Raw model (for completeness)
{
"meta": {
"id": "00bd6699-89e8-47e6-a09b-35e11e66cad3",
"sha1": "c249b6c20d95aba02d32bc29956eef5026b64b0d",
"sha256": "4266bfea3f908e217dec382b62667df7b98495f5d7ff47a35284599bdd214126",
"filenames": [
"super_demon_-_legacy_of_kaiser_v0.1.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021/07/22 07:57:25",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021/07/22 07:57:25",
"file": {
"type": "PK3",
"size": 7298118,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c249b6c20d95aba02d32bc29956eef5026b64b0d/c249b6c20d95aba02d32bc29956eef5026b64b0d.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"BOSS24",
"BOSS25"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 318,
"maps": 2,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"Bosses/CyberProphet.txt\"\n#include \"Bosses/Guardian.txt\"\n#include \"Bosses/Lich.txt\"\n#include \"Bosses/Argus.txt\"\n#include \"Bosses/Centaur.txt\""
},
{
"source": "pk3",
"name": "Bosses/CyberProphet.txt",
"contents": "ACTOR Cyberbaron : Baronofhell\n{\n obituary \"%o was splayed by a cyber baron\"\n hitobituary \"%o was ripped to shreds by a cyber baron\"\n health 1200\n radius 24\n height 64\n mass 1000\n speed 8\n painchance 40\n seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n MONSTER\n +NORADIUSDMG\n +DONTHURTSPECIES\n states\n {\n Spawn:\n CBOS AB 10 A_Look\n loop\n See:\n CBOS A 3 A_chase\n CBOS A 3 A_chase\n CBOS B 0 A_playsound(\"cbaron/metal\")\n CBOS BB 3 A_chase\n CBOS CC 3 A_chase\n CBOS D 3 A_chase\n CBOS D 3 A_hoof\n loop\n Melee:\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 A_BruisAttack\n Goto See\n Missile:\n CBOS E 0 A_jump(80,5)\n CBOS E 10 A_FaceTarget\n CBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_customMissile(\"Rocket\",27,16,0)\n CBOS E 10 A_FaceTarget\n Goto See\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 A_BruisAttack\n Goto See\n Pain:\n CBOS H 2\n CBOS H 2 A_Pain\n goto See\n Death:\n CBOS I 8\n CBOS J 8 A_Scream\n CBOS K 8 bright A_Playsound(\"world/barrelx\")\n CBOS L 8 bright A_NoBlocking\n CBOS M 8 bright\n CBOS N 8 bright\n CBOS O -1\n stop\n }\n}\n\nACTOR CyberProphet : Baronofhell\n{\n obituary \"%o Was Exploited By Cyber Prophet\"\n hitobituary \"%o Is without his Guts\"\n health 3000\n radius 24\n height 64\n mass 1000\n speed 12\n Translation \"16:47=193:204\", \"112:125=176:181\"\n painchance 40\n seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n Dropitem \"BlueCard\"\n DamageFactor \"KThunder\", 0.0\n MONSTER\n +DONTRIP\n +DONTHURTSPECIES\n +BOSS\n +NOTARGET\n +NORADIUSDMG\n +NOICEDEATH\n states\n {\n Spawn:\n CBOS AB 10 A_Look\n loop\n See:\n CBOS A 3 A_Vilechase\n CBOS A 3 A_Vilechase\n CBOS B 0 A_playsound(\"cbaron/metal\")\n CBOS BB 3 A_Vilechase\n CBOS CC 3 A_Vilechase\n CBOS D 3 A_Vilechase\n CBOS D 0 A_Hoof\n CBOS D 3 A_Vilechase\n loop\n Melee:\n CBOS PQ 3 A_FaceTarget\n CBOS R 3 A_BruisAttack\n Goto See\n Heal:\n CBOS H 30\n goto See\n Missile:\n TNT1 A 0 A_Jump(256, \"Rocket\", \"Baron\", \"Fire\", \"Thunder\", \"Ice\", \"Fire\", \"Shield\")\n Rocket:\n CBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_CustomMissile(\"Rocket\", 27,16,random(-2,2),0)\n CBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_CustomMissile(\"Rocket\", 27,16,random(-2,2),0)\n CBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_CustomMissile(\"Rocket\", 27,16,random(-2,2),0)\n\tCBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_CustomMissile(\"Rocket\", 27,16,random(-2,2),0)\n\tCBOS E 10 A_FaceTarget\n CBOS F 10 Bright A_CustomMissile(\"Rocket\", 27,16,random(-2,2),0)\n Goto See\n Baron:\n CBOS PQ 4 A_FaceTarget\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 15)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -15)\n CBOS R 4 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 0)\n CBOS PQ 4 A_FaceTarget\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 15)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -15)\n CBOS R 4 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 0)\n CBOS PQ 4 A_FaceTarget\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 15)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -15)\n CBOS R 4 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 0)\n\tCBOS PQ 4 A_FaceTarget\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 15)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -15)\n CBOS R 4 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 0)\n\tCBOS PQ 4 A_FaceTarget\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 7)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 15)\n CBOS R 0 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, -15)\n CBOS R 4 BRIGHT A_Custommissile (\"CBBaronBall\", 27, 0, 0)\n Goto See\n Thunder:\n CBOS PQR 10 A_FaceTarget\n CBOS FFFFFFFFFF 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\", 40, 0, random(-16, 16), 0)\n\tCBOS R 10 A_FaceTarget\n Goto See\n Ice:\n CBOS E 10 A_FaceTarget\n CBOS FFFFFFFFFF 0 BRIGHT A_CustomMissile(\"IceBaronBall\", 27, 16, random(-16, 16), 0)\n CBOS F 10 A_FaceTarget\n Goto See\n Fire:\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n CBOS E 0 A_FaceTarget\n CBOS EF 1 BRIGHT A_CustomMissile(\"DFlare\", 27, 16, random(-10, 10), 0)\n Goto See\n Shield:\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS E 0 A_FaceTarget\n CBOS E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CBOS FFFFFFF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n\tGoto See\n Pain:\n CBOS H 2\n CBOS H 2 A_Pain\n TNT1 A 0 A_Jump(64, \"Shield\")\n goto See\n Raise:\n CBOS O -1\n Stop\n Death:\n TNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"reward\", 1)\n CBOS H 0 A_Scream\n CBOS H 35\n\tCBOS H 0 A_Scream\n CBOS H 35\n\tCBOS H 0 A_Scream\n CBOS H 35\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CBOS I 8\n CBOS J 8 A_Scream\n CBOS K 8 bright A_Playsound(\"world/barrelx\")\n CBOS L 8 bright A_NoBlocking\n CBOS M 8 bright\n CBOS N 8 bright\n CBOS O -1\n stop\n }\n}\n\nactor ShieldPart\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle None\n Alpha 0.25\n Bloodtype \"ShieldHit\"\n +SHOOTABLE\n +NOGRAVITY\n +NOTELEPORT\n +NODAMAGE\n +DONTRIP\n +NOBLOODDECALS\n +FLOORCLIP\n +REFLECTIVE\n States\n {\n Spawn:\n HEXA A 2 bright\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldPartVisual\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle Add\t//Fuzzy looks great in software mode\n Alpha 0.25\n +NOINTERACTION\n +CLIENTSIDEONLY\n +FLOORCLIP\n States\n {\n Spawn:\n HEXA A 2 bright\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldSpawner\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up\", 24, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up\", -24, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", 48, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", -48, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner3up\", 72, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner3up\", -72, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner2up\", 96, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner2up\", -96, 0, 0, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner5up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 48, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 64, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 48, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 64, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner4up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 8, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 40, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 56, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 8, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 40, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 56, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner3up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 48, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 48, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner2up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 40, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 40, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldHit\n{\n Radius 1\n Height 1\n Scale 0.5\n Renderstyle Add\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n FHIT A 0 bright\n FHIT A 1 bright A_Stop\n FHIT A 0 bright A_PlaySound (\"ForceBarrier/Hit\")\n FHIT BCDEFGH 1 bright\n stop\n }\n}\n\nACTOR DFlare\n{\n Radius 5\n Height 5\n Speed 25\n Damage 4\n SpawnID 252\n RenderStyle Add\n DamageType Fire\n Alpha 0.85\n Projectile\n +ThruGhost\n Obituary \"%o was set ablaze by the Cyber Prophet.\"\n Seesound \"weapons/firmfi\"\n DeathSound \"weapons/firex4\"\n States\n {\n Spawn:\n VBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n CBAL CDEFG 3 Bright\n Stop\n }\n}\n\nActor MFlareFX\n{\n Radius 0\n Height 1\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n FDFX ABCDEF 4 Bright\n Stop\n }\n}\n\nACTOR IceBaronBall\n{\n Radius 6\n Height 16\n Speed 15\n Damage 4\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Translation \"Ice\"\n DamageType Ice\n Alpha 1\n SeeSound \"baron/attack\"\n DeathSound \"baron/shotx\"\n Decal \"BaronScorch\"\n States\n {\n Spawn:\n BAL7 AB 4 Bright\n Loop\n Death:\n TNT1 A 0 A_IceGuyDie\n BAL7 CDE 6 Bright\n Stop\n }\n}\n\nACTOR CBBaronBall : BaronBall\n{\n Speed 20\n Translation \"112:127=192:207\"\n States\n {\n }\n}\n\nACTOR ExplosionEffect\n{\n Radius 1\n Height 1\n Speed 0\n Damage 0\n Projectile\n +RANDOMIZE\n +DEHEXPLOSION\n States\n {\n Spawn:\n MISL B 1 Bright\n\tMISL B 0 A_PlaySound(\"weapons/rocklx\")\n MISL B 8 Bright A_Explode\n MISL C 6 Bright\n MISL D 4 Bright\n Stop\n }\n}\n\nACTOR CyberProphetMorpher : PowerupGiver\n{\nScale 2\nradius 48\nheight 128\npowerup.type CyberProphet\ninventory.pickupmessage \"\"\npowerup.duration 99999999999999\nstates\n{\nSpawn:\nTNT1 A 6\nloop\n }\n }\n\nactor PowerCyberProphet : PowerMorph\n{\npowerup.duration 99999999999999\nPowerMorph.PlayerClass \"CyberProphetPlayer\"\n}\n\nACTOR CyberProphetPlayer : PlayerPawn\n{\n Health 1000\n radius 24\n height 64\n mass 1000\n speed 1.00\n Player.ColorRange 0, 0\n Player.JumpZ 6\n Player.MaxHealth 16000\n Player.ViewHeight 60\n Player.DisplayName \"CyberProphet\"\n Player.SoundClass \"cyberprophet\"\n Player.MorphWeapon \"CyberProphetWeapon0\"\n Player.StartItem \"Mana\", 100\n limitedtoteam 1\n damagefactor \"boss\", 0\n\t seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n\tbloodcolor blue\n\t+NOSKIN\n\t-PICKUP\n states\n{\n Spawn:\n CYPR A 20\n Loop\n See:\n CYPR A 3\n CYPR A 3\n CYPR B 0 A_playsound(\"cbaron/metal\")\n CYPR BB 3\n CYPR CC 3\n CYPR D 3\n CYPR D 0 A_playsound(\"cyber/hoof\")\n CYPR D 3\n Loop\n Missile:\n CYPR F 10 bright\n CYPR E 10 bright\n goto Spawn\n Pain:\n CYPR H 2\n CYPR H 2 A_Pain\n goto Spawn\n Death:\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n CYPR I 8\n CYPR J 8 A_PlayerScream\n CYPR K 8 bright A_Playsound(\"world/barrelx\")\n CYPR L 8 bright A_NoBlocking\n CYPR M 8 bright\n CYPR N 8 bright\n CYPR O -1\n stop\n }\n}\n\nACTOR CyberProphetWeapon0 : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o was destroyed in the name of Lord God Kaiser by %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 5\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n TNT1 A 1 A_WeaponReady\n goto AltFire\n Fire:\n TNT1 A 1\n goto AltFire\n Deselect:\n TNT1 A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n Loop\n AltFire:\n TNT1 A 0 A_GiveInventory(\"CyberProphetWeapon\")\n TNT1 A 0 A_SelectWeapon(\"CyberProphetWeapon\")\n TNT1 A 0\n goto deselect\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nactor CyberProphetattackmode1 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor CyberProphetattackmode2 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor CyberProphetattackmode3 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor CyberProphetattackmode4 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor SwitchStates : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nACTOR CyberProphetWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o was destroyed in the name of Lord God Kaiser by %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n CLA2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n goto ready\n Deselect:\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n Loop\n Fire:\n CLA2 A 0 A_jumpIfinventory(\"CyberProphetattackmode1\", 1, \"BaronAttackcheck\")\n CLA2 A 0 A_jumpIfinventory(\"CyberProphetattackmode2\", 1, \"RocketAttackcheck\")\n CLA2 A 0 A_jumpIfinventory(\"CyberProphetattackmode3\", 1, \"FlareAttackcheck\")\n\t CLA2 A 0 A_jumpIfinventory(\"CyberProphetattackmode4\", 1, \"ThunderAttackcheck\")\n\t Goto ready\n AltFire:\n \t CLA2 A 1 ACS_execute(812)\n CLA2 A 1\n CLA2 A 23\n goto ready\n BaronAttack:\n CLA2 A 0 A_Takeinventory(\"mana\", 20)\n CLA2 A 0 A_PlayWeaponSound(\"imp/attack\")\n CLA2 A 0 A_GunFlash\n\t CLA2 A 0 A_FireCustomMissile (\"CBBaronBall\",-15,0,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"CBBaronBall\",7,0,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"CBBaronBall\",-7,0,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"CBBaronBall\",15,0,0,0,0)\n CLA2 A 5 A_FireCustomMissile (\"CBBaronBall\",0,1,0,0,0)\n CLA2 B 5\n goto ready\n Rocket:\n\t CLA2 A 0 A_Takeinventory(\"mana\", 30)\n CLA2 B 20 A_FireCustomMissile (\"Rocket\",0,1,0,0,0)\n Goto Ready\n goto ready\n FlareAttack:\n CLA2 A 0 A_Takeinventory(\"mana\", 3)\n CLA2 A 0 A_GunFlash\n CLA2 BBBBB 1 A_FireCustomMissile (\"DFlare\",random(10,-10),1,0,0,0)\n CLA2 B 0 A_Refire\n Goto Ready\n Thunderattack:\n CLA2 A 0 A_Takeinventory(\"mana\", 40)\n CLA2 A 0 A_FireCustomMissile (\"GroundLightningTracer\",random(16,-16),1,0,0,0)\n CLA2 AAAAAAAAA 0 A_FireCustomMissile (\"GroundLightningTracer\",random(16,-16),0,0,0,0)\n CLA2 A 10 A_Refire\n Goto Ready\n BaronAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 20, \"BaronAttack\")\n goto ready\n RocketAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 30, \"Rocket\")\n goto ready\n FlareAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 3, \"FlareAttack\")\n goto ready\n ThunderAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 40, \"ThunderAttack\")\n goto ready\n Reload:\n CLA2 A 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CLA2 BBBBBBB 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n CLA2 D 0 A_Refire\n Goto Ready\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/Guardian.txt",
"contents": "ACTOR GuardianFirstCube\n{\n Radius 30\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +DONTREFLECT\n +SKYEXPLODE\n RENDERSTYLE Normal\n ALPHA 1.0\n States\n {\n Spawn:\n BOSF ABCD 4\n BOSF ABCD 4\n goto death\n Death:\n FIRE A 0 a_jump(256,\"demon\",\"doomimp\",\"lostsoul\",\"spectre\",\"cacodemon\",\"hellknight\",\"baronofhell\")\n demon:\n FIRE A 1 A_SpawnItemEx (\"SDdemon\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n doomimp:\n FIRE A 1 A_SpawnItemEx (\"SDdoomimp\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n lostsoul:\n FIRE A 1 A_SpawnItemEx (\"SDlostsoul\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n spectre:\n FIRE A 1 A_SpawnItemEx (\"SDRevenant\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n cacodemon:\n FIRE A 1 A_SpawnItemEx (\"SDcacodemon\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n hellknight:\n FIRE A 1 A_SpawnItemEx (\"SDhellknight\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n baronofhell:\n FIRE A 1 A_SpawnItemEx (\"SDbaronofhell\",0,0,0,0,0,0,0,28,0)\n FIRE BCDEFG 2\n FIRE H 1\n stop\n }\n}\n\nACTOR SDDoomImp : DoomImp\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n TROO AB 10 A_Look\n Loop\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n TROO EF 8 Fast A_FaceTarget\n TROO G 8 Fast A_TroopAttack\n Goto See\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n TROO EF 8 Fast A_FaceTarget\n TROO G 8 Fast A_TroopAttack\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n TROO AABBCCDD 2 A_Wander\n goto See\n }\n}\n\nACTOR SDDemon : Demon\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n SARG AB 10 A_Look\n Loop\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n SARG EF 8 Fast A_FaceTarget\n SARG G 8 Fast A_SargAttack\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n SARG AABBCCDD 2 A_Wander\n goto See\n }\n}\n\nACTOR SDLostSoul : LostSoul\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n SKUL AB 10 A_Look\n Loop\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n SKUL C 10 Bright A_FaceTarget\n SKUL D 4 Bright A_SkullAttack\n SKUL CD 4 Bright\n Goto Missile+2\n Clear:\n\tTNT1 A 0 A_ClearTarget\n SKUL AB 6 A_Wander\n goto See\n }\n}\n\nACTOR SDRevenant : Revenant\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n SKEL AB 10 A_Look\n Loop\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n SKEL J 0 Bright A_FaceTarget\n SKEL J 10 Bright A_FaceTarget\n SKEL K 10 A_SkelMissile\n SKEL K 10 A_FaceTarget\n Goto See\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n SKEL G 0 A_FaceTarget\n SKEL G 6 A_SkelWhoosh\n SKEL H 6 A_FaceTarget\n SKEL I 6 A_SkelFist\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n SKEL AABBCCDDEEFF 2 A_Wander\n Loop\n }\n}\n\nACTOR SDCacodemon : Cacodemon\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n HEAD AB 10 A_Look\n Loop\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n HEAD BC 5 A_FaceTarget\n HEAD D 5 Bright A_HeadAttack\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n HEAD A 3 A_Wander\n Loop\n }\n}\n\nACTOR SDHellKnight : HellKnight\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n BOS2 AB 10 A_Look\n Loop\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n BOS2 EF 8 A_FaceTarget\n BOS2 G 8 A_BruisAttack\n Goto See\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n BOS2 EF 8 A_FaceTarget\n BOS2 G 8 A_BruisAttack\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n BOS2 AABBCCDD 3 A_Wander\n Loop\n }\n}\n\nACTOR SDBaronOfHell : BaronOfHell\n{\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n States\n {\n Spawn:\n TROO AA 0 A_ChangeFlag(\"FRIENDLY\",0)\n BOSS AB 10 A_Look\n Loop\n Melee:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BruisAttack\n Goto See\n Missile:\n TNT1 A 0 A_JumpIfInTargetInventory(\"GuardianWeapon\", 1, \"Clear\")\n BOSS EF 8 A_FaceTarget\n BOSS G 8 A_BruisAttack\n Goto See\n Clear:\n\tTNT1 A 0 A_ClearTarget\n BOSS AABBCCDD 3 A_Wander\n Loop\n }\n}\n\nACTOR GuardianMorpher : PowerupGiver\n{\nScale 2\nradius 48\nheight 128\npowerup.type Guardian\ninventory.pickupmessage \"\"\npowerup.duration 99999999999999\nstates\n{\nSpawn:\nTNT1 A 6\nloop\n }\n}\n\nactor PowerGuardian : PowerMorph\n{\npowerup.duration 99999999999999\nPowerMorph.PlayerClass \"GuardianPlayer\"\n}\n\nACTOR GuardianPlayer : PlayerPawn\n{\n Health 1000\n radius 24\n height 64\n mass 1000\n speed 0.90\n Player.ColorRange 0, 0\n Player.JumpZ 6\n Player.MaxHealth 16000\n Player.ViewHeight 60\n Player.DisplayName \"Guardian\"\n Player.SoundClass \"Guardian\"\n Player.MorphWeapon \"GuardianWeapon0\"\n Player.StartItem \"Mana\", 100\n limitedtoteam 1\n damagefactor \"boss\", 0\n\t seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n\tBloodColor \"Green\"\n DamageType \"Guardian\"\n DamageFactor \"Guardian\", 0.0\n DamageFactor \"WalkFire\", 0.0\n DamageFactor \"GuardianFlamer2\", 0.0\n +NORADIUSDMG\n +NOSKIN\n -PICKUP\n states\n{\n Spawn:\n LOHS A 20\n Loop\n Spawn:\n LOHS A 20\n Loop\n See:\n LOHS AA 4\n LOHS A 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS B 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS BB 4\n LOHS B 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS C 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS CC 4\n LOHS C 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS D 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS DD 4\n LOHS D 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n LOHS A 0 BRIGHT A_CustomMissile(\"GuardianFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n Loop\n Missile:\n LOHS E 5 bright\n LOHS F 5 bright\n LOHS G 5 bright\n goto Spawn\n Pain:\n LOHS H 2\n LOHS H 2 A_Pain\n\tgoto Spawn\n Death:\n TNT1 A 0 a_givetotarget(\"BOSSKILLEDSTAT\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"reward\", 1)\n LOHS I 8\n LOHS I 8\n\tLOHS ABABABABABABABABABABABABABABABAB 20\n Stop\n }\n}\n\nACTOR GuardianWeapon0 : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o was ended up quite wounded after the training of %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 5\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n TNT1 A 1 A_WeaponReady\n goto AltFire\n Fire:\n TNT1 A 1\n goto AltFire\n Deselect:\n TNT1 A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n Loop\n AltFire:\n TNT1 A 0 A_GiveInventory(\"GuardianWeapon\")\n TNT1 A 0 A_SelectWeapon(\"GuardianWeapon\")\n TNT1 A 0\n goto deselect\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nactor Guardianattackmode1 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor Guardianattackmode2 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor Guardianattackmode3 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nactor Guardianattackmode4 : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}\n\nACTOR GuardianWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n Obituary \"%o ended very hurt in the training by %k\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n CLA2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n goto ready\n Deselect:\n CLA2 A 1 A_Lower\n Loop\n Select:\n CLA2 A 0 A_Raise\n Loop\n Fire:\n CLA2 A 0 A_jumpIfinventory(\"Guardianattackmode1\", 1, \"BaronAttackcheck\")\n CLA2 A 0 A_jumpIfinventory(\"Guardianattackmode2\", 1, \"SpearAttackcheck\")\n CLA2 A 0 A_jumpIfinventory(\"Guardianattackmode3\", 1, \"ThamuzAttackcheck\")\n\t CLA2 A 0 A_jumpIfinventory(\"Guardianattackmode4\", 1, \"SummonAttack\")\n\t Goto ready\n AltFire:\n \t CLA2 A 1 ACS_execute(812)\n CLA2 A 1\n CLA2 A 23\n goto ready\n BaronAttack:\n CLA2 A 0 A_Takeinventory(\"mana\", 20)\n CLA2 A 0 A_PlayWeaponSound(\"imp/attack\")\n CLA2 A 9\n CLA2 DDDDDDDDDDDDDDDDDDDD 0 A_FireCustomMissile (\"BaronBall\",random(180,-180),0,0,0,0)\n CLA2 B 10 A_FireCustomMissile (\"BaronBall\",0,1,0,0,0)\n CLA2 A 0 A_Refire\n Goto Ready\n SpearAttack:\n\t CLA2 A 0 A_TakeInventory(\"mana\", 50)\n\t CLA2 A 0 A_GiveInventory(\"SpearCooldown\", 1)\n CLA2 A 0 A_GunFlash\n\t CLA2 B 20 A_RailAttack(2000,0, 1, \"Red\", \"Blue\", 0, 0, \"none\")\n Goto Ready\n ThamuzAttack:\n CLA2 A 0 A_Takeinventory(\"mana\", 70)\n\tTNT1 A 0 SetPlayerProperty (0, 1, 0)\n CLA2 A 15\n CLA2 D 0 A_SetTranslucent (0.5, 1)\n CLA2 D 0 A_SetReflectiveInvulnerable\n CLA2 D 0 A_PlaySound(\"Apocalypse/cast\")\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",0,1,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",20,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",40,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",60,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",80,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",100,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",120,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",140,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",160,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",180,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-20,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-40,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-60,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-80,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-100,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-120,0,0,0,0)\n CLA2 D 0 A_FireCustomMissile (\"DCBMiss3\",-140,0,0,0,0)\n CLA2 B 10 A_FireCustomMissile (\"DCBMiss3\",-160,0,0,0,0)\n CLA2 B 80 A_UnSetReflectiveInvulnerable\n TNT1 A 0 SetPlayerProperty (0, 0, 0)\n CLA2 B 10 A_SetTranslucent (1.0, 0)\n CLA2 BAA 5\n Goto Ready\n Summonattack:\n CLA2 A 0 A_Takeinventory(\"mana\", 100)\n CLA2 A 0 A_FireCustomMissile (\"GuardianFirstCube\",0,1,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"GuardianFirstCube\",20,0,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"GuardianFirstCube\",-20,0,0,0,0)\n CLA2 A 0 A_FireCustomMissile (\"GuardianFirstCube\",40,0,0,0,0)\n CLA2 A 20 A_FireCustomMissile (\"GuardianFirstCube\",-40,0,0,0,0)\n Goto Ready\n BaronAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 20, \"BaronAttack\")\n Goto ready\n SpearAttackCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"SpearCooldown\", 1, 2)\n TNT1 A 0 A_jumpIfinventory(\"mana\", 50, \"SpearAttack\")\n Goto ready\n CLA3 A 1\n Goto Ready\n ThamuzAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 70, \"ThamuzAttack\")\n Goto ready\n SummonAttackcheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 100, \"SummonAttack\")\n Goto ready\n Reload:\n CLA2 A 5\n CLA2 B 5 A_CustomPunch(300, FALSE, 0)\n\t CLA2 D 0 A_Refire\n Goto Ready\n Flash:\n SNIF F 3 Bright A_Light2\n SNIF F 3 Bright A_Light1\n SNIF F 0 Bright A_Light0\n Goto LightDone\n }\n}\n\nActor SpearCooldown : PowerProtection\n{\n\tpowerup.duration -5\n\tdamagefactor \"normal\", 1.0\n}\n\nactor GuardianFlamer2\n{\n PROJECTILE\n +INVISIBLE\n Speed 6\n Radius 1\n Height 1\n States\n {\n Spawn:\n TNT1 A 0 A_Jump(256,\"Yellow\", \"Blue\", \"Red\", \"White\", \"Green\", \"Purple\", \"Orange\")\n\tTNT1 A 0 A_Jump(256,\"Yellow\", \"Blue\", \"Red\", \"White\", \"Green\", \"Purple\", \"Orange\")\n Yellow:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"YellowBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"YellowBossFlame2\",0,random(-5,5))\n\tGoto Death\n Blue:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"BlueBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"BlueBossFlame2\",0,random(-5,5))\n\tGoto Death\n Red:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"RedBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"RedBossFlame2\",0,random(-5,5))\n\tGoto Death\n White:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"WhiteBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"WhiteBossFlame2\",0,random(-5,5))\n\tGoto Death\n Green:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"GreenBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"GreenBossFlame2\",0,random(-5,5))\n\tGoto Death\n Purple:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"PurpleBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"PurpleBossFlame2\",0,random(-5,5))\n\tGoto Death\n Orange:\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"OrangeBossFlame2\",0,random(-5,5))\n TNT1 A 2\n TNT1 A 0 A_SpawnItem(\"OrangeBossFlame2\",0,random(-5,5))\n\tGoto Death\n Death:\n TNT1 A 1 A_FadeOut\n Stop\n }\n}\n\nactor YellowBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor BlueBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:167=192:207\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor RedBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:167=168:191\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor WhiteBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:167=80:95\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor GreenBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:169=112:127\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor PurpleBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:167=250:254\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nactor OrangeBossFlame2\n{\n Scale 0.6\n +NOGRAVITY\n RenderStyle Add\n Translation \"160:167=208:223\"\n Alpha 0.7\n DamageType \"Guardian\"\n States\n {\n Spawn:\n FIRE A 0 A_PlaySound(\"vile/firecrkl\")\n FIRE A 0 Bright A_Explode(128,128,0)\n FIRE ABCDEFGH 3 Bright\n Goto Death\n Death:\n FIRE H 1 Bright\n Stop\n }\n}\n\nActor DCBMiss3\n{\n Radius 1\n Height 1\n Health 5\n Speed 8\n Damage 0\n Scale 2\n RenderStyle Add\n +BloodLessImpact\n +Ripper\n +DontSplash\n Projectile\n SeeSound \"h2necromancer/magiccast\"\n States\n {\n Spawn:\n TNT1 A 2 BRIGHT A_Gravity\n Loop\n Death:\n FSFX NOPQRSTNOPQRST 3\n FSFX Z 0 A_CustomMissile(\"DCBMiss3M\",0,0,180)\n Stop\n }\n}\n\nActor DCBMiss3M\n{\n Radius 10\n Height 10\n Speed 28\n Damage 20\n Scale 1.3\n +FloorHugger\n RenderStyle Add\n Projectile\n DeathSound \"comet/explosion\"\n Decal RevenantScorch\n States\n {\n Spawn:\n FSFX NOPQRSTNOPQRST 3 Bright A_SpawnItemEx(\"DCBMiss3MG\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n TNT1 A 0 A_Explode(64,64)\n FSFX DEFGHIJKLM 2 Bright\n Stop\n }\n}\n\nActor DCBMiss3MG\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n +CLIENTSIDEONLY\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n FSFX NOPQRST 3 Bright\n\tFSFX NOPQRST 3 Bright A_FadeOut(0.2)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/Lich.txt",
"contents": "ACTOR Whirlwind2 : Whirlwind Replaces LichWind\n{\n\tRadius 25\n\tHeight 65\n\tSpeed 25\n\tDamage 3\n\tProjectile\n\t+SEEKERMISSILE\n\t+EXPLOCOUNT\n\t+StepMissile\n\t+RIPPER\n\t+HEXENBOUNCE\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tFX07 DEFG 3 A_SeekerMissile(60,85,SMF_LOOK|SMF_PRECISE,256)\n\t\tFX07 ABC 3 A_WhirlwindSeek\n\t\tGoto Spawn+4\n\tDeath:\n\t\tFX07 GFED 4\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Bosses/Argus.txt",
"contents": "ACTOR GroundLightningTracer\n{\n Radius 4\n Height 6\n Speed 10\n Damage 6\n RENDERSTYLE Add\n Alpha 0.40\n ReactionTime 15//34\n SEESOUND \"thor/attackr2\"\n PROJECTILE\n +FloorHugger\n //+Noclip\n //+Ripper\n +SeekerMissile\n states\n {\n Spawn:\n ICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx(\"GroundTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Jump(128, 2)\n ICWS A 0 BRIGHT A_SeekerMissile(90,90)\n TNT1 A 0 A_CountDown\n\tLoop\n Death:\n ICWS ABCDEFGHI 5 BRIGHT A_Stop\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Bosses/Centaur.txt",
"contents": "ACTOR CentaurWeapon : Weapon\n{\n Weapon.SelectionOrder 800\n obituary \"%o did stuff\"\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"misc/pk_up\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"Mana\"\n +WEAPON.NOAUTOAIM\n +INVENTORY.UNDROPPABLE\n +THRUGHOST\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Ready:\n\t TNT1 A 0 A_TakeInventory(\"UsingBlast\", 1)\n\t TNT1 A 0 A_TakeInventory(\"UsingShield\", 1)\n\t TNT1 A 0 A_TakeInventory(\"UsingMelee\", 1)\n\t CLA3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n goto ready\n Deselect:\n CLA3 A 1 A_Lower\n Loop\n Select:\n CLA3 A 0 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_jumpIfinventory(\"CentMode1\", 1, \"BlastCheck\")\n TNT1 A 0 A_jumpIfinventory(\"CentMode2\", 1, \"ShieldCheck\")\n\t TNT1 A 0 A_jumpIfinventory(\"CentMode3\", 1, \"NascarCheck\")\n TNT1 A 0 A_jumpIfinventory(\"CentMode4\", 1, \"Melee\")\n\t CLA3 A 1\n\t Goto ready\n AltFire:\n \t CLA3 A 1 ACS_execute(812, 0) //812\n CLA3 A 2\n CLA3 A 12\n goto ready\n Blast:\n\t TNT1 A 0 A_GiveInventory(\"UsingBlast\", 1)\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 25)\n\t CLA3 BBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/Blast\")\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 2, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 4, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", -2, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", -4, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_N1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_N2\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_S1\", 0, 0, 0, 24)\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurBlast_S2\", 0, 0, 0, 24)\n\t CLA3 BBBBBBBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24) // 11\n\t CLA3 A 18\n goto ready\n Shield:\n TNT1 A 0 A_GiveInventory(\"UsingShield\", 1)\n\t TNT1 A 0 A_GunFlash\n TNT1 A 0 A_Takeinventory(\"mana\", 40)\n\t CLA3 BBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/FireShoot\")\n\t TNT1 A 0 A_SpawnItem(\"CentaurFireTrailSpawner\")\n\t TNT1 A 0 A_FireCustomMissile(\"CentaurExplosion\")\n\t CLA3 BBBBBBBBBBBBBBBBBBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 48)\n\t CLA3 A 16\n Goto Ready\n Nascar:\n\t TNT1 A 0 A_TakeInventory(\"mana\", 75)\n\t CLA3 B 6 Bright\n\t TNT1 A 0 A_GiveInventory(\"CentaurSpeedTrail\", 1)\n\t TNT1 A 0 ACS_ExecuteAlways(50, 0)\n\t TNT1 A 0 ACS_ExecuteAlways(51, 0)\n\t TNT1 A 0 A_GiveInventory(\"ToroCooldown\", 1)\n\t CLA3 A 6\n Goto Ready\n Melee:\n\t TNT1 A 0 A_GiveInventory(\"UsingMelee\", 1)\n\t TNT1 A 0 A_GunFlash\n\t TNT1 A 0 A_PlayWeaponSound(\"Centaur/Melee\")\n\t TNT1 A 0 A_CustomPunch(50 , 1 , 0, \"BulletPuffCent\", 108)\n\t CLA3 BBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t CLA3 B 6 Bright A_CustomPunch(50 , 1 , 0, \"BulletPuffCent\", 108)\n\t CLA3 B 6 Bright A_CustomPunch(50 , 1 , 0, \"BulletPuffCent\", 108)\n\t CLA3 A 6\n Goto Ready\n Reload:\n CLA3 BBBBBB 1 Bright A_SpawnItemEx(\"CentaurProtector\", 64, 0, 24)\n\t CLA3 A 0 A_Refire\n\t Goto Ready\n BlastCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 25, \"Blast\")\n goto ready\n ShieldCheck:\n TNT1 A 0 A_jumpIfinventory(\"mana\", 40, \"Shield\")\n goto ready\n NascarCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"ToroCooldown\", 1, \"Nope\")\n TNT1 A 0 A_jumpIfinventory(\"mana\", 75, \"Nascar\")\n goto ready\n Nope:\n\t CLA3 A 1\n Goto Ready\n Flash:\n SNIF F 35 Bright\n Goto LightDone\n }\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}