hereticshippudin0.0c.pk3

PK3 2.2 MiB 1 map(s)

Counts

endoom0
graphics0
lumps268
maps1
palettes0

Totals (across maps)

Things6
Linedefs19
Sectors3
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "00adf138-2b47-4c6e-8f9e-83ba26baa0b8",
    "sha1": "47b41c565c95181cb7d05322478564bd67dfb9ee",
    "sha256": "3e2d06daee91fde01629ddbfc70ced8d02e318ad099e77e84682808b96967951",
    "filenames": [
      "hereticshippudin0.0c.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-08-17 21:52:56",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "map01": "map01.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-08-17 21:52:56",
    "file": {
      "type": "PK3",
      "size": 2355765,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/47b41c565c95181cb7d05322478564bd67dfb9ee/47b41c565c95181cb7d05322478564bd67dfb9ee.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 268,
        "maps": 1,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Hornet.txt",
        "contents": "actor Hornet\n{\n  obituary \"%o was stung by a hornet.\"\n  health 1\n  radius 4\n  height 4\n  scale 0.2\n  mass 50\n  speed 20\n  damage 0\n  damagetype \"hornet\"\n  damagefactor \"hornet\", 0\n  maxtargetrange 256\n  bloodcolor yellow\n  deathsound \"Hornet/Death\"\n  MONSTER\n  +FLOAT\n  +NOGRAVITY\n  +FLOATBOB\n  +NOBLOODDECALS\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  states\n  {\n  Spawn:\n    WASP A 0\n\tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP AB 2 A_Look\n    loop\n  See:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n  \tWASP A 0 A_JumpIfCloser (256, \"Dodge\")\n    WASP AB 2 A_Chase\n\tloop\n  Dodge:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP A 1 A_FastChase\n\tWASP A 1 A_FaceTarget\n\tWASP B 1 A_FastChase\n\tWASP B 1 A_FaceTarget\n    goto See\n  Missile:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP A 2 A_FaceTarget\n    WASP B 2 A_SkullAttack\n\tWASP ABABABABAABABABABAABABABABABABAABABABABAABABABABABAABABABABABABAABAB 2 A_Wander\n    goto See\n  Death:\n      WASP I 0 A_KillMaster\n    WASP C 1 A_StopSoundEx (\"SoundSlot7\")\n    WASP C 0 A_ChangeFlag (\"FLOATBOB\", 0)\n    WASP C 0 A_ScreamAndUnblock\n  Fall:\n    WASP C 1 A_CheckFloor (\"Splat\")\n\tloop\n  Splat:\n    WASP D 1 A_Stop\n    WASP D 0 A_PlaySound (\"Hornet/Splat\")\n\tWASP D -1\n\tstop\n  }\n}\n\nACTOR GiantRat\n{\n  Health 30\n  Speed 10\n  Radius 12\n  Height 18\n  Scale 0.4\n  Mass 50\n  Monster\n  +FLOORCLIP\n  SeeSound \"rat/squeek\"\n  DeathSound \"rat/death\"\n  ActiveSound \"rat/active\"\n  Obituary \"%o was gnawed on by a giant rat.\"\n  States\n  {\n  Spawn:\n    RATS A 10 A_Look\n    Loop\n  See:\n    RATS BBCCDDEE 2 A_Chase\n    Loop\n  Melee:\n    RATS F 4 A_FaceTarget\n    RATS G 4 A_PlaySound (\"Rat/Squeek\")\n    RATS H 4\n    RATS A 32 A_FaceTarget\n\tRATS BBCCDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEE 3 A_Wander\n    Goto See\n  Death:\n    RATS I 0 A_KillMaster\n    RATS I 3 A_ScreamAndUnblock\n    RATS I 0 A_PlaySound (\"Rat/Splat\")\n    RATS JKL 3\n    RATS L -1\n    stop\n  Raise:\n    RATS LKJI 3\n    Goto See\n  }\n}\n\nACTOR GiantBat 12359\n{\n  Health 25\n  Radius 12\n  Height 24\n  Scale 0.6\n  Mass 50\n  Speed 9\n  damagefactor \"giantbat\", 0\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +DONTHURTSPECIES\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  +NOTARGET\n  Obituary \"%o was bitten by a bat.\"\n  SeeSound \"Bat/Sight\"\n  ActiveSound \"Bat/Active\"\n  DeathSound \"Bat/Death\"\n\n  States\n  {\n  Spawn:\n    BATH BBCCDDEEDDCCBB 1 A_Wander\n    Loop\n\n  See:\n    BATH B 1 A_Chase\n    BATH B 0 A_JumpIf (floorz < 64, \"FlyUp1\")\n  See2:\n    BATH B 1 A_Chase\n    BATH B 0 A_JumpIf (floorz < 64, \"FlyUp2\")\n  See3:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp3\")\n  See4:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp4\")\n  See5:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp5\")\n  See6:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp6\")\n  See7:\n    BATH E 1 A_Chase\n    BATH E 0 A_JumpIf (floorz < 64, \"FlyUp7\")\n  See8:\n    BATH E 1 A_Chase\n    BATH E 0 A_JumpIf (floorz < 64, \"FlyUp8\")\n  See9:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp9\")\n  See10:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp10\")\n  See11:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp11\")\n  See12:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp12\")\n    goto See\n\n  FlyUp1:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See2\n  FlyUp2:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See3\n  FlyUp3:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See4\n  FlyUp4:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See5\n  FlyUp5:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See6\n  FlyUp6:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See7\n  FlyUp7:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See8\n  FlyUp8:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See9\n  FlyUp9:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See10\n  FlyUp10:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See11\n  FlyUp11:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See12\n  FlyUp12:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See\n\n  Death:\n    BATH F 3 A_ScreamAndUnblock\n  Fall:\n    BATH GGGHHHIIIJJJ 1 A_CheckFloor (\"Splat\")\n  Fall2:\n    BATH K 1 A_CheckFloor (\"Splat\")\n    Loop\n  Splat:\n    BATH I 0 A_KillMaster\n    BATH L 1 A_Stop\n    BATH L 0 A_PlaySound (\"Bat/Splat\")\n    BATH L -1\n    Stop\n  }\n}\n\nactor BatDamage\n{\n  Radius 2\n  Height 2\n  Speed 0\n  damagetype \"giantbat\"\n  Projectile\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 A_Explode ((2), 40, 0)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Imps.txt",
        "contents": "#include \"Hornet.txt\"\nActor SuperHereticImp : HereticImp replaces HereticImp\n{\n Health 24 // Up from 40\n Speed 14 //  Up from 10\n\n States\n  {\n  Spawn:\n    IMPX ABCB 10 A_Look\n\tIMPX ABCBA 7 A_Look\n\tIMPX ABCB 6 A_Look\n    Loop\n  See:\n    IMPX AABBCCBB 2 A_Chase\n\tIMPX A 0 ThrustThinGZ(0,-3,0,0)\n    Loop\n  Melee:\n    IMPX D 2 A_Recoil(-3)\n\tIMPX DE 3 A_FaceTarget\n\tIMPX E 4 A_Recoil(-1)\n    IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](7,10), \"himp/attack\", \"himp/attack\")\n    IMPX F 0 A_Stop\n\tGoto See\n  Missile:\n  IMPX A 0 A_setAngle(angle+random(-45,45))\n  IMPX A 0 ThrustThingZ(0,7,0,1)\n    IMPX A 10 A_FaceTarget\n    IMPX B 6 A_ImpMsAttack\n    IMPX CBAB 6\n    Goto Missile+3\n  Pain:\n    IMPX G 3\n    IMPX G 3 A_Pain\n\tIMPX G 1 A_SetAngle(random(-60,60))\n\tIMPX A 0 ThrustThingZ(0,15,random(0,1),random(0,1))\n\tIMPX ABCBACB 2 A_Recoil(-4)\n\tIMPX A 0 A_Stop\n    Goto See\n  Death:\n    IMPX G 4 A_ImpDeath\n    IMPX H 5\n    Wait\n  XDeath:\n    IMPX S 5 A_ImpXDeath1\n    IMPX TU 5\n    IMPX V 5 A_Gravity\n    IMPX W 5\n    Wait\n  Crash:\n  IMPX I 0 A_KillMaster\n    IMPX I 7 A_ImpExplode\n    IMPX J 7 A_Scream\n    IMPX K 7  A_SpawnItem(\"GoldWandAmmo\")\n    IMPX L -1\n    Stop\n  XCrash:\n    IMPX I 0 A_KillMaster\n    IMPX X 7  A_SpawnItem(\"GoldWandAmmo\")\n    IMPX Y 7\n    IMPX Z -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Afrits.txt",
        "contents": "ACTOR SuperHereticImpLeader : SuperHereticImp replaces HereticImpLeader\n{\n  Species \"HereticImpLeader\"\n  Health 34\n  -MISSILEMORE\n     DropItem \"GoldWandAmmo\", 256, 12\n  AttackSound \"himp/leaderattack\"\n  States\n  {\n  Melee:\n    Stop\n  Missile:\n    IMPX DE 6 A_FaceTarget\n    IMPX F 6 A_CustomComboAttack(\"SuperHereticImpBall\", 32, random[ImpMsAttack2](10,16), \"himp/leaderattack\")\n    Goto See\n  }\n}\n\nACTOR SuperHereticImpBall : HereticImpBall replaces HereticImpBall\n{\n  Speed 13\n  FastSpeed 30\n  Damage (random(7,15))\n  States\n  {\n  Spawn:\n    FX10 ABC 4 Bright\n    Loop\n  Death:\n    FX10 DEFG 5 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Golems.txt",
        "contents": "ACTOR SuperMummy : Mummy Replaces Mummy\n{\n  Species \"Mummy\"\n  Health 107\n  Scale 1.10\n  Mass 350\n  Speed 10\n  PainChance 77\n  DropItem \"GoldWandAmmo\", 166, 14\n  States\n  {\n  Spawn:\n    MUMM AB 32 A_Look // Take a bit to wake up\n    Loop\n  See:\n    MUMM AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n    MUMM E 0 A_Recoil(-2)\n    MUMM E 8 A_FaceTarget\n\tMUMM E 0 A_Recoil(-5)\n    MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](6,12)*2, \"mummy/attack2\", \"mummy/attack\")\n    MUMM G 6\n    Goto See\n  Pain:\n    MUMM H 4\n    MUMM H 4 A_Pain\n\tMUMM AABBCCDDAABBCCDD 1 A_Chase\n    Goto See\n  Death:\n    MUMM I 5\n    MUMM J 5 A_Scream\n    MUMM K 5 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    MUMM L 5\n    MUMM M 5 A_NoBlocking\n    MUMM NO 5\n    MUMM P -1\n    Stop\n  }\n}\n\nActor SuperMummyLeader : MummyLeader Replaces MummyLeader\n{\n  Species \"Mummy\"\nScale 1.15\nHealth 140\nSpeed 11\nPainChance 40\n}\n\nActor ShittyWizard\n{\n  Species \"Mummy\"\n  Health 70\n  PainChance 40\n  DropItem \"GoldWandAmmo\" ,200 , 10\n  Scale 0.90\n  Speed 8\n  Radius 20\n  Height 56\n  Mass 40\n  Monster\n  +FloorClip\n  +DontHurtSpecies\n  Obituary \"%o was killed by an apprentice.\"\n  SeeSound \"wizard/sight\"\n  AttackSound \"wizard/attack\"\n  PainSound \"wizard/pain\"\n  DeathSound \"wizard/death\"\n  ActiveSound \"wizard/active\"\n  States\n  {\n  Spawn:\n    CULT AB 10 A_Look\n    Loop\n  See:\n    CULT AABBCCDD 2 A_Chase\n    Loop\n  Missile:\n  CULT E 0 A_PlaySound(\"wizard/attack\")\n    CULT EE 7 A_FaceTarget\n    CULT F 0 Bright A_CustomMissile(\"ThrallShot1\",42,-6,0,1,0)\n    CULT F 0 Bright A_CustomMissile(\"ThrallShot1\",42,6,0,1,0)\n    CULT F 11 Bright\n    Goto See\n  Pain:\n    CULT G 2\n    CULT G 2 A_Pain\n    Goto See\n  Death:\n    CULT H 8 A_KillMaster\n    CULT I 8 A_Scream\n    CULT J 4 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    CULT K 4 A_NoBlocking\n    CULT L 4\n    CULT M -1\n    Stop\n  XDeath:\n  CULT N 0 A_KillMaster\n    CULT N 5 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    CULT O 5 A_XScream\n    CULT P 5 A_NoBlocking\n    CULT QRSTUV 5\n    CULT W -1\n  Raise:\n    CULT MLKJHI 5\n    Goto See\n  }\n}\n\nActor ThrallShot1\n{\n  Radius 4\n  Height 6\n  Speed 18\n  Damage 1\n  +Ripper\n  RenderStyle Add\n  Alpha 0.67\n  Projectile\n  +ThruGhost\n  DeathSound \"monster/disht1\"\n  States\n  {\n  Spawn:\n    CFX4 A 2 Bright\n    CFX4 B 2 Bright\n    Loop\n  Death:\n    CFX4 CDEF 3 Bright\n    Stop\n  }\n}\n\nActor ExorcistBullet : ThrallShot1\n{\nSpeed 28\nDamage 2\nAlpha 0.87\nTranslation \"192:208 = 160:168\",\"177:191 = 145:159\"\n}\nactor UndeadExorcist\n{\n  obituary \"%o didn't match the speed of Exorcist magical bullets.\"\n  health 472\n  gibhealth 60\n  radius 20\n  height 56\n  mass 125\n  speed 7\n  painchance 30\n  dropitem \"GoldWandAmmo\" 256,35\n  decal BulletChip\n  painsound \"UndeadPriest/Pain\"\n  deathsound \"UndeadPriest/Die\"\n  DamageFactor \"UndeadPriest\", 0\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    UNDP A 10 A_Look\n    loop\n  See:\n    UNDP AABBCCDD 2 A_Chase\n    loop\n  Missile:\n    UNDP E 8 A_FaceTarget\n\tUNDP E 3 A_Wander\n    UNDP E 0 Bright A_CustomMissile(\"ExorcistBullet\",42,-6,0,1,0)\n\t    UNDP E 0 Bright A_CustomMissile(\"ExorcistBullet\",42,6,0,1,0)\n    UNDP F 0 bright A_PlaySoundEx (\"UndeadPriest/Shoot\",\"SoundSlot6\")\n    UNDP E 0 A_SentinelRefire\n\tUNDP E 1 A_FaceTarget\n\tUNDP E 2 A_Wander\n    goto Missile+1\n  Pain:\n    UNDP G 3 A_Wander\n    UNDP G 0 A_Pain\n\tUNDP G 3 A_Wander\n    goto See\n  Death:\n    UNDP H 6 A_killMaster\n    UNDP I 6 A_Scream\n    UNDP JK 6\n    UNDP L 6 A_NoBlocking\n    UNDP M 6\n    UNDP N -1\n    Stop\n  XDeath:\n    UNDP O 5 A_XScream\n    UNDP P 5 A_KillMaster\n    UNDP R 5 A_NoBlocking\n    UNDP STUVW 5\n    UNDP X -1\n    Stop\n  Raise:\n    UNDP NMLKJIH 6\n    goto See\n  }\n}\n\nActor PriestPuff : BulletPuff\n{\nDamageType UndeadPriest\n}"
      },
      {
        "source": "pk3",
        "name": "DualAxe.txt",
        "contents": "ACTOR DualAxerKnight : SuperKnight\n{\n  Health 360\n  Speed 8\n  PainChance 40\n  Translation \"190:205=148:165\"\n    DropItem \"CrossbowAmmo\", 256, 11\n  States\n  {\n  Spawn:\n    XNIG AB 10 A_Look\n    Loop\n  See:\n    XNIG ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TNT1 A 0 A_Jump(81, \"BloodAxe\",\"SURPRISE1\",\"SURPRISE2\") // 16% chance to throw a blood axe\n  EtherealAxe:\n    XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    Goto See\n  BloodAxe:\n    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    Goto See\n   SURPRISE1:\n       XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    Goto See\n\tSURPRISE2:\n\t    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n       XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n\tGoto See\n  Pain:\n    XNIG K 3\n    XNIG K 3 A_Pain\n    Goto See\n  Death:\n    XNIG L 6\n    XNIG M 6 A_Scream\n    XNIG N 6\n    XNIG O 6 A_NoBlocking\n    XNIG PQ 6\n    XNIG R -1\n    Stop\n  }\n}\n\nACTOR EnhancedKnightGhost : KnightGhost\n{\n  DropItem \"CrossbowAmmo\", 256, 11\n  Translation \"209:224=148:165\"\n  States\n  {\n  Spawn:\n    GKNI AB 10 A_Look\n    Loop\n  See:\n    GKNI ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TNT1 A 0 A_Jump(256, \"RightHand\", \"LeftHand\")\n  RightHand:\n    GKNI E 4 A_FaceTarget\n    GKNI F 3 A_FaceTarget\n    GKNI G 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    GKNI E 4 A_FaceTarget\n    GKNI F 3 A_FaceTarget\n    GKNI G 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    Goto See\n  LeftHand:\n    GKNI H 4 A_FaceTarget\n    GKNI I 3 A_FaceTarget\n    GKNI J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    GKNI H 4 A_FaceTarget\n    GKNI I 3 A_FaceTarget\n    GKNI J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    Goto See\n  Pain:\n    GKNI K 3\n    GKNI K 3 A_Pain\n    Goto See\n  Death:\n    GKNI L 6\n    GKNI M 6 A_Scream\n    GKNI N 6\n    GKNI O 6 A_NoBlocking\n    GKNI PQ 6\n    GKNI R -1\n    Stop\n  }\n}\n\nACTOR Deathknight\n{\nHealth 1000\nRadius 24\nHeight 72\nMass 700\nSpeed 10\nPainChance 5\nMeleeDamage 10\nMONSTER\n+FLOORCLIP\n+NOTARGET\n+NORADIUSDMG\n+MISSILEMORE\n+DEFLECT\n+NoBlood\nObituary \"%o met his end at the hand of a reaper.\"\nHitObituary \"%o got edged by an edgy reaper.\"\nMeleeSound \"monster/dknhit\"\nSeeSound \"monster/dknsit\"\nPainSound \"monster/dknpai\"\nDeathSound \"monster/dkndth\"\nActiveSound \"monster/dknact\"\n  DropItem \"CrossbowHefty\", 256, 25\nStates\n   {\n   Spawn:\n       DKNT AB 10 A_Look\n       Loop\n   See:\n       DKNT A 0 A_Jump(32,10)\n       DKNT A 0 //A_UnSetReflectiveInvulnerable\n       DKNT AABBCCDD 3 A_Chase\n       Goto See\n       DKNT P 0 //A_SetReflectiveInvulnerable\n       DKNT PPQQRRSS 3 A_Chase\n       goto see+12\n   Melee:\n   DKNT E 0 A_JumpIfCloser(70,5)\n       DKNT E 0 A_FaceTarget\n\t   DKNT AABB 2 A_Recoil(-3)\n\t   DKNT E 0 A_JumpIfCloser(70,5)\n\t   DKNT A 0 A_FaceTarget\n\t   DKNT CCDD 2 A_Recoil(-3)\n\t      DKNT E 0 A_JumpIfCloser(70,5)\n       DKNT E 0 A_FaceTarget\n\t   DKNT AABB 2 A_Recoil(-3)\n\t   DKNT E 0 A_JumpIfCloser(70,5)\n\t   DKNT A 0 A_FaceTarget\n\t   DKNT CCDD 2 A_Recoil(-3)\n\t   \t      DKNT E 0 A_Jump(110,\"MissileNoCheck\")\n\t   DKNT E 0 A_Recoil(-3)\n       DKNT E 6 A_FaceTarget\n\t   DKNT E 0 A_Recoil(-6)\n       DKNT F 1 A_Playsound (\"monster/dknswg\")\n\t   DKNT F 0 A_Recoil(-3)\n       DKNT F 6 A_FaceTarget\n\t   DKNT G 0 A_Recoil(-6)\n       DKNT G 6 A_MeleeAttack\n       Goto See\n   Missile:\n       DKNT A 0 A_JumpIfCloser(300,\"Melee\")\n\t   MissileNoCheck:\n       DKNT A 0 A_Jump(88,10)\n       DKNT A 0 A_Jump(88,17)\n       DKNT E 0// Bright A_UnSetReflectiveInvulnerable\n       DKNT E 6 Bright A_FaceTarget\n       DKNT F 6 Bright A_Playsound (\"monster/kntswg\")\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-3,0)\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-1,0)\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,1,0)\n       DKNT G 5 Bright A_CustomMissile (\"DKDart\",32,0,3,0)\n       DKNT A 0 A_Jump(64,9)\n       Goto See\n       DKNT T 0// Bright A_SetReflectiveInvulnerable\n       DKNT T 6 Bright A_FaceTarget\n       DKNT U 1 Bright A_FaceTarget\n       DKNT U 0 Bright A_CustomMissile(\"FHeadShot\",44,-4,-12,0)\n       DKNT U 5 Bright A_CustomMissile(\"FHeadShot\",44,-4,12,0)\n       DKNT U 0 //Bright A_UnSetReflectiveInvulnerable\n       DKNT U 0 A_Jump(64,1)\n       Goto See\n       DKNT T 0// Bright A_SetReflectiveInvulnerable\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 2 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT U 0 Bright// A_UnSetReflectiveInvulnerable\n       Goto See\n   Pain:\n       DKNT H 2\n       DKNT H 2 A_Pain\n       DKNT T 20// A_SetReflectiveInvulnerable\n       DKNT T 0// A_UnSetReflectiveInvulnerable\n       DKNT P 0 A_Jump (16,1)\n       Goto See+12\n       DKNT H 1\n       Goto See\n   Death:\n       DKNT I 0 Bright A_CustomMissile(\"DKSword\",44,32,-90,0)\n       DKNT I 8 Bright A_CustomMissile(\"DKShield\",44,-32,90,0)\n       DKNT J 8 Bright A_Scream\n       DKNT K 8 Bright\n       DKNT L 8 Bright A_NoBlocking\n       DKNT MN 8 Bright\n       DKNT O -1\n       Stop\n   Raise:\n       DKNT ONMLKJI 8 Bright\n       Goto See\n   }\n}\n\nACTOR DKDart\n{\n   Radius 3\n   Height 12\n   Speed 25\n   Damage 5\n   ExplosionDamage 64\n   ExplosionRadius 64\n   RENDERSTYLE ADD\n   ALPHA 1.00\n   PROJECTILE\n   +THRUGHOST\n   Seesound \"monster/dkndrt\"\n   DeathSound \"weapons/firex2\"\n   States\n   {\n   Spawn:\n      DKAT ABC 3 Bright\n      loop\n   Death:\n      DKAT D 0 Bright A_SetTranslucent (0.85,1)\n      DKAT D 3 Bright\n      DKAT E 3 Bright A_Explode\n      DKAT FG 3 Bright\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,45,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,90,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,135,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,180,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,225,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,270,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,315,2)\n      DKAT H 3 Bright A_CustomMissile(\"DKFire\",0,0,0,2)\n      DKAT IJKLM 3 Bright\n      stop\n   }\n}\n\nACTOR FHeadShot\n{\n   Radius 12\n   Height 12\n   Speed 15\n   Damage 10\n   RENDERSTYLE ADD\n   ALPHA 1.00\n   PROJECTILE\n   DamageType Fire\n   +SEEKERMISSILE\n   +THRUGHOST\n   Seesound \"monster/dknmsl\"\n   DeathSound \"weapons/boom1\"\n   States\n   {\n   Spawn:\n      FHED ABCD 3 Bright A_SeekerMissile (5,15)\n      loop\n   Death:\n      RIP1 DEFGH 5 Bright\n      stop\n   }\n}\n\nACTOR DKbolt\n{\n   Radius 8\n   Height 8\n   Speed 15\n   Damage 8\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   DamageType Fire\n   +THRUGHOST\n   SeeSound \"Weapons/boltfi\"\n   DeathSound \"weapons/firex4\"\n   States\n   {\n   Spawn:\n      BOLT A 1 Bright A_BishopMissileWeave\n      BOLT A 0 A_SpawnItem(\"RedPuff\",0,0)\n      loop\n   Death:\n      HBAL EFHI 2 Bright\n      stop\n   }\n}\n\nACTOR DKSword\n{\n   Radius 8\n   Height 8\n   Speed 1\n   PROJECTILE\n   RENDERSTYLE Normal\n   -NOGRAVITY\n   +LOWGRAVITY\n   States\n   {\n   Spawn:\n      SWRD KLMNOPQ 3 BRIGHT\n      goto Death\n   Death:\n      SWRD RS 4 BRIGHT\n      SWRD T 4 BRIGHT\n      SWRD U 4\n      SWRD T 4 BRIGHT\n      SWRD U 8\n      SWRD T 4 BRIGHT\n      SWRD U 16\n      SWRD T 4 BRIGHT\n      SWRD U -1\n   }\n}\n\nACTOR DKShield\n{\n   Radius 8\n   Height 8\n   Speed 1\n   PROJECTILE\n   RENDERSTYLE Normal\n   -NOGRAVITY\n   +LOWGRAVITY\n   States\n   {\n   Spawn:\n      SHLD ABCDEFGHI 3\n      goto death\n   Death:\n      SHLD H -1\n   }\n}\n\nACTOR DKFire\n{\n   Radius 2\n   Height 6\n   Speed 4\n   Damage 0\n   ExplosionDamage 4\n   ExplosionRadius 8\n   RENDERSTYLE ADD\n   ALPHA 0.95\n   PROJECTILE\n   +THRUGHOST\n   DeathSound \"weapons/scorch\"\n   States\n   {\n   Spawn:\n      DKAT NOPQRSTNOPQRSTNOPQRST 3 Bright A_Explode\n      goto death\n   Death:\n      DKAT UVW 3 Bright A_Explode\n      stop\n   }\n}\n\nACTOR RedPuff\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      RPUF ABCDE 3 Bright\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Skeletons.txt",
        "contents": "ACTOR SuperKnight : Knight\n{\n  Scale 1.05\n  Health 230\n  +NoBlood\n  Mass 200\n  Speed 12\n  PainChance 69\n  MeleeDamage 11\n  DropItem \"CrossbowAmmo\", 220, 9\n  States\n  {\n  Spawn:\n    KNIG AB 10 A_Look\n    Loop\n  See:\n    KNIG ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    KNIG E 8 A_FaceTarget\n\tKNIG E 0 A_Recoil(-5)\n    KNIG F 6 A_FaceTarget\n    KNIG G 5 A_KnightAttack\n    KNIG E 6 A_FaceTarget\n\tKNIG E 0 A_Recoil(-5)\n    KNIG F 5 A_FaceTarget\n    KNIG G 4 A_KnightAttack\n    Goto See\n  Pain:\n    KNIG H 3\n    KNIG H 7 A_Pain\n    Goto Missile\n  Death:\n    KNIG I 6\n    KNIG J 6 A_Scream\n    KNIG K 6\n    KNIG L 6 A_NoBlocking\n    KNIG MN 6\n    KNIG O -1\n    Stop\n  }\n}\n\nACTOR SuperKnightAxe : KnightAxe Replaces KnightAxe\n{\n  Speed 15\n  FastSpeed 30\n  Damage (random(27,36))\n  States\n  {\n  Spawn:\n    SPAX A 3 Bright A_PlaySound(\"hknight/axewhoosh\")\n    SPAX BC 3 Bright\n    Loop\n  Death:\n    SPAX DEF 6 Bright\n    Stop\n  }\n}\n\nACTOR SuperRedAxe : RedAxe replaces RedAxe\n{\n  Speed 22\n  Damage (random(37,45))\n  States\n  {\n  Spawn:\n    RAXE AB 3 Bright A_DripBlood\n    Loop\n  Death:\n    RAXE CDE 6 Bright\n    Stop\n  }\n}\n\nACTOR SuperKnightGhost : SuperKnight replaces KnightGhost\n{\n  Health 440\n  PainChance 40\n  Speed 12\n  +SHADOW\n  +GHOST\n  RenderStyle Translucent\n  Alpha 0.25\n}\n\n#include \"DualAxe.txt\""
      },
      {
        "source": "pk3",
        "name": "Wizards.txt",
        "contents": "ACTOR SuperWizard : Wizard\n{\n  Health 250\n  Speed 14\n  PainChance 87\n  DropItem \"BlasterAmmo\", 256, 26\n  DropItem \"ArtiTomeOfPower\", 1, 1\n  States\n  {\n  Spawn:\n    WZRD AB 10 A_Look\n    Loop\n  See:\n    WZRD A 3 A_Chase\n    WZRD A 4 A_Chase\n    WZRD A 3 A_Chase\n    WZRD A 4 A_Chase\n\tWZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD B 3 A_Chase\n    WZRD B 4 A_Chase\n    WZRD B 3 A_Chase\n    WZRD B 4 A_Chase\n    WZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    Loop\n  Missile:\n      WZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD C 6 A_WizAtk1\n    WZRD C 3 A_WizAtk2\n\tWZRD D 0 A_PlaySound(\"wizard/attack\",2)\n    WZRD C 4 A_WizAtk1\n    WZRD C 3 A_WizAtk2\n    WZRD C 4 A_WizAtk1\n\tWZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD C 2 A_WizAtk2\n    WZRD C 4 A_WizAtk1\n    WZRD C 2 A_WizAtk2\n\tWZRD DD 0 A_MeleeAttack\n\tWZRD D 0 A_GhostOff\n\tWZRD D 0 A_CustomMissile(\"SuperWizardFx1\",34,0,0)\n\tWZRD D 0 A_CustomMissile(\"SuperWizardFx1\",34,0,8)\n\t\tWZRD D 10 A_CustomMissile(\"SuperWizardFx1\",34,0,-8)\n   // WZRD D 10 A_WizAtk3\n    Goto See\n  Pain:\n    WZRD E 3 A_GhostOff\n\tWZRD E 0 A_SetAngle(angle+random(-45,45))\n\tWZRD E 0 ThrustThingZ(0,random(0,10),random(0,1),random(0,1))\n\tWZRD E 0 A_Recoil(-9)\n\tWZRD E 0 A_FaceTarget\n    WZRD E 4 A_Pain\n\tWZRD E 0 ThrustThingZ(0,random(-10,10),0,1)\n    Goto See\n  Death:\n    WZRD F 6 A_GhostOff\n\tWZRD GGG 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD G 6 A_Scream\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD HI 6 A_KillMaster\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD J 6 A_NoBlocking\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD KL 6\n    WZRD M -1 A_SetFloorClip\n    Stop\n  }\n}\n\nACTOR SuperWizardFX1 : WizardFX1 replaces WizardFX1\n{\n  Speed 23\n  FastSpeed 30\n  Damage (random(21,32))\n  States\n  {\n  Spawn:\n    FX11 AB 5 Bright A_SpawnItem(\"HaloWizardFx\")\n    Loop\n  Death:\n    FX11 CDEFG 5 Bright A_SpawnItem(\"HaloWizardFx\")\n    Stop\n  }\n}\n\nActor HaloWizardFx\n{\n+ClientSideOnly\n+NoGravity\n+NoBlockMap\n-Shootable\nAlpha 0.15\nScale 2.0\nrenderStyle translucent\nStates\n{\nSpawn :\nDeath :\nFX11 AAAA 0 A_CustomMissile(\"StarFog\",random(-1,1),random(-1,1),random(0,360))\n   FX11 ABBBBBBB 6 Bright A_FadeOut(0.11)\n   Stop\n}\n}\n\nActor StarFog\n{\n+ClientSideOnly\n+LowGravity\nGravity 0.46\n-Shootable\n+Randomize\nAlpha 1\nScale 0.11\nrenderStyle translucent\nStates\n{\nSpawn :\nDeath :\nFX11 A 0\nFX11 A 0 A_Recoil(random(-5,5))\nFX11 A 0 ThrustThingZ(0,random(0,10),0,1)\n   FX11 ABABABABABABAB 30 Bright A_FadeOut(0.11)\n   Stop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "IronLich.txt",
        "contents": "Actor SuperIronLich : IronLich Replaces IronLich\n{\nHealth 1050\nSpeed 14\nPainChance 12\nDropItem \"BlasterAmmo\", 256, 45\nDamageFactor \"FireBossImmune\", 0\n  States\n  {\n  Spawn:\n    LICH A 10 A_Look\n    Loop\n  See:\n    LICH A 4 A_Chase\n    Loop\n  Missile:\n  LICH A 0 A_Jump(64,\"LavaSky\")\n    LICH A 5 A_FaceTarget\n    LICH B 20 A_LichAttack\n    Goto See\n  LavaSky:\n  LICH ABABA 6 A_FaceTarget\n  LICH B 5 A_CustomMissile(\"LavaRain\")\n  LICH BABAB 10 A_FaceTarget\n  LICH B 5 A_CustomMissile(\"LavaRain\")\n  Pain:\n    LICH A 4\n    LICH A 4 A_Pain\n    Goto See\n  Death:\n    LICH C 7 A_CustomMissile(\"LavaRain\")\n    LICH D 7 A_Scream\n    LICH EF 7\n    LICH G 7 A_NoBlocking\n    LICH H 7\n    LICH I -1 A_BossDeath\n    Stop\n  }\n\n}\n\nActor SuperHeadFX1 : HeadFX1 replaces HeadFX1\n{\nSpeed 26\nRadius 18\nDamageType \"Ice\"\nFastSpeed 36\nDamage (random(25,30))\n}\n\nActor SuperHeadFX2 : HeadFX2 replaces HeadFX2\n{\nSpeed 14\nDamageType \"Ice\"\nDamage (random(5,10))\n}\n\nActor SuperHeadFX3 : HeadFX3 replaces HeadFX3\n{\nDamage 8\nSpeed 14\nDAMAGETYPE \"Fire\"\nFASTsPEED 30\nStates\n{\n\n  Spawn:\n    FX06 ABC 4 Bright A_LichFireGrow\n    Loop\n  NoGrow:\n    FX06 ABC 5 Bright A_Explode(5,140)\n    Loop\n  Death:\n    FX06 DEFG 5 Bright A_Explode(5,140)\n    Stop\n\n}\n}\n\nActor SuperWhirlwind  : Whirlwind  Replaces Whirlwind\n{\nDamage 1\nSpeed 12\n  States\n  {\n  Spawn:\n    FX07 DEFG 3\n    FX07 ABC 3 A_WhirlwindSeek\n\tFX07 A 0 A_SpawnItem(\"Tornado\",0,0,1)\n    Goto Spawn+4\n  Death:\n    FX07 GFED 4 A_killChildren\n    Stop\n  }\n}\n\nActor Tornado : WhirlWind\n{\nHealth 240\nDamage 4\nSpeed 4\nstates\n{\nSpawn:\n\tFX07 ADEF 3\n    FX07 G 2 A_SetSpecial(2,40)\n    FX07 ABC 3 A_WhirlwindSeek\n    Goto Spawn+4\nDeath :\nFX07 GFED 4 A_RadiusThrust(500,400)\nStop\n}\n}\n\nActor LavaRain\n{\nProjectile\nHealth 50\n-ACTIVATEPCROSS\nRadius 1\nHeight 1\nSpeed 6\n+CeilingHugger\n+Ripper\n\n RenderStyle Add\n Alpha 0.01\n Scale 0.06\nStates\n{\nSpawn:\nSEE:\nEMBR A 3 A_SpawnItemEx(\"LavaBall\",random(-150,150),random(-150,150),-15)\nEMBR A 0 A_GetHurt\nLoop\nDeath:\nNull A 0 A_Scream\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "WereDragon.txt",
        "contents": "Actor SuperWereDragon : Beast Replaces Beast\n{\nHealth 250\nSpeed 15\n+NoDropOff\nDamageFactor \"Fire\",0\n DropItem \"CrossbowAmmo\", 200, 10\nStates\n  {\n  Spawn:\n    BEAS AB 10 A_Look\n    Loop\n  See:\n    BEAS ABCDEF 3 A_Chase\n\tBEAS A 0 A_CheckSight(\"Spooky\")\n    Loop\n  Spooky:\n     BEAS AB 1 A_Chase\n\t      BEAS CD 1 A_Chase\n\t\t       BEAS EF 1 A_Chase\n\t BEAS A 0 A_CheckSight(\"Spooky\")\n\t Goto See\n  Missile:\n    BEAS H 7 A_FaceTarget\n\tBEAS H 3 A_Recoil(-2)\n    BEAS I 12 A_CustomComboAttack(\"BeastBall\", 36, random[BeastAttack](6,14)*4, \"beast/attack\")\n    Goto See\n  Pain:\n    BEAS G 3 A_Chase\n    BEAS G 3 A_Pain\n    Goto See\n  Death:\n    BEAS R 6 A_changeflag(\"NoDropOff\",0)\n    BEAS S 6 A_Scream\n    BEAS TUV 6\n    BEAS W 6 A_NoBlocking\n    BEAS XY 6\n    BEAS Z -1\n    Stop\n  XDeath:\n    BEAS J 5 A_changeflag(\"NoDropOff\",0)\n    BEAS K 6 A_Scream\n    BEAS L 5\n    BEAS M 6\n    BEAS N 5\n    BEAS O 6 A_NoBlocking\n    BEAS P 5\n    BEAS Q -1\n    Stop\n  }\n}\n\nActor SuperBeastBall : BeastBall replaces BeastBall\n{\nDamage 7\nSpeed 13\nDamageType \"Fire\"\n  States\n  {\n  Spawn:\n    FRB1 AABBCC 1 A_SpawnItemEx(\"Puffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n                                random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION, 64)\n\tLoop\n  Death:\n    FRB1 DEFGH 4\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Clinkz.txt",
        "contents": "Actor SuperClink : Clink Replaces Clink\n{\nHealth 300\nSpeed 16\n}"
      },
      {
        "source": "pk3",
        "name": "Ophidian.txt",
        "contents": "Actor SuperOphidian : Snake Replaces Snake\n{\nHealth 700\n}"
      },
      {
        "source": "pk3",
        "name": "Unique.txt",
        "contents": "actor Breach\n{\n    Health 1210\n\t+NoTarget\n\tSpecies \"Archers\"\n\t DamageFactor \"MonsterHealing\",0\n\tDamageFactor \"MonsterCommon\",0\n    Radius 20\n    Height 56\n    Speed 19\n\t+NoIceDeath\n    PainChance 32\n\tMass 600\n    MONSTER\n    +FLOORCLIP\n\t+NoTarget\n\t+QUICKTORETALIATE\n\t+DontMorph\n    SeeSound \"valiant/active\"\n    AttackSound \"archer/attack\"\n    PainSound \"archer/pain\"\n    DeathSound \"archer/death\"\n    ActiveSound \"valiant/active\"\n\tDropItem \"CrossbowHefty \",256, 25\n    Obituary \"%o got blazed by breach hoister.\"\n    States\n    {\n    Spawn:\n        RAVE AB 10 A_Look\n        Loop\n    See:\n\t\tRAVE A 0  A_JumpIfInventory(\"Health\",600,\"SeeHighHp\")\n\t\tRAVE ABCD 3 A_Chase\n\t    Goto See+1\n\tSeeHighHp:\n        RAVE AABBCCDD 3 A_Chase\n\t\tRAVE A 0 A_FastChase\n        Loop\n    Missile:\n\t\tRAVE E 0 A_Jump(115,\"Missile2\",\"KewlShot1\")\n        RAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 15 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n        Goto See\n\tMissile2:\n        RAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 12 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\t\tRAVE E 5\n        Goto See\n\tKewlShot1:\n\t\tRAVE E 8 A_PlaySound(\"archer/draw\")\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tRAVE E 0 A_PlaySound(\"archer/draw\")\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tGoto See\n    Pain:\n    \tRAVE H 3\n        RAVE H 3 A_Pain\n    \tGoto Missile\n    Death:\n\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n\t\tRAVE I 0 A_KillMaster\n        RAVE I 5 A_Scream\n        RAVE J 5 A_NoBlocking\n        RAVE KLMN 5\n        RAVE N -1\n        Stop\n    XDeath:\n\tRAVE I 0 A_KillMaster\n\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n        RAVE O 5 A_PlaySound(\"archer/gib\")\n        RAVE P 5 A_NoBlocking\n        RAVE QRSTUVWX 5\n        RAVE X -1\n        Stop\n    Raise:\n        RAVE XWVUTSRQ 3\n        Goto See\n\t\t\tPain.MonsterHealing:\n\tETTN E 0 A_GiveInventory(\"Health\",100)\n\tGoto Missile\n    }\n}\n\nactor GoldArrow\n{\n   Radius 5\n   Height 12\n   Speed 17\n   Damage (19)\n   PROJECTILE\n   +NOGRAVITY\n   renderstyle add\n   alpha 0.8\n   scale 0.5\n   SeeSound \"archer/attack\"\n   DeathSound \"archer/hit\"\n   +SeekerMissile\n   States\n   {\n   Spawn:\n   gldr AAA 2\n\tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t        gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  Perma:\n\t  GLDR A 1 A_Spawnitem(\"GoldArrowTrail\")\n\t  Loop\n   Death:\n      gldr FGHI 3 bright\n\tStop\n\tXdeath:\n\tgldr F 0 A_PlaySound(\"Archer/Sting\")\n\t      gldr FGHI 3 bright\n\t\t  Stop\n   }\n}\n\nActor SplitGoldArrow : GoldArrow\n{\nSpeed 12\nDamage (29)\n}\nactor GoldArrowTrail\n{\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\trenderstyle add\n\talpha 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tgldr AABCDE 3 A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nActor TerraStalker : Breach\n{\n\n\t+NoGravity\n\tSpeed 10\n\t+CeilingHugger\n\tMaxStepHeight 100\n\t\tDropItem \"CrossbowHefty \",256, 25\n\tObituary \"%o got killed by breach's shadow image.\"\n\t    States\n    {\n    Spawn:\n        TERA AB 10 A_Look\n        Loop\n    See:\n\t\tTERA A 0  A_JumpIfInventory(\"Health\",600,\"SeeHighHp\")\n\t\tTERA ABCD 3 A_Chase\n\t    Goto See+1\n\tSeeHighHp:\n        TERA AABBCCDD 3 A_Chase\n\t\tTERA A 0 A_FastChase\n        Loop\n    Missile:\n\t\tTERA E 0 A_Jump(115,\"Missile2\",\"KewlShot1\")\n        TERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 15 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n        Goto See\n\tMissile2:\n        TERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 12 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\t\tRAVE E 5\n        Goto See\n\tKewlShot1:\n\t\tTERA E 8 A_PlaySound(\"archer/draw\")\n\t\tTERA E 3 A_facetarget\n\t\tTERA G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tTERA E 0 A_PlaySound(\"archer/draw\")\n\t\tTERA E 3 A_facetarget\n\t\tTERA G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tTERA E 3 A_facetarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tGoto See\n    Pain:\n    \tTERA H 3\n        TERA H 3 A_Pain\n    \tGoto Missile\n    Death:\n\tRAVE I 0 A_ChangeFlag(\"CeilingHugger\",0)\n\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n\t\tTERA I 0 A_KillMaster\n        TERA I 5 A_Scream\n        TERA J 5 A_NoBlocking\n        TERA KLMN 5\n        TERA N -1\n        Stop\n    XDeath:\n\tRAVE I 0 A_KillMaster\n\tRAVE I 0 A_ChangeFlag(\"CeilingHugger\",0)\n\t\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n        TERA O 5 A_PlaySound(\"archer/gib\")\n        TERA P 5 A_NoBlocking\n        TERA QRSTUVWX 5\n        TERA X -1\n        Stop\n    Raise:\n        TERA XWVUTSRQ 3\n        Goto See\n\t\t\tPain.MonsterHealing:\n\tETTN E 0 A_GiveInventory(\"Health\",100)\n\tGoto Missile\n    }\n}\n\nACTOR VeerTheDevil\n{\n  Health 1100\n  PainChance 8\n  Speed 17\n  Radius 16\n  Height 64\n  Monster\n  +FLOORCLIP\n  +TELESTOMP\n  +DONTMORPH\n  \t+NoTarget\n\t+QUICKTORETALIATE\n  PainSound \"PlayerMagePain\"\n  DeathSound \"PlayerMageCrazyDeath\"\n  Obituary \"%o fell behind Veer The Devil\"\n  States\n  {\n  Spawn:\n    MAGE A 2\n    MAGE A 3\n    MAGE A 5 A_Look\n    Wait\n  See:\n    MAGE ABCD 4 A_Chase\n    Loop\n  Pain:\n    MAGE G 4\n    MAGE G 4 A_Pain\n    Goto See\n  Melee:\n  Missile:\n  Goto ReflectiveSmite\n    MAGE E 8 A_FaceTarget\n    MAGE F 8 Bright // SHOOT\n    Goto See\n  ReflectiveSmite:\n  MAGE E 1 A_Jump(111,\"Rainbow\",\"TestOfFaith\")\n    MAGE E 0 A_FaceTarget\n\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,75)\n\t\tMAGE F 2 bright A_CustomMissile(\"ReflectiveLight\",32,-5,-75)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,55)\n\t\tMAGE F 2 bright A_CustomMissile(\"ReflectiveLight\",32,-5,-55)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,35)\n\t\tMAGE F 2 bright A_CustomMissile(\"ReflectiveLight\",32,-5,-35)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,15)\n\t\tMAGE F 2 bright A_CustomMissile(\"ReflectiveLight\",32,-5,-15)\n\t\tMAGE E 3 A_Jump(190,1)\n\t\tGoto See\n\tRefraction:\n\t    MAGE E 0 A_FaceTarget\n\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,75)\n\t\tMAGE F 1 bright A_CustomMissile(\"RefractiveLight\",32,-5,-75)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,55)\n\t\tMAGE F 1 bright A_CustomMissile(\"RefractiveLight\",32,-5,-55)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,35)\n\t\tMAGE F 1 bright A_CustomMissile(\"RefractiveLight\",32,-5,-35)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,15)\n\t\tMAGE F 1 bright A_CustomMissile(\"RefractiveLight\",32,-5,-15)\n\t\tMAGE E 3\n\tGoto See\n   Rainbow:\n       MAGE E 0 A_FaceTarget\n\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"ReflectiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE E 3\n\t\tGoto See\n\t\tTestOfFaith:\n\t\t       MAGE E 0 A_FaceTarget\n\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\t\tMAGE F 0 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tMAGE F 2 bright A_CustomMissile(\"RefractiveLight\",32,-5,0)\n\t\tGoto See\n  Death:\n    MAGE H 6 A_KillMaster\n    MAGE I 6 A_Scream\n    MAGE JK 6\n    MAGE L 6 A_NoBlocking\n    MAGE M 6\n    MAGE N -1\n    Stop\n  XDeath:\n    MAGE O 5 A_Scream\n    MAGE P 5 A_KillMaster\n    MAGE R 5 A_NoBlocking\n    MAGE S 5\n    MAGE T 5\n    MAGE U 5\n    MAGE V 5\n    MAGE W 5\n    MAGE X -1\n    Stop\n  Ice:\n    MAGE Y 5 A_FreezeDeath\n    MAGE Y 1 A_FreezeDeathChunks\n    Wait\n  Burn:\n    FDTH E 5 Bright A_PlaySound(\"PlayerMageBurnDeath\")\n    FDTH F 4 Bright\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_Scream\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    Stop\n  }\n}\n\nActor ReflectiveLight\n{\n  Radius 4\n  Height 6\n  Speed 16\n  Damage 1\n  +Ripper\n  +PierceArmor\n  RenderStyle Add\n  Alpha 0.67\n  Projectile\n  +ThruGhost\n  BounceType \"Doom\"\n  BounceCount 3\n  DeathSound \"monster/disht1\"\n  States\n  {\n  Spawn:\n    CFX4 A 2 Bright\n    CFX4 B 2 Bright\n    Loop\n  Death:\n    CFX4 CDEF 3 Bright\n    Stop\n  }\n}\n\nActor RefractiveLight\n{\n  Radius 4\n  Height 6\n  Speed 16\n  Translation \"192:208 = 160:168\",\"177:191 = 145:159\"\n  Damage (14)\n  RenderStyle Add\n  Alpha 1\n  Projectile\n  +ThruGhost\n  BounceType \"Doom\"\n  BounceCount 9\n  DeathSound \"monster/disht1\"\n  States\n  {\n  Spawn:\n    CFX4 A 0 Bright A_FadeOut(0.45)\n\tCFX4 A 2 BRIGHT A_Weave(6,0,5,0)\n    CFX4 B 0 Bright A_FadeIn(0.45)\n\t\tCFX4 A 2 BRIGHT A_Weave(6,0,5,0)\n    Loop\n  Death:\n    CFX4 CDEF 3 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "MonsterSpawn.txt",
        "contents": "ACTOR ImpSpawner Replaces Mummy\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n\tTNT1 AA 0 A_Jump(11,\"Hornet\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperHereticImp\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\n\tGiantRat:\n    TNT1 A 0 A_SpawnItemEx(\"Hornet\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}\n\nACTOR MummySpawner Replaces Mummy\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n\tTNT1 AA 0 A_Jump(9,\"GiantRat\")\n\tTNT1 A 0 A_Jump(4,\"UndeadExorcist\")\n\tTNT1 A 0 A_Jump(111,\"Wizard\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperMummy\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\nWizard:\n    TNT1 A 0 A_SpawnItemEx(\"ShittyWizard\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\nUndeadExorcist:\n    TNT1 A 0 A_SpawnItemEx(\"UndeadExorcist\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\n\tGiantRat:\n    TNT1 A 0 A_SpawnItemEx(\"GiantRat\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}\nACTOR SkeletonSpawner Replaces Knight\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n\tTNT1 AA 0 A_Jump(40,\"DualAxe\")\n\tTNT1 A 0 A_Jump(9,\"GiantBat\")\n\t    TNT1 A 0 A_Jump(9,\"DeathKnight\")\n    TNT1 A 0 A_Jump(3,\"BreachUnique\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperKnight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\nDualAxe:\n    TNT1 A 0 A_SpawnItemEx(\"DualAxerKnight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\n\tBreachUnique:\n    TNT1 A 0 A_SpawnItemEx(\"Breach\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    TNT1 A 0 A_SpawnItemEx(\"TerraStalker\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\n   Goto WaitDeath\n   GiantBat:\n       TNT1 A 0 A_SpawnItemEx(\"GiantBat\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\n   Goto WaitDeath\nDeathKnight:\n    TNT1 A 0 A_SpawnItemEx(\"Deathknight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\nTNT1 A 0 A_killChildren\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}\n\nACTOR WizardSpawner Replaces Wizard\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NoGravity\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n    TNT1 A 0 A_Jump(3,\"Veer\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperWizard\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\n\tVeer:\n    TNT1 A 0 A_SpawnItemEx(\"VeerTheDevil\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\nTNT1 A 0 A_killChildren\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 6,
        "linedefs": 19,
        "sidedefs": 28,
        "vertices": 22,
        "sectors": 3,
        "segs": 32,
        "ssectors": 11,
        "nodes": 10,
        "textures": {
          "ASHWALL7": 6,
          "ASHWALL2": 9,
          "FLAT5_8": 4,
          "STARTAN2": 4,
          "LAVA1": 2
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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