wilyinc.v3lbdemoedition.pk3

PK3 14 MiB 0 map(s)

Counts

endoom0
graphics0
lumps1034
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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        "source": "pk3",
        "name": "Readme.txt",
        "contents": "===========================================================================\nArchive Maintainer      : Megaman94\nAdvanced engine needed  : Zandronum\nPrimary purpose         : Deathmatch\n===========================================================================\nTitle                   : Wily Incorporated\nFilename           \t\t: WilyInc.v3lb.pk3\nRelease date            : 3/15/2019\nAuthor                  : Megaman94\nEmail Address           : joshuahepworth94@gmail.com\n\nDescription             : It is the year 20XX and all is peaceful. However,\n                          things are not what they seem. The evil scientist\n                          Dr. Wily has built a robot factory that he will use\n                          to produce new robots and weaponry. It is up to you\n                          to explore Wily's factory and stop his latest plan\n                          before it is too late.\n\nAdditional Credits to   : Robot Master Mugshots and Hallway Markers- Superjustinbros\n\n\t\t\t\t\t\t  Wily Inc. Sign made by MegaboyX7/SharpBuster\n\n\t\t\t\t\t\t  Mega Man V Room Textures - NemZ\n\n                          Pokemon Sound Effects - Celebi\n\n\t\t\t\t\t\tMegaman Killer room's textures from gameboymappackv1a.pk3\n\n                        Bosses created By MegaMan94 and MegaVile\n\n\t\t\t\t\t\tSS - Special Stage - Sonic 3D Blast\n\t\t\t\t\t\tSEWERS - Tracks In Space - RushJet1\n\t\t\t\t\t\t- COPYRIGHT (C) SEGA\n\t\t\t\t\t\tARENABOS - F-Zero: Climax - Illusion - Remixed by Betasword\n\t\t\t\t\t\tBOSSATTK - F-Zero: Climax - Illusion - Remixed by PureSabre\n\t\t\t\t\t\tPLANWHUB - Panic Puppet Act 1 - Sonic 3D Blast - 8BitDanooct1\n\t\t\t\t\t\tPWJIZA1 - Thermal Base - Freedom Planet NES 8 bit Remix - 40Nix\n\t\t\t\t\t\tPWJIZA2 - Thermal Base - Freedom Planet NES 8 bit Remix - 40Nix\n\t\t\t\t\t\tPWFLZA1 - An Underlying Problem (NES 2A03) - Shovel Knight - Ghostrider94x\n\t\t\t\t\t\tPWFLZA2 - An Underlying Problem (Famitracker) - Shovel Knight - VinylCheese\n\t\t\t\t\t\tPWACZA1 - Bubble Man Stage - Rockman 8 FC Team\n\t\t\t\t\t\tPWACZA2 - Bubbleman (Rockman's RPG Mix) - Chiptuned Rockman\n\t\t\t\t\t\tPWCIZA1 - Frost Walrus - Mega Man X4 - remixed by Wyatt Croucher\n\t\t\t\t\t\tPWCIAZ2 - Frost Walrus - Mega Man X4 - remixed by Wyatt Croucher & JX의 8비트\n\t\t\t\t\t\tPWWMZA1 - Mega Man 10 Endless VRC6 - 8BitDanooct1\n\t\t\t\t\t\tPWWMZA2 - Stage 26 - Kevin Phetsomphou\n\t\t\t\t\t\tPWMMZA0 - Light Stage 3 - Rockman CX\n\t\t\t\t\t\tVILELAB - Wily Basement - Mega Man LL Soundtrack\n                       BOSS1 - Original - Free Boss Battle Theme 1 V2 - DjKlzonez\n\t\t\t\t\t   BOSS2 - Sonic 3D Blast - 8BitDanooct1\n                       CHIMERA1 - Rockman4 Minus Infinity Chimerabot 1 by PureSaber\n                       CHIMERA2 - Rockman4 Minus Infinity Chimerabot 2 by PureSaber\n                       MEGAJOSH - Tracks in Space - RushJet1\n\t\t\t\t\t   MEGAJSH2 - Mother 3 Natural Killer Cyborg (Chiptune Remix by Alifib)\n\t\t\t\t\t   VILECTSC - Seal Chamber - Cave Story Famitracks, by RushJet1\n\t\t\t\t\t   DARKBOSS - Tension - Gradius(Album) - Zef\n\t\t\t\t\t   DARKCRIT - Livewire - Gradius(Album) - Zef\n\t\t\t\t\t   CHLLNGR - Final Boss - Super Juno (Unreleased) - RushJet1\n\t\t\t\t\t   CHLGFBOS - Wily Capsule Battle - Mega Man 8 FC\n\t\t\t\t\t   FAKEDAR4 - The Battle Continues - Sounds of the 2a03 - RushJet1\n\t\t\t\t\t   SONCGMAN & BOILCOPTR - Big Swell - Sonic Rush Adventure\n\t\t\t\t\t   LORDWILY - The Lord Wily - RushJet1\n\t\t\t\t\t   MAZODETH - Boss Rush - Mega Man 1 Remade (Album) - RushJet1\n\t\t\t\t\t   ALTRBOS1 - Boss - MegaMari (8 bit) - 40Nix\n\t\t\t\t\t   ALTRBOS2 - Patchouli Stage Boss - MegaMari (8 bit) - 40Nix\n\t\t\t\t\t   OTHERBOS - Boss Battle - Mega Mare - DjKlzonez //NO QUESTIONS\n\t\t\t\t\t   MM2BOSSY - Boss - Mega Man 2 Remade (Album) - RushJet1\n\t\t\t\t\t   PLANYMM2 - Wily Stage Boss - Mega Man 2 Remade (Album) - RushJet 1\n\t\t\t\t\t   PARADOX - Identity Crisis 5 - Make a Good Mega Man Level 2 - Cosmicgem\n\n\t\t\t\t\t\tSounds PAST, FUTURE, C0_A, C0_B, 4B, 4C, 4D, 53, 5F, 5E, 6E, 70, B2, 8F, CB, DC, E9 - COPYRIGHT (C) SEGA\n\n\t\t\t\t\t\tGHOSTLY - Gradius II (NES) - Stage 8 Something Ghostly\n\n\t\t\t\t\t\tSound SCORE - COPYRIGHT (C) CAPCOM\n\n\t\t\t\t\t\tMegaJosh sprites and SonicGMan prop done by SonicGMan\nRobot Master jump sprites and help with weapons by CBM Team, Justified Classes Team, FTX6004, Mega Man Single Player\n\n\t\t\t\t\t\tBuzz Bomber Fire sprites made by That Azazel Fire\n===========================================================================\n* What is included *\n\nNew levels              : 3\nSounds                  : Yes\nMusic                   : Yes\nGraphics                : Yes\nDehacked/BEX Patch      : No\nDemos                   : No\nOther                   : No\nOther files required    : None\n\n* Play Information *\n\nGame                    : Doom 2\nMap #                   : WILYINC, PLANW, BOSSRUSH\nSingle Player           : Designed for\nCooperative 2-4 Player  : Designed for\nDeathmatch 2-4 Player   : Designed for\nOther game styles       : Last Man Standing, Team Last Man Standing\nDifficulty Settings     : Not implemented\n\n* Construction *\n\nBase                    : New from scratch\nEditor(s) used          : Doom Builder 2, SLADE3, GZDoomBuilder\nMay Not Run With        : ZDoom\nTested With             : Zandronum 3.0\n\n* Copyright / Permissions *\n\nThis work is licensed under the Creative Commons\nAttribution-NonCommercial-NoDerivatives 4.0 International License. To view a\ncopy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/\n\nYou are free to copy and redistribute the material in any medium or format.\nIf you do so, you must give appropriate credit, provide a link to the\nlicense, and indicate if changes were made. You may do so in any reasonable\nmanner, but not in any way that suggests the licensor endorses you or your\nuse. You may not use the material for commercial purposes. If you remix,\ntransform, or build upon the material, you may not distribute the modified\nmaterial.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\nWeb sites: http://allfearthesentinel.net/wads\n\nI'm coming to fix your shit... Josh\n- MegaVile"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "user bool WI_MusicSwitching = TRUE;\nuser noarchive bool WI_Null_Menu = false;\nserver int WI_MysteriousFoeUnlock = 0;\nserver int WI_BossMysteriousFoe = 0;\n\nserver int WI_BossDrill = 0;\nserver int WI_BossSnake = 0;\nserver int WI_BossHeat = 0;\nserver int WI_BossFlame = 0;\nserver int WI_BossBubble = 0;\nserver int WI_VoidBoss = 0;\nserver int WI_GameBeaten = 0;"
      },
      {
        "source": "pk3",
        "name": "DOOMDEFS.txt",
        "contents": "//Mace\n/*flickerlight DRAGONBALL_X1\n{\n    color 0.8 0.8 0.0\n    size 72\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight DRAGONBALL_X2\n{\n    color 0.6 0.6 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\nflickerlight DRAGONBALL_X3\n{\n    color 0.4 0.4 0.0\n    size 88\n    secondarySize 96\n    chance 0.3\n}\n\nflickerlight DRAGONBALL_X4\n{\n    color 0.2 0.2 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nobject HexenMace\n{\n    frame MACXD { light DRAGONBALL_X1 }\n    frame MACXE { light DRAGONBALL_X2 }\n    frame MACXF { light DRAGONBALL_X2 }\n    frame MACXG { light DRAGONBALL_X2 }\n    frame MACXH { light DRAGONBALL_X3 }\n    frame MACXI { light DRAGONBALL_X3 }\n    frame MACXJ { light DRAGONBALL_X4 }\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "BOSSKILL DC\nmisc/sun SUNNY\nmisc/rain RAINY\nmisc/ice ICY\nmisc/sand SAND\nmisc/fire 70\nBOSSTELE 4B\nmisc/pew 4D\nmisc/laser 5E\nmisc/dooropen 8F\nmisc/buzzer B2\nitem/score SCORE\nmisc/future FUTURE\nmisc/past PAST\nSIREN2 53\nMACHINE1 c0_a\nMACHINE2 c0_b\nQUAKE1 cb\nSLAM1 5f\nBOSSHIT 6e\n$AMBIENT 21 BOSSKILL SURROUND CONTINUOUS 1.0\n$AMBIENT 23 MACHINE1 POINT CONTINUOUS 1.0\n$AMBIENT 24 MACHINE2 POINT CONTINUOUS 1.0\n$AMBIENT 25 QUAKE1 SURROUND CONTINUOUS 1.0\n$AMBIENT 4 misc/fire POINT periodic 9.4 1.0\n$AMBIENT 40 misc/pew POINT CONTINUOUS 1.0\n$AMBIENT 41 misc/protowhistle POINT CONTINUOUS 4.0\n$AMBIENT 42 weapon/centaurflash POINT CONTINUOUS 4.0\n$random menu/quit3 { weapon/hyperbomb weapon/timestopper weapon/waterballoon weapon/rminestick misc/aciddrip2 misc/mm3explosion item/beat misc/devilfire }\n\n//Guts Man's Ass\nmisc/ass GUTSBUTT\n\n//Evil Energy\nMisc/Emerald ERCOLECT\n//$volume Misc/Emerald 20.0\nmisc/mm3pain MM3PAIN\n\n//Dark Man Stuff\n$musicvolume PWWMZA2.ogg 0.7\n$musicvolume DARKCRIT.ogg 1.2\n$musicvolume MEGJSHBX.ogg 0.1\n\nweapon/darkshock\tSSHOCK\nweapon/darkshock2\tSSHOCK\nweapon/darkexplode\tCRASHX\nweapon/darkbomb\tDARK1BMB\nweapon/IMRING1\tIMRING1\nweapon/IMRING2\tIMRING2\nweapon/IMRING3\tIMRING3\nweapon/DarkShieldStart DARSHSTR\nweapon/DarkShieldLoop DARSHLOP\nweapon/BkBusterCharge1 BERSCHR1\nweapon/BkBusterCharge2 BERSCHR2\nweapon/BkBusterCharge3 BERSCHR3\nweapon/BkBusterChargeEnd BERSCHR4\njosh/wallcling JOSHCLNG\nweapon/BlizzBoss BLIZBOSS\nweapon/freezefloorX imacc//FLORFREZ\n$volume weapon/freezefloorX 0.5 $limit weapon/freezefloorX 0\n$volume weapon/darkshock 0.5\n$volume weapon/darkshock2 4\n$volume weapon/darkexplode 0.6\n$volume weapon/DarkShieldStart 6\n$volume weapon/DarkShieldLoop 6\nweapon/FlameBall\tFLAMEBO\nweapon/FlameWave\tFLAMEWA\nclasses/crystalshot CRYSSHOT\nclasses/crystalcharge1 CRYSCHG1\nclasses/crystalcharge2 CRYSCHG2\nclasses/crystalcharge3 CRYSCHG3\nclasses/crystalcharge4 CRYSCHG4\nclasses/springjump SPRNCOIL\nclasses/mm2land MM2LAND\nweapon/DrillBossDig GRBGDRIL\nweapon/DrillBossIn drillin\nweapon/DrillBossOut drillout\nweapon/Dark3Rail DAR3SHO2\nCHING CHING\nPROTOS PROTOS\nmisc/drillrising TUNLDRVR\n$volume misc/drillrising 2\nweapon/foresttoss FRSTTOSS\nweapon/flamebarge HEATACKL\n\nwilyinc/Megavilehealth\tMVHPFILL\nwilyinc/weaponswap\tWEAPSWAP\nwilyinc/alterenergy\tALTREGEN\nwilyinc/altertripleblade ALTRTRBD\nwilyinc/altergrabbuster\tALTGBSTR\nwilyinc/alterwheelcutter1\tALTRWHL1\nwilyinc/alterwheelcutter2\tALTRWHL2\nwilyinc/altersakugarne1\tALTSAKU1\nwilyinc/altersakugarne2\tALTSAKU2"
      },
      {
        "source": "pk3",
        "name": "Changelog.txt",
        "contents": "Changelog\nV3lb: //The second hotfix that changes things a whole lot. Changes done by MegaJosh are specified. Update by MegaVile.\n//The True V3l\nGeneral:\n - CBM-WilyInc Compat fix now has the Dark Men weapons work properly. Damagestates from WilyInc also work in CBM.\n - Boss painstates completely removed.\n   -- Heat Man is the only exception to this, but only for his weakness pain states.\n   -- Changed MegaJosh spawn states to compensate for this.\n   - All bosses are now succeptible to Time Stopper.\n   -- However, these give the bosses a drawn out period of immunity to Time Stopper.\n - Redid boss damagetable system.\n - Entirely remade every existing boss in Wily Inc.\n - Boss Doors now exist throughout Wily Inc and Plan W.\n - Most exploitable strategies to the boss weaknesses have been removed.\n\nWily Inc.:\n - Improved the Rocket destruction cutscene.\n - Added runes to the map somewhere.\n - Added Dark Man weapons to the map somewhere.\n - Most cutscenes now grant players the option of spectating or not. Those who don't are granted invincibility.\n - Removed the ability to telefrag bosses in the Maze of Death.\n - Automated the traps in the Maze of Death.\n - Added more cannons to the Maze of Death.\n - Chimerabots cannot be interrupted mid-intro.\n - Hopefully fixed Evil Robot's cutscene.\n - Added indicators as to which MegaJosh fight is active.\n - Added more to Plan Y.\n - Fixed the Computer's hitboxes.\n - MegaJosh Encounter 3 has new music.\n - Updated the dialogue for the Sonicgman prop when Light Inc is active.\n - Changed requirements for Light Inc.\n - Updated the MegaVile/MegaJosh Cutscene\n - Fake Man and Crash Man are no longer infuriating to fight.\n - New secrets, new story...?\n\nPlan W:\n - Fixed Classes and Weapons bugging out upon death. //Mostly. Tengu Blade and a few others still kill themselves.\n - Boss Arenas enlargened. (MegaVile & MegaJosh)\n - Entering the room of an active boss gives players a 3 second invulnerability period.\n - Wily Machine Zone Act 2 redesigned. (MegaJosh)\n - Jade Island Act 1 exit cannot be entered until the switch has been pressed. (MegaJosh)\n - Underground Cave Act 2 boss cannot be accessed until the currents have been switched. (MegaJosh)\n - Dark Men weapons now accessible upon a Dark Man's defeat. (Finally. - MegaVile)\n - Raised teleporter of Dark Men Squadron entrance to prevent unblockable teleporter blocking.\n - Fake Dark Men's death scripts only activate upon their items self destruction.\n   -- To compensate, the death objects animation  move faster and explode faster.\n - Added more weapons to the hub. (MegaVile & MegaJosh)\n - Relocated all the Evil Energy Elements.\n - Added purpose to the Evil Energy Elements.\n - Added new music to each zone.\n - Underground Cave Zone renamed to Aquatic Cavern Zone.\n - Expanded Aquatic Cavern Zone Act 1.\n - Wily Machine Zone 2 has new music.\n - New transition from Crystal Ice to Wily Machine Zone\n - Shrunk the hub to be more easily navigated.\n - Removed certain utilities.\n\nBoss Attack:\n - Boss Arenas enlargened. (MegaVile & MegaJosh)\n - Added more weapons to the hub. (MegaVile & MegaJosh)\n - Fixed arena inconsistencies with Bubble Man and Fake Dark Man 2 arena. (MegaJosh)\n - Mapcard icon now properly shows up when BOSSATTK starts. (Whoops - MegaVile)\n - Dark Men weapons now accessible upon a Dark Man's defeat. (MegaVile)\n - Added something that lurks after the Dark Men. (????????)\n\nThe Dark Men:\n - Changed DARKBOSS and DARKCRIT\n - The Dark Men now have a player counted difficulty system (Less players, less difficulty.)\n - The Dark Men have been smoothened to seem less of an undodgable mess.\n - The Dark Men have been toned down, but also given many new tricks.\n - Dialogue Changed.\n\n??????:\n - ??????\n - ??????\n\nV3la: //V3L PlanW hotfix since release date panic. Done by MegaVile\nWily Inc.:\n - Freeze Man boss no longer goes invisible.\n - Chimerabot 2 nerfed.\n - Crash Man nerfed.\n\nPlan W:\n - Entirely redid non-Wily Machine zone bosses health system. No longer lags.\n - Freeze Man no longer goes invisible.\n\nBoss Attack:\n - Boss Rush renamed to Boss Attack\n - New Mapcards\n - New music for Boss Attack.\n - Removed all dialogue and sped up the Dark Men intro sequence.\n - Changed dialogue that occurs when Wily leaves post-Dark Men.\n - Fixed the \"Walk of Shame.\" (Teleporter not working correctly when the Dark Men hit critical phase.)\n\nChangelog\nV3l: //The major redesign update\nGeneral:\n - Removed Doom assets\n - Updated bosses weaknesses for the new classes\n - Bosses take 0.8 damage from the Buster\n - Moved menu dimming options\n\nWily Inc.:\n - Fake Wily has a new attack\n - MegaJosh Boss is nerfed\n -- Regeneration removed\n -- Za Warudo radius reduced\n - Added Plan Y\n - Arena bosses will drop coins when using SGM's plushie mod\n - Added Spring Man prop to front desk when Wily owns Builing\n - Fixed Doom Virus 2's sprite being too small\n - MegaJosh will teleport when defeated in 2nd fight\n - Added more props to interact with\n - Scripts are named scripts\n - Quiz section in Maze of Death removed\n - Another checkpoint added to Maze of Death\n - Computer hitbox health nerfed\n - Fixed Splash Woman not spawning when snowy\n - Binary prop sprites changed\n\nPlan W:\n - Wily Machine Zone Act 1 is redesigned\n - All bosses replaced\n - Wily Station now has 2 Acts\n - Solar Blaze now obtainable\n - Bosses use health bars instead of number display\n - CVars are used to tell if boss was spawned\n - Wily Machine Zone music changed\n - Boss music changed\n\nBoss Rush:\n - All bosses replaced\n - Solar Blaze now obtainable\n - Bosses use health bars instead of number display\n - CVars are used to tell if boss was spawned\n\nV3ke:\nGeneral:\n - New sprites for MegaJosh (Thanks to SonicGMan)\n - Fixed bosses not being stopped by Flash Man in CBM\n\nWily Inc.:\n - Fixed Flash Man being invisible after resetting lab\n - Centered picture in Shade Man's room\n - Added Kyorown to Shade Man's room\n - Added Binary prop\n - Added another MegaJosh fight\n - Moved Lightning Bolt\n - Mega Josh form is random when fought in arena\n\nPlan W:\n - Evil Energy is easier to find in Flaming Lab\n - Slightly changed layout of Flaming Lab Act 2\n - Moved Evil Energy in Underground Cave Act 2\n - Moved W-Tank in Underground Cave Act 2\n - Made jumps over water easier in Crystal Ice Act 2\n - Fixed Ice Golem being stuck after Ice Lich died\n - Added Bonus Stage\n - Added conveyor belt to Wily Machine Zone Act 1\n\nBoss Rush:\n\nV3kd:\nGeneral:\n - Added DodonpCannonSpark\n - FreezeCrackerWI's damage type changed\n - Colors on Dodonpa Cannons match Mega Man's\n - Fire weapons no longer affect Bruiser Demon\n - Time Stopper & Time Bender affect certain bosses\n - Gave Fake Wily weakness to electric weapons\nWily Inc.:\n - Changed Wily's dialog after beating Plan X.\n - Fixed `destoyed` spelling error.\n - Added preview of Plan Y\n - Readded Lightning Bolt to map\n - Added Snake Man boss\nPlan W:\n - Apprentice is no longer stuck after spawning\n - Fade to white is visible to all during good ending\nBoss Rush:\n - Apprentice is no longer stuck after spawning\n\nV3kc:\nGeneral:\n - Terminator removed from file\n - FreezeCrackerWI no longer freeze player on hit\n - Dodonpa Cannons now have obituaries\n - Added DodonpaCannonIce and DodonpaCannonFire\nWily Inc.:\n - Crash Man can no longer go into vents.\n - Fake Wily boss redesigned.\n - Fixed 'There are 3 computers left' with Dive Man\n - Wily replaces Terminator in Arena.\n - Slowed down water in Aquatic Cave.\n - Replaced Lightning Bolt with Doom Virus Mk.2\n - Mega Josh uses different weapons on second fight\nPlan W:\n - Slightly redesigned Jade Island Act 1\n - Changed way to get Evil Energy in Jade Island 2\n - Slightly redesigned Wily Machine Ace 1\n - Reworked Boss in Underground Cave Act 2\nBoss Rush:\n - Reworked Boss in Underground Cave Act 2\n - Fixed Teleport bug after Underground Cave Boss\n\nV3kb:\nGeneral:\n - Changelog can be viewed ingame\n - Removed unneeded stuff in LANGUAGE lump\n - Removed unneeded stuff in MENUDEF\n - Added Deep Digger to Thamuz's weaknesses\n - Added option to change dim color in display menu\n - Changed one of the quit messages\nWily Inc.:\n - Fixed error with MegaJosh prop spawning in office\n - Added missile to the back of Wily Inc.\n - Changed Wily's dialog after beating MegaJosh\n - Missile is now shown during Wily's dialog\n - Added dialog for Crash Man when he is in his room\n - Fixed Guts Man's secret having low gravity\n - Continued story for Plan X\n - Added Gravity Hold to map\n - Moved Lightning Bolt\n - Placed Tornado Blow after MegaJosh fight\n - Added two more bosses to the arena\n - Added Fake Man prop\n - Wily's dialog depends on if you thwarted Plan X\nPlan W:\n - Bruiser Demon can no longer be telefragged\n - Hell's Apprentice can no longer be telefragged\nBoss Rush:\n - Bruiser Demon can no longer be telefragged\n - Hell's Apprentice can no longer be telefragged\nV3k:\nGeneral:\n- Changed a few strings for Zandronum\n- Moved controls for Plan W and Wily Inc to the controls list\n- Cybruiser's weaknesses does more damage to him\n- Added a melee obituary for MegaJosh\nWily Inc:\n- Redid Megajosh fight\n- Added a variable that turns off the day and night cycle that the server owner can adjust\n- Fixed \"How did someone found my secret lab!?\" error in Wily's dialog in the Roboenza lab\n- Music changing can be toggled with a key\n- Expanded unground aquatic cave\n-Added a second MegaJosh boss fight\n-Added a TV to the break room\n-Moved Arrow Buster upgrade from underground aquatic cave to Search Man's room\n-Added Lighting Bolt to underground aquatic cave\nPlan W:\n- Wily Inc's map card is no longer shown at the start of the map\n- Reworked bad ending and good ending a little\n- Inferno Demon can not be telefragged\nBoss Rush:\n- Wily Inc's map card is no longer shown at the start of the map\n- Inferno Demon can not be telefragged\n\nv3j:\nGeneral:\n- Added menu to set controls for Plan W\n- Variable to toggle music switching is a user variable again and it is archived in the .ini file\n- Fixed Wily Actor's spawn and see state to make his walking look better\n- Added weapon givers for cheat servers\n- Removed duplicate sound and sprites\nWily Inc.:\n- Added Mega Man Killer Props to their respective rooms\n- Added Mega Josh Prop to Wily's office\n- Added Dialogue for Mega Josh, Guts Man, Ice Man, Time Man, Galaxy Man, Enker, Punk, and Ballade\n- Rewrote music changing script to work as intended.\n- Readded Shade Man's secret\n- Expanded parking lot a little on the west side and added an entrance\n- Replaced Terminator boss, but Terminator is still fightable in Arena (No, not another Doom monster)\nPlan W:\n- Moved Evil Energy in Jade Island act 2 to new location\n- Fixed ceiling in Jade Island Act 2 that raised when it was not supposed to\n- Changed former Cybruiser room to Gravity and platforming section\n- Added hints for secrets\n- Fixed teleporter in W-Tank secret in Crystal Ice Act 2\n\nV3ihotfix:\n- The arena's wall and floor textures no longer change\n- Floor of Roboenza lab changed\n- Bosses attacks nerfed more\n- Floor texture of elevator to Wily's office changed\n- Terminator can no longer leave arena\n- Fixed bug where Terminator's health and boss' health for arena would not display at the same time\n- Added pain states for the weaknesses of the Terminator and Apprentice of Hell\n- Hitting the Ice Golem with an Ice weapon heals him\nV3i:\nGeneral:\n- Some Scripts are now named scripts, which lessens the chance that a script will interfere with another script from a differnt mod.\n- Fixed Terminator's attack having the same sprite code as Star Crash\n- Bosses nerfed\n - Bruiser's attacks nerfed\n - Apprentice of D'Sparil's attacks nerfed\n - Cybruiser's attacks nerfed\n - Annihilator's attacks and health nerfed\n - Thamuz's attacks and health nerfed\n - Apprentice's attacks nerfed\n - Afrit's attacks nerfed\n  - Afrit's fire no longer does wilyfire type damage\n - Archon of Hell's attacks nerfed\n - Inferno Demon's attacks nerfed\n  -Inferno Demon's weakness changed\n - Terminator's attacks and health nerfed\n - Bosses will enter their pain state more often when hit with their weakness\nWily Inc:\n- Fixed bug where Terminator's health would not display at the same time as Cybruiser's health\n- Added a training room\n- Fixed bathroom message from \"sexual orientation\" to \"sexual identity\"\n- Door to Wily boss moved to Terminator's arena\n- It is now possible to back track from Terminator\n- Path to Terminator is shortened and less metools spawn.\n- Typo on sign fixed\n- Added health near Terminator fight\n- Added upper and lower unpegged to textures that were missing them\n- Picket Men knocked down more of the wall to Mega Man 10 Hallway\nPlan W:\n- Changed flags in Plan W and Boss Rush to disallow item dropping\n- Changed layout of Wily Machine Zone Act 1\n- Added Jade Island Zone from Plan X to Plan W\n- Added sound test to spawning room\nBoss Rush:\n- Corrected order of the bosses to match Plan W\n- Fixed teleporter at spawn messing up during Ice Stalker fight.\n\nV3ha:\n- Fixed bug where platform in Roboenza lab that would not lower when stepped on\n- Fixed bug where you would teleport into Crash Man Prop in Aqua Man's secret\n- Fixed bug where you could not call the elevator to Wily's office from the outside\n- Removed unneeded sprites from file\n- Fixed platform in sewers\n- Slightly changed Underground aquatic cave's layout\n- Fixed Evil Energy actor\n- Added damage factor to bosses for Jupiter, Mercury, and Nitro Man\n\nV3h:\n- Slightly redisgned area after Cybrusier\n- Moved Telly Spawner in Heat Man's room\n- Changed Music Changing variable from user variable to server variable\n- Removed delays before music changes in some scripts\n- Lights in Terminator area should go out when Bright Man's secret is activated\n- Nerfed M445 Omega's health from 1200 to 120\n- Fixed bug where you could not go into Crystal Ice act 2 from the teleporter after defeating the boss\n- Replaced Arrow Buster in Mega Water S' room with a W-Tank\n- Removed unused Instagib Hard Knuckle actor from file\n- Replaced Sonic music whith .vgz versions of the songs\n - LEVELSEL is now called PPA1\n - Underground Cave's music is now from Rusty Ruin Zone\n  - Act 1 is RRA1\n  - Act 2 is RRA2\n - Wily Station's music is now Final Fight\n  - Music code is FF\n - Act 1 bosses' music is now BOSS1\n - Act 2 bosses' music is now BOSS2\n - Maze of Death's music is now Panic Puppet Act 2\n  - Music code is PPA2\n - Roboenza lab's music is now pick at random\n - Underground aquatic cave's music is now picked at random\n- Spring Man's secret removed\n- Air Man's secret removed\n- TV, NES, and couch removed from electrical area\n- Evil Energy added to Plan W\n - If you don't collect all the Evil Energy, then you get a bad ending\n - If you collect all the Evil Energy, then you get a good ending\n - Inferno Demon only fightable when all Evil Energy is collected\n- Roll's dialog varies on the current weather.\n- Fixed Inferno Demon not spawning in the Maze of Death\n- Move dialog to one script and gave Fire Man, Magma Man, Bass, Dr. Wily, and Dr. Light dialog\n- Added Circut board prop to Dr Wily's office\n- Added 5DW1MUS to the list of day music\n- Added 4DW1MUS and 6DW1MUS to the list of night music\n- Fixed HUD mugshots being wrong with CBM\n- Fixed Terminator's arm appearing in the HUD when using Toad Man in CBM\n- Removed MetalPressWI actor\n\nV3g:\n- Removed and replaced Metool boss\n- Removed and replaced Cacodemon\n- Removed and replaced Envy\n- Concrete man moved and dialog removed\n- Added variable to disable day and night music and music change on respawn.\n- Ground in first Maze of Death boss will change depending on the weather\n- You can no longer change the weather when the first Maze of Death Boss is active\n- Tagged door in Roboenza lab as 'Repeatable Action'\n- Fixed Maze of Death bosses' health display.\n- Peng in Ice Man's room moved\n- Changed Thunder Beam trap before Cybruiser to Fire Storm\n\nV3f:\n- Bosses encountered in the Maze of Death depend on the current weather\n- Roboenza lab extended with two bosses added\n- Underground aquatic cave added\n- Robot in electrical area is now chosen at random between Elec Man and Plug Man\n- After coming to Wily Inc for the first tme, a variable is stored in the ini file. If you join again after you visited at least once, the welcoming message will be different.\n- Put health and energy capsules on the tables in the cafeteria.\n- Replaced Dondonpa cannons in secret factory with shootable ones\n- Moved Yashichi back inside the map\n- Ground Man's secret removed\n- Fixed Bubble Man's muggshot for CBM\n- Removed \"We must continue with Plan X!\" dialog\n\nV3eb:\n- Removed Instagib and Buckshot secret\n- Fixed not getting health from health capsules with CBM\n- Music will change when hitting the teleporting button in the lab\n- zacompatflags will automatically be set to 32 upon loading WILYINC\n\nV3e:\n- Apprentice has two new attacks\n - He can summon a doppleganger\n - He can absorb his doppleganger's health and add it to his own health\n- Apprentice of D'sparil arena was made bigger\n- Conveyor Belt in electricity storing room was removed\n- Mega Ball moved to Astro Man's room\n- Item 2 moved to Air Man's room\n- Fixed teleporter bug in Guts's Man's secret\n- Fixed camera 2 breaking due to it being removed.\n- Process to get to final area of Maze of Death was shortened\n- Rearraged spikes in the Maze of Death to make it a little bit easier.\n- Enemy Room from v2h re-added\n- Changed floor in Frost Man's room due to floor changing from weather changing script\n- Weaknesses for boss edited\n - Corrected Duo Fist's Damage Factor\n - Damage Factor added for Sakugarne\n - Added Damage Factors for cbmex classes\n  - Hell's Apprentice is now weak to Dangan Man's homing attack\n  - Apprentice of D'sparil is now weak to Aircon Man and Fan's wind attack\n  - Ice Lich and Ice Golems now weak to Fan's fire attack\n  - Thamuz is now weak to Fan's soil attack, Quake Woman, and Duo Fist\n  - Bruiser now weak to Fan's water attack\n  - Cacodemon and Archeon of Hell now weak to Waltz\n  - Annihilator now weak to Bass Buster\n- Ice Lich and Apprentice of D'sparil's health moved so they do not over lap with each other\n- Added Instagib Hard Knuckle\n- Removed custom health due to Classes being able to go over maxium amount of health for class\n- Mega Health removed from Jupiter's secret\n- Teleporter out of Jupiter's secret goes to same area as the exit portal from Guts Man's secret.\n\nV3d:\n- Added secret lab\n- Door behind Roll can be opened again (Not by Time Man though)\n- Pan in kitchen will not dissapear when Light's robots are removed\n- Fixed invisible Gemini Man clone with classes mod\n- Reduced Lava to do damage anywhere from 5 to 20 damage\n- Added sign to front of Wily Inc.\n- Mega Ball room is now accessable by teleporter and Mega Ball is replaced by Laser Buster upgrade\n- Factory extension and space ship extension removed and pit after crushers in boiler room lead you to factory\n- Teleporting pit in Maze of Death removed and ladder was added instead\n- Rush Jet moved to Needle Man's room\n- Changed text from \"We have to execute Plan X!\" to \"We must continue with Plan X!\"\n- DMFLAGS and DMFLAGS2 for Plan W and Boss Rush are changed.\n- Fixed Health display of Archeon of Hell's rematch\n- Changed mugshot for Mega Man?\n\nV3c:\n- Expanded sewers\n- Added Electricity Storing Area to Wily Inc.\n  - Moved Plug Man's prop to Electricity Storing Area\n- Changed Item 1 in the past after Cybruiser fight to Item 2\n-  Fixed Guts Man and Jupiter's secrets not teleporting activator after activating secret\n- Added Doom Virus to replace Doom Sphere\n- Apprentice of D'sparil's effects are now visible to all players at the bottom of the screen\n- Splash Woman will appear either outside in the lake or in her room depending on the weather\n- Added Mercury and Lava drops\n - Mercury does about 25 damage\n - Lava drops will do anywhere from 5 to 25 damage plus set you on fire a la Wily Capsule effect\n- Added on to Fake Man's Room\n- Fake Man and Wily groveling behind bars will appear after hitting the button in the factory\n- Removed \"Psych!\" fake out troll\n- The teleporter at the end of Jupiter's secret will activate Script 104 (Teleporter out of Wood Man's secret)\n- Added Mega Health to end of Jupiter's secret\n- Wily Inc. map now playable in Terminator, Team Possession, Possession, and Duel\n- Game mode text switched from OPEN to ENTER\n- Dr. Wily, Quint, and Bass props will appear if Dr. Light does not own the building\n- Changed Fan Fiend prop to a Thunder Lord prop\n- Added Bubble Spawner and Spike to Wave Man's room\n- Moved Beat Support to Wave Man's room\n- Gravity Man's room now has low gravity\n- Concrete Man and Plug Man now have dialog\n- Combined Script 103 (Teleport to Maze of Death Extension) and Script 106 (Music change to ANDONUTS)\n- Combined Script 726 (Teleport to Secret Lab Extension) and Script 727 (Music change to GHOSTLY)\n- Combined Script 109 (Teleport to Space Ship Extension) and Script 728 (Music change)\n- Added Bunby Catcher to Galaxy Man's room\n- Removed Archon of Hell and Time Man's secret\n- Added Boss Rush to PK3\n- Added weapon energy to boss arenas in Plan W and Boss Rush\n- Deathmatch flags are now automatically set when the map opens\n- Added missing Flame Blast to Plan W\n- Added damage factor to bosses for Solar Blaze\n- Nerfed Thamuz's attacks\n - Slightly increased Thamuz's damage from his weaknesses\n- Fixed \"Cacodemon's's\" spelling error\n- Plan W and Boss Rush selectable from main menu\n- Every 1st act of each Zone has a hidden E-Tank and ever 2nd act of each Zone has a hidden W-Tank\n\nV3b:\n- Fixed skybox going dark after hitting Bright Man's secret\n- Crash Man ladder can be climbed\n- Fixed underwater rooms' floor from burning and turning into oil afterwards\n- Fixed Tengo assist from not appearing in Pluto's room\n- Fixed pit in boiler room that would not teleport after hitting the floor\n- Fixed floor texture for pit in maze of death\n- Cafeteria no longer affected by Cold and Ground Man's secrets\n- Break room no longer affected by Cold and Ground Man's secrets\n- Fixed music not playing for Cybruiser fight\n- Shadow Man's platform can now be reached\n- Fixed pointy couch in lobby\n- Fixed missing texture near Maze of Death teleporter\n\nV3:\n- Rooms made bigger\n- Rush Marine moved to Shadow Man's room\n- Rush Coil replaces Rush Marine in Doc Robot's room\n- Changed textures for Ring Man's room\n- Replaced Wall textures in Gyro Man's room and textures now scroll like Cloud Man and Tengu Man's rooms.\n- Replaced wall textures in Sword Man's Room\n- Added a cafeteria to Wily Inc.\n- Mega Man 9 Props will also spawn after beating secret factory\n- Mega Man 9 rooms finished\n- Tengo added to Pluto's room\n- Removed Pluto's music due to it interfering with Plug Man's theme. (both are called PLUMUS)\n- Removed Clown Man's secret\n- Added some Mega Man 9 themes to the list of day and night themes\n- Added Mega Man 9 weapons to Plan W\n- Added damage factors to bosses for Mega Man 9 Weapons\n- Fixed error where Crystal Ice Act 2's boss would play act 1's boss theme\n\nV2na:\n- Replaced Duo with Cybruisier\n- Extended past of secret factory\n- Added Archon of Hell to Wily Inc. past parking lot\n- It is no longer possible to fly past Apprentice of D'sparil's boss\n- Added portraits for MM9 Rooms\n- You no longer need a floor hugger weapon to open door in the basement\n- Secret door at the Maze of Death stays open a second (35 tics) longer\n- Flash Stopper is replaced with Centaur Flash at the end of the Maze of Death\n- Added room and portrait for Fake Man\n- Removed elevators in the boiler room and added ladders in their place\n- Extended Flaming Lab Act 2 a little bit.\n- Score ball no longer drops upon beating Flaming Lab Act 2's boss\n- Removed class restriction from weapons room\n\nV2n:\n- Added sign for Mega Man 9 Hall way\n- Added sign for Mega Man 10 Hall way\n- Added NOBLOOD flag to Gockroach\n- Reduced amount of spikes in the Maze of Death\n- Changed script number to fix Ice Wall glitch with Classes Mod\n- Removed Mancubus\n - Moved Bruiser Demon to Flaming Lab Act 1's boss and added Archon Of Hell to Wily Machine Act 1\n- Thamuz's weaknesses does more damage\n  - Added weakness to Super Arm\n- Fixed teleporter to Underground Cave Zone Act 1 in stage select.\n- when Plan W is beaten in single player, dialogue appears like in Doom 2\n- Replaced Spider Mastermind with Duo\n- Removed Cyberdemon and added secret area to Boiler Room\n- Plan W is now Cooperative mode to avoid players dying from other player's attacks\n- Removed Fire, Enker, Top, Skull, Punk, Ballade, Shade, and Tengu's secrets\n- Moved Guts Man from his room to the end of the middle hallway. Guts Man can also be talked to when approached\n- Added secret areas on to map that can be unlocked by finding other secrets.\n- Removed Overlord and replace him with another boss\n- All of the Hell's Apprentice's weaknesses do more damage to him\n\nV2ma:\n- Plan W is now on a seperate map\n- Added weapon room for Plan W\n- Added Health and weapon energy to levels\n- Added a Hidden E-Tank in certain Zones\n- Crystal Ice Act 1 start was slightly redesigned\n- Crystal Ice Act 1 was expanded a little\n- Bruiser's Weaknesses does more damage\n- Annihilator's weaknesses does more damage\n- Thamuz's weakness does more damage\n  - Added weakness to Hard Knuckle\n- Apprentice's weaknesses does more damage\n  - Apprentice now drops Big Health upon death\n- Overlord's weaknesses does more damage\n- Made lines before bosses \"Block Monster\" so boss can not leave arena\n- Made ship's window in the final act impassable, making it impossible to go through window\n- Reduced the Big Energy after the boss rush to four and added two Big Health\n- Flame Man's Icon now reveals teleporter to Maze of Death\n- Extended Maze of Death\n- Teleporter out of Maze of Death will teleport you to a different area with two Big Weapon Energy and one Big Health\n- Big Health will no longer appear at the start of the Wood Man maze upon Spider Mastermind's death\n- Acid Drops will cause poision damage upon impact. Acids Drops also have their own obituary\n- Gockroaches will cause ripping damage. Gockroaches are also shootable and killable.\n\nV2m:\n- Added Plan W to the map\n  - There are 4 Zones with 2 acts each\n  - 1 zone only contains 1 Act, but two big bosses\n  - A level select was added to the area behind Roll\n  - Roll script updated\n  - Added monsters to the map to act as bosses at the end of each act.\n- Added the Maze of Death which is unlockable after Plan W is beaten\n- Added more music to the map\n- Corrected the girl's bathroom's counter color\n- Added sewers for Wily inc. (Credit goes to Yairdude for making the sewers)\n- Moved Wily's office and the contents inside the office to a new location\n- Moved W-Tank from Grenade's Man secret\n- Expanded Wily's spaceship a little\n- Expanded Wood Man's maze a little\n  - Added a Dr. Wily logo to Flash Man's room\n- Music for boss will now play even if you were not the one to spawn boss\n- Music will change back to the regular Wily Inc. music when you respawn\n- Changed music from Wily Tower 1 to Mega Water S's stage\n- Changed some obituaries for certain weapons\n- Changed Skull Barrier's pickup to \"Power up! Skull Barrier! Nyeh Heh Heh!!\"\n- Changed some Quit Messages\n\nV2l:\n- Added custom ambient sounds to the map\n- Added music to map\n\t- Cold Man's secret will play a random song from a list\n\t- The music for the Wily's space ship is now random\n\t- The boiler room's music is random as well\n- Added a wall to the Spider Mastermind's room to make it easer to get to the room after it spawns\n- Removed Metools from lab and replaced them with other obstacles\n- Basement light switch will display status for activator only\n- Taking the teleporter in Guts Man's secret will lead you to one big health and lakes are removed\n- Fixed Guts Man's secret not teleporting activator after activation\n- Added a secret for Jupiter\n- Added a second pathway in boiler room\n\t- Moved E-Tank to a more secret location in boiler room\n\t- The pathway to the Cyberdemon has been extended and changed\n\t- It is now possible to back track after you passed the raising platform near the teleporter in the boiler room\n\t- It is possible (but hard) to leave Cyberdemon arena after entering\n- Added E-Tank in Hyper Storm H's Room\n- Added Duo Fist in break room\n- Added Mega Arrow to Mega Water S' room\n- Moved basement to new location\n\nV2k:\n- Added showers to restrooms\n\t- Prevented opposite genders from going into the wrong showers\n- Added a constuction area for Guts Man\n- Cut Man's icon now toggles the Big Eyes\n- Shooting Spring Man's icon will give you the High Jump rune\n- Added a basement for Wily inc.\n- Shooting Drill Man's icon will open door to basement\n- Added a light switch for basement\n- Added a breakroom in the Wily Tower hallway\n- Added health and weapon energy to teleporter room on spaceship\n- Added Spider Mastermind fight to lab\n- Shooting Skull Man's icon will revive Spider Mastermind\n- Replaced Laser Buster in maze with Big Health\n- Roll talks when approached\n- Removed Grenade's secret\n- Shooting Junk Man's secret adds and removes Gockroaches\n- The noise for the weather secrets (Cloud and Gyro) will only play for the activator\n- Moved skybox to avoid any projectiles from going inside\n\nV2ja:\n- Access onto ship was moved to Star Man's Secret\n- Fixed bomb release script on ship to display the activator rather than the 1st player in the game.\n- Button only destroy Metools instead of all monsters\n- Removed teleporters from exended portion of lab\n- Connected two rooms before lava room in lab to allow a way out other than dying.\n- Second teleporter after lava room is now a health dispenser\n- Fenced off area for future release\n- Raised floor on one side of boiler room to avoid playes from getting stuck\n- Fixed Cyberdemon respawn script to check if Cyber is dead rather than a variable\n- Maze walls raised by 24\n- Maze walls now impassable to disallow cheating and to keep players within maze.\n- Hitting Cut Man's icon a third time removes the Big Eyes\nV2j:\n- Fixed Neptune's waterfall texture.\n- Improved Mugshots for Robot Masters\n- Added a maze outside the fenced area\n- Removed Centaur Man's secret\n- Cloud Man and Tengu Man's room textures now scroll\n- Added 2 more cameras to lab\n- Fixed error in Bright Man's secret where sector would not light up when supposed to\n- Expanded lab a little bit\n- Changed wall texture and floor texture for Air Man's room\n- Lowered volume for Grenade Man secret's explosions\n- Plant Man's secret will now heal you by a random amount between 10% and 50%\n- Added a Spac-\nWahahaha! Greetings people of Earth. It is I, the great Dr. Wily! I have began phase 2 of my plans to rule the world!! None of you can stop me, so don't even try! Soon, the world will recognise my brilliance! Wahahahaha!\n\nV2i:\n- Added rooms for Stardroids.\n- Changed Sound for Freeze Man's secret\n- Added sound effect for Ground Man's secret\n- Added sound effect for Cloud Man's secret\n- Changed sound effect for Grenade Man's secret\n- Changed explosion type for Grenade Man's secret\n- Added a secret for Gyro Man\n- Buttons freeze player when stepped on, so they can not be pressed twice.\n- Removed Wily and placed a button in place of Wily fight.\n- Dodonpa Cannons near button only shoot Homing Sniper\n- Added secret for Pluto.\n- Added rooms for Dark Man, Mega Man?\n- Moved room for Bass to beginning of MM7 hallway\n\nV2h:\n- Music secrets will only change music for activator and not everyone\n- You can no longer activate Freeze and Ground's secret at the same time. (No slippery sand and no slow ice)\n- Expanded secret lab a little bit and added a \"Boss Fight\" (I use this term loosely)\n- Added secret for Star Man's mugshot\n- Removed Fire Man's secret and added a secret for Cut Man\n- You will now teleport after you fall into the pit in the lab. (Script 41 is now activated when Actor hits floor)\n- Added Picket Men to work on the Mega Man 9 rooms\n- Changed damaging script in lab (Script 42)\n- Fixed cameras in secret lab (hopefully)\n- Added another way out of the lake\n- Changed the sky texture from BLIZBLU2 to LIGHTSKY\n- Secret lab floors are no longer affected by Freeze and Ground's secrets.\n- The floor in Frost Man's room is now slippery\n- Added Exit Unit to Buster Rod G's room\n- Added Big Eye at the back of the building\n- Added hidden Yashichi to map\n\nV2g:\n- Added secret lab\n- Bright Man's secret will last a little bit longer\n- Change Lake Wily floor due to Cold Man's secret changing Guts Man room's floor\n- Added conveyor belt to enemy room\n- Sky box will now change to night even if you hit Cold Man's secret\n- Plant Man's secret will now heal you by a random amount between 10% and 40%\n- Night and day themes are now picked at random from a list for each.\n\nV2f:\n- Fixed the water physics Bubble, Dive and Mega Water S' rooms\n- Removed all Cloudman Rain Spawners, however hitting the secrets will still change the skybox and music.\n- Changed Metal Press to an acid dropper\n- Added secret for Bright Man's icon\n- Quick Man's secret will give you a Blur Sphere instead of an Invisibility Sphere\n- Added sound effect for Freeze Man's secret.\n\nV2e:\n-Removed some Cloudman Rain Spawners (again) to reduce lag.\n\nV2dfix:\n- Removed some Cloudman Rain Spawners to reduce lag.\n\nV2d:\n- Added Pengin Bomber to enemy room\n- Bathroom floors are no longer affected by Freeze Man and Ground Man's secrets.\n- Metal Man can no longer climb fence (Thanks to Cyber for finding that bug)\n- Added more secrets (Now, stop bugging me about it Cyber! >~<)\n\nV2c-a:\n- Fixed Magic Man's Secret\n- Fixed quint's secret.\n\nV2c:\n- Added Rooms for Mega Man Killers, Bass and Doc Robot\n- Added Lake Wily to the side of Wily Inc.\n- Added more secrets\n- \"A secret was found!\" message will only appear for activator, not all players\n- Added restrooms to where Energy Balancer was and moved energy balancer\n- Increased size of hallways in the middle and the ends ends of the building\n- Used better mugshots for Robot Masters (Thanks to SuperJustinBros.)\n- Added signs to the ends of hallways to show what game the robot masters are from. (Thanks to SuperJustinBros.)\n- Plant Man's secret will now heal you by a random amount between 10% and 30%\n- Changed night theme to Wily Tower Stage 4 music\n- Drill Man's secret removed D:\n\nV2b:\n- Changed exterior walls of factory\n- Changed interior walls of factory\n- Added more secrets\n- Changed W-Tanks to big weapon energy\n- Changed E-Tanks to big health"
      },
      {
        "source": "pk3",
        "name": "Zones.txt",
        "contents": "Introduction:\n\n3/22/20XX\n - I have decided it is time to unleash Plan W. I will see to it that the tournament robot is destroyed for good!  - Dr. W\n\n  The Zones:\n\nFlaming Lab Zone\n   Explore Wily's lava powered lab, but be careful of traps that are placed all over the lab. Also watch out for the Mancubus he is using for intruder control.\nUnderground Cave Zone\n   Go down below the surface and explore the caves below Wily Inc. But watch out for fast currents and ceilings that can crush you. The presence of Wily is visible by the boss that awaits you at the end of act 1\nCrystal Ice Zone\n   A cavern full of ice awaits you in this Zone. Be careful not to slide into a bottomless pit and die. You might want to watch above you as well, you never know if the ceiling will come down on top of you.\nWily Machine Zone\n   If you thought Wily Inc's Lab was hard to get through, wait until you get to here. Wily has all sorts of traps waiting for you from fake floors to conveyor belts leading you to lava. Wily has expected you this time and he as some of his best monsters waiting for you here.\nWily Station Zone\n   Wily has escaped to his space ship! Stop him here or the world is doomed!"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "gameinfo\n{\n\tplayerclasses = \"Megaman\"\n\tquitsound = \"menu/quit3\"\n\tAddquitmessages = \"$QUITMSG15\", \"$QUITMSG16\", \"$QUITMSG17\", \"$QUITMSG18\", \"$QUITMSG19\", \"$QUITMSG20\", \"$QUITMSG21\", \"$QUITMSG22\", \"$QUITMSG23\", \"$QUITMSG24\"\n\tskyflatname = \"F_SKY1\"\n\tintermissionmusic = \"COSSVIC\"\n\tdimcolor = \"800070\"\n\tdimamount = 0.4\n}\n\nepisode PLANW\n{\n\tname = \"$MNU_PLANW\"\n\tkey = \"p\"\n\tnoskillmenu\n}\n\ncluster 12 //(Plan W to WILY INC.)\n{\n\tflat = \"GROFLOR4\"\n\tmusic = \"D_STLOSE\"\n\texittext = lookup, \"C12TEXT\"\n}\n\ncluster 15 //(Plan X to WILY INC.)\n{\n\tflat = \"GROFLOR4\"\n\tmusic = \"D_STLOSE\"\n\texittext = lookup, \"C15TEXT\"\n}\n\nmap PLANW \"Plan W\"\n{\n   next = \"WILYINC\"\n   sky1 = \"BLACK\", 0\n   Levelnum = 226\n   cluster = 12\n   music = \"PLANWHUB\"\n   aircontrol = 0.5\n   airsupply = 0\n   forcenoskystretch\n   RandomPlayerStarts\n   clipmidtextures\n   NoInfighting\n   AllowRespawn\n   }\n\n   map ENCOUNTR \"Encounter\"\n{\n   next = \"WILYINC\"\n   sky1 = \"BLACK\", 0\n   Levelnum = 228\n   cluster = 14\n   music = \"\" //\"9ENDLESS\"\n   aircontrol = 0.5\n   airsupply = 0\n   forcenoskystretch\n   clipmidtextures\n   RandomPlayerStarts\n   NoInfighting\n   AllowRespawn\n }"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.V.txt",
        "contents": "//VERTICAL BARS\nheight 0;\n\nstatusbar fullscreen, forcescaled\n{\nInInventory not NoHud, 1\n{\nInInventory not NoHealthBar, 1\n{\nDrawBar \"BARHEALT\", \"BAREMPTY\", Health, vertical, 24, 8;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBAR\", 24, 3;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBAR\", 24, 3;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBAR\", 24, 3;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBAR\", 24, 3;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory SkullBarrierProtection, 1{DrawBar \"BARFLS5\", \"NOBAR\", SkullShieldCheck, vertical, 24, 8;}\nInInventory BasicArmor, 1{DrawBar \"BARAMT31\", \"NOBAR\", Armor, vertical, 24, 8;}\n\n//IfCVarInt mm8bdm_ammonumber, 1\n//ha ha ha end me\nInInventory AmmoNumberFlag, 1\n{\n\tWeaponAmmo not BusterAmmo\n\t{\n\t\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),31,30;\n\t\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Ammo1, alignment(right), 15, 31;\n\t}\n}\n\n//IfCVarInt mm8bdm_healthnumber, 1\n//dont worry jax I'm in pain too\nInInventory HealthNumberFlag, 1\n{\n\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),31,30;\n\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Health, alignment(left), 31, 31;\n}\n}\n\nDrawSelectedInventory INDEXFONT ,24, 64, 37, 64, white;\nDrawImage weaponicon, 16, 64;\n\n}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SuperArmWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceSlasherWep{Drawbar\"BARAMMO3\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HyperBombWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FireStormWep{Drawbar\"BARAMMO5\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBeamWep{Drawbar\"BARAMMO6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeSlowWep{DrawBar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected OilSliderWep{DrawBar\"BARAMMO8\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"BARFLS1\", \"NOBAR\", OilSliderFlag, vertical, 16, 8;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AirShooterWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BubbleLeadWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected QuickBoomerangWep{Drawbar\"BARAMM11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrashBombWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TimeStopperWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AtomicFireWep{Drawbar\"BARAMM13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 70{DrawBar \"BARFLS2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected LeafShieldWep{Drawbar\"BARAM201\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", LeafShieldCharge, vertical, 16, 8;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"BARAMMO2\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagnetMissileWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GeminiLaserWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HardKnuckleWep{Drawbar\"BARAMM16\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TopSpinWep{Drawbar\"BARAMM17\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SearchSnakeWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SparkShockWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ShadowBladeWep{Drawbar\"BARAMMO7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RainFlushWep{Drawbar\"BARAMM19\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DrillBombWep{Drawbar\"BARAMM14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PharaohShotWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory PharaohCharge, 78{DrawBar \"BARFLS4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory PharaohCharge, 1{DrawBar \"BARFLS1\", \"NOBAR\", PharaohCharge, vertical, 16, 8;}}\nIsSelected RingBoomerangWep{Drawbar\"BARAMMO9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DustCrusherWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected DiveMissileWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SkullbarrierWep{Drawbar\"BARAMM21\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"BARAMM18\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterWaveWep{Drawbar\"BARAMM10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PowerStoneWep{Drawbar\"BARAMM22\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected GyroAttackWep{Drawbar\"BARAMMO4\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected StarCrashWep{Drawbar\"BARAMM23\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS6\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ChargeKickWep{Drawbar\"BARAMM12\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NapalmBombWep{Drawbar\"BARAMM24\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CrystalEyeWep{Drawbar\"BARAMM25\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"BARAMM15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CentaurFlashWep{Drawbar\"BARAMM26\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameBlastWep{Drawbar\"BARAMM20\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected KnightCrushWep{Drawbar\"BARAMM27\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected PlantbarrierWep{Drawbar\"BARAMM28\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS7\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\t\t\t\t\t\t\t   DrawBar \"BARHEALP\", \"BAREMPTY\", Health, vertical, 24, 8;}}\nIsSelected SilverTomahawkWep{Drawbar\"BARAMM29\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WindStormWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected YamatoSpearWep{Drawbar\"BARAMM30\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"BARAMM31\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JunkShieldWep{Drawbar\"BARAMM32\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory ShieldCheck, 1{DrawBar \"BARFLS1\", \"NOBAR\", JunkDuration, vertical, 16, 8;}}\nIsSelected DangerWrapWep{Drawbar\"BARAMM33\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderBoltWep{Drawbar\"BARAMM34\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WildCoilWep{Drawbar\"BARAMM35\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 23{DrawBar \"BARFLS9\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected SlashClawWep{Drawbar\"BARAMM36\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected NoiseCrushWep{Drawbar\"BARAMM37\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 1{DrawBar \"BARFLS10\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ScorchWheelWep{Drawbar\"BARAMM38\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCount, 1{DrawBar\"BARFLS1\", \"NOBAR\", WheelCount, vertical, 16, 8;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"BARAMM39\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoHoldWep{Drawbar\"BARAMM40\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected AstroCrushWep{Drawbar\"BARAMM41\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlameSwordWep{Drawbar\"BARAMM42\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderClawWep{Drawbar\"BARAMM43\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected HomingSniperWep{Drawbar\"BARAMM44\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 35{DrawBar \"BARFLS11\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected IceWaveWep {DrawBar \"BARAMM45\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected FlashBombWep{Drawbar\"BARAMM46\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterBalloonWep{Drawbar\"BARAMM47\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"BARAMMO1\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected CopyVisionWep{Drawbar\"BARAMM52\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LightningBoltWep{Drawbar\"BARAMM53\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected IceWallWep{Drawbar\"BARAMM54\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected SpreadDrillWep{DrawBar\"BARAMM55\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected RemoteMineWep{Drawbar\"BARAMM56\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 5{DrawBar \"BARFLS14\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected WaveBurnerWep{Drawbar\"BARAMM57\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MagicCardWep{Drawbar\"BARAMM58\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TrebleBoost{Drawbar\"BARAMM59\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"BARAMM60\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected LaserTridentWep {DrawBar \"BARAMM61\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected TornadoBlowWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected JewelSatelliteWep{DrawBar \"BARAMM63\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory JewelShieldCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", JewelShieldCheck, vertical, 16, 8;}}\nIsSelected MagmaBazookaWep {DrawBar \"BARAMM64\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WeaponCharge, 19 {DrawBar \"BARFLS13\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected ConcreteShotWep {DrawBar \"BARAMM65\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BlackHoleBombWep {DrawBar \"BARAMM66\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory BlackHoleBombCooldown, 1 {DrawBar \"BARFLS15\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}}\nIsSelected HornetChaserWep {DrawBar \"BARAMM67\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"BARAMM68\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WaterShieldWep {DrawBar \"BARAMM69\", \"VAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"BARAMT69\", \"NOBAR\", WaterShieldCheck, vertical, 24, 8;}} // Over HP\nIsSelected CommandoBombWep {DrawBar \"BARAMM70\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ChillSpikeWep {DrawBar \"BARAMM71\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ThunderWoolWep {DrawBar \"BARAMM72\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ReboundStrikerWep {DrawBar \"BARAMM73\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected WheelCutterWep {DrawBar \"BARAMM74\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory WheelCutterCheck, 1 {DrawBar \"BARFLS1\", \"NOBAR\", WheelCutterCheck, vertical, 16, 8;}}\nIsSelected SolarBlazeWep {DrawBar \"BARAMM75\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"BARAMM48\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected MirrorBusterWep{Drawbar\"BARAMM49\", \"BAREMPTY\", Ammo1, vertical, 16, 8;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"BARFLS1\", \"NOBAR\", MirrorBusterFlag, vertical, 16, 8;}}\nIsSelected ScrewCrusherWep{Drawbar\"BARAMM50\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected BalladeCrackerWep{Drawbar\"BARAMM51\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,16;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,16;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\t\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\t\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\n\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory BeatSupportFired, 1 {DrawImage \"BSPTB0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\nInInventory BossHealth2, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth2, vertical, 292, 8;}\nInInventory BossHealth3, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth3, vertical, 292, 8;}\nInInventory BossHealth4, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth4, vertical, 292, 8;}\nInInventory BossHealth5, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth5, vertical, 292, 8;}\nInInventory BossHealth6, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth6, vertical, 292, 8;}\nInInventory BossHealth7, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth7, vertical, 306, 8;}\nInInventory BossHealth8, 1{DrawBar \"BARHEALT\", \"BAREMPTY\", BossHealth8, vertical, 292, 8;}\nInInventory EvilRobotShield, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", BossHealth1, vertical, 292, 8;}\n\n// Misc\nInInventory TimeStoppedCounter, 1{DrawImage \"FLASHS\", 36, 0;}\n\n//PLAN W\nInInventory PWBossHealth1, 1{DrawBar \"PWHPDRIL\", \"BAREMPTY\", PWBossHealth1, vertical, 292, 8;}\n\tInInventory PWDrillInvulnerability, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", PWBossHealth1, vertical, 292, 8;}\nInInventory PWBossHealth2, 1{DrawBar \"PWHPSNAK\", \"BAREMPTY\", PWBossHealth2, vertical, 300, 8;}\nInInventory PWBossHealth3, 1{DrawBar \"PWHPHEAT\", \"BAREMPTY\", PWBossHealth3, vertical, 292, 8;}\n\tInInventory PWHeatInvulnerability, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", PWBossHealth3, vertical, 292, 8;}\nInInventory PWBossHealth4, 1{DrawBar \"PWHPFLAM\", \"BAREMPTY\", PWBossHealth4, vertical, 300, 8;}\nInInventory PWBossHealth5, 1{DrawBar \"PWHPBUBB\", \"BAREMPTY\", PWBossHealth5, vertical, 292, 8;}\nInInventory AlterHealth1, 1{DrawBar \"ALTRBAR1\", \"BAREMPTY\", AlterHealth1, vertical, 292, 8;}\nInInventory AlterHealth2, 1{DrawBar \"ALTRBAR1\", \"BAREMPTY\", AlterHealth2, vertical, 292, 8;}\n\nInInventory PWBossHealth1, 1{DrawImage \"PWHDA0\", 292, 65;}\nInInventory PWBossHealth2, 1{DrawImage \"PWHDB0\", 300, 65;}\nInInventory PWBossHealth3, 1{DrawImage \"PWHDC0\", 292, 65;}\nInInventory PWBossHealth4, 1{DrawImage \"PWHDD0\", 300, 65;}\nInInventory PWBossHealth5, 1{DrawImage \"PWHDE0\", 292, 65;}\n\nInInventory MegaVileHealth, 1{DrawBar \"MVHP2\", \"BAREMPTY\", MegaVileHealth, vertical, 316, 8;}\nInInventory MegaVileHealth, 1{DrawImage \"MVHP1\", 313, 5;}\n\n// Misc\nInInventory TimeStoppedCounter, 1{DrawImage \"FLASHS\", 36, 0;}\nInInventory PlayerWIShield, 1{DrawBar\"BARAMM32\", \"VAREMPTY\", Health, vertical, 24, 8;}\n\n//WILY INC WEAPONS\nIsSelected TunnelDriverWep{Drawbar\"BARXMM05\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory TunnelDriverDrillPower, 1{DrawBar \"BARFLS1\", \"NOBAR\", TunnelDriverDrillPower, vertical, 16, 8;}\nIsSelected SneakTraverserWep{Drawbar\"BARXMM06\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n\tInInventory SneakTraverserCloak, 1{DrawBar \"BARFLS1\", \"NOBAR\", SneakTraverserCloak, vertical, 16, 8;}\nIsSelected FlameBargeWep{Drawbar\"BARXMM07\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\nIsSelected ScorchBurstWep{Drawbar\"BARXMM08\", \"BAREMPTY\", Ammo1, vertical, 16, 8;}\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.H.txt",
        "contents": "//HORIZONTAL BARS\nheight 0;\n\nstatusbar normal, forcescaled\n{\nInInventory not NoHud, 1\n{\nInInventory not NoHealthBar, 1\n{\nDrawbar \"VARHEALT\", \"VAREMPTY\", Health, horizontal, 130, 184;\n\tInInventory LightTeamFlag, 1{DrawImage \"LBARH\", 130, 179;}\n\tInInventory WilyTeamFlag, 1{DrawImage \"WBARH\", 130, 179;}\n\tInInventory CossackTeamFlag, 1{DrawImage \"CBARH\", 130, 179;}\n\tInInventory KingTeamFlag, 1{DrawImage \"KBARH\", 130, 179;}\n\nInInventory SkullShieldCheck, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory SkullBarrierProtection, 1{DrawBar \"VARFLS5\", \"VNOBAR\", SkullShieldCheck, horizontal, 130, 184;}\nInInventory BasicArmor, 1{DrawBar \"VARAMT31\", \"VNOBAR\", Armor, horizontal, 130, 184;}\n\n//IfCVarInt mm8bdm_healthnumber, 1\nInInventory AmmoNumberFlag, 1\n{\n\tWeaponAmmo not BusterAmmo\n\t{\n\t\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),150,177;\n\t\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Ammo1, alignment(left), 80, 177;\n\t}\n}\n\n//IfCVarInt mm8bdm_healthnumber, 1\nInInventory HealthNumberFlag, 1\n{\n\t//DrawNumber 5,CMBHPFONT,Untranslated,Health,/*interpolate(10),*/alignment(left),150,177;\n\tDrawNumber 3, \"8BDMAFONT\", Untranslated, Health, alignment(left), 152, 177;\n}\n}\n\nDrawSelectedInventory INDEXFONT ,122, 184, 120, 185, white;\nDrawImage weaponicon, 50, 184;\n\n}\n\n//MM1 Bars\nIsSelected RollingCutterWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SuperArmWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceSlasherWep{Drawbar\"VARAMMO3\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HyperBombWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FireStormWep{Drawbar\"VARAMMO5\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBeamWep{Drawbar\"VARAMMO6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeSlowWep{DrawBar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected OilSliderWep{DrawBar\"VARAMMO8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory OilSliderFlag, 1\t{DrawBar\"VARFLS1\", \"VNOBAR\", OilSliderFlag, horizontal, 58, 184;}}\n\n//MM2\nIsSelected MetalBladeWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AirShooterWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BubbleLeadWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected QuickBoomerangWep{Drawbar\"VARAMM11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrashBombWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TimeStopperWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AtomicFireWep{Drawbar\"VARAMM13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 70{DrawBar \"VARFLS2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected LeafShieldWep{Drawbar\"VARAM201\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS1\", \"VNOBAR\", LeafShieldCharge, horizontal, 58, 184;}}\n\n//MM3\nIsSelected NeedleCannonWep{Drawbar\"VARAMMO2\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagnetMissileWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GeminiLaserWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HardKnuckleWep{Drawbar\"VARAMM16\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TopSpinWep{Drawbar\"VARAMM17\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SearchSnakeWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SparkShockWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ShadowBladeWep{Drawbar\"VARAMMO7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM4\nIsSelected FlashStopperWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RainFlushWep{Drawbar\"VARAMM19\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DrillBombWep{Drawbar\"VARAMM14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PharaohShotWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory PharaohCharge, 78{DrawBar \"VARFLS4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory PharaohCharge, 1{DrawBar\"VARFLS1\", \"VNOBAR\", PharaohCharge, horizontal, 58, 184;}}\nIsSelected RingBoomerangWep{Drawbar\"VARAMMO9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DustCrusherWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected DiveMissileWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SkullbarrierWep{Drawbar\"VARAMM21\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory SkullBarrierCooldown, 1{DrawBar \"VARAMM65\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\n\n//MM5\nIsSelected GravityHoldWep{Drawbar\"VARAMM18\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterWaveWep{Drawbar\"VARAMM10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PowerStoneWep{Drawbar\"VARAMM22\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected GyroAttackWep{Drawbar\"VARAMMO4\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected StarCrashWep{Drawbar\"VARAMM23\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS6\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ChargeKickWep{Drawbar\"VARAMM12\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NapalmBombWep{Drawbar\"VARAMM24\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CrystalEyeWep{Drawbar\"VARAMM25\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM6\nIsSelected BlizzardAttackWep{Drawbar\"VARAMM15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CentaurFlashWep{Drawbar\"VARAMM26\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameBlastWep{Drawbar\"VARAMM20\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected KnightCrushWep{Drawbar\"VARAMM27\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected PlantbarrierWep{Drawbar\"VARAMM28\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS7\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\t\t\t\t\t\t\t   DrawBar \"VARHEALP\", \"VAREMPTY\", health, horizontal, 130, 184;}}\nIsSelected SilverTomahawkWep{Drawbar\"VARAMM29\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WindStormWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected YamatoSpearWep{Drawbar\"VARAMM30\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM7\nIsSelected FreezeCrackerWep{Drawbar\"VARAMM31\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JunkShieldWep{Drawbar\"VARAMM32\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory ShieldCheck, 1{DrawBar \"VARFLS8\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected DangerWrapWep{Drawbar\"VARAMM33\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderBoltWep{Drawbar\"VARAMM34\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WildCoilWep{Drawbar\"VARAMM35\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 23{DrawBar \"VARFLS9\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected SlashClawWep{Drawbar\"VARAMM36\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected NoiseCrushWep{Drawbar\"VARAMM37\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 1{DrawBar \"VARFLS10\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ScorchWheelWep{Drawbar\"VARAMM38\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCount, 1{DrawBar\"VARFLS1\", \"VNOBAR\", WheelCount, horizontal, 58, 184;}}\n\n//MM8\nIsSelected MegaBallWep{Drawbar\"VARAMM39\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoHoldWep{Drawbar\"VARAMM40\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected AstroCrushWep{Drawbar\"VARAMM41\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlameSwordWep{Drawbar\"VARAMM42\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderClawWep{Drawbar\"VARAMM43\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected HomingSniperWep{Drawbar\"VARAMM44\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 35{DrawBar \"VARFLS11\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected IceWaveWep {DrawBar \"VARAMM45\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected FlashBombWep{Drawbar\"VARAMM46\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterBalloonWep{Drawbar\"VARAMM47\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMB\nIsSelected TenguBladeWep{Drawbar\"VARAMMO1\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected CopyVisionWep{Drawbar\"VARAMM52\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LightningBoltWep{Drawbar\"VARAMM53\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected IceWallWep{Drawbar\"VARAMM54\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected SpreadDrillWep{DrawBar\"VARAMM55\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected RemoteMineWep{Drawbar\"VARAMM56\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 5{DrawBar \"VARFLS14\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected WaveBurnerWep{Drawbar\"VARAMM57\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MagicCardWep{Drawbar\"VARAMM58\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TrebleBoost{Drawbar\"VARAMM59\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM9\nIsSelected PlugBallWep {DrawBar \"VARAMM60\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected LaserTridentWep {DrawBar \"VARAMM61\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected TornadoBlowWep {DrawBar \"VARAMM68\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected JewelSatelliteWep{DrawBar \"VARAMM63\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory JewelShieldCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", JewelShieldCheck, horizontal, 58, 184;}}\nIsSelected MagmaBazookaWep{DrawBar \"VARAMM64\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WeaponCharge, 19 {DrawBar \"VARFLS13\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected ConcreteShotWep{DrawBar \"VARAMM65\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BlackHoleBombWep{DrawBar \"VARAMM66\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory BlackHoleBombCooldown, 1{DrawBar \"VARFLS15\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}}\nIsSelected HornetChaserWep{DrawBar \"VARAMM67\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MM10\nIsSelected TripleBladeWep {DrawBar \"VARAMM68\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WaterShieldWep {DrawBar \"VARAMM69\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WaterShieldCheck, 1 {DrawBar \"VARAMT69\", \"VNOBAR\", WaterShieldCheck, horizontal, 130, 184;}}// Over HP\nIsSelected CommandoBombWep {DrawBar \"VARAMM70\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ChillSpikeWep {DrawBar \"VARAMM71\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ThunderWoolWep {DrawBar \"VARAMM72\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ReboundStrikerWep {DrawBar \"VARAMM73\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected WheelCutterWep {DrawBar \"VARAMM74\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory WheelCutterCheck, 1\t{DrawBar \"VARFLS1\", \"VNOBAR\", WheelCutterCheck, horizontal, 58, 184;}}\nIsSelected SolarBlazeWep {DrawBar \"VARAMM75\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//MMK\nIsSelected SakugarneWep{Drawbar\"VARAMM48\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected MirrorBusterWep{Drawbar\"VARAMM49\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;\n\tInInventory MirrorBusterFlag, 1{DrawBar\"VARFLS1\", \"VNOBAR\", MirrorBusterFlag, horizontal, 58, 184;}}\nIsSelected ScrewCrusherWep{Drawbar\"VARAMM50\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected BalladeCrackerWep{Drawbar\"VARAMM51\", \"VAREMPTY\", Ammo1, horizontal, 58, 184;}\n\n//Assists\nInInventory RushJetCounter, 5{DrawImage \"RUSHH2H8\", 290,16;}\nInInventory RushJetCounter, 1{DrawImage \"RUSHOUT\", 290,16;}\nInInventory RushMarineCounter, 1{InInventory IsUnderWater, 1{\n\tInInventory RushMarineCounter, 5{DrawImage \"RUSHO0\", 290,8;}\n\tInInventory RushMarineCounter, 1{DrawImage \"RUSHMOUT\", 290,8;}}\n\tInInventory Not IsUnderWater, 1{DrawImage \"RUSHP0\", 290,8;}}\nInInventory BeatCallCheck, 1{DrawImage \"BEATD0\", 298,16;}\nInInventory BeatCounter, 5{DrawImage \"BEATB8B2\", 298,16;}\nInInventory BeatCounter, 1{DrawImage \"BEATOUT\",298,16;}\nInInventory BeatSupportActivated, 1{DrawImage \"BSPTA0\",314,16;}\nInInventory BeatSupportFired, 1 {DrawImage \"BSPTB0\",314,16;}\nInInventory Flashed, 1{DrawImage \"FBLIND\",  -30,-20;}\nInInventory EnergyBalancerActive, 1{DrawImage \"NRGOUT\", 267, 10;}\n\n//Boss Health\nInInventory BossHealth1, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\nInInventory BossHealth2, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth2, horizontal, 202, 184;}\nInInventory BossHealth3, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth3, horizontal, 202, 184;}\nInInventory BossHealth4, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth4, horizontal, 202, 184;}\nInInventory BossHealth5, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth5, horizontal, 202, 184;}\nInInventory BossHealth6, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth6, horizontal, 202, 184;}\nInInventory BossHealth7, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth7, horizontal, 202, 168;}\nInInventory BossHealth8, 1{DrawBar \"VARHEALT\", \"VAREMPTY\", BossHealth8, horizontal, 202, 184;}\nInInventory EvilRobotShield, 1{DrawBar \"VARAMM32\", \"VAREMPTY\", BossHealth1, horizontal, 202, 184;}\n\n//PLAN W\nInInventory PWBossHealth1, 1{DrawBar \"PWHPDRIL\", \"BAREMPTY\", PWBossHealth1, vertical, 292, 8;}\n\tInInventory PWDrillInvulnerability, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", PWBossHealth1, vertical, 292, 8;}\nInInventory PWBossHealth2, 1{DrawBar \"PWHPSNAK\", \"BAREMPTY\", PWBossHealth2, vertical, 300, 8;}\nInInventory PWBossHealth3, 1{DrawBar \"PWHPHEAT\", \"BAREMPTY\", PWBossHealth3, vertical, 292, 8;}\n\tInInventory PWHeatInvulnerability, 1{DrawBar \"BARAMM32\", \"BAREMPTY\", PWBossHealth3, vertical, 292, 8;}\nInInventory PWBossHealth4, 1{DrawBar \"PWHPFLAM\", \"BAREMPTY\", PWBossHealth4, vertical, 300, 8;}\nInInventory PWBossHealth5, 1{DrawBar \"PWHPBUBB\", \"BAREMPTY\", PWBossHealth5, vertical, 292, 8;}\nInInventory AlterHealth1, 1{DrawBar \"ALTRBAR1\", \"BAREMPTY\", AlterHealth1, vertical, 292, 8;}\nInInventory AlterHealth2, 1{DrawBar \"ALTRBAR1\", \"BAREMPTY\", AlterHealth2, vertical, 292, 8;}\n\nInInventory PWBossHealth1, 1{DrawImage \"PWHDA0\", 292, 65;}\nInInventory PWBossHealth2, 1{DrawImage \"PWHDB0\", 300, 65;}\nInInventory PWBossHealth3, 1{DrawImage \"PWHDC0\", 292, 65;}\nInInventory PWBossHealth4, 1{DrawImage \"PWHDD0\", 300, 65;}\nInInventory PWBossHealth5, 1{DrawImage \"PWHDE0\", 292, 65;}\n\nInInventory MegaVileHealth, 1{DrawBar \"MVHP2\", \"BAREMPTY\", MegaVileHealth, vertical, 316, 8;}\nInInventory MegaVileHealth, 1{DrawImage \"MVHP1\", 313, 5;}\n\n// Misc\nInInventory TimeStoppedCounter, 1{DrawImage \"FLASHS\", 36, 0;}\nInInventory PlayerWIShield, 1{DrawBar\"VARAMM32\", \"VAREMPTY\", Health, horizontal, 130, 184;}\n\n//WILY INC WEAPONS\nIsSelected TunnelDriverWep{Drawbar\"VARXMM05\", \"BAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory TunnelDriverDrillPower, 1{DrawBar \"VARFLS1\", \"NOBAR\", TunnelDriverDrillPower, horizontal, 58, 184;}\nIsSelected SneakTraverserWep{Drawbar\"VARXMM06\", \"BAREMPTY\", Ammo1, horizontal, 58, 184;}\n\tInInventory SneakTraverserCloak, 1{DrawBar \"VARFLS1\", \"NOBAR\", SneakTraverserCloak, horizontal, 58, 184;}\nIsSelected FlameBargeWep{Drawbar\"VARXMM07\", \"BAREMPTY\", Ammo1, horizontal, 58, 184;}\nIsSelected ScorchBurstWep{Drawbar\"VARXMM08\", \"BAREMPTY\", Ammo1, horizontal, 58, 184;}\n}"
      },
      {
        "source": "pk3",
        "name": "TEXTCOLOURS.txt",
        "contents": "WICZ4{//MegaVile\n#0058f8 #0058f8 0 123\n#3fa7ff #3fa7ff 124 256\nConsole:\n#0058f8 #0058f8 0 123\n#3fa7ff #3fa7ff 124 256\nFlat:\n#0058f8\n}\nWICZ5{//MegaVile\n#b800b8 #b800b8 0 123\n#d71cff #d71cff 124 256\nConsole:\n#b800b8 #b800b8 0 123\n#d71cff #d71cff 124 256\nFlat:\n#b800b8\n}\n\nPWCA1{//Drillman\n#F83800 #F83800 0 123\n#BFBFBF #BFBFBF 124 256\nConsole:\n#F83800 #F83800 0 123\n#BFBFBF #BFBFBF 124 256\nFlat:\n#F83800\n}\nPWCA2{//Snakeman\n#B8F818 #B8F818 0 123\n#FFFFFF #FFFFFF 124 256\nConsole:\n#B8F818 #B8F818 0 123\n#FFFFFF #FFFFFF 124 256\nFlat:\n#B8F818\n}\nPWCA3{//Heatman\n#E00058 #E00058 0 123\n#F8B800 #F8B800 124 256\nConsole:\n#E00058 #E00058 0 123\n#F8B800 #F8B800 124 256\nFlat:\n#E00058\n}\nPWCA4{//Flameman\n#F83800 #F83800 0 123\n#FCA044 #FCA044 124 256\nConsole:\n#F83800 #F83800 0 123\n#FCA044 #FCA044 124 256\nFlat:\n#F83800\n}\nPWCA5{//Bubbleman\n#00B800 #00B800 0 123\n#FFFFFF #FFFFFF 124 256\nConsole:\n#00B800 #00B800 0 123\n#FFFFFF #FFFFFF 124 256\nFlat:\n#00B800\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/Doomvirus.txt",
        "contents": "actor PowerDoubleDamage : PowerDamage\n{\ndamagefactor \"normal\", 2\n}\n\nactor OnceCX : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor BasicHelperX\n{//Used by things like PharaohFX\n+MISSILE\n-SOLID\n+NOCLIP\n+NOINTERACTION\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\nrenderstyle none\nradius 2\nheight 2\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor BasicClientSideX\n{//Works well for actors spawned from projectiles\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nradius 2\nheight 2\nscale 2.5\n}\n\nACTOR Doomvirus : PowerupGiver 5036\n{\n\t//$Category Wily Inc.-Powerups\n\t//Inventory.RespawnTics 550\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 175\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type DoubleDamage\n\tPowerup.Color RedMap\n    Powerup.Duration -25\n\tInventory.PickupMessage \"$PICKUP_DOOMVIRUS\"\n\tInventory.PickupAnnouncerEntry \"doomsphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tPPOS ABCDEF 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR RobotRegeneration : PowerRegeneration\n{\n  Powerup.Duration -60\n  Powerup.Strength 10\n}\n\nACTOR DoubleSpeed : PowerSpeed\n{\n  Powerup.Duration -60\n  Speed 2.0\n}\n\nActor DoomVirus2 : CustomInventory 104\n{\n  //$Category Wily Inc.-Powerups\n  Inventory.PickupMessage \"Doom Virus Mk2. Time to destroy some stuff!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  +AUTOACTIVATE\n  +INVENTORY.FANCYPICKUPSOUND\n  scale 2.5\n  States\n  {\n  Spawn:\n    RMCD ABCD 4 A_SpawnItemEx(\"SparkleFX\", random(-6,6), random(-6,6), random(0,32))\n    loop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIfInventory(\"RobotItem\",1,\"Nope\")//avoid picking it when you have it already.\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"Doomvirus\",1)\n    TNT1 A 0 A_GiveInventory(\"RobotRegeneration\",1)\n\tTNT1 A 0 A_GiveInventory(\"DoubleSpeed\",1)\n\tTNT1 A 1 A_StopSound\n\tStop\n  Nope:\n    RMCD ABCD 4\n\tStop\n  }\n}\n\nACTOR RobotItem : PowerupGiver\n{\n  Powerup.Duration -120\n  +INVENTORY.AUTOACTIVATE\n}\n\nACTOR Rune_WI : PowerupGiver\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.INVBAR\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.DefMaxAmount\n\tInventory.MaxAmount 0\n\tPowerup.Duration 0x7FFFFFFC\n}\n\nACTOR PowerStrengthWI : PowerDamage\n{\n\tDamagefactor normal, 2.0\n}\nACTOR PowerRage : PowerDoubleFiringSpeed{}\nACTOR PowerResistance : PowerProtection\n{\n\tDamagefactor normal, 0.5\n}\nACTOR PowerHaste : PowerSpeed\n{\n\tSpeed 1.25\n}\n\nACTOR StrengthRune_ST : Rune_WI replaces StrengthRune 30140\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXI0\n\tPowerup.Type StrengthWI\n\tInventory.PickupMessage \"$PICKUP_STRENGTH\"\n\tInventory.PickupAnnouncerEntry \"strength\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX I 1\n\t\tLoop\n\t}\n}\n\nACTOR RageRune_ST : Rune_WI replaces RageRune 30141\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXE0\n\tPowerup.Type Rage\n\tInventory.PickupMessage \"$PICKUP_RAGE\"\n\tInventory.PickupAnnouncerEntry \"rage\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX E 1\n\t\tLoop\n\t}\n}\n\nACTOR DrainRune_ST : Rune_WI replaces DrainRune 30142\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXA0\n\tPowerup.Type Drain\n\tInventory.PickupMessage \"$PICKUP_DRAIN\"\n\tInventory.PickupAnnouncerEntry \"drain\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX A 1\n\t\tLoop\n\t}\n}\n\nACTOR SpreadRune_ST : Rune_WI replaces SpreadRune 30143\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXH0\n\tPowerup.Type Spread\n\tInventory.PickupMessage \"$PICKUP_SPREAD\"\n\tInventory.PickupAnnouncerEntry \"spread\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX H 1\n\t\tLoop\n\t}\n}\n\nACTOR ResistanceRune_ST : Rune_WI replaces ResistanceRune 30144\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXG0\n\tPowerup.Type Resistance\n\tInventory.PickupMessage \"$PICKUP_RESISTANCE\"\n\tInventory.PickupAnnouncerEntry \"resistance\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX G 1\n\t\tLoop\n\t}\n}\n\nACTOR RegenerationRune_ST : Rune_WI replaces RegenerationRune 30145\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXF0\n\tPowerup.Type Regeneration\n\tInventory.PickupMessage \"$PICKUP_REGENERATION\"\n\tInventory.PickupAnnouncerEntry \"regeneration\"\n\tPowerup.Strength 25\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX F 1\n\t\tLoop\n\t}\n}\n\nACTOR ProsperityRune_ST : Rune_WI replaces PropserityRune 30146\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXD0\n\tPowerup.Type Prosperity\n\tInventory.PickupMessage \"$PICKUP_PROSPERITY\"\n\tInventory.PickupAnnouncerEntry \"prosperity\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX D 1\n\t\tLoop\n\t}\n}\n\nACTOR ReflectionRune_ST : Rune_WI replaces ReflectionRune 30147\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXJ0\n\tPowerup.Type Reflection\n\tInventory.PickupMessage \"$PICKUP_REFLECTION\"\n\tInventory.PickupAnnouncerEntry \"reflection\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX J 1\n\t\tLoop\n\t}\n}\n\nACTOR HighJumpRune_ST : Rune_WI replaces HighJumpRune 30148\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXB0\n\tPowerup.Type HighJump\n\tInventory.PickupMessage \"$PICKUP_HIGHJUMP\"\n\tInventory.PickupAnnouncerEntry \"highjump\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX B 1\n\t\tLoop\n\t}\n}\n\nACTOR HasteRune_ST : Rune_WI replaces HasteRune 30149\n{\n\t+FLOATBOB\n\tscale 1.5\n\tInventory.Icon RUNXC0\n\tPowerup.Type Haste\n\tInventory.PickupMessage \"$PICKUP_HASTE\"\n\tInventory.PickupAnnouncerEntry \"haste\"\n\tStates\n\t{\n\tSpawn:\n\t\tRUNX C 1\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/EvilEnergy.txt",
        "contents": "ACTOR EvilEnergy : FakeInventory 90\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t//Inventory.MaxAmount 0\n\tInventory.PickupSound \"Misc/Emerald\"\n\t//Powerup.Type TerminatorArtifact\n\tInventory.PickupMessage \"$PICKUP_EVILENERGY\"\n\t//Inventory.PickupAnnouncerEntry \"terminator\"\n\tStates\n\t{\n\tSpawn:\n\t\tARNO ABCD 6 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/Flags.txt",
        "contents": "actor JukeFailsafe : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TimeStopperRadiusWI replaces TimeStopperRadius //Removes the invincibility infiltration\n{\n+NOINTERACTION\nObituary \"$OB_TIMESTOPPER\"\nPROJECTILE\nradius 1\nheight 1\n+PIERCEARMOR\n//+FOILINVUL\ndamagetype \"TimeStopper\"\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(5, TSTOPPER_RADIUS, 0, 0, TSTOPPER_RADIUS)\nstop\n}\n}\n\nactor SpikeDamagerWI replaces SpikeDamager\n{\nPROJECTILE\n+RIPPER\n-SOLID\n+DONTBLAST\n+FOILINVUL\n+NOGRAVITY\n+PIERCEARMOR\n+THRUGHOST\n+DONTREFLECT\nobituary \"AGH\"\nDamage (255)\ndamagetype \"Spiney\"\nHeight 16\nRadius 16\nscale 2.5\nstates\n{\nSpawn:\nTNT1 A 0 A_ClearTarget\nTNT1 A 35\nLoop\nDeath:\nTNT1 A 35\nTNT1 A 0 A_SpawnItemEx(\"SpikeDamagerWI\")\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/Powerups.txt",
        "contents": "actor 1UP : CustomInventory 106\n{\n//$Category MM8BDM-Assists\n//$Title 1-UP\n//Inventory.RespawnTics 350\ninventory.pickupmessage \"$PU_1UP\"\nInventory.PickupSound \"item/1up\"\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.FANCYPICKUPSOUND\n+INVENTORY.BIGPOWERUP\nscale 2.0\nStates\n{\nSpawn:\nEBAL F 0\nEBAL F 0 Thing_ChangeTID(0,420)\nEBAL FE 6\nGoto Spawn+2\nUse:\nEBAL E 0\nEBAL E 0\nEBAL E 0\nEBAL E 1 ACS_NamedExecute(\"wilyinc_extralife\",0,0,0,0)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicHelperPW\n{//Used by things like PharaohFX\n+MISSILE\n-SOLID\n+NOCLIP\n+NOINTERACTION\n+NOGRAVITY\n+DONTBLAST\n+DONTREFLECT\n+THRUACTORS\nrenderstyle none\nradius 2\nheight 2\nStates\n{\nSpawn:\nTNT1 A 1\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\n//Bonus Stage\n\nactor ScoreBall : CustomInventory 107\n{\n//Inventory.RespawnTics 210\ninventory.pickupmessage \"$PU_SCOREBALL\"\n-COUNTITEM\ninventory.pickupsound \"item/score\"\nRadius 32\nScale 2.5\n+LOOKALLAROUND\n-SOLID\n+FLOAT\n+NOGRAVITY\n+FLOATBOB\n+INVENTORY.NOSCREENFLASH\nStates\n{\nSpawn:\n SCOR A 1\n loop\nPowerup:\n TNT1 A 1 A_GiveInventory(\"Doomvirus\",1)\n TNT1 A 1 A_TakeInventory(\"ScoreBallCounter\",100)\n stop\nPickup:\n TNT1 A 1 A_GiveInventory(\"ScoreBallCounter\", 1)\n TNT1 A 1 A_JumpIfInventory(\"ScoreBallCounter\", 100, \"Powerup\")\n Stop\n  }\n}\n\nactor BigScoreBall : CustomInventory 108\n{\n//Inventory.RespawnTics 210\ninventory.pickupmessage \"$PU_BIGSCOREBALL\"\n-COUNTITEM\ninventory.pickupsound \"item/score\"\nRadius 32\nScale 4.0\n+LOOKALLAROUND\n-SOLID\n+FLOAT\n+NOGRAVITY\n+FLOATBOB\n+INVENTORY.NOSCREENFLASH\nStates\n{\nSpawn:\n SCOR A 1\n loop\nPowerup:\n TNT1 A 1 A_GiveInventory(\"Doomvirus\",1)\n TNT1 A 1 A_TakeInventory(\"ScoreBallCounter\",100)\n stop\nPickup:\n TNT1 A 1 A_GiveInventory(\"ScoreBallCounter\", 20)\n TNT1 A 1 A_JumpIfInventory(\"ScoreBallCounter\", 100, \"Powerup\")\n Stop\n  }\n}\n\nactor ScoreBallCounter: Inventory\n{\ninventory.amount 1\ninventory.maxamount 100\n}\n\nactor ExitUnitAuto : ExitUnit\n{\n+INVENTORY.AUTOACTIVATE\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/trebleboostwi.txt",
        "contents": "actor TrebleBoostWatcherWI replaces TrebleBoostWatcher\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"FlyActivate\", 1)\nGoto TakeAmmo\nTakeAmmo:\nTNT1 A 0 A_TakeFromTarget(\"TrebleBoostAmmo\",1,TIF_NOTAKEINFINITE)\nTNT1 A 0 A_TakeInventory(\"CutterFlag\", 10)\nGoto Spawn2\nSpawn2:\nTNT1 A 0 A_JumpIfInventory(\"WilyIncAntiFlightFlag\", 1, \"Spawn3\")\nTNT1 A 1 A_GiveInventory(\"CutterFlag\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\", 10, \"TakeAmmo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TrebleBoostAmmo\",1,1)\nGoto Death\nSpawn3:\nTNT1 A 1 A_GiveInventory(\"CutterFlag\", 1)\nTNT1 A 0 A_JumpIfInTargetInventory(\"IsDead\",1,\"Death\")\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\", 3, \"TakeAmmo\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TrebleBoostAmmo\",1,1)\nGoto Death\nTNT1 A 0 A_JumpIfInTargetInventory(\"TrebleFlightFlag\",1,\"Spawn2\")\nGoto Death\nDeath:\nTNT1 A 0 A_TakeFromTarget(\"TrebleFlightFlag\",1)\nTNT1 A 0 A_GiveToTarget(\"FlyDeActivate\", 1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/bosses/DrillManBoss.txt",
        "contents": "/////////////////\n//  DRILL MAN  //\n/////////////////\n\n//Boss by MegaVile\n\nACTOR DrillManBoss\n{\n    scale 2.5\n    Health 500 //it seems the demo bugged out so they take half damage. So, half health.\n    Radius 20\n    Height 56\n    Mass 1000\n    Speed 12\n    AttackSound \"weapons/rbeam\"\n\tpainsound \"misc/mm4pain\"\n    PainChance 256\n\tPainChance \"TimeStopper\", 256\n  PainChance \"TimeStop\", 256\n\tdamagefactor \"Normal\", 0.8\n\tDamagefactor \"SearchSnake\", 0.0\n\tspecies \"DrillMan\"\n    MONSTER\n\tmass 99999999\n    +FLOORCLIP\n\t+FLOORHUGGER\n\t+NOBLOOD\n\t+NOTELEFRAG\n\t+NOICEDEATH\n\tspecies \"groundies\"\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+QUICKTORETALIATE\n\t+DONTMORPH\n\t-SOLID\n\t+MISSILEMORE\n\t-BLOCKEDBYSOLIDACTORS\n\t+CANPASS\n\t+SLIDESONWALLS\n\t+INVULNERABLE\n\t-COUNTKILL\n\t//-NOINTERACTION\n\ttranslation \"192:192=87:87\", \"198:198=227:227\"\n    Obituary \"%o was buried alive by \\c[PWCA1]Drill Man\\c-.\"\n    States\n    {\n    Spawn:\n\t\t\"----\" \"#\" 0 A_Stop\n\t\t\"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n        //DRIM AB 0 Thing_SetTranslation(0,782)\n\t\tDRIM A 1 A_JumpIfInventory(\"RollingCutterAmmo\", 1, \"Spawn2\")\n        loop\n\t\tSpawn2:\n\t\t\"----\" \"#\" 1 A_ClearTarget\n\t\tDRIM A 4 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Fight\")\n        Loop\n  Intro:\n\n  \"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n  \"----\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\n  DRIM A 1 A_GiveInventory(\"RollingCutterAmmo\", 1)\n  TNT1 A 6 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n  loop\nIntro2:\nTNT1 A 1 A_ChangeFlag(\"NOGRAVITY\", 1)\n\tTNT1 A 1 A_Stop\n\tTNT1 A 1 A_FaceTarget\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 2 A_SpawnItem(\"DrillExplode\")\n\tTNT1 A 1 A_ChangeFlag(\"FLOORHUGGER\", 0)\n\tDRIY A 10 A_ChangeVelocity(0, 0, 8, CVF_RELATIVE|CVF_REPLACE)\n\tDRIY A 4\n\tDRIY A 1 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tgoto Intro2Part2\n\tIntro2Part2:\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\tDRIY A 1 A_CheckFloor(\"Intro3\")\n\tloop\n  Intro3: //intro2:\n TNT1 A 0 A_FaceTarget\n        DRIM A 10 A_ChangeFlag(\"INVULNERABLE\",1)\n\t    DRIM FFFFFFF 3\n\t\tDRIX LLLLLLL 1\n\t\tDRIX L -1\n\t    loop\n  Fight:\n\t\"----\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",0)\n  \"----\" \"#\" 0 A_GiveInventory(\"BossWeaponImmunities\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"HomingWeakness\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"DarkWeaponsWeakness\", 1)\n        DRIM A 2 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tSee:\n\t\tDRIM A 0 A_Jump(45, \"Attack\")\n        DRIM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tDRIM A 0 A_FaceTarget\n\t\tDRIM A 0 A_Jump(45, \"Attack\")\n\t\tDRIM A 0 A_SetAngle(angle - random(-45,45))\n\t\tDRIM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tDRIM A 0 A_FaceTarget\n        Loop\n\tAttack:\n\t\"----\" \"#\" 0 A_Stop\n\tDRIY A 0 A_JumpIfHealthLower(100,\"DrillDive\")\n\t\tDRIM A 1 A_Jump(256, \"DrillBomb\", \"Fight\", \"Jump\", \"DrillDive\")\n\t\tgoto Attack\n\tAttack2:\n\tDRIY A 0 A_JumpIfHealthLower(100,\"DrillDive\")\n\t\tDRIM A 1 A_Jump(256, \"Fight\", \"Jump\", \"DrillDive\")\n\t\tgoto Attack2\n   DrillBomb:\n\t   DRIM A 4 A_GiveInventory(\"DrillBombAmmo\", 5)\n\t   DrillBombLoop:\n\t   DRIM A 8 A_FaceTarget\n\t   DRIM BBBBBCCCCCDDDDDEEEEE 1 A_ChangeVelocity(16.0,0.0,velz,CVF_REPLACE|CVF_RELATIVE)\n\t   \"----\" \"#\" 0 A_Stop\n       DRIM F 3 A_FaceTarget\n\t   DRIM F 1 A_Jump(40, \"DrillBombCancel\")\n       DRIM F 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n       DRIM G 8 A_custommissile(\"DrillBombWI\",40,10)\n\t   DRIM G 1 A_TakeInventory(\"DrillBombAmmo\", 1)\n\t   DRIM G 0 A_JumpIfInventory(\"DrillBombAmmo\", 1, \"DrillBombLoop\")\n       DRIM A 10 A_FaceTarget\n\t   goto Spawn\n\t   DrillBombCancel:\n\t   DRIM A 1 A_TakeInventory(\"DrillBombAmmo\", 9999)\n\t   goto Attack2\n\tJump:\n\t      DRIY A 5 A_ChangeVelocity(random(-12.0, 12.0), random(-12.0, 12.0), random(12.0,16.0), CVF_RELATIVE|CVF_REPLACE)\n\tJumpLand:\n\tDRIY A 1 A_FaceTarget\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\tDRIY A 1 A_CheckFloor(\"JumpLand2\")\n\tloop\n\tJumpLand2:\n\tDRIM A 3\n\tgoto Attack\n\tDrillDive:\n\tDRIM A 1 A_Stop\n\tDRIM A 1 A_SpawnItemEx(\"DrillDamageGiver\")\n\tDRIM A 4\n\tDRIX A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tDRIX A 1 A_PlaySound(\"misc/drillrising\", \"Weapon\")\n\tDRIX A 11 A_ChangeVelocity(0, 0, 15, CVF_RELATIVE|CVF_REPLACE)\n\tDRIX BBC 1\n\tDRIX C 4\n\tDRIX C 1 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tDrillDigLand:\n\tDRIX C 0 A_Explode(20, 96, 0)\n\tDRIX C 1 A_CheckFloor(\"DrillDig1Start\")\n\tloop\n\tDrillDigLand2:\n\tDRIX C 0 A_Explode(20, 96, 0)\n\tDRIX C 1 A_CheckFloor(\"DrillDig2Start\")\n\tloop\n\tDrillDig1Start:\n\tDRIX C 1 A_Stop\n\tDRIX C 0 A_GiveInventory(\"SpreadDrillAmmo\", 1)\n\tDRIX C 1 A_PlaySoundEx(\"weapon/DrillBossDig\", \"Weapon\", 0)\n\tDRIX C 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tDRIX C 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tDRIX C 0 A_ChangeFlag(\"FLOORHUGGER\",1)\n\t//DRIM C 0 A_ChangeFlag(\"NOINTERACTION\",1)\n\tDRIM C 0 A_ChangeFlag(\"CANPASS\",1)\n\tDRIM C 0 A_ChangeFlag(\"SOLID\",0)\n\tDRIM C 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\tDRIM C 0 A_ChangeFlag(\"BLOCKEDBYSOLIDACTORS\",0)\n\tDRIX A 0 A_GiveInventory(\"PWDrillInvulnerability\",1)\n\tDRIX A 0 ACS_NamedExecuteAlways(\"DrillManInvulnerabilityGive\",0)\n\tDRIX C 0 A_TakeInventory(\"SpreadDrillAmmo\", 1)\n\t//DRIX DEFGHIJK 2 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX D 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX D 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX E 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX E 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX F 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX F 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX G 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX G 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX H 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX H 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX I 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX I 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX J 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX J 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX K 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX K 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\n\tTNT1 A 3 A_GiveInventory(\"WeaponCharge\", 105)\n\tgoto DrillDigLoop\n\tDrillDig2Start:\n\tDRIX C 1 A_Stop\n\tDRIX C 0 A_GiveInventory(\"SpreadDrillAmmo\", 1)\n\tDRIX C 1 A_PlaySoundEx(\"weapon/DrillBossDig\", \"Weapon\", 0)\n\tDRIX C 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tDRIX C 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tDRIX C 0 A_ChangeFlag(\"NOPAIN\",1)\n\tDRIX C 0 A_ChangeFlag(\"FLOORHUGGER\",1)\n\t//DRIM C 0 A_ChangeFlag(\"NOINTERACTION\",1)\n\tDRIM C 0 A_ChangeFlag(\"CANPASS\",1)\n\tDRIM C 0 A_ChangeFlag(\"SOLID\",0)\n\tDRIM C 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\tDRIM C 0 A_ChangeFlag(\"BLOCKEDBYSOLIDACTORS\",0)\n\tDRIX A 0 A_GiveInventory(\"PWDrillInvulnerability\",1)\n\tDRIX A 0 ACS_NamedExecuteAlways(\"DrillManInvulnerabilityGive\",0)\n\tDRIX C 0 A_TakeInventory(\"SpreadDrillAmmo\", 1)\n\tDRIX D 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX D 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX E 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX E 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX F 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX F 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX G 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX G 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX H 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX H 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX I 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX I 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX J 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX J 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tDRIX K 0 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tDRIX K 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_GiveInventory(\"WeaponCharge\", 65)\n\tgoto DrillDigLoop\n\tDrillDigLoop:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_TakeInventory(\"WeaponCharge\", 1)\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 1 A_JumpIfInventory(\"WeaponCharge\", 1, \"DrillDigLoop\")\n\tgoto DrillDigEnd\n\tDrillDigEnd:\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"DrillEnd2\")\n\tgoto DrillDigEnd+2\n\tDrillEnd2:\n\tTNT1 A 1 A_Stop\n\t//TNT1 A 1 A_Warp(AAPTR_TARGET,0,0,0)\n\tTNT1 A 1 ThrustThingZ(0,600,1,0)\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_SpawnItemEx(\"DrillDebris\",0,0,5,0,random(-10,10),random(8,12),random(0,360))\n\tTNT1 A 1 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/drillexplode\", \"Weapon\")\n\tTNT1 A 1 A_SpawnItem(\"DrillExitHitbox\")\n\tTNT1 A 2 A_SpawnItem(\"DrillExplode\")\n\tDRIY A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\tDRIY A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tDRIY A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tDRIX C 0 A_ChangeFlag(\"FLOORHUGGER\",0)\n\t//DRIM C 0 A_ChangeFlag(\"NOINTERACTION\",0)\n\tDRIM C 0 A_ChangeFlag(\"CANPASS\",0)\n\tDRIY A 0 A_TakeInventory(\"PWDrillInvulnerability\",1)\n\tDRIY A 1 ACS_NamedExecuteAlways(\"DrillManInvulnerabilityTake\",0)\n\t//DRIM C 0 A_ChangeFlag(\"SOLID\",1)\n\t//DRIM C 0 A_ChangeFlag(\"BLOCKEDBYSOLIDACTORS\",1)\n\tDRIM C 0 A_ChangeFlag(\"SHOOTABLE\",1)\n\tDRIY A 1 A_Jump(127, \"DrillEndAltJump\")\n\tDRIY A 10 A_ChangeVelocity(0, 0, 20, CVF_RELATIVE|CVF_REPLACE)\n\tDRIY A 0 A_JumpIfHealthLower(300,\"DrillAirShot\")\n\tDRIY A 1 A_Jump(127, \"DrillAirShot\")\n\tDRIY A 4\n\tDRIY A 1 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tgoto DrillDigFinished\n\tDrillEndAltJump:\n\tDRIY A 10 A_ChangeVelocity(random(5,15), random(-20,20), 20, CVF_RELATIVE|CVF_REPLACE)\n\tDRIY A 0 A_JumpIfHealthLower(300,\"DrillAirShot\")\n\tDRIY A 1 A_Jump(127, \"DrillAirShot\")\n\tDRIY A 4\n\tDRIY A 1 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tgoto DrillDigFinished\n\tDrillDigFinished:\n\tDRIY A 1 A_CheckFloor(\"Spawn\")\n\tloop\n\tDrillAirShot:\n\tDRIY A 1 A_JumpIfHealthLower(100, \"DrillAirShotX\")\n\tDRIY A 5\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 4 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 4 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 4 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY A 0 A_JumpIfHealthLower(300,\"DrillDigContinue\")\n\tDRIY A 1 A_Jump(96, \"DrillDigContinue\")\n\tgoto DrillDigFinished\n\tDrillAirShotX:\n\tDRIY A 1 A_JumpIfInventory(\"DrillWeaponsWeaknessX\", 1,\"DrillAirShotX2\")\n\tDRIY A 1 A_GiveInventory (\"DrillWeaponsWeaknessX\", 1)\n\tloop\n\tDrillAirShotX2:\n\tDRIY A 5\n\tDRIY A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tDRIY A 5 A_Stop\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 8 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 8 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY B 1 A_FaceTarget\n    DRIY B 1 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\n    DRIY B 8 A_custommissile(\"DrillBombWI\",40,10)\n\tDRIY A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tDRIY A 0 A_JumpIfHealthLower(300,\"DrillDigContinue\")\n\tgoto DrillDigFinished\n\tDrillDigContinue:\n\tDRIX BBBC 1\n\tDRIX C 1\n\tgoto DrillDigLand2\nPain.TimeStop:\nPain.TimeStopper:\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t\"----\" H 1 A_Stop\n\t\"----\" H 0 A_FaceTarget\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\"----\" A 0 A_TakeInventory(\"CutterFlag\", 9999)\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" A 0 A_GiveInventory(\"AntiTimeStopStunBoss\", 1)\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 0)\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tGoto See\n   Death:\n     DRIM H 0\n     DRIM H 0\n\t TNT1 HHHHH 1 A_GiveInventory(\"SpreadDrillAmmo\", 1)\n     DRIM H 0 A_Stop\n     DRIM H 0 A_FaceTarget\n\t ENKR H 0 A_SpawnItemEx(\"BigHealth\",0,0,28,0,0,12)\n    DRIM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 50)\n    DRIM A 0 A_PlaySound(\"misc/devildeath\", \"voice\",1)\n\tDRIM H 0 ACS_NamedExecuteAlways(\"wilyinc_drillmandeath\",0,0,0,0)\n     Stop\n}\n}\n\nactor DrillBombWI\n{\nPROJECTILE\n+EXPLODEONWATER\nSpeed 25\nDamage 0\ndamagetype \"DrillBomb\"\nObituary \"%o was buried alive by Drill Man\"\nScale 2.5\nHeight 6\nRadius 6\nStates\n{\nSpawn:\nDRIL A 0\nDRIL A 0 A_PlaySoundEx(\"weapon/drillfly\",\"Weapon\")\nDRIL AAABBBCCC 1 A_JumpIfInTargetInventory(\"DrillFlag\",2,\"Death\")\nloop\nDeath:\nDRIL A 0 A_Stop\nDRIL A 0 A_PlaySoundEx(\"weapon/drillexplode\", \"Weapon\")\nDRIL A 0 A_Explode(20, 96, 0)\nDRIL A 0 A_TakeFromTarget(\"DrillFlag\",99)\nTNT1 A 2 A_SpawnItem(\"DrillExplode\")\nstop\n}\n}\n\nactor DrillExitHitbox\n{\nPROJECTILE\n+EXPLODEONWATER\nSpeed 25\nDamage 20\ndamagetype \"DarkDash\"\nObituary \"%o was buried alive by Drill Man\"\nScale 2.5\nHeight 36\nRadius 36\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 5\nDeath:\nDRIL A 0 A_Stop\nDRIL A 0 A_PlaySoundEx(\"weapon/drillout\", \"Weapon\")\nstop\n}\n}\n\nactor DrillDebris\n{\nPROJECTILE\nHeight 32\nRadius 32\nscale 1.5\nspecies \"DrillMan\"\n+THRUSPECIES\nSpeed 5\nTranslation \"192:192=87:87\", \"198:198=227:227\"\nDamage (0)\n-NOGRAVITY\nStates\n{\n\tSpawn:\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tTNT1 A 1 A_Jump(256,\"Debris1\",\"Debris2\",\"Debris3\")\n\tDebris1:\n\tQBOP A -1\n\tDebris2:\n\tQBOP B -1\n\tDebris3:\n\tQBOP C -1\n\tDeath:\n\tMMFX F 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t//DRIL A 0 A_PlaySoundEx(\"weapon/DRILLBOSSIN\",\"Weapon\")\n\tMMFX FGHI 3 A_Stop\n\tstop\n}\n}\n\nactor DrillDamageGiver\n{\n\tPROJECTILE\n\tDamagetype \"DarkDash\"\n\tHeight 1\n\tRadius 1\n\tSpeed 0\n\tDamage (0)\n\trenderstyle none\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_JumpIfInTargetInventory(\"SpreadDrillAmmo\",1,\"Death\")\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Explode(15,80,0)\n\t\tloop\n\tDeath:\n\tTNT1 A 1 A_Stop\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/bosses/SnakeManBoss.txt",
        "contents": "/////////////////\n//  SNAKE MAN  //\n/////////////////\n\n//Boss by MegaVile\n\nACTOR SnakeManBoss\n{\n    scale 2.5\n    Health 500 //it seems the demo bugged out so they take half damage. So, half health.\n    Radius 20\n    Height 56\n\tMass 1000\n    Speed 12\n\tAttackSound \"weapons/rbeam\"\n    PainChance 256\n\tMONSTER\n\tmass 99999999\n\tPainChance \"TimeStopper\", 256\n  PainChance \"TimeStop\", 256\n    damagefactor \"Normal\", 0.8\n\tDamagefactor \"DarkDash\", 0.0\n\tDamagefactor \"DrillBomb\", 0.0\n\tdamagefactor \"SearchSnake\", 0.0\n\tpainsound \"misc/mm4pain\"\n\tTranslation \"192:192=4:4\", \"198:198=104:104\"\n    +FLOORCLIP\n\tspecies \"groundies\"\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOOD\n\t+NOTELEFRAG\n\t+NOICEDEATH\n\t+QUICKTORETALIATE\n\t+DONTMORPH\n\t+MISSILEMORE\n\t-SOLID\n\t+INVULNERABLE\n\t-BLOCKEDBYSOLIDACTORS\n\t-CANPASS\n\t+SLIDESONWALLS\n\t-COUNTKILL\n    Obituary \"%o was the next prey of \\c[PWCA2]Snake Man\\c-.\"\n\tHitObituary \"%o thought %g could hide from \\c[PWCA2]Snake Man\\c-.\"\n    States\n    {\n    Spawn:\n\t\t\"----\" \"#\" 0 A_Stop\n\t    SNAM AB 0 Thing_SetTranslation(0,765)\n\t\t\"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"BossWeaponImmunities\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"DarkWeaponsWeakness\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"PierceWeakness\", 1)\n        SNAM A 1 A_JumpIfInventory(\"RollingCutterAmmo\", 1, \"Spawn2\")\n        loop\n\t\tSpawn2:\n\t\t\"----\" \"#\" 1 A_ClearTarget\n\t\tSNAM A 4 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Fight\")\n        Loop\n\t\tIntro:\n\t\tSNAM A 1 A_Stop\n\t\tSNAM A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n\t\tIntro2:\n\t\tTNT1 A 0 A_FaceTarget\n\t\t SNAM A 1 A_GiveInventory(\"RollingCutterAmmo\", 1)\n    SNAM B 2 A_ChangeFlag(\"INVULNERABLE\",1)\n\tSNAM BCDEBCDEBCDE 2 A_Facetarget\n\tSNAM A 1 A_SpawnItem(\"SnakeDamageGiver\")\n\tSNAM FFFGGGGG -2 A_Facetarget\n\tloop\n Fight:\n        SNAM A 2 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tSee:\n\t\tSNAM A 0 A_Jump(90, \"Attack\")\n        SNAM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\tSNAM A 0 A_FaceTarget\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tSNAM A 0 A_Jump(90, \"Attack\")\n\t\tSNAM A 0 A_SetAngle(angle - random(-45,45))\n\t\tSNAM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tSNAM A 0 A_FaceTarget\n        Loop\n\tLeap:\n\t\tSNAM A 5 A_FaceTarget\n\t\tPWSN I 16 A_ChangeVelocity(random(-12.0, 12.0), random(-12.0, 12.0), random(16.0,20.0), CVF_RELATIVE|CVF_REPLACE)\n\t\tPWSN IIIIIIIIIIIIIII 1\n\t\tPWSN I 1 A_Jump(256, \"Falling\", \"FallingShot\")\n\t\tgoto Falling\n\t\tAttack:\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tSNAM A 1 A_Jump(256, \"SnakeShot\", \"Leap\", \"LeapShot\")\n\t\tloop\n\tSnakeShot:\n\t\tSNAM A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 0)\n\t\tSNAM E 5 A_FaceTarget\n\t\tSNAM F 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tSNAM G 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tSNAM E 5\n\t\tSNAM E 4 A_FaceTarget\n\t\tSNAM F 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tSNAM G 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tSNAM E 5\n\t\tSNAM E 4 A_FaceTarget\n\t\tSNAM F 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tSNAM G 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tSNAM E 5\n\t\tgoto Spawn\n\t\tLeapShot:\n\t\tSNAM A 5 A_FaceTarget\n\t\tPWSN I 5 A_ChangeVelocity(random(-12.0, 12.0), random(-12.0, 12.0), random(16,20), CVF_RELATIVE|CVF_REPLACE)\n\t\tPWSN I 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tgoto AirShotDelay\n\t\tAirShotDelay:\n\t\tPWSN IIIII 1 A_Jump(5, \"JumpSnakeShot\")\n\t\tJumpSnakeShot:\n\t\tSNAM A 0 A_Stop\n\t\tSNAM A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 0)\n\t\tPWSN I 5 A_FaceTarget\n\t\tPWSN I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tPWSN L 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tPWSN I 5\n\t\tPWSN I 4 A_FaceTarget\n\t\tPWSN I 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tPWSN L 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tPWSN I 5\n\t\tPWSN I 4 A_FaceTarget\n\t\tPWSN L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tPWSN L 5 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tPWSN I 5\n\t\tPWSN I 1 A_Jump(256, \"Falling\", \"FallingShot\")\n\tFalling:\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\t\tPWSN J 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tPWSN J 1 A_JumpIf(floorz==z, \"Spawn\")\n\tFallingShot:\n\t\tPWSN J 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\t\tPWSN JJJJJJ 1 A_JumpIf(floorz==z, \"Spawn\")\n\t\tPWSN J 0 A_Stop\n\t\tPWSN J 0 A_FaceTarget\n\t\tPWSN J 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n\t\tPWSN K 3 A_custommissile(\"SearchSnakeStartWI\",40,-30)\n\t\tloop\n\tDeath:\n        SNAM H 0\n        SNAM H 0\n        SNAM H 0 A_Stop\n\t\tENKR H 0 A_SpawnItemEx(\"BigHealth\",0,0,28,0,0,12)\n        SNAM H 0 A_FaceTarget\n        SNAM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 50)\n        SNAM A 0 A_PlaySound(\"misc/devildeath\", \"voice\",1)\n\t\tSNAM H 0 ACS_NamedExecuteAlways(\"wilyinc_snakedeath\",0,0,0,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveInventory(\"SearchSnakeAmmo\", 1)\n        stop\n\tPain.FlashClock:\n\tPain.TimeStop:\nPain.TimeStopper:\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t\"----\" H 1 A_Stop\n\t\"----\" H 0 A_FaceTarget\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\"----\" A 0 A_TakeInventory(\"CutterFlag\", 9999)\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" A 0 A_GiveInventory(\"AntiTimeStopStunBoss\", 1)\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 0)\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tGoto See\n}\n}\nactor SnakeDamageGiver\n{\n\tPROJECTILE\n\tDamagetype \"SearchSnake\"\n\tHeight 1\n\tRadius 1\n\tSpeed 0\n\tHealth 9999999\n\tDamage (0)\n\t+DONTBLAST\n\t+NOINTERACTION\n\t+NODAMAGE\n\t+NOPAIN\n\t+INVULNERABLE\n\t+RIPPER\n\t+NOTARGETSWITCH\n\tObituary \"%o was chomped by \\cqSnake Man\\c-.\"\n\trenderstyle none\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6 A_JumpIfInTargetInventory(\"SearchSnakeAmmo\",1,\"Death\")\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Explode(15,80,0)\n\t\tloop\n\tDeath:\n\tTNT1 A 1 A_Stop\n\tstop\n\t}\n}\n\nactor SearchSnakeStartWI\n{\nPROJECTILE\n-NOGRAVITY\nDamage (14)\nSpeed 23\ndamagetype \"SearchSnake\"\nObituary \"$OB_SEARCHSNAKE\"\nHeight 5\nRadius 6\nScale 2.5\nTranslation \"110:110=104:104\"\nStates\n{\nSpawn:\nSNAK A 4\nloop\nDeath:\nTNT1 A 0 A_JumpIf(ceilingz-z < 48, \"XDeath\")\nTNT1 A 0 A_SpawnItemEx(\"SearchSnakeWI\",0,0,0,23)\nstop\nXDeath:\nCrash:\nTNT1 A 0\nstop\n}\n}\n\nactor SearchSnakeWI\n{\nPROJECTILE\nDamage (14)\ndamagetype \"SearchSnake\"\nObituary \"$OB_SEARCHSNAKE\"\nHeight 5\nRadius 6\n+FLOORHUGGER\n+HEXENBOUNCE\nBounceCount 2\nWallBounceFactor 1.0\nScale 2.5\nSpeed 23\nTranslation \"110:110=104:104\"\nStates\n{\nSpawn:\nSNAK B 2\nSNAK AABBBBAA 1\nSNAK A 0 A_ChangeVelocity(23,0,0, CVF_REPLACE | CVF_RELATIVE)\ngoto Spawn+1\nXDeath:\nCrash:\nTNT1 A 0\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/bosses/HeatManBoss.txt",
        "contents": "////////////////\n//  HEAT MAN  //\n////////////////\n\n//Boss by MegaVile\n\nACTOR HeatManBoss\n{\n    scale 2.5\n    Health 500 //it seems the demo bugged out so they take half damage. So, half health.\n    Radius 20\n    Height 56\n    Mass 1000\n    Speed 12\n    AttackSound \"weapons/rbeam\"\n    mass 99999999\n    PainChance 256\n\tdamagefactor \"Normal\", 0.8\n\tdamagetype \"HeatMan\"\n\tdamagefactor \"HeatMan\", 0.0\ndamagefactor \"BubbleLead\", 3.2\ndamagefactor \"RainFlush\", 9.0\ndamagefactor \"RainFlushWeak\", 9.0\ndamagefactor \"DiveMissile\", 4.8\ndamagefactor \"DiveSonar\", 8\ndamagefactor \"WaterWave\", 10.4\ndamagefactor \"DangerWrap\", 8.6\ndamagefactor \"DangerTrap\", 8.8\ndamagefactor \"WaterBalloon\", 24.6\ndamagefactor \"WaterCannon\", 3.2\ndamagefactor \"WaterTower\", 3.2\ndamagefactor \"TrioWaterBalloon\", 8.6\ndamagefactor \"WaterShield\", 2.8\ndamagefactor \"BubbleBomb\", 10.6\ndamagefactor \"BubbleBombB\", 10.6\ndamagefactor \"SaltWater\", 10.6\n\n  painsound \"misc/mm4pain\"\n    MONSTER\n    +FLOORCLIP\n    +NOBLOOD\n    +NOTELEFRAG\n\t-COUNTKILL\n\t-NOPAIN\n    +NOICEDEATH\n\tspecies \"fireys\"\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n    +QUICKTORETALIATE\n    +DONTMORPH\n    +MISSILEMORE\n\ttranslation \"192:192=229:229\", \"198:198=41:41\"\n    Obituary \"%o was burned by \\c[PWCA3]Heat Man\\c-.\"\n  States\n  {\n  Spawn:\n    //HEAM AB 0 Thing_SetTranslation(0,746)\n\t\"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n   HEAM A 1 A_JumpIfInventory(\"RollingCutterAmmo\", 1, \"Spawn2\")\n        loop\n\t\tSpawn2:\n\t\t\"----\" \"#\" 1 A_ClearTarget\n\t\tHEAM A 4 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Fight\")\n        Loop\n  Intro:\n  HEAM A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n  Intro2:\n  TNT1 A 0 A_FaceTarget\n    HEAM A 2 A_ChangeFlag(\"INVULNERABLE\",1)\n\tHEAM A 1 A_GiveInventory(\"RollingCutterAmmo\", 1)\n\tPWHT CCCDDD 2\n\tPWHT AB 2\n\tgoto IntroLoop\n\tIntroLoop:\n\tPWHT AB 2\n\tloop\n   Fight:\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"BossWeaponImmunities\", 1)\n\t\"----\" \"#\" 0 A_GiveInventory(\"DarkWeaponsWeakness\", 1)\n\t//\"----\" \"#\" 0 A_GiveInventory(\"WaterWeakness\", 1)\n        HEAM A 2 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tSee:\n\t\tHEAM A 0 A_Jump(90, \"Attack\")\n        HEAM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\tHEAM A 0 A_FaceTarget\n\t\tHEAM A 0 A_Jump(90, \"Attack\")\n\t\tHEAM A 0 A_SetAngle(angle - random(-45,45))\n\t\tHEAM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\tHEAM A 0 A_FaceTarget\n        Loop\n  Attack:\n\tHEAM A 1 A_Jump(256, \"FlamePillar\", \"FlamePillar2\", \"FlamePillar3\", \"FlamePillar4\", \"Fight\")\n\tloop\n\tFlamePillar:\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 12 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 12 A_FaceTarget\n\tHEAM A 1 A_Jump(256, \"HeatUp0\", \"HeatUp\", \"HeatUp2\", \"HeatUp3\")\n\tgoto FlamePillar\n\tFlamePillar2:\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 1 A_Jump(256, \"HeatUp0\", \"HeatUp\", \"HeatUp2\", \"HeatUp3\")\n\tgoto FlamePillar2\n\tFlamePillar3:\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 0 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/mbuster\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 6 A_FaceTarget\n\tHEAM A 1 A_Jump(256, \"HeatUp0\", \"HeatUp\", \"HeatUp2\", \"HeatUp3\")\n\tgoto FlamePillar3\n\tFlamePillar4:\n\tHEAM FFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FaceTarget\n\tHEAM FFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FaceTarget\n\tHEAM FFFFFFFFFFFFFFFFFFFF 1 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/atomicfire\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 12 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/atomicfire\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FGG 12 A_FaceTarget\n\tHEAM K 0 A_PlaySoundEx(\"weapon/atomicfire\", \"Voice\",0,1)\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(-60,5))\n\tHEAM FFFFFF 0 A_SpawnItemEx(\"DocFlamePillarProjectile\",0,0,20,10,0,random(6,25),random(5,60))\n\tPWHT CCCDDDCCCDDD 1 A_FaceTarget\n\tHEAM AAA 1 A_FaceTarget\n\tHEAM A 1 A_Jump(256, \"HeatUp0\", \"HeatUp\", \"HeatUp2\", \"HeatUp3\")\n\tgoto FlamePillar4\n\tHeatUp0:\n\tHEAM A 0 A_Jump(10, \"DashStart\")\n\tHEAM A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tHEAM A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tHEAM A 0 A_GiveInventory(\"PWHeatInvulnerability\",1)\n\tHEAM A 0 ACS_NamedExecuteAlways(\"HeatManInvulnerabilityGive\",0)\n\tHEAM A 0 A_Explode(12,128,0)\n\tHEAM A 0 A_GiveInventory(\"CutterFlag\",1)\n\tHEAM A 0 A_JumpIfInventory(\"CutterFlag\", 10, \"DashStart\")\n\tPWHT AB 1 A_FaceTarget\n\tloop\n\tHeatUp:\n\tHEAM A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tHEAM A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tHEAM A 0 A_GiveInventory(\"PWHeatInvulnerability\",1)\n\tHEAM A 0 ACS_NamedExecuteAlways(\"HeatManInvulnerabilityGive\",0)\n\tHEAM A 0 A_Explode(12,128,0)\n\tHEAM A 0 A_GiveInventory(\"CutterFlag\",1)\n\tHEAM A 0 A_JumpIfInventory(\"CutterFlag\", 20, \"DashStart\")\n\tPWHT AB 1 A_FaceTarget\n\tloop\n\tHeatUp2:\n\tHEAM A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tHEAM A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tHEAM A 0 A_GiveInventory(\"PWHeatInvulnerability\",1)\n\tHEAM A 0 ACS_NamedExecuteAlways(\"HeatManInvulnerabilityGive\",0)\n\tHEAM A 0 A_Explode(12,128,0)\n\tHEAM A 0 A_GiveInventory(\"CutterFlag\",1)\n\tHEAM A 0 A_JumpIfInventory(\"CutterFlag\", 40, \"DashStart\")\n\tPWHT AB 1 A_FaceTarget\n\tloop\n\tHeatUp3:\n\tHEAM A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tHEAM A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tHEAM A 0 A_GiveInventory(\"PWHeatInvulnerability\",1)\n\tHEAM A 0 ACS_NamedExecuteAlways(\"HeatManInvulnerabilityGive\",0)\n\tHEAM A 0 A_Explode(12,128,0)\n\tHEAM A 0 A_GiveInventory(\"CutterFlag\",1)\n\tHEAM A 0 A_JumpIfInventory(\"CutterFlag\", 60, \"DashStart\")\n\tPWHT AB 1 A_FaceTarget\n\tloop\n\tDashStart:\n\tHEAM A 0 A_FaceTarget\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,0,0)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,32,32)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,-32,-32)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,32,-32)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,-32,32)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,0,64)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,64,0)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",0,-64,0)\n\tTNT1 A 3 A_SpawnItemEx(\"DocDashFX\",0,0,-64)\n\tHEAM A 0 A_FaceTarget\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",32,0,0)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",32,-32,0)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",32,32,-0)\n\tHEAM A 0 A_SpawnItemEx(\"DocDashFX\",32,0,32)\n\tTNT1 A 3 A_SpawnItemEx(\"DocDashFX\",32,0,-32)\n\tHEAM A 0 A_FaceTarget\n\tHEAM A 0 A_PlaySoundEx(\"weapon/atomicfire\",\"Voice\",0,1)\n\tTNT1 A 1 A_TakeInventory(\"CutterFlag\",9999)\n\tGoto Dash\n\tDash:\n\tHEAM P 0 A_LookEx(LOF_NOSOUNDCHECK,0,80,0,360,\"DashEnd\")\n\tHEAM A 0 A_FaceTarget\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tHEAM A 0 A_GiveInventory(\"CutterFlag\",1)\n\tHEAM A 0 A_JumpIfInventory(\"CutterFlag\",18,\"DashEnd\")\n\tTNT1 A 1 A_Recoil(-45)\n\tloop\n\tDashEnd:\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM A 0 A_Stop\n\tHEAM A 0 A_SpawnItemEx(\"HeatManDamager\",0,0,0,50)\n\tTNT1 A 1 A_Recoil(-45)\n\tHEAM P 0 A_Stop\n\t\tHEAM A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tHEAM A 2 A_ChangeFlag(\"NOPAIN\",0)\n\t\tHEAM A 0 A_TakeInventory(\"PWHeatInvulnerability\",1)\n\t\tHEAM A 0 ACS_NamedExecuteAlways(\"HeatManInvulnerabilityTake\",0)\n\tHEAM A 8 A_TakeInventory(\"CutterFlag\",9999)\n\tHEAM A 8 A_FaceTarget\n\tgoto Spawn2\n   Death:\n     HEAM H 0\n     HEAM H 0\n\t ENKR H 0 A_SpawnItemEx(\"BigHealth\",0,0,28,0,0,12)\n     HEAM H 0 A_Stop\n     HEAM H 0 A_FaceTarget\n    HEAM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 50)\n    HEAM A 0 A_PlaySound(\"misc/devildeath\", \"SoundSlot5\", 0)\n\tHEAM H 0 ACS_NamedExecuteAlways(\"wilyinc_heatdeath\",0,0,0,0)\n     Stop\n\t HeatUpChoice:\n\t HEAM A 1 A_Jump(256, \"HeatUp0\", \"HeatUp\", \"HeatUp2\", \"HeatUp3\")\n\t loop\n\n  Pain.BubbleLead:\n  Pain.RainFlush:\n  Pain.WaterWave:\n  Pain.WaterBalloon:\n  Pain.PumpShield:\n  Pain.WaterShield:\n  Pain.SaltWater:\n  Pain.DiveMissile:\n  Pain.BubbleBomb:\n   Pain.BubbleBombB:\n   Pain.WaterCannon:\n   Pain.WaterTower:\n   Pain.DiveSonar:\n   Pain.TrioWaterBalloon:\n   Pain.DangerTrap:\n   Pain.RainFlushWeak:\n  Pain.DangerWrap:\n     PWHT C 0 A_ChangeFlag(\"INVULNERABLE\", 1)\n\t PWHT C 0 A_Changeflag(\"NOPAIN\", 1)\n\t PWHT CCCDDD 2\n     goto HeatUpChoice\n\t Pain.FlashClock:\n  Pain.TimeStop:\nPain.TimeStopper:\n\t\"----\" A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\"----\" A 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t\"----\" A 0 A_Stop\n\t\"----\" A 0 A_FaceTarget\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\"----\" A 0 A_TakeInventory(\"CutterFlag\", 9999)\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" A 0 A_GiveInventory(\"AntiTimeStopStunBoss\", 1)\n\t\"----\" A 0 A_ChangeFlag(\"NORADIUSDMG\", 0)\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\"----\" A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n\t}\n}\n\nactor HeatManHeatRadius\n{\ndamagetype \"Misc\"\nscale 2.5\nheight 1\nradius 1\n-SOLID\n+MISSILE\n+NOCLIP\n+RIPPER\nstates\n{\n\tSpawn:\n\tTNT1 A 0 A_Explode(12,149,0)\n\tTNT1 A 1 //A_JumpIfInTargetInventory(\"CutterFlag\", 1, \"Death\")\n\tstop\n}\n}\n\nactor HeatManDamager : DocDashDamager\n{\n//+RIPPER\n+THRUGHOST\n}"
      },
      {
        "source": "pk3",
        "name": "actors/bosses/FlameManBoss.txt",
        "contents": "/////////////////\n//  FLAME MAN  //\n/////////////////\n\n//Boss by MegaVile\n\nActor FlameManBoss\n{\n  scale 2.5\n  Health 500 //it seems the demo bugged out so they take half damage. So, half health.\n  Radius 20\n  Height 56\n  Mass 1000\n  Speed 10\n  mass 99999999\n  damagefactor \"Normal\", 0.8\n   damagefactor \"FlameBlastX\", 0.0\n  PainChance \"TimeStopper\", 256\n  PainChance \"TimeStop\", 256\n  damagefactor \"HeatMan\", 0.0\n  damagefactor \"AirShooter\", 4.2\ndamagefactor \"WindStorm\", 3.2\ndamagefactor \"WindStormPull\", 3.2\ndamagefactor \"WindStormPush\", 3.2\ndamagefactor \"TornadoHold\", 3.4\ndamagefactor \"TenguTornadoHeld\", 3.8\ndamagefactor \"TrioTornadoHold\", 3.7\ndamagefactor \"TenguBlade\", 2.4\ndamagefactor \"TenguBladeB\", 2.8\ndamagefactor \"TornadoBlow\", 2\ndamagefactor \"TornadoFloor\", 2\ndamagefactor \"TornadoWall\", 2\ndamagefactor \"TornadoBlowB\", 2\n  painsound \"misc/mm4pain\"\n  Translation \"192:192=216:216\", \"198:198=227:227\"\n  Monster\n  +FLOORCLIP\n    +NOBLOOD\n    +NOTELEFRAG\n    +NOICEDEATH\n    +DONTMORPH\n\t-SOLID\n\tspecies \"fireys\"\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t-BLOCKEDBYSOLIDACTORS\n\t-CANPASS\n\t+SLIDESONWALLS\n\t-COUNTKILL\n\tpainchance 256\n  PainSound \"misc/mm4pain\"\n  Obituary \"%o was charred by \\c[PWCA4]Flame Man\\c-.\"\n  States\n  {\n  Spawn:\n\tFLAM AB 0 Thing_SetTranslation(0,822)\n\t\"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n    FLAM A 1 A_JumpIfInventory(\"RollingCutterAmmo\", 1, \"Spawn2\")\n        loop\n\t\tSpawn2:\n\t\t\"----\" \"#\" 1 A_ClearTarget\n\t\tFLAM A 4 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Fight\")\n        Loop\n  Intro:\n  \"----\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\n  FLAM A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n  Intro2:\n  TNT1 A 0 A_FaceTarget\n    FLAM AAAA 2 A_ChangeFlag(\"INVULNERABLE\",1)\n\tPWFL AABBAABBAABBAABBAABBAABB 2\n\tFLAM AAFF 2\n\t FLAM F 1 A_GiveInventory(\"RollingCutterAmmo\", 1)\n\tFLAM G -1\n\tloop\n  Fight:\n  \t//\"----\" \"#\" 0 A_GiveInventory(\"AirWeakness\", 1)\n\t\"----\" \"#\" 0 A_GiveInventory(\"BossWeaponImmunities\", 1)\n\t\"----\" \"#\" 0 A_GiveInventory(\"DarkWeaponsWeakness\", 1)\n    FLAM A 2 A_ChangeFlag(\"INVULNERABLE\",0)\n\t\tSee:\n\t\tFLAM A 0 A_Jump(90, \"Attack\")\n        FLAM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tFLAM A 0 A_FaceTarget\n\t\tFLAM A 0 A_Jump(90, \"Attack\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tFLAM A 0 A_SetAngle(angle - random(-45,45))\n\t\tFLAM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\tFLAM A 0 A_FaceTarget\n        loop\n\tAttack:\n\t\"----\" \"#\" 0 A_Stop\n\tFLAM A 1 A_Jump(256, \"FlameShot\", \"See\", \"FlameShot2\", \"LonePillar\", \"Jump\", \"FlamePillar\")\n\tloop\n\tFlameCoolDown:\n\t\"----\" \"#\" 0 A_Stop\n\tFLAM A 1 A_Jump(256, \"FlameShot\", \"See\", \"FlameShot2\", \"LonePillar\", \"Jump\")\n\tloop\n  FlameShot:\n    FLAM FFFFFF 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 4 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM G 2\n\tFLAM F 1\n    FLAM F 0 A_Jump(96, \"FlameShotx\")\n\tFLAM F 0 A_Jump(32, \"FlameShot2x\")\n\tFLAM F 1 A_TakeInventory(\"FlameBlastAmmo\", 1)\n\tgoto Spawn\n FlameShot2:\n    FLAM FFFFFF 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 1 A_FaceTarget\n\tFLAM F 3\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM G 2\n\tFLAM F 1\n    FLAM F 0 A_Jump(96, \"FlameShotx\")\n\t FLAM F 0 A_Jump(32, \"FlameShot2x\")\n\t FLAM F 1 A_TakeInventory(\"FlameBlastAmmo\", 1)\n\tgoto Spawn\nFlameShotx:\n    FLAM FFFFFF 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 4 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM G 2\n\tFLAM F 1\n\tgoto See\n FlameShot2x:\n    FLAM FFFFFF 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 1 A_FaceTarget\n\tFLAM F 3\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM F 3\n\tFLAM F 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapon/flameball\", \"Weapon\", 0)\n    FLAM G 2 A_Custommissile(\"PWFlameManShot\",32,8,0,0)\n\tFLAM G 2\n\tFLAM F 1\n\tgoto See\n   Jump:\n\tPWFL C 1 A_FaceTarget\n\tPWFL C 5 A_ChangeVelocity(random(-16.0, 16.0), random(-16.0, 16.0), random(16.0,20.0), CVF_RELATIVE|CVF_REPLACE)\n\tJumpLand:\n\tPWFL C 1 A_FaceTarget\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\tPWFL C 1 A_CheckFloor(\"JumpLand2\")\n\tloop\n\tJumpLand2:\n\tFLAM A 3\n\tgoto Attack\n\n\tLonePillar:\n\tPWFL AABB 1 A_FaceTarget\n\tPWFL AA 2 A_Custommissile(\"PWFlameFireSpawner\",16,random(-30,30),0,0)\n\tPWFL BBAAAAA 1\n\tFLAM A 3\n\tFLAM A 3\n\tgoto Spawn\n\n\tFlamePillar:\n\tFLAM A 1 A_JumpIfInventory(\"FlameBlastAmmo\", 1, \"FlameCoolDown\")\n\tPWFL AABBAABBAABBAABB 1 A_FaceTarget\n\tPWFL AABBAA 1 A_Custommissile(\"PWFlameFireSpawnerX\",16,0,random(-45,45),0)\n\tPWFL BBAABBAAA 1\n\tFLAM A 3 A_GiveInventory(\"FlameBlastAmmo\", 5)\n\tgoto Spawn\n\tPain.FlashClock:\n Pain.TimeStop:\nPain.TimeStopper:\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t\"----\" H 1 A_Stop\n\t\"----\" H 0 A_FaceTarget\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\"----\" A 0 A_TakeInventory(\"CutterFlag\", 9999)\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" A 0 A_GiveInventory(\"AntiTimeStopStunBoss\", 1)\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 0)\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tGoto See\n   Death:\n     FLAM H 0\n     FLAM H 0\n     FLAM H 0 A_Stop\n     FLAM H 0 A_FaceTarget\n\t ENKR H 0 A_SpawnItemEx(\"BigHealth\",0,0,28,0,0,12)\n    FLAM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 50)\n    FLAM A 0 A_PlaySound(\"misc/devildeath\", \"voice\",1)\n\tENKR H 0 ACS_NamedExecuteAlways(\"wilyinc_flamedeath\",0,0,0,0)\n     Stop\n  }\n}\n\nActor PWFlameFireSpawner\n{\n  Radius 8\n  Height 8\n  Speed 12\n  Damage 0\n  +Ripper\n  +FloorHugger\n  +HexenBounce\n  +BloodlessImpact\n    Bouncecount 3\n  Bouncefactor 1.0\n   Obituary \"%o was charred by \\c[PWCA4]Flame Man\\c-.\"\n  WallBounceFactor 1.0\n  Projectile\n  States\n  {\n  Spawn:\n TNT1 A 8 A_SpawnItemEx(\"FlamePillarStartWI\")\n    TNT1 A 8\n    Loop\n  Death:\n    TNT1 A 6\n    Stop\n  }\n}\n\nActor PWFlameFireSpawnerX\n{\n  Radius 8\n  Height 8\n  Speed 12\n  Damage 0\n  +Ripper\n  +FloorHugger\n  +HexenBounce\n  +BloodlessImpact\n  Bouncecount 5\n  Bouncefactor 1.0\n   Obituary \"%o was charred by \\c[PWCA4]Flame Man\\c-.\"\n  WallBounceFactor 1.0\n  Projectile\n  States\n  {\n  Spawn:\n TNT1 A 4 A_SpawnItemEx(\"FlamePillarStartWI\")\n    TNT1 A 4\n    Loop\n  Death:\n    TNT1 A 6\n    Stop\n  }\n}\n\nActor FlamePillarStartWI\n{\nScale 2.5\n-MISSILE\n Obituary \"%o was charred by \\c[PWCA4]Flame Man\\c-.\"\n\nStates\n{\nSpawn:\nTNT1 AAAA 4 A_SpawnItemEx(\"PWFlameFX\",8,0,0,0,random(-2,2),3,random(-5,5),1)\nTNT1 A 2\nTNT1 A 0 A_PlaySoundEx(\"weapon/flamewave\", \"Weapon\", 0)\nTNT1 A 1 A_SpawnItemEx(\"FlamePillarWI\")\nstop\n}\n}\n\nactor FlamePillarWI\n{\nPROJECTILE\n-MISSILE\nScale 2.5\n-NOGRAVITY\n+NOEXPLODEFLOOR\n+RIPPER\nHeight 48\ndamagetype \"FlameBlastX\"\n Obituary \"%o was charred by \\c[PWCA4]Flame Man\\c-.\"\nSpeed 0\nRadius 5\nDamage (9)\nreactiontime 4\nTranslation \"192:192=216:216\", \"198:198=227:227\"\n\nStates\n{\nSpawn:\nPWFL I 0\nPWFL I 0 A_ChangeFlag(\"MISSILE\",1)\nPWFL I 1 A_CheckFloor(\"Flame\")\nGoto Spawn+2\nFlame:\nTNT1 I 0 A_SpawnItemEx(\"OilPitIgnite\",0,0,8)\nPWFL I 0 A_ChangeFlag(\"FLOORHUGGER\",1)\nPWFL I 0 A_CountDown\nPWFL HIJKLMLMLMLMLMLML 1\nGoto Flame+2\nDeath:\nPWFL LMLMLKJIH 1\nstop\n}\n}\n\nactor PWFlameManShot\n{\nTranslation \"192:192=216:216\", \"198:198=227:227\"\nDamageType \"FlameBlast\"\nPROJECTILE\n//+RIPPER\n+DONTREFLECT\n//+THRUGHOST\n//-MISSILE\nSpeed 15\ndamage (12)\n+THRUSPECIES\n+FOILINVUL\n+FORCEPAIN\nHeight 6\nRadius 6\nScale 2.5\nStates\n{\nSpawn:\nPWFL DE 0\nPWFL DE 3\nloop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor PWFlameFX\n{\nScale 2.5\n-SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTBLAST\n+NOINTERACTION\n+NOTIMEFREEZE\nTranslation \"4:4=216:216\", \"202:292=227:227\"\nStates\n{\nSpawn:\nPWFL F 0\nPWFL FGFGFGFGFGFGFG 3\nstop\n}\n}\n\nactor FlameBlastProtect : PowerProtection\n{\nPowerup.Duration 4\ndamagefactor \"FlameBlastX\", 0.0\n\n}"
      },
      {
        "source": "pk3",
        "name": "actors/bosses/BubbleManBoss.txt",
        "contents": "//////////////////\n//  BUBBLE MAN  //\n//////////////////\n\n//Boss by MegaVile\n\nACTOR BubbleManBoss\n{\n   scale 2.5\n  Health 1000\n   Radius 20\n    Height 56\n    Mass 1000\n  Speed 11\n  PainChance 256\n  gravity 0.7\n  Monster\n  Species \"WaterLovers\"\n  +DONTHARMSPECIES\n  +DONTHURTSPECIES\n  +THRUSPECIES\n+MTHRUSPECIES\n  -SOLID\n  +THRUSPECIES\n  -NOGRAVITY\n  +NOTARGET\n  -BOUNCEONFLOORS\n  +BOUNCEONWALLS\n  -COUNTKILL\n  +BOUNCEONCEILINGS\n  +SLIDESONWALLS\n  -BLOCKEDBYSOLIDACTORS\n\t-CANPASS\n\t+SLIDESONWALLS\n  Bouncetype Hexen\n  mass 99999999\n\n  bouncefactor 1.4\n  wallbouncefactor 1.4\n   //damagefactor \"Normal\", 2.0\n   /*\n   damagefactor \"MetalBlade\", 0.8\n   damagefactor \"LaserTrident\", 1.7\n   damagefactor \"LaserTridentSE\", 1.2\n   damagefactor \"LaserTridentS\", 1.5\n   Damagefactor \"HornetChaser\", 1.5*\n   damagefactor \"RainFlush\", 0.0\ndamagefactor \"RainFlushWeak\", 0.0\ndamagefactor \"DiveMissile\", 0.0\ndamagefactor \"DiveSonar\", 0.0\ndamagefactor \"WaterWave\", 0.0\ndamagefactor \"DangerWrap\", 0.0\ndamagefactor \"DangerTrap\", 0.0\ndamagefactor \"WaterBalloon\", 0.0\ndamagefactor \"WaterCannon\", 0.0\ndamagefactor \"WaterTower\", 0.0\ndamagefactor \"TrioWaterBalloon\", 0.0\ndamagefactor \"WaterShield\", 0.0\ndamagefactor \"BubbleBomb\", 0.0\ndamagefactor \"BubbleBombB\", 0.0\ndamagefactor \"SaltWater\", 0.0\ndamagefactor \"PlasmaTrident\", 0.0*/\n   PainChance \"TimeStopper\", 256\n  PainChance \"TimeStop\", 256\n  Translation \"192:192=4:4\", \"198:198=110:110\"\n painsound \"misc/mm4pain\"\n  Obituary \"%o was burst by \\c[PWCA5]Bubble Man\\c-.\"\n  States\n  {\n  Spawn:\n\t\t\"----\" \"#\" 0 ACS_NamedExecuteAlways(\"pw_enemystart\",0)\n        BUBM A 1 A_JumpIfInventory(\"RollingCutterAmmo\", 1, \"Spawn2\")\n        loop\n\t\tSpawn2:\n\t\t\"----\" \"#\" 1 A_ClearTarget\n\t\tBUBM A 4 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Fight\")\n        Loop\n\t\tIntro:\n\t\tBUBM A 1 A_Stop\n\t\t\"----\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tBUBM A 0 A_ChangeFlag(\"HEXENBOUNCE\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"BOUNCEONWALLS\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"BOUNCEONCEILINGS\",0)\n\t\tBUBM A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n\t\tIntro2:\n  Intro:\n  BUBM L 1 A_Stop\n  BUBM L 1 A_GiveInventory(\"RollingCutterAmmo\", 1)\n  BUBM L 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"Intro2\")\n  Intro2:\n  TNT1 A 0 A_FaceTarget\n    BUBM A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n\tBUBM LLLLLLMMMMMMM 1 A_CheckFloor(\"Intro3\")\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\tloop\nIntro3:\n\tBUBM G -1\n\tloop\n  Fight:\n  \"----\" \"#\" 0 A_ChangeFlag(\"NOPAIN\",0)\n  \"----\" \"#\" 0 A_GiveInventory(\"BossWeaponImmunities\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"WaterImmunity\", 1)\n\t\t\"----\" \"#\" 2 A_GiveInventory(\"BubbleWeakness\", 1)\n\t\t\"----\" \"#\" 0 A_GiveInventory(\"DarkWeaponsWeakness\", 1)\n    BUBM A 2 A_ChangeFlag(\"INVULNERABLE\",0)\n\tBUBM A 2 A_Look\n\tgoto See\n  See:\n  BUBM A 1 A_Jump(256, \"GroundMode\"/*, \"SwimModeStart\"*/)\n  loop\n\t\tGroundMode:\n\t\tBUBM A 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"GroundModePart2\")\n\t\tloop\n\t\tGroundModePart2:\n\t\tBUBM A 0 A_JumpIfInventory(\"PWBubbleGroundModeCounter\", 5, \"SwimStartForced\")\n\t\tBUBM A 1 A_Jump(20, \"SwimModeStart\")\n\t\tGroundModePart3:\n\t\tBUBM A 0 A_GiveInventory(\"PWBubbleGroundModeCounter\", 1)\n\t\tBUBM A 0 A_TakeInventory(\"PWBubbleSwimModeCounter\", 2)\n\t\tBUBM A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"HEXENBOUNCE\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"MISSILE\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"BOUNCEONWALLS\",0)\n\t\tBUBM A 0 A_ChangeFlag(\"BOUNCEONCEILINGS\",0)\n\t\tBUBM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tBUBM A 0 A_FaceTarget\n\t\tBUBM A 0 A_SetAngle(angle - random(-45,45))\n\t\tBUBM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tBUBM A 0 A_FaceTarget\n\t\tBUBM A 0 A_SetAngle(angle - random(-45,45))\n\t\tBUBM BBBBBCCCCC 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tBUBM A 0 A_FaceTarget\n\t\tBUBM A 0 A_SetAngle(angle - random(-45,45))\n\t\tBUBM DDDDDEEEEE 1 A_Chase(\"\",\"\")\n\t\t\"----\" \"#\" 0 A_Stop\n\t\tBUBM A 0 A_FaceTarget\n\t\tBUBM A 0 A_SetAngle(angle - random(-45,45))\n\t\tBUBM A 0 A_JumpIfTargetInLOS(\"PreGroundAttackChoice\", 360)\n\t\tloop\n\tPreGroundAttackChoice:\n\t\"----\" \"#\" 0 A_Stop\n\tBUBM A 1 A_Jump(20, \"SwimModeStart\")\n\tPGAC2:\n\t\"----\" \"#\" 0 A_Stop\n\tBUBM A 1 A_Jump(256, \"Attack\", \"ShootJump\")\n\tloop\n\tShootJump:\n\tBUBM A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tBUBM L 0 A_Stop\n\t\tBUBM L 0 A_FaceTarget\n\t\tBUBM L 5 A_ChangeVelocity(random(-7.0,7.0), random(-7.0, 7.0), random(5,20), CVF_RELATIVE|CVF_REPLACE)\n\t\tBUBM L 5 A_ChangeVelocity(0, 0, -5.0, CVF_RELATIVE)\n\tFall:\n\t\tBUBM L 1 A_CheckFloor(\"Attack\")\n\t\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\t\tloop\n\t\tPlasmaGive:\n\t\tBUBM A 0 A_GiveInventory(\"PlasmaTridentAmmo\",1)\n\tAttack:\n\t\tBUBM A 0 A_Stop\n\t\tBUBM A 1 A_PlaySoundEx(\"misc/protoland\", \"Body\")\n\t\tBUBM L 0 A_JumpIfInventory(\"PlasmaTridentAmmo\",1, \"PlasmaAttempt\")\n\t\tBUBM A 1 A_JumpIfHealthLower(500, \"PlasmaGive\")\n\t\tBUBM A 0 A_Jump(256, \"GroundBuster\", \"BubbleLeadGround\", \"BubbleLeadBounce\", \"GroundBuster2\")\n\t\tgoto Attack\n\tPlasmaAttempt:\n\t\tBUBM A 0 A_Jump(128, \"PlasmaTridentGround\",\"PlasmaTridentGroundAlt\")\n\t\tBUBM A 1 A_Jump(256, \"GroundBuster\", \"BubbleLeadGround\", \"BubbleLeadBounce\", \"GroundBuster2\")\n\t\tLoop\n\tGroundBuster:\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 0 A_Stop\n\t\tBUBM F 0 Thing_SetTranslation(0,742)\n\t\tBUBM AF 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 2 A_CustomMissile(\"PWBubbleShot\",32,8,8,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 2 A_CustomMissile(\"PWBubbleShot\",32,8,0,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 2 A_CustomMissile(\"PWBubbleShot\",32,8,-8,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 2 A_CustomMissile(\"PWBubbleShot\",32,8,0,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 2 A_CustomMissile(\"PWBubbleShot\",32,8,8,2)\n\t\tBUBM A 2 //A_JumpIfTargetInLOS(\"Attack\", 360)\n\t\tgoto GroundMode\n\tBubbleLeadGround:\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 0 A_Stop\n\t\tBUBM F 0 Thing_SetTranslation(0,742)\n\t\tBUBM AF 2\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 8 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 2\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM F 8 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 2\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM F 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM F 8 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM A 4 //A_JumpIfTargetInLOS(\"Attack\", 360)\n\t\tgoto GroundMode\n\tBubbleLeadBounce:\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 0 A_Stop\n\t\tBUBM F 0 Thing_SetTranslation(0,742)\n\t\tBUBM AF 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 8 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, 0)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 3\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 0 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, 0)\n\t\tBUBM F 0 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, 15)\n\t\tBUBM F 8 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, -15)\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 8\n\t\tBUBM B 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM F 0 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, 0)\n\t\tBUBM F 0 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, 30)\n\t\tBUBM F 8 A_SpawnItemEX(\"PWBubbleLead\",40,10, 20, 10, 0, 12, -30)\n\t\tBUBM A 4 //A_JumpIfTargetInLOS(\"Attack\", 360)\n\t\tgoto GroundMode\n\tGroundBuster2:\n\t\tBUBM A 1 A_GiveInventory(\"Dark4TurnCounter\", 40)\n\t\tBUBM FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FaceTarget\n\t\tGroundBuster2Loop:\n\t\tBUBM F 0 A_FaceTarget\n\t\tBUBM F 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\")\n\t\tBUBM G 1 A_SpawnItemEX(\"PWBubbleShot\",40,8, 32, 42, 0, 0, random(-6,6))\n\t\tBUBM F 0 A_TakeInventory(\"Dark4TurnCounter\", 1)\n\t\tBUBM G 1 A_JumpIfInventory(\"Dark4TurnCounter\", 1, \"GroundBuster2Loop\")\n\t\tBUBM G 12\n\t\tgoto GroundMode\n\tPlasmaTridentGround:\n\tBUBM F 5\n\tBUBM V 10\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM VVVVVV 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM V 7\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM VVVVVV 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM V 7\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM VVVVVV 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM V 7\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM VVVVVV 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM V 7\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM VVVVVV 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM V 7\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 15\n\tBUBM V 1 A_FaceTarget\n\tgoto GroundMode\n\tPlasmaTridentGroundAlt:\n\tBUBM F 5\n\tBUBM V 20\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM V 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM V 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM V 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM V 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM V 1 A_FaceTarget\n\t\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM V 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM V 1 A_FaceTarget\n\tBUBM V 20\n\tBUBM V 1 A_FaceTarget\n\tgoto GroundMode\n\n\tSwimModeStart:\n\tBUBM A 1 A_JumpIfInventory(\"PWBubbleSwimModeCounter\", 1, \"GroundMode\")\n\tBUBM A 3 A_TakeInventory(\"PWBubbleGroundModeCounter\", 9999)\n\tgoto SwimStart\n\tSwimStartForced:\n\tSwimStart:\n\tBUBM A 0 A_FaceTarget\n\tBUBM A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t//BUBM A 0 A_ChangeFlag(\"MISSILE\",1)\n\tBUBM A 0 A_ChangeFlag(\"HEXENBOUNCE\",1)\n\tBUBM A 0 A_ChangeFlag(\"BOUNCEONWALLS\",1)\n\tBUBM A 0 A_ChangeFlag(\"BOUNCEONCEILINGS\",1)\n\tBUBM L 0 A_ChangeVelocity(10,0,0,CVF_REPLACE|CVF_RELATIVE)\n\tBUBM L 1 ThrustThingZ(0,0,0,0)\n\tBUBM L 4 ThrustThingZ(0,10,0,0)\n\tBUBM M 5 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM L 5\n\tBUBM M 5\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM L 5\n\tBUBM M 5\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM L 5\n\tBUBM M 5\n\t//BUBM L 0 A_ChangeVelocity(0,0,-3,CVF_REPLACE|CVF_RELATIVE)\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM L 5\n\tBUBM M 5\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM N 1 A_Stop\n\tgoto SwimMode\n\tSwimMode:\n\tBUBM L 1 A_LookEx(LOF_NOSOUNDCHECK,0,0,0,360,\"SwimModePart2\")\n\t\tloop\n\tSwimModePart2:\n\tBUBM A 0 A_JumpIfInventory(\"PWBubbleSwimModeCounter\", 5, \"SwimModeEndForced\")\n\tBUBM L 1 A_Jump(20, \"SwimModeEnd\")\n\tSwimModePart3:\n\tBUBM A 0 A_GiveInventory(\"PWBubbleSwimModeCounter\", 1)\n\tBUBM A 0 A_TakeInventory(\"PWBubbleGroundModeCounter\", 2)\n\tBUBM L 1 A_Jump(256, \"Swim\", \"Swim\", \"Swim\", \"Swim\", \"SwimAttack\")\n\tloop\n\tSwimModeEnd:\n\tBUBM A 0 A_JumpIfInventory(\"PWBubbleGroundModeCounter\", 1, \"SwimMode\")\n\tSwimModeEndForced:\n\tBUBM A 0 A_TakeInventory(\"PWBubbleGroundModeCounter\", 9999)\n\tBUBM A 0 A_FaceTarget\n\tBUBM A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tBUBM A 0 A_ChangeFlag(\"HEXENBOUNCE\",0)\n\tBUBM A 0 A_ChangeFlag(\"MISSILE\",0)\n\tBUBM A 0 A_ChangeFlag(\"BOUNCEONWALLS\",0)\n\tBUBM A 0 A_ChangeFlag(\"BOUNCEONCEILINGS\",0)\n\tBUBM A 0 A_CheckFloor(\"GroundMode\")\n\tBUBM L 0 A_ChangeVelocity(3,0,0,CVF_REPLACE|CVF_RELATIVE)\n\tBUBM L 1 ThrustThingZ(0,0,1,0)\n\tBUBM L 4 ThrustThingZ(0,5,1,0)\n\tSwimmingEndLoop:\n\tBUBM M 0 A_JumpIfInventory(\"CutterFlag\", 20, \"FailSafeSwim\")\n\tBUBM M 0 A_CheckFloor(\"GroundMode\")\n\tBUBM M 1 A_FaceTarget\n\tBUBM M 0 A_CheckFloor(\"GroundMode\")\n\tBUBM M 1 A_FaceTarget\n\tBUBM M 0 A_CheckFloor(\"GroundMode\")\n\tBUBM M 1 A_FaceTarget\n\tBUBM M 0 A_CheckFloor(\"GroundMode\")\n\tBUBM M 1 A_FaceTarget\n\tBUBM M 0 A_CheckFloor(\"GroundMode\")\n\tBUBM M 1 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 1 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM NNNNNNNNN 1 A_CheckFloor(\"GroundMode\")\n\tBUBM LLLLL 1 A_CheckFloor(\"GroundMode\")\n\tBUBM MMMMM 1 A_CheckFloor(\"GroundMode\")\n\tBUBM A 0 A_GiveInventory(\"CutterFlag\", 1)\n\t\"----\" \"#\" 0 A_Explode(10, 32, XF_NOTMISSILE, 0, 20)\n\tBUBM L 0 ThrustThingZ(0,0,1,0)\n\tBUBM L 0 ThrustThingZ(0,5,1,0)\n\tloop\n\tSwimModeEndTouchGround:\n\tBUBM A 0 A_FaceTarget\n\tBUBM A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\tBUBM A 0 A_ChangeFlag(\"HEXENBOUNCE\",0)\n\tBUBM A 0 A_ChangeFlag(\"MISSILE\",0)\n\tBUBM A 0 A_ChangeFlag(\"BOUNCEONWALLS\",0)\n\t\tBUBM A 1 A_ChangeFlag(\"BOUNCEONCEILINGS\",0)\n\t\tgoto PreGroundAttackChoice\n\tFailSafeSwim:\n\tBUBM A 1 A_ChangeFlag(\"NOGRAVITY\",0)\n\tgoto GroundMode\n\t/*Chase:\n\tBUBM A 1 A_ChangeVelocity(0, 0, random(-1,1), CVF_RELATIVE|CVF_REPLACE)\n\t\tBUBM A 0 A_Jump(45, \"Missile\")\n        BUBM BBBBBCCCCC 1 A_ChangeVelocity(12.0,0.0,velz,CVF_REPLACE|CVF_RELATIVE)\n\t\tBUBM A 0 A_FaceTarget\n\t\tBUBM A 0 A_Jump(45, \"Missile\")\n\t\tBUBM A 0 A_SetAngle(angle - random(-45,45))\n\t\tBUBM DDDDDEEEEE 1 A_ChangeVelocity(12.0,0.0,velz,CVF_REPLACE|CVF_RELATIVE)\n\t\tBUBM A 0 A_FaceTarget\n        goto See\n\t*/\n\tSwim:\n\t//BUBM M 0 A_CheckFloor(\"SwimModeEndTouchGround\")\n\tBUBM LLLLLMMMMMM 1 A_Jump(256, \"Swim1\", \"Swim2\", \"Swim3\", \"Swim4\")\n\tloop\n\tSwim1: //MultiDirection\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM LLLLL 1 A_ChangeVelocity(random(-3,3), random(-3,3), random(-3,3), CVF_RELATIVE)\n\tGoto SwimX2\nSwim2: //No Forward/Backward Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM LLLLL 1 A_ChangeVelocity(0, random(-3,3), random(-3,3), CVF_RELATIVE)\n\tGoto SwimX2\nSwim3: //No Side Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM LLLLL 1 A_ChangeVelocity(random(-3,3), 0, random(-3,3), CVF_RELATIVE)\n\tGoto SwimX2\nSwim4: //No Up/Down Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM LLLLL 1 A_ChangeVelocity(random(-3,3), random(-3,3), 0, CVF_RELATIVE)\n\tGoto SwimX2\n\tSwimX2:\n\t//BUBM M 0 A_CheckFloor(\"SwimModeEndTouchGround\")\n\tBUBM M 1\n\tBUBM M 1 A_Jump(5, \"SwimModeEnd\")\n\tBUBM M 1 A_Jump(5, \"SwimAttack\")\n\tBUBM L 0 A_Jump(30, \"SwimBuster\")\n\tBUBM M 1 A_Jump(256, \"Swim1X\", \"Swim2X\", \"Swim3X\", \"Swim4X\")\n\tloop\nSwim1X: //MultiDirection\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM L 0 A_Jump(30, \"SwimBuster\")\n\tBUBM MMMMMM 1 A_ChangeVelocity(random(-3,3), random(-3,3), random(-3,3), CVF_RELATIVE)\n\tGoto Swim\nSwim2X: //No Forward/Backward Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM L 0 A_Jump(30, \"SwimBuster\")\n\tBUBM MMMMMM 1 A_ChangeVelocity(0, random(-3,3), random(-3,3), CVF_RELATIVE)\n\tGoto Swim\nSwim3X: //No Side Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(15, \"SwimAttack\")\n\tBUBM L 0 A_Jump(30, \"SwimBuster\")\n\tBUBM MMMMMM 1 A_ChangeVelocity(random(-3,3), 0, random(-3,3), CVF_RELATIVE)\n\tGoto Swim\nSwim4X: //No Up/Down Momentum\n\tBUBM A 0 A_FaceTarget\n\tBUBM L 0 A_Jump(5, \"SwimAttack\")\n\tBUBM L 0 A_Jump(30, \"SwimBuster\")\n\tBUBM MMMMMM 1 A_ChangeVelocity(random(-3,3), random(-3,3), 0, CVF_RELATIVE)\n\tGoto Swim\n\tPlasmaGiveSwim:\n\t\tBUBM A 0 A_GiveInventory(\"PlasmaTridentAmmo\",1)\n\tSwimAttack:\n\t//BUBM M 0 A_CheckFloor(\"SwimModeEndTouchGround\")\n\tBUBM L 0 A_FaceTarget\n\tBUBM L 0 A_ChangeVelocity(2,0,0, CVF_RELATIVE)\n\tBUBM L 0 A_JumpIfInventory(\"PlasmaTridentAmmo\",1, \"PlasmaAttemptSwim\")\n\tBUBM L 0 A_JumpIfHealthLower(500, \"PlasmaGiveSwim\")\n\tBUBM L 1 A_Jump(256, \"SwimBuster\", \"SwimBusterX\", \"SwimBubble\", \"SwimBubbleX\", \"SwimBubbleXX\") //\"M445\", \"PlasmaTridentSwim\"\n\tloop\n\tPlasmaAttemptSwim:\n\tBUMB L 1 A_Jump(128, \"PlasmaTridentSwim\")\n\tBUBM L 1 A_Jump(256, \"SwimBuster\", \"SwimBusterX\", \"SwimBubble\", \"SwimBubbleX\", \"SwimBubbleXX\") //\"M445\", \"PlasmaTridentSwim\"\n\tloop\n\tSwimBubble:\n\tBUBM L 1 A_Jump(64, \"SwimBubbleRandom\")\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 8 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tgoto SwimMode\n\tSwimBubbleX:\n\tBUBM LLLMMMLLLMMM 1 A_FaceTarget\n\tBUBM N 0 A_FaceTarget\n\tBUBM N 6 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, 0)\n\tBUBM LM 2\n\tBUBM N 0 A_FaceTarget\n\tBUBM N 0 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, -10)\n\tBUBM N 6 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, 10)\n\tBUBM LM 2\n\tBUBM N 0 A_FaceTarget\n\tBUBM N 0 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, -20)\n\tBUBM N 6 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, 20)\n\tBUBM LM 2\n\tBUBM N 0 A_FaceTarget\n\tBUBM N 0 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, -30)\n\tBUBM N 6 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, 30)\n\tBUBM LM 2\n\tBUBM N 0 A_FaceTarget\n\tBUBM N 0 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, -40)\n\tBUBM N 13 A_SpawnItemEx(\"PWBubbleLead\", 6, 0, 50, 10, 0, 12, 40)\n\t\tgoto SwimMode\n\tSwimBubbleXX:\n\tBUBM L 1 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n   BUBM N 4 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 0)\n   BUBM N 4 A_FaceTarget\n   BUBM N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 4)\n   BUBM N 4 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -4)\n   BUBM N 4 A_FaceTarget\n   BUBM N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 20)\n   BUBM N 4 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -20)\n   BUBM N 4 A_FaceTarget\n   BUBM N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 10)\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -10)\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 26)\n   BUBM N 4 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -26)\n   BUBM N 8 A_FaceTarget\n   BUBM N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 0)\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 12)\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -12)\n   BUBM N 0 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, 48)\n   BUBM N 4 A_SpawnItemEX(\"DocBubble\",40,10, 20, 10, 0, 12, -48)\n   BUBM LLLMMMLLLMMM 1 A_FaceTarget\n   goto SwimMode\n\tSwimBubbleRandom:\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 12 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM L 5\n\t\tBUBM N 1 A_SetAngle(angle - random(0,360))\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 12 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM L 5\n\t\tBUBM N 1 A_SetAngle(angle - random(0,360))\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 12 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM L 5\n\t\tBUBM N 1 A_SetAngle(angle - random(0,360))\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 12 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM L 5\n\t\tBUBM N 1 A_SetAngle(angle - random(0,360))\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\", \"voice\", 0, 1)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-15,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-25,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,30,2)\n\t\tBUBM N 0 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,-30,2)\n\t\tBUBM N 12 A_CustomMissile(\"PWBubbleLeadSpawner\",32,8,0,2)\n\t\tBUBM L 5\n\t\tBUBM N 1 A_SetAngle(angle - random(0,360))\n\t\tgoto SwimMode\n\tSwimBuster:\n\tBUBM L 5 A_FaceTarget\n\tBUBM M 5 A_FaceTarget\n\tBUBM L 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\",0,1)\n\tBUBM N 10 A_CustomMissile(\"PWBubbleShot\", 32, 20, 0, 0, 0)\n\tBUBM L 5\n\tBUBM M 5\n\tgoto SwimMode\n\tSwimBusterX:\n\t\tBUBM L 1 A_GiveInventory(\"Dark4TurnCounter\", 20)\n\t\tBUBM NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FaceTarget\n\t\tSwimBusterXLoop:\n\t\tBUBM N 0 A_FaceTarget\n\t\tBUBM N 0 A_PlaySoundEx(\"weapon/mbuster\",\"Voice\")\n\t\tBUBM N 1 A_CustomMissile(\"PWBubbleShot\",32,8,random(-6,6))\n\t\tBUBM N 0 A_TakeInventory(\"Dark4TurnCounter\", 1)\n\t\tBUBM N 1 A_JumpIfInventory(\"Dark4TurnCounter\", 1, \"SwimBusterXLoop\")\n\t\tBUBM N 12\n\t\tgoto SwimMode\n\tPlasmaTridentSwim:\n\t\tBUBM L 5\n\tBUBM WX 5\n\tBUBM X 1 A_FaceTarget\n\tBUBM X 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM X 3\n\tBUBM WWWWWW 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM W 3\n\tBUBM X 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM X 5\n\tBUBM WWWWWW 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM W 3\n\tBUBM W 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM X 5\n\tBUBM WWWWWW 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM W 3\n\tBUBM X 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM X 3\n\tBUBM W 5 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM W 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM X 3\n\tBUBM WWWWWW 0 A_SpawnItemEX(\"PlasmaTridentBubble\",0,8, 32, 10, 0, 0)\n\tBUBM W 3\n\tBUBM X 1 A_FaceTarget\n\tBUBM WX 5\n\tBUBM W 1 A_FaceTarget\n\tgoto SwimMode\n\t/*PlasmaTridentSwimAlt:\n\tBUBM K 5\n\tBUBM WX 10\n\tBUBM X 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM X 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM X 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM W 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM W 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM X 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM X 1 A_FaceTarget\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM W 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM W 1 A_FaceTarget\n\t\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_PlaySoundEx(\"weapon/lasertrident\",\"Weapon\")\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,30)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-15)\n\tBUBM V 0 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0,-30)\n\tBUBM X 5 A_SpawnItemEX(\"PlasmaTridentBubble2\",0,8, 32, 10, 0, 0)\n\tBUBM X 1 A_FaceTarget\n\tBUBM WX 10\n\tBUBM X 1 A_FaceTarget\n\tgoto SwimMode\n\t*/\n   Death:\n     BUBM H 0\n     BUBM H 0\n     BUBM H 0 A_Stop\n\t ENKR H 0 A_SpawnItemEx(\"BigHealth\",0,0,28,0,0,12)\n     BUBM H 0 A_FaceTarget\n    BUBM H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 50)\n    BUBM A 0 A_PlaySound(\"misc/devildeath\", \"voice\",1)\n\tBUBM H 0 ACS_NamedExecuteAlways(\"wilyinc_bubbledeath\",0,0,0,0)\n     Stop\n\t Pain.TimeStop:\nPain.TimeStopper:\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t\"----\" H 1 A_Stop\n\t\"----\" H 0 A_FaceTarget\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\"----\" A 0 A_TakeInventory(\"CutterFlag\", 9999)\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" \"##########################################################################################\" 1 A_SpawnItemEx(\"TimeStopGFX\", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))\n\t\"----\" A 0 A_GiveInventory(\"AntiTimeStopStunBoss\", 1)\n\t\"----\" H 0 A_ChangeFlag(\"NORADIUSDMG\", 0)\n\t\"----\" A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tGoto See\n}\n}"
      }
    ]
  },
  "maps": []
}

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