor NecroLevel15 : Dummy {}\nActor NecroLevel16 : Dummy {}Actor NecroLevel17 : Dummy {}Actor NecroLevel18 : Dummy {}\nActor NecroLevel19 : Dummy {}Actor NecroLevel20 : Dummy {}Actor NecroLevel21 : Dummy {}\nActor NecroLevel22 : Dummy {}Actor NecroLevel23 : Dummy {}Actor NecroLevel24 : Dummy {}\nActor NecroLevel25 : Dummy {}Actor NecroLevel26 : Dummy {}\n\nActor HunterLevel1 : Dummy {}Actor HunterLevel2 : Dummy {}Actor HunterLevel3 : Dummy {}\nActor HunterLevel4 : Dummy {}Actor HunterLevel5 : Dummy {}Actor HunterLevel6 : Dummy {}\nActor HunterLevel7 : Dummy {}Actor HunterLevel8 : Dummy {}Actor HunterLevel9 : Dummy {}\nActor HunterLevel10 : Dummy {}Actor HunterLevel11 : Dummy {}Actor HunterLevel12 : Dummy {}\nActor HunterLevel13 : Dummy {}Actor HunterLevel14 : Dummy {}Actor HunterLevel15 : Dummy {}\nActor HunterLevel16 : Dummy {}Actor HunterLevel17 : Dummy {}Actor HunterLevel18 : Dummy {}\nActor HunterLevel19 : Dummy {}Actor HunterLevel20 : Dummy {}Actor HunterLevel21 : Dummy {}\nActor HunterLevel22 : Dummy {}Actor HunterLevel23 : Dummy {}Actor HunterLevel24 : Dummy {}\nActor HunterLevel25 : Dummy {}Actor HunterLevel26 : Dummy {}Actor HunterLevel27 : Dummy {}\nActor HunterLevel28 : Dummy {}Actor HunterLevel29 : Dummy {}Actor HunterLevel30 : Dummy {}\nActor HunterLevel31 : Dummy {}Actor HunterLevel32 : Dummy {}\n\nActor SlayerLevel1 : Dummy {}Actor SlayerLevel2 : Dummy {}Actor SlayerLevel3 : Dummy {}\nActor SlayerLevel4 : Dummy {}Actor SlayerLevel5 : Dummy {}Actor SlayerLevel6 : Dummy {}\nActor SlayerLevel7 : Dummy {}Actor SlayerLevel8 : Dummy {}Actor SlayerLevel9 : Dummy {}\nActor SlayerLevel10 : Dummy {}Actor SlayerLevel11 : Dummy {}Actor SlayerLevel12 : Dummy {}\nActor SlayerLevel13 : Dummy {}Actor SlayerLevel14 : Dummy {}Actor SlayerLevel15 : Dummy {}\nActor SlayerLevel16 : Dummy {}Actor SlayerLevel17 : Dummy {}Actor SlayerLevel18 : Dummy {}\nActor SlayerLevel19 : Dummy {}Actor SlayerLevel20 : Dummy {}\n\nActor DwarfLevel1 : Dummy {}Actor DwarfLevel2 : Dummy {}Actor DwarfLevel3 : Dummy {}\nActor DwarfLevel4 : Dummy {}Actor DwarfLevel5 : Dummy {}Actor DwarfLevel6 : Dummy {}\nActor DwarfLevel7 : Dummy {}Actor DwarfLevel8 : Dummy {}Actor DwarfLevel9 : Dummy {}\nActor DwarfLevel10 : Dummy {}Actor DwarfLevel11 : Dummy {}Actor DwarfLevel12 : Dummy {}\nActor DwarfLevel13 : Dummy {}Actor DwarfLevel14 : Dummy {}Actor DwarfLevel15 : Dummy {}\nActor DwarfLevel16 : Dummy {}Actor DwarfLevel17 : Dummy {}Actor DwarfLevel18 : Dummy {}\nActor DwarfLevel19 : Dummy {}Actor DwarfLevel20 : Dummy {}\n\nActor AssassinLevel1 : Dummy {}Actor AssassinLevel2 : Dummy {}Actor AssassinLevel3 : Dummy {}\nActor AssassinLevel4 : Dummy {}Actor AssassinLevel5 : Dummy {}Actor AssassinLevel6 : Dummy {}\nActor AssassinLevel7 : Dummy {}Actor AssassinLevel8 : Dummy {}Actor AssassinLevel9 : Dummy {}\nActor AssassinLevel10 : Dummy {}Actor AssassinLevel11 : Dummy {}Actor AssassinLevel12 : Dummy {}\nActor AssassinLevel13 : Dummy {}Actor AssassinLevel14 : Dummy {}Actor AssassinLevel15 : Dummy {}\nActor AssassinLevel16 : Dummy {}Actor AssassinLevel17 : Dummy {}Actor AssassinLevel18 : Dummy {}\nActor AssassinLevel19 : Dummy {}Actor AssassinLevel20 : Dummy {}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Replacer.txt",
        "contents": "CONST INT DefaultMNR = 8;\n\nCONST INT PyrantST = 100;\nCONST INT PyrantMN = 50;\nCONST INT BlaziteST = 100;\nCONST INT BlaziteMN = 80;\nCONST INT AfritST = 100;\nCONST INT AfritMN = 180;\nCONST INT AfritMNR = 6;\n\nCONST INT GrawttinST = 100;\nCONST INT GrawttinMN = 45;\nCONST INT SvEttinST = 100;\nCONST INT SvEttinMN = 55;\nCONST INT WtoghST = 100;\nCONST INT WtoghMN = 25;\nCONST INT RvEttinST = 100;\nCONST INT RvEttinMN = 45;\nCONST INT RvEttinMNR = 7;\nCONST INT DkEttinST = 100;\nCONST INT DKEttinMN = 70;\nCONST INT DkEttinMNR = 6;\nCONST INT GrimmFST = 100;\nCONST INT GrimmFMN = 80;\nCONST INT GrimmFMNR = 6;\n\nCONST INT IHornST = 100;\nCONST INT IHornMN = 60;\nCONST INT SSerpentST = 100;\nCONST INT SSerpentMN = 60;\nCONST INT SBlutST = 100;\nCONST INT SBlutMN = 60;\nCONST INT FFireST = 100;\nCONST INT FFireMN = 80;\nCONST INT GrimmSST = 100;\nCONST INT GrimmSMN = 225;\nCONST INT GrimmSMNR = 7;\n\nCONST INT DKninghtST = 100;\nCONST INT DKninghtMN = 45;\nCONST INT BWarrierST = 100;\nCONST INT BWarrierMN = 45;\nCONST INT HCavalST = 100;\nCONST INT HCavalMN = 90;\nCONST INT HCavalMNR = 6;\nCONST INT VileFST = 100;\nCONST INT VileFMN = 200;\nCONST INT VileFMNR = 6;\nCONST INT GrimmHST = 100;\nCONST INT GrimmHMN = 125;\nCONST INT GrimmHMNR = 7;\n\nCONST INT StalkerST = 100;\nCONST INT StalkerMN = 125;\nCONST INT CrawlerST = 130;\nCONST INT CrawlerMN = 145;\nCONST INT SSlitherST = 100;\nCONST INT SSlitherMN = 180;\nCONST INT SSlitherMNR = 6;\n\nActor BaseMonster\n{\n Monster\n GibHealth 60\n  -Telestomp\n  Health 100\n  Height 20\n  Radius 20\n  +ActLikeBridge\n  +QuickToRetaliate\n  Painchance BlockBash, 156\n  Painchance NewPoisonCloud, 256\n  Painchance FrostCloud, 256\n  Painchance DarkCloud, 256\n  Painchance DaggerPuff3, 256\n  Painchance DaggerPuff4, 256\n  Painchance NecroGauntlets, 256\n  PainChance HolySmiteL3, 256\n  PainChance HolySmiteL5, 256\n  PainChance HolySmiteL6, 256\n  Painchance ShadowCobraL1, 256\n  Painchance ShadowCobraL3, 256\n  Painchance ShadowCobraL4, 256\n  Painchance ShadowCobraL5, 256\n  Painchance ShadowCobraL6, 256\n  Painchance ViperTracePoison, 256\n  Painchance ViperStrikeL3, 256\n  Painchance ViperStrikeL4, 256\n  Painchance ViperStrikeL5, 256\n  Painchance ViperStrikeL6, 256\n  Painchance ChillingDemiseL1, 256\n  Painchance ChillingDemiseL2, 256\n  Painchance ChillingDemiseL3, 256\n  Painchance ChillingDemiseL4, 256\n  Painchance ChillingDemiseL5, 256\n  Painchance ChillingDemiseL6, 256\n  Painchance SliceZombie2, 256\n  Painchance HRDIncinerationSoul, 256\n  Painchance SlicePlague, 256\n  Painchance SliceZ2Plague, 256\n  Painchance SliceNecrolite, 256\n  Painchance SliceNecrolitePlague, 256\n  Painchance AxeL4, 256\n  Painchance AxeL5, 256\n  Painchance SwordPuffC, 256\n  Painchance SwordPuffCL6, 256\n  Painchance SwordPuffAL5, 256\n  Painchance SwordPuffBL5, 256\n  Painchance SwordPuffBL4, 256\n  Painchance PouncePuff3, 256\n  Painchance PouncePuff4, 256\n  Painchance PouncePuff5, 256\n  Painchance BloodSerk2, 256\n  Painchance BloodSerk3, 256\n  Painchance BloodSerk4, 256\n  Painchance BloodSerk5, 256\n  Painchance BloodSerk6, 256\n  Painchance ThunderArrowL1, 256\n  Painchance ThunderArrowL2, 256\n  Painchance ThunderArrowL3, 256\n  Painchance ThunderArrowL6, 256\n  States\n   {\n    See:\n\t \"####\" \"#\" 1\n\t \"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tStop\n    Pain:\n\t \"####\" \"#\" 1\n\t \"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,1,0)\n\tStop\n    Melee:\n\t \"####\" \"#\" 1\n\tStop\n    Missile:\n\t \"####\" \"#\" 1\n\tStop\n    Block:\n\t \"####\" \"#\" 1\n\tStop\n\tMissile.Cancel:\n\t \"####\" \"#\" 1\n\tStop\n\tMissile.Cancel2:\n\t \"####\" \"#\" 1\n\tStop\n\tMissile.Cancel3:\n\t \"####\" \"#\" 1\n\tStop\n\tMissile.Cancel1:\n\t \"####\" \"#\" 1\n\tStop\n\tMissile.Cancel4:\n\t \"####\" \"#\" 1\n\tStop\n    Missile.A: \"####\" \"#\" 1\n\tStop\n    Missile.B: \"####\" \"#\" 1\n\tStop\n    Missile.C: \"####\" \"#\" 1\n\tStop\n    Missile.D: \"####\" \"#\" 1\n\tStop\n    Missile.E: \"####\" \"#\" 1\n\tStop\n    Missile.F: \"####\" \"#\" 1\n\tStop\n    Missile.G: \"####\" \"#\" 1\n\tStop\n    Missile.H: \"####\" \"#\" 1\n\tStop\n    Missile.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Missile.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Block.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.B: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.C: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.D: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.E: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.F: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.G: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.H: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    Melee.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.B: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.C: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.D: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.E: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.F: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.G: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.H: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellA.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.B: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.C: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.D: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.E: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.F: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.G: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.H: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellB.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.B: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.C: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.D: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.E: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.F: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.G: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.H: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellC.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.A: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.B: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.C: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.D: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.E: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.F: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.G: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.H: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.I: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.J: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.K: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.L: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.M: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.N: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.O: \"####\" \"#\" 1 A_Jump(256,\"See\")\n    SpellD.P: \"####\" \"#\" 1 A_Jump(256,\"See\")\n\t Pain.MaterialDrop: \"####\" \"#\" 1 A_Jump(256,\"See\")\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo DecideNext\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tPain.SwordPuffCL6:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_Jump(256,\"Pain.Material\")\n\tGoTo Pain.Material\n\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   CheckBuff:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"RavagerProximity\",1,\"RavagerProxy\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"RavagerBuffIt\",1,\"RavagerBuff\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CentaurProximity\",1,\"CentaurProxy\")\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext2\")\n   RavagerProxy:\n    \"####\" \"#\" 0 A_RadiusGive(\"RavagerCheckAnswer\",400,RGF_MONSTERS,1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"RavagerProximity\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext2\")\n   RavagerBuff:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"RavagerBuff\",1,2)\n    \"####\" \"#\" 1 ACS_NamedExecuteAlways(\"Ravager Buff\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"RavagerBuff\",7)\n\t\"####\" \"#\" 0 A_TakeInventory(\"RavagerBuffIt\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"CheckBuff\")\n   CentaurProxy:\n    \"####\" \"#\" 0 A_RadiusGive(\"CentaurCheckAnswer\",500,RGF_MONSTERS,1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"CentaurProximity\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"CheckBuff\")\n  Pain.Fire:\n\t\"####\" \"#\" 0 A_Jump(128,4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFireCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFire\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFireCount\",3)\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,1,0)\n\tGoTo Pain\n\tPain.Ice:\n\t\"####\" \"#\" 0 A_Jump(128,4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",3)\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,1,0)\n\tGoTo Pain\n  Pain.Dark:\n\t\"####\" \"#\" 0 A_Jump(128,4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,1,0)\n\tGoTo Pain\n  Pain.Electric:\n\t\"####\" \"#\" 0 A_Jump(75,4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonElekCount\",1,2)\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"PoisonElectric\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonElekCount\",4)\n\t\"####\" \"#\" 0 A_Jump(75,4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"IncinerationElekCount\",1,2)\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"IncinerationElectric\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"IncinerationElekCount\",4)\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,1,0)\n\tGoTo Pain\n  Pain.HolySmiteL3:\n  Pain.HolySmiteL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"Dazzled2\",1,3)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"Dazzled\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29943,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"HolyDazzle\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.HolySmiteL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"Dazzled2\",1,3)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"Dazzled\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29943,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"HolyDazzle\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"HolyBind\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29944,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"HolyBind\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.SliceNecrolite:\n    \"####\" \"#\" 0 A_GiveToTarget(\"Health\",10)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.HRDIncinerationSoul:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"IncinerationSoulCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"IncinerationSoul\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"IncinerationSoulCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.SliceNecrolitePlague:\n    \"####\" \"#\" 0 A_GiveToTarget(\"Health\",10)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29927,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PlagueCount\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.SliceZombie2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.SlicePlague:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29927,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PlagueCount\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.SliceZ2Plague:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29927,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PlagueCount\",12)\n\tGoTo Pain.SliceZombie2\n  Clear.Cobra:\n    \"####\" \"#\" 0 A_TakeInventory(\"ShadowCobraLimit\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.ShadowCobraL1:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",3,\"Clear.Cobra\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",3,\"Clear.Cobra\")\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"RestockMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ShadowCobraLimit\",1)\n\tLoop\n  Pain.ShadowCobraL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",5)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",3,\"Clear.Cobra\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_TakeInventory(\"ShadowCobraLimit\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"RestockMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ShadowCobraLimit\",1)\n\tGoTo Pain.ShadowCobraL3+7\n  Pain.ShadowCobraL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",5)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",6,\"Clear.Cobra\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_TakeInventory(\"ShadowCobraLimit\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"RestockMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ShadowCobraLimit\",1)\n\tGoTo Pain.ShadowCobraL4+7\n  Pain.ShadowCobraL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",7)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",6,\"Clear.Cobra\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_TakeInventory(\"ShadowCobraLimit\",12)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"RestockMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ShadowCobraLimit\",1)\n\tGoTo Pain.ShadowCobraL5+7\n  Pain.ShadowCobraL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",10)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",12,\"Clear.Cobra\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"RestockMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ShadowCobraLimit\",1)\n\tGoTo Pain.ShadowCobraL6+7\n  Pain.DaggerPuff2:\n  Pain.ViperTracePoison:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",10)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.ViperStrikeL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",20)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.ViperStrikeL6:\n    \"####\" \"#\" 0 A_GiveInventory(\"ViperStrikeWeaken\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MeltCount\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29921,0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeltCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeltCount\",20)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.ViperStrikeL5:\n  Pain.ViperStrikeL4:\n    \"####\" \"#\" 0 A_GiveInventory(\"ViperStrikeWeaken\",1)\n\tGoTo Pain.ViperStrikeL3\n  Pain.DaggerPuff4:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerStealLimit\",3,\"Clear.Dagger\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_TakeInventory(\"DaggerStealLimit\",3)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.DaggerPuff3\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"BlueMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"DaggerStealLimit\",1)\n\tLoop\n  Pain.DarkFragGreen:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"DaggerStealLimit\",3,\"Clear.Dagger\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_TakeInventory(\"DaggerStealLimit\",3)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_GiveToTarget(\"BlueMana\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"DaggerStealLimit\",1)\n\tLoop\n  Clear.Dagger:\n    \"####\" \"#\" 0 A_TakeInventory(\"DaggerStealLimit\",3)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.DaggerPuff3\")\n  Pain.DaggerPuff3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",10)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",5)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.NecroGauntlets:\n    \"####\" \"#\" 0 A_Jump(12,2)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29927,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PlagueCount\",8)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.NewPoisonCloud:\n\t\"####\" \"#\" 0 A_Jump(128,2)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.FrostCloud:\n\t\"####\" \"#\" 0 A_Jump(128,2)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.DarkCloud:\n\t\"####\" \"#\" 0 A_Jump(128,2)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonDarkCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDark\",0,0)\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"NecroAmuletBuff\",1,2)\n\t\"####\" \"#\" 1 A_Jump(256,2)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",3)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonDarkCount\",1)\n\t\"####\" \"#\" 1 A_Jump(256,\"DecideNext\")\n  Pain.AxeL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"IncinerationCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Incineration\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"IncinerationCount\",7)\n  Pain.AxeL4:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"ManaBreakCount\",25)\n\t\"####\" \"#\" 1 A_Jump(256,\"ManaBreaking\")\n  Pain.SwotdBL4:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"ManaBreakCount\",6)\n\t\"####\" \"#\" 1 A_Jump(256,\"ManaBreaking\")\n  Pain.SwotdBL5:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"ManaBreakCount\",9)\n\t\"####\" \"#\" 1 A_Jump(256,\"ManaBreaking\")\n  Pain.SwotdAL5:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"ManaBreakCount\",3)\n\t\"####\" \"#\" 1 A_Jump(256,\"ManaBreaking\")\n\tGoTo ManaBreaking\n  ManaBreaking:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ManaBreakCount\",1,3)\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_Jump(256,\"Pain.Material\")\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material\")\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\t\"####\" \"#\" 0 DamageThing(1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"ManaBreakCount\",1)\n\tLoop\n  Pain.BloodSerk4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Silence\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"SilenceCount\",2)\n  Pain.BloodSerk3:\n    \"####\" \"#\" 0 A_GiveToTarget(\"Health\",4)\n  Pain.BloodSerk2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.BloodSerk6:\n  Pain.BloodSerk5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Silence\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"SilenceCount\",2)\n    \"####\" \"#\" 0 A_GiveToTarget(\"Health\",4)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material\")\n  Pain.PouncePuff3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material2\")\n  Pain.PouncePuff4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material\")\n  Pain.PouncePuff5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonDefault\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonCount\",4)\n\t\"####\" \"#\" 0 A_GiveInventory(\"ManaBreakCount\",4)\n\tGoTo ManaBreaking2\n  ManaBreaking2:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"ManaBreakCount\",1,3)\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_Jump(256,\"Pain.Material\")\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",1,3)\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 1 A_Jump(256,\"Pain.Material\")\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\t\"####\" \"#\" 0 DamageThing(1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",1)\n\t\"####\" \"#\" 0 A_TakeInventory(\"ManaBreakCount\",1)\n\tLoop\n   Pain.ThunderArrowL1:\n    \"####\" \"#\" 1 A_Jump(256,\"Pain\")\n\tGoTo See\n   Pain.ThunderArrowL2:\n    \"####\" \"#\" 1 A_Jump(256,\"Pain\")\n\tGoTo See\n   Pain.ThunderArrowL3:\n    \"####\" \"#\" 1 A_Jump(256,\"Pain\")\n\tGoTo See\n   Pain.ThunderArrowL6:\n    \"####\" \"#\" 1 A_Jump(256,\"Pain\")\n\tGoTo See\n\n  UnFloat:\n    \"####\" \"#\" 0 A_ChangeFlag(Float,0)\n    \"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\tGoTo Pain.HolySmiteL6+7\n  FloatBack:\n    \"####\" \"#\" 0 A_ChangeFlag(Float,1)\n    \"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\t\"####\" \"#\" 1 A_Jump(256,\"See\")\n\tGoTo See\n\n  Ice:\n     \"####\" \"#\" 0 A_GenericFreezeDeath\n     \"####\" \"#\" 0 A_FreezeDeathChunks\n    wait\n\n  }\n}\n\nActor EttinSpawner : randomSpawner replaces Ettin\n{\n DropItem \"Grawttin\", 256, 38\n DropItem \"EttinSavager\", 256, 8\n DropItem \"Werethog\", 256, 4\n DropItem \"EttinRavager\", 256, 5\n DropItem \"DarkEttin\", 256, 3\n DropItem \"GrimmFanatic\", 256, 2\n}\n\nActor AfritSpawner : randomSpawner replaces Firedemon\n{\n DropItem \"Pyrant\", 256, 50\n DropItem \"Blazeverm\", 256, 30\n DropItem \"Afrit\", 256, 6\n //DropItem \"Lifbrisidet\", 256, 4\n //DropItem \"Umbredest\", 256, 4\n //DropItem \"Koldrizin\", 256, 2\n}\n\nActor CentaurSpawner : randomSpawner replaces Centaur\n{\n DropItem \"DreadKnight\", 256, 50\n DropItem \"BristleWarrier\", 256, 42\n DropItem \"HereticCavalier\", 256, 8\n //DropItem \"GrimmSlayer\", 256, 1\n}\n\nActor CentaurSpawner2 : randomSpawner replaces CentaurLeader\n{\n DropItem \"HereticCavalier\", 256, 110\n DropItem \"VileFaun\", 256, 37\n //DropItem \"GrimmSlayer\", 256, 3\n}\n\nActor SerpentSpawner : randomSpawner replaces Demon1\n{\n DropItem \"IronhornSerpent\", 256, 50\n DropItem \"SludgeSerpent\", 256, 25\n DropItem \"SearblutSerpent\", 256, 15\n DropItem \"FrostfireSerpent\", 256, 7\n //DropItem \"GrimmHunter\", 256, 4\n}\n\nActor Serpent2Spawner : randomSpawner replaces Demon2\n{\n DropItem \"SludgeSerpent\", 256, 50\n DropItem \"SearblutSerpent\", 256, 25\n DropItem \"FrostfireSerpent\", 256, 8\n //DropItem \"GrimmHunter\", 256, 2\n}\n\nActor FrostMonsterSpawner : randomSpawner replaces Iceguy\n{\n DropItem \"FrostfireSerpent\", 256, 25\n //DropItem \"Koldrizin\", 256, 15\n}\n\nActor StalkerSpawmer : randomSpawner replaces Serpent\n{\n DropItem \"FenStalker\", 256, 80\n DropItem \"BladeCrawler\", 256, 20\n DropItem \"BlackViper\", 256, 10\n}\nActor StalkerSpawmer2 : randomSpawner replaces SerpentLeader\n{\n DropItem \"FenStalker\", 256, 70\n DropItem \"BladeCrawler\", 256, 30\n DropItem \"BlackViper\", 256, 20\n}\n\n//General Stuff\n\nActor BlockAnim : Dummy {}\nActor BlockAnim1 : Dummy {}\nActor BlockAnim2 : Dummy {}\nActor BlockAnim3 : Dummy {}\nActor BlockAnim4 : Dummy {}\nActor MeleeAnim1 : Dummy {}\nActor MissileAnim1 : Dummy {}\nActor SpellAAnim1 : Dummy {}\nActor SpellBAnim1 : Dummy {}\nActor SpellCAnim1 : Dummy {}\nActor SpellDAnim1 : Dummy {}\nActor SpellEAnim1 : Dummy {}\nActor MeleeAnim2 : Dummy {}\nActor MissileAnim2 : Dummy {}\nActor SpellAAnim2 : Dummy {}\nActor SpellBAnim2 : Dummy {}\nActor SpellCAnim2 : Dummy {}\nActor SpellDAnim2 : Dummy {}\nActor SpellEAnim2 : Dummy {}\nActor MeleeAnim3 : Dummy {}\nActor MissileAnim3 : Dummy {}\nActor SpellAAnim3 : Dummy {}\nActor SpellBAnim3 : Dummy {}\nActor SpellCAnim3 : Dummy {}\nActor SpellDAnim3 : Dummy {}\nActor SpellEAnim3 : Dummy {}\nActor MeleeAnim4 : Dummy {}\nActor MissileAnim4 : Dummy {}\nActor SpellAAnim4 : Dummy {}\nActor SpellBAnim4 : Dummy {}\nActor SpellCAnim4 : Dummy {}\nActor SpellDAnim4 : Dummy {}\nActor SpellEAnim4 : Dummy {}\nActor MeleeAnim5 : Dummy {}\nActor MissileAnim5 : Dummy {}\nActor SpellAAnim5 : Dummy {}\nActor SpellBAnim5 : Dummy {}\nActor SpellCAnim5 : Dummy {}\nActor SpellDAnim5 : Dummy {}\nActor SpellEAnim5 : Dummy {}\nActor MeleeAnim6 : Dummy {}\nActor MissileAnim6 : Dummy {}\nActor SpellAAnim6 : Dummy {}\nActor SpellBAnim6 : Dummy {}\nActor SpellCAnim6 : Dummy {}\nActor SpellDAnim6 : Dummy {}\nActor SpellEAnim6 : Dummy {}\nActor MeleeAnim7 : Dummy {}\nActor MissileAnim7 : Dummy {}\nActor SpellAAnim7 : Dummy {}\nActor SpellBAnim7 : Dummy {}\nActor SpellCAnim7 : Dummy {}\nActor SpellDAnim7 : Dummy {}\nActor SpellEAnim7 : Dummy {}\nActor MeleeAnim8 : Dummy {}\nActor MissileAnim8 : Dummy {}\nActor SpellAAnim8 : Dummy {}\nActor SpellBAnim8 : Dummy {}\nActor SpellCAnim8 : Dummy {}\nActor SpellDAnim8 : Dummy {}\nActor SpellEAnim8 : Dummy {}\nActor MeleeAnim9 : Dummy {}\nActor MissileAnim9 : Dummy {}\nActor SpellAAnim9 : Dummy {}\nActor SpellBAnim9 : Dummy {}\nActor SpellCAnim9 : Dummy {}\nActor SpellDAnim9 : Dummy {}\nActor SpellEAnim9 : Dummy {}\nActor MeleeAnim10 : Dummy {}\nActor MissileAnim10 : Dummy {}\nActor SpellAAnim10 : Dummy {}\nActor SpellBAnim10 : Dummy {}\nActor SpellCAnim10 : Dummy {}\nActor SpellDAnim10 : Dummy {}\nActor SpellEAnim10 : Dummy {}\nActor MeleeAnim11 : Dummy {}\nActor MissileAnim11 : Dummy {}\nActor SpellAAnim11 : Dummy {}\nActor SpellBAnim11 : Dummy {}\nActor SpellCAnim11 : Dummy {}\nActor SpellDAnim11 : Dummy {}\nActor SpellEAnim11 : Dummy {}\nActor MeleeAnim12 : Dummy {}\nActor MissileAnim12 : Dummy {}\nActor SpellAAnim12 : Dummy {}\nActor SpellBAnim12 : Dummy {}\nActor SpellCAnim12 : Dummy {}\nActor SpellDAnim12 : Dummy {}\nActor SpellEAnim12 : Dummy {}\nActor MeleeAnim13 : Dummy {}\nActor MissileAnim13 : Dummy {}\nActor SpellAAnim13 : Dummy {}\nActor SpellBAnim13 : Dummy {}\nActor SpellCAnim13 : Dummy {}\nActor SpellDAnim13 : Dummy {}\nActor SpellEAnim13 : Dummy {}\nActor MeleeAnim14 : Dummy {}\nActor MissileAnim14 : Dummy {}\nActor SpellAAnim14 : Dummy {}\nActor SpellBAnim14 : Dummy {}\nActor SpellCAnim14 : Dummy {}\nActor SpellDAnim14 : Dummy {}\nActor SpellEAnim14 : Dummy {}\nActor HumpAnim : Dummy {}\nActor DivingAnim : Dummy {}\nActor DiveAnim1 : Dummy {}\nActor DiveAnim2 : Dummy {}\nActor DiveAnim3 : Dummy {}\nActor DiveAnim4 : Dummy {}\nActor DiveAnim5 : Dummy {}\nActor DiveAnim6 : Dummy {}\nActor DiveAnim7 : Dummy {}\nActor DiveAnim8 : Dummy {}\nActor DiveAnim9 : Dummy {}\nActor DiveAnim10 : Dummy {}\n\n#Include \"Actors/Mobs/Afrit/Pyrant.txt\"\n#Include \"Actors/Mobs/Ettin/Grawttin.txt\"\n#Include \"Actors/Mobs/Centaur/DreadKnight.txt\"\n#Include \"Actors/Mobs/Serpent/Ironhorn.txt\"\n#Include \"Actors/Mobs/Stalker/FenStalker.txt\"\n#Include \"Actors/Mobs/Bosses/DeathWyvern.txt\""
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Afrit/Pyrant.txt",
        "contents": "Actor Pyrant : BaseMonster\n{\n  Health 80\n  Radius 16\n  Height 36\n  Mass 85\n  Speed 5.5\n  MeleeRange 100\n  PainChance 100\n  Obituary \"%o was burnt by a Pyrant.\"\n  HitObituary \"%o was burnt by a Pyrant.\"\n  SeeSound \"himp/sight\"\n  AttackSound \"himp/attack\"\n  PainSound \"himp/pain\"\n  DeathSound \"himp/death\"\n  ActiveSound \"himp/active\"\n  Damagefactor Pierce, 2\n  Damagefactor SwordPuffC, 2\n  Damagefactor SwordPuffCL6, 2\n  Damagefactor PouncePuff3, 2\n  Damagefactor PouncePuff4, 2\n  Damagefactor PouncePuff5, 2\n  Damagefactor Fire, 0.5\n  Damagefactor PoisonFire, 0.5\n  Damagefactor Ice, 1.3\n  Damagefactor PoisonIce, 1.3\n  Tag \"Afrit ( \\cgIce Pierce+++ \\cdFire+ \\c-)\"\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  +Bright\n  -FloorClip\n  +AvoidMelee\n  +FLOAT\n  +NOGRAVITY\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  +MISSILEMORE\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain\")\n\tGoTo See\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"Less100\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",PyrantST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",PyrantMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,PyrantST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,PyrantMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,PyrantMN,DefaultMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,23)\n  Spawn.Real:\n    IMPX AAAAAA 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,500,700,125,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot1\")\n\tIMPX BBBBBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,500,700,125,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot2\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpawnTic\",12)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SpawnTic\",10500,1)\n    Loop\n\t\"####\" \"#\" 0 A_Jump(20,\"Idle\")\n\tGoTo Spawn.Real\n\tSpot1:\n\t\"####\" \"#\" 0 A_PlaySound(\"himp/sight\",0,1.0,0)\n\tGoTo See\n\tSpot2:\n\t\"####\" \"#\" 0 A_PlaySound(\"himp/sight\",0,1.0,0)\n\tGoTo See\n  Idle:\n\tIMPX AAA 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tIMPX BBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tIMPX CCC 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tIMPX BBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n    Loop\n  See:\n    \"####\" A 2\n\tChase:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Bound\",1,2)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\",CHF_FASTCHASE)\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Loop\n  See.LookOut:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n    \"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n    \"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n    \"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Bound\",1,2)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_CheckLOF(\"Missile\",CLOFF_JUMPENEMY,700,0)\n\tIMPX B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Loop\n    Missile.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tIMPX D 5 Bright\n\tGoTo Clear.LookOut\n\tMissile.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tIMPX ED 5 Bright\n\tGoTo Clear.LookOut\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    IMPX DDD 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_FROMBASE|CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    IMPX EEE 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_FROMBASE|CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel2\n\t\"####\" \"#\" 0 A_PlaySound(\"himp/attack\",0,1.0,0)\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\t\"####\" \"#\" 0 A_CustomMissile(\"PyrantFireball\",18,0,angle,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tMissile.C:\n    IMPX FFF 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n\tIMPX D 2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tIMPX E 2\n    GoTo Clear.All\n\tMissile.Critical:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"PyrantFireballCritical\",18,0,angle,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n  Pain:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tIMPX GGG 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    \"####\" \"#\" 0 A_Pain\n    IMPX GGGGG 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX G 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX H 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX H 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX H 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tIMPX H 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n\n  Death.SliceNecrolitePlague:\n  Death.SliceNecrolite:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPWeakling\",100,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,6,10)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,5)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    IMPX G 4\n    IMPX H 5\n    Wait\n  XDeath:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,12)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n\tDeathAnim:\n    IMPX S 5\n    IMPX TU 5\n    IMPX V 5 A_Gravity\n    IMPX W 5\n    Wait\n  Crash:\n    IMPX I 7 A_Gravity\n    IMPX J 7 A_Scream\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,77)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,54)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,54)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,25)\n\t\"####\" \"#\" 0 A_NoBlocking\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n\tTNT1 A 0 A_QueueCorpse\n    IMPX K 7\n    IMPX L -1\n    Stop\n  XCrash:\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,126)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,77)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,77)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,77)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,54)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,54)\n\t\"####\" \"#\" 0 A_DropItem(\"AfritDust\",1,25)\n\t\"####\" \"#\" 0 A_NoBlocking\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    IMPX X 7\n\tTNT1 A 0 A_QueueCorpse\n    IMPX Y 7\n    IMPX Z -1\n    Stop\n   Death.Fire:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,12,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,4)\n\tgoto DeathAnim\n   Ice:\n\tIMPX G 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,12)\n\tIMPX G 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,4)\n\tGoTo BaseMonster::Ice\n }\n}\n\nActor PyrantFireball\n{\n Projectile\n Renderstyle Add\n Damagetype Fire\n SeeSound \"imp/attack\"\n DeathSound \"Imp/shotx\"\n Damage (random(3,5))\n  +BloodlessImpact\n Speed 18\n FastSpeed 24\n Height 6\n Radius 6\n  States\n   {\n     Spawn:\n\t \"####\" \"#\" 0 NoDelay A_JumpIfInTargetInventory(\"CriticalStrikeItem\",1,\"Spawn.Crit\")\n\t BRB2 AAABBB 1 Bright A_SpawnItemEx(\"PyrantFBT\",0,0,0)\n\t Loop\n\tSpawn.Crit:\n\t \"####\" \"#\" 0 A_GiveInventory(\"CriticalStrikeItem\",1)\n\t BRB2 AAABBB 1 Bright A_SpawnItemEx(\"PyrantFBTC\",0,0,0)\n\t Loop\n\tDeath:\n\t \"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Death.Crit\")\n\t \"####\" \"#\" 0 A_SpawnItemEx(\"PyrantFBD\",0,0,3)\n\t BRB2 CDEFGH 2 Bright\n\t BRB2 I 2 Bright A_FadeOut\n\t Wait\n    Death.Crit:\n\t \"####\" \"#\" 0 A_SpawnItemEx(\"PyrantFBDC\",0,0,0)\n\t BRB2 CDEFGH 2 Bright\n\t BRB2 I 2 Bright A_FadeOut\n\t Wait\n  }\n}\n\nActor PyrantFireballCritical : PyrantFireball\n{ Damage (Random(3,5)*4.5) }\n\n#Include \"Actors/Mobs/Afrit/Blazite.txt\"\n\n#Include \"Actors/Mobs/Afrit/Aefritu.txt\""
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Afrit/Blazite.txt",
        "contents": "Actor Blazeverm : BaseMonster\n{\n  Health 150\n  Radius 18\n  Height 58\n  XScale 0.86\n  YScale 0.8\n  Mass 85\n  Speed 2.75\n  MeleeRange 100\n  PainChance 100\n  Obituary \"%o was scorched by a Blazeverm.\"\n  SeeSound \"blzv/sight\"\n  AttackSound \"blzv/attack\"\n  PainSound \"blzv/pain\"\n  DeathSound \"blzv/death\"\n  ActiveSound \"blzv/active\"\n  Damagefactor Pierce, 2\n  Damagefactor SwordPuffC, 2\n  Damagefactor SwordPuffCL6, 2\n  Damagefactor PouncePuff3, 2\n  Damagefactor PouncePuff4, 2\n  Damagefactor PouncePuff5, 2\n  Damagefactor Fire, 0.5\n  Damagefactor PoisonFire, 0.5\n  Damagefactor Ice, 1.3\n  Damagefactor PoisonIce, 1.3\n  Tag \"Afrit ( \\cgIce Pierce+++ \\cdFire+ \\c-)\"\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  +Bright\n  -FloorClip\n  +AvoidMelee\n  +FLOAT\n  +NOGRAVITY\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  +MISSILEMORE\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain\")\n\tGoTo See\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"Less100\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",BlaziteST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",BlaziteMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,BlaziteST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,BlaziteMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,BlaziteMN,DefaultMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n  Spawn.Real:\n    BLZK DDDDDD 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,500,700,125,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot1\")\n\tBLZK BBBBBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,500,700,125,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot2\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpawnTic\",12)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SpawnTic\",10500,1)\n    Loop\n\t\"####\" \"#\" 0 A_Jump(20,\"Idle\")\n\tGoTo Spawn.Real\n\tSpot1:\n\t\"####\" \"#\" 0 A_PlaySound(\"blzv/sight\",0,1.0,0)\n\tGoTo See\n\tSpot2:\n\t\"####\" \"#\" 0 A_PlaySound(\"blzv/sight\",0,1.0,0)\n\tGoTo See\n  Idle:\n\tBLZK BBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tBLZK DDD 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n  See:\n    \"####\" A 2\n\tChase:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n    Loop\n  See.LookOut:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tBLZK D 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(9,16),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_CheckLOF(\"Missile\",CLOFF_JUMPENEMY,700,0)\n\tBLZK B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    Loop\n    Missile.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tBLZK I 5 Bright\n\tGoTo Clear.LookOut\n\tMissile.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tBLZK JI 5 Bright\n\tGoTo Clear.LookOut\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    BLZK IIIII 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_FROMBASE|CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    BLZK JJJJJ 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_FROMBASE|CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel2\n\t\"####\" \"#\" 0 A_Jump(256,\"Missile.BSHOT\")\n\tMissile.BShot:\n    BLZK KK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_PlaySound(\"blzv/attack\",0,1.0,0)\n\t\"####\" \"#\" 0 A_jump(128,2)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\t\"####\" \"#\" 0 A_CustomMissile(\"PyrantFireball\",47,0,angle,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\t\"####\" \"#\" 0 A_jump(128,2)\n\t\"####\" \"#\" 0 A_FaceTarget(15,15)\n\tLoop\n\t\"####\" \"#\" 0 A_jump(22,1)\n\tLoop\n\t\"####\" \"#\" 0\n\tGoTo DecideNext2\n\tMissile.C:\n    BLZK KKKK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n\tBLZK L 3\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tBLZK L 3\n    GoTo Clear.All\n\tMissile.Critical:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.2,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"PyrantFireballCritical\",47,0,angle,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\t\"####\" \"#\" 0 A_Jump(256,\"Missile.BShot\")\n    GoTo Missile.BShot\n  Pain:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tBLZK MMM 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n    \"####\" \"#\" 0 A_AlertMonsters(600)\n    \"####\" \"#\" 0 A_Pain\n    BLZK MMMMMM 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tBLZK M 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n\n  Death.SliceNecrolitePlague:\n  Death.SliceNecrolite:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPWeakling\",100,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  XDeath:\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,16,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n\tDeathAnim:\n\tBLZK N 5 Bright\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    BLZK O 5 Bright A_Scream\n    BLZK P 0 A_SpawnItemEx(\"BlaziteTorso\",0,0,48,-20,0,0,0,16)\n\tTNT1 AAAA 0 A_DropItem(\"AfritDust\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"AfritDust\",1,128)\n\tTNT1 AA 0 A_DropItem(\"AfritDust\",1,54)\n    BLZT A 5 Bright A_NoBlocking\n\tTNT1 A 0 A_QueueCorpse\n    BLZT BCDEF 5 Bright\n    BLZT G -1 Bright A_SetFloorClip\n    Stop\n   Death.Fire:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,18,24)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\tgoto DeathAnim\n   Ice:\n\tBLZK M 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,16,22)\n\tBLZK M 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\tGoTo BaseMonster::Ice\n }\n}\n\nACTOR BlaziteTorso\n{\n   Radius 1\n   Height 1\n   Projectile\n   BounceCount 3\n   BounceFactor 0.4\n   WallBounceFactor 0.1\n   +BounceOnWalls\n   +BounceOnCeilings\n   -NoGravity\n   +ThruGhost\n   States\n   {\n   Spawn:\n      BLZK Q 5 Bright A_PlaySound(\"WankerSplat1\")\n\t  Flight:\n      BLZK R 5 Bright\n      Loop\n   Death:\n\t \"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,12)\n      BLZK S 1 Bright A_SetFloorClip\n      BLZK S 4 Bright A_PlaySound(\"WankerSplat2\")\n      BLZK TUV 5 Bright\n      BLZK W -1 Bright\n\t  Stop\n      NULL A 1\n      stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Afrit/Aefritu.txt",
        "contents": "Actor Afrit : BaseMonster\n{\n  Health 350\n  PainChance 50\n  Mass 300\n  Speed 3.6\n  Radius 20\n  Height 68\n  MeleeRange 100\n  Obituary \"%o tasted an Afrit's fire.\"\n  SeeSound \"FireDemonSpawn\"\n  PainSound \"FireDemonPain\"\n  DeathSound \"FireDemonDeath\"\n  ActiveSound \"FireDemonActive\"\n  Var Int user_awhirl1;\n  var int user_awhirl2;\n  var int user_awhirl3;\n  Damagefactor Pierce, 2\n  Damagefactor SwordPuffC, 2\n  Damagefactor SwordPuffCL6, 2\n  Damagefactor PouncePuff3, 2\n  Damagefactor PouncePuff4, 2\n  Damagefactor PouncePuff5, 2\n  Damagefactor Fire, 0\n  Damagefactor PoisonFire, 0\n  Damagefactor Ice, 2\n  Damagefactor PoisonIce, 2\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  Tag \"Afrit ( \\cgIce+++ Pierce+++ \\cdFireInvuln \\c-)\"\n  +Bright\n  -FloorClip\n  +AvoidMelee\n  +FLOAT\n  +NOGRAVITY\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  +MISSILEMORE\n  +Invulnerable\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain\")\n\tGoTo See\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"Over200\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",AfritST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",AfritMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,AfritST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,AfritMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,AfritMN,AfritMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n    FDMN X 5 Bright\n  Spawn.Real:\n    FDMN EEEEEE 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,200,400,360,\"Spot1\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot2\")\n\tFDMN FFFFFF 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,200,400,360,\"Spot1\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot2\")\n\tFDMN GGGGGG 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_LookEx(LOF_NoJump,0,200,400,360,\"Spot1\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot2\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpawnTic\",12)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SpawnTic\",10500,1)\n    Loop\n\t\"####\" \"#\" 0 A_Jump(20,\"Idle\")\n\tGoTo Spawn.Real\n\tSpot2:\n\t\"####\" \"#\" 0 A_PlaySound(\"FireDemonSpawn\",0,1.0,0)\n\tSpot1:\n    FDMN E 8 Bright\n    FDMN F 6 Bright\n    FDMN G 5 Bright\n    FDMN F 8 Bright\n    FDMN E 6 Bright\n    FDMN O 0 A_SpawnItemEx(\"FireDemonRock1\",random(8,-8),random(8,-8),random(0,4),random(-2,2),random(-2,2),random(0,3))\n    FDMN O 0 A_SpawnItemEx(\"FireDemonRock2\",random(8,-8),random(8,-8),random(0,4),random(-2,2),random(-2,2),random(0,3))\n    FDMN O 0 A_SpawnItemEx(\"FireDemonRock3\",random(8,-8),random(8,-8),random(0,4),random(-2,2),random(-2,2),random(0,3))\n    FDMN O 0 A_SpawnItemEx(\"FireDemonRock4\",random(8,-8),random(8,-8),random(0,4),random(-2,2),random(-2,2),random(0,3))\n    FDMN O 0 A_SpawnItemEx(\"FireDemonRock5\",random(8,-8),random(8,-8),random(0,4),random(-2,2),random(-2,2),random(0,3))\n    FDMN G 7 Bright\n    FDMN HI 5 Bright\n    FDMN J 5 Bright A_UnSetInvulnerable\n\tGoTo See\n  Idle:\n\tFDMN AAA 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tFDMN BBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tFDMN CCC 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n\tFDMN BBB 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Wander\n\t\"####\" \"#\" 0 A_LookEx(0,0,500,700,125,\"See\")\n    Loop\n  See:\n    \"####\" A 3\n\tChase:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Bound\",1,2)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\",CHF_FASTCHASE)\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"Missile\",\"Missile\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Loop\n  See.LookOut:\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n    \"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n    \"####\" \"#\" 0 A_JumpIf((z - floorz) < 55,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ThrustThingZ(0,random(30,40),0,0)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN A 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 a_stop\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"Bound\",1,2)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN C 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_CheckLOF(\"Missile\",CLOFF_JUMPENEMY,700,0)\n\tFDMN B 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Loop\n    Missile.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tFDMN K 3 Bright\n\tGoTo Clear.LookOut\n\tMissile.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tFDMN K 3 Bright\n\tGoTo Clear.LookOut\n  Missile:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,3)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MCooldown1\",1,2)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",25,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_Jump(82,\"LiquidFire\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,3)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MCooldown2\",1,2)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",37,2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_Jump(60,\"BlazeRain\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim1\",1)\n\tGoTo DecideNext2\n\tMissile.A:\n    FDMN KKKK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim2\",1)\n\tGoTo DecideNext2\n\tMissile.B:\n    FDMN KKK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel2\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Missile.Critical\")\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,24,angle+3,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,-24,angle-3,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tMissile.C:\n    FDMN KKK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel2\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,24,angle+3,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,-24,angle-3,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim4\",1)\n\tGoTo DecideNext2\n\tMissile.D:\n    FDMN KKKK 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY ,700,0)\n\tGoTo Missile.Cancel2\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,22,angle+1,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireball\",46,-22,angle-1,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim5\",1)\n\tGoTo DecideNext2\n\tMissile.E:\n\tFDMN K 3 Bright\n    GoTo Clear.All\n\tMissile.Critical:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireballCritical\",46,22,angle+1,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireballCritical\",46,-22,angle-1,CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MissileAnim3\",1)\n\tGoTo DecideNext2\n\tLiquidFire:\n    TNT1 A 0 A_TakeInventory(\"HunterTic6\",999)\n    TNT1 A 0 A_TakeInventory(\"AxeTic\",999)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim1\",1)\n\tGoTo DecideNext2\n\tSpellA.A:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge\",0,0,0,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge\",0,0,72,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge\",0,0,144,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge\",0,0,216,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge\",0,0,288,2)\n    TNT1 A 0 A_GiveInventory(\"HunterTic6\",10)\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim2\",1)\n\tGoTo DecideNext2\n\tSpellA.B:\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim3\",1)\n\tGoTo DecideNext2\n\tSpellA.C:\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim4\",1)\n\tGoTo DecideNext2\n\tSpellA.D:\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim5\",1)\n\tGoTo DecideNext2\n\tSpellA.E:\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim6\",1)\n\tGoTo DecideNext2\n\tSpellA.F:\n\tFDMN KKKKKKKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\tFDMN K 3 Bright\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_MUSTBESOLID|CLOFF_MUSTBESHOOTABLE   ,700,0)\n\tGoTo Missile.Cancel\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SpellA.Critical\")\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritLiquidFire\",38,0,angle+random(-6,6),CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MCooldown1\",18)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster Cooldown 1\",0,17,height-55)\n    \"####\" \"#\" 0 A_TakeInventory(\"MMana\",25)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim7\",1)\n\tGoTo DecideNext2\n\tSpellA.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritLiquidFireCrit\",38,0,angle+random(-6,6),CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE ,pitch)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MCooldown1\",18)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster Cooldown 1\",0,17,height-55)\n    \"####\" \"#\" 0 A_TakeInventory(\"MMana\",25)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim8\",1)\n\tGoTo DecideNext2\n\tSpellA.G:\n    FDMN K 4 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim9\",1)\n\tGoTo DecideNext2\n\tSpellA.H:\n    FDMN K 4 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellAAnim8\",1)\n\tGoTo DecideNext2\n\tSpellA.I:\n    FDMN K 4 Bright\n    GoTo Clear.All\n\tBlazeRain:\n\tTNT1 A 0 A_JumpIfCloser(400,1)\n\tGoTo Missile+8\n    TNT1 A 0 A_TakeInventory(\"HunterTic6\",999)\n    TNT1 A 0 A_TakeInventory(\"AxeTic\",999)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim1\",1)\n\tGoTo DecideNext2\n\tSpellB.A:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge2\",0,0,0,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge2\",0,0,72,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge2\",0,0,144,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge2\",0,0,216,2)\n\tTNT1 A 0 A_CustomMissile(\"LiquidFireCharge2\",0,0,288,2)\n    TNT1 A 0 A_GiveInventory(\"HunterTic6\",7)\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim2\",1)\n\tGoTo DecideNext2\n\tSpellB.B:\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim3\",1)\n\tGoTo DecideNext2\n\tSpellB.C:\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim4\",1)\n\tGoTo DecideNext2\n\tSpellB.D:\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim5\",1)\n\tGoTo DecideNext2\n\tSpellB.E:\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n    \"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim6\",1)\n\tGoTo DecideNext2\n\tSpellB.F:\n\tFDMN KKKK 1 Bright A_GiveInventory(\"LiquidFireChargeGive\",1)\n\tFDMN K 3 Bright A_SpawnItemEx(\"AfritRainFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" \"#\" 0 A_FaceTarget(80,80)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"SpellB.Critical\")\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireRain\",38,0,0,2,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MCooldown2\",24)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster Cooldown 2\",0,24,height-55)\n    \"####\" \"#\" 0 A_TakeInventory(\"MMana\",37)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim7\",1)\n\tGoTo DecideNext2\n\tSpellB.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\t\"####\" \"#\" 0 A_CustomMissile(\"AfritFireRainCrit\",38,0,0,2,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MCooldown2\",24)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster Cooldown 2\",0,24,height-55)\n    \"####\" \"#\" 0 A_TakeInventory(\"MMana\",37)\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim7\",1)\n\tGoTo DecideNext2\n\tSpellB.G:\n    FDMN K 4 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim8\",1)\n\tGoTo DecideNext2\n\tSpellB.H:\n    FDMN K 4 Bright\n\t\"####\" \"#\" 0 A_GiveInventory(\"SpellBAnim9\",1)\n\tGoTo DecideNext2\n\tSpellB.I:\n    FDMN K 4 Bright\n    GoTo Clear.All\n  Pain:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tFDMN DDD 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    \"####\" \"#\" 0 A_Pain\n    FDMN DDDDDD 1 Bright A_SpawnItemEx(\"PyrantFX\",0,0,22)\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tFDMN D 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\t\"####\" \"#\" 0 A_ChangeFlag(Float,1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoGravity,1)\n\tGoTo See\n\n  Death.SliceNecrolitePlague:\n  Death.SliceNecrolite:\n    \"####\" \"#\" 0\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\tFDMN G 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,30,36)\n\tFDMN G 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,22)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n\tDeathAnim:\n    FDMN D 4 Bright A_FaceTarget\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    FDMN L 4 Bright A_Scream\n    FDMN L 4 Bright A_NoBlocking\n\tTNT1 A 0 A_QueueCorpse\n    FDMN L 200 Bright\n    Stop\n  XDeath:\n    \"####\" \"#\" 0\n\tFDMN G 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,35,42)\n\tFDMN G 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,28)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n  Crash:\n    FDMN M 5 A_FaceTarget\n\tTNT1 AAAA 0 A_DropItem(\"AfritDust\",1,256)\n\tTNT1 AAAAA 0 A_DropItem(\"AfritDust\",1,128)\n\tTNT1 AAAAA 0 A_DropItem(\"AfritDust\",1,54)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    FDMN N 5 A_NoBlocking\n    FDMN O 0 A_SpawnItemEx(\"FireDemonSplotch2\",0,0,random(0,4),random(-4,4),random(-4,4),random(3,7))\n    FDMN O 5 A_SpawnItemEx(\"FireDemonSplotch1\",0,0,random(0,4),random(-4,4),random(-4,4),random(3,7))\n    Stop\n   Ice:\n\tFDMN G 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,35,42)\n\tFDMN G 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,28)\n\tGoTo BaseMonster::Ice\n }\n}\n\nActor AfritFireball\n{\n  Speed 28\n  Radius 10\n  Height 6\n  Mass 5\n  Damage (random(5,10))\n  +BloodlessImpact\n  DamageType Fire\n  Projectile\n  RenderStyle Add\n  SeeSound \"FireDemonAttack\"\n  DeathSound \"FireDemonMissileHit\"\n  States\n  {\n  Spawn:\n    FDMB A 1 Bright A_SpawnItemEx(\"AfritTrace\",0,0,0)\n    Loop\n  Death:\n    FDMB BC 4 Bright A_Explode(3,80,0,0,60)\n\tFDMB DE 4 Bright\n    Stop\n  }\n}\n\nActor AfritFireballCritical : AfritFireball\n{ Damage (random(5,10)*4.5)\n  States\n  {\n  Spawn:\n    FDMB A 1 Bright A_SpawnItemEx(\"AfritTraceC\",0,0,0)\n    Loop\n  }\n}\nActor LiquidFireChargeGive  : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n  {\n   PickUp:\n    TNT1 A 0 A_GiveInventory(\"AxeTic\",1)\n\tTNT1 A 0 A_GiveInventory(\"LiquidFireChargeCheck\",1)\n    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AfritWhirl\") == 1, \"PickUp.Sound\")\n\tStop\n  PickUp.Sound:\n    TNT1 A 0 A_TakeInventory(\"HunterTic6\",1)\n    TNT1 A 0 A_TakeInventory(\"AxeTic\",999)\n\tTNT1 A 0 A_PlaySound(\"AfritWhirl\",0,1.0,0)\n\tStop\n  }\n}\n\nActor LiquidFireChargeCheck : PowerSpeed\n{\n Powerup.Duration 3\n Speed 1\n}\nActor LiquidFireDrop\n{\n  Speed 2\n  Radius 7\n  Height 7\n  Scale 0.8\n  ReactionTime 22\n  BounceCount 99\n  BounceFactor 0.3\n  WallBounceFactor 0.1\n  Projectile\n  Gravity 0.45\n  +BounceOnCeilings\n  +BounceOnWalls\n  +BounceOnFloors\n  +ThruActors\n  +BloodlessImpact\n  +NoDamageThrust\n  +DontSplash\n  +NoExplodeFloor\n  +SkyExplode\n  -NoGravity\n  +ExplodeOnWater\n  DamageType Fire\n  RenderStyle Add\n  Paintype LiquidFireGround\n  SeeSound \"FireDemonSpellB\"\n  DeathSound \"FireDemonSpellBHit\"\n   States\n    {\n\t Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_ScaleVelocity(random(8,13))\n\t  GoTo Flight\n\t  Flight:\n\t  FDSB DEFGHIJKLM 1 Bright A_Explode(3,80,0,0,50)\n\t  TNT1 A 0 A_PlaySound(\"FireDemonSpellBIdle\",1,1.0,1,ATTN_STATIC )\n\t  TNT1 A 0 A_ChangeFlag(UseBounceState,1)\n\t  TNT1 A 0 A_SetScale(1.0,1.0)\n\t  TNT1 A 0 A_SetGravity(1.0)\n\t  Fall:\n\t  FDSB NOPQRS 2 Bright A_Explode(2,40,0,0,30)\n\t  Loop\n\t  Bounce.Floor:\n\t  TNT1 A 0 A_PlaySound(\"FireDemonSpellBIdle\",2,1.0,1,ATTN_STATIC )\n\t  TNT1 A 0 A_ChangeFlag(BounceOnFloors,0)\n\t  TNT1 A 0 A_ChangeFlag(BounceOnWalls,0)\n\t  TNT1 A 0 A_ChangeFlag(UseBounceState,0)\n\t  TNT1 A 0 A_Stop\n\t Blaze:\n\t  FDSB NOPQRS 2 Bright A_Explode(2,40,0,0,30)\n\t  TNT1 A 0 A_CountDown\n\t  Loop\n\t Death:\n\t  TNT1 A 0 A_StopSound(1)\n\t  TNT1 A 0 A_StopSound(2)\n\t  FDSB TUVW 3 Bright A_FadeOut\n\t  Wait\n    }\n}\n\nActor LiquidFireDropSlow : LiquidFireDrop\n{\n   States\n    {\n\t Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_ScaleVelocity(random(3,7))\n\t  GoTo Flight\n\t}\n}\n\nActor AfritFireRain\n{\n Projectile\n Speed 0\n Height 1\n Radius 1\n +ThruActors\n Damage 0\n  States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(0,50),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(55,90),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(95,140),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(140,210),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(230,280),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(290,340),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 A 2\n\t Stop\n   }\n}\nActor AfritFireRainCrit : AfritFireRain\n{\n Damage 0\n  States\n   {\n    Spawn:\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(0,50),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(55,90),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(95,140),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(140,210),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(230,280),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDrop\",3,0,random(290,340),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(0,50),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(55,90),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(95,140),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(140,210),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(230,280),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 AAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(290,340),2|CMF_TRACKOWNER,random(4,25))\n\t TNT1 A 2\n\t Stop\n   }\n}\n\nActor AfritLiquidFire\n{\n  Speed 24\n  Radius 17\n  Height 17\n  Scale 1.5\n  Damage (random(32,44))\n  +BloodlessImpact\n  Mass 900\n  DamageType Fire\n  Projectile\n  RenderStyle Add\n  Paintype LiquidFire\n  SeeSound \"FireDemonSpellA\"\n  DeathSound \"FireDemonSpellAHit\"\n  States\n  {\n  Spawn:\n    FDSA AAABBB 1 Bright A_SpawnItemEx(\"LiquidFireTrace\",0,0,0)\n    Loop\n  Death:\n    FDSA CD 4 Bright A_Explode(12,154,0,0,122)\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(0,50),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(55,90),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(95,140),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(140,210),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(230,280),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(290,340),2|CMF_TRACKOWNER,random(4,25))\n\tFDSA E 4 Bright\n\tFDSA FFFG 1 Bright A_FadeOut\n    Wait\n  }\n}\n\nActor AfritLiquidFireCrit : AfritLiquidFire\n{\n  Damage (random(32,44*4.5))\n  States\n  {\n  Spawn:\n    FDSA AAABBB 1 Bright A_SpawnItemEx(\"LiquidFireTraceC\",0,0,0)\n    Loop\n  Death:\n    FDSA CD 4 Bright A_Explode(12*4.5,154,0,0,122)\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(0,50),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(55,90),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(95,140),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(140,210),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(230,280),2|CMF_TRACKOWNER,random(4,25))\n\tTNT1 AAAAAAAAAAAAAAA 0  A_CustomMissile(\"LiquidFireDropSlow\",3,0,random(290,340),2|CMF_TRACKOWNER,random(4,25))\n\tFDSA E 4 Bright\n\tFDSA FFFG 1 Bright A_FadeOut\n    Wait\n  }\n}\n\nActor AfritFamiliar : Afrit\n{ +Friendly }"
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Ettin/Grawttin.txt",
        "contents": "Actor Grawttin : BaseMonster\n{\n Health 100\n  Mass 175\n  Speed 4\n  Damage 2\n  Radius 23.5\n  Height 66.5\n  PainChance 100\n  AttackSound \"\"\n  MeleeRange 78\n  SeeSound \"EttinSight\"\n  PainSound \"EttinPain\"\n  DeathSound \"EttinDeath\"\n  ActiveSound \"EttinActive\"\n  HowlSound \"PuppyBeat\"\n  DropItem \"CrystalVial ~\", 80\n  DropItem \"CrystalVial ~\", 80\n  DropItem \"CrystalVial ~\", 80\n  DropItem \"HealthReplacer\", 55\n  DropItem \"FFlaskPickUp\", 55\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  Painchance MeltElek, 162\n  Painchance SwordPuffC, 256\n  Damagefactor Ice, 1.5\n  Damagefactor Fire, 1.5\n  Damagefactor PoisonFire, 1.5\n  Damagefactor PoisonFrost, 1.5\n  Damagefactor Incineration, 1.5\n  Damagefactor IncinerationFrost, 1.5\n  Damagefactor MeltFire, 1.5\n  Damagefactor MeltFrost, 1.5\n  Painchance ThunderArrowL1, 256\n  Obituary \"%o was mashed by a Grawttin.\"\n  Tag \"Grawttin ( \\cgFire+ Ice+\\c- )\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.SwordPuffC:\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(100,\"Pain.MaterialDrop\")\n\tGoTo DecideNext\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_GiveInventory(\"EttinLesser\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",GrawttinST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",GrawttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,GrawttinST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,GrawttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,GrawttinMN,DefaultMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n  Spawn.Real:\n    ETTN A 10 A_LookEx(0,0,500,700,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    Loop\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"EttinSight\",0,1.0,0)\n\tGoTo See\n  Idle:\n    ETTN A 3 A_Wander\n\tETTN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETTN A 1 A_Wander\n\tETTN B 3 A_Wander\n\tETTN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETTN B 1 A_Wander\n\tETTN C 3 A_Wander\n\tETTN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETTN C 1 A_Wander\n\tETTN D 3 A_Wander\n\tETTN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETTN D 1 A_Wander\n\tLoop\n  See:\n    \"####\" A 3\n\tChase:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,3)\n    \"####\" \"#\" 0 A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SprintActive\",1,\"See.Sprint\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,3)\n    \"####\" \"#\" 0 A_Jump(72,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,0)\n    ETTN A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN AAAA 1 A_Chase(\"\",\"\")\n\tETTN B 1 A_Chase(\"Melee\",\"\")\n\tETTN BBBB 1 A_Chase(\"\",\"\")\n\tETTN C 1 A_Chase(\"Melee\",\"\")\n\tETTN CCCC 1 A_Chase(\"\",\"\")\n\tETTN D 1 A_Chase(\"Melee\",\"\")\n\tETTN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tLoop\n  See.Sprint:\n    ETTN A 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN AAA 1 A_Chase(\"\",\"\")\n\tETTN B 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETTN BBBB 1 A_Chase(\"\",\"\")\n\tETTN C 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\tETTN CCC 1 A_Chase(\"\",\"\")\n\tETTN D 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETTN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,2)\n    \"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,1)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n\tSee.NoStamina:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,\"Chase\")\n    \"####\" \"#\" 0 A_JumpIfCloser(500,2)\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    ETTN A 2 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN AAA 2 A_Chase(\"\",\"\")\n\tETTN B 2 A_Chase(\"Melee\",\"\")\n\tETTN BBB 2 A_Chase(\"\",\"\")\n\tETTN C 2 A_Chase(\"Melee\",\"\")\n\tETTN CCC 2 A_Chase(\"\",\"\")\n\tETTN D 2 A_Chase(\"Melee\",\"\")\n\tETTN DDD 2 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  Rest:\n    ETTN AAAA 35\n\tRestLoop:\n\tETTN A 15 A_GiveInventory(\"MStamina\",10)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",GrawttinST,\"Chase\")\n    \"####\" \"#\" 0 A_JumpIfCloser(300,\"Frighten\")\n\tLoop\n  Frighten:\n    \"####\" \"#\" 0 A_Jump(128,2)\n    \"####\" \"#\" 0 A_JumpIfHealthLower(55,1)\n\tGoTo See.NoStamina\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,1)\n\tGoTo See.NoStamina\n  Pain:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tETTN H 2\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN H 6 A_Pain\n    Goto Clear.All\n  Pain.MaterialDrop:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tETTN H 2\n\t\"####\" \"#\" 0 A_DropItem(\"GreenScale\",1,128)\n\t\"####\" \"#\" 0 A_DropItem(\"IronScrap\",1,82)\n\t\"####\" \"#\" 0 A_DropItem(\"BrassScrap\",1,67)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN H 6 A_Pain\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETTN H 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n\tMelee.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETTN E 3\n\tGoTo Clear.All\n\tMelee.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETTN FE 4\n\tGoTo Clear.All\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    ETTN E 3 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    ETTN F 3 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CCritical\")\n\tETTN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETTN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(8,14),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tETTN F 2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.E:\n\tETTN E 3\n    Goto Clear.All\n\n\tMelee.DNoStamina:\n\tETTN F 3\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.ENoStamina:\n\tETTN E 4\n    Goto Clear.All\n\n\tMelee.ANoStamina:\n    ETTN E 8 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tGoTo DecideNext2\n\tMelee.BNoStamina:\n    ETTN F 6 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CNoStamina.Critical\")\n\tETTN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.NoStamina\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETTN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(8,14)/random(1,3),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CCritical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETTN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.Critical\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETTN G 4 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(8,14)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETTN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.NoStamina.Critical\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETTN G 6 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(8,14)/random(1,3)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\n\tMelee.CRvB:\n\tETTN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETTN G 2 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(8,14)*1.2,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.NoStamina:\n\tETTN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETTN G 4 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,(random(8,14)*1.2)/random(1,3),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.Critical:\n\tETTN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETTN G 4 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,(random(8,14)*1.2)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.NoStamina.Critical:\n\tETTN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETTN G 6 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,(random(8,14)*1.2)/random(1,3)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tUseStamina:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_TakeInventory(\"MStamina\",10)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n  Death.SliceNecrolitePlague:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPWeakling\",120,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,13)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,3)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETTN IJ 4\n\tTNT1 AAA 0 A_DropItem(\"GreenScale\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"IronScrap\",1,256)\n\tTNT1 AA 0 A_DropItem(\"IronScrap\",1,128)\n\tTNT1 AA 0 A_DropItem(\"BrassScrap\",1,128)\n\t\"####\" \"#\" 0 A_DropItem(\"BrassScrap\",1,54)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETTN K 4 A_Scream\n    ETTN L 4 A_NoBlocking\n    ETTN M 4 A_QueueCorpse\n    ETTN NOP 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,\"Plagued\")\n    ETTN Q -1\n    Stop\n  XDeath:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,11,16)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,5)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETTB A 4\n    ETTB B 4 A_NoBlocking\n\tTNT1 AAAAA 0 A_DropItem(\"GreenScale\",1,256)\n\tTNT1 AAAA 0 A_DropItem(\"IronScrap\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"IronScrap\",1,128)\n\tTNT1 AAA 0 A_DropItem(\"BrassScrap\",1,128)\n\tTNT1 AAAAAAA 0 A_DropItem(\"BrassScrap\",1,54)\n    ETTB C 4 A_SpawnItemEx(\"EttinMace\", 0, 0, 8.5, random(-194, 187)*0.04,\n                           random(-128, 127)*0.07, 10+random(0, 255)*0.07, 0,\n                           SXF_ABSOLUTEVELOCITY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n    \"####\" \"#\" 0 A_AlertMonsters(600)\n\tETTB D 4 A_Scream\n    ETTB E 4 A_QueueCorpse\n    ETTB FGHIJK 4\n    ETTB L -1\n    Stop\n  Plagued:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_DEFAULT)\n\tTNT1 A 1\n\t\"####\" \"#\" 0 A_CustomMissile(\"Zombie3PSummonball\",20,0,0,2,-40)\n\tTNT1 A 50000\n\tStop\n\n  Death.PoisonFrost:\n  Ice:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,11,16)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,5)\n\tIceAnim:\n    ETTN R 5 A_FreezeDeath\n    ETTN R 1 A_FreezeDeathChunks\n    Wait\n  }\n}\nACTOR EttinMace2 : EttinMace replaces EttinMace\n{\n  +HitTarget\n  -Corpse\n  Projectile\n  -NoGravity\n  +BounceOnWalls\n  +BounceOnCeilings\n  BounceSound \"FighterHammerHitWall\"\n  SeeSound \"FighterHammerHitWall\"\n  BounceCount 4\n  BounceFactor 0.7\n  Damage (23)\n  States\n  {\n  Spawn:\n   ETTB A 0\n   GoTo Fly\n   Fly:\n    \"####\" MNOP 5\n    Loop\n  XDeath:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerHitThing\",0,1.0,0)\n\tGoTo Crashed\n  Death:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerHitWall\",0,1.0,0)\n\tGoTo Crashed\n  Crashed:\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"IsPlayer\",1,2)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\t\"####\" \"#\" 0\n\tGoTo CrashAnim\n\tCrashAnim:\n    \"####\" Q 5\n    \"####\" R 5 A_QueueCorpse\n    \"####\" S -1\n    Stop\n  }\n}\n\nActor EttinSvMace : EttinMace2\n{\n  Damage (30)\n  States\n  {\n  Spawn:\n   ETSB A 0\n   GoTo Fly\n  Crashed:\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"IsPlayer\",1,2)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,10)\n\t\"####\" \"#\" 0\n\tGoTo CrashAnim\n  }\n}\nActor EttinRvMace : EttinMace2\n{\n  States\n  {\n  Spawn:\n   ETRB A 0\n   GoTo Fly\n  }\n}\nActor EttinDkMace : EttinMace2\n{\n  States\n  {\n  Spawn:\n   DKTB A 0\n   GoTo Fly\n  }\n}\n\n#Include \"Actors/Mobs/Ettin/SvEttin.txt\"\n#Include \"Actors/Mobs/Ettin/Werethog.txt\"\n#Include \"Actors/Mobs/Ettin/RvEttin.txt\"\n#Include \"Actors/Mobs/Ettin/DkEttin.txt\"\n#Include \"Actors/Mobs/Ettin/GrimmFanatic.txt\""
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Ettin/SvEttin.txt",
        "contents": "Actor EttinSavager : Grawttin\n{\n  Health 145\n  Speed 4.35\n  PainChance 35\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  Painchance MeltElek, 162\n  Painchance SwordPuffC, 256\n  DropItem \"CrystalVial ~\", 100\n  DropItem \"CrystalVial ~\", 100\n  DropItem \"CrystalVial ~\", 100\n  DropItem \"HealthReplacer\", 80\n  DropItem \"FFlaskPickUp\", 55\n  Obituary \"%o was brutalized by an Ettin Savager.\"\n  Tag \"Ettin Savager ( \\cgFire+ Ice+\\c- )\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.SwordPuffC:\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(35,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(35,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_GiveInventory(\"EttinLesser\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",SvEttinST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",SvEttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,SvEttinST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,SvEttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,SvEttinMN,DefaultMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n  Spawn.Real:\n    ETSN A 10 A_LookEx(0,0,0,700,185,\"See\")\n    \"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    Loop\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"EttinSight\",0,1.0,0)\n\tGoTo See\n  Idle:\n    ETSN A 3 A_Wander\n\tETSN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETSN A 1 A_Wander\n\tETSN B 3 A_Wander\n\tETSN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETSN B 1 A_Wander\n\tETSN C 3 A_Wander\n\tETSN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETSN C 1 A_Wander\n\tETSN D 3 A_Wander\n\tETSN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETSN D 1 A_Wander\n\tLoop\n  See:\n    \"####\" A 3\n\tChase:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,3)\n    \"####\" \"#\" 0 A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SprintActive\",1,\"See.Sprint\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,3)\n    \"####\" \"#\" 0 A_Jump(65,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,0)\n    ETSN A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN AAAA 1 A_Chase(\"\",\"\")\n\tETSN B 1 A_Chase(\"Melee\",\"\")\n\tETSN BBBB 1 A_Chase(\"\",\"\")\n\tETSN C 1 A_Chase(\"Melee\",\"\")\n\tETSN CCCC 1 A_Chase(\"\",\"\")\n\tETSN D 1 A_Chase(\"Melee\",\"\")\n\tETSN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tLoop\n  See.Sprint:\n    ETSN A 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN AAA 1 A_Chase(\"\",\"\")\n\tETSN B 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETSN BBBB 1 A_Chase(\"\",\"\")\n\tETSN C 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\tETSN CCC 1 A_Chase(\"\",\"\")\n\tETSN D 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETSN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,2)\n    \"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,1)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n\tSee.NoStamina:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,\"Chase\")\n    \"####\" \"#\" 0 A_JumpIfCloser(500,2)\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    ETSN A 2 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN AAA 2 A_Chase(\"\",\"\")\n\tETSN B 2 A_Chase(\"Melee\",\"\")\n\tETSN BBB 2 A_Chase(\"\",\"\")\n\tETSN C 2 A_Chase(\"Melee\",\"\")\n\tETSN CCC 2 A_Chase(\"\",\"\")\n\tETSN D 2 A_Chase(\"Melee\",\"\")\n\tETSN DDD 2 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  Rest:\n    ETSN AAAA 35\n\tRestLoop:\n\tETSN A 15 A_GiveInventory(\"MStamina\",15)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",SvEttinST,\"See\")\n    \"####\" \"#\" 0 A_JumpIfCloser(300,\"Frighten\")\n\tLoop\n  Frighten:\n    \"####\" \"#\" 0 A_Jump(128,2)\n    \"####\" \"#\" 0 A_JumpIfHealthLower(60,1)\n\tGoTo See.NoStamina\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,1)\n\tGoTo See.NoStamina\n  Pain:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n    ETSN H 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN H 14 A_Pain\n    Goto Clear.All\n  Pain.MaterialDrop:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n    ETSN H 4\n\t\"####\" \"#\" 0 A_DropItem(\"RedScale\",1,128)\n\t\"####\" \"#\" 0 A_DropItem(\"IronScrap\",1,84)\n\t\"####\" \"#\" 0 A_DropItem(\"BrassScrap\",1,62)\n\tTNT1 AAA 0 A_DropItem(\"IronScrap\",1,32)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN H 14 A_Pain\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETSN H 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Melee.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETSN E 5\n\tGoTo Clear.All\n\tMelee.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETSN FE 5\n\tGoTo Clear.All\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    ETSN E 2 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    ETSN F 2 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CCritical\")\n\tETSN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETSN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(10,18),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tETSN F 2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.E:\n\tETSN E 3\n    Goto Clear.All\n\n\tMelee.DNoStamina:\n\tETSN F 3\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.ENoStamina:\n\tETSN E 4\n    Goto Clear.All\n\n\tMelee.ANoStamina:\n    ETSN E 6 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tGoTo DecideNext2\n\tMelee.BNoStamina:\n    ETSN F 5 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CNoStamina.Critical\")\n\tETSN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.NoStamina\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETSN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(10,18)/random(1,3),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CCritical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETSN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.Critical\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETSN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(10,18)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETSN G 1 A_JumpIfInventory(\"RavagerBuff\",1,\"Melee.CRvB.NoStamina.Critical\")\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETSN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(10,18)/random(1,3)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\n\tMelee.CRvB:\n\tETSN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETSN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(10,18)*1.2,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.NoStamina:\n\tETSN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETSN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,(random(10,18)*1.2)/random(1,3),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.Critical:\n\tETSN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETSN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,(random(10,18)*1.2)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CRvB.NoStamina.Critical:\n\tETSN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETSN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,(random(10,18)*1.2)/random(1,3)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tUseStamina:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_TakeInventory(\"MStamina\",10)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n  Death.SliceNecrolitePlague:\n  Death.SliceNecrolite:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPWeakling\",100,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,16)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,6)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETSN IJ 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETSN K 4 A_Scream\n\tTNT1 AAA 0 A_DropItem(\"RedScale\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"RedScale\",1,100)\n\tTNT1 AA 0 A_DropItem(\"IronScrap\",1,256)\n\t\"####\" \"#\" 0 A_DropItem(\"BrassScrap\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"BrassScrap\",1,128)\n\tTNT1 AAA 0 A_DropItem(\"IronScrap\",1,73)\n    ETSN L 4 A_NoBlocking\n    ETSN M 4 A_QueueCorpse\n    ETSN NOP 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,\"Plagued\")\n    ETSN Q -1\n    Stop\n  XDeath:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETSB A 4\n    ETSB B 4 A_NoBlocking\n\tTNT1 AAAAAA 0 A_DropItem(\"RedScale\",1,256)\n\tTNT1 AAAAA 0 A_DropItem(\"RedScale\",1,100)\n\tTNT1 AAAAA 0 A_DropItem(\"IronScrap\",1,256)\n\tTNT1 AAAA 0 A_DropItem(\"BrassScrap\",1,256)\n\tTNT1 AAAAA 0 A_DropItem(\"BrassScrap\",1,128)\n\tTNT1 AAAAA 0 A_DropItem(\"IronScrap\",1,73)\n    ETSB C 4  A_SpawnItemEx(\"EttinSvMace\", 0, 0, 8.5, random(-194, 187)*0.04,\n                           random(-128, 127)*0.07, 10+random(0, 255)*0.07, 0,\n                           SXF_ABSOLUTEVELOCITY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n   \"####\" \"#\" 0 A_AlertMonsters(600)\n   ETSB D 4 A_Scream\n    ETSB E 4 A_QueueCorpse\n    ETSB FGHIJK 4\n    ETSB L -1\n    Stop\n\tIce:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\tGoTo IceAnim\n\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Ettin/Werethog.txt",
        "contents": "Actor Werethog : BaseMonster\n{\n Health 300\n  Mass 400\n  Speed 2\n  Radius 20\n  Height 63\n  PainChance 50\n  AttackSound \"\"\n  MeleeRange 82\n  DropItem \"CrystalVial ~\", 256\n  DropItem \"CrystalVial ~\", 256\n  DropItem \"CrystalVial ~\", 256\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"HealthReplacer\", 165\n  DropItem \"HealthReplacer2\", 25\n  DropItem \"FFlaskPickUp\", 55\n  SeeSound \"Butcher/Sight\"\n  PainSound \"Butcher/Pain\"\n  DeathSound \"Butcher/Death\"\n  ActiveSound \"Butcher/Active\"\n  MeleeSound \"Butcher/Melee\"\n  Obituary \"%o was flatened by a Werethog.\"\n  Tag \"Werethog\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.SwordPuffC:\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0  A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0  ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(50,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(50,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_GiveInventory(\"Over200\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",WtoghST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",WtoghMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,WtoghST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,WtoghMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,WtoghMN,DefaultMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n  Spawn.Real:\n    WTGH A 10 A_LookEx(0,0,500,700,185,\"See\")\n\t\"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    Loop\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"Butcher/Sight\",0,1.0,0)\n\tGoTo See\n  Idle:\n    WTGH A 4 A_Wander\n\tWTGH A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tWTGH A 2 A_Wander\n\tWTGH B 4 A_Wander\n\tWTGH A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tWTGH B 2 A_Wander\n\tWTGH C 4 A_Wander\n\tWTGH A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tWTGH C 2 A_Wander\n\tWTGH D 4 A_Wander\n\tWTGH A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tWTGH D 2 A_Wander\n\tLoop\n  See:\n    \"####\" A 3\n\tChase:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,3)\n    \"####\" \"#\" 0 A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SprintActive\",1,\"See.Sprint\")\n    \"####\" \"#\" 0 A_JumpIfCloser(340,3)\n    \"####\" \"#\" 0 A_Jump(72,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,0)\n    WTGH AA 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0  A_AlertMonsters(600)\n    WTGH AAAAA 1 A_Chase(\"\",\"\")\n\tWTGH BB 1 A_Chase(\"Melee\",\"\")\n\tWTGH BBBBB 1 A_Chase(\"\",\"\")\n\tWTGH CC 1 A_Chase(\"Melee\",\"\")\n\tWTGH CCCCC 1 A_Chase(\"\",\"\")\n\tWTGH DD 1 A_Chase(\"Melee\",\"\")\n\tWTGH DDDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0  A_ChangeFlag(Frightened,0)\n\tLoop\n  See.Sprint:\n    WTGH A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    WTGH A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0  A_AlertMonsters(600)\n    WTGH AAAAA 1 A_Chase(\"\",\"\")\n\tWTGH BB 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tWTGH BBBBB 1 A_Chase(\"\",\"\")\n    WTGH C 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n    WTGH C 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tWTGH CCCCC 1 A_Chase(\"\",\"\")\n\tWTGH DD 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tWTGH DDDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(340,2)\n    \"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,1)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n\tSee.NoStamina:\n    \"####\" \"#\" 0  A_JumpIfInventory(\"MStamina\",1,\"Chase\")\n    \"####\" \"#\" 0  A_JumpIfCloser(500,2)\n    \"####\" \"#\" 0  A_Jump(256,\"Rest\")\n    WTGH A 2 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0  A_AlertMonsters(600)\n    WTGH AAAAA 2 A_Chase(\"\",\"\")\n\tWTGH B 2 A_Chase(\"Melee\",\"\")\n\tWTGH BBBBB 2 A_Chase(\"\",\"\")\n\tWTGH C 2 A_Chase(\"Melee\",\"\")\n\tWTGH CCCCC 2 A_Chase(\"\",\"\")\n\tWTGH D 2 A_Chase(\"Melee\",\"\")\n\tWTGH DDDDD 2 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0  A_JumpIfCloser(500,\"Frighten\")\n    \"####\" \"#\" 0  A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  Rest:\n    WTGH AAA 35\n\tRestLoop:\n\tWTGH A 10 A_GiveInventory(\"MStamina\",13)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",WToghST,\"See\")\n    \"####\" \"#\" 0 A_JumpIfCloser(300,\"Frighten\")\n\tLoop\n  Frighten:\n    \"####\" \"#\" 0 A_Jump(128,2)\n    \"####\" \"#\" 0 A_JumpIfHealthLower(55,1)\n\tGoTo See.NoStamina\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,1)\n\tGoTo See.NoStamina\n  Pain:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tWTGH H 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(400)\n    WTGH H 6 A_Pain\n    Goto Clear.All\n  Pain.MaterialDrop:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tWTGH H 4\n\tTNT1 AAA 0 A_DropItem(\"LeatherCloth\",1,100)\n\tTNT1 AAAAA 0 A_DropItem(\"RedScale\",1,82)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(400)\n    WTGH H 6 A_Pain\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tWTGH H 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n\tMelee.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tWTGH E 5\n\tGoTo Clear.All\n\tMelee.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tWTGH FE 5\n\tGoTo Clear.All\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    WTGH EE 6 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    WTGH F 4 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CCritical\")\n\tGoTo DecideNext2\n\tMelee.C:\n\tWTGH G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    WTGH G 4 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(0.5,-4),1,random(18,27),\"HammerPuffWThog\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tWTGH F 5\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.E:\n\tWTGH E 4\n    Goto Clear.All\n\tMelee.DNoStamina:\n\tWTGH F 7\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.ENoStamina:\n\tWTGH E 6\n    Goto Clear.All\n\n\tMelee.ANoStamina:\n    WTGH E 9 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tGoTo DecideNext2\n\tMelee.BNoStamina:\n    WTGH F 7 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CNoStamina.Critical\")\n\tWTGH G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    WTGH G 6 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(7,-11),1,random(18,27)/random(1,3),\"HammerPuffWThog\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CCritical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tWTGH G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tWTGH G 4 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(0.5,-4),1,random(18,27)*4.5,\"HammerPuffWThog\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tWTGH G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tWTGH G 8 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(7,-11),1,random(18,27)/random(1,3)*4.5,\"HammerPuffWThog\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(256,\"Melee.D\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tUseStamina:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_TakeInventory(\"MStamina\",10)\n\tGoTo DecideNext2\n  Death.SliceNecrolitePlague:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPHealthy\",120,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,10,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,8)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n\tTNT1 AAAAAAAA 0 A_DropItem(\"LeatherCloth\",1,256)\n\tTNT1 AAAAAA 0 A_DropItem(\"RedScale\",1,256)\n\tTNT1 AAAAAAAAAAA 0 A_DropItem(\"LeatherCloth\",1,100)\n\tTNT1 AAAAAAA 0 A_DropItem(\"RedScale\",1,82)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0  A_AlertMonsters(600)\n    WTGH H 12 A_Scream\n    WTGH I 0 A_PlaySound(\"Butcher/Explode\")\n    WTGH IJK 6\n    WTGH L 0 A_FaceTarget\n    WTGH L 6 A_SpawnItemEx(\"WerethogHammer\", 0, -18, 24, 3, 0, 3, -85, 0)\n    WTGH M 6 A_NoBlocking\n\tTNT1 A 0 A_QueueCorpse\n    WTGH NOP 6\n    WTGH Q -1\n    Stop\n  Plagued:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_DEFAULT)\n\tTNT1 A 1\n\t\"####\" \"#\" 0 A_CustomMissile(\"Zombie3PSummonball\",20,0,0,2,-40)\n\tTNT1 A 50000\n\tStop\n\n  Death.PoisonFrost:\n  Ice:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,11,16)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,5)\n\tIceAnim:\n    WTGH H 5 A_GenericFreezeDeath\n    WTGH H 1 A_FreezeDeathChunks\n    Wait\n  }\n}\n\nActor WerethogHammer\n{\n  +DoomBounce\n  +NoBlockMap\n  +HitTarget\n  Projectile\n  -NoGravity\n  Gravity 0.4\n  BounceSound \"Butcher/Melee\"\n  SeeSound \"Butcher/Melee\"\n  DeathSound \"Butcher/Melee\"\n  Damage (41)\n  Speed 3\n  States\n  {\n  Spawn:\n    BRHM ABCD 5\n\tLoop\n\tDeath:\n\t\"####\" \"#\" 0 A_JumpIfInTargetInventory(\"IsPlayer\",1,3)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,12)\n    BRHM E -1\n    Stop\n    BRHM E -1\n    Stop\n  }\n}\n\nActor HammerPuffWThog : HammerPuffB\n{AttackSound \"Butcher/Melee\"\n +SPECTRAL\n -MThruSpecies\n -ThruSpecies\n States\n  {\n  XDeath:\n   \"####\" \"#\" 0\n   \"####\" \"#\" 0 A_PlaySOund(\"Butcher/Melee\",0,0.65,0)\n  Melee:\n\t\"####\" \"#\" 0\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfTracerCloser(32,1)\n    Stop\n\tTNT1 A 0 A_Jump(94,1)\n    Stop\n\tTNT1 A 0 A_GiveToTarget(\"ST\",8)\n\tTNT1 A 0 A_GiveToTarget(\"MStamina\",8)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mobs/Ettin/RvEttin.txt",
        "contents": "Actor EttinRavager : Grawttin\n{\n  Health 125\n  Speed 4\n  PainChance 85\n  Painchance Electric, 162\n  Painchance PoisonElek, 162\n  Painchance IncinerationElek, 162\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"CrystalVial ~\", 150\n  DropItem \"HealthReplacer\", 100\n  DropItem \"HealthReplacer2\", 25\n  DropItem \"FFlaskPickUp\", 75\n  DropItem \"FFlaskPickUp\", 75\n  Damagefactor Ice, 1.5\n  Damagefactor Fire, 1.5\n  Damagefactor PoisonFire, 1.5\n  Damagefactor PoisonFrost, 1.5\n  Damagefactor Incineration, 1.5\n  Damagefactor IncinerationFrost, 1.5\n  Damagefactor MeltFire, 1.5\n  Damagefactor MeltFrost, 1.5\n  Damagefactor Slice, 0.86\n  Damagefactor DaggerPuff2, 0.86\n  Damagefactor DaggerPuff3, 0.86\n  Damagefactor DaggerPuff4, 0.86\n  Damagefactor AxeL4, 0.86\n  Damagefactor AxeL5, 0.86\n  Damagefactor SwordPuffAL5, 0.86\n  Damagefactor SwordPuffBL5, 0.86\n  Damagefactor SwordPuffBL4, 0.86\n  Damagefactor Pierce, 0.9\n  Damagefactor SwordPuffC, 0.9\n  Damagefactor SwordPuffCL6, 0.9\n  Damagefactor PouncePuff3, 0.9\n  Damagefactor PouncePuff4, 0.9\n  Damagefactor PouncePuff5, 0.9\n  Damagefactor Blunt, 0.9\n  Obituary \"%o was mauled by an Ettin Ravager.\"\n  Tag \"Ettin Ravager ( \\cgFire+ Ice+ \\cdPhysical\\c- )\"\n  States\n  {\n  DecideNext:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,3,1,1)\n\tGoTo See\n  DecideNext2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,1,0)\n\tGoTo See\n\tGoMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,119,0)\n\tGoTo Missile\n\tGoBlock:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,120,0)\n\tGoTo Missile\n\tClear.All:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tPain.Material2:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,122,0,1)\n\tGoTo See\n\tPain.SwordPuffC:\n\tPain.Slice:\n\tPain.Pierce:\n\tPain.Blunt:\n\tPain.Material:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,2,0,0)\n\tGoTo DecideNext\n\tClear.AllMissile:\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoMissile\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.Block:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1\n\t\"####\" \"#\" 0 A_Jump(128,\"GoBlock\")\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"State Choose\",0,0,0)\n\tGoTo See\n\tClear.LookOut:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 1 ACS_NamedExecuteAlways(\"State Choose\",0,121,0)\n\tGoTo See\n   PainChoose:\n\t\"####\" \"#\" 0 A_Jump(85,\"Pain\")\n\tGoTo Clear.All\n\tPainChoose.Material:\n\t\"####\" \"#\" 0 A_Jump(85,\"Pain.MaterialDrop\")\n\tGoTo Clear.All\n  Spawn:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_GiveInventory(\"EttinRv\",1)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MStamina\",RvEttinST)\n    \"####\" \"#\" 0 A_GiveInventory(\"MMana\",RvEttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Stamina Limit\",0,RvEttinST)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Mana Limit\",0,RvEttinMN)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Mana Regen Script\",0,RvEttinMN,RVEttinMNR)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Damage I Check\",0,50)\n  Spawn.Real:\n    ETRN A 10 A_LookEx(0,0,0,700,185,\"See\")\n    \"####\" \"#\" 0 a_jumpifcloser(1025,\"Spot\")\n    Loop\n\tSpot:\n\t\"####\" \"#\" 0 A_PlaySound(\"EttinSight\",0,1.0,0)\n\tGoTo DecideNext\n  Idle:\n    ETRN A 3 A_Wander\n\tETRN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETRN A 1 A_Wander\n\tETRN B 3 A_Wander\n\tETRN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETRN B 1 A_Wander\n\tETRN C 3 A_Wander\n\tETRN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETRN C 1 A_Wander\n\tETRN D 3 A_Wander\n\tETRN A 0 A_LookEx(0,0,500,700,185,\"See\")\n\tETRN D 1 A_Wander\n\tLoop\n  See:\n    \"####\" A 3\n\tChase:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,3)\n    \"####\" \"#\" 0 A_JumpIfCloser(600,\"Frighten\")\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n\t\"####\" \"#\" 0 A_TakeInventory(\"RavagerSuccess\",999)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MCooldown1\",1,\"See2\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,1)\n\tGoTo See2\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",6,1)\n\tGoTo See2\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SprintActive\",1,\"See.Sprint\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,3)\n    \"####\" \"#\" 0 A_Jump(182,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,0)\n    ETRN A 1 A_Chase\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAAA 1 A_Chase(\"\",\"\")\n\tETRN B 1 A_Chase\n\tETRN BBBB 1 A_Chase(\"\",\"\")\n\tETRN C 1 A_Chase\n\tETRN CCCC 1 A_Chase(\"\",\"\")\n\tETRN D 1 A_Chase\n\tETRN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tLoop\n\tSee2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"SprintActive\",1,\"See2.Sprint\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,3)\n    \"####\" \"#\" 0 A_Jump(182,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,0)\n    ETRN A 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAAA 1 A_Chase(\"\",\"\")\n\tETRN B 1 A_Chase(\"Melee\",\"\")\n\tETRN BBBB 1 A_Chase(\"\",\"\")\n\tETRN C 1 A_Chase(\"Melee\",\"\")\n\tETRN CCCC 1 A_Chase(\"\",\"\")\n\tETRN D 1 A_Chase(\"Melee\",\"\")\n\tETRN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  See.Sprint:\n    ETRN A 1 A_Chase\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAA 1 A_Chase(\"\",\"\")\n\tETRN B 1 A_Chase\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETRN BBBB 1 A_Chase(\"\",\"\")\n\tETRN C 1 A_Chase\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\tETRN CCC 1 A_Chase(\"\",\"\")\n\tETRN D 1 A_Chase\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETRN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,2)\n    \"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,1)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  See2.Sprint:\n    ETRN A 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAA 1 A_Chase(\"\",\"\")\n\tETRN B 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETRN BBBB 1 A_Chase(\"\",\"\")\n\tETRN C 1 A_Chase(\"Melee\",\"\")\n\tTNT1 AA 0 A_Chase(\"\",\"\")\n\tETRN CCC 1 A_Chase(\"\",\"\")\n\tETRN D 1 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_Chase(\"\",\"\")\n\tETRN DDDD 1 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(400,2)\n    \"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Sprint\",0,1)\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n  See.NoStamina:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"MCooldown1\",1,\"See2.NoStamina\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,1)\n\tGoTo See2.NoStamina\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",6,1)\n\tGoTo See2.NoStamina\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,\"Chase\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,2)\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    ETRN A 2 A_Chase\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAA 2 A_Chase(\"\",\"\")\n\tETRN B 2 A_Chase\n\tETRN BBB 2 A_Chase(\"\",\"\")\n\tETRN C 2 A_Chase\n\tETRN CCC 2 A_Chase(\"\",\"\")\n\tETRN D 2 A_Chase\n\tETRN DDD 2 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,\"Frighten\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n\tGoTo Chase\n\tSee2.NoStamina:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",1,\"Chase\")\n    \"####\" \"#\" 0 A_JumpIfCloser(600,2)\n    \"####\" \"#\" 0 A_Jump(256,\"Rest\")\n    ETRN A 2 A_Chase(\"Melee\",\"\")\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN AAA 2 A_Chase(\"\",\"\")\n\tETRN B 2 A_Chase(\"Melee\",\"\")\n\tETRN BBB 2 A_Chase(\"\",\"\")\n\tETRN C 2 A_Chase(\"Melee\",\"\")\n\tETRN CCC 2 A_Chase(\"\",\"\")\n\tETRN D 2 A_Chase(\"Melee\",\"\")\n\tETRN DDD 2 A_Chase(\"\",\"\")\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,0)\n    GoTo Chase\n  Missile:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,\"See2\")\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MMana\",6,1)\n\tGoTo See2\n\tETRN A 0 A_JumpIfInventory(\"MCooldown1\",1,\"See2\")\n    ETRN A 5 A_RadiusGive(\"RavagerCheckProxy\",400,RGF_MONSTERS,1)\n\tETRN A 1 A_JumpIfInventory(\"RavagerSuccess\",1,1)\n\tGoTo See\n\t\"####\" \"#\" 0 A_TakeInventory(\"RavagerSuccess\",999)\n\tETRN GFE 4\n\tETRN E 15\n\t\"####\" \"#\" 0 A_SpawnItemEx(\"EttinBuffFX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\"####\" \"#\" 0 A_TakeInventory(\"MMana\",6)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MCooldown1\",9)\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Monster Cooldown 1\",0,9,height-55)\n\tETRN E 32 A_RadiusGive(\"RavagerBuffer\",400,RGF_MONSTERS,1)\n\tGoTo See2\n  Rest:\n    ETRN AAAA 35\n\tRestLoop:\n\tETRN A 15 A_GiveInventory(\"MStamina\",10)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"MStamina\",RvEttinST,\"See\")\n    \"####\" \"#\" 0 A_JumpIfCloser(300,\"Frighten\")\n\tLoop\n  Frighten:\n    \"####\" \"#\" 0 A_Jump(128,2)\n    \"####\" \"#\" 0 A_JumpIfHealthLower(60,1)\n\tGoTo See.NoStamina\n    \"####\" \"#\" 0 A_ChangeFlag(Frightened,1)\n\tGoTo See.NoStamina\n  Pain:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tETRN H 2\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN H 6 A_Pain\n    Goto Clear.All\n  Pain.MaterialDrop:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ShadowCobraLimit\",1,\"Clear.Cobra\")\n\tETRN H 2\n\t\"####\" \"#\" 0 A_DropItem(\"GreenScale\",1,128)\n\t\"####\" \"#\" 0 A_DropItem(\"IronScrap\",1,127)\n\t\"####\" \"#\" 0 A_DropItem(\"BrassScrap\",1,100)\n\tTNT1 AAAAA 0 A_DropItem(\"GreenScale\",1,32)\n\tTNT1 AAAA 0 A_DropItem(\"BrassScrap\",1,32)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN H 6 A_Pain\n    Goto Clear.All\n  Pain.ChillingDemiseL1:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken\",1)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL2:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken2\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken2\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL3:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken3\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken3\",1)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL4:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken4\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken4\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL5:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken5\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken5\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29941,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ChillingDemiseL6:\n    \"####\" \"#\" 0 A_JumpIfInventory(\"ChillingDemiseWeaken6\",1,2)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29928,0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"ChillingDemiseWeaken6\",1)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29940,0,0)\n\t\"####\" \"#\" 0 ACS_EXECUTEALWAYS(29942,0,0)\n    \"####\" \"#\" 0 A_JumpIfInventory(\"PoisonFrostCount\",1,2)\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"PoisonFrost\",0,0)\n    \"####\" \"#\" 0 A_GiveInventory(\"PoisonFrostCount\",28)\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 245\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL1:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 70 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL2:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 105 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL3:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 145 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Pain.ThunderArrowL6:\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,1)\n\tETRN H 215 A_Pain\n\t\"####\" \"#\" 0 A_ChangeFlag(NoPain,0)\n\tGoTo Clear.All\n  Melee.Cancel:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETRN E 5\n\tGoTo Clear.All\n\tMelee.Cancel2:\n\t\"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n\tETRN FE 5\n\tGoTo Clear.All\n  Melee:\n    \"####\" \"#\" 0 A_TakeInventory(\"CriticalStrikeItem\",1)\n    \"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim1\",1)\n\tGoTo DecideNext2\n\tMelee.A:\n    ETRN E 3 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\tGoTo DecideNext2\n\tMelee.B:\n    ETRN F 3 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.C:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CCritical\")\n\tETRN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETRN G 3 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(8,14),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(44,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.D:\n\tETRN F 2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.E:\n\tETRN E 3\n    Goto Clear.All\n\n\tMelee.DNoStamina:\n\tETRN F 4\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim5\",1)\n\tGoTo DecideNext2\n\tMelee.ENoStamina:\n\tETRN E 4\n    Goto Clear.All\n\n\tMelee.ANoStamina:\n    ETRN E 8 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID    ,135)\n\tGoTo Melee.Cancel\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim2\",1)\n\t\"####\" \"#\" 0 A_PlaySound(\"FighterHammerMiss\",0,1.0,0)\n    \"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Critical Strikes\",0,0)\n\tGoTo DecideNext2\n\tMelee.BNoStamina:\n    ETRN F 6 A_FaceTarget(70,35)\n\t\"####\" \"#\" 0 A_CheckLOF(1,CLOFF_JUMPENEMY|CLOFF_SKIPOBJECT|CLOFF_JUMP_ON_MISS|CLOFF_MUSTBESOLID   ,135)\n\tGoTo Melee.Cancel2\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim3\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina:\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"CriticalStrikeItem\",1,\"Melee.CNoStamina.Critical\")\n\tETRN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n    ETRN G 5 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(8,14)/random(1,3),\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CCritical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETRN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETRN G 4 A_CustomBulletAttack(random(3,14),(pitch*(-1))+random(-0.5,4),1,random(8,14)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_Jump(125,\"UseStamina\")\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\tMelee.CNoStamina.Critical:\n\t\"####\" \"#\" 0 A_PlaySound(\"CriticalStrike\",0,0.75,0)\n\tETRN G 1\n\t\"####\" \"#\" 0 A_JumpIf(Pitch<(-17),2)\n\t\"####\" \"#\" 0 A_Jump(256,2)\n\t\"####\" \"#\" 0 A_SetPitch(-17)\n\tETRN G 6 A_CustomBulletAttack(random(-3,28),(pitch*(-1))+random(-7,11),1,random(8,14)/random(1,3)*4.5,\"HammerPuffMonsters\",78,CBAF_NORANDOM|CBAF_EXPLICITANGLE|CBAF_AIMFACING|CBAF_NOPITCH)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n\n\tUseStamina:\n\t\"####\" \"#\" 0\n\t\"####\" \"#\" 0 A_TakeInventory(\"MStamina\",10)\n\t\"####\" \"#\" 0 A_GiveInventory(\"MeleeAnim4\",1)\n\tGoTo DecideNext2\n  Death.SliceNecrolitePlague:\n  Death.SliceNecrolite:\n    \"####\" \"#\" 0\n    \"####\" \"#\" 0 A_ChangeFlag(QuickToRetaliate,1)\n    \"####\" \"#\" 0 A_Changeflag(NoTargetSwitch, 1)\n\t\"####\" \"#\" 0 A_RadiusGive(\"NecroliteMaxHPWeakling\",100,RGF_NOTARGET|RGF_MONSTERS,1)\n\tGoTo Death\n  Death:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,16)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,14)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETRN IJ 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n\t\"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRN K 4 A_Scream\n\tTNT1 AAAAA 0 A_DropItem(\"GreenScale\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"IronScrap\",1,256)\n\tTNT1 AAAA 0 A_DropItem(\"BrassScrap\",1,256)\n\tTNT1 AAA 0 A_DropItem(\"GreenScale\",1,73)\n\t\"####\" \"#\" 0 A_DropItem(\"IronScrap\",1,73)\n\tTNT1 AAA 0 A_DropItem(\"BrassScrap\",1,73)\n    ETRN L 4 A_NoBlocking\n    ETRN M 4 A_QueueCorpse\n    ETRN NOP 4\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"PlagueCount\",1,\"Plagued\")\n    ETRN Q -1\n    Stop\n  XDeath:\n    \"####\" \"#\" 0\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,10)\n\t\"####\" \"#\" 0 A_ChangeFlag(ActLikeBridge,0)\n    ETRB A 4\n    ETRB B 4 A_NoBlocking\n\tTNT1 AAAAAAAAA 0 A_DropItem(\"GreenScale\",1,256)\n\tTNT1 AAAA 0 A_DropItem(\"IronScrap\",1,256)\n\tTNT1 AAAAAAAA 0 A_DropItem(\"BrassScrap\",1,256)\n\tTNT1 AAAAAAAAA 0 A_DropItem(\"GreenScale\",1,73)\n\tTNT1 AAAA 0 A_DropItem(\"IronScrap\",1,73)\n\tTNT1 AAAAAAAA 0 A_DropItem(\"BrassScrap\",1,73)\n    ETRB C 4 A_SpawnItemEx(\"EttinRvMace\", 0, 0, 8.5, random(-194, 187)*0.04,\n                           random(-128, 127)*0.07, 10+random(0, 255)*0.07, 0,\n                           SXF_ABSOLUTEVELOCITY)\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"SilenceCount\",1,2)\n    \"####\" \"#\" 0 A_AlertMonsters(600)\n    ETRB D 4 A_Scream\n    ETRB E 4 A_QueueCorpse\n    ETRB FGHIJ 4\n    ETRB K -1\n    Stop\n\tIce:\n\t\"####\" \"#\" 0 ACS_NAMEDEXECUTEALWAYS(\"Monster XP Give\",0,8,18)\n\t\"####\" \"#\" 0 A_RadiusGive(\"XP\",700,RGF_PLAYERS,10)\n\tGoTo IceAnim\n\n  }\n}\n\nActor RavagerCheckProxy : CustomInventory\n{\n +INVENTORY.ALWAYSPICKUP\n States\n  {\n   PickUp:\n    TNT1 A 1\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"EttinLesser\",1,\"PickUp.Yes\")\n\tGoTo PickUp.No\n   PickUp.Yes:\n\t\"####\" \"#\" 0 A_GiveInventory(\"RavagerProximity\",1)\n\tGoTo PickUp.ACS\n\tPickUp.ACS:\n\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"Check Buff Monster\",0,0)\n\tStop\n   PickUp.No:\n    \"####\" \"#\" 0\n\tStop\n  }\n}\n\nActor RavagerCheckAnswer : RavagerCheckProxy\n{\n States\n  {\n   PickUp:\n    TNT1 A 1\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"EttinRv\",1,\"PickUp.Yes\")\n\tGoTo PickUp.No\n   PickUp.Yes:\n\t\"####\" \"#\" 0 A_GiveInventory(\"RavagerSuccess\",1)\n\tStop\n  }\n}\n\nActor RavagerBuffer : RavagerCheckProxy\n{\n States\n  {\n   PickUp:\n    TNT1 A 1\n\t\"####\" \"#\" 0 A_JumpIfInventory(\"EttinLesser\",1,\"PickUp.Yes\")\n\tGoTo PickUp.No\n   PickUp.Yes:\n\t\"####\" \"#\" 0 A_GiveInventory(\"RavagerBuffIt\",1)\n\tGoTo PickUp.ACS\n  }\n}\n\nActor RavagerSuccess : Dummy {}\nActor RavagerProximity : Dummy {}\nActor RavagerBuffIt : Dummy {}\nActor RavagerBuff : Dummy {Inventory.MaxAmount 6}\nActor EttinRv : Dummy {}\nActor EttinLesser : Dummy {}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.