woc_v3lite.pk3

PK3 35 MiB 0 map(s)

Counts

endoom0
graphics1
lumps6850
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "id": "00b711df-0b59-454c-b9d6-03dd8d211c41",
    "sha1": "ae8f3b8e76476e74c3e07fba95b2fad84caf344c",
    "sha256": "149cc6d2516389c8333adc319ad485499345b6a64112fd5298ca724c078243e3",
    "filenames": [
      "woc_v3lite.pk3"
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    "additional": {
      "engines": [
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      "iwad": [],
      "filename": null,
      "added": "2019-11-24 13:08:00",
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      "name": null,
      "description": null,
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      "graphicOverrides": null,
      "screenshots": null,
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      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2019-11-24 13:08:00",
    "file": {
      "type": "PK3",
      "size": 37038137,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ae8f3b8e76476e74c3e07fba95b2fad84caf344c/ae8f3b8e76476e74c3e07fba95b2fad84caf344c.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 6850,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "WOC v3lite",
      "description": "This WAD is a large content mod designed for ZDoom-based engines, featuring no traditional Doom maps but extensive gameplay and class system enhancements. It introduces multiple character classes such as Fighter, Cleric, Druid, and Assassin, each with unique active and passive abilities, skill trees, and combat mechanics. The mod emphasizes RPG-style progression, including shapeshifting, stealth, and tactical combat, with a focus on melee and magic rather than classic Doom monster encounters. Resource management and exploration are replaced by character development and ability customization. The theme is fantasy-oriented with no direct Doom textures or level design, and it is incompatible with vanilla Doom or Boom due to its engine reliance and gameplay scope.",
      "tags": [
        "class_based",
        "fantasy",
        "large_megawad",
        "magic",
        "melee_focus",
        "no_maps",
        "nonlinear",
        "rpg",
        "skill_progression",
        "zdoom"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "ToDo.txt",
        "contents": "O Not yet started\n- In Progress\nX Done\n? Consideration\n\nLong Term Goals\n\nO Add shop system, rework Strife's own shop system (And with that comes Charisma).\nO Add druid class, designed as flexible, well rounded character with shapeshift.\nO Add assassin class, designed as a melee hunter on steroids.\nO Remake the Menu.\n? Replace magick with a specific resource for each class.\n? Add three specialization paths for each class. One active, three passives.\n\nTodo\n- Fighter\nDestroyer: Replace Vigor with Into the Fray: Charging grants a 20% damage boost for 10 seconds.\nCommander: Replace Rally with into Victory Rush: Killing an enemy grants a small heal for nearby allies.\nInspire on crit now gives a damage buff to teammates instead of a heal.\n\n- Cleric\nRework Visions to only rely on target base health.\n\nDruid Class\n\nMending: Passively heals youself over time.\nRejuvenation: Heals a friendly target for over 5 seconds.\nZephyr: Create a gust of wind that speeds up allies.\nBarkskin: Increase the defense of you and nearby teammates for 15 seconds.\nEfflorescence: Blesses the ground with healing vapor, healing every player in it.\n\nEntangling Roots: Binds all enemies infront of the druid.\nGust: Sends out several mini tornados that deal damage and bounces around walls.\nVenemous Bud: Create a pod that spews out venom.\nHurricane: Create a whirlwind that knocks enemies back.\nEarthquake: Cause target area to rumble and quake, inflicting damage and stunning enemies.\n\nShapeshift Wolf: Turn into a wolf, granting increased speed and damage but locks out skills.\nPounce: Leap towards target location, inflicting heavy damage.\nSavage Strike: Empowers your next melee attack to inflict bonus damage.\n\nShapeshift Bear: Turn into a bear, granting increased defense but locks out skills.\nHowling Roar: Let out a piercing roar that damages nearby monsters and heals yourself.\nSwipe: Cause your next melee attack to inflict area damage.\n\nAssassin Class\n\nStealth: Stealth. First attack out of stealth inflicts extra damage.\nClone: Create Jet black clone to fight with Assassin.\nShadow Mend: Being in stealth or in low light areas allows you to regenerate health.\nShadowstep: Passively increases speed based on the current light level.\nMalice: Passively increases speed and damage for killing monsters.\n\nKick: Kick the enemy to knock away and stun.\nImpale: Unleash a powerful stab.\nBackstab: Inflict extra damage to enemies at back.\nBlade Mastery: Passively Increase damage with blades.\nBlade Tempest: Spin around and slash everything around you.\nAgile Fighter: Agility now increases melee damage. Higher ranks increase the bonus.\n\nDagger Toss: Throws a long ranged dagger.\nCaltrops: Toss out spikes to inflict damage.\nDancing Blades: Surround oneself with several knives that attack nearby monsters.\nShock Net: Throws out a shock net that stuns enemies on it.\nEnvenom: Poisons bladed weaponry, granting increased damage through damage over time.\n\nSpecs\n\nFighter Specs\nDestroyer: A hardened battle master whose weapon prowess lets them shred any who oppose them.\n- Active: Skill Strike (New special attack based on weapon)\nX Passive: Bloodlust (Killing monsters grant a temporary damage boost)\nX Passive: Unyielding (Scoring critical hits restore some magick)\nX Passive: Fury (Landing attacks increase subsequent damage)\n\nVanguard: A stalwart protector with impregnable defenses, protecting themselves and allies.\n- Active: Shield Bash (Smash the enemy with a powerful shield, stunning them)\nX Passive: Temperance (Taking damage reduces subsequent damage taken by 6%, stacking up to 30%)\nX Passive: Presence (Enemies are more likely to target you)\nX Passive: Second Wind (Your health regeneration is increased by 2% for every 1% of missing HP)\n\nCommander: An inspiring warrior whose presence motivates nearby allies.\n- Active: Banner (Place a banner that reduces damage taken by allies and grants regeneration)\nX Passive: Inspire (Landing critical hits will also heal allies for a portion of their health)\nX Passive: Intimidate (War Cry causes enemies to take 25% increased damage)\nX Passive: Rally (Battle shout reduces the damage taken by allies by 15%)\n\nCleric Specs\nPurifier: Wielder of the holy light, smiting foes and empowering allies.\n- Active: Radiance (Current blessing ability)\nX Passive: Blessed Ground (Consecration also functions as a ground AoE HoT)\nX Passive: Deep Healing (Heals on others are increased by 0.5% for every 1% of missing health.)\nX Passive: Sanctuary (Holy Shield is solid)\n\nOracle: Watchers of the afterlife, using spirits of the dead to wreak havoc on all who oppose him.\n- Active: Spirit Veil (Cause spirits to surround the cleric, dealing damage over time)\nX Passive: Martyrdom (Summon Legend now lasts indefinitely until slain)\nX Passive: Judgement (Visions now explodes)\nX Passive: Punishment (Curse now explodes at the end of its duration)\n\nInquisitor: A righteous crusader who punishes enemies with blunted strikes and protects allies with holy magic.\n- Active: Divine Shield (Grants heavy damage reduction that decreases overtime)\nX Passive: Blood Gift (Attacks with Sacrifice empowered attacks now heal the cleric for +5%)\nX Passive: Empowerment (Auras now gives the cleric an additional 10% boost.)\nX Passive: Fervor (Landing melee attacks increase damage and defense by 3%, up to 15%)\n\nMage Specs\nPyro: A spellcaster igniting enemies with gouts of flame and fire.\n- Active: Immolation (Causes flames to appear on monsters infront of Mage, dealing damage)\nX Passive: Flame Mastery (Increases fire damage by 10%)\nX Passive: Molten Shield (Reduces Fire damage taken by 20% and cause monsters to take damage attacking the mage)\nX Passive: Blast Wave (Fiery explosions now inflict full damage in radius)\n\nIceborn: A wizard who freezes and shatters enemies in their tracks.\n- Active: Ring of Ice (Creates a ring of ice that stuns nearby monsters)\nX Passive: Ice Mastery (Increases ice damage by 10%)\nX Passive: Ice Armor (Reduces Ice damage taken by 20% and reduces other damage taken by 10%)\nX Passive: Frigidity (All Ice Spells will always force pain)\n\nArchon: Manipulator of energy, creating storms and ripping apart the fabric of space to annihilate foes.\n- Active: Shock Nova (Sends out a lightning orb that expands upon impact)\nX Passive: Energy Mastery (Increases lightning and arcane damage by 10%)\nX Passive: Energy Ward (Reduces arcane and lightning damage taken by 20% and causes incoming damage to restore magick)\nX Passive: Greater Arcane Barrier (Arcane Barrier now affects allies at 50% efficiency)\n\nHunter Specs\nMarksman: Sharpshooter who wields ranged weaponry to kill foes from afar.\n- Active: Volley (Create a shower of arrows to rain on target area)\nX Passive: Focus (Standing still for 5 seconds grants a 2x damage boost)\nX Passive: Mobility (The Enchanted Bow no longer slows you down)\nX Passive: Farsight (Weapon Zoom now causes your weapons to zoom in and you also gain a 20% damage boost.)\n\nCombatant: A guile fighter who uses speed to overwhelm foes upclose and personal.\n- Active: Wind Slash (Create a mid range slash, ripping through monsters)\nX Passive: Laceration (Melee attacks now force pain and cause bleeding)\nX Passive: Evasion (Taking damage grants you a brief speed boost)\nX Passive: Shot Slam (Melee attacks now pop projectiles)\n\nSurvivalist: A rugged tracker, using the power of the wild to set traps and create salves.\n- Active: Insect Trap (Summons a trap that creates several critters for a few seconds)\nX Passive: Trap Launching (Traps are now lobbed to target location)\nX Passive: Potent Salve (Nature's Balm now heals its health over 5 seconds instead of 10)\nX Passove: Entrapment (Traps that are triggered restore half of its magick cost)\n\nNecromancer Specs\nPlague Bringer: Controller of disease and toxins to bring his foes an agonyzing death.\n- Active: Acid Glob (Lob a sticky acid shot)\nX Passive: Epidemic (Poison damage is fully explosive and spreads in farther radius)\nX Passive: Plague (Poison damage will also poison enemies over time)\nX Passive: Outbreak (Killing monsters cause monsters to explode in gas)\n\nHarvester: A manipulator of life and death, tampering connections of any who stand in his way.\n- Active: Essence Theft (Curses a monster to restore mana to you and neaby allies)\nX Passive: Defilement (Curses are now area effect based)\nX Passive: Reap (Monsters now have a chance to drop a soul)\nX Passive: Soulbinder (Whenever you are healed, you also heal your allies nearby by 25%)\n\nConjuror: Master of the undead, raising and commanding spirits to do their bidding.\n- Active: Death Pact (Kills your minions, causing them to explode)\nX Passive: Servitude (Whenever a summon dies, return half of its Magick cost)\nX Passive: Necrotic Renewal (Minion health regeneration is doubled)\nX Passive: Unholy Infusion (Having a Shadow out makes you ghostlike, having a Ghoul out reduces damage taken by 15%, having a Revenant out increases speed by 15%, having a Death Knight out increases damage by 15%)\n\nSpiked Gauntlets Tomed\n1 & 2: Punches so strong it ignites flames as projectiles\n\nTimon's Axe Tomed\n1: AOE'ified strikes\n2: Shockwave of lightning\n\nHammer of Retribution\n1: Cluster of explosions\n2: Cluster of explosions in melee\n\nQuietus\n1: Explosive wave infront of fighter\n2: Explosive slash\n\nDragon Claw\n1: Heretic Claw\n2: Spike ball shot that drops balls below\n\nVorpal Blade\n1: Stronger and bouncing wave\n2: Lifesteal\n\nMace\n1: Spike balls like Serp Ress\n2: Stronger shield bash that blows enemies back\n\nSerp Staff\n1: Quadruple projectiles\n2: Longer range drain\n\nFirestorm\n1: Meteor drop\n2: Spread fire\n\nWraithverge\n1: More wraiths\n2: Long range sniper shot\n\nMorning Star\n1: Fireball swings\n2: Mace 2\n\nLightbringer\n1: Hitscan blast that is also explosive\n2: Lightbringer powered mode\n\nSapph Wand\n1 & 2: Bouncing Rippers\n\nFrost Shards\n1: Old comet\n2: Large ripping icicles\n\nArc of Death\n1 & 2: Constant energy absorb\n\nBloodscourge\n1: Explodes like a firetrap\n2: Actual flamethrower with molotov at end\n\nJade Wand\n1: Double darts\n2: Big ball summons normal ball that splits to darts\n\nSkullstaff\n1: Rapid-Fire\n2: Linear Bloodrain\n\nHunter\n\nMachete\n1: Windslash\n2: Immunity\n\nBow\nNorm: Triple arrows\nFire: Molotov\nIce: Ice Dragon\nLightning: Proper Rail full pierce\n\nEthereal\n1: Heretic\n2: Full pierce\n\nHellforge Cannon\n1: Large shot explodes like Firetrap\n2: Firemace\n\nGlacial Crossbow\n1: Explodes into normal 2\n2: Freezethrower\n\nBlunderbuss\n1: Double splash\n2: Explosive Nails?"
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "Credits for Wrath of Cronos Resources\n\nSprites:\nNeoworm\t- Burning Hammer, Timon's Axe (magical version), Potions,\nChainmail Ettin, Dragon Claw w/ Fighter Hands, Lightbringer,\nArbalest of the Ancients (w/ LilWhiteMouse & Xaser)\nMorning Star, Hunter Sprites, Raven Staff, Sickle\n\nosjclatchford - Glacial Crossbow\n\nTormentor667 - Blessing FX Sprites, Aura Effect Sprites\n\nVirtue - Ice Stalker\nEspi - Imp Warrior/Warlord, Dragon Familiar, Bat\nEriance - Vorpal Blade, Acolyte, Skullstaff, Hellfire Cannon, Lich Staff, Pyro Demon\nArchon of Hell, Necromancer Sprites, Ghoul, Death Incarnate,\nDeath Knight, Bone Shower projectiles\n\nTormentor667 - Bormereth\nMaelstrom - Vampire, Pyro Demon\nCodenniumRed - Knight Archer, Jade Wand, Lich Skull, Ice Gargoyle\nRavageFox - Knight Archer\nFury3 - Magma Serpent Sprites\nPopsoap - Afrit Recolors, Black Chaos Serpent Recolor\nIchor - Disciple\nGothic - Bow\nXaser - Machete\nNash - Nashgore\nBlizzard Entertainment - Skill Icons from World of Warcraft\nRaven Software (Heretic, Hexen)\nid Software (Doom 1/2)\nThe Ultimate Doomer - New Armor sprites\nTerminusEst13 - Tan flask caltrops effect, taken from his Ranger mod with slight recoloring by me\nBlox - Burning death sprites, outlines for Hellforge Cannon and Raven Staff\nDavidG - Baron alternate attack sprites\nVader - Shadow\nCaptain Toenail - Blot smoke puffs\nPresident People - Empty Flask sprite\nBlue Shadow - Charm of Spirit, Blood Amulet, Living Steel Amulet\nGhastly Dragon - Bracers of Force, Ring of Focus, Quicksilver Threads, Emerald Amulet, Hexen II Monsters\nRolls - Shadow Beast\n\nRavage - Alternative Doom torch sprites\n\nSounds:\nRaven Software (Heretic 1/2, Hexen 1/2)\nid Software (Doom 1/2, Quake 1/2)\nBlizzard Entertainment\n\nGraphics:\nThe Dark Archon - HUD\nPillowblaster - HUD\nThe Ultimate Doomer - Fonts\nJimmy - Apostasy Font\n\nCode:\nWorst - Alchemy\nTheShooter7 - Snippets of his Legacy of Chaos Sphere II RPG code (Monster scaling)\nThe Ultimate Doomer - Menu Positions\nPopsoap - Making projectiles pass through players.\nHexadoken - Script allowing Experience to carry across levels\nStrikerMan780 - Damage Indicators (modified by me to work on monsters)\nApothem - Monster Health Bar\nLloyd - Hexercise Weapon attack animations\nCrazyEyes - Hexercise + Wrath of Cronos snippets\n\nOther:\nDbThanatos - Base for Texture Pack"
      },
      {
        "source": "pk3",
        "name": "doomdefs.txt",
        "contents": "// ------------------------------------------------------\n// ------------------ DOOM GAME LIGHTS ------------------\n// ------------------------------------------------------\n\n// ------------------\n// -- Doom Weapons --\n// ------------------\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nobject BulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n    color 1.0 0.7 0.0\n    size 56\n}\n\nflickerlight ROCKET_X1\n{\n    color 1.0 0.7 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n    color 0.5 0.1 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\nobject CyberRocket\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n    color 0.0 0.1 1.0\n    size 56\n}\n\nflickerlight PLASMA_X1\n{\n    color 0.2 0.2 1.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n    color 0.2 0.2 0.8\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n    color 0.1 0.1 0.5\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n    color 0.0 0.0 0.2\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBall\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\n// Beta Plasma 1\npointlight PLASMABALL1\n{\n    color 0.1 1.0 0.0\n    size 56\n}\n\nflickerlight PLASMA1_X1\n{\n    color 0.2 1.0 0.2\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n    color 0.2 0.8 0.2\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n    color 0.1 0.5 0.1\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X4\n{\n    color 0.0 0.2 0.0\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBall1\n{\n    frame PLS1A { light PLASMABALL1 }\n    frame PLS1B { light PLASMABALL1 }\n\n    frame PLS1C { light PLASMA1_X1 }\n    frame PLS1D { light PLASMA1_X2 }\n    frame PLS1E { light PLASMA1_X2 }\n    frame PLS1F { light PLASMA1_X3 }\n    frame PLS1G { light PLASMA1_X4 }\n}\n\n// Beta Plasma 2\npointlight PLASMABALL2\n{\n    color 1.0 0.1 0.0\n    size 56\n}\n\nflickerlight PLASMA1_X1\n{\n    color 0.9 0.2 0.2\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n    color 0.6 0.2 0.2\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n    color 0.2 0.0 0.0\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBall2\n{\n    frame PLS2A { light PLASMABALL2 }\n    frame PLS2B { light PLASMABALL2 }\n\n    frame PLS2C { light PLASMA2_X1 }\n    frame PLS2D { light PLASMA2_X2 }\n    frame PLS2E { light PLASMA2_X3 }\n}\n\n// BFG\npointlight BFGBALL\n{\n    color 0.0 1.0 0.0\n    size 80\n}\n\nflickerlight BFGBALL_X1\n{\n    color 0.2 1.0 0.2\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n    color 0.3 1.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n    color 0.5 1.0 0.5\n    size 120\n    secondarySize 128\n    chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n    color 0.2 0.7 0.2\n    size 56\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n    color 0.1 0.3 0.1\n    size 48\n    secondarySize 56\n    chance 0.3\n}\n\nobject BFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject BFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\n// ----------------------\n// -- Doom Decorations --\n// ----------------------\n\n// Barrel\npulselight BARREL\n{\n    color 0.0 0.5 0.0\n    size 20\n    secondarySize 21\n    interval 0.5\n    offset 0 36 0\n\tdontlightself 1\n}\n\nobject NewExplosiveBarrel\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPC { light ROCKET_X1 }\n    frame BEXPD { light ROCKET_X2 }\n    frame BEXPE { light ROCKET_X3 }\n}\n\n// Floor lamp\npointlight LAMP\n{\n    color 1.0 1.0 0.8\n    size 56\n    offset 0 44 0\n}\n\nobject Column\n{\n    frame COLU { light LAMP }\n}\n\n// Short tech lamp\npulselight SMALLLAMP\n{\n    color 0.8 0.8 1.0\n    size 56\n    secondarySize 58\n    interval 0.4\n    offset 0 44 0\n}\n\nobject TechLamp2\n{\n    frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\npulselight BIGLAMP\n{\n    color 0.8 0.8 1.0\n    size 64\n    secondarySize 66\n    interval 0.4\n    offset 0 72 0\n}\n\nobject TechLamp\n{\n    frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nflickerlight2 BIGREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject RedTorch\n{\n    frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nflickerlight2 BIGGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject GreenTorch\n{\n    frame TGRN { light BIGGREENTORCH }\n}\n\n// Tall blue torch\nflickerlight2 BIGBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject BlueTorch\n{\n    frame TBLU { light BIGBLUETORCH }\n}\n\n// Small red torch\nflickerlight2 SMALLREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortRedTorch\n{\n    frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nflickerlight2 SMALLGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortGreenTorch\n{\n    frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nflickerlight2 SMALLBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortBlueTorch\n{\n    frame SMBT { light SMALLBLUETORCH }\n}\n\n// Burning barrel\nflickerlight2 FIREBARREL\n{\n    color 1.0 0.9 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 32 0\n}\n\nobject BurningBarrel\n{\n    frame FCAN { light FIREBARREL }\n}\n\n// Skulls w/candles\nflickerlight2 SKULLCANDLES\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 34\n    interval 0.1\n    offset 0 24 0\n}\n\nobject HeadCandles\n{\n    frame POL3 { light SKULLCANDLES }\n}\n\n// Candle\npointlight CANDLE\n{\n    color 1.0 1.0 0.0\n    size 16\n    offset 0 16 0\n}\n\nobject Candlestick\n{\n    frame CAND { light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n    color 1.0 1.0 0.0\n    size 48\n    offset 0 52 0\n}\n\nobject Candelabra\n{\n    frame CBRA { light CANDELABRA }\n}\n\n// ----------------\n// -- Doom Items --\n// ----------------\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n    color 0.0 0.0 1.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject SoulSphere\n{\n    frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n    color 0.0 1.0 0.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject InvulnerabilitySphere\n{\n    frame PINV { light INVULN }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n    color 1.0 0.0 0.0\n    size 40\n    offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n    color 0.0 0.0 1.0\n    size 32\n    offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n    color 0.0 0.0 1.0\n    size 24\n    offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n    color 0.0 0.0 1.0\n    size 16\n    offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n    color 0.0 0.0 1.0\n    size 8\n    offset 0 16 0\n}\n\nobject BlurSphere\n{\n    frame PINS { light BLURSPHERE1 }\n\n    frame PINSA { light BLURSPHERE2 }\n    frame PINSB { light BLURSPHERE3 }\n    frame PINSC { light BLURSPHERE4 }\n    frame PINSD { light BLURSPHERE5 }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject HealthBonus\n{\n    frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n    color 0.0 0.6 0.0\n    size 16\n    secondarySize 14\n    interval 1.0\n\tdontlightself 1\n}\n\nobject ArmorBonus\n{\n    frame BON2 { light ARMORBONUS }\n}\n\n// Blue Keys\nobject BlueCard\n{\n    frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkull\n{\n    frame BSKU { light HEALTHPOTION }\n}\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n    color 0.6 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject YellowCard\n{\n    frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkull\n{\n    frame YSKU { light YELLOWKEY }\n}\n\n// Red Keys\npulselight REDKEY\n{\n    color 0.6 0.0 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject RedCard\n{\n    frame RKEY { light REDKEY }\n}\n\nobject RedSkull\n{\n    frame RSKU { light REDKEY }\n}\n\n// Green armour\npointlight GREENARMOR1\n{\n    color 0.0 0.6 0.0\n    size 48\n}\n\npointlight GREENARMOR2\n{\n    color 0.0 0.6 0.0\n    size 32\n}\n\nobject GreenArmor\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n}\n\npointlight BLUEARMOR2\n{\n    color 0.0 0.0 0.6\n    size 32\n}\n\nobject BlueArmor\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n// ------------------\n// -- Doom Enemies --\n// ------------------\n\n// Zombies\nflickerlight2 ZOMBIEATK\n{\n    color 1.0 0.8 0.2\n    size 48\n    secondarySize 56\n    interval 1\n    offset 0 40 0\n}\n\nflickerlight PHFIRE_FX1\n{\n    color 1.0 0.75 0.0\n    size 28\n    secondarySize 32\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX2\n{\n    color 1.0 0.7 0.0\n    size 40\n    secondarySize 48\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX3\n{\n    color 1.0 0.65 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX4\n{\n    color 1.0 0.55 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX5\n{\n    color 1.0 0.5 0.0\n    size 66\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX6\n{\n    color 1.0 0.55 0.0\n    size 66\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX7\n{\n    color 1.0 0.6 0.0\n    size 66\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX8\n{\n    color 1.0 0.5 0.0\n    size 60\n    secondarySize 68\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX9\n{\n    color 1.0 0.4 0.0\n    size 48\n    secondarySize 52\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX10\n{\n    color 1.0 0.45 0.0\n    size 44\n    secondarySize 48\n    chance 0.3\n}\n\nflickerlight PHFIRE_FX11\n{\n    color 1.0 0.3 0.0\n    size 36\n    secondarySize 40\n    chance 0.3\n}\n\nobject NewZombieMan\n{\n    frame POSSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1  }\n    frame BURNB { light PHFIRE_FX2  }\n    frame BURNC { light PHFIRE_FX3  }\n    frame BURND { light PHFIRE_FX4  }\n    frame BURNE { light PHFIRE_FX5  }\n    frame BURNF { light PHFIRE_FX6  }\n    frame BURNG { light PHFIRE_FX7  }\n    frame BURNH { light PHFIRE_FX6  }\n    frame BURNI { light PHFIRE_FX5  }\n    frame BURNJ { light PHFIRE_FX4  }\n    frame BURNK { light PHFIRE_FX3  }\n    frame BURNL { light PHFIRE_FX2  }\n    frame BURNM { light PHFIRE_FX1  }\n    frame BURNN { light PHFIRE_FX2  }\n    frame BURNO { light PHFIRE_FX3  }\n    frame BURNP { light PHFIRE_FX4  }\n    frame BURNQ { light PHFIRE_FX5  }\n\n    frame BURNR { light PHFIRE_FX8  }\n    frame BURNS { light PHFIRE_FX9  }\n    frame BURNT { light PHFIRE_FX10 }\n    frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewShotgunGuy\n{\n    frame SPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1  }\n    frame BURNB { light PHFIRE_FX2  }\n    frame BURNC { light PHFIRE_FX3  }\n    frame BURND { light PHFIRE_FX4  }\n    frame BURNE { light PHFIRE_FX5  }\n    frame BURNF { light PHFIRE_FX6  }\n    frame BURNG { light PHFIRE_FX7  }\n    frame BURNH { light PHFIRE_FX6  }\n    frame BURNI { light PHFIRE_FX5  }\n    frame BURNJ { light PHFIRE_FX4  }\n    frame BURNK { light PHFIRE_FX3  }\n    frame BURNL { light PHFIRE_FX2  }\n    frame BURNM { light PHFIRE_FX1  }\n    frame BURNN { light PHFIRE_FX2  }\n    frame BURNO { light PHFIRE_FX3  }\n    frame BURNP { light PHFIRE_FX4  }\n    frame BURNQ { light PHFIRE_FX5  }\n\n    frame BURNR { light PHFIRE_FX8  }\n    frame BURNS { light PHFIRE_FX9  }\n    frame BURNT { light PHFIRE_FX10 }\n    frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewChaingunGuy\n{\n    frame CPOSE { light ZOMBIEATK }\n    frame CPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1  }\n    frame BURNB { light PHFIRE_FX2  }\n    frame BURNC { light PHFIRE_FX3  }\n    frame BURND { light PHFIRE_FX4  }\n    frame BURNE { light PHFIRE_FX5  }\n    frame BURNF { light PHFIRE_FX6  }\n    frame BURNG { light PHFIRE_FX7  }\n    frame BURNH { light PHFIRE_FX6  }\n    frame BURNI { light PHFIRE_FX5  }\n    frame BURNJ { light PHFIRE_FX4  }\n    frame BURNK { light PHFIRE_FX3  }\n    frame BURNL { light PHFIRE_FX2  }\n    frame BURNM { light PHFIRE_FX1  }\n    frame BURNN { light PHFIRE_FX2  }\n    frame BURNO { light PHFIRE_FX3  }\n    frame BURNP { light PHFIRE_FX4  }\n    frame BURNQ { light PHFIRE_FX5  }\n\n    frame BURNR { light PHFIRE_FX8  }\n    frame BURNS { light PHFIRE_FX9  }\n    frame BURNT { light PHFIRE_FX10 }\n    frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewWolfensteinSS\n{\n\tframe BURNA { light PHFIRE_FX1  }\n    frame BURNB { light PHFIRE_FX2  }\n    frame BURNC { light PHFIRE_FX3  }\n    frame BURND { light PHFIRE_FX4  }\n    frame BURNE { light PHFIRE_FX5  }\n    frame BURNF { light PHFIRE_FX6  }\n    frame BURNG { light PHFIRE_FX7  }\n    frame BURNH { light PHFIRE_FX6  }\n    frame BURNI { light PHFIRE_FX5  }\n    frame BURNJ { light PHFIRE_FX4  }\n    frame BURNK { light PHFIRE_FX3  }\n    frame BURNL { light PHFIRE_FX2  }\n    frame BURNM { light PHFIRE_FX1  }\n    frame BURNN { light PHFIRE_FX2  }\n    frame BURNO { light PHFIRE_FX3  }\n    frame BURNP { light PHFIRE_FX4  }\n    frame BURNQ { light PHFIRE_FX5  }\n\n    frame BURNR { light PHFIRE_FX8  }\n    frame BURNS { light PHFIRE_FX9  }\n    frame BURNT { light PHFIRE_FX10 }\n    frame BURNU { light PHFIRE_FX11 }\n}\n\nobject DoomPlayer\n{\n    frame PLAYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\npointlight IMPBALL\n{\n    color 1.0 0.5 0.0\n    size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPBALL_X1\n{\n    color 0.7 0.2 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight IMPBALL_X2\n{\n    color 0.4 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight IMPBALL_X3\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nObject NewDoomImp\n{\n\tframe BURNA { light PHFIRE_FX1  }\n    frame BURNB { light PHFIRE_FX2  }\n    frame BURNC { light PHFIRE_FX3  }\n    frame BURND { light PHFIRE_FX4  }\n    frame BURNE { light PHFIRE_FX5  }\n    frame BURNF { light PHFIRE_FX6  }\n    frame BURNG { light PHFIRE_FX7  }\n    frame BURNH { light PHFIRE_FX6  }\n    frame BURNI { light PHFIRE_FX5  }\n    frame BURNJ { light PHFIRE_FX4  }\n    frame BURNK { light PHFIRE_FX3  }\n    frame BURNL { light PHFIRE_FX2  }\n    frame BURNM { light PHFIRE_FX1  }\n    frame BURNN { light PHFIRE_FX2  }\n    frame BURNO { light PHFIRE_FX3  }\n    frame BURNP { light PHFIRE_FX4  }\n    frame BURNQ { light PHFIRE_FX5  }\n\n    frame BURNR { light PHFIRE_FX8  }\n    frame BURNS { light PHFIRE_FX9  }\n    frame BURNT { light PHFIRE_FX10 }\n    frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewDoomImpBall\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\npointlight SPECTRE\n{\n    color 0.5 0.5 0.5\n    size 48\n    offset 0 24 0\n    subtractive 1\n}\n\n/*\nobject Spectre\n{\n    frame SARG { light SPECTRE }\n}\n*/\n\n// Cacodemon fireball\nflickerlight CACOBALL\n{\n    color 1.0 0.2 0.6\n    size 56\n    secondarySize 64\n    chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n    color 0.9 0.1 0.4\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n    color 0.6 0.0 0.1\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n    color 0.3 0.0 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nobject NewCacodemonBall\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\npointlight BARONBALL\n{\n    color 0.0 1.0 0.0\n    size 64\n}\n\nflickerlight BARONBALL_X1\n{\n    color 0.0 0.7 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n    color 0.0 0.4 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n    color 0.0 0.2 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject NewBaronBall\n{\n    frame TNT1A { light BARONBALL    }\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n    color 1.0 0.3 0.0\n    size 56\n    secondarysize 64\n    chance 0.1\n}\n\nflickerlight LOSTSOUL_X1\n{\n    color 0.8 0.3 0.0\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n    color 0.6 0.2 0.0\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n    color 0.4 0.1 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject NewLostSoul\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject NewFatShot\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\npointlight ARACHPLAS\n{\n    color 0.6 1.0 0.0\n    size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n    color 0.4 0.8 0.0\n    size 72\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n    color 0.6 0.6 0.0\n    size 88\n    secondarySize 96\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n    color 0.4 0.4 0.0\n    size 48\n    secondarySize 32\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n    color 0.2 0.2 0.0\n    size 24\n    secondarySize 16\n    chance 0.3\n}\n\nobject NewArachnotronPlasma\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\npointlight TRACER\n{\n    color 1.0 0.3 0.0\n    size 48\n}\n\nflickerlight TRACER_X1\n{\n    color 1.0 0.2 0.0\n    size 64\n    secondarySize 72\n    chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n    color 0.6 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nobject NewRevenantTracer\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\n// Arch Vile Fire\nflickerlight ARCHFIRE1\n{\n    color 1.0 1.0 0.0\n    size 24\n    secondarySize 32\n    chance 0.3\n    offset 0 8 0\n}\n\nflickerlight ARCHFIRE2\n{\n    color 1.0 1.0 0.0\n    size 40\n    secondarySize 48\n    chance 0.3\n    offset 0 24 0\n}\n\nflickerlight ARCHFIRE3\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 32 0\n}\n\nflickerlight ARCHFIRE4\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHFIRE5\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHFIRE6\n{\n    color 0.6 0.6 0.0\n    size 48\n    secondarySize 56\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHFIRE7\n{\n    color 0.4 0.4 0.0\n    size 32\n    secondarySize 40\n    chance 0.3\n    offset 0 72 0\n}\n\nflickerlight ARCHFIRE8\n{\n    color 0.2 0.2 0.0\n    size 16\n    secondarySize 24\n    chance 0.3\n    offset 0 80 0\n}\n\nobject ArchvileFire\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFire\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFireReverse\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\npulselight D3ARCHFLAME\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    interval 6.0\n}\n\nobject Doom3ArchvileFlame\n{\n    frame TNT1 { light D3ARCHFLAME }\n}\n\n// Arch-vile\nflickerlight ARCHATK1\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 48\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK2\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK3\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHATK4\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHATK5\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK6\n{\n    color 0.7 0.7 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK7\n{\n    color 0.3 0.3 0.0\n    size 104\n    secondarySize 112\n    chance 0.3\n    offset 0 40 0\n}\n\npulselight ARCHRES\n{\n    color 0.6 0.0 0.0\n    size 64\n    secondarySize 70\n    interval 0.5\n    offset 0 36 0\n}\n\nobject NewArchvile\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\tframe VILFA { light ARCHATK6 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\n// ------------------\n// -- Doom Effects --\n// ------------------\n\n// Doom Teleport fog\nflickerlight DTFOG1\n{\n    color 0.4 1.0 0.4\n    size 56\n    secondarySize 64\n    chance 0.4\n}\n\nflickerlight DTFOG2\n{\n    color 0.4 1.0 0.4\n    size 40\n    secondarySize 48\n    chance 0.4\n}\n\nflickerlight DTFOG3\n{\n    color 0.4 1.0 0.4\n    size 24\n    secondarySize 32\n    chance 0.4\n}\n\nflickerlight DTFOG4\n{\n    color 0.4 1.0 0.4\n    size 10\n    secondarySize 16\n    chance 0.4\n}\n\nGlow\n{\n\tFlats\n\t{\n\t    BLOOD1\n\t\tBLOOD2\n\t\tBLOOD3\n\t\tRROCK01\n\t\tRROCK02\n\n\t\tRROCK05\n\t\tRROCK06\n\t\tRROCK07\n\t\tRROCK08\n\n\t\tNUKAGE1\n\t\tNUKAGE2\n\t\tNUKAGE3\n\t\tLAVA1\n\t\tLAVA2\n\t\tLAVA3\n\t\tLAVA4\n\t\tSLIME01\n\t\tSLIME02\n\t\tSLIME03\n\t\tSLIME04\n\t\tSLIME05\n\t\tSLIME06\n\t\tSLIME07\n\t\tSLIME08\n\t\tSLIME09\n\t\tSLIME10\n\t\tSLIME11\n\t\tSLIME12\n\t\t}\n}\n\nobject Kaboom\n{\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}"
      },
      {
        "source": "pk3",
        "name": "MENUDEF.txt",
        "contents": "OptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Wrath of Cronos Options\",   \"WOCOptions\"\n\tStaticText \" \"\n\tSubmenu \"Multiplayer Options\",\t\t\"ZA_MultiplayerOptions\" // [TP]\n\tStaticText \" \" // [TP]\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"WOCOptions\"\n{\n  Title \"Wrath of Cronos Options\"\n  Slider \"Experience Multiplier\", \"Woc_ExpMult\", 0, 1000, 10, 0\n  Option \"Experience Loss on Death\", \"WoC_ExpDeath\", \"ExpLossType\"\n  Slider \"Experience Loss Percentage\",\t\"Woc_ExpDeathAmount\", 0, 100, 1, 0\n  Slider \"Minimum Level\",\t\"WoC_MinLevel\", 1, 100, 1, 0\n  Slider \"Maximum Level\",\t\"WoC_MaxLevel\", 0, 900, 10, 0\n  StaticText \" \"\n  Option \"Gold Loss on Death\", \"WoC_GoldDeath\", \"YesNo\"\n  Slider \"Gold Loss Percentage\",\t\"Woc_GoldDeathAmount\", 0, 100, 1, 0\n  StaticText \" \"\n  Option \"Enable Director\", \"WoC_Director\", \"OnOff\"\n  Option \"Disable Killing Sprees\", \"Woc_DisableKillingSpree\", \"YesNo\"\n  Option \"Disable Awards\", \"WoC_DisableAwards\", \"YesNo\"\n  Option \"Globally Disable Floating Bars\", \"WoC_ServerDisableHealthBar\", \"YesNo\"\n  StaticText \" \"\n  Slider \"Maximum Speed\", \"Woc_MaxSpeed\", 0, 400, 10\n  Slider \"Maximum Jump Height\", \"Woc_MaxJump\", 0, 25, 0.1, 1\n  Option \"Start with Second Weapon\", \"WoC_WeaponStart\", \"OnOff\"\n  StaticText \" \"\n  Option \"Randomly Distribute Stat Points\", \"WoC_RandomStats\", \"OnOff\"\n  Option \"Randomly Distribute Skill Points\", \"WoC_RandomSkills\", \"OnOff\"\n  StaticText \" \"\n  Option \"Use Nashgore Blood\", \"WoC_GoreLevel\", \"OnOff\"\n  StaticText \" \"\n  Option \"Damage Indicator\", \"WoC_DamageIndicator\", \"OnOff\"\n  Option \"Player Damage Display\", \"WoC_PlayerDamageDisplay\", \"OnOff\"\n  Option \"Target Health Bars\", \"WoC_EnemyHealthBar\", \"OnOff\"\n  Option \"Allied Floating Health Bars\", \"WoC_FloatingHealthBar\", \"OnOff\"\n  Option \"Enemy Floating Health Bars\", \"WoC_EnemyFloatingHealthBar\", \"OnOff\"\n  StaticText \" \"\n  Option \"Automatic Pet Leashing\", \"WoC_AutoPetLeash\", \"OnOff\"\n  Slider \"Best Health Potion (Minor)\", \"Woc_MinorPotion\", 0.0, 1.0, 0.01, 2\n  Slider \"Best Health Potion\", \"Woc_NormalPotion\", 0.0, 1.0, 0.01, 2\n  Slider \"Best Health Potion (Major)\", \"Woc_MajorPotion\", 0.0, 1.0, 0.01, 2\n  Slider \"Best Health Potion (Supreme)\", \"Woc_SupremePotion\", 0.0, 1.0, 0.01, 2\n  Slider \"Best Health Potion (Mystic Urn)\", \"Woc_MysticUrn\", 0.0, 1.0, 0.01, 2\n}\n\nOptionValue ExpLossType\n{\n\t0, \"Off\"\n\t1, \"Lose Current Percentage\"\n\t2, \"Lose Maximum Percentage\"\n}"
      },
      {
        "source": "pk3",
        "name": "PLAYERS.txt",
        "contents": "Actor BasePlayerPawn : PlayerPawn\n{\n\tSpecies \"Player\"\n\tRadius 16\n\tHeight 64\n\tPainChance 256\n\tSpeed 1\n\n\t+NOSKIN\n\t+THRUSPECIES\n\t+NOICEDEATH\n\t+DONTBLAST\n\t-NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+QUICKTORETALIATE\n\t+NOTHRUSTWHENINVUL\n\n\tPlayer.JumpZ 9\n\tPlayer.Viewheight 48\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.MaxHealth 99999\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DamageScreenColor \"Black\", 0\n\tPlayer.AttackZOffset 12\n\tRadiusDamageFactor 0.25\n\tDamageFactor AcolyteHealing, 0\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n}\n\n//----------------------------MODIFIED CLASSES\nActor NewFighterPlayer : BasePlayerPawn Replaces FighterPlayer\n{\n\tHealth 130\n\tPlayer.SpawnClass \"Fighter\"\n\tPlayer.DisplayName \"Fighter\"\n\tPlayer.Portrait \"P_FWALK1\"\n\tPlayer.SoundClass \"fighter\"\n\tPlayer.ScoreIcon \"FITEFACE\"\n\tPainSound \"PlayerFighterPain\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 130\n\tPlayer.StartItem \"ImAFighter\"\n\tPlayer.StartItem \"SpikedGauntlets\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",22\n\tPlayer.StartItem \"Rolling\", 6\n\tPlayer.StartItem \"Strength\",15\n\tPlayer.StartItem \"Agility\",12\n\tPlayer.StartItem \"Constitution\",15\n\tPlayer.StartItem \"Wisdom\",5\n\tPlayer.StartItem \"Intellect\",5\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 246, 254\n\tStates\n\t{\n\tSpawn:\n\t\tFIGH A -1\n\t\tLoop\n\tSee:\n\t\tFIGH ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tFIGH E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tFIGH EF 8\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tFIGH G 4\n\t\tFIGH G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tFIGH G 0 A_TakeInventory(\"Mana1\", 5)\n\t\tFIGH G 0 A_TakeInventory(\"Mana2\", 5)\n\t\tGoto Pain.Holy\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tFIGH H 6\n\t\tFIGH I 6 A_PlayerScream\n\t\tFIGH JK 6\n\t\tFIGH L 6 A_NoBlocking\n\t\tFIGH M 6\n\t\tFIGH N -1\n\t\tStop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tFIGH O 0 A_SpawnItem(\"GIBBER\")\n\t\tFIGH O 5 A_PlayerScream\n\t\tFIGH P 5 //A_SkullPop(\"BloodyFighterSkull\")\n\t\tFIGH R 5 A_NoBlocking\n\t\tFIGH STUV 5\n\t\tFIGH W -1\n\t\tStop\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"FighterIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\tNULL AA -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH A 5 BRIGHT A_PlaySound(\"*burndeath\")\n\t\tFDTH B 4 BRIGHT\n\t\tFDTH G 5 BRIGHT\n\t\tFDTH H 4 BRIGHT A_PlayerScream\n\t\tFDTH I 5 BRIGHT\n\t\tFDTH J 4 BRIGHT\n\t\tFDTH K 5 BRIGHT\n\t\tFDTH L 4 BRIGHT\n\t\tFDTH M 5 BRIGHT\n\t\tFDTH N 4 BRIGHT\n\t\tFDTH O 5 BRIGHT\n\t\tFDTH P 4 BRIGHT\n\t\tFDTH Q 5 BRIGHT\n\t\tFDTH R 4 BRIGHT\n\t\tFDTH S 5 BRIGHT A_NoBlocking\n\t\tFDTH T 4 BRIGHT\n\t\tFDTH U 5 BRIGHT\n\t\tFDTH V 4 BRIGHT\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor NewClericPlayer : BasePlayerPawn Replaces ClericPlayer\n{\n\tHealth 100\n\tPainSound \"PlayerClericPain\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.DisplayName \"Cleric\"\n\tPlayer.SoundClass \"cleric\"\n\tPlayer.ScoreIcon \"CLERFACE\"\n\tPlayer.Portrait \"P_CWALK1\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.StartItem \"ImACleric\"\n\tPlayer.StartItem \"MaceOfContrition\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",37\n\tPlayer.StartItem \"Strength\",12\n\tPlayer.StartItem \"Agility\",8\n\tPlayer.StartItem \"Constitution\",13\n\tPlayer.StartItem \"Wisdom\",8\n\tPlayer.StartItem \"Intellect\",7\n\tPlayer.StartItem \"Charisma\",14\n\tPlayer.StartItem \"CurrentMaxHealth\", 100\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tMeleeRange 96\n\tstates\n\t{\n\tSpawn:\n\t\tCLER A -1\n\t\tLoop\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 1 A_SpawnItemEx(\"ClericIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tCLER G 0 A_TakeInventory(\"Mana1\", 5)\n  \t\tCLER G 0 A_TakeInventory(\"Mana2\", 5)\n    Goto Pain.Holy\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tCLER H 0 A_JumpIfInventory(\"Retribution\", random(1,10), 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_CustomMissile(\"RetributionBall\")//A_TakeInventory(\"ClericArmorBonus\", 1)\n\t\t/*CLER H 0 A_JumpIfInventory(\"IsInquisitor\", 1, 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_GiveInventory(\"MP\",ACS_NamedExecuteWithResult(\"WOC Player Scale\", 1, CONSTITUTION, 0, ACTIVATOR))//A_TakeInventory(\"ClericArmorBonus\", 1)*/\n\t\tCLER H 4\n\t\tCLER H 4 A_Pain\n\t\tGoto Spawn\n\tSee:\n\t\tCLER ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tCLER E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tCLER EF 5\n\t\tCLER G 6\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tCLER I 6\n\t\tCLER J 6 A_PlayerScream\n\t\tCLER KL 6\n\t\tCLER M 6 A_NoBlocking\n\t\tCLER NOP 6\n\t\tCLER Q -1\n\t\tStop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tCLER R 0 A_SpawnItem(\"GIBBER\")\n\t\tCLER R 5 A_PlayerScream\n\t\tCLER S 5\n\t\tCLER T 5 A_NoBlocking\n\t\tCLER UVWXYZ 5\n\t\tCLER [ -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH C 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH D 4 Bright\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor NewMagePlayer : BasePlayerPawn Replaces MagePlayer\n{\n\tHealth 55\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.SoundClass \"mage\"\n\tPlayer.ScoreIcon \"MAGEFACE\"\n\tPlayer.Portrait \"P_MWALK1\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 55\n\tPlayer.StartItem \"ImAMage\"\n\tPlayer.StartItem \"SapphireWand\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",100\n\tPlayer.StartItem \"Strength\",7\n\tPlayer.StartItem \"Agility\",7\n\tPlayer.StartItem \"Constitution\",7\n\tPlayer.StartItem \"Wisdom\",14\n\tPlayer.StartItem \"Intellect\",15\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"MageIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\tNULL AA -1\n\t\tStop\n\tSpawn:\n\t\tMAGE A -1\n\t\tLoop\n\tSee:\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tMAGE E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tMAGE EF 8\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tMAGE G 0 A_TakeInventory(\"Mana1\", 5)\n  \t\tMAGE G 0 A_TakeInventory(\"Mana2\", 5)\n    \tGoto Pain.Holy\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tMAGE G 0 A_JumpIfInventory(\"IsPyro\",1,\"Pyro\")\n\t\t//MAGE G 0 A_JumpIfInventory(\"IsArchon\",1,\"Archon\")\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tPyro:\n\t\tMAGE G 4 A_CustomMissile(\"PyroArmorBullet\")\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tArchon:\n\t\tMAGE G 4 A_GiveInventory(\"MP\", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXMAGICK,ACTIVATOR)/40)\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tMAGE H 6\n\t\tMAGE I 6 A_PlayerScream\n\t\tMAGE JK 6\n\t\tMAGE L 6 A_NoBlocking\n\t\tMAGE M 6\n\t\tMAGE N -1\n\t\tStop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tMAGE O 0 A_SpawnItem(\"GIBBER\")\n\t\tMAGE O 5 A_PlayerScream\n\t\tMAGE P 5\n\t\tMAGE R 5 A_NoBlocking\n\t\tMAGE STUVW 5\n\t\tMAGE X -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH E 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH F 4 Bright\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor NewHunterPlayer : BasePlayerPawn\n{\n\tHealth 85\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.SoundClass \"Hunter\"\n\tPainSound \"HUNTPN2\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.StartItem \"ImAHunter\"\n\tPlayer.StartItem \"Machete\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",54\n\tPlayer.StartItem \"Strength\",10\n\tPlayer.StartItem \"Agility\",14\n\tPlayer.StartItem \"Constitution\",10\n\tPlayer.StartItem \"Wisdom\",10\n\tPlayer.StartItem \"Intellect\",8\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"CurrentMaxHealth\", 85\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 51, 66\n\tPlayer.Portrait P_HWALK1\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"HunterIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tHUNT G 0 A_TakeInventory(\"Mana1\", 5)\n  \t\tHUNT G 0 A_TakeInventory(\"Mana2\", 5)\n    Goto Pain.Holy\n\tSpawn:\n\t\tHUNT A -1\n\t\tLoop\n\tSee:\n\t\tHUNT ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tHUNT E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tHUNT EE 8\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tHUNT F 4\n\t\tHUNT F 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tHUNT H 6\n        HUNT I 6 A_PlayerScream\n        HUNT JK 6\n        HUNT L 6 A_NoBlocking\n        HUNT MN 6\n        HUNT O -1\n        Stop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tHUNT O 0 A_SpawnItem(\"GIBBER\")\n        HUNT Q 5 A_XScream\n        HUNT R 0 A_NoBlocking\n        HUNT R 5\n        HUNT STUVW 5\n        HUNT Y -1\n        Stop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tHUNT X 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor NewNecromancerPlayer : BasePlayerPawn\n{\n\tHealth 70\n\tPlayer.DisplayName \"Necromancer\"\n\tPlayer.SoundClass \"Mage\"\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.Portrait P_NWALK1\n\tPlayer.StartItem \"ImAWarlock\"\n\tPlayer.StartItem \"Sickle\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",75\n\tPlayer.StartItem \"Strength\",8\n\tPlayer.StartItem \"Agility\",10\n\tPlayer.StartItem \"Constitution\",8\n\tPlayer.StartItem \"Wisdom\",12\n\tPlayer.StartItem \"Intellect\",14\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"CurrentMaxHealth\", 70\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"NecromancerIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tNECR G 0 A_TakeInventory(\"Mana1\", 5)\n  \t\tNECR G 0 A_TakeInventory(\"Mana2\", 5)\n    Goto Pain.Holy\n\tSpawn:\n\t\tNECR A -1\n\t\tLoop\n\tSee:\n\t\tNECR ABCD 4\n\t\tGoto Spawn\n\tMelee:\n\tMissile:\n\t\tNECR E 8 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tNECR F 8 Bright\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tNECR G 4\n\t\tNECR G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tNECR H 8\n\t\tNECR I 8 A_PlayerScream\n\t\tNECR J 4\n\t\tNECR K 4 A_NoBlocking\n\t\tNECR L 4\n\t\tNECR M -1\n\t\tStop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tNECR N 5 A_SpawnItem(\"GIBBER\")\n\t\tNECR O 5 A_PlayerScream\n\t\tNECR P 5 A_NoBlocking\n\t\tNECR QR 5\n\t\tNECR S 5\n\t\tNECR TUV 5\n\t\tNECR W -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH G 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nACTOR NewMetamorphesisPlayer : BasePlayerPawn\n{\n\tSpeed 0.4\n\tHealth 1500\n\tPlayer.ColorRange 0, 0\n\tPlayer.DisplayName \"Bruiser\"\n\tplayer.damagescreencolor \"Green\",0\n\tplayer.morphweapon \"BruiserWeapon\"\n\tDamageFactor \"BruiserAttack\",0\n\tPlayer.SoundClass \"Mage\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS4 A -1\n\t\tLoop\n\tSee:\n\t\tBOS4 ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tBOS4 E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tBOS4 EFG 6\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tBOS4 Q 4\n\t\tBOS4 Q 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tBOS4 R 6 Bright\n\t\tBOS4 S 6 Bright A_Scream\n\t\tBOS4 T 6 Bright\n\t\tBOS4 U 6 Bright\n\t\tBOS4 VW 6 Bright\n\t\tBOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n\t\tBOS4 YZ 6 Bright\n\t\tBOZ4 Z -1 Bright\n\t\tStop\n\t}\n}\n\nActor NewAssassinPlayer : BasePlayerPawn\n{\n\tHealth 75\n\tPainSound \"ASSNPN2\"\n\tPlayer.DisplayName \"Assassin\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 75\n\tPlayer.SoundClass \"Assassin\"\n\tPlayer.SpawnClass \"Fighter\"\n\tPlayer.InvulnerabilityMode \"none\"\n\tPlayer.Portrait P_AWALK1\n\tScale 1.14\n\tPlayer.StartItem \"ImAnAssassin\"\n\tPlayer.StartItem \"AssassinDagger\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",46\n\tPlayer.StartItem \"Strength\",9\n\tPlayer.StartItem \"Agility\",15\n\tPlayer.StartItem \"Constitution\",10\n\tPlayer.StartItem \"Wisdom\",8\n\tPlayer.StartItem \"Intellect\",10\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\n\tStates\n\t{\n\tSpawn:\n\t\tASSN A -1\n\t\tStop\n\tSee:\n\t\tASSN ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tASSN E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tASSN E 0 A_GiveInventory(\"ShadowWalkAttackCheck\",1)\n\t\tASSN EF 8\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tASSN G 0 A_TakeInventory(\"Mana1\", 5)\n  \t\tASSN G 0 A_TakeInventory(\"Mana2\", 5)\n\t\tGoto Pain.Holy\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning: Pain.Electric:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tASSN O 4 //A_GiveInventory(\"ShadowWalkPainCheck\",1)\n\t\tASSN O 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tASSN G 6\n\t\tASSN H 6 A_PlayerScream\n\t\tASSN IJ 6\n\t\tASSN K 6 A_NoBlocking\n\t\tASSN LM 6\n\t\tASSN N -1\n\t\tStop\n\tXDeath:\n\tXDeath.Physical:\n\tXDeath.TeleFrag:\n\tXDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTime:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto XDeathAnim\n\tXDeathAnim:\n\t\tASSN P 0 A_SpawnItem(\"GIBBER\")\n\t\tASSN P 5 A_XScream\n\t\tASSN Q 5\n\t\tASSN R 5 A_NoBlocking\n\t\tASSN STUVWX 5\n\t\tASSN Y -1\n\t\tStop\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"AssassinIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH G 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "OSBARINFO.txt",
        "contents": "height 0;\nmonospacefonts true, \"2\";\nresolution 640, 400;\ninterpolatehealth false;\ninterpolatearmor false;\n\nstatusbar fullscreen, fullscreenoffsets\n{\n  // Health ---------------------------------------------------------------------------------------------\n\n  drawimage \"H_BGLEFT\", 10, -90; // Left background\n  drawimage \"H_ICNHP\", 79, -78; // Health icon\n\tPlayerClass Fighter\n\t{\n\tdrawimage \"FITEBODY\", 23, -84;//drawimage \"FITEFACE\", 24, -75;\n\t}\n\tPlayerClass Cleric\n\t{\n\tdrawimage \"CLERBODY\", 23, -83;//drawimage \"CLERFACE\", 30, -75;\n\t}\n\tPlayerClass Mage\n\t{\n\tdrawimage \"MAGEBODY\", 26, -82;//drawimage \"MAGEFACE\", 28, -74;\n\t}\n\tPlayerClass Hunter\n\t{\n\tdrawimage \"HUNTBODY\", 22, -83;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\tPlayerClass Necromancer\n\t{\n\tdrawimage \"NECRBODY\", 26, -82;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\n    //drawimage \"H_HPFC01\", 98, -79; // Glowing red-colored bar frame\n    //drawbar \"H_BRFILR\", \"H_BRFBGR\", health, horizontal, 101, -76; // Red-colored health bar\n\tInInventory Not YellowHealthItem && RedHealthItem\n    {\n    drawimage \"H_BRFRMX\", 98, -79;\n\t}\n\n\tInInventory YellowHealthItem\n    {\n\tdrawimage \"H_HPWG01\", 98, -79;\n\t}\n\n\tInInventory RedHealthItem\n    {\n\tdrawimage \"H_HPFC01\", 98, -79; // Red bar frame\n\t}\n\n\tdrawbar \"H_BRFILR\", \"H_BRFBGR\", health currentmaxhealth, horizontal, interpolate(6), 101, -76; // Normal-colored health bar\n\tdrawbar \"ARCANBAR\", \"BLANKBAR\", armor ArcaneBarrierMax, horizontal, interpolate(6), 101, -76; // Normal-colored health bar\n\tdrawnumber 5, HUDFONT2_DOOM, Red, health, alignment(left), 206, -78, 0;\n\tdrawnumber 5, HUDFONT2_DOOM, NCBlue, armor, alignment(left)|whennotzero, 206, -65, 0;\n\tInInventory TargetHPPercent, 1\n\t{\n\t\tdrawimage \"MONSBACK\", -106 + Center, 42;\n\t\tdrawbar \"ALLYHEAL\", \"ALLYEMPT\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 46;\n\t\tInInventory TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"MONSHEAL\", \"MONSEMPT\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 46;\n\t\t}\n\t}\n\n\tdrawimage \"H_BGTLY2\", 148, -110; // Bottom tally background\n\tdrawimage \"H_ICNARR\", 151, -107; // \"Armor\" label\n\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, armourcount, 204, -103; // \"Secrets\" counter\n\tdrawstring NC_CONFDIGITS, untranslated, \"/\", 214, -104;\n\n\tPlayerClass Fighter\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 140, 247, -103;\n\t}\n\tPlayerClass Cleric\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 130, 247, -103;\n\t}\n\tPlayerClass Mage\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 100, 247, -103;\n\t}\n\tPlayerClass Hunter\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 125, 247, -103;\n\t}\n\tPlayerClass Necromancer\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 105, 247, -103;\n\t}\n\n\t//drawbar \"ARMORBAR\", \"BLANKBAR\", basicarmor, horizontal, 101, -76; // Normal-colored health bar\n  // Health amount; display the digits in red if health is less than 25, in blue if health is greater than 100,\n  // and in darkgray otherwise\n\n  // EXP ----------------------------------------------------------------------------------------------\n\n    drawimage \"CONCARXP\", 79, -49; // EXP icon\n\n    drawimage \"H_BRFRMX\", 98, -53;  // ... otherwise, draw normal bar frame\n\n    drawbar \"H_BRFILW\", \"H_BRFBGW\", XP, horizontal, interpolate(6), 101, -50; // EXP bar\n\n    // Level\n    drawnumber 5, HUDFONT2_DOOM, DarkGray, Level, alignment(left), 206, -52, 0;\n\n  // Keys -----------------------------------------------------------------------------------------------\n\n  drawkeybar 12, horizontal, 18, 83, -23, 0, 12, auto;\n\n  // Current Ammo ---------------------------------------------------------------------------------------\n\n \tdrawimage \"H_BGRIT\", -194, -82; // Current ammo and arms background\n\n\tdrawimage \"H_BGTLY2\", -194, -102; // Armour tally background +5 +6; +99 +7\n\n\tdrawimage \"CONCARGO\", -188, -96; // \"Armor\" label\n\n\tdrawnumber 9, NC_CONFDIGITS, untranslated, money, -95, -95; // \"Armour\" counter\n\n\t/*weaponammo Mana1 && Mana2\n\t{\n\t\tweaponammo Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMB\", -146, -76;\n\t\t}\n\t\tweaponammo not Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -76;\n\t\t}\n\t\tweaponammo Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMG\", -146, -60;\n\t\t}\n\t\tweaponammo not Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -60;\n\t\t}\n\t}*/\n\n\tPlayerClass Fighter\n\t{\n\tIsSelected SpikedGauntlets { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected \"Timon'sAxe\", DragonClaw { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected HammerOfRetribution, VorpalBlade { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Quietus { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Cleric\n\t{\n\tIsSelected MaceOfContrition { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected SerpentStaff, MorningStar { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected Firestorm, Lightbringer { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Wraithverge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Mage\n\t{\n\tIsSelected SapphireWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected FrostShards, JadeWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected ArcofDeath, Skullstaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Bloodscourge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Hunter\n\t{\n\tIsSelected Machete { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected EnchantedBow, GlacialCrossbow { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected EtherealCrossbow, Blunderbuss { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected HellforgeCannon { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Necromancer\n\t{\n\tIsSelected Sickle, BruiserWeapon { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected HeartOfYorick, GauntletsOfTheNecromancer { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected LichStaff, BloodScepter { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected RavenStaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\t//drawimage \"H_BRFRMX\", -146, -76;\n\t//drawimage \"H_BRFRMX\", -146, -60;\n\tInInventory Not RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldown, horizontal, reverse, -146, -44;\n\t}\n\n\tInInventory RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldownShort, horizontal, reverse, -146, -44;\n\t}\n\n\tdrawnumber 4, HUDFONT2_DOOM, Yellow, mp, -149, -43; // Current ammo amount\n    drawbar \"H_BRFILY\", \"H_BRFBGY\", mp, horizontal, reverse, interpolate(6), -143, -41; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, Green, mana2, -149, -59; // Current ammo amount\n    drawbar \"H_BRFILG\", \"H_BRFBGG\", mana2, horizontal, reverse, interpolate(6), -143, -57; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, NCBlue, mana1, -149, -75; // Current ammo amount\n    drawbar \"H_BRFILX\", \"H_BRFBGX\", mana1, horizontal, reverse, interpolate(6), -143, -73; // Ammo bar\n\n  //usesammo not { drawimage \"H_BGWP\", -194, -25; } // Otherwise, draw only the arms background\n\n  //drawnumber 3, HUDFONT2_DOOM, DarkGray, ammo1, -151, -48; // Current ammo amount\n\n  // Arms -----------------------------------------------------------------------------------------------\n\n    drawswitchableimage weaponslot 1, \"\", \"CONDIGT1\", -188, -20;\n    drawswitchableimage weaponslot 2, \"\", \"CONDIGT2\", -170, -20;\n    drawswitchableimage weaponslot 3, \"\", \"CONDIGT3\", -152, -20;\n    drawswitchableimage weaponslot 4, \"\", \"CONDIGT4\", -135, -20;\n    drawswitchableimage weaponslot 5, \"\", \"CONDIGT5\", -116, -20;\n    drawswitchableimage weaponslot 6, \"\", \"CONDIGT6\", -95, -20;\n    drawswitchableimage weaponslot 7, \"\", \"CONDIGT7\", -77, -20;\n    drawswitchableimage weaponslot 8, \"\", \"CONDIGT8\", -59, -20;\n    drawswitchableimage weaponslot 9, \"\", \"CONDIGT9\", -41, -20;\n    drawswitchableimage weaponslot 0, \"\", \"CONDIGT0\", -23, -20;\n\n  PlayerClass Fighter\n  {\n  IsSelected SpikedGauntlets { drawstring NC_CONFDIGITS, Green, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n  IsSelected \"Timon'sAxe\" { drawstring NC_CONFDIGITS, Green, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n  IsSelected HammerOfRetribution { drawstring NC_CONFDIGITS, Green, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n  IsSelected Quietus { drawstring NC_CONFDIGITS, Green, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n  IsSelected DragonClaw { drawstring NC_CONFDIGITS, Green, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n  IsSelected VorpalBlade { drawstring NC_CONFDIGITS, Green, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n  }\n\n  PlayerClass Cleric\n  {\n  IsSelected MaceOfContrition { drawstring NC_CONFDIGITS, NCBlueC, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n  IsSelected SerpentStaff { drawstring NC_CONFDIGITS, NCBlueC, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n  IsSelected Firestorm { drawstring NC_CONFDIGITS, NCBlueC, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n  IsSelected Wraithverge { drawstring NC_CONFDIGITS, NCBlueC, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n  IsSelected MorningStar { drawstring NC_CONFDIGITS, NCBlueC, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n  IsSelected Lightbringer { drawstring NC_CONFDIGITS, NCBlueC, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n  }\n\n  PlayerClass Mage\n  {\n  IsSelected SapphireWand { drawstring NC_CONFDIGITS, Red, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n  IsSelected FrostShards { drawstring NC_CONFDIGITS, Red, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n  IsSelected ArcOfDeath { drawstring NC_CONFDIGITS, Red, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n  IsSelected Bloodscourge { drawstring NC_CONFDIGITS, Red, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n  IsSelected Jadewand { drawstring NC_CONFDIGITS, Red, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n  IsSelected Skullstaff { drawstring NC_CONFDIGITS, Red, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n  }\n\n  PlayerClass Hunter\n  {\n  IsSelected Machete { drawstring NC_CONFDIGITS, Yellow, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n  IsSelected EnchantedBow { drawstring NC_CONFDIGITS, Yellow, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n  IsSelected EtherealCrossbow { drawstring NC_CONFDIGITS, Yellow, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n  IsSelected HellforgeCannon { drawstring NC_CONFDIGITS, Yellow, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n  IsSelected GlacialCrossbow { drawstring NC_CONFDIGITS, Yellow, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n  IsSelected Blunderbuss { drawstring NC_CONFDIGITS, Yellow, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n  }\n\n  PlayerClass Necromancer\n  {\n  IsSelected Sickle { drawstring NC_CONFDIGITS, Purple, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n  IsSelected HeartOfYorick { drawstring NC_CONFDIGITS, Purple, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n  IsSelected LichStaff { drawstring NC_CONFDIGITS, Purple, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n  IsSelected RavenStaff { drawstring NC_CONFDIGITS, Purple, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n  IsSelected GauntletsOfTheNecromancer { drawstring NC_CONFDIGITS, Purple, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n  IsSelected BloodScepter { drawstring NC_CONFDIGITS, Purple, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n  }\n\n  // Skills Display -------------------------------------------------------------------------------------------\n\n  PlayerClass Fighter\n  {\n  InInventory Not SkillSlot1 { drawimage \"ARTIMB\", 10, -124; }// Current ammo amount}\n  InInventory SkillSlot1, 1 { drawimage \"ARTICS\", 10, -124; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIWARC\", 10, -124; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISTOM\", 10, -124; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIAXEM\", 10, -124; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIBESE\", 10, -124; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIRUSH\", 10, -124; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTICHAR\", 10, -124; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIHAM\", 10, -124; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIADRN\", 10, -124; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIADRE\", 10, -124; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIHOOK\", 10, -124; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTISWRD\", 10, -124; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIVENG\", 10, -124; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIRFCT\", 10, -124; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIDBLW\", 10, -124; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIMB\", 44, -124; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTICS\", 44, -124; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIWARC\", 44, -124; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISTOM\", 44, -124; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIAXEM\", 44, -124; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIBESE\", 44, -124; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIRUSH\", 44, -124; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTICHAR\", 44, -124; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIHAM\", 44, -124; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIADRN\", 44, -124; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIADRE\", 44, -124; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIHOOK\", 44, -124; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTISWRD\", 44, -124; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIVENG\", 44, -124; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIRFCT\", 44, -124; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIDBLW\", 44, -124; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIMB\", 78, -124; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTICS\", 78, -124; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIWARC\", 78, -124; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISTOM\", 78, -124; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIAXEM\", 78, -124; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIBESE\", 78, -124; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIRUSH\", 78, -124; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTICHAR\", 78, -124; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIHAM\", 78, -124; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIADRN\", 78, -124; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIADRE\", 78, -124; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIHOOK\", 78, -124; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTISWRD\", 78, -124; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIVENG\", 78, -124; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIRFCT\", 78, -124; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIDBLW\", 78, -124; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIMB\", 112, -124; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTICS\", 112, -124; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIWARC\", 112, -124; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISTOM\", 112, -124; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIAXEM\", 112, -124; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIBESE\", 112, -124; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIRUSH\", 112, -124; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTICHAR\", 112, -124; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIHAM\", 112, -124; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIADRN\", 112, -124; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIADRE\", 112, -124; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIHOOK\", 112, -124; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTISWRD\", 112, -124; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIVENG\", 112, -124; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIRFCT\", 112, -124; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIDBLW\", 112, -124; }\n  }\n\n  PlayerClass Cleric\n  {\n  InInventory Not SkillSlot1 { drawimage \"ARTIBL\", 10, -124; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTICU\", 10, -124; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIMACE\", 10, -124; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISHLD\", 10, -124; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIHOBT\", 10, -124; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIANCE\", 10, -124; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTISACR\", 10, -124; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTIPROT\", 10, -124; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTICNSC\", 10, -124; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTILEGE\", 10, -124; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIRETR\", 10, -124; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIREGN\", 10, -124; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIDIVP\", 10, -124; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIVISI\", 10, -124; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIINTR\", 10, -124; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIHF\", 10, -124; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIBL\", 44, -124; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTICU\", 44, -124; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIMACE\", 44, -124; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISHLD\", 44, -124; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIHOBT\", 44, -124; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIANCE\", 44, -124; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTISACR\", 44, -124; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTIPROT\", 44, -124; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTICNSC\", 44, -124; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTILEGE\", 44, -124; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIRETR\", 44, -124; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIREGN\", 44, -124; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIDIVP\", 44, -124; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIVISI\", 44, -124; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIINTR\", 44, -124; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIHF\", 44, -124; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIBL\", 78, -124; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTICU\", 78, -124; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIMACE\", 78, -124; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISHLD\", 78, -124; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIHOBT\", 78, -124; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIANCE\", 78, -124; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTISACR\", 78, -124; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTIPROT\", 78, -124; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTICNSC\", 78, -124; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTILEGE\", 78, -124; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIRETR\", 78, -124; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIREGN\", 78, -124; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIDIVP\", 78, -124; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIVISI\", 78, -124; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIINTR\", 78, -124; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIHF\", 78, -124; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIBL\", 112, -124; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTICU\", 112, -124; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIMACE\", 112, -124; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISHLD\", 112, -124; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIHOBT\", 112, -124; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIANCE\", 112, -124; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTISACR\", 112, -124; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTIPROT\", 112, -124; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTICNSC\", 112, -124; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTILEGE\", 112, -124; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIRETR\", 112, -124; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIREGN\", 112, -124; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIDIVP\", 112, -124; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIVISI\", 112, -124; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIINTR\", 112, -124; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIHF\", 112, -124; }\n  }\n\n  PlayerClass Mage\n  {\n  InInventory Not SkillSlot1 { drawimage \"ARTIDFBA\", 10, -124; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTITK\", 10, -124; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIICBO\", 10, -124; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISPAR\", 10, -124; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIFT\", 10, -124; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIMCHA\", 10, -124; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIFREE\", 10, -124; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTIABSO\", 10, -124; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIMETE\", 10, -124; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIMARM\", 10, -124; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIBLIZ\", 10, -124; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTITHST\", 10, -124; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIFPIL\", 10, -124; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIPOLY\", 10, -124; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIGLAC\", 10, -124; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTISURG\", 10, -124; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIDFBA\", 44, -124; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTITK\", 44, -124; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIICBO\", 44, -124; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISPAR\", 44, -124; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIFT\", 44, -124; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIMCHA\", 44, -124; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIFREE\", 44, -124; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTIABSO\", 44, -124; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIMETE\", 44, -124; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIMARM\", 44, -124; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIBLIZ\", 44, -124; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTITHST\", 44, -124; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIFPIL\", 44, -124; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIPOLY\", 44, -124; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIGLAC\", 44, -124; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTISURG\", 44, -124; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIDFBA\", 78, -124; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTITK\", 78, -124; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIICBO\", 78, -124; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISPAR\", 78, -124; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIFT\", 78, -124; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIMCHA\", 78, -124; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIFREE\", 78, -124; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTIABSO\", 78, -124; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIMETE\", 78, -124; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIMARM\", 78, -124; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIBLIZ\", 78, -124; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTITHST\", 78, -124; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIFPIL\", 78, -124; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIPOLY\", 78, -124; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIGLAC\", 78, -124; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTISURG\", 78, -124; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIDFBA\", 112, -124; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTITK\", 112, -124; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIICBO\", 112, -124; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISPAR\", 112, -124; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIFT\", 112, -124; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIMCHA\", 112, -124; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIFREE\", 112, -124; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTIABSO\", 112, -124; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIMETE\", 112, -124; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIMARM\", 112, -124; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIBLIZ\", 112, -124; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTITHST\", 112, -124; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIFPIL\", 112, -124; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIPOLY\", 112, -124; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIGLAC\", 112, -124; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTISURG\", 112, -124; }\n  }\n\n  PlayerClass Hunter\n  {\n  InInventory Not SkillSlot1 { drawimage \"ARTIRNGE\", 10, -124; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTIBLMA\", 10, -124; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIBEAR\", 10, -124; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISPRT\", 10, -124; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIFRAR\", 10, -124; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIPREC\", 10, -124; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIIVIG\", 10, -124; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTISPTR\", 10, -124; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTICAMO\", 10, -124; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIICAR\", 10, -124; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIKNIF\", 10, -124; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIGLYP\", 10, -124; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTISALV\", 10, -124; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTILIAR\", 10, -124; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTINOXS\", 10, -124; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIRAVN\", 10, -124; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIRNGE\", 44, -124; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTIBLMA\", 44, -124; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIBEAR\", 44, -124; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISPRT\", 44, -124; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIFRAR\", 44, -124; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIPREC\", 44, -124; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIIVIG\", 44, -124; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTISPTR\", 44, -124; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTICAMO\", 44, -124; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIICAR\", 44, -124; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIKNIF\", 44, -124; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIGLYP\", 44, -124; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTISALV\", 44, -124; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTILIAR\", 44, -124; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTINOXS\", 44, -124; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIRAVN\", 44, -124; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIRNGE\", 78, -124; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTIBLMA\", 78, -124; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIBEAR\", 78, -124; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISPRT\", 78, -124; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIFRAR\", 78, -124; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIPREC\", 78, -124; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIIVIG\", 78, -124; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTISPTR\", 78, -124; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTICAMO\", 78, -124; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIICAR\", 78, -124; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIKNIF\", 78, -124; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIGLYP\", 78, -124; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTISALV\", 78, -124; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTILIAR\", 78, -124; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTINOXS\", 78, -124; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIRAVN\", 78, -124; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIRNGE\", 112, -124; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTIBLMA\", 112, -124; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIBEAR\", 112, -124; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISPRT\", 112, -124; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIFRAR\", 112, -124; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIPREC\", 112, -124; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIIVIG\", 112, -124; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTISPTR\", 112, -124; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTICAMO\", 112, -124; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIICAR\", 112, -124; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIKNIF\", 112, -124; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIGLYP\", 112, -124; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTISALV\", 112, -124; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTILIAR\", 112, -124; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTINOXS\", 112, -124; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIRAVN\", 112, -124; }\n  }\n\n  PlayerClass Necromancer\n  {\n  InInventory Not SkillSlot1 { drawimage \"ARTIENFE\", 10, -124; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTISHAD\", 10, -124; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIBLTE\", 10, -124; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTITERR\", 10, -124; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIGHOL\", 10, -124; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIDRKN\", 10, -124; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIPBOL\", 10, -124; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTICHAO\", 10, -124; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIREVE\", 10, -124; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIPNOV\", 10, -124; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIMIAS\", 10, -124; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIDRAN\", 10, -124; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIDKGT\", 10, -124; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIBNST\", 10, -124; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIRESS\", 10, -124; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIMTRF\", 10, -124; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIENFE\", 44, -124; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTISHAD\", 44, -124; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIBLTE\", 44, -124; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTITERR\", 44, -124; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIGHOL\", 44, -124; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIDRKN\", 44, -124; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIPBOL\", 44, -124; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTICHAO\", 44, -124; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIREVE\", 44, -124; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIPNOV\", 44, -124; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIMIAS\", 44, -124; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIDRAN\", 44, -124; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIDKGT\", 44, -124; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIBNST\", 44, -124; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIRESS\", 44, -124; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIMTRF\", 44, -124; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIENFE\", 78, -124; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTISHAD\", 78, -124; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIBLTE\", 78, -124; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTITERR\", 78, -124; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIGHOL\", 78, -124; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIDRKN\", 78, -124; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIPBOL\", 78, -124; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTICHAO\", 78, -124; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIREVE\", 78, -124; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIPNOV\", 78, -124; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIMIAS\", 78, -124; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIDRAN\", 78, -124; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIDKGT\", 78, -124; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIBNST\", 78, -124; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIRESS\", 78, -124; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIMTRF\", 78, -124; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIENFE\", 112, -124; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTISHAD\", 112, -124; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIBLTE\", 112, -124; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTITERR\", 112, -124; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIGHOL\", 112, -124; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIDRKN\", 112, -124; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIPBOL\", 112, -124; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTICHAO\", 112, -124; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIREVE\", 112, -124; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIPNOV\", 112, -124; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIMIAS\", 112, -124; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIDRAN\", 112, -124; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIDKGT\", 112, -124; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIBNST\", 112, -124; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIRESS\", 112, -124; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIMTRF\", 112, -124; }\n  }\n\n  // Inventory ------------------------------------------------------------------------------------------\n\n    drawselectedinventory alternateonempty, artiflash, center, NC_CONFDIGITS, -29, -105, -12, -93, untranslated {}\n    else { drawimage \"ARTIBOX\", -47, -122; }\n\t//drawinventorybar Doom, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;\n  //else { drawimage \"ARTIBOX\", -137, -124; }\n\tdrawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 10, -152;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 46, -154;\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 74, -148;\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 100, -155;\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 120, -150;\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 142, -152;\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 170, -158;\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 193, -148;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 40, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 70, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 95, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 117, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 140, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 167, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 190, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 215, -133;\n}\n\nstatusbar inventoryfullscreen { drawinventorybar Doom, 15, NC_CONFDIGITS, 65, 353, 100, 382, untranslated; }\n//statusbar inventory {}//\n//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }\n//statusbar automap, fullscreenoffsets {} // Dont' draw an automap statusbar"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "height 0;\nmonospacefonts true, \"2\";\nresolution 640, 400;\ninterpolatehealth false;\ninterpolatearmor false;\nLowerHealthCap false;\n\nstatusbar fullscreen, fullscreenoffsets\n{\n  // Health ---------------------------------------------------------------------------------------------\n\n\tdrawimage \"BHUDRIGH\", -200, -104;\n\n\tWeaponAmmo Mana1\n\t{\n\tdrawbar \"BMNBAR01\", \"BMNMPTY\", mana1, horizontal, reverse, interpolate(8), -184, -62;\n\t}\n\tElse\n\t{\n\tdrawbar \"BMANBAR\", \"BMNMPTY\", mana1, horizontal, reverse, interpolate(8), -184, -62;\n\t}\n\n\tWeaponAmmo Mana2\n\t{\n\tdrawbar \"GMNBAR01\", \"GMNMPTY\", mana2, horizontal, reverse, interpolate(8), -184, -40;\n\t}\n\tElse\n\t{\n\tdrawbar \"GMANBAR\", \"GMNMPTY\", mana2, horizontal, reverse, interpolate(8), -184, -40;\n\t}\n\n\tdrawbar \"MGKBAR01\", \"MGKMPTY\", mp, horizontal, reverse, interpolate(8), -184, -18;\n\t//drawimage \"WEAPBACK\", -152, -88;\n\n\tdrawnumber 8, YELLOWFONT, untranslated, armourcount, whennotzero, -152, -83;\n\n\tdrawswitchableimage weaponslot 1, \"GREYF049\", \"WITEF049\", -147, -83;\n\tdrawswitchableimage weaponslot 2, \"GREYF050\", \"WITEF050\", -138, -83;\n\tdrawswitchableimage weaponslot 3, \"GREYF051\", \"WITEF051\", -127, -83;\n\tdrawswitchableimage weaponslot 4, \"GREYF052\", \"WITEF052\", -116, -83;\n\tdrawswitchableimage weaponslot 5, \"GREYF053\", \"WITEF053\", -105, -83;\n\tdrawswitchableimage weaponslot 6, \"GREYF054\", \"WITEF054\", -94, -83;\n\n\tPlayerClass Fighter\n\t{\n\t\tIsSelected SpikedGauntlets \t\t{ drawimage \"GRENF049\", -147, -83; }\n\t\tIsSelected \"Timon'sAxe\" \t\t{ drawimage \"GRENF050\", -138, -83; }\n\t\tIsSelected HammerOfRetribution \t{ drawimage \"GRENF051\", -127, -83; }\n\t\tIsSelected Quietus \t\t\t\t{ drawimage \"GRENF052\", -116, -83; }\n\t\tIsSelected DragonClaw \t\t\t{ drawimage \"GRENF053\", -105, -83; }\n\t\tIsSelected VorpalBlade \t\t\t{ drawimage \"GRENF054\",  -94, -83; }\n\t}\n\n\tPlayerClass Cleric\n\t{\n\t\tIsSelected MaceOfContrition \t{ drawimage \"BLUEF049\", -147, -83; }\n\t\tIsSelected SerpentStaff \t\t{ drawimage \"BLUEF050\", -138, -83; }\n\t\tIsSelected Firestorm \t\t\t{ drawimage \"BLUEF051\", -127, -83; }\n\t\tIsSelected Wraithverge \t\t\t{ drawimage \"BLUEF052\", -116, -83; }\n\t\tIsSelected MorningStar \t\t\t{ drawimage \"BLUEF053\", -105, -83; }\n\t\tIsSelected Lightbringer \t\t{ drawimage \"BLUEF054\",  -94, -83; }\n\t}\n\n\tPlayerClass Mage\n\t{\n\t\tIsSelected SapphireWand \t\t{ drawimage \"REDDF049\", -147, -83; }\n\t\tIsSelected FrostShards\t \t\t{ drawimage \"REDDF050\", -138, -83; }\n\t\tIsSelected ArcOfDeath\t\t \t{ drawimage \"REDDF051\", -127, -83; }\n\t\tIsSelected Bloodscourge \t\t{ drawimage \"REDDF052\", -116, -83; }\n\t\tIsSelected JadeWand \t\t\t{ drawimage \"REDDF053\", -105, -83; }\n\t\tIsSelected Skullstaff \t\t\t{ drawimage \"REDDF054\",  -94, -83; }\n\t}\n\n\tPlayerClass Hunter\n\t{\n\t\tIsSelected Machete\t\t \t\t{ drawimage \"YELOF049\", -147, -83; }\n\t\tIsSelected EnchantedBow \t\t{ drawimage \"YELOF050\", -138, -83; }\n\t\tIsSelected EtherealCrossbow\t \t{ drawimage \"YELOF051\", -127, -83; }\n\t\tIsSelected HellforgeCannon\t\t{ drawimage \"YELOF052\", -116, -83; }\n\t\tIsSelected GlacialCrossbow\t\t{ drawimage \"YELOF053\", -105, -83; }\n\t\tIsSelected Blunderbuss \t\t\t{ drawimage \"YELOF054\",  -94, -83; }\n\t}\n\n\tPlayerClass Necromancer\n\t{\n\t\tIsSelected Sickle\t\t\t \t\t\t{ drawimage \"PURPF049\", -147, -83; }\n\t\tIsSelected HeartOfYorick \t\t\t\t{ drawimage \"PURPF050\", -138, -83; }\n\t\tIsSelected LichStaff \t\t\t\t\t{ drawimage \"PURPF051\", -127, -83; }\n\t\tIsSelected RavenStaff \t\t\t\t\t{ drawimage \"PURPF052\", -116, -83; }\n\t\tIsSelected GauntletsOfTheNecromancer\t{ drawimage \"PURPF053\", -105, -83; }\n\t\tIsSelected Bloodscepter \t\t\t\t{ drawimage \"PURPF054\",  -94, -83; }\n\t}\n\n\tPlayerClass Assassin\n\t{\n\t\tIsSelected AssassinDagger\t\t\t \t{ drawimage \"LGREF049\", -147, -83; }\n\t\tIsSelected ImpalerCrossbow \t\t\t\t{ drawimage \"LGREF050\", -138, -83; }\n\t\tIsSelected ShrapnelGrenades \t\t\t{ drawimage \"LGREF051\", -127, -83; }\n\t\tIsSelected DeathbringerArbalest \t\t{ drawimage \"LGREF052\", -116, -83; }\n\t\tIsSelected NailCannon\t\t\t\t\t{ drawimage \"LGREF053\", -105, -83; }\n\t\tIsSelected Acidmaw\t\t \t\t\t\t{ drawimage \"LGREF054\",  -94, -83; }\n\t}\n\n\tdrawselectedinventory artiflash|itemflash, center, INDEXFONT_YELLOW, -203, -15, -190, -8, Untranslated;\n\tdrawnumber 8, YELLOWFONT, untranslated, mana1, -87, -61;\n\tdrawnumber 8, YELLOWFONT, untranslated, mana2, -87, -39;\n\tdrawnumber 8, YELLOWFONT, untranslated, mp, -87, -17;\n\n\tInInventory EnergyAbsorb, 1\n\t{\n\tdrawnumber 8, YELLOWFONT, untranslated, EnergyAbsorbing, alignment(left)|whennotzero, -181, -39;\n\t}\n\n\tdrawimage \"BHUDLEFT\", 0, -104;\n\n\tdrawbar \"HLTBAR01\", \"HLTMPTY\", health currentmaxhealth, horizontal, interpolate(8), 84, -40;\n\tAlpha 0.5\n\t{\n\tdrawbar \"ARMRFBAR\", \"INVISBAR\", armor ArcaneBarrierMax, horizontal, interpolate(8), 84, -40;\n\t}\n\t//\n\tdrawbar \"EXPBAR01\", \"EXPMPTY\", XP, horizontal, interpolate(8), 84, -18;\n\n\t//drawkeybar 12, vertical, reverse, auto, 192, -8, 0, 6, auto;\n\tdrawnumber 8, YELLOWFONT, untranslated, health, 181, -39;\n\tdrawnumber 8, YELLOWFONT, untranslated, level, 181, -17;\n\tdrawnumber 8, YELLOWFONT, untranslated, armor, alignment(left)|whennotzero, 87, -39;\n\tInInventory TargetHPPercent, 1\n\t{\n\t\tdrawimage \"MONSBAC2\", -104 + Center, 40;\n\t\tInInventory Not TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"ALYBAR01\", \"ALLYEMP2\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 44;\n\t\t}\n\t\tInInventory TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"ENEBAR01\", \"MONSEMP2\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 44;\n\t\t}\n\t}\n\n  // Skills Display -------------------------------------------------------------------------------------------\n\n\t/*drawimage \"ARTIBOX\", 40, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 54, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 68, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 82, -37, none, 14, 14;*/\n\n  PlayerClass Fighter\n  {\n  drawimage \"FHUDLEFT\", 0, -104;\n  drawimage \"FHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTIMB\", 80, -72, none, 27, 27; }// Current ammo amount}\n  InInventory SkillSlot1, 1 { drawimage \"ARTICS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIWARC\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISTOM\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIAXEM\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIBESE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIRUSH\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTICHAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIHAM\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIADRN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIADRE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIHOOK\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTISWRD\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIVENG\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIRFCT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIDBLW\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIMB\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTICS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIWARC\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISTOM\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIAXEM\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIBESE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIRUSH\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTICHAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIHAM\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIADRN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIADRE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIHOOK\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTISWRD\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIVENG\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIRFCT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIDBLW\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIMB\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTICS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIWARC\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISTOM\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIAXEM\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIBESE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIRUSH\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTICHAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIHAM\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIADRN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIADRE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIHOOK\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTISWRD\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIVENG\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIRFCT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIDBLW\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIMB\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTICS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIWARC\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISTOM\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIAXEM\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIBESE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIRUSH\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTICHAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIHAM\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIADRN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIADRE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIHOOK\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTISWRD\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIVENG\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIRFCT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIDBLW\", 161, -72, none, 27, 27; }\n  }\n\n  PlayerClass Cleric\n  {\n  drawimage \"CHUDLEFT\", 0, -104;\n  drawimage \"CHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTIBL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTICU\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIMACE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISHLD\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIHOBT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIANCE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTISACR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTIPROT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTICNSC\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTILEGE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIRETR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIREGN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIDIVP\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIVISI\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIINTR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIHF\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIBL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTICU\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIMACE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISHLD\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIHOBT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIANCE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTISACR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTIPROT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTICNSC\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTILEGE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIRETR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIREGN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIDIVP\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIVISI\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIINTR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIHF\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIBL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTICU\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIMACE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISHLD\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIHOBT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIANCE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTISACR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTIPROT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTICNSC\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTILEGE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIRETR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIREGN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIDIVP\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIVISI\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIINTR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIHF\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIBL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTICU\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIMACE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISHLD\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIHOBT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIANCE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTISACR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTIPROT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTICNSC\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTILEGE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIRETR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIREGN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIDIVP\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIVISI\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIINTR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIHF\", 161, -72, none, 27, 27; }\n  }\n\n  PlayerClass Mage\n  {\n  drawimage \"MHUDLEFT\", 0, -104;\n  drawimage \"MHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTIDFBA\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTITK\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIICBO\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTISPAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIFT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIMCHA\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIFREE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTIABSO\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIMETE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIMARM\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIBLIZ\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTITHST\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIFPIL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIPOLY\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIGLAC\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTISURG\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIDFBA\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTITK\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIICBO\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTISPAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIFT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIMCHA\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIFREE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTIABSO\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIMETE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIMARM\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIBLIZ\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTITHST\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIFPIL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIPOLY\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIGLAC\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTISURG\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIDFBA\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTITK\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIICBO\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTISPAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIFT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIMCHA\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIFREE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTIABSO\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIMETE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIMARM\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIBLIZ\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTITHST\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIFPIL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIPOLY\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIGLAC\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTISURG\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIDFBA\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTITK\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIICBO\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTISPAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIFT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIMCHA\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIFREE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTIABSO\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIMETE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIMARM\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIBLIZ\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTITHST\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIFPIL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIPOLY\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIGLAC\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTISURG\", 161, -72, none, 27, 27; }\n  }\n\n  PlayerClass Hunter\n  {\n  drawimage \"HHUDLEFT\", 0, -104;\n  drawimage \"HHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTIRNGE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTIBLMA\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIBEAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTIRAVN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIFRAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIPREC\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTISPSL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTISPTR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTICAMO\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIICAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIWSLS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIGLYP\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTISALV\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTILIAR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTINOXS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIWOLF\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIRNGE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTIBLMA\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIBEAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTIRAVN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIFRAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIPREC\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTISPSL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTISPTR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTICAMO\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIICAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIWSLS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIGLYP\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTISALV\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTILIAR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTINOXS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIWOLF\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIRNGE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTIBLMA\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIBEAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTIRAVN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIFRAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIPREC\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTISPSL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTISPTR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTICAMO\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIICAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIWSLS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIGLYP\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTISALV\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTILIAR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTINOXS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIWOLF\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIRNGE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTIBLMA\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIBEAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTIRAVN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIFRAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIPREC\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTISPSL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTISPTR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTICAMO\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIICAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIWSLS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIGLYP\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTISALV\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTILIAR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTINOXS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIWOLF\", 161, -72, none, 27, 27; }\n  }\n\n  PlayerClass Necromancer\n  {\n  drawimage \"NHUDLEFT\", 0, -104;\n  drawimage \"NHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTIENFE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTISHAD\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIBLTE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTITERR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTIGHOL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIDRKN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIPBOL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTICHAO\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIREVE\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIPNOV\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIMIAS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIDRAN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIDKGT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTIBNST\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIRESS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIMTRF\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTIENFE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTISHAD\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIBLTE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTITERR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTIGHOL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIDRKN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIPBOL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTICHAO\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIREVE\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIPNOV\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIMIAS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIDRAN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIDKGT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTIBNST\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIRESS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIMTRF\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTIENFE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTISHAD\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIBLTE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTITERR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTIGHOL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIDRKN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIPBOL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTICHAO\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIREVE\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIPNOV\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIMIAS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIDRAN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIDKGT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTIBNST\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIRESS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIMTRF\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTIENFE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTISHAD\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIBLTE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTITERR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTIGHOL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIDRKN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIPBOL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTICHAO\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIREVE\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIPNOV\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIMIAS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIDRAN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIDKGT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTIBNST\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIRESS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIMTRF\", 161, -72, none, 27, 27; }\n  }\n\n  PlayerClass Assassin\n  {\n  drawimage \"RHUDLEFT\", 0, -104;\n  drawimage \"RHUDRIGH\", -200, -104;\n  InInventory Not SkillSlot1 { drawimage \"ARTISHDS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 1 { drawimage \"ARTIBMAS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 2 { drawimage \"ARTIDTOS\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 3 { drawimage \"ARTINCLN\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 4 { drawimage \"ARTISNDL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 5 { drawimage \"ARTIKICK\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 6 { drawimage \"ARTIDEFT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 7 { drawimage \"ARTICALT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 8 { drawimage \"ARTIRIFW\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 9 { drawimage \"ARTIBOUT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 10 { drawimage \"ARTIIMPL\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 11 { drawimage \"ARTIKSPR\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 12 { drawimage \"ARTIGLVT\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 13 { drawimage \"ARTILUNG\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 14 { drawimage \"ARTIMURD\", 80, -72, none, 27, 27; }\n  InInventory SkillSlot1, 15 { drawimage \"ARTIFANK\", 80, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot2 { drawimage \"ARTISHDS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 1 { drawimage \"ARTIBMAS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 2 { drawimage \"ARTIDTOS\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 3 { drawimage \"ARTINCLN\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 4 { drawimage \"ARTISNDL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 5 { drawimage \"ARTIKICK\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 6 { drawimage \"ARTIDEFT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 7 { drawimage \"ARTICALT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 8 { drawimage \"ARTIRIFW\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 9 { drawimage \"ARTIBOUT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 10 { drawimage \"ARTIIMPL\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 11 { drawimage \"ARTIKSPR\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 12 { drawimage \"ARTIGLVT\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 13 { drawimage \"ARTILUNG\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 14 { drawimage \"ARTIMURD\", 107, -72, none, 27, 27; }\n  InInventory SkillSlot2, 15 { drawimage \"ARTIFANK\", 107, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot3 { drawimage \"ARTISHDS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 1 { drawimage \"ARTIBMAS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 2 { drawimage \"ARTIDTOS\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 3 { drawimage \"ARTINCLN\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 4 { drawimage \"ARTISNDL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 5 { drawimage \"ARTIKICK\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 6 { drawimage \"ARTIDEFT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 7 { drawimage \"ARTICALT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 8 { drawimage \"ARTIRIFW\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 9 { drawimage \"ARTIBOUT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 10 { drawimage \"ARTIIMPL\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 11 { drawimage \"ARTIKSPR\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 12 { drawimage \"ARTIGLVT\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 13 { drawimage \"ARTILUNG\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 14 { drawimage \"ARTIMURD\", 134, -72, none, 27, 27; }\n  InInventory SkillSlot3, 15 { drawimage \"ARTIFANK\", 134, -72, none, 27, 27; }\n\n  InInventory Not SkillSlot4 { drawimage \"ARTISHDS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 1 { drawimage \"ARTIBMAS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 2 { drawimage \"ARTIDTOS\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 3 { drawimage \"ARTINCLN\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 4 { drawimage \"ARTISNDL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 5 { drawimage \"ARTIKICK\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 6 { drawimage \"ARTIDEFT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 7 { drawimage \"ARTICALT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 8 { drawimage \"ARTIRIFW\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 9 { drawimage \"ARTIBOUT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 10 { drawimage \"ARTIIMPL\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 11 { drawimage \"ARTIKSPR\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 12 { drawimage \"ARTIGLVT\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 13 { drawimage \"ARTILUNG\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 14 { drawimage \"ARTIMURD\", 161, -72, none, 27, 27; }\n  InInventory SkillSlot4, 15 { drawimage \"ARTIFANK\", 161, -72, none, 27, 27; }\n  }\n\n  // Inventory ------------------------------------------------------------------------------------------\n\n    /*drawselectedinventory alternateonempty, artiflash, center, NC_CONFDIGITS, -29, -105, -12, -93, untranslated {}\n    else { drawimage \"ARTIBOX\", -47, -122; }\n\t//drawinventorybar Doom, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;\n  //else { drawimage \"ARTIBOX\", -137, -70, none, 16, 16; }\n\tdrawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 10, -152;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 46, -154;\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 74, -148;\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 100, -155;\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 120, -150;\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 142, -152;\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 170, -158;\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 193, -148;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 40, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 70, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 95, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 117, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 140, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 167, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 190, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 215, -133;*/\n\n\t/*drawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 30, -132,1;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 66, -134; //A1+36\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 94, -128; //A2+28\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 120, -135; //A3+26\n\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 140, -130; //A4+20\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 162, -132; //A5+22\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 190, -138; //A6+28\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 213, -128; //A7+23\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 60, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 90, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 115, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 137, -113;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 160, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 187, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 210, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 235, -113;*/\n\n}\n\n//statusbar inventoryfullscreen { drawinventorybar Doom, 15, NC_CONFDIGITS, 65, 353, 100, 382, untranslated; }\n//statusbar inventory {}//\n//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }\nstatusbar automap, fullscreenoffsets\n{\n\tdrawimage \"AHUDLEFT\", 0, -104;\n\n\tdrawimage \"ARMOUR1G\", 95, -15, center;\n\tDrawBar \"ARMOUR01\", \"ARMOUR1E\", armour1count, vertical, 81, -26;\n\n\tdrawimage \"ARMOUR2G\", 125, -15, center;\n\tDrawBar \"ARMOUR02\", \"ARMOUR2E\", armour2count, vertical, 114, -28;\n\n\tdrawimage \"ARMOUR3G\", 155, -15, center;\n\tDrawBar \"ARMOUR03\", \"ARMOUR3E\", armour3count, vertical, 144, -23;\n\n\tdrawimage \"ARMOUR4G\", 185, -15, center;\n\tDrawBar \"ARMOUR04\", \"ARMOUR4E\", armour4count, vertical, 178, -28;\n\n\tdrawimage \"KEYSBACK\", 80, -52;\n\tdrawkeybar 12, horizontal, auto, 88, -44;\n\n\tdrawimage \"AHUDRIGH\", -200, -104;\n\n\tdrawimage \"ARMOUR5G\", -95, -15, center;\n\tDrawBar \"ARMOUR05\", \"ARMOUR5E\", armour5count, vertical, -104, -25;\n\n\tdrawimage \"ARMOUR6G\", -125, -15, center;\n\tDrawBar \"ARMOUR06\", \"ARMOUR6E\", armour6count, vertical, -137, -27;\n\n\tdrawimage \"ARMOUR7G\", -155, -15, center;\n\tDrawBar \"ARMOUR07\", \"ARMOUR7E\", armour7count, vertical, -162, -28;\n\n\tdrawimage \"ARMOUR8G\", -185, -15, center;\n\tDrawBar \"ARMOUR08\", \"ARMOUR8E\", armour8count, vertical, -195, -23;\n\n\tdrawimage \"GULDBACK\", -188, -52;\n\tdrawnumber 8, YELLOWFONT, untranslated, money, whennotzero, -87, -47;\n\tdrawnumber 8, YELLOWFONT, untranslated, coin, whennotzero, -87, -47;\n\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour1count, whennotzero, 109, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour2count, whennotzero, 139, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour3count, whennotzero, 169, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour4count, whennotzero, 199, -6;\n\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour5count, whennotzero, -81, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour6count, whennotzero, -111, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour7count, whennotzero, -141, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour8count, whennotzero, -171, -7;\n\n  PlayerClass Fighter\n  {\n  drawimage \"FHUDLEFT\", 0, -104;\n  drawimage \"FHUDRIGH\", -200, -104;\n  }\n\n  PlayerClass Cleric\n  {\n  drawimage \"CHUDLEFT\", 0, -104;\n  drawimage \"CHUDRIGH\", -200, -104;\n  }\n\n  PlayerClass Mage\n  {\n  drawimage \"MHUDLEFT\", 0, -104;\n  drawimage \"MHUDRIGH\", -200, -104;\n  }\n\n  PlayerClass Hunter\n  {\n  drawimage \"HHUDLEFT\", 0, -104;\n  drawimage \"HHUDRIGH\", -200, -104;\n  }\n\n  PlayerClass Necromancer\n  {\n  drawimage \"NHUDLEFT\", 0, -104;\n  drawimage \"NHUDRIGH\", -200, -104;\n  }\n\n  PlayerClass Assassin\n  {\n  drawimage \"RHUDLEFT\", 0, -104;\n  drawimage \"RHUDRIGH\", -200, -104;\n  }\n}\n\nstatusbar InventoryFullScreen, fullscreenoffsets\n{\n\tdrawinventorybar HexenStrict, translucent, 13, INDEXFONT_YELLOW, -201 + center, -75, -173 + center, -54, untranslated;\n}"
      },
      {
        "source": "pk3",
        "name": "WEAPONSP.txt",
        "contents": "Actor TimonAxeGiver : WoCSlotTwoPickup replaces FWeapAxe\n{\n\tGame Hexen\n\tSpawnID 27\n}\n\nActor HammerOfRetributionGiver : WoCSlotThreePickup replaces FWeapHammer\n{\n\tGame Hexen\n\tSpawnID 28\n}\n\nActor DragonClawGiver : WoCSlotFivePickup replaces FWeaponPiece3\n{\n\tGame Hexen\n\tSpawnID 31\n}\n\nActor VorpalBladeGiver : WoCSlotSixPickup replaces FWeaponPiece2\n{\n\tGame Hexen\n\tSpawnID 30\n}\n\nActor QuietusGiver : WoCSlotFourPickup replaces FWeaponPiece1\n{\n\tGame Hexen\n\tSpawnID 29\n}"
      },
      {
        "source": "pk3",
        "name": "textcolo.txt",
        "contents": "NCBlue { #001b30  #0090ff }\n\n// These color was made specifically for the custom NC_CONFDIGITS font\nNCBlueC { #007fe0  #41acff }\nNCGrayC { #505050 #707070 }\nNCGreenC { #00e030 #41ff65 }\nNCYellowC { #cb9b00  #ffdb00 }\nNCYellowC2 { #cb9b40 #ffdb50 } // A little less saturated than NCYellowC\nNCRedC { #cb0000  #ff0000 }"
      },
      {
        "source": "pk3",
        "name": "Compat/Viscerus.txt",
        "contents": "// DISCIPLES\n\nACTOR SOVDiscipleRed : Wizard 10085\n{\n\tTranslation \"231:239=164:185\"  // Purple (Magic Glow) to Red\n\n\tHealth 25000\n\tSpeed 15\n\tPainChance 0\n\tMass 200\n\tSeeSound \"wizard/laugh\"\n\tPainSound \"wizard/pain\"\n\tDeathSound \"wizard/death\"\n\tActiveSound \"wizard/active\"\n\tObituary \"%o met his end at the Disciple of Fire.\"\n\t+NOBLOOD\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD A 0\n\t\t\tWZRD A 0 ACS_ExecuteAlways(913,0,25000,0,0)\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_StartFire\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 7 Bright A_VileTarget(\"SOVDiscipleRedFire\")\n\t\t\tWZRD CCCCCCCC 7 Bright A_FaceTarget\n\t\t\tWZRD D 12 Bright A_VileAttack\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleRedCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"DragonFireball\",32,0,0,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-30)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedBlur\n{\n\tTranslation \"231:239=164:185\"  // Purple (Magic Glow) to Red\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedFire\n{\n\tRenderStyle Add\n\tAlpha 1\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFIRE A 2 Bright A_StartFire\n\t\t\tFIRE BAB 2 Bright A_Fire\n\t\t\tFIRE C 2 Bright A_FireCrackle\n\t\t\tFIRE BCBCDCDCDEDED 2 Bright A_Fire\n\t\t\tFIRE E 2 Bright A_FireCrackle\n\t\t\tFIRE FEFEFGHGHGH 2 Bright A_Fire\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=164:185\"  // Blue to Red\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleRedCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreen : SOVDiscipleRed 10086\n{\n\tTranslation \"231:239=211:216\", \"164:185=192:202\"  // Purple (Magic Glow) to Green, Red Trim to Green\n\n\tObituary \"%o met his end at the Disciple of Disease.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"ClericCStaffFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CStaffMissile\",32,-20,0)\n\t\t\tWZRD D 7 Bright A_CustomMissile(\"CStaffMissile\",32,20,0)\n\t\t\tWZRD D 7 A_MonsterRefire(128, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleGreenCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,50)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,30)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,10)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,20)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenBlur\n{\n\tTranslation \"231:239=211:216\",\"164:185=192:202\"  // Purple (Magic Glow) to Green, Red Trim to Green\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=211:216\"  // Blue to Green\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleGreenCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenPod\n{\n\tSpeed 20\n\tRadius 8\n\tHeight 16\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+NOTELEPORT\n\t+HEXENBOUNCE\n\t+EXPLODEONWATER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS3 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tSBS3 A 4 Bright A_SpawnItemEx(\"SOVDiscipleGreenCloud\", 0, 0, 28, 0, 0, 0, 0, 0)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenCloud : NewPoisonCloud\n{\n\tObituary \"%o choked on the Disciple of Disease's wrath.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSBG D 1\n\t\tPSBG D 1 A_Scream\n\t\tPSBG  DEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG  EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG  EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG  EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG  EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG  EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tGoto Death\n\t}\n}\n\nACTOR SOVDiscipleBlue : SOVDiscipleRed 10087\n{\n\tTranslation \"231:239=217:223\",\"164:185=146:163\"  // Purple (Magic Glow) to Blue, Red Trim to Blue\n\tSpeed 20\n\tObituary \"%o met his end at the Disciple of Physics.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Blink\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Blink\")\n\t\t\tLoop\n\t\tBlink:\n\t\t\tWZRD F 0 Bright A_Stop\n\t\t\tWZRD F 0 Bright A_UnSetSolid\n\t\t\tWZRD F 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD H 4 Bright\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 1 A_Wander\n\t\t\tWZRD H 0 Bright A_Stop\n\t\t\tWZRD H 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD F 4 Bright\n\t\t\tWZRD A 4 A_SetSolid\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 17 Bright A_FaceTarget\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 3 Bright A_CustomMissile(\"SOVDiscipleBlueBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 A_MonsterRefire(0, \"See\")\n\t\t\tWZRD D 3 A_Jump(16, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleBlueCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tWZRD D 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Blink\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleBlueCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueBall : SorcFX4\n{\n\tTranslation \"231:239=217:223\", \"164:185=217:223\"\n\tSpeed 15\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueLCeil : NewLightningCeiling\n{\n\t}\n\nACTOR SOVDiscipleBlueLFloor : NewLightningFloor\n{\n\t}\n\nACTOR SOVDisciplePurple : SOVDiscipleRed 10088\n{\n\tTranslation \"164:185=231:239\"  // Red Trim to Purple\n\tPainChance 0\n\tObituary \"%o met his end at the Disciple of Death.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright ACS_Execute(300)  // Call spawning of dead guys\n\t\t\tWZRD D 12 Bright A_FaceTarget\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDisciplePurpleCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\tMissile3Repeat:\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tWZRD D 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,random(0,90)-45)\n\t\t\tWZRD D 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Dash\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 0 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD F 6 Bright A_KillChildren\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBlur\n{\n\tTranslation \"164:185=231:239\"  // Red Trim to Purple\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleWraith : NewWraithBuried\n{\n\t+FLOORHUGGER\n\t}\n\nACTOR SOVDisciplePurpleSpirit : NewHolySpirit\n{\n\tTranslation \"1:32=235:239\"\n\t}\n\nACTOR SOVDisciplePurpleChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=231:239\"  // Blue to Purple\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDisciplePurpleCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBall : SorcFX4\n{\n\tTranslation \"164:185=231:239\"\n\tSpeed 20\n\t+RANDOMIZE\n\tObituary \"%o was blasted by the Disciple of Death.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\n// VISCERUS\n\nACTOR Viscerus 10082\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 20\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC F 0 Bright A_SetReflectiveInvulnerable\n\t\t\tSORC F 175 Bright\n\t\t\tSORC F 0 Bright A_UnSetReflectiveInvulnerable\n\t\tRegularSee:\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tGoto See+3\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 6 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"CentaurFX\", 36, 0, -5)\n\t\t\tSORC E 4 Bright A_CustomMissile(\"CentaurFX\", 36, 0, 5)\n\t\t\tGoto RegularSee\n\t\tMissile2:\n\t\t\tSORC F 18 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\tMissile2A:\n\t\t\tSORC E 5 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -10)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 5)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -5)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC FFFFF 7 Bright A_FaceTarget\n\t\tMissile3A:\n\t\t\tSORC F 10 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tSORC E 0  Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tSORC E 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto RegularSee\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Second stage of Viscerus's fury!\nACTOR Viscerus2\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile3\")\n\t\t\tGoto Missile4\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 4 Bright A_PlaySound(\"BishopAttack\")\n\t\tMissile2A:\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"BishopFX\", 36, 10, 0)\n\t\t\tSORC E 6 Bright A_CustomMissile(\"BishopFX\", 36, -10, 0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 45)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -45)\n\t\t\tGoto See\n\t\tMissile4:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 29 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, -10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, 0)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"PorkFX\", 36, 0, 10)\n\t\t\tGoto See\n\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Third stage of Viscerus's fury!\nACTOR Viscerus3\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisBallFX\", 36, 0, 64)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisBallFX\", 36, 0, -64)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 18 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3A:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 17 Bright\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"DragonFireball\",33,0,24)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Fourth stage of Viscerus's fury!\nACTOR Viscerus4\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererDeathScream\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 12)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 20)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 35 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3Repeat:\n\t\t\tSORC E 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,20)\n\t\t\tSORC E 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,-20)\n\t\t\tSORC E 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC H 5 Bright ACS_ExecuteAlways(914,0, 20000)\n\t\t\tSORC I 5 Bright A_FaceTarget\n\t\t\tSORC J 5 Bright A_Scream\n\t\t\tSORC KLMNOPQRST 5 Bright\n\t\t\tSORC U 5 Bright A_NoBlocking\n\t\t\tSORC VWXY 5 Bright\n\t\t\tSORC Z -1 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisBallFX : SorcFX1\n{\n\tSpeed 7\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\tBounceFactor 1.0\n\t+HEXENBOUNCE\n\tSeeSound \"SorcererBallBounce\"\n\tDeathSound \"SorcererHeadScream\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 Bright A_GetHurt\n\t\t\tSBS1 BCD 3 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCFCF Q 1 Bright\n\t\t\tCFCF Q 4 Bright A_UnHideThing\n\t\t\tCFCF R 3 Bright A_Scream\n\t\t\tCFCF S 4 Bright\n\t\t\tCFCF T 3 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tCFCF U 4 Bright\n\t\t\tCFCF V 3 Bright\n\t\t\tCFCF W 4 Bright\n\t\t\tCFCF X 3 Bright\n\t\t\tCFCF Y 4 Bright\n\t\t\tCFCF Z 3 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathWave\n{\n\tSpeed 10\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 15\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile(\"VisDeathBlast\",0,random(-64,64))\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tGoto Spawn2\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathBlast\n{\n\tSpeed 0\n\tRadius 8\n\tHeight 8\n\tDamage 0\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tSBS4 D 0 A_Jump(128,1)\n\t\t\tSBS4 D 0 A_PlaySound(\"SorcererBallExplode\")\n\t\t\tSBS4 D 5\n\t\t\tSBS4 E 5 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)),128)\n\t\t\tSBS4 FGH 6\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow1\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow2\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC B 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow3\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC C 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow4\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC D 12\n\t\t\tStop\n\t\t}\n\t}"
      },
      {
        "source": "pk3",
        "name": "Compat/HoC.txt",
        "contents": "ACTOR FuzzClink : NewClinkHeretic 7000\n{\n\tRenderStyle FUZZY\n\tObituary \"%o was sliced up by a Stealth Clink.\"\n}\n\nACTOR DoomImpHOC : NewDoomImp 7001\n{\n\tHitObituary \"%o was slashed by an imp.\"\n\tObituary \"%o was burned by an imp.\"\n}\n\nACTOR LostSoulHOC : NewLostSoul 7002\n{\n\tObituary \"%o was spooked by a lost soul.\"\n}\n\nACTOR PainElementalHOC : NewPainElemental 7003\n{\n\t+DONTMORPH\n}\n\nACTOR CacodemonHOC : NewCacodemon 7004\n{\n\tHitObituary \"%o got too close to a Cacodemon.\"\n\tObituary \"%o was smitten by a Cacodemon.\"\n}\n\nACTOR BaronOfHellHOC : NewBaronOfHell 7005\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHitObituary \"%o was ripped open by a Baron of Hell.\"\n\tObituary \"%o was bruised by a Baron of Hell.\"\n}\n\nACTOR CentaurHOC : NewCentaur 7006\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o got a taste of %p own medicine.\"\n}\n\nACTOR CentaurLeaderHOC : NewCentaurLeader 7007\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o was blasted by a Centaur.\"\n}\n\nACTOR BishopHOC : NewBishop 7008\n{\n\tHitObituary \"%o was blown away by a Dark Bishop.\"\n\tObituary \"%o was damned by a Dark Bishop.\"\n}\n\nACTOR ArchvileHOC : NewArchvile 7009 // heresiarch in HOC 3\n{\n\t+FIREDAMAGE\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tObituary \"%o was incinerated by an Archvile.\"\n}\n\nACTOR SerpentHOC : NewSerpent 7010\n{\n\tObituary \"%o was surprised by a Stalker.\"\n}\n\nACTOR SerpentLeaderHOC : NewSerpentLeader 7011\n{\n\tHitObituary \"%o was surprised by a Stalker.\"\n\tObituary \"%o got slimed by a Stalker.\"\n}\n\nACTOR WendigoHOC : NewIceGuy 7020\n{\n\t+DONTMORPH\n\n\tObituary \"%o was iced by a Wendigo.\"\n}\n\nACTOR HeresiarchHOC : NewHeresiarch 7030\n{\n\tObituary \"%o had no chance against a Heresiarch.\"\n}\n\nACTOR NightmareClink : NewClink 7035\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHEALTH 100\n\tSPEED 26\n\tMELEEDAMAGE 80\n\n    SeeSound \"NightmareClinkSight\"\n    ActiveSound \"NightmareClinkActive\"\n\n\tRenderStyle FUZZY\n\tObituary \"%o was massacred by a Nightmare Clink.\"\n}\n\nACTOR OmegaDsparil 7050\n{\n\tSCALE 3.0\n\tRADIUS 95\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 110000\n\tSPEED 14\n\tPAINCHANCE 8\n\n    MONSTER\n    +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n    SeeSound \"dsparil/sight\"\n    ActiveSound \"dsparil/active\"\n\tAttackSound \"dsparil/attack\"\n    PainSound \"dsparil/pain\"\n    DeathSound \"bigDsparilDeath\"\n\n\tMISSILETYPE OmegaDsparilShot\n\tMISSILEHEIGHT 140\n\n\tObituary \"%o was pwned by Omega D'Sparil.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSOR2 M 0\n\t\t\tSOR2 M 0 ACS_ExecuteAlways(913,0,110000,0,0)//increase health on higher difficulties\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSOR2 MMNNOOPP 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 4 A_MissileAttack\n\t\t\tSOR2 T 4 A_CustomMissile(\"OmegaDsparilSpawner\", 140, 0, 0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tSOR2 Q 2\n\t\t\tSOR2 Q 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSDTH A 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tSDTH A 8 A_Scream\n\t\t\tSDTH B 8\n\t\t\tSDTH C 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH G 7\n\t\t\tSDTH H 7\n\t\t\tSDTH I 20\n\t\t\tSDTH J 6\n\t\t\tSDTH K 6\n\t\t\tSDTH L 6\n\t\t\tSDTH M 6\n\t\t\tSDTH N 6\n\t\t\tSDTH O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaDsparilShot : Sorcerer2FX1\n{\n\tDAMAGE ((random(1,8)*400)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaDsparilSpawner : Sorcerer2FX2\n{\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaBaron 7051\n{\n\tSCALE 3.0\n\tRADIUS 88\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 75000\n\tSPEED 10\n\tPAINCHANCE 4\n\n    MONSTER\n    +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n    SeeSound \"baron/sight\"\n    ActiveSound \"baron/active\"\n\tAttackSound \"baron/attack\"\n    PainSound \"baron/pain\"\n    DeathSound \"baron/death\"\n\n\tMISSILETYPE OmegaBaronShot\n\tMISSILEHEIGHT 80\n\n\tObituary \"%o was mangled by an omega baron\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBOSS A 0\n\t\t\tBOSS A 0 ACS_ExecuteAlways(913,0,75000,0,0)//increase health on higher difficulties\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tBOSS AABBCCDD 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -30)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 30)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -5)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 5)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tBOSS H 2\n\t\t\tBOSS H 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tBOSS I 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tBOSS I 8 A_Scream\n\t\t\tBOSS J 8\n\t\t\tBOSS K 8\n\t\t\tBOSS L 8\n\t\t\tBOSS M 8\n\t\t\tBOSS N 8\n\t\t\tBOSS O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaBaronShot : BaronBall\n{\n\tDAMAGE ((random(1,8)*100)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 16\n}"
      },
      {
        "source": "pk3",
        "name": "Compat/Skulltag.txt",
        "contents": "//=================================================================================================\n//\n// DarkImp\n//\n//=================================================================================================\n\nactor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience\n{\n  game Doom\n  spawnid 155 // [RT] I think this is the right Spawnid, change if it isn't\n  obituary \"$OB_DARKIMP\"\n  hitobituary \"$OB_DARKIMP_MELEE\"\n  health 120\n  missiletype DarkImpBall\n  meleedamage 3\n  meleesound \"imp/melee\"\n  states\n  {\n  Spawn:\n    DIMP AB 10 A_Look\n    loop\n  See:\n    DIMP AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    DIMP EF 8 A_FaceTarget\n    DIMP G 6 A_ComboAttack  // See DarkImpBall\n    goto See\n  Pain:\n    DIMP H 2\n    DIMP H 2 A_Pain\n    goto See\n  Death:\n    DIMP I 8\n    DIMP J 8 A_Scream\n    DIMP K 6\n    DIMP L 6 A_NoBlocking\n    DIMP M -1\n    stop\n  XDeath:\n    DIMP N 5\n    DIMP O 5 A_XScream\n    DIMP P 5\n    DIMP Q 5 A_NoBlocking\n    DIMP RST 5\n    DIMP U -1\n    stop\n  Raise:\n    DIMP ML 8\n    DIMP KJI 6\n    goto See\n  }\n}\n\nactor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience.\n{\n  game Doom\n  spawnid 218\n  Speed 20\n  damage 3 // [RT] I think this is right, change if neccesary.\n  states\n  {\n  Spawn:\n    BAL4 AB 4 bright\n    loop\n  Death:\n    BAL4 CDE 6 bright\n    stop\n  }\n}\n\n//=================================================================================================\n//\n// Cacolantern\n//\n//=================================================================================================\n\nACTOR Cacolantern : Cacodemon 5006\n{\n\tSpawnID 159\n\tHealth 800\n\tObituary \"$OB_CACOLANTERN\"\n\tHitObituary \"$OB_CACOLANTERN_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"CacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED2 G 8 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR CacolanternBall\n{\n\tSpawnID 219\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL8 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL8 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Abaddon\n//\n//=================================================================================================\n\nACTOR Abaddon : Cacolantern 5015\n{\n\tSpawnID 220\n\tHealth 1200\n\tSpeed 12\n\tPainChance 40\n\tObituary \"$OB_ABADDON\"\n\tHitObituary \"$OB_ABADDON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED3 E 3\n\t\tHED3 E 3 A_Pain\n\t\tHED3 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED3 G 8 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR AbaddonBall\n{\n\tSpawnID 221\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 10\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL3 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL3 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Belphegor\n//\n//=================================================================================================\n\nACTOR Belphegor : HellKnight 5008\n{\n\tSpawnID 215\n\tHealth 1500\n\tPainChance 25\n\tSeeSound \"baron/sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"baron/death\"\n\tActiveSound \"baron/active\"\n\tObituary \"$OB_BELPHEGOR\"\n\tHitObituary \"$OB_BELPHEGOR_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tBOS3 H 2\n\t\tBOS3 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR BelphegorBall : BaronBall\n{\n\tSpawnID 222\n\tSpeed 20\n}\n\n//=================================================================================================\n//\n// BloodDemon\n//\n//=================================================================================================\n\nACTOR BloodDemon : Demon 5004\n{\n\tSpawnID 156\n\tHealth 300\n\tObituary \"$OB_BLOODDEMON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRG2 AABBCCDD 2 A_Chase\n\t\tLoop\n\tPain:\n\t\tSRG2 H 2\n\t\tSRG2 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 M 4\n\t\tSRG2 N -1\n\t\tStop\n\tRaise:\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\n//=================================================================================================\n//\n// Hectebus\n//\n//=================================================================================================\n\nACTOR Hectebus : Fatso 5007\n{\n   SpawnID 158\n   Health 1200\n   PainChance 20\n   Obituary \"$OB_HECTEBUS\"\n   States\n   {\n   Spawn:\n      HECT AB 15 A_Look\n      Loop\n   See:\n      HECT AABBCCDDEEFF 4 A_Chase\n      Loop\n   Pain:\n      HECT J 3\n      HECT J 3 A_Pain\n      Goto See\n   Missile:\n      //These Next 2 states replace A_FatRaise and A_HectRaise\n      HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n      HECT G 20 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      Goto See\n   Death:\n      HECT K 6\n      HECT L 6 A_Scream\n      HECT M 6 A_NoBlocking\n      HECT NOPQRS 6\n      HECT T -1\n      Stop\n   Raise:\n      HECT RQPONMLK 5\n      Goto See\n   }\n}\n\nACTOR HectShot : FatShot\n{\n   Speed 22\n   Damage 12\n   States\n   {\n   Spawn:\n      HECF AB 4 BRIGHT\n      Loop\n   Death:\n      HECF C 8 BRIGHT\n      HECF D 6 BRIGHT\n      HECF E 4 BRIGHT\n      Stop\n   }\n}\n\n//=================================================================================================\n//\n// SuperShotgunGuy\n//\n//=================================================================================================\n\nACTOR SuperShotgunGuy 5005\n{\n   Game Doom\n   SpawnID 157\n   Health 120\n   Radius 20\n   Height 56\n   Mass 100\n   Speed 8\n   PainChance 170\n   SeeSound \"chainguy/sight\"\n   PainSound \"chainguy/pain\"\n   DeathSound \"chainguy/death\"\n   ActiveSound \"chainguy/active\"\n   AttackSound \"ssgguy/attack\"\n   MONSTER\n   +FLOORCLIP\n   Obituary \"$OB_SSGGUY\"\n   DropItem \"SuperShotgun\"\n   States\n   {\n      Spawn:\n         GPOS AB 10 A_Look\n         Loop\n      See:\n         GPOS AABBCCDD 4 A_Chase\n         Loop\n      Missile:\n         GPOS E 10 A_FaceTarget\n         GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, \"BulletPuff\")\n         GPOS E 8\n         Goto See\n      Pain:\n         GPOS G 3\n         GPOS G 3 A_Pain\n         Goto See\n      Death:\n         GPOS H 5\n         GPOS I 5 A_Scream\n         GPOS J 5 A_NoBlocking\n         GPOS KLM 5\n         GPOS N -1\n         Stop\n      XDeath:\n         GPOS O 5\n         GPOS P 5 A_XScream\n         GPOS Q 5 A_NoBlocking\n         GPOS RS 5\n         GPOS T -1\n         Stop\n      Raise:\n         GPOS LKJIH 5\n         Goto See\n   }\n}\n\n//=================================================================================================\n//\n// Minigun\n//\n//=================================================================================================\n\nACTOR Minigun : Weapon 5014\n{\n\tGame Doom\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoUse 1\n\tWeapon.Selectionorder 700\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_MINIGUN\"\n\tObituary \"$OB_MINIGUN\"\n\tAttackSound \"weapons/minigun\"\n\tSpawnID 214\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tMNGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMNGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMNGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG B 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG A 2 A_ReFire\n\t\tMNGG B 2\n\t\tMNGG A 4\n\t\tMNGG B 4\n\t\tMNGG A 8\n\t\tMNGG B 8\n\t\tgoto Ready\n\tFlash:\n\t\tMNGF A 3 BRIGHT A_Light1\n\t\tMNGF B 3 BRIGHT A_Light0\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// RailGun\n//\n//=================================================================================================\n\nACTOR RailGun : DoomWeapon 5012\n{\n\tGame Doom\n\tSpawnID 164\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 100\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tInventory.Pickupmessage \"$PICKUP_RAILGUN\"\n\tObituary \"$OB_RAILGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRLGG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tRLGG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tRLGG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tRLGG E 12 A_FireRailgun\n\t\tRLGG F 6 //A_CheckRailReload\n\t\tRLGG G 6\n\t\tRLGG H 6\n\t\tRLGG I 6\n\t\tRLGG J 6\n\t\tRLGG K 6\n\t\tRLGG L 6\n\t\tRLGG A 6\n\t\tRLGG M 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 5 bright A_Light1\n\t\tTNT1 A 5 bright A_Light2\n\t\tTNT1 A 0 bright A_Light0\n\t\tGoto LightDone\n\tSpawn:\n\t\tRAIL A -1\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K\n//\n//=================================================================================================\n\nACTOR BFG10K : DoomWeapon 5013\n{\n\tGame Doom\n\tSpawnID 165\n\tRadius 20\n\tHeight 20\n\tWeapon.Selectionorder 2800\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.Kickback 100\n\tInventory.Pickupmessage \"$PICKUP_BFG10K\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tSpawn:\n\t\tBFG2 A -1\n\t\tstop\n\tReady:\n\t\tBG2G A 0 A_PlaySound (\"weapons/bfg10kidle\")\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tBG2G E 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tBG2G E 1 A_Raise\n\t\tloop\n\tFire:\n\t\tBG2G E 20 A_PlaySound (\"weapons/bfg10kf\")\n\t\tBG2G F 4\n\t\tBG2G G 1\n\t\tBG2G H 1\n\t\tBG2G I 1\n\t\tBG2G J 1\n\t\tgoto Hold\n\tHold:\n\t\tBG2G K 2 A_GunFlash\n\t\tBG2G L 2 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n\t\tBG2G M 2\n\t\tBG2G N 0 A_ReFire\n\t\tBG2G O 35 A_PlaySound (\"weapons/bfg10kcool\")\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 2 bright A_Light1\n\t\tTNT1 A 3 bright\n\t\tGoto LightDone\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K explosive shot\n//\n//=================================================================================================\n\nACTOR BFG10kShot\n{\n\tGame Doom\n\tSpawnID 217\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 160\n\tDamageType BFG10k\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+NOTELEPORT\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/bfg10kx\"\n\tAttackSound \"weapons/bfg10kx\"\n\tObituary \"$OB_BFG10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFE1 A 0 bright\n\t\tBFE1 A 3 bright A_Detonate\n\t\tBFE1 BCDEF 3 bright\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// GrenadeLauncher\n//\n//=================================================================================================\n\nACTOR GrenadeLauncher : DoomWeapon 5011\n{\n\tGame Doom\n\tSpawnID 163\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 2500\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_GRENADELAUNCHER\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tGLAU A -1\n\t\tstop\n\tReady:\n\t\tGRLG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGRLG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGRLG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tGRLG B 8 A_GunFlash\n\t\tGRLG B 12 A_FireCustomMissile ( \"Grenade\", 0, 1, 0, 0, 0, 6.328125 )\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tGRLF A\t3 bright A_Light1\n\t\tGRLF B\t4 bright\n\t\tGRLF C 4 bright A_Light2\n\t\tGRLF D 4 bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\n//=================================================================================================\n//\n// Red Armor\n//\n//=================================================================================================\n\nACTOR RedArmor : BasicArmorPickup 5040\n{\n\tGame Doom\n\tSpawnID 168\n\tRadius 20\n\tHeight 16\n\tArmor.Savepercent 66.66666\n\tArmor.Saveamount 200\n\tInventory.Icon \"ARM3A0\"\n\tInventory.Pickupmessage \"$PICKUP_REDARMOR\"\n\tDamageFactor \"Fire\", 0.125\n\tDamageFactor \"Rocket\", 0.125\n\tDamageFactor \"Grenade\", 0.125\n\tStates\n\t{\n\tSpawn:\n\t\tARM3 A 6\n\t\tARM3 B 6 bright\n\t\tgoto Spawn\n\t}\n}\n\n//=================================================================================================\n//\n// Max. armor bonus\n//\n//=================================================================================================\n\nACTOR MaxArmorBonus : BasicArmorBonus 5091\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 167\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$PICKUP_MAXARMORBONUS\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 1\n\tArmor.Maxsaveamount 200\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6\n\t\tloop\n\t}\n}\n\nACTOR MaxHealthBonus : CustomInventory 5090\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 166\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tHealth 200\n\tInventory.PickupMessage \"$PICKUP_MAXHEALTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON3 ABCDCB 6\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Compat/SkulltagR.txt",
        "contents": "Actor NewDarkImp : DarkImp replaces DarkImp\n{\n\tMeleerange 48\n\tHealth 180\n\t+NODAMAGETHRUST\n\tSpecies \"DoomImp\"\n\tStates\n\t{\n\tSpawn:\n\t\tDRKV A 0\n\t\tDRKV A 0 ACS_ExecuteAlways(913,0,180,9,0)\n\tIdle:\n\t\tDRKV AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,25)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tSee:\n        DRKV AABBCCDD 3 A_Chase\n        Loop\n\tPain:\n        DRKV H 2\n        DRKV H 2 A_Pain\n        Goto See\n\tMelee:\n\tMissile:\n\t\tDRKV E 0 A_Jump(64,\"Teleport\")\n\t\tDRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomComboAttack(\"NewDarkImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n        Goto Missile+8\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomComboAttack(\"DarkImpBallStrong\", 32, (6 * random(1, 8)) + (ACS_ExecuteWithResult(912,2,0,0)), \"imp/melee\")\n        DRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomComboAttack(\"NewDarkImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n        Goto See\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomComboAttack(\"DarkImpBallStrong\", 32, (6 * random(1, 8)) + (ACS_ExecuteWithResult(912,2,0,0)), \"imp/melee\")\n        Goto See\n\tDeath:\n\t\tDRKV A 0 ACS_ExecuteAlways(914,0,25)\n\t\tDRKV L 8\n        DRKV M 8 A_Scream\n        DRKV N 5\n        DRKV O 5 A_Fall\n        DRKV P -1\n        Stop\n\tTeleport:\n\t\tDRKV E 0 A_UnsetShootable\n\t\tDRKV E 0 A_PlaySound(\"DarkImp/teleport\")\n\t\tDRKV E 1 A_SetTranslucent(0.9,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.8,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.7,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.6,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.5,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.4,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.3,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.2,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.1,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.0,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tDRKV E 0 A_PlaySound(\"DarkImp/teleport\")\n\t\tDRKV E 1 A_SetTranslucent(0.1,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.2,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.3,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.4,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.5,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.6,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.7,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.8,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.9,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(1.0,0)\n\t\tDRKV E 0 A_SetShootable\n\t\tGoto See\n\tBurn:\n\t\tBURN A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tDRKI A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\tDRKI N 5\n        DRKI O 5 A_XScream\n        DRKI P 5\n        DRKI Q 5 A_Fall\n        DRKI RST 5\n        DRKI U -1\n        Stop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tDRKV A 0 ACS_ExecuteAlways(913,0,180,9,0)//increase health on higher difficulties\n        DRKV PO 8\n        DRKV NML 6\n        Goto See\n\t}\n}\n\nactor NewDarkImpBall replaces DarkImpBall\n{\n\tRadius 8\n    Height 6\n    Speed 20\n\tDamage ((random(3, 24)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0))\n\tDamagetype \"Shadow\"\n    PROJECTILE\n\t+NODAMAGETHRUST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB1 AB 4 Bright\n        Loop\n    Death:\n        DKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkImpBallStrong\n{\n    Radius 8\n    Height 6\n    Speed 20\n    Damage ((random(17, 37)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0))\n    Damagetype \"Shadow\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t+SEEKERMISSILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n\t\tDKB2 A 0 A_SeekerMissile(8,8)\n        DKB2 AAAABBBB 1 Bright A_SpawnItemEx(\"DarkTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Loop\n    Death:\n        DKB2 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkTail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.5\n    States\n    {\n    Spawn:\n        DKBT ABCDEF 2 Bright\n        Stop\n    }\n}\n\nActor NewCacolantern : Cacolantern Replaces Cacolantern\n{\n\tBloodColor \"EB 6F 0F\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHED2 A 0 ACS_ExecuteAlways(913,0,800,40,0)//increase health on higher difficulties\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,60)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHED2 B 0 A_JumpIfCloser(400,\"MissileBreath\")\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 A_CustomComboAttack(\"NewCacolanternBall\", 32, (8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tGoto See\n    MissileBreath:\n        HED2 B 3 A_FaceTarget\n        HED2 C 3 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n\t\tHED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n\t\tHED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n        HED2 D 2 A_FaceTarget\n        HED2 C 3 A_FaceTarget\n        HED2 B 3 A_FaceTarget\n        Goto See\n    Death:\n        HED2 A 0 ACS_ExecuteAlways(914,0,60)\n        HED2 G 8 A_Scream\n\t\tHED2 H 6\n\t\tHED2 H 0 A_SpawnItem(\"GIBBERLANTERN\")\n\t\tHED2 H 2\n\t\tHED2 I 5\n\t\tHED2 J 4 A_NoBlocking\n\t\tHED2 K 4\n\t\tHED2 L -1 A_SetFloorClip\n        Stop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHED2 S 0 ACS_ExecuteAlways(913,0,800,40,0)\n\t\tHED2 L 8 A_UnSetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewCacoLanternBall replaces CacoLanternBall\n{\n    Radius 8\n    Height 6\n    Speed 20\n    Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal CacoScorch\n\tStates\n\t{\n\tSpawn:\n\t   BAL8 AB 4 BRIGHT\n\t   Loop\n\tDeath:\n\t   BAL8 CDE 6 BRIGHT\n\t   Stop\n\t}\n}\n\nACTOR CacoLanternFlame\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 15\n\tDamage ((random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n       CLBR ABCDEFGH 3 BRIGHT\n    Death:\n       CLBR IJKLMNOP 3 BRIGHT\n       Stop\n\t}\n}\n\nActor NewAbaddon : Abaddon Replaces Abaddon\n{\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tSeeSound \"Abaddon/See\"\n\tActiveSound \"Caco/Active\"\n\tPainSound \"Abaddon/Pain\"\n\tDeathSound \"Caco/Death\"\n    MeleeSound \"Caco/Melee\"\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHED3 A 0 ACS_ExecuteAlways(913,0,1200,60,0)//increase health on higher difficulties\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,85),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 A_CustomMeleeAttack((8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tGoto See\n\tMissile:\n\t\tHED3 A 0 A_Jump(56,9)\n\t\tHED3 A 0 A_Jump(72,13)\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 5 bright A_FaceTarget\n\t\tHED3 D 5 A_FaceTarget\n\t\tHED3 B 0 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 0, 1)\n\t\tHED3 B 0 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -8, 1)\n\t\tHED3 B 5 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 8, 1)\n\t\tGoto See\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 5 bright A_CustomMissile(\"AbaddonSoul\", 32, 0, 0, 1)\n\t\tHED3 D 5 bright A_facetarget\n\t\tHED3 B 5 bright\n\t\tGoto See\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 16, 1)\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 12, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 8, 1)\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 4, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 0, 1)\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -4, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -8, 1)\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -12, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 B 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -16, 1)\n\t\tHED3 B 4 bright\n\t\tGoto See\n\tDeath:\n\t\tHED3 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tHED3 G 8 A_Scream\n\t\tHED3 H 6\n\t\tHED3 H 0 A_SpawnItem(\"GIBBER\")\n\t\tHED3 H 2\n\t\tHED3 I 5\n\t\tHED3 J 4 A_NoBlocking\n\t\tHED3 K 4\n\t\tHED3 L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,80)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHED3 S 0 ACS_ExecuteAlways(913,0,1200,60,0)\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nActor NewAbaddonBall replaces AbaddonBall\n{\n\tDamage ((random(1,8)*10)+(ACS_ExecuteWithResult(912,4,0,0)))\n\tRadius 8\n    Height 6\n    Speed 15\n    PROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"abaddonball/see\"\n\tDeathSound \"abaddonball/death\"\n\tStates\n\t{\n\tSpawn:\n\t   BAL3 AAAABBBB 1 BRIGHT A_SpawnItemEx(\"NewAbaddonBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   Loop\n\tDeath:\n\t   BAL3 CDE 6 BRIGHT\n\t   Stop\n\t}\n}\n\nActor NewAbaddonBallTrail\n{\n    Radius 1\n    Height 1\n    +NOCLIP\n    +NOGRAVITY\n    +FLOAT\n    Renderstyle ADD\n    Alpha 0.5\n    States\n    {\n    Spawn:\n        BAL3 AB 2 Bright A_FadeOut (0.1)\n        loop\n    }\n}\n\nActor AbaddonSoul : NewAbaddonBall\n{\n    Radius 12\n    Height 24\n    Speed 20\n\t+NODAMAGETHRUST\n    Damage ((random(1,8)*20)+(ACS_ExecuteWithResult(912,8,0,0)))\n    SeeSound \"AbaddonSoul/see\"\n    DeathSound \"AbaddonSoul/death\"\n    States\n    {\n    Spawn:\n       SKUD CCCCDDDD 1 BRIGHT A_SpawnItemEx(\"AbaddonSoulTrail\", 0, 0, 16, 0, 0, 0, 0, 128)\n       Loop\n    Death:\n       SKUD H 4 BRIGHT A_Mushroom(\"NewAbaddonBall\", 8)\n       SKUD I 4 BRIGHT\n       SKUD JK 4 BRIGHT\n       stop\n    }\n}\n\nActor AbaddonSoulTrail\n{\n    Radius 1\n    Height 1\n    +NOCLIP\n    +NOGRAVITY\n    +FLOAT\n    Renderstyle ADD\n    Alpha 0.5\n    States\n    {\n    Spawn:\n        BAL3 A 0 A_CStaffMissileSlither\n        BAL3 AB 4 BRIGHT A_FadeOut (0.1)\n        loop\n    }\n}\n\nActor NewBelphegor : Belphegor Replaces Belphegor\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"BaronOfHell\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBOS3 A 0 ACS_ExecuteAlways(913,0,1500,75,0)//increase health on higher difficulties\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tMissile:\n\t\tBOS3 E 0 A_Jump(128,\"Missile2\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tMissile2:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 0 A_CustomMissile(\"BelphegorBall\",32,0,4)\n\t\tBOS3 G 0 A_CustomMissile(\"BelphegorBall\",32,0,-4)\n\t\tBOS3 G 6 A_CustomMissile(\"BelphegorBall\",32,0,0)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 0 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 M 8\n\t\tBOS3 N 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,120)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOS3 O 0 ACS_ExecuteAlways(913,0,1500,75,0)//increase health on higher difficulties\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nActor NewBelphegorBall : BelphegorBall replaces BelphegorBall\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(912,3,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewBloodDemon : BloodDemon replaces BloodDemon\n{\n\tMeleerange 76\n\t+NODAMAGETHRUST\n\tPainchance 0\n\tSpeed 15\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSRG2 A 0 ACS_ExecuteAlways(913,0,300,15,0)//increase health on higher difficulties\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_CustomMeleeAttack((4 * random(1, 10)) + (ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tSRG2 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,50)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSRG2 N 0 ACS_ExecuteAlways(913,0,300,15,0)\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor NewHectebus : Hectebus replaces Hectebus\n{\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Fatso\"\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tHECT A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHECT A 0 ACS_ExecuteAlways(913,0,1200,60,0)//increase health on higher difficulties\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tIdle:\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,110)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tHECT A 0 ACS_ExecuteAlways(914,0,110)\n\t\tHECT KK 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT K 4 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT L 6 A_Scream\n\t\tHECT M 6 A_NoBlocking\n\t\tHECT N 6\n\t\tHECT O 6\n\t\tHECT PPPPPPP 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT QQQQQQ 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT RRRRRR 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT S 6\n\t\tHECT T -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,110)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHECT R 0 ACS_ExecuteAlways(913,0,1200,60,0)\n\t\tHECT RQPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor NewHectShot : HectShot replaces HectShot\n{\n\tDamage ((random(1,8)*12)+(ACS_ExecuteWithResult(912,4,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewSuperShotgunGuy : SuperShotgunGuy replaces SuperShotgunGuy\n{\n\tDropItem \"\"\n\tSpecies \"ShotgunGuy\"\n\tHealth 180\n\t+NODAMAGETHRUST\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tStates\n\t{\n\tSpawn:\n\t\tGPOS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tGPOS A 0 ACS_ExecuteAlways(913,0,180,9,0)//increase health on higher difficulties\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS E 0 bright A_PlaySound(\"ssgguy/attack\", CHAN_WEAPON)\n\t\tGPOS FFFFFF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS E 10\n\t\tGoto See\n\tDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 A_SpawnItem(\"GIBBER\")\n\t\tGoto Super::XDeath\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,30)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tGPOS L 0 ACS_ExecuteAlways(913,0,180,9,0)\n        GPOS LKJIH 5\n        Goto See\n\t}\n}\n\nActor NewRedArmorSpot : CustomInventory replaces RedArmor\n{\n\tGame Doom\n\tSpawnID 168\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewMaxHealthBonusSpot : RandomSpawner replaces MaxHealthBonus\n{\n\tGame Doom\n\tSpawnID 166\n\tDropitem \"ArtiGreenFlask\"\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n}\n\nActor NewMaxArmorBonusSpot : RandomSpawner replaces MaxArmorBonus\n{\n\tGame Doom\n\tSpawnID 167\n\tDropitem \"NewArtiBlastRadius\"\n}\n\nActor NewMinigunSpot : CustomInventory replaces Minigun //Mana1(2)\n{\n\tGame Doom\n\tSpawnID 214\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"MorningStarRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"GlacialCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DragonClawRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"JadeWandRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"NecroGauntletsRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewGrenadeLauncherSpot : CustomInventory replaces GrenadeLauncher //Mana2(1)\n{\n\tGame Doom\n\tSpawnID 163\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"FirestormRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"EtherealCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HammerOfRetributionRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"ArcOfDeathRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"LichStaffRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewRailgunSpot : CustomInventory replaces Railgun //Mana2(2)\n{\n\tGame Doom\n\tSpawnID 164\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"LightbringerRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BlunderbussRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"VorpalBladeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"SkullstaffRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DarkPhoenixRodRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewBFG10KSpot : CustomInventory replaces BFG10K //Ultimates\n{\n\tGame Doom\n\tSpawnID 165\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WraithVergeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HFCannonRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"QuietusRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BloodScourgeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"RavenStaffGiverRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "zscript/WoC/events.txt",
        "contents": "class WOCScriptHandler : EventHandler\n{\n\t// spawn bar for monsters\n\toverride void WorldThingSpawned(WorldEvent e)\n\t{\n\t\tif (e.Thing.bIsMonster && !e.Thing.bNoInteraction && e.Thing.GetSpecies() != \"Player\" && !e.Thing.CheckClass(\"NewPig\") && !e.Thing.CheckClass(\"Chicken\"))\n\t\t{\n\t\t\te.Thing.ACS_NamedExecuteAlways(\"Woc Monster Init\");\n\t\t\t//e.Thing.A_GiveInventory(\"USEKILLSCRIPTSITEM\", 1);\n\t\t}\n\t}\n\toverride void WorldThingRevived(WorldEvent e)\n\t{\n\t\tif (e.Thing.bIsMonster && !e.Thing.bNoInteraction && !e.Thing.CheckClass(\"NewPig\") && !e.Thing.CheckClass(\"Chicken\"))\n\t\t{\n\t\t\te.Thing.ACS_NamedExecuteAlways(\"Woc Monster Init\");\n\t\t\t//e.Thing.A_GiveInventory(\"USEKILLSCRIPTSITEM\", 1);\n\t\t}\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "zscript/WoC/damagemod.txt",
        "contents": "class MonsterStatItem : Inventory\n{\n\toverride void ModifyDamage (int damage, Name damageType, out int newdamage, bool passive)\n\t{\n\t\tif (!passive && damage > 0)\n\t\t{\n\t\t\tnewdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, (damage * (1.0 + CVar.FindCVar(\"WoC_MonsterDamageScale\").GetFloat()*(Owner.CountInv(\"Level\")-1)))));\n\n\t\t\t/*if (Owner != null && newdamage > damage)\n\t\t\t{\n\t\t\t\tOwner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);\n\t\t\t}*/\n\t\t}\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Base.txt",
        "contents": "Actor WoC_Undroppable : Inventory { +INVENTORY.UNDROPPABLE }\n\nActor WoC_Boolean : WoC_Undroppable { Inventory.MaxAmount 1 }\n\nActor WoC_Stat : WoC_Undroppable { Inventory.MaxAmount 0x7FFFFFFF }\n\nActor WoC_Skill : WoC_Undroppable { Inventory.MaxAmount 10 }\n\nActor NOCOUNTKILL : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"CountKill\", 0)\n\t\tStop\n\t}\n}\n\nActor NODAMAGETHRUSTER : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"NoDamageThrust\", 1)\n\t\tStop\n\t}\n}\n\nActor MTHRUSPECIESITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FriendlyResurrect\",1,\"GoThrough\")\n\t\tStop\n\tGoThrough:\n\t\tTNT1 A 0 A_ChangeFlag(\"MTHRUSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor FriendlyResurrect : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor UnFriendlyResurrect : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 0)\n\t\tStop\n\t}\n}\n\nActor THRUSPECIESITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor ClearTarget : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tStop\n\t}\n}\n\nActor FriendlyInDisguise : WoC_Boolean {}\nActor EnemyInDisguise : WoC_Boolean {}\n\nActor WoC_StrengthCheck : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"StrengthCheck2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StrengthCheck2\")\n\t\tStop\n\t}\n}\n\nActor StrengthCheck2 : WoC_Boolean {}\n\nActor A_DIEITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_Die\n\t\tStop\n\t}\n}\n\nActor NIGHTMAREMODEITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOINFIGHTING\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tStop\n\t}\n}\n\nActor USEKILLSCRIPTSITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"USEKILLSCRIPTS\", 1)\n\t\tStop\n\t}\n}\n\nActor WoC_MonActivator : CustomInventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n}\n\nActor DONTHARMSPECIESON : WoC_MonActivator\n{\n\tStates\n\t{\n\tPickup:\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Constitution\", 1, \"Failed\")\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 1)\n\t\tStop\n\tFailed:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DONTHARMSPECIESOFF : WoC_MonActivator\n{\n\tStates\n\t{\n\tPickup:\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Constitution\", 1, \"Failed\")\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 0)\n\t\tStop\n\tFailed:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BossDeathBlowBuff : PowerupGiver\n{\n\tPowerup.Type \"BossDeathBlowBuff\"\n\tPowerup.Duration 0x7fffffff\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n}\n\nActor PowerBossDeathBlowBuff : PowerProtection\n{\n\tDamagefactor \"DeathBlow\", 0\n\tPowerup.Duration 0x7fffffff\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Health Bar.txt",
        "contents": "ACTOR HPBAR\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n    {\n    Spawn:\n\t   HP32 C 0 NODELAY ACS_ExecuteAlways(705)\n\tSpawned:\n       HP32 C -1\n       Loop\n    HP32:\n       HP32 C -1\n       Loop\n    HP31:\n       HP31 C -1\n       Loop\n    HP30:\n       HP30 C -1\n       Loop\n    HP29:\n       HP29 C -1\n       Loop\n    HP28:\n       HP28 C -1\n       Loop\n    HP27:\n       HP27 C -1\n       Loop\n    HP26:\n       HP26 C -1\n       Loop\n    HP25:\n       HP25 C -1\n       Loop\n    HP24:\n       HP24 C -1\n       Loop\n    HP23:\n       HP23 C -1\n       Loop\n    HP22:\n       HP22 C -1\n       Loop\n    HP21:\n       HP21 C -1\n       Loop\n    HP20:\n       HP20 C -1\n       Loop\n    HP19:\n       HP19 C -1\n       Loop\n    HP18:\n       HP18 C -1\n       Loop\n    HP17:\n       HP17 C -1\n       Loop\n    HP16:\n       HP16 C -1\n       Loop\n    HP15:\n       HP15 C -1\n       Loop\n    HP14:\n       HP14 C -1\n       Loop\n    HP13:\n       HP13 C -1\n       Loop\n    HP12:\n       HP12 C -1\n       Loop\n    HP11:\n       HP11 C -1\n       Loop\n    HP10:\n       HP10 C -1\n       Loop\n    HP09:\n       HP09 C -1\n       Loop\n    HP08:\n       HP08 C -1\n       Loop\n    HP07:\n       HP07 C -1\n       Loop\n    HP06:\n       HP06 C -1\n       Loop\n    HP05:\n       HP05 C -1\n       Loop\n    HP04:\n       HP04 C -1\n       Loop\n    HP03:\n       HP03 C -1\n       Loop\n    HP02:\n       HP02 C -1\n       Loop\n    HP01:\n       HP01 C -1\n       Loop\n    HP00:\n       HP00 C -1\n       Loop\n    }\n}\n\nACTOR HPBAR2\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n    {\n    Spawn:\n\t   HP32 B 0 NODELAY ACS_ExecuteAlways(705, 0, 1)\n\tSpawned:\n       HP32 B -1\n       Loop\n    HP32:\n       HP32 B -1\n       Loop\n    HP31:\n       HP31 B -1\n       Loop\n    HP30:\n       HP30 B -1\n       Loop\n    HP29:\n       HP29 B -1\n       Loop\n    HP28:\n       HP28 B -1\n       Loop\n    HP27:\n       HP27 B -1\n       Loop\n    HP26:\n       HP26 B -1\n       Loop\n    HP25:\n       HP25 B -1\n       Loop\n    HP24:\n       HP24 B -1\n       Loop\n    HP23:\n       HP23 B -1\n       Loop\n    HP22:\n       HP22 B -1\n       Loop\n    HP21:\n       HP21 B -1\n       Loop\n    HP20:\n       HP20 B -1\n       Loop\n    HP19:\n       HP19 B -1\n       Loop\n    HP18:\n       HP18 B -1\n       Loop\n    HP17:\n       HP17 B -1\n       Loop\n    HP16:\n       HP16 B -1\n       Loop\n    HP15:\n       HP15 B -1\n       Loop\n    HP14:\n       HP14 B -1\n       Loop\n    HP13:\n       HP13 B -1\n       Loop\n    HP12:\n       HP12 B -1\n       Loop\n    HP11:\n       HP11 B -1\n       Loop\n    HP10:\n       HP10 B -1\n       Loop\n    HP09:\n       HP09 B -1\n       Loop\n    HP08:\n       HP08 B -1\n       Loop\n    HP07:\n       HP07 B -1\n       Loop\n    HP06:\n       HP06 B -1\n       Loop\n    HP05:\n       HP05 B -1\n       Loop\n    HP04:\n       HP04 B -1\n       Loop\n    HP03:\n       HP03 B -1\n       Loop\n    HP02:\n       HP02 B -1\n       Loop\n    HP01:\n       HP01 B -1\n       Loop\n    HP00:\n       HP00 B -1\n       Loop\n    }\n}\n\nACTOR HPBAR3\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n    {\n    Spawn:\n\t   //HP32 A 0 NODELAY ACS_ExecuteAlways(705, 0, 2)\n       HP32 B -1\n       Loop\n    HP32:\n       HP32 B -1\n       Loop\n    HP31:\n       HP31 B -1\n       Loop\n    HP30:\n       HP30 B -1\n       Loop\n    HP29:\n       HP29 B -1\n       Loop\n    HP28:\n       HP28 B -1\n       Loop\n    HP27:\n       HP27 B -1\n       Loop\n    HP26:\n       HP26 B -1\n       Loop\n    HP25:\n       HP25 B -1\n       Loop\n    HP24:\n       HP24 B -1\n       Loop\n    HP23:\n       HP23 B -1\n       Loop\n    HP22:\n       HP22 B -1\n       Loop\n    HP21:\n       HP21 B -1\n       Loop\n    HP20:\n       HP20 B -1\n       Loop\n    HP19:\n       HP19 B -1\n       Loop\n    HP18:\n       HP18 B -1\n       Loop\n    HP17:\n       HP17 B -1\n       Loop\n    HP16:\n       HP16 B -1\n       Loop\n    HP15:\n       HP15 B -1\n       Loop\n    HP14:\n       HP14 B -1\n       Loop\n    HP13:\n       HP13 B -1\n       Loop\n    HP12:\n       HP12 B -1\n       Loop\n    HP11:\n       HP11 B -1\n       Loop\n    HP10:\n       HP10 B -1\n       Loop\n    HP09:\n       HP09 B -1\n       Loop\n    HP08:\n       HP08 B -1\n       Loop\n    HP07:\n       HP07 B -1\n       Loop\n    HP06:\n       HP06 B -1\n       Loop\n    HP05:\n       HP05 B -1\n       Loop\n    HP04:\n       HP04 B -1\n       Loop\n    HP03:\n       HP03 B -1\n       Loop\n    HP02:\n       HP02 B -1\n       Loop\n    HP01:\n       HP01 B -1\n       Loop\n    HP00:\n       HP00 B -1\n       Loop\n    }\n}\n\nActor HPBARINIT : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 ACS_ExecuteAlways(705)\n\t\tStop\n\t}\n}\n\nActor HPBARSPAWN : Custominventory\n{\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"HPBAR\",0,0,56,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0,1700+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))\n\t\tStop\n\t}\n}\n\n/*Actor HPBARWARP : Custominventory\n{\n\t+Inventory.AUTOACTIVATE\n\tvar int user_height;\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_Warp(AAPTR_MASTER, 0, 0, user_height+1, 0, WARPF_NOCHECKPOSITION|WARPF_COPYINTERPOLATION)\n\t\tStop\n\t}\n}*/"
      },
      {
        "source": "pk3",
        "name": "Decorate/Interface.txt",
        "contents": "Actor MainMenuItem : WoC_Undroppable { Inventory.MaxAmount 4 }\nActor StatMenuItem : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor SkillMenuItem : WoC_Undroppable { Inventory.MaxAmount 14 }\nActor AlchemyD : WoC_Undroppable { Inventory.MaxAmount 3 }\nActor AlchemyMix : WoC_Undroppable { Inventory.MaxAmount 20 }\nActor AlchemyMix2 : AlchemyMix {}\nActor SpecMenuItem : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor SpecSideItem : WoC_Undroppable { Inventory.MaxAmount 3 }\nActor SpecChosen : WoC_Boolean {}\n\nActor ShopItem : WoC_Undroppable { Inventory.MaxAmount 100 }\nActor ShopPage : WoC_Boolean {}\nActor InShop : WoC_Boolean {}\nActor ShopCatagory : WoC_Undroppable { Inventory.MaxAmount 100 }\nActor ShowingAlch : WoC_Boolean {}\nACTOR ShowedMenu : WoC_Boolean {}\nACTOR ShowingMenu : WoC_Boolean {}\nACTOR ShowingStatMenu : WoC_Boolean {}\nACTOR ShowingSkillMenu : WoC_Boolean {}\nACTOR ShowingAccessoryMenu : WoC_Boolean {}\nACTOR ShowingSpecMenu : WoC_Boolean {}\n\nActor GreenHealthItem : WoC_Boolean {}\nActor YellowHealthItem : WoC_Boolean {}\nActor RedHealthItem : WoC_Boolean {}\n\nactor MultiKill : WoC_Stat {}\n\nActor IsOwning : PowerupGiver\n{\n\tPowerup.Type \"IsOwning\"\n\tPowerup.Duration -4\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n}\n\nactor PowerIsOwning : Powerup { Powerup.Duration -4 }\n\nActor ImAWhat: WoC_Undroppable { Inventory.MaxAmount 2 }\n\nActor TargetIsWhat : WoC_Undroppable { Inventory.MaxAmount 2 }\nActor ClassIsWhat : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor PathIsWhat : WoC_Undroppable { Inventory.MaxAmount 3 }\n\nActor BTFORWARD : WoC_Boolean {}\nActor BTBACK : WoC_Boolean {}\nActor BTLEFT : WoC_Boolean {}\nActor BTRIGHT : WoC_Boolean {}\nActor BTUSE : WoC_Boolean {}\nActor BTATTACK : WoC_Boolean {}\nActor BTALTATTACK : WoC_Boolean {}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Skills.txt",
        "contents": "Actor MightyBlowing : WoC_Boolean {}\n\nActor DeathBlowing : WoC_Boolean {}\n\nActor Punishmenting : WoC_Undroppable { Inventory.MaxAmount 1000 }\n\nActor Beserking : WoC_Boolean {}\n\nActor Sacrificeing : WoC_Undroppable { Inventory.MaxAmount 100 }\n\nActor ManaChargeing : WoC_Boolean {}\n\nActor Chargeing : WoC_Undroppable { Inventory.MaxAmount 100 }\n\nActor EnergyAbsorbing : WoC_Undroppable { Inventory.MaxAmount 100 }\n\nActor SkillSlot1 : WoC_Undroppable { Inventory.MaxAmount 20 }\n\nActor SkillSlot2 : SkillSlot1 {}\nActor SkillSlot3 : SkillSlot1 {}\nActor SkillSlot4 : SkillSlot1 {}\nActor SkillSlot0 : SkillSlot1 {}\n\nActor SpellGlobalCooldown : PowerupGiver //Global Cooldown\n{\n\tPowerup.Type \"GlobalCooldown\"\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n}\n\nActor PowerGlobalCooldown : Powerup { Powerup.Duration 15 }\n\nActor SpellGlobalCooldownShort : PowerupGiver //Global Cooldown\n{\n\tPowerup.Type \"GlobalCooldownShort\"\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n}\n\nActor PowerGlobalCooldownShort : Powerup { Powerup.Duration 5 }\n\nActor PlayerAlertMonsters : CustomInventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tStop\n\t}\n}\n\nActor NoFear : WoC_Boolean {}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Stats.txt",
        "contents": "Actor XP : Ammo\n{\n\t+IGNORESKILL\n\tinventory.maxamount 0x7FFFFFFF\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor XPTracker : Ammo\n{\n\t+IGNORESKILL\n\tinventory.maxamount 0x7FFFFFFF\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor Level : WoC_Stat {}\nActor Strength : WoC_Stat {}\nActor Agility : WoC_Stat {}\nActor Constitution : WoC_Stat {}\nActor Wisdom : WoC_Stat {}\nActor Intellect : WoC_Stat {}\nActor Charisma : WoC_Stat {}\nActor LvlUp : WoC_Stat {}\nActor LvlUpPoints : WoC_Stat {}\nActor SkillPoint : WoC_Stat {}\nActor HpBarNumber : WoC_Stat {}\n\nActor MonsterHeightCheck : WoC_Stat {}\n\nActor CurrentMaxHealth : WoC_Stat {}\n\nActor MP : Ammo\n{\n\tInventory.MaxAmount 0x7FFFFFFF\n\t+IGNORESKILL\n\tInventory.Icon \"MITMZ0\"\n\tStates\n\t{\n\tSpawn:\n\t\tMTIM Z -1\n\t\tStop\n\t}\n}\n\nActor PreviousHP : WoC_Stat {}\n\nActor TargetLevel : WoC_Stat {}\nActor TargetStrength : WoC_Stat {}\nActor TargetAgility : WoC_Stat {}\nActor TargetConstitution : WoC_Stat {}\nActor TargetWisdom : WoC_Stat {}\nActor TargetIntellect : WoC_Stat {}\nActor TargetCharisma : WoC_Stat {}\nActor TargetMaximumHealth : WoC_Stat {}\nActor TargetCurrentHealth : WoC_Stat {}\n\nActor TargetHealthBarColor : WoC_Boolean {}\n\nActor ImAMage : WoC_Boolean {}\nActor ImACleric : WoC_Boolean {}\nActor ImAFighter : WoC_Boolean {}\nActor ImAHunter : WoC_Boolean {}\nActor ImaWarlock : WoC_Boolean {}\nActor ImAnAssassin : WoC_Boolean {}\nActor ImaMorph : WoC_Boolean {}\nActor InGame : WoC_Boolean {}\nActor StatusImmune : WoC_Boolean {}\nActor MonsterCurrentHealth : WoC_Stat {}\n\nActor MonsterHasTicked : WoC_Boolean {}\n\nActor FadeIntensity : WoC_Undroppable { Inventory.MaxAmount 100 }\n\nActor TargetHP : Ammo\n{\n\t+IGNORESKILL\n\tinventory.maxamount 0x7FFFFFFF\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor TargetHPPercent : Ammo\n{\n\t+IGNORESKILL\n\tinventory.maxamount 100\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor PlayerNumber : WoC_Stat {}\n\nActor IsDestroyer : WoC_Boolean {}\nActor IsVanguard : WoC_Boolean {}\nActor IsCommander : WoC_Boolean {}\n\nActor IsPurifier : WoC_Boolean {}\nActor IsOracle : WoC_Boolean {}\nActor IsInquisitor : WoC_Boolean {}\n\nActor IsPyro : WoC_Boolean {}\nActor IsIceborn : WoC_Boolean {}\nActor IsArchon : WoC_Boolean {}\n\nActor IsMarksman : WoC_Boolean {}\nActor IsDuelist : WoC_Boolean {}\nActor IsSurvivalist : WoC_Boolean {}\n\nActor IsPlaguebringer : WoC_Boolean {}\nActor IsHarvester : WoC_Boolean {}\nActor IsConjuror : WoC_Boolean {}\n\nActor IsShade : WoC_Boolean {}\nActor IsWhisperknife : WoC_Boolean {}\nActor IsExecutioner : WoC_Boolean {}\n\nActor AlreadyResurrected : WoC_Boolean {}\nActor IsBoss : WoC_Boolean {}\nACTOR NoExpItem : WoC_Boolean {}"
      }
    ]
  },
  "maps": []
}

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