dnd_monsters_v2.5d.pk3

PK3 54 MiB 0 map(s)

Counts

endoom0
graphics0
lumps15847
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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      "added": "2022/05/30 13:30:37",
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    "added": "2022/05/30 13:30:37",
    "file": {
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      "size": 57111472,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c45ed59d73d0a9aba36dc21922015f7f75360c36/c45ed59d73d0a9aba36dc21922015f7f75360c36.pk3.gz",
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    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/Monsters/Arachnotron.txt",
        "contents": "ACTOR FusionSpider : DnD_BaseRangedMonster {\n\tOBITUARY \"%o was vaporized by a fusion cannon Arachnotron.\"\n\tHealth 0x7FFFFFFF\n\tRadius 64\n\tHeight 64\n\tMass 600\n\tSpeed 12\n\tPainChance 128\n\tSEESOUND \"baby/sight\"\n\tPainSound \"Arachnotron/Pain\"\n\tDEATHSOUND \"baby/death\"\n\tACTIVESOUND \"baby/active\"\n\tSpecies \"Spider\"\n\tTag \"Fusion Spider\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+MissileMore\n\t+MissileEvenMore\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FUSIONSPIDER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tFSPI AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeSkip\")\n\t\t\tFSPI A 20 Fast A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tSeeSkip:\n\t\t\tFSPI A 3 Fast A_BabyMetal\n\t\t\tFSPI ABBCC 3 Fast A_Chase\n\t\t\tFSPI D 3 Fast A_BabyMetal\n\t\t\tFSPI DEEFF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tFSPI A 16 Fast BRIGHT A_FaceTarget\n\t\t\tFSPI A 0 A_FaceTarget\n\t\t\tFSPI G 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,0)\n\t\t\tFSPI H 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,5)\n\t\t\tFSPI A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFSPI G 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,2)\n\t\t\tFSPI H 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,-5)\n\t\t\tFSPI A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFSPI G 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,-2)\n\t\t\tFSPI H 0 BRIGHT A_CustomMissile(\"FusionShot\",24,0,10)\n\t\t\tFSPI H 3 Fast BRIGHT A_CustomMissile(\"FusionShot\",24,0,-10)\n\t\t\tFSPI H 1 BRIGHT A_SpidRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tFSPI I 3 Fast\n\t\t\tFSPI I 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap_More\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tFSPI J 20 A_Scream\n\t\t\tFSPI K 7 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tFSPI LMNO 7\n\t\t\tFSPI P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tFSPI PONMLKJ 5\n\t\tGoto See\n\t}\n}\n\nACTOR FusionShot {\n\tRadius 10\n\tHeight 10\n\tSpeed 18\n\tDamage (5 * random(1, 8))\n\tDamageType \"EnergyVoid\"\n\tStamina 16\n\tScale 1.0\n\tRENDERSTYLE Add\n\tSEESOUND \"fusionspid/see\"\n\tDEATHSOUND \"Enforcer/Hit\"\n\tPROJECTILE\n\tDecal PlasmaScorchLower\n\tScale 0.75\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFPLS AAABBB 1 BRIGHT A_SpawnItemEx(\"FusionTrail\", -(MomX/1.6), -(MomY/1.6), (MomZ/1.6*-1), (MomX/1.6), (MomY/1.6), (MomZ/1.6), -Angle, 138)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFPLS CDEFG 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FusionTrail {\n\tScale 0.75\n\tRadius 8\n\tHeight 6\n\tDamage 0\n\tProjectile\n\t+NoBlockMap\n\t+DONTSPLASH\n\tRenderStyle Add\n\tAlpha 0.5\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tFPLS A 0\n\t\t\tFPLS A 0 A_Jump(128, 4)\n\t\t\tFPLS AAABBB 2 Bright A_FadeOut(0.12)\n\t\tLoop\n\t}\n}\n\nACTOR HellforgeSpider : DnD_BaseRangedMonster {\n\tOBITUARY \"%o was charred to smithereens by a Hellforge Spider.\"\n\tHealth 0x7FFFFFFF\n\tRadius 64\n\tHeight 64\n\tMass 600\n\tScale 1.1\n\tSpeed 12\n\tPainChance 128\n\tSEESOUND \"baby/sight\"\n\tPAINSOUND \"demon/pain2\"\n\tDEATHSOUND \"baby/death\"\n\tACTIVESOUND \"baby/active\"\n\t+ISMONSTER\n\t+MissileMore\n\t+MissileEvenMore\n\tSpecies \"Spider\"\n\t+DONTHURTSPECIES\n\tTag \"Hellforge Spider\"\n\t+QUICKTORETALIATE\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HELLFORGESPIDER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MultiShot\", 99)\n\t\t\tESPD AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MultiShot\", 99)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeSkip\")\n\t\t\tESPD A 20 Fast A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tSeeSkip:\n\t\t\tESPD A 3 Fast A_BabyMetal\n\t\t\tESPD ABBCC 3 Fast A_Chase\n\t\t\tESPD D 3 Fast A_BabyMetal\n\t\t\tESPD DEEFF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tESPD A 16 Fast A_FaceTarget\n\t\t\tESPD G 3 Fast BRIGHT\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MultiShot\", 4, \"Multi\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tESPD H 3 Fast BRIGHT A_CustomMissile(\"HFSpiderShot\",24)\n\t\t\tTNT1 A 0 A_GiveInventory(\"MultiShot\", 1)\n\t\t\tESPD G 3 Fast BRIGHT\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tESPD H 3 Fast BRIGHT A_CustomMissile(\"HFSpiderShot\",24)\n\t\t\tTNT1 A 0 A_GiveInventory(\"MultiShot\", 1)\n\t\t\tESPD G 3 Fast BRIGHT\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tESPD H 3 Fast BRIGHT A_CustomMissile(\"HFSpiderShot\",24)\n\t\t\tTNT1 A 0 A_GiveInventory(\"MultiShot\", 1)\n\t\t\tESPD H 1 BRIGHT A_SpidRefire\n\t\tGoto MissileState + 1\n\t\tMulti:\n\t\t\tESPD G 3 Fast BRIGHT\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"HFSpiderShot\",24,0, -5)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HFSpiderShot\",24,0, -10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HFSpiderShot\",24,0, 5)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HFSpiderShot\",24,0, 10)\n\t\t\tESPD H 3 Fast BRIGHT A_CustomMissile(\"HFSpiderShot\",24)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MultiShot\", 99)\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MultiShot\", 99)\n\t\t\tESPD I 3 Fast\n\t\t\tESPD I 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tESPD J 20 A_Scream\n\t\t\tESPD K 7 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tESPD LMNO 7\n\t\t\tESPD P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tESPD PONMLKJ 5\n\t\tGoto See\n\t}\n}\n\nActor Multishot : Inventory { inventory.maxamount 4 }\n\nActor HellForgeSpiderExp : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tObituary \"%o was charred to smithereens by a Hellforge Spider\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(16, 96, 0)\n\t\tStop\n\t}\n}\n\nACTOR HFSpiderShot {\n\tRadius 8\n\tHeight 10\n\tSpeed 36\n\tDamage (random(15,30))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tScale 1.0\n\tRENDERSTYLE Add\n\tSEESOUND \"HFSpid/See\"\n\tDEATHSOUND \"HFSpid/Die\"\n\tPROJECTILE\n\tDecal PlasmaScorchLower\n\tScale 0.825\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tESPJ AB 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellForgeSpiderExp\")\n\t\t\tESPJ CDEFGHI 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR RailArachnotron : DnD_BaseRangedMonster {\n\t//$Category \"ZDoom Monster pack\"\n\tHealth 0x7FFFFFFF\n\tRadius 64\n\tHeight 64\n\tMass 600\n\tSpeed 12\n\tPainChance 192\n\tSpecies \"Spider\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tSeeSound \"baby/sight\"\n\tPainSound \"Arachnotron/Pain\"\n\tDeathSound \"baby/death\"\n\tActiveSound \"baby/active\"\n\tObituary \"%o was railed by an arachnotron.\"\n\tTag \"Rail Arachnotron\"\n\tDecal RedRailScorch\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_RAILARACHNOTRON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tRSPI AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeSkip\")\n\t\t\tRSPI A 20 Fast A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tSeeSkip:\n\t\t\tRSPI A 3 Fast A_BabyMetal\n\t\t\tRSPI ABBCC 3 Fast A_Chase\n\t\t\tRSPI D 3 Fast A_BabyMetal\n\t\t\tRSPI DEEFF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tRSPI A 0 A_PlaySound (\"baby/chargerailgun\")\n\t\t\tRSPI A 16 Fast A_FaceTarget\n\t\t\tRSPI G 16 Fast A_FaceTarget\n\t\t\tRSPI H 4 Fast A_CustomRailgun (25, 0, AA0000, FF0000, 0, 1, 0, \"ArachnoPuff\")\n\t\t\tRSPI G 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tRSPI I 3 Fast\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tRSPI I 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap_More\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tRSPI J 20 A_Scream\n\t\t\tRSPI K 7 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tRSPI LMNO 7\n\t\t\tRSPI P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tRSPI P 5\n\t\t\tRSPI ONMLKJ 5\n\t\tGoto See\n\t}\n}\n\nActor ArachnoPuff : BulletPuff {\n\tObituary \"%o was railed by an arachnotron.\"\n\tDamageType \"Physical\"\n\tStamina 1\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tGoto Melee\n\t\tMelee:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ArachnoBullet : ZombieBullet {\n\tDamage (random(1, 4) * 3)\n\tDamageType \"Physical\"\n\tStamina 1\n}\n\nACTOR BabyDemolisher : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 64\n\tScale 1.2\n\tHeight 64\n\tRadius 64\n\tMass 600\n\tSpeed 8\n\tSeeSound \"minidemo/sight\"\n\tActiveSound \"minidemo/active\"\n\tPainsound \"monsters/fusionitepain\"\n\tDeathSound \"minidemo/death\"\n\tAttackSound \"\"\n\tTag \"Baby Demolisher\"\n\tSpecies \"Arachno\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTHURTSPECIES\n\tObituary \"%o didn't expect demons to create this kind of a spider.\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BABYDEMOLISHER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMSPI A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_Jump(64, \"Rush\")\n\t\t\tMSPI A 2 Fast A_BabyMetal\n\t\t\tMSPI ABBCC 2 Fast A_Chase\n\t\t\tMSPI D 2 Fast A_BabyMetal\n\t\t\tMSPI DEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tRush:\n\t\t\tTNT1 A 0 A_BabyMetal\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostA\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI A 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostA\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI A 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostB\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI B 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostB\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI B 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostC\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI C 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostC\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI C 1 A_Chase\n\t\t\tTNT1 A 0 A_BabyMetal\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostD\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI D 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostD\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI D 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostE\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI E 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostE\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI E 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostF\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI F 1 A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemoGhostF\",0,0,0,0,0,0,0,128)\n\t\t\tMSPI F 1 A_Chase\n\t\t\tTNT1 A 0 A_Jump(192, \"See\")\n\t\tLoop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128,\"Plasma\")\n\t\tNormal:\n\t\t\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\t\t\tMSPI A 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n\t\t\tTNT1 AA 0 A_CustomMissile(\"ArachnoBullet\", 28, 0, frandom(-25.0, 25.0), 0, 0)\n\t\t\tMSPI Q 2 Fast Bright\n\t\t\tMSPI R 2 Fast Bright A_PlaySound(\"monsters/darkmasterwind2\")\n\t\t\tTNT1 A 0 A_Jump(8,\"See\")\n\t\t\tTNT1 A 0 A_SpidRefire\n\t\tGoto Normal + 2\n\t\tPlasma:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/plasmacharge\")\n\t\t\tMSPI A 10 Fast A_FaceTarget\n\t\t\tMSPI H 3 Fast Bright A_CustomMissile(\"BabyDemoBall\",20,0,Random(-16,16))\n\t\t\tMSPI G 3 Fast Bright A_CustomMissile(\"BabyDemoBall\",20,0,Random(-16,16))\n\t\t\tTNT1 A 0 A_Jump(8,\"See\")\n\t\t\tTNT1 A 0 A_SpidRefire\n\t\tGoto Plasma + 2\n\t\tPainState:\n\t\t\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\t\t\tMSPI I 12 Fast A_Pain\n\t\tGoto See\n\t\tPainMissile:\n\t\t\tMSPI I 12 Fast A_Pain\n\t\tGoto Missile\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tMSPI I 25 A_Scream\n\t\t\tMSPI J 6\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMSP2 KKKKKKKK 3 Bright A_CustomMissile(\"ExplosionFX\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\t\t\tMSPI L 6 A_NoBlocking\n\t\t\tMSPI MN 6\n\t\t\tMSPI O 6\n\t\t\tMSPI P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tMSPI PONMLKJ 5\n\t\tGoto See\n\t}\n}\n\nACTOR BabyDemoGhostA {\n\tAlpha 0.7\n\tScale 1.2\n\tRENDERSTYLE Translucent\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tMSPI A 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoGhostB : BabyDemoGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tMSPI B 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoGhostC : BabyDemoGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tMSPI C 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoGhostD : BabyDemoGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tMSPI D 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoGhostE : BabyDemoGhostA {\n\tStates {\n\t\tSpawn:\n\t\tTNT1 A 3\n\t\tMSPI D 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoGhostF : BabyDemoGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tMSPI D 2 A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nACTOR BabyDemoBall : FusionShot {\n\tSpeed 25\n\tDamage (4 * random(1, 8))\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCFX6 A 1 Bright A_SpawnItemEx(\"BabyDemoTrail\",0,0,0,0,0,0,0,128,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnDebris(\"GreenSparkFX\")\n\t\t\tCFX6 BCDE 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BabyDemoTrail {\n\tScale 0.75\n\tRadius 2\n\tHeight 2\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tCFX6 A 1 Bright A_FadeOut(0.15)\n\t\tGoto Spawn + 1\n\t}\n}\n\nactor GreenSparkFX : ExplosiveSpark {\n\tRenderstyle Add\n\tAlpha 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tDXSK C 1 BRIGHT A_FadeOut(0.01)\n\t\tloop\n\t}\n}\n\nActor Vore : DnD_BaseHybridMonster {\n\t//$Category Monsters\n\tHealth 0x7FFFFFFF\n\tSpeed 6\n\tRadius 48\n\tHeight 64\n\tXSCale 1.3\n\tYScale 1.2\n\tMass 1000\n\tPainChance 40\n\t+ISMONSTER\n\t+NoTarget\n\tObituary \"%o couldn't escape a vore.\"\n\tSeeSound \"Vore/Sight\"\n\tActiveSound \"Vore/Active\"\n\tPainSound \"Vore/Pain\"\n\tDeathSound \"Vore/Death\"\n\tSpecies \"Arachno\"\n\tTag \"Vore\"\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_VORE)\n\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tVORE D 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tVORE AA 3 Fast A_Chase\n\t\t\tVORE B 7 Fast A_Chase\n\t\t\tVORE CC 3 Fast A_Chase\n\t\t\tVORE D 7 Fast A_Chase\n\t\t\tVORE EE 3 Fast A_Chase\n\t\t\tVORE F 7 Fast A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"Vore/Attack\", \"Body\")\n\t\t\tVORE GHHHH 4 Fast Bright A_FaceTarget\n\t\t\tVORE II 4 Fast Bright A_FaceTarget\n\t\t\tVORE J 8 Fast Bright A_CustomMissile(\"VoreFirepod\", 32, 0, 0)\n\t\t\tVORE JJ 4 Fast Bright A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tVORE K 4 Fast\n\t\t\tVORE K 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tVORE L 6\n\t\t\tVORE M 6 A_Scream\n\t\t\tVORE N 6\n\t\t\tVORE O 6 A_NoBlocking\n\t\t\tVORE P 8\n\t\t\tVORE Q -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tVORE QPONML 6\n\t\tGoto See\n\t}\n}\n\nActor VoreExp : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tObituary \"%o was no match for an archon of hell.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 90)\n\t\tStop\n\t}\n}\n\nActor VoreFirepod {\n\tRadius 6\n\tHeight 8\n\tSpeed 16\n\tFastSpeed 24\n\tDamage (Random(20, 40))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tProjectile\n\t+SeekerMissile\n\t+DONTBLAST\n\tRenderStyle Add\n\tAlpha 0.85\n\tSeeSound \"Vore/Throw\"\n\tDeathSound \"Vore/Hit\"\n\tDecal \"RevenantScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA A 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA A 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA B 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA B 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA C 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA C 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)\n\t\tLoop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA A 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tVOBA A 1 Bright A_SpawnItemEx(\"VoreFirepodTrail\", random(5, -5), 0, random(5, -1), 0, 0, 0, 180)\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)\n\t\tGoto Spawn+5\n\t\t\tTNT1 AAA 0 Bright A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\tGoto Spawn+5\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"VoreExp\")\n\t\t\tVOBA DEFGHI 4 Bright\n\t\tStop\n\t}\n}\n\nActor VoreFirepodTrail {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.9\n\t+NoClip\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\tDeath:\n\t\t\tTNT1 A 3\n\t\t\tVOBT ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor CommandoBullet1 : ZombieBullet {\n\tDamage (random(1, 5) * 3)\n\tDamageType \"Physical\"\n\tStamina 1\n}\n\nActor CommandoExplosion : BaseExplosionDamage {\n\tObituary \"%o was torn to shreds by the chaingun commando.\"\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(2 * random(4,5), 96, 0)\n\t\tStop\n\t}\n}\n\nActor CommandoBullet2 : ZombieBullet {\n\tDamage (random(1, 5) * 4)\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tDeath:\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SetScale(0.55, 0.55)\n\t\t\tTNT1 AA 0 A_SpawnItem(\"ExpShellSoundEmitter\")\n\t\t\tTNT1 AA 0 A_SpawnDebris(\"ExplosiveSpark\", 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Flip\")\n\t\t\tDKSX A 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"CommandoExplosion\")\n\t\t\tDKSX BCDEFG 2\n\t\t\tDKSX HIJKL 1\n\t\tStop\n\t\tFlip:\n\t\t\tDKSX M 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"CommandoExplosion\")\n\t\t\tDKSX NOPQRS 2\n\t\t\tDKSX TUVWX 1\n\t\tStop\n\t}\n}\n\nActor ChaingunCommando : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 64\n\tSpeed 10\n\tScale 1.1\n\tObituary \"%o was torn to shreds by the chaingun commando.\"\n    SeeSound \"ChaingunCommando/See\"\n    PainSound \"ChaingunCommando/Pain\"\n    DeathSound \"ChaingunCommando/Die\"\n\tAttackSound \"weapons/minigunfire\"\n\tActiveSound \"chainguy/active\"\n    DropItem \"Clip\"\n\tDropItem \"Clip\"\n\t+ISMONSTER\n\t+NODROPOFF\n\tSpecies \"Spider\"\n\t+DONTHURTSPECIES\n\tTag \"Chaingun Commando\"\n\tRadius 24\n\tHeight 64\n\tDecal Bulletchip\n\tMass 512\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CHAINGUNCOMMANDO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCPSX AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCPSX ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"ShockFire\")\n\t\t\tCPSX E 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tCPSX F 3 Fast Bright A_CustomMissile(\"CommandoBullet1\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tCPSX E 3 Fast Bright A_CustomMissile(\"CommandoBullet1\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCPSX F 1 Bright A_CPosRefire\n\t\tGoto MissileState + 2\n\t\tShockFire:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunup\", CHAN_WEAPON)\n\t\t\tCPSX Q 24 Fast A_FaceTarget\n\t\t\tCPSX E 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"exshotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tCPSX F 3 Fast Bright A_CustomMissile(\"CommandoBullet2\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"exshotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tCPSX E 3 Fast Bright A_CustomMissile(\"CommandoBullet2\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tCPSX F 1 Bright A_CPosRefire\n\t\tGoto ShockFire + 3\n\t\tPainState:\n\t\t\tCPSX G 3 Fast\n\t\t\tCPSX G 3 Fast A_Pain\n\t\t\tCPSX G 0 A_Jump(128, \"Dash\")\n\t\tGoto See\n\t\tDash:\n\t\t\tCPSX E 0 A_FaceTarget\n\t\t\tCPSX E 0 A_Jump(128, \"OtherSide\")\n\t\t\tCPSX E 0 ThrustThing(angle*256/360 + 64, 10, 0, 0)\n\t\tGoto Missile\n\t\tOtherSide:\n\t\t\tCPSX E 0 ThrustThing(angle*256/360 + 192, 10, 0, 0)\n\t\tGoto Missile\n\t\tDeathState:\n\t\t\tCPSX H 5 A_StopSound(CHAN_WEAPON)\n\t\t\tCPSX I 5 A_Scream\n\t\t\tCPSX J 5 A_Fall\n\t\t\tCPSX KLMNO 5\n\t\t\tCPSX P -1 A_KillMaster\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCPSX G 2 A_XSCream\n\t\t\tCPSX G 1 A_NoBlocking\n\t\t\tTNT1 A -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tCPSX P 5\n\t\t\tCPSX ONMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor ChaingunGeneral : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 64\n\tSpeed 11\n\tScale 1.1\n\tRadius 24\n\tHeight 64\n\tMass 512\n\tObituary \"%o was pinned to the wall by the chaingun general.\"\n    SeeSound \"BChaingunner/See\"\n    PainSound \"BChaingunner/Pain\"\n    DeathSound \"BChaingunner/Die\"\n\tActiveSound \"BChaingunner/Act\"\n\t+ISMONSTER\n\t+NODROPOFF\n\tSpecies \"Spider\"\n\t+DONTHURTSPECIES\n\tTag \"Chaingun General\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CHAINGUNGENERAL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tECMI AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tECMI ABCD 5 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tECMI U 8 Fast A_FaceTarget\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/NG2Fire\", 5)\n\t\t\tECMI F 3 Fast Bright A_CustomMissile(\"NailProjectileWeak\", 36, 14)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/NG2Fire\", 5)\n\t\t\tECMI E 3 Fast Bright A_CustomMissile(\"NailProjectileWeak\", 36, 14)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tECMI F 1 Bright A_CPosRefire\n\t\tLoop\n\t\tPainState:\n\t\t\tECMI G 3 Fast\n\t\t\tECMI G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tECMI H 5 A_GiveToTarget(\"DnD_ShotUndead\", 1)\n\t\t\tECMI I 5 A_Scream\n\t\t\tECMI J 5 A_Fall\n\t\t\tECMI KL 5\n\t\t\tECMI M -1 A_KillMaster\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tECMI N 2 A_XSCream\n\t\t\tECMI N 1 A_NoBlocking\n\t\t\tECMI OPQR 3\n\t\t\tECMI S -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tECMI LKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor NailProjectileWeak {\n\tDamage (7)\n\tSpeed 36\n\tDamageType \"Physical\"\n\tStamina 1\n\tRadius 3\n\tHeight 4\n\tSpeed 40\n\tScale 0.5\n\tPROJECTILE\n\t+RIPPER\n\t+MTHRUSPECIES\n\t+BloodSplatter\n\t+DONTREFLECT\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\tSeeSound \"\"\n\tDeathSound \"\"\n\tDecal \"BulletChip\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tNAI2 AAAAA 1 Bright A_SpawnItemEx(\"NailBlur2\", 0, 0, 0, 1, 0, 0, 180, 128)\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NailFlight\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tNLPJ A 0 A_PlaySound(\"Weapons/NailRic\")\n\t\t\tNLPJ BCDEFG 2\n\t\tStop\n\t}\n}\n\nActor Legionnaire : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 48\n\tSpeed 14\n\tHeight 64\n\tRadius 32\n\tMass 512\n\tObituary \"%o didn't expect to fight against well trained Legionnaires.\"\n    SeeSound \"Legionnaire/See\"\n    PainSound \"Legionnaire/Pain\"\n    DeathSound \"Legionnaire/Die\"\n\tActiveSound \"Legionnaire/Act\"\n\tDropItem \"Cell\", 128\n\tSpecies \"Spider\"\n\t+ISMONSTER\n\t+NODROPOFF\n\t+DONTHURTSPECIES\n\tTag \"Legionnaire\"\n\tMeleeRange 84\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LEGIONNAIRE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLEGN A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tLEGN BC 3 Fast A_Chase\n\t\t\tLEGN D 5 Fast A_Chase\n\t\t\tLEGN EF 3 Fast A_Chase\n\t\t\tLEGN G 5 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tLEGN H 5 Fast A_PlaySound(\"Weapons/KickSwing\")\n\t\t\tLEGN I 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"LegionnaireBash\")\n\t\t\tLEGN J 4 Fast A_CustomMeleeAttack(random(5, 10) * 2, \"weapons/vblhit\", \"\", \"Knockback\")\n\t\t\tLEGN IH 3 Fast\n\t\t\tLEGN H 0 A_Jump(192, \"Missile\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tLEGN A 6 Fast A_FaceTarget\n\t\t\tLEGN L 3 Fast Bright A_CustomMissile(\"LegionnaireMissile\", 60, 16, 0)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tLEGN A 4 Fast A_JumpIfCloser(84, \"Melee\")\n\t\t\tLEGN L 3 Fast Bright A_CustomMissile(\"LegionnaireMissile\", 60, 16, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tLEGN A 4 Fast A_JumpIfCloser(84, \"Melee\")\n\t\t\tLEGN L 3 Fast Bright A_CustomMissile(\"LegionnaireMissile2\", 60, 16, 0)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tLEGN A 4 Fast A_MonsterRefire(64, \"See\")\n\t\tGoto MissileState + 1\n\t\tDash:\n\t\t\tLEGN A 0 A_FaceTarget\n\t\t\tLEGN A 0 A_Jump(128, \"OtherSide\")\n\t\t\tLEGN A 0 ThrustThing(angle*256/360 + 64, 10, 0, 0)\n\t\tGoto Missile\n\t\tOtherSide:\n\t\t\tLEGN A 0 ThrustThing(angle*256/360 + 192, 10, 0, 0)\n\t\tGoto Missile\n\t\tPainState:\n\t\t\tLEGN K 3 Fast\n\t\t\tLEGN K 3 Fast A_Pain\n\t\t\tLEGN K 0 A_Jump(128, \"Dash\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tLEGN M 7 A_Scream\n\t\t\tLEGN N 6 A_NoBlocking\n\t\t\tLEGN OPQ 4\n\t\t\tLEGN R -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tLEGN QPONM 4\n\t\tGoto See\n\t}\n}\n\nActor LegionnaireBash {\n\tradius 5\n\theight 5\n\tspeed 28\n\tDamageType \"Melee\"\n\tStamina 1\n\tdamage (5 * random(1, 2))\n\tdeathsound \"weapons/vblhit\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 40, 20)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor LegionnaireTrail1 {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 0.4\n\tStates {\n\t\tSpawn:\n\t\t\tLEGN S 1 Bright A_FadeOut(0.025)\n\t\tLoop\n\t}\n}\n\nActor LegionnaireMissile {\n\tSpeed 30\n\tRadius 6\n\tHeight 12\n\tDamage (5 * random(2, 6))\n\tDamageType \"EnergyRed\"\n\tStamina 16\n\tSeeSound \"Legionnaire/Fire\"\n\tDeathSound \"Legionnaire/Hit\"\n\tRenderstyle Add\n\tAlpha 0.9\n\tScale 0.4\n\tPROJECTILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tLEGN S -1 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tLGP0 A 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"RedParticleSpawner\")\n\t\t\tLGP0 BCDEFGH 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR LegionnaireTrail2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tKN2M FGFG 7 BRIGHT\n\t\tStop\n\t}\n}\n\nActor LegionnaireMissile2 : LegionnaireMissile {\n\tSpeed 20\n\tconst int dx = 8;\n\tvar int user_count;\n\t+SEEKERMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLEGN S 2 Bright A_SeekerMissile(25, 10, SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LegionnaireTrail2\", 0, dx + dx * sin(user_count * 30), dx * cos(user_count * 30))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LegionnaireTrail2\", 0, -dx + dx * sin(user_count * 30), dx * cos(user_count * 30))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LegionnaireTrail2\", 0, dx * sin(user_count * 30), dx + dx * cos(user_count * 30))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", (user_count + 1) % 12)\n\t\tLoop\n\t}\n}\n\nACTOR Manticore : DnD_BaseRangedMonster {\n\tOBITUARY \"%o was blown away by a Manticore.\"\n\tHealth 0x7FFFFFFF\n\tRadius 64\n\tHeight 64\n\tMass 2048\n\tSpeed 12\n\tPainChance 96\n\tSEESOUND \"Manticore/See\"\n\tPainSound \"Manticore/Pain\"\n\tDEATHSOUND \"Manticore/death\"\n\tACTIVESOUND \"Manticore/Act\"\n\tSpecies \"Spider\"\n\tTag \"Manticore\"\n\t+ISMONSTER\n\tScale 0.825\n\t+DONTHURTSPECIES\n\t+MissileMore\n\t+MissileEvenMore\n\t+NORADIUSDMG\n\t+DONTRIP\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MANTICORE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDNET AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDNET AABB 4 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"hectebus/step\")\n\t\t\tDNET CCDD 4 A_Chase\n\t\t\tDNET D 0 A_PlaySound(\"hectebus/step\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDNET EF 9 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"Repeated\")\n\t\t\tDNET G 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ManticoreRocket\", 82, -16, 0, CMF_AIMOFFSET)\n\t\t\tDNET H 5 bright A_CustomMissile(\"ManticoreRocket\", 82, 17, 0, CMF_AIMOFFSET)\n\t\t\tDNET G 8 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ManticoreRocket\", 82, -16, 0, CMF_AIMOFFSET)\n\t\t\tDNET H 5 bright A_CustomMissile(\"ManticoreRocket\", 82, 17, 0, CMF_AIMOFFSET)\n\t\t\tDNET G 8 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ManticoreRocket\", 82, -16, 0, CMF_AIMOFFSET)\n\t\t\tDNET H 5 bright A_CustomMissile(\"ManticoreRocket\", 82, 17, 0, CMF_AIMOFFSET)\n\t\t\tDNET G 8 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ManticoreRocket\", 82, -16, 0, CMF_AIMOFFSET)\n\t\t\tDNET H 5 bright A_CustomMissile(\"ManticoreRocket\", 82, 17, 0, CMF_AIMOFFSET)\n\t\t\tDNET G 5\n\t\tGoto See\n\t\tRepeated:\n\t\t\tDNET G 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ManticoreRocket\", 82, -16, 0, CMF_AIMOFFSET)\n\t\t\tDNET H 5 bright A_CustomMissile(\"ManticoreRocket\", 82, 17, 0, CMF_AIMOFFSET)\n\t\t\tDNET G 1 A_SpidRefire\n\t\tLoop\n\t\tPainState:\n\t\t\tDNET E 3 Fast\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tDNET E 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDNET I 8 A_Scream\n\t\t\tDNET J 6 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDNET KLM 5\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDNET NOPQ 5\n\t\t\tDNET R -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tDNET QPONMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor ManticoreRocketSmoke {\n\tRenderstyle Translucent\n\tAlpha 0.8\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMPU9 AAABBBCCCDDDEEE 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor ManticoreRocket {\n\tPROJECTILE\n\tDamage (4 * random(4, 5))\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSeeSound \"weapons/devastatorfire\"\n\tDeathsound \"Weapons/DevastatorExpl\"\n\tSpeed 28\n\tHeight 12\n\tRadius 6\n\t+DONTREFLECT\n\t+THRUGHOST\n\tStates {\n\t\tSpawn:\n\t\t\tDEVM A 2 A_SpawnItemEx(\"ManticoreRocketSmoke\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"DevastatorSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 A 1 A_SpawnItem(\"ManticoreExp\")\n\t\t\tTNT1 A 1 A_SpawnItem(\"DevastatorExplosion\")\n\t\tStop\n\t}\n}\n\nActor ManticoreExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was blown away by a Manticore.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(20, 96, 0)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/ArchVile.txt",
        "contents": "Actor Diabloist : DnD_BaseRangedMonster_NoRes {\n\tObituary \"%o was set ablaze by a Diabloist.\"\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 15\n\tPainChance 10\n\tBloodColor \"08 08 08\"\n\tMaxTargetRange 1024\n\t+NoTarget\n\t+MissileMore\n\tSpecies \"AV\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tSeeSound \"Monster/diasit\"\n\tPainSound \"Monster/diapai\"\n\tDeathSound \"Monster/diadth\"\n\tActiveSound \"Monster/diaact\"\n\tTag \"Diabloist\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DIABLOIST)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDIAB AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDIAB AABBCCDDEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDIAB G 0 Bright A_Jump(128, \"Missile2\")\n\t\t\tDIAB G 0 Bright A_FaceTarget\n\t\t\tDIAB G 3 Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB I 3 Fast A_CustomMissile(\"DFire\", 32, 0, 0)\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB G 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB I 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB G 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB I 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB G 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB I 3 Fast Bright A_FaceTarget\n\t\t\tDIAB G 3 Fast Bright A_FaceTarget\n\t\t\tDIAB H 3 Fast Bright A_FaceTarget\n\t\t\tDIAB I 3 Fast Bright A_FaceTarget\n\t\t\tDIAB G 0 Bright A_Jump(128, \"Missile3\")\n\t\tGoto See\n\t\tMissile2:\n\t\t\tDIAB N 5 Fast Bright A_FaceTarget\n\t\t\tDIAB O 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB P 0 Bright A_FaceTarget\n\t\t\tDIAB P 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB N 0 Bright A_FaceTarget\n\t\t\tDIAB N 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB O 0 Bright A_FaceTarget\n\t\t\tDIAB O 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB P 0 Bright A_FaceTarget\n\t\t\tDIAB P 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB N 0 Bright A_FaceTarget\n\t\t\tDIAB N 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB O 0 Bright A_FaceTarget\n\t\t\tDIAB O 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB P 0 Bright A_FaceTarget\n\t\t\tDIAB P 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB N 0 Bright A_FaceTarget\n\t\t\tDIAB N 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB O 0 Bright A_FaceTarget\n\t\t\tDIAB O 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB P 0 Bright A_FaceTarget\n\t\t\tDIAB P 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB N 0 Bright A_FaceTarget\n\t\t\tDIAB N 5 Fast Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n\t\t\tDIAB O 0 Bright A_FaceTarget\n\t\t\tDIAB P 5 Fast Bright\n\t\t\tDIAB P 0 Bright A_Jump(64, \"Missile3\")\n\t\t\tDIAB P 0 Bright A_Jump(128, \"Missile4\")\n\t\tGoto See\n\t\tMissile3:\n\t\t\tDIAB GHIJKLM 5 Fast Bright A_FaceTarget\n\t\t\tDIAB N 5 Fast Bright A_FaceTarget\n\t\t\tDIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n\t\t\tDIAB O 4 Fast Bright A_CustomMissile (\"DMissile\",32,0,0)\n\t\t\tDIAB P 5 Fast Bright\n\t\t\tDIAB P 0 Bright A_Jump (128,1)\n\t\tGoto See\n\t\tMissile4:\n\t\t\tDIA2 A 8 Fast Bright A_FaceTarget\n\t\t\tDIA2 B 8 Fast Bright A_FaceTarget\n\t\t\tDIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n\t\t\tDIA2 C 8 Fast Bright A_CustomMissile (\"DTracer\",0,40,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDIAB Q 5 Fast\n\t\t\tDIAB Q 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDIAB Q 7\n\t\t\tDIAB R 7 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tDIAB S 7\n\t\t\tDIAB TUVW 7\n\t\t\tDIAB XY 5\n\t\t\tDIAB Z -1\n\t\tStop\n\n\t\tRaiseState:\n\t\t\tDIAB YXWVUTSRQ 4\n\t\tGoto See\n\t}\n}\n\nActor DiabloExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was set ablaze by a Diabloist.\"\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_Explode(3, 32, 0)\n\t\tStop\n\t}\n}\n\nActor DiabloExp2 : DiabloExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_Explode(4, 32, 0)\n\t\tStop\n\t}\n}\n\nActor DiabloExp3 : DiabloExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_Explode(2, 32, 0)\n\t\tStop\n\t}\n}\n\nActor DiabloExp4 : DiabloExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_Explode(1, 32, 0)\n\t\tStop\n\t}\n}\n\nActor DFire {\n\tObituary \"%o got was set ablaze by a Diabloist.\"\n\tRadius 0\n\tHeight 1\n\tSpeed 0\n\tRenderStyle Add\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tTranslation \"160:160=231:231\", \"161:162=215:215\", \"163:163=217:217\", \"164:167=176:188\"\n\tALPHA 1.00\n\t+NoGravity\n\t+SeekerMissile\n\t+NoTarget\n\t+DONTBLAST\n\t+NoDamageThrust\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFIRE A 2 Bright A_StartFire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE B 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE A 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE B 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE C 2 Bright A_FireCrackle\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE B 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE C 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE B 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE C 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE D 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE C 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE D 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE C 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE D 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE E 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE D 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE E 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp2\")\n\t\t\tFIRE D 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE E 2 Bright A_FireCrackle\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp1\")\n\t\t\tFIRE F 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp3\")\n\t\t\tFIRE E 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp3\")\n\t\t\tFIRE F 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp3\")\n\t\t\tFIRE E 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE F 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE G 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE H 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE G 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE H 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE G 2 Bright A_Fire\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"DiabloExp4\")\n\t\t\tFIRE H 2 Bright A_Fire\n\t\tStop\n\t}\n}\n\nACTOR DFlare {\n\tRadius 5\n\tHeight 5\n\tSpeed 25\n\tDamage (4 * random(1, 8))\n\tRenderStyle Add\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tAlpha 0.85\n\tProjectile\n\t+ThruGhost\n\t+DONTBLAST\n\tObituary \"%o was set ablaze by a Diabloist.\"\n\tSeesound \"weapons/firmfi\"\n\tDeathSound \"weapons/firex4\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tVBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tCBAL CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor DMissile : FastProjectile {\n\tPROJECTILE\n\tSpeed 200\n\tHeight 8\n\tRadius 14\n\tDamage (24)\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tMissileType \"DMissileTrail\"\n\t+ThruGhost\n\t+DONTBLAST\n\t+INVISIBLE\n\n\tconst float r = 80.0;\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tCFFX A 4 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"ClericFlameExplode\")\n\t\t\tCFFX A 1 A_ChangeFlag(\"INVISIBLE\", 0)\n\t\tGoto DeathNoExp\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_PlaySound(\"ClericFlameExplode\")\n\t\t\tCFFX A 1 Bright A_ChangeFlag(\"INVISIBLE\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(0), r * sin(0), 16, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(45), r * sin(45), 16, 0, 0, 0, 45, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(90), r * sin(90), 16, 0, 0, 0, 90, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(135), r * sin(135), 16, 0, 0, 0, 135, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(180), r * sin(180), 16, 0, 0, 0, 180, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(225), r * sin(225), 16, 0, 0, 0, 225, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(270), r * sin(270), 16, 0, 0, 0, 270, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMissileCircle\", r * cos(315), r * sin(315), 16, 0, 0, 0, 315, SXF_TRANSFERPOINTERS)\n\t\tDeathNoExp:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tCFFX ABC 3 Bright\n\t\t\tCFFX D 4 Bright\n\t\t\tCFFX E 3 Bright\n\t\t\tCFFX F 4 Bright\n\t\t\tCFFX G 3 Bright\n\t\t\tCFFX H 4 Bright\n\t\t\tCFFX I 3 Bright\n\t\t\tCFFX J 4 Bright\n\t\t\tCFFX K 3 Bright\n\t\t\tCFFX L 4 Bright\n\t\t\tCFFX M 3 Bright\n\t\tStop\n\t}\n}\n\nActor DiabloExp6 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was set ablaze by a Diabloist.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 64, 0)\n\t\tStop\n\t}\n}\n\nActor DTracer {\n\tRadius 5\n\tHeight 5\n\tSpeed 15\n\tReactionTime 96\n\tDamage (4 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tRenderStyle Add\n\tAlpha 0.67\n\tProjectile\n\t+SeekerMissile\n\t+FloorHugger\n\t+ThruGhost\n\t+DONTBLAST\n\t-NoGravity\n\tObituary \"%o got was set ablaze by a Diabloist.\"\n\tSeesound \"weapons/diasht\"\n\tDeathSound \"weapons/firex3\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 Bright A_SeekerMissile(10, 15)\n\t\t\tTNT1 A 0 Bright A_Countdown\n\t\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTracerPuff\", 0, 0, 0, 0, 0, 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFTRA K 4 Bright\n\t\t\tFTRA L 4 Bright A_SpawnItem(\"DiabloExp6\")\n\t\t\tFTRA MNO 3 Bright\n\t\tStop\n\t}\n}\n\nActor MFlareFX {\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tAlpha 0.67\n\tStates {\n\t\tSpawn:\n\t\t\tFDFX ABCDEF 4 Bright\n\t\tStop\n\t}\n}\n\nActor DiabloExp7 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was set ablaze by a Diabloist.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(4, 8, 0)\n\t\tStop\n\t}\n}\n\nActor DTracerPuff {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tRenderStyle Add\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tAlpha 0.67\n\tProjectile\n\t+FloorHugger\n\t-NoGravity\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tFTRA ABCDEFGHIJ 3 Bright A_SpawnItem(\"DiabloExp7\")\n\t\tstop\n\t}\n}\n\nActor DMissileTrail {\n\tRenderStyle Add\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\t+ThruGhost\n\t+DONTBLAST\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tCFFX N 5 Bright\n\t\t\tCFFX O 4 Bright\n\t\t\tCFFX P 3 Bright\n\t\tStop\n\t}\n}\n\nActor DMissileCircle {\n\tRadius 6\n\tHeight 20\n\tDamage (12)\n\tProjectile\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tRenderStyle \"Add\"\n\tDeathSound \"ClericFlameCircle\"\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\t+ThruGhost\n\t+DONTBLAST\n\n\tconst float v = 8.0;\n\n\tStates {\n\t\tSpawn:\n\t\t\tCFCF A 4 Bright NoDelay A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF B 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF B 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF C 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF C 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF D 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF E 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF E 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF F 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF F 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF G 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF H 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF H 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF I 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF I 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF J 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF K 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF K 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF L 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF L 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF L 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF M 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF M 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF M 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF N 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 6.0)\n\t\t\tCFCF N 1 Bright A_ChangeVelocity(cos(angle) * v, sin(angle) * v, 0, CVF_REPLACE)\n\t\t\tCFCF O 3 Bright\n\t\t\tCFCF P 2 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tCFCF QR 3 Bright\n\t\t\tCFCF S 3 Bright A_Explode(20, 20, 0)\n\t\t\tCFCF TUVWXYZ 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR DeathVile : DnD_ArchVileBase {\n\tHealth 0x7FFFFFFF\n\tSpeed 16\n\tPainChance 8\n\tMaxTargetRange 1280\n\tSeeSound \"wile/sight\"\n\tPainSound \"wile/pain\"\n\tDeathSound \"wile/death\"\n\tActiveSound \"wile/active\"\n\tTag \"Death Vile\"\n\tSpecies \"AV\"\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tStamina 32\n\t+ISMONSTER\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\t+DONTHURTSPECIES\n\tMeleeSound \"vile/stop\"\n\tObituary \"%o met a terrible fate at the hands of a Death Vile.\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEATHVILE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tWILE AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tWILE AABBCCDDEEFF 2 Fast A_VileChase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tWILE G 0 Bright A_PlaySound(\"wile/start\")\n\t\t\tWILE G 8 Fast Bright A_FaceTarget\n\t\t\tWILE H 6 Fast Bright A_VileTarget(\"DarkFlame\")\n\t\t\tWILE IJKLMN 6 Fast Bright A_FaceTarget\n\t\t\tWILE O 6 Fast Bright A_VileAttack(\"vile/stop\", 20, 70, 70, 1.0, \"FireBlue\")\n\t\t\tWILE P 14 Fast Bright\n\t\tGoto See\n\t\tHealState:\n\t\t\tWILE \"[\" 8 Fast Bright\n\t\t\tWILY A 8 Fast Bright\n\t\t\tWILE \"]\" 8 Fast Bright\n\t\tGoto See\n\t\tPainState:\n\t\t\tWILE Q 5 Fast\n\t\t\tWILE Q 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tWILE Q 7\n\t\t\tWILE R 7 A_Scream\n\t\t\tWILE S 7 A_NoBlocking\n\t\t\tWILE TUVWXY 7\n\t\t\tWILE Z -1\n\t\tStop\n\t}\n}\n\nActor DarkFlame : ArchVileFire {\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tWFRE A 2 Bright A_StartFire\n\t\t\tWFRE BAB 2 Bright A_Fire\n\t\t\tTNT1 A 0 A_PlaySound(\"wile/flame\")\n\t\t\tWFRE C 2 Bright A_Fire\n\t\t\tWFRE BCBCDCDCDEDED 2 Bright A_Fire\n\t\t\tTNT1 A 0 A_PlaySound(\"wile/flame\")\n\t\t\tWFRE E 2 Bright A_Fire\n\t\t\tWFRE FEFEFGHGHGH 2 Bright A_Fire\n\t\tStop\n\t}\n}\n\n//Hierophant\nActor Hierophant : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 1000\n\tSpeed 10\n\tPainChance 16\n\tScale 1.15\n\tDamageType \"Physical\"\n\tStamina 1\n\tObituary \"%o was hexed by a Hierophant.\"\n\tHitObituary \"%o got shredded by a Hierophant.\"\n\t+ISMONSTER\n\t+NoTarget\n\t+MissileMore\n\tSpecies \"AV\"\n\t+DontHurtSpecies\n\t+QUICKTORETALIATE\n\tSeeSound \"monster/Hiesit\"\n\tPainSound \"monster/Hiepai\"\n\tDeathSound \"monster/Hiedth\"\n\tMeleeSound \"baron/melee\"\n\tActiveSound \"monster/Hieact\"\n\tTag \"Hierophant\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HIEROPHANT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHIER AC 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHIER AABBAACCDDCC 4 Fast A_Chase\n\t\t\tHIER A 0 A_Jump(64, \"Blur\")\n\t\tGoto See\n\t\tBlur:\n\t\t\tHIER A 1 A_Playsound(\"monster/blur\")\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\t\tHIER A 0 A_SpawnItemEx(\"HieroFX\",0,0,0,0,0,0,0,128,0)\n\t\t\tHIER A 1 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tHIER A 0 A_FaceTarget\n\t\t\tHIER A 0 A_Jump(256, \"Missile1\", \"Missile2\", \"Missile3\")\n\t\tMissile1:\n\t\t\tHIER EF 7 Fast Bright A_FaceTarget\n\t\t\tHIER G 0 Bright A_CustomMissile(\"HieroBall1\",26,0,random(-6,-1),0)\n\t\t\tHIER G 7 Fast Bright A_CustomMissile(\"HieroBall1\",26,0,random(1,6),0)\n\t\t\tHIER A 3 Fast Bright\n\t\t\tHIER HI 7 Fast Bright A_FaceTarget\n\t\t\tHIER J 0 Bright A_CustomMissile(\"HieroBall1\",26,0,random(-6,-1),0)\n\t\t\tHIER J 7 Fast Bright A_CustomMissile(\"HieroBall1\",26,0,random(1,6),0)\n\t\t\tHIER A 3 Fast A_SpidRefire\n\t\t\tHIER A 0 A_Jump(64, \"Missile1\")\n\t\tGoto See\n\t\tMissile2:\n\t\t\tHIER EF 7 Fast Bright A_FaceTarget\n\t\t\tHIER G 7 Fast Bright A_CustomMissile(\"CurseBall\",26,0,0,0)\n\t\t\tHIER A 3 Fast A_SpidRefire\n\t\t\tHIER A 0 A_Jump(128,\"Missile1\",\"Missile3\")\n\t\tGoto See\n\t\tMissile3:\n\t\t\tHIER KLM 5 Fast Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER N 1 Bright A_CustomMissile(\"HieroBall2\",32,0,0,0,0)\n\t\t\tHIER O 1 Bright A_FaceTarget\n\t\t\tHIER L 5\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tHIER EF 8 Fast A_FaceTarget\n\t\t\tHIER G 3 Fast A_CustomMeleeAttack(10 * random(1, 8), \"baron/melee\")\n\t\t\tHIER A 3 Fast\n\t\t\tHIER A 0 A_Jump(128, 1)\n\t\tGoto See\n\t\t\tHIER HI 8 Fast A_FaceTarget\n\t\t\tHIER J 3 Fast A_CustomMeleeAttack(10 * random(1, 8), \"baron/melee\")\n\t\t\tHIER A 3 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tHIER P 2 Fast\n\t\t\tHIER P 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tHIER Q 6\n\t\t\tHIER R 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tHIER S 6\n\t\t\tHIER TUVW 6\n\t\t\tHIER X -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tHIER WVUTSRQ 4\n\t\tGoto See\n\t}\n}\n\nActor HieroExp : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was hexed by a Hierophant.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 32, 0)\n\t\tStop\n\t}\n}\n\nActor HieroBall1 : BaronBall {\n\tSpeed 20\n\tDamage (6 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\t+ThruGhost\n\t+ForceXYBillBoard\n\tDecal RevenantScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHIB1 AB 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.75, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX9\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHIB1 C 3 Bright\n\t\t\tHIB1 D 3 Bright A_SpawnItem(\"HieroExp\")\n\t\t\tHIB1 EFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor HieroBall2 {\n\tSpeed 16\n\tRadius 10\n\tHeight 6\n\tRenderstyle Add\n\tDamage (4 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tPROJECTILE\n\t+ThruGhost\n\t+SEEKERMISSILE\n\t+ForceXYBillBoard\n\t+DONTBLAST\n\tSeesound \"weapons/firmfi\"\n\tDeathSound \"weapons/firex5\"\n\tDecal PlasmaScorchLower\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHIB2 ABCD 1 Bright A_Weave(2, 2, 2.0, 1.0)\n\t\t\tHIB2 A 0 Bright A_SeekerMissile(5, 6)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.75, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHIB2 EFGHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor HieroExp2 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tObituary \"%o was hexed by a Hierophant.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 96, 0)\n\t\tStop\n\t}\n}\n\nActor CurseBall : BaronBall {\n\tSpeed 24\n\tDamage (random(1, 8))\n\tHeight 16\n\tRadius 10\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\t+ThruGhost\n\t+HITTRACER\n\t+ForceXYBillBoard\n\t+ForceRadiusDmg\n\t+NoDamageThrust\n\t+SeekerMissile\n\t+DONTBLAST\n\tAlpha 0.90\n\tSeeSound \"monster/curse1\"\n\tDeathSound \"monster/curse2\"\n\tDecal MummyScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHCRS A 2 Bright A_SpawnItemEx(\"CurseTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(6, 7)\n\t\t\tHCRS B 2 Bright A_SpawnItemEx(\"CurseTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(6, 7)\n\t\t\tHCRS C 2 Bright A_SpawnItemEx(\"CurseTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(6, 7)\n\t\t\tHCRS D 2 Bright A_SpawnItemEx(\"CurseTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(6, 7)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Curse_Hierophant\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.80, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHCRS E 3 Bright A_SpawnItem(\"HieroExp2\")\n\t\t\tHCRS FGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor CurseTrail : Bloodtrail {\n\tRenderStyle Add\n\tAlpha 0.80\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tHCRS JLMNOPR 3 Bright\n\t\tStop\n\t}\n}\n\nActor HieroFX : AcolFX2 {\n\tScale 1.0\n\tAlpha 0.80\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tHIER A 5 A_FadeOut(0.10)\n\t\tGoto Spawn+1\n\t}\n}\n\nACTOR Deathknight : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 700\n\tSpeed 10\n\tPainChance 20\n\tSpecies \"AV\"\n\t+ISMONSTER\n\t+NOTARGET\n\t+MISSILEMORE\n\t+NOBLOOD\n\t+DONTRIP\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tObituary \"%o thought he could kill a deathknight.\"\n\tHitObituary \"A Deathknight hacked %o into pieces.\"\n\tMeleeSound \"monster/dknhit\"\n\tSeeSound \"monster/dknsit\"\n\tPainSound \"monster/dknpai\"\n\tDeathSound \"monster/dkndth\"\n\tActiveSound \"monster/dknact\"\n\tTag \"Deathknight\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEATHKNIGHT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDKNT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeState2\")\n\t\t\tDKNT A 0 A_Jump(32, \"SeeState2\")\n\t\t\tDKNT A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tSeeState2:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tDKNT P 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT PPQQRRSS 3 Fast A_Chase\n\t\tgoto see\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tDKNT E 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT E 6 Fast A_FaceTarget\n\t\t\tDKNT F 1 A_Playsound (\"monster/dknswg\")\n\t\t\tDKNT F 6 Fast A_FaceTarget\n\t\t\tDKNT G 6 Fast A_CustomMeleeAttack(10, \"monster/dknhit\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tDKNT A 0 A_Jump(88, \"Balls\")\n\t\t\tDKNT A 0 A_Jump(88, \"Bolts\")\n\t\t\tDKNT E 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT E 6 Fast Bright A_FaceTarget\n\t\t\tDKNT F 6 Fast Bright A_Playsound (\"monster/kntswg\")\n\t\t\tDKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-3,0)\n\t\t\tDKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-1,0)\n\t\t\tDKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,1,0)\n\t\t\tDKNT G 5 Fast Bright A_CustomMissile (\"DKDart\",32,0,3,0)\n\t\t\tDKNT A 0 A_Jump(64, \"Bolts\")\n\t\tGoto See\n\t\tBolts:\n\t\t\tDKNT T 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 2 Fast Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n\t\t\tDKNT U 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tBalls:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -24)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -16)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -8)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 0)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 8)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 16)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 24)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 24)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 16)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 8)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, 0)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -8)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -16)\n\t\t\tDKNT T 0 Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast A_CustomMissile (\"DKBall\", 44, -4, -24)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDKNT H 2 Fast\n\t\t\tDKNT H 2 Fast A_Pain\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT TTTTTTT 5 Fast A_JumpIfCloser(48, \"Decide\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(32, \"Unset\")\n\t\t\tDKNT TTTTTTT 5 Fast A_JumpIfCloser(48, \"Decide\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(64, \"Unset\")\n\t\t\tDKNT TTTTTTT 5 Fast A_JumpIfCloser(48, \"Decide\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(96, \"Unset\")\n\t\t\tDKNT TTTTTTT 5 Fast A_JumpIfCloser(48, \"Decide\")\n\t\t\tUnset:\n\t\t\tDKNT T 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT P 0 A_Jump (24, \"ShieldWalk\")\n\t\tGoto See\n\t\tShieldWalk:\n\t\t\tDKNT H 1 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto See\n\t\tDecide:\n\t\t\tDKNT T 0 A_Jump(128, \"Missile\")\n\t\tGoto Melee\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tDKNT I 0 Bright A_CustomMissile(\"DKSword\",44,32,-90,0)\n\t\t\tDKNT I 8 Bright A_CustomMissile(\"DKShield\",44,-32,90,0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tDKNT JJJJKKKK 2 Bright A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tDKNT LLLL 2 Bright A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tDKNT MN 8 Bright\n\t\t\tDKNT O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDKNT NMLKJI 4\n\t\tGoto See\n\t}\n}\n\nActor DKExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o thought he could kill a deathknight.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 64, 0)\n\t\tStop\n\t}\n}\n\nACTOR DKDart {\n\tRadius 3\n\tHeight 12\n\tSpeed 24\n\tDamage (random(15,25))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tExplosionDamage 32\n\tExplosionRadius 64\n\tRENDERSTYLE ADD\n\tALPHA 0.85\n\tPROJECTILE\n\t+DONTBLAST\n\t+THRUGHOST\n\tSeesound \"monster/dkndrt\"\n\tDeathSound \"weapons/firex2\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDKAT ABC 3 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent (0.85,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDKAT D 3 Bright\n\t\t\tDKAT E 3 Bright A_SpawnItem(\"DKExp1\")\n\t\t\tDKAT FG 3 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,45,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,90,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,135,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,180,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,225,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,270,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKFire\",0,0,315,2)\n\t\t\tDKAT H 3 Bright A_CustomMissile(\"DKFire\",0,0,0,2)\n\t\t\tDKAT IJKLM 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR DKbolt {\n\tRadius 8\n\tHeight 8\n\tSpeed 15\n\tDamage (8 * random(1, 8))\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.80\n\tDamageType \"Magical\"\n\tStamina 8\n\t+THRUGHOST\n\t+DONTBLAST\n\tSeeSound \"Weapons/boltfi\"\n\tDeathSound \"weapons/firex4\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBOLT A 1 Bright A_BishopMissileWeave\n\t\t\tBOLT A 0 A_SpawnItem(\"RedPuff\",0,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHBAL EFHI 2 Bright\n\t\tstop\n\t}\n}\n\nACTOR DKBall {\n\tRadius 8\n\tHeight 8\n\tSpeed 15\n\tDamage (random(10,15))\n\tDamageType \"Magical\"\n\tStamina 8\n\tPROJECTILE\n\tSeeSound \"monster/dkball\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tKN2M E 0 Bright A_CustomMissile(\"SwordFXRed\",0,0,-90,0)\n\t\t\tKN2M E 2 Bright A_CustomMissile(\"SwordFXRed\",0,0,90,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tKN2M HIJ 5 Bright\n\t\tStop\n\t}\n}\n\nACTOR DKBallTrail {\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamage 0\n\tScale 1.4\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tKN2M F 14 BRIGHT\n\t\t\tKN2M G 14 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR DKSword {\n\tRadius 8\n\tHeight 8\n\tSpeed 1\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tSWRD KLMNOPQ 3 BRIGHT\n\t\tgoto Death\n\t\tDeath:\n\t\t\tSWRD RS 4 BRIGHT\n\t\t\tSWRD T 4 BRIGHT\n\t\t\tSWRD U 4\n\t\t\tSWRD T 4 BRIGHT\n\t\t\tSWRD U 8\n\t\t\tSWRD T 4 BRIGHT\n\t\t\tSWRD U 16\n\t\t\tSWRD T 4 BRIGHT\n\t\t\tSWRD U -1\n\t\tStop\n\t}\n}\n\n\tACTOR DKShield {\n\tRadius 8\n\tHeight 8\n\tSpeed 1\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tSHLD ABCDEFGHI 3\n\t\tgoto death\n\t\tDeath:\n\t\t\tSHLD H -1\n\t\tStop\n\t}\n}\n\nActor DKExp2 : BaseExplosionDamage {\n\tDamageType \"Magical\"\n\tStamina 8\n\tObituary \"%o thought he could kill a deathknight.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(4, 8, 0)\n\t\tStop\n\t}\n}\n\nACTOR DKFire {\n\tRadius 2\n\tHeight 6\n\tSpeed 3\n\tDamage 0\n\tDamageType \"Magical\"\n\tStamina 8\n\tExplosionDamage 4\n\tExplosionRadius 8\n\tRENDERSTYLE ADD\n\tALPHA 0.95\n\tPROJECTILE\n\t+THRUGHOST\n\t+DONTBLAST\n\tDeathSound \"weapons/scorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tDKAT NOPQRSTNOPQRSTNOPQRST 2 Bright A_SpawnItem(\"DKExp2\")\n\t\tgoto death\n\t\tDeath:\n\t\t\tDKAT UVW 3 Bright A_SpawnItem(\"DKExp2\")\n\t\tstop\n\t}\n}\n\nActor Horshacker : DnD_BaseHybridMonster_NoRes {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.28,0.88,1.98]\", \"80:111=80:111\", \"0:15=0:15\", \"128:159=128:159\", \"48:79=48:79\", \"160:167=160:167\", \"208:239=208:239\", \"249:249=249:249\"\n\tSeesound \"monster/horshacksee\"\n\tActiveSound \"monster/horshackact\"\n\tPainSound \"monster/horshackpain\"\n\tDeathSound \"monster/horshackdie\"\n\tObituary \"%o was horshacked by the Horshacker.\"\n\tHitObituary \"%o was gutted by a Horshacker.\"\n\t+ISMONSTER\n\tMeleeRange 128\n\tTag \"Horshacker\"\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 700\n\tSpeed 10\n\tPainChance 20\n\tSpecies \"AV\"\n\t+NOTARGET\n\t+MISSILEMORE\n\t+NOBLOOD\n\t+DONTRIP\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tMeleeSound \"monster/dknhit\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HORSHACKER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDKNT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeState2\")\n\t\t\tDKNT A 0 A_Jump(32, \"SeeState2\")\n\t\t\tDKNT A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tSeeState2:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tDKNT P 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT PPQQRRSS 3 Fast A_Chase\n\t\tgoto see\n\t\tMeleeState:\n\t\t\tDKNT E 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Playsound (\"monster/dknswg\")\n\t\t\tDKNT F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"SwordSlash\", 32, 0, 0, 0, 0)\n\t\t\tDKNT G 6 Fast A_CustomMissile(\"HorshackerMelee\", 32)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDKNT A 0 A_Jump(96, \"Balls\")\n\t\t\tDKNT A 0 A_Jump(96, \"Bolts\")\n\t\t\tDKNT E 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT E 6 Fast Bright A_FaceTarget\n\t\t\tDKNT F 6 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_Playsound (\"monster/kntswg\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKDart2Left\",32,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKDart2Right\",32,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKDart2\",32,0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKDart2\",32,0, -8)\n\t\t\tDKNT G 5 Fast Bright A_CustomMissile (\"DKDart2\",32,0)\n\t\t\tDKNT A 0 A_Jump(64, \"Bolts\")\n\t\tGoto See\n\t\tBolts:\n\t\t\tDKNT T 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKbolt2Lower\",44,-4,0,0)\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt2\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt2Homing\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKbolt2Lower\",44,-4,0,0)\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt2\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt2Homing\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DKbolt2Lower\",44,-4,0,0)\n\t\t\tDKNT U 3 Fast Bright A_CustomMissile(\"DKbolt2\",44,-4,0,0)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tDKNT U 2 Fast Bright A_CustomMissile(\"DKbolt2Homing\",44,-4,0,0)\n\t\t\tDKNT U 0 Bright ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tBalls:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT T 3 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKBall2\", 44, -4, 24)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKBall2\", 44, -4, 0)\n\t\t\tDKNT U 6 Fast A_CustomMissile (\"DKBall2\", 44, -4, -24)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKBall2\", 44, -4, 16)\n\t\t\tDKNT U 6 Fast A_CustomMissile (\"DKBall2\", 44, -4, -16)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKBall2\", 44, -4, 8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"DKBall2\", 44, -4, 0)\n\t\t\tDKNT U 6 Fast A_CustomMissile (\"DKBall2\", 44, -4, -8)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDKNT H 2  Fast\n\t\t\tDKNT H 2 Fast A_Pain\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT TT 5 Fast\n\t\t\tTNT1 A 0 A_Jump(32, \"Unset\")\n\t\t\tDKNT TT 5 Fast\n\t\t\tTNT1 A 0 A_Jump(64, \"Unset\")\n\t\t\tDKNT TT 5 Fast\n\t\t\tTNT1 A 0 A_Jump(96, \"Unset\")\n\t\t\tDKNT TT 5 Fast\n\t\tUnset:\n\t\t\tDKNT T 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tDKNT P 0 A_Jump (24, \"ShieldWalk\")\n\t\tGoto See\n\t\tShieldWalk:\n\t\t\tDKNT H 1 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tDKNT I 0 Bright A_CustomMissile(\"DKSword2\",44,32,-90,0)\n\t\t\tDKNT I 8 Bright A_CustomMissile(\"DKShield\",44,-32,90,0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagicBlue\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tDKNT JJJJKKKK 2 Bright A_SpawnItemEx(\"ExplosionFXMagicBlue\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tDKNT LLLL 2 Bright A_SpawnItemEx(\"ExplosionFXMagicBlue\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tDKNT MN 8 Bright\n\t\t\tDKNT O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDKNT NMLKJI 4\n\t\tGoto See\n\t}\n}\n\nActor DKSword2 : DKSword {\n\tTranslation \"32:47=192:207\", \"168:191=192:207\"\n}\n\nActor HorshackerMelee {\n\tPROJECTILE\n\tRadius 4\n\tHeight 8\n\tDamage (5 * random(5, 8))\n\tDamageType \"Physical\"\n\tStamina 1\n\t+DONTBLAST\n\t+THRUSPECIES\n\tSpecies \"AV\"\n\tDeathSound \"monster/dknhit\"\n\tSpeed 48\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 2\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor HorshackerExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tObituary \"%o was horshacked by the Horshacker.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 32, 0)\n\t\tStop\n\t}\n}\n\nACTOR SwordSlash {\n\tRadius 8\n\tHeight 16\n\tSpeed 16\n\tDamage (random(4, 6))\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tPROJECTILE\n\tRenderStyle Add\n\tAlpha 0.75\n\tDontHurtShooter\n\t+RIPPER\n\t+CANNOTPUSH\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tSeeSound \"monster/horshackrip\"\n\tStates{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\t\tTRIS A 1 Bright A_SpawnItem(\"SwordSlashTrail\",0,0)\n\t\t\tTRIS A 0 A_SpawnItem(\"HorshackerExp1\")\n\t\tStop\n   }\n}\n\nACTOR SwordSlashTrail {\n\tRadius 6\n\tHeight 12\n\t+NOCLIP\n\t+NOINTERACTION\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\tAlpha 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTRIS A 2 BRIGHT A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nActor HorshackerExp2 : BaseExplosionDamage {\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tObituary \"%o was horshacked by the Horshacker.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 72, 0)\n\t\tStop\n\t}\n}\n\nACTOR DKDart2 : DKDart {\n\tRadius 6\n\tHeight 12\n\tSpeed 20\n\tDamage (16)\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tRENDERSTYLE ADD\n\tALPHA 0.85\n\tScale 0.8\n\tPROJECTILE\n\t+THRUGHOST\n\tSeesound \"monster/dkndrt\"\n\tDeathSound \"weapons/firex2\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX00 CDEF 3 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent (0.85,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX00 H 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"HorshackerExp2\")\n\t\t\tFX00 IJKLM 3 Bright\n\t\tstop\n   }\n}\n\nActor DKDart2Left : DKDart2 {\n\tStates {\n\t\tSpawn:\n\t\t\tFX00 CD 3 Bright\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 6, 0, 0)\n\t\tSpawnLoop:\n\t\t\tFX00 EFCD 3 Bright\n\t\tLoop\n\t}\n}\n\nActor DKDart2Right : DKDart2 {\n\tStates {\n\t\tSpawn:\n\t\t\tFX00 CD 3 Bright\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360-64, 6, 0, 0)\n\t\tSpawnLoop:\n\t\t\tFX00 EFCD 3 Bright\n\t\tLoop\n\t}\n}\n\nACTOR DKBall2 : DKBall {\n\tSpeed 28\n\tDamage (2 * random(4, 8))\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tKN3M E 0 Bright A_CustomMissile(\"DKBallTrail2\",0,8,-90,0)\n\t\t\tKN3M E 1 Bright A_CustomMissile(\"DKBallTrail2\",0,8,90,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tKN3M HIJ 5 Bright\n\t\tStop\n\t}\n}\n\nACTOR DKBallTrail2 : SwordFXRed {\n\tStates {\n\t\tSpawn:\n\t\t\tKN3M F 14 BRIGHT\n\t\t\tKN3M G 14 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR DKbolt2 : DKBolt {\n\tDamage (5 * random(2, 6))\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tSeeSound \"HFSpid/See\"\n\tDeathSound \"HFSpid/Die\"\n\tScale 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCTFX A 1 Bright A_BishopMissileWeave\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tTNT1 A 0 A_SpawnItem(\"DKBolt2Effect\",0,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCTFX BCDEF 2 Bright\n\t\tstop\n\t}\n}\n\nActor DKBolt2Lower : DKBolt2 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t  CTFX A 1 Bright A_BishopMissileWeave\n\t\t  TNT1 AA 0 A_BishopMissileWeave\n\t\t  TNT1 A 0 A_SpawnItem(\"DKBolt2Effect\",0,0)\n\t\tLoop\n\t}\n}\n\nactor DKBolt2Effect {\n\tscale 1.0\n\trenderstyle add\n\talpha 0.8\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tCTFX A 1 A_FadeOut(0.1)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DKBolt2Homing : DKBolt2 {\n\tDamage (5*random(2,3))\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\t+SEEKERMISSILE\n\tReactionTime 105\n\tStates {\n\t   Spawn:\n\t\t  TNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t   SpawnLoop:\n\t\t  CTFX A 1 Bright A_SeekerMissile(5, 10)\n\t\t  TNT1 A 0 A_SpawnItem(\"DKBolt2Effect\", 0, 0)\n\t\t  TNT1 A 0 A_CountDown\n\t\t  loop\n\t}\n}\n\nActor UndeadPriestBullet : RapidFireBullet {\n\tDamageType \"Physical\"\n\tStamina 1\n}\n\nactor UndeadPriest : DnD_BaseHybridMonster_NoRes {\n\tobituary \"%o was bagged by an undead priest.\"\n\tHealth 0x7FFFFFFF\n\tgibhealth 20\n\tradius 20\n\theight 56\n\tmass 400\n\tspeed 8\n\tpainchance 48\n\tXScale 1.1\n\tYScale 1.2\n\tDropItem \"SawedoffPickup\" 64\n\tdropitem \"Shell\" 128\n\tdecal BulletChip\n\tSeeSound \"UndeadPriest/See\"\n\tActiveSound \"UndeadPriest/Act\"\n\tpainsound \"UndeadPriest/Pain\"\n\tdeathsound \"UndeadPriest/Die\"\n\tSpecies \"AV\"\n\t+ISMONSTER\n\tTag \"Undead Priest\"\n\t+QUICKTORETALIATE\n\t+NODROPOFF\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_UNDEADPRIEST)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_TakeInventory(\"NoDrop\", 1)\n\t\t\tUNDP A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"NoDrop\", 1)\n\t\t\tTNT1 A 0 A_Jump (64, \"Run\")\n\t\t\tUNDP AABB 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_Jump (64, \"Run2\")\n\t\t\tUNDP CCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tRun:\n\t\t\tUNDP AA 2 Fast A_Chase(\"Missile\", \"Ghosts\", CHF_FASTCHASE)\n\t\t\tUNDP BB 2 Fast A_Chase\n\t\tRun2:\n\t\t\tUNDP CC 2 Fast A_Chase(\"Missile\", \"Ghosts\", CHF_FASTCHASE)\n\t\t\tUNDP DD 2 Fast A_Chase\n\t\tGoto Run\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tUNDP E 10 Fast A_FaceTarget\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"UndeadPriestBullet\", 42, -9, frandom(-6.4, 6.4), 0, frandom(-5.2, 5.2))\n\t\t\tUNDP F 5 Fast bright A_CustomMissile(\"UndeadPriestBullet\", 42, -9, frandom(-6.4, 6.4), 0, frandom(-5.2, 5.2))\n\t\t\tUNDP F 0 bright A_PlaySoundEx (\"UndeadPriest/Shoot\",\"SoundSlot6\")\n\t\t\tUNDP E 2 Fast\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"UndeadPriestBullet\", 42, -9, frandom(-6.4, 6.4), 0, frandom(-5.2, 5.2))\n\t\t\tUNDP F 5 Fast bright A_CustomMissile(\"UndeadPriestBullet\", 42, -9, frandom(-6.4, 6.4), 0, frandom(-5.2, 5.2))\n\t\t\tUNDP F 0 bright A_PlaySoundEx (\"UndeadPriest/Shoot2\",\"SoundSlot7\")\n\t\t\tUNDP E 10 Fast\n\t\tgoto See\n\t\tGhosts:\n\t\t\tUNDP E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"UndeadPriest/SoulRelease\")\n\t\t\tUNDP EEEEE 10 Fast A_CustomMissile(\"UndeadSpiritAttack\", 40, random(-1, 1) * 4 * random(1, 8), random(-8, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tUNDP G 5 Fast A_GiveInventory(\"NoDrop\", 1)\n\t\t\tUNDP G 5 Fast A_Pain\n\t\t\tUNDP G 0 A_Jump(96, \"ReleaseSouls\")\n\t\tgoto See\n\t\tReleaseSouls:\n\t\t\tUNDP G 0 A_PlaySound(\"UndeadPriest/SoulRelease\")\n\t\t\tUNDP GG 0 A_SpawnItemEx(\"UndeadSpirit\", 0, 0, 40, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"NoDrop\", 1)\n\t\t\tUNDP H 6 A_KillChildren\n\t\t\tUNDP I 6 A_Scream\n\t\t\tUNDP JK 6\n\t\t\tUNDP L 6 A_NoBlocking\n\t\t\tUNDP M 6\n\t\t\tUNDP N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_GiveInventory(\"NoDrop\", 1)\n\t\t\tTNT1 A 0 A_KillChildren\n\t\t\tUNDP O 5 A_Scream\n\t\t\tUNDP P 5\n\t\t\tUNDP R 5 A_NoBlocking\n\t\t\tUNDP STUVW 5\n\t\t\tUNDP X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tUNDP WVUTSRPO 5\n\t\tGoto See\n\t}\n}\n\nActor UndeadSpirit : DnD_ArchVilePassiveBase {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 32\n\tMass 50\n\tSpeed 10\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tPAINCHANCE 0\n\tSpecies \"AV\"\n\t+THRUSPECIES\n\t+DONTGIB\n\t+NOTARGET\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTFALL\n\t+DONTHURTSPECIES\n\t+THRUGHOST\n\t+NOBLOOD\n\t+NOPAIN\n\t+GHOST\n\t-SOLID\n\t-FLOORCLIP\n\t-USEKILLSCRIPTS\n\tSeeSound \"UndeadSoul/See\"\n\tDeathSound \"UndeadSoul/Die\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_UNDEADPRIESTGHOST)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBDSP AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBDSP A 3 A_Wander\n\t\t\tBDSP A 3 A_VileChase\n\t\t\tBDSP B 3 A_Wander\n\t\t\tBDSP B 3 A_VileChase\n\t\tLoop\n\t\tHealState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"Mo_Died\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Kill Forced CS\", 0)\n\t\t\tBDSP A 3\n\t\tGoto Death\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tBDSP E 4\n\t\t\tBDSP F 5 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBDSP GHIJ 4\n\t\tStop\n\t}\n}\n\nActor UndeadSpiritDamager : BaseExplosionDamage {\n\tDamageType \"MagicalGreen\"\n\tStamina 520\n\tObituary \"%o was spooked by an undead ghost.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(random(2, 4), 40, 0)\n\t\tStop\n\t}\n}\n\nActor UndeadSpiritAttack {\n\tPROJECTILE\n\tHealth 5\n\tSpecies \"AV\"\n\tHeight 24\n\tRadius 16\n\tDamage 0\n\tSpeed 20\n\tRENDERSTYLE ADD\n\tALPHA 0.66\n\tReactionTime 7\n\tBounceType \"Hexen\"\n\tDamageFactor \"MagicalGreen\", 0\n\tRadiusDamageFactor 0\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+THRUACTORS\n\t+SEEKERMISSILE\n\t+SHOOTABLE\n\t+DONTBLAST\n\t+NOBLOOD\n\t-NOBLOCKMAP\n\tSeeSound \"UndeadSoul/See\"\n\tDeathSound \"UndeadSoul/Die\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Setup Shootable\") // if random bugs regarding shootable objects start occuring, look here!\n\t\tSpawnLoop:\n\t\t\tBDSP A 5 A_SeekerMissile(90, 90, SMF_LOOK)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NoDrop\", 1, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tBDSP A 5 A_SeekerMissile(90, 90, SMF_LOOK)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NoDrop\", 1, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tBDSP B 5 A_SeekerMissile(90, 90, SMF_LOOK)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NoDrop\", 1, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tBDSP B 5 A_SeekerMissile(90, 90, SMF_LOOK)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"NoDrop\", 1, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tBDSP E 4 A_Stop\n\t\t\tBDSP F 5 A_Scream\n\t\t\tBDSP GHIJ 4\n\t\tStop\n\t}\n}\n\nActor Guru : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 1000\n\tSpeed 12\n\tPainChance 56\n\tScale 1.15\n\tObituary \"%o was incinerated by a Guru.\"\n\tHitObituary \"%o got shredded by a Guru.\"\n\t+ISMONSTER\n\t+NoTarget\n\t+MissileMore\n\t+MISSILEEVENMORE\n\tSpecies \"AV\"\n\t+DontHurtSpecies\n\t+QUICKTORETALIATE\n\tSeeSound \"Guru/See\"\n\tPainSound \"Guru/Pain\"\n\tDeathSound \"Guru/Die\"\n\tMeleeSound \"baron/melee\"\n\tActiveSound \"Guru/Act\"\n\tTag \"Guru\"\n\tvar int user_count;\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GURU)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGURU AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGURU AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tRush:\n\t\t\tGURU ABCD 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_Jump(192, \"FlameWall\")\n\t\t\tGURU ABCD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(256, \"Wide\", \"SingleBurst\", \"Rush\")\n\t\tWide:\n\t\t\tGURU E 11 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruPacifier\", 32, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruPacifier\", 32, 0, -4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruPacifier\", 32, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruPacifier\", 32, 0, 4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruPacifier\", 32, 0, 8)\n\t\t\tGURU F 6 Fast Bright A_FaceTarget\n\t\t\tGURU G 4 Fast\n\t\tGoto See\n\t\tSingleBurst:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tGURU E 8 Fast A_FaceTarget\n\t\tBurstLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 8, \"FinishBurst\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruSmallProjectile\", 32, -6, frandom(-2.5, 2.5))\n\t\t\tGURU F 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinishBurst:\n\t\t\tGURU G 5 Fast\n\t\tGoto See\n\t\tFlameWall:\n\t\t\tGURU A 0 A_JumpIfTargetINLOS(\"ContinueWall\", 0)\n\t\tGoto See\n\t\tContinueWall:\n\t\t\tGURU E 8 Fast A_FaceTarget\n\t\t\tGURU F 3 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Guru/FireWall\")\n\t\t\tGURU F 5 Fast Bright A_CustomMissile(\"FireWallAttack\", 0)\n\t\t\tGURU G 5 Fast\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tGURU E 5 Fast A_FaceTarget\n\t\t\tGURU F 4 Fast Bright A_CustomMeleeAttack(5 * random(1, 8), \"baron/melee\")\n\t\t\tGURU G 4 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tGURU D 2 Fast\n\t\t\tGURU D 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tGURU H 6\n\t\t\tGURU I 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruHand_Fly\", 34, -6, frandom(90.0, 270.0), CMF_AIMDIRECTION, frandom(0.25, 2.5))\n\t\t\tTNT1 A 0 A_CustomMissile(\"GuruLeg_Fly\", 18, -6, frandom(90.0, 270.0), CMF_AIMDIRECTION, frandom(0.25, 2.5))\n\t\t\tGURU J 6\n\t\t\tGURU KL 6\n\t\t\tGURU M -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tGURU LKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor GuruExplosion1 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was incinerated by a Guru.\"\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 36, 0)\n\t\tStop\n\t}\n}\n\nActor GuruExplosion2 : GuruExplosion1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(4, 28, 0)\n\t\tStop\n\t}\n}\n\nActor GuruPacifier {\n\tProjectile\n\tHeight 10\n\tRadius 5\n\tSpeed 24\n\tRenderstyle Add\n\tDamage (3 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tSeeSound \"Guru/Fire\"\n\tDeathSound \"imp/shotx\"\n\t+HITTRACER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGURP AB 3 Bright A_SpawnItem(\"GuruExplosion1\")\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Curse_Guru\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tGURP CDEF 4 Bright\n\t\tStop\n\t}\n}\n\nActor GuruSmallProjectile : GuruPacifier {\n\tSpeed 36\n\tRadius 4\n\tHeight 8\n\tScale 0.75\n\tDamage (2 * random(1, 8))\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGURP AB 3 Bright A_SpawnItem(\"GuruExplosion2\")\n\t\tLoop\n\t}\n}\n\nActor GuruHand_Fly {\n\tPROJECTILE\n\tHeight 6\n\tRadius 4\n\tSpeed 12\n\t+DOOMBOUNCE\n\t+CANBOUNCEWATER\n\t-NOGRAVITY\n\tBounceCount 5\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tGURP G 7 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"GuruHand\")\n\t\tStop\n\t}\n}\n\nActor GuruHand {\n\tHeight 2\n\tRadius 2\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGURP G -1\n\t\tStop\n\t}\n}\n\nActor GuruLeg_Fly {\n\tPROJECTILE\n\tHeight 6\n\tRadius 4\n\tSpeed 12\n\t+DOOMBOUNCE\n\t+CANBOUNCEWATER\n\t-NOGRAVITY\n\tBounceCount 5\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tGURP H 7 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"GuruLeg\")\n\t\tStop\n\t}\n}\n\nActor GuruLeg {\n\tHeight 2\n\tRadius 2\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGURP H -1\n\t\tStop\n\t}\n}\n\nACTOR FireWallAttack {\n\tRadius 2\n\tHeight 2\n\tSpeed 24\n\tDamage 0\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 bright A_CustomMissile(\"FireWallAttackTrail\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"FireWallDamageSpawner\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor FireWallDamageSpawner {\n\tHeight 2\n\tRadius 1\n\tProjectile\n\tSpeed 0\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 AAAA 3 A_CustomMissile(\"FireVileDamage\")\n\t\tStop\n\t}\n}\n\nACTOR FireWallAttackTrail {\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.7\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOCLIP\n\n\tStates {\n\t\tSpawn:\n\t\t\tFIRE A 2 bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFIRE BCBC 2 bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFIRE DEFGH 2 bright\n\t\tStop\n\t}\n}\n\nActor FireVileDamage : DnD_FakeDamager {\n\tRadius 32\n\tHeight 64\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tDamage (random(1,8))\n\tSpeed 32\n\t+FLOORHUGGER\n}\n\nActor DarkZealot : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\t+QUICKTORETALIATE\n\t+NOBLOOD\n\tSpecies \"AV\"\n\tSeeSound \"DarkServant/See\"\n\tPainSound \"DarkServant/Pain\"\n\tActiveSound \"DarkServant/Act\"\n\tDeathSound \"Weapons/SReaverLoop\"\n\tObituary \"%o was tormented to death by a Dark Zealot.\"\n\t+ISMONSTER\n\tPainChance 48\n\tRadius 20\n\tHeight 56\n\tProjectilePassHeight 64\n\tSpeed 10\n\tXScale 1.1\n\tYScale 1.25\n\tMass 1500\n\tvar int user_teleport;\n\tTag \"Dark Zealot\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DARKZEALOT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tIdleLoop:\n\t\t\tRSON AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tRSON A 3 Fast A_Chase\n\t\t\tRSON A 3 Fast A_Chase(\"\")\n\t\t\tRSON B 3 Fast A_Chase\n\t\t\tRSON B 3 Fast A_Chase(\"\")\n\t\t\tRSON C 3 Fast A_Chase\n\t\t\tRSON C 3 Fast A_Chase(\"\")\n\t\t\tRSON D 3 Fast A_Chase\n\t\t\tRSON D 3 Fast A_Chase(\"\")\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(961, 5), \"Decide\")\n\t\t\tTNT1 A 0 A_Jump(64, \"HealAround\", \"Shield\")\n\t\t\tTNT1 A 0 A_Jump(192, \"Attack1\", \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tDecide:\n\t\t\tTNT1 A 0 A_Jump(192, \"HealAround\", \"Shield\")\n\t\t\tTNT1 A 0 A_Jump(64, \"Attack1\")\n\t\t\tTNT1 A 0 A_Jump(224, \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tAttack1:\n\t\t\tRSON FF 4 Fast Bright A_FaceTarget\n\t\t\tRSON G 5 Fast Bright A_CustomMissile(\"DarkZealotPierce\", 44)\n\t\t\tRSON TT 4 Fast Bright A_FaceTarget\n\t\t\tRSON U 5 Fast Bright A_CustomMissile(\"DarkZealotPierce\", 44)\n\t\t\tRSON FF 4 Fast Bright A_FaceTarget\n\t\t\tRSON G 5 Fast Bright A_CustomMissile(\"DarkZealotPierce\", 44)\n\t\tGoto See\n\t\tAttack2:\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack1\", CHAN_WEAPON)\n\t\t\tRSON F 8 Fast Bright A_FaceTarget\n\t\t\tRSON G 9 Fast Bright A_CustomMissile(\"HadesBoltZealot\", 0, 0, 16)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Fast Bright A_CustomMissile(\"HadesBoltZealot\", 0, 0, 4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Fast Bright A_CustomMissile(\"HadesBoltZealot\", 0, 0, -4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Fast Bright A_CustomMissile(\"HadesBoltZealot\", 0, 0, -16)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Fast Bright A_CustomMissile(\"HadesBoltZealot\", 0, 0)\n\t\tGoto See\n\t\tHealAround:\n\t\t\tRSON TT 6 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Heal\", CHAN_WEAPON)\n\t\t\tRSON U 8 Fast Bright A_RadiusGive(\"ZealotHealer\", 384, RGF_MONSTERS | RGF_GIVESELF, 1)\n\t\tGoto See\n\t\tRedecide:\n\t\t\tTNT1 A 0 A_Jump(52, \"HealAround\")\n\t\t\tTNT1 A 0 A_Jump(96, \"Attack1\")\n\t\t\tTNT1 A 0 A_Jump(192, \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tRedecide2:\n\t\t\tTNT1 A 0 A_Jump(96, \"Attack2\")\n\t\tGoto Attack1\n\t\tShield:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ZealotShielded\", 1, \"Redecide\")\n\t\t\tRSON F 1 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ZealotShielded\", 1)\n\t\t\tRSON FF 6 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Magic\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_REFLECTIVE, -1, -1, -1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(960, 0, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 0)\n\t\t\tTNT1 A 0 A_Blast(0, 3, 84, 24)\n\t\t\tRSON G 8 Fast Bright A_SetReflectiveInvulnerable\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DarkZealotCooldown\", 1, \"Paincont\")\n\t\t\tTNT1 A 0 A_Jump(96, \"Teleport\")\n\t\tPainCont:\n\t\t\tRSON E 3 Fast\n\t\t\tRSON E 3 Fast A_Pain\n\t\tGoto See\n\t\tTeleport:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DarkZealotCooldown\", 1, \"Redecide2\")\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Laugh\")\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tRSON OPQRS 3 Fast Bright\n\t\tTeleportLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_teleport == 25, \"TeleportFinish\")\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"DarkServantTrail2\", frandom(-36.0, 36.0), frandom(-36.0, 36.0), frandom(8.0, 56.0), 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)\n\t\t\tTNT1 AA 0 A_Wander\n\t\t\tTNT1 A 2 A_Wander\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkZealotLightning\", 36, 0, random(0, 359), CMF_AIMDIRECTION, frandom(-8.0, 8.0))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_teleport\", user_teleport + 1)\n\t\tLoop\n\t\tTeleportFinish:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkZealotCooldown\", 1)\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.5)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_teleport\", 0)\n\t\t\tRSON SRQPO 3 Fast Bright\n\t\t\tTNT1 A 0 A_SetShootable\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tRSON H 6\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tRSON I 6 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tRSON J 6\n\t\t\tRSON K 6 A_NoBlocking\n\t\t\tRSON LM 6\n\t\t\tRSON N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tRSON MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor DarkZealotCooldown : PowerProtection {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 120 // 15 + 105 (35 x 3)\n}\n\nActor ZealotShielded : DnD_Boolean { }\n\nActor DarkServantTrail2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tZLTT HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tZLTT L 2 Bright\n\t\tStop\n\t}\n}\n\nActor HadesBoltExpZealot : BaseExplosionDamage {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tObituary \"%o was tormented to death by a Dark Zealot.\"\n}\n\nActor HadesBoltExp2Zealot : BaseExplosionDamage {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tObituary \"%o was tormented to death by a Dark Zealot.\"\n}\n\nActor HadesBoltZealot : HadesBolt {\n\tSpeed 15\n\tDamagetype \"LightningRed\"\n\tStamina 256\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLFX2 F 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\t\tLFX2 F 0 Bright A_CustomMissile(\"HadesBolt2Zealot\",0,0,0,6,90)\n\t\t\tLFX2 F 0 ThrustThing(random(0,255),1,0,0)\n\t\t\tLFX2 G 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\t\tLFX2 G 0 Bright A_CustomMissile(\"HadesBolt2Zealot\",0,0,0,6,90)\n\t\t\tLFX2 H 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\t\tLFX2 H 0 Bright A_CustomMissile(\"HadesBolt2Zealot\",0,0,0,6,90)\n\t\t\tLFX2 I 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\t\tLFX2 I 0 Bright A_CustomMissile(\"HadesBolt2Zealot\",0,0,0,6,90)\n\t\t\tLFX2 J 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\t\tLFX2 J 0 Bright A_CustomMissile(\"HadesBolt2Zealot\",0,0,0,6,90)\n\t\t\tLFX2 J 0 Bright A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tLFX2 FGHIJ 2 Bright A_SpawnItem(\"HadesBoltExp2Zealot\")\n\t\tStop\n\t}\n}\n\nActor HadesBolt2Zealot : HadesBolt2 {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 Bright A_SpawnItem(\"HadesBoltExpZealot\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor ZealotHealer : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(961, 0, 6)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_DURATION | (1 << 16), ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 150), 5)\n\t\tStop\n\t}\n}\n\nActor ZealotShield {\n\tHeight 1\n\tRadius 1\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTXP2 ABCDEFGH 2 Bright A_FadeOut(0.0825)\n\t\t\tTXP2 IJKLMNOP 2 Bright A_FadeIn(0.0825)\n\t\tLoop\n\t\tDeath:\n\t\t\tTXP2 \"#########\" 1 A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tStop\n\t}\n}\n\nActor ZealotUnsetReflection : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"ZealotShielded\", 1)\n\t\t\tTNT1 A 0 A_UnsetReflectiveInvulnerable\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_REFLECTIVE, -1, -1, -1)\n\t\tStop\n\t}\n}\n\nActor DarkZealotLightningTrail {\n\tRenderstyle Add\n\tAlpha 1.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\tSpawnloop:\n\t\t\tLFX1 XYZ 2 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor DarkZealotLightning {\n\tPROJECTILE\n\tHeight 18\n\tRadius 12\n\tSpeed 40\n\tDamage (5 * random(2, 3))\n\t+PIERCEARMOR\n\t+NODAMAGETHRUST\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tSeeSound \"DarkServant/Lightning\"\n\tDeathSound \"DarkServant/LightningHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLFX1 XYZ 3 Bright A_SpawnItem(\"DarkZealotLightningTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tDLIT J 4 Bright\n\t\t\tDLIT KL 3 Bright\n\t\t\tDLIT MNO 2\n\t\tStop\n\t}\n}\n\nActor DarkZealotPierce {\n\tPROJECTILE\n\tSpeed 28\n\tHeight 14\n\tRadius 8\n\tDamage (random(8, 12))\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tScale 0.7\n\t+RIPPER\n\t+THRUGHOST\n\t+PIERCEARMOR\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tSeeSound \"weapons/gaussbegin\"\n\tDeathSound \"DarkServant/LightningHit\"\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHSPL ABCDEFGHIJ 2 Bright A_FadeOut(0.05)\n\t\tLoop\n\t\tDeath:\n\t\t\tHSP2 \"#\" 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nactor FleshWizard : DnD_BaseRangedMonster_NoRes {\n\tobituary \"%o was tormented by a Flesh Wizard.\"\n\tHealth 0x7FFFFFFF\n\tradius 20\n\theight 56\n\tmass 256\n\tspeed 16\n\tpainchance 64\n\tSEESOUND \"FleshWizard/See\"\n\tpainsound \"FleshWizard/pain\"\n\tdeathsound \"FleshWizard/die\"\n\tTag \"Flesh Wizard\"\n\tSpecies \"AV\"\n\tStamina 520\n\t+ISMONSTER\n\t+QUICKTORETALIATE\n\t+NOINFIGHTING\n\t+NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+DONTMORPH\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FLESHWIZARD)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLMWZ E 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tLMWZ EEE 4 Fast A_Chase\n\t\t\tLMWZ E 0 A_Jump(12, \"Teleport\")\n\t\tGoto See\n\t\tTeleport:\n\t\t\tTNT1 A 0 A_PlaySound(\"H2SkullWizard/Teleport\")\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tLMWZ ABCD 3 Fast\n\t\t\tTNT1 AAAAAAAA 1 Fast A_Wander\n\t\t\tTNT1 AAA 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 AAA 1 Fast A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAAAAA 1 Fast A_Wander\n\t\t\tLMWZ DCBA 3 Fast\n\t\t\tTNT1 A 0 A_PlaySound(\"H2SkullWizard/Melee\")\n\t\t\tTNT1 A 0 A_SetSolid\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tLMWZ E 4 Fast A_JumpIfTargetInLOS(\"Missile\")\n\t\tLoop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(256, \"Leash\")\n\t\tMissileNormal:\n\t\t\tLMWZ FFF 5 Fast A_FaceTarget\n\t\t\tLMWZ G 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tLMWZ H 6 Fast A_CustomMissile(\"FleshWizardMissile\", 48)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tLMWZ H 6 Fast A_CustomMissile(\"FleshWizardMissile\", 48)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tLMWZ H 6 Fast A_CustomMissile(\"FleshWizardMissile\", 48)\n\t\t\tLMWZ G 5 Fast\n\t\t\tLMWZ F 6 Fast\n\t\tGoto See\n\t\tLeash:\n\t\t\tLMWZ EE 2 A_JumpIfInTargetInventory(\"Level\", 1, \"CheckMore\")\n\t\tGoto MissileNormal\n\t\tCheckMore:\n\t\t\tLMWZ EE 2 Fast A_JumpIfTargetInLOS(\"BeginLeash\")\n\t\tGoto See\n\t\tBeginLeash:\n\t\t\tTNT1 A 0 A_TakeInventory(\"StopLeash\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 0)\n\t\t\tLMWZ F 5 Fast A_FaceTarget\n\t\t\tLMWZ G 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DND Flesh Wizard Torment\", 0, 10)\n\t\tLeashLoop:\n\t\t\tLMWZ H 1 Fast A_JumpIfInventory(\"StopLeash\", 1, \"LeashEnd\")\n\t\t\tLMWZ H 1 Fast A_JumpIfTargetInLOS(\"ContinueLeash\")\n\t\tGoto LeashEnd\n\t\tContinueLeash:\n\t\t\tLMWZ H 4 Fast A_FaceTarget\n\t\tGoto LeashLoop\n\t\tLeashEnd:\n\t\t\tTNT1 A 0 A_GiveInventory(\"StopLeash\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\t\tLMWZ G 4 Fast A_FaceTarget\n\t\t\tLMWZ F 5 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"StopLeash\", 1)\n\t\t\tLMWZ I 3 Fast A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\t\tLMWZ I 5 Fast A_Pain\n\t\t\tLMWZ I 0 A_Jump(128, \"Teleport\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tLMWZ J 6 A_Scream\n\t\t\t//TNT1 A 0 Thing_ChangeTID(0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FleshWizardDeathFX\", 0, 0, 48, 0, 0, 2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItem(\"FleshWizardCorpseDamage\")\n\t\t\tLMWZ K 6 A_NoBlocking\n\t\t\tTNT1 A 0 A_PlaySound(\"FleshWizard/SnareBegin\", 6)\n\t\t\tLMWZ LMNO 6\n\t\t\tLMWZ P -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tLMWZ ONMLKJ 5\n\t\tGoto See\n\t}\n}\n\nActor StopLeash : DnD_Boolean { }\n\nActor FleshWizardMissileTrail {\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.39,0.03,0.00]\"\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(-3,8),0,1)\n\t\t\tSHTR ABCDDE 3 Bright\n\t\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor FleshWizardExp : BaseExplosionDamage {\n\tDamageType \"MagicalRed\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(10, 96, 0)\n\t\tStop\n\t}\n}\n\nActor FleshWizardCorpseDamage : BaseExplosionDamage {\n\tDamageType \"MagicalSnare\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(48, 192)\n\t\tStop\n\t}\n}\n\nActor FleshWizardMissile {\n\tPROJECTILE\n\tHeight 12\n\tRadius 6\n\tSpeed 16\n\tDamage (5 * random(2, 3))\n\tDamageType \"MagicalRed\"\n\tStamina 520\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.39,0.03,0.00]\"\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tScale 0.75\n\t+HITTRACER\n\t+SEEKERMISSILE\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tANFB A 2 Bright A_SpawnItem(\"FleshWizardMissileTrail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(4, 8)\n\t\t\tANFB A 2 Bright A_SpawnItem(\"FleshWizardMissileTrail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(4, 8)\n\t\t\tANFB B 2 Bright A_SpawnItem(\"FleshWizardMissileTrail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(4, 8)\n\t\t\tANFB C 2 Bright A_SpawnItem(\"FleshWizardMissileTrail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(4, 8)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"FleshWizardSlow1\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tANFB D 3 Bright\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", random(-16, 16), random(-16, 16), random(12, 36), random(-4, 4), random(-4, 4), random(0, 6), 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_SpawnItem(\"FleshWizardExp\")\n\t\t\tANFB EFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor FleshWizardLeashFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tFFX1 BC 2\n\t\tStop\n\t}\n}\n\nActor FleshWizardDebuffFX : FleshWizardLeashFX {\n\tStates {\n\t\tSpawn:\n\t\t\tFFX1 A 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor FleshWizardDamageSoundPlayer : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\tUse:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", random(-16, 16), random(-16, 16), random(12, 36), random(-4, 4), random(-4, 4), random(0, 6), 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_PlaySound(\"FleshWizard/SnareBegin\")\n\t\tStop\n\t}\n}\n\nActor FleshWizardDeathFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tBSBL GHIJ 5 Bright\n\t\t\tBSBL K 15 Bright\n\t\t\tBSBL L 5 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BaronOfHell.txt",
        "contents": "actor Lavademon : DnD_BaseHybridMonster {\n\tobituary \"%o was charred by a Lava Giant.\"\n\tHealth 0x7FFFFFFF\n\tradius 24\n\theight 64\n\tmass 1000\n\tspeed 12\n\tpainchance 96\n\tseesound \"lavdsit\"\n\tpainsound \"lavdpain\"\n\tdeathsound \"lavddie\"\n\tactivesound \"lavdsit\"\n\tmeleerange 144\n\tTag \"Lava Demon\"\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LAVADEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLAVD H 0 bright ACS_NamedExecuteAlways(\"DnD Wendigo Wisp Spawn\", 0, 0, 25)\n\t\t\tLAVD H 10 bright A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tLAVD A 0 bright A_SpawnItemEx(\"firestep\",0,-5,0)\n\t\t\tLAVD A 6 Fast bright A_Chase\n\t\t\tLAVD B 0 ACS_NamedExecuteAlways(\"DnD Wendigo Wisp Spawn\", 0, 1, 50)\n\t\t\tLAVD B 6 Fast bright A_Chase\n\t\t\tLAVD C 0 bright A_SpawnItemEx(\"firestep\",0,5,0)\n\t\t\tLAVD C 6 Fast bright A_Chase\n\t\t\tLAVD D 0 Bright ACS_NamedExecuteAlways(\"DnD Wendigo Wisp Spawn\", 0, 1, 50)\n\t\t\tLAVD D 6 Fast bright A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\t\tLAVD EF 5 bright A_facetarget\n\t\tMeleeLoop:\n\t\t\tTNT1 A 0 A_TakeInventory(\"LavaGolemLooper\", 1)\n\t\t\tTNT1 A 0 A_custommissile(\"PhoenixFX3\",49, 18,0,1)\n\t\t\tLAVD G 2 bright A_custommissile(\"PhoenixFX3\",49, -18,0,1)\n\t\t\tTNT1 A 0 A_custommissile(\"PhoenixFX3\",49, 18,0,1)\n\t\t\tLAVD G 2 bright A_custommissile(\"PhoenixFX3\",49, -18,0,1)\n\t\t\tTNT1 A 0 A_custommissile(\"PhoenixFX3\",49, 18,0,1)\n\t\t\tLAVD G 2 bright A_custommissile(\"PhoenixFX3\",49, -18,0,1)\n\t\t\tTNT1 A 0 A_custommissile(\"PhoenixFX3\",49, 18,0,1)\n\t\t\tLAVD G 2 bright A_custommissile(\"PhoenixFX3\",49, -18,0,1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"LavaGolemCheck\", 1)\n\t\t\tTNT1 A 0 A_custommissile(\"PhoenixFX3\",49, 18,0,1)\n\t\t\tLAVD G 2 bright A_custommissile(\"PhoenixFX3\",49, -18,0,1)\n\t\t\tLAVD G 1 Bright A_JumpIfInventory(\"LavaGolemLooper\", 1, \"MeleeLoop\")\n\t\t\tLAVD F 4 Bright A_FaceTarget\n\t\tGoto See\n\t\tMissileState:\n\t\t\tLAVD E 0 bright A_CustomMissile(\"firestep\",0,-5,0)\n\t\t\tLAVD E 0 bright A_CustomMissile(\"firestep\",0,5,0)\n\t\t\tLAVD EF 5 Fast bright A_FaceTarget\n\t\t\tLAVD G 0 bright A_CustomMissile(\"beastball2\", 45,-21,0,1)\n\t\t\tLAVD G 10 Fast bright A_CustomMissile(\"beastball2\", 45,16,0,1)\n\t\tgoto See\n\t\tPainState:\n\t\t\tLAVD E 3 Fast bright\n\t\t\tLAVD E 0 Bright A_PlaySound(\"lavdpain\")\n\t\t\tLAVD E 3 Fast bright A_Pain\n\t\tgoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tLAVD S 8 bright A_Scream\n\t\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"LavaDemonSmoke\", 0, 0, 24, 2, 0, 2, random(0, 360))\n\t\t\tLAVD TTTT 2 bright A_CustomMissile(\"Volcanoblast2\", 16, 0, random(0, 360))\n\t\t\tLAVD UVW 8 bright\n\t\t\tLAVD X 8 bright A_NoBlocking\n\t\t\tLAVD Y 60 bright\n\t\t\tLAVD Y -1 A_KillMaster\n\t\tstop\n\t\tRaiseState:\n\t\t\tLAVD XWVUTS 6\n\t\tGoto See\n\t}\n}\n\nActor LavaGolemLooper : DnD_Boolean { }\n\nActor LavaGolemCheck : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Check\", 90, JLOSF_DEADNOJUMP, 160)\n\t\tStop\n\t\tCheck:\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"Confirm\")\n\t\tStop\n\t\tConfirm:\n\t\t\tTNT1 A 0 A_GiveInventory(\"LavaGolemLooper\", 1)\n\t\tStop\n\t}\n}\n\nActor PuffyC {\n\tRadius 6\n\tHeight 8\n\tSpeed 10\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+DONTSPLASH\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\t\tFRB1 DEFGH 4\n\t\tStop\n\t}\n}\n\nActor LavaDemonSmoke : msxgen_smoke {\n\tScale 0.55\n}\n\nactor phoenixFX3 {\n\tseesound \"weapons/phoenixpowshoot\"\n\tdamage (random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tSpeed 20\n\tProjectile\n\tRadius 6\n\tHeight 8\n\tSpeed 10\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFX09 ABABA 2 Bright\n\t\t\tFX09 B 2 Bright A_ChangeVelocity(0, 0, 1.5)\n\t\t\tFX09 CDEF 2 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tFX09 G 3 Bright\n\t\t\tFX09 H 3 Bright A_ChangeVelocity(0, 0, 1.8)\n\t\t\tFX09 I 4 Bright\n\t\t\tFX09 JK 5 Bright\n\t\tStop\n\t}\n}\n\nActor VolcanoBlast2 {\n\tRadius 8\n\tHeight 8\n\tSpeed 2\n\tDamage (2 * random(1, 8))\n\tDamagetype \"Fire\"\n\tStamina 32\n\tGravity 0.125\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+NOTELEPORT\n\t+DONTBLAST\n\t-NOGRAVITY\n\tDeathSound \"world/volcano/blast\"\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tVFBL AB 4 BRIGHT A_SpawnItemEx(\"PuffyC\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION, 64)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 16, 0, 0, CMF_TRACKOWNER | CMF_OFFSETPITCH, frandom(0, 2))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 16, 0, 90, CMF_TRACKOWNER | CMF_OFFSETPITCH, frandom(0, 2))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 16, 0, 180, CMF_TRACKOWNER | CMF_OFFSETPITCH, frandom(0, 2))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 16, 0, 270, CMF_TRACKOWNER | CMF_OFFSETPITCH, frandom(0, 2))\n\t\t\tXPL1 A 4 BRIGHT A_Explode(25, 25, 0)\n\t\t\tXPL1 BCDEF 4 BRIGHT\n\t\tStop\n\t}\n}\n\nActor VolcanoTBlast2 {\n\tRadius 8\n\tHeight 6\n\tSpeed 3\n\tDamage (random(1, 8))\n\tDamagetype \"Fire\"\n\tStamina 32\n\tGravity 0.125\n\tPROJECTILE\n\t-NOGRAVITY\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+NOTELEPORT\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tVTFB AB 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tSFFI CBABCDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor VolcanoExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o was charred by a lavademon.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(25, 32, 0)\n\t\tStop\n\t}\n}\n\nactor BeastBall2 : Volcanoblast2 {\n\tradius 9\n\theight 8\n\tspeed 15\n\tdamage (5 * random(1, 8))\n\tseesound \"lavdatk\"\n\tdeathsound \"weapons/phoenixhit\"\n\tdamagetype \"Fire\"\n\tStamina 32\n\tProjectile\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tVFBL A 0 bright A_CustomMissile (\"wraithfx2\",0,0)\n\t\t\tVFBL A 4 bright A_SpawnItemEx(\"PuffyC\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n\t\t\t\t\t\t\t\t\t\t\t0,0,0,0,SXF_ABSOLUTEPOSITION, 64)\n\t\t\tVFBL B 4 bright A_SpawnItemEx(\"PuffyC\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n\t\t\t\t\t\t\t\t\t\t\t0,0,0,0,SXF_ABSOLUTEPOSITION, 64)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 90, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 180, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 270, CMF_TRACKOWNER)\n\t\t\tXPL1 A 4 BRIGHT A_SpawnItem(\"VolcanoExp\")\n\t\t\tXPL1 BCDEF 4 bright\n\t\tstop\n\t}\n}\n\nactor firestep {\n\tradius 1\n\theight 1\n\tspeed 0\n\tdamage 0\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 AA 0 A_PlaySound(\"world/lavasizzle\")\n\t\t\tLVAS A 3 bright\n\t\t\tLVAS B 3 bright A_CustomMissile(\"lavasmoke1\",0,0)\n\t\t\tLVAS CDEF 3 bright\n\t\tstop\n\t}\n}\n\nactor lavasmoke1 {\n\tradius 1\n\theight 1\n\tspeed 0\n\tdamage 0\n\trenderstyle translucent\n\talpha 0.5\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tLVAS GHIJK 3 bright\n\t\tstop\n\t}\n}\n\n// 25%\nActor DnD_WendigoWispSpawner : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DnD_IceGuyWisp1\", frandom(-24, 24), frandom(-24, 24), 60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t\tOther:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DnD_IceGuyWisp2\", frandom(-24, 24), frandom(-24, 24), 60, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\n// 50%\nActor DnD_WendigoWispChaseSpawner : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DnD_IceGuyWisp1\", frandom(-24, 24), frandom(-24, 24), 60, velx, vely, velz, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t\tOther:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DnD_IceGuyWisp2\", frandom(-24, 24), frandom(-24, 24), 60, velx, vely, velz, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor DnD_IceGuyWisp1 {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tHeight 4\n\tRadius 2\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tStates {\n\t\tSpawn:\n\t\t\tICWS ABCDEFGHI 2\n\t\tStop\n\t}\n}\n\nActor DnD_IceGuyWisp2 : DnD_IceGuyWisp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tICWS JKLMNOPQR 2\n\t\tStop\n\t}\n}\n\nACTOR LordofHeresy : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n    Radius 24\n    Height 64\n    Speed 9\n    PainChance 50\n    BloodColor \"7D 9D 59\"\n    Mass 1000\n\t+ISMONSTER\n    Species \"HK\"\n    +DONTHURTSPECIES\n    Obituary \"%o was annihilated by the heresy lord.\"\n    SeeSound \"LordOfHeresy/sight\"\n    PainSound \"demon/pain\"\n    DeathSound \"LordOfHeresy/death\"\n    ActiveSound \"LordOfHeresy/act\"\n\tTranslation \"16:43=52:77\", \"33:33=220:220\", \"34:37=[155,91,19]:[155,91,19]\", \"38:40=[135,67,7]:[135,67,7]\", \"41:43=[115,43,0]:[115,43,0]\", \"44:48=237:239\", \"190:191=238:238\"\n\tTag \"Lord of Heresy\"\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LORDOFHERESY)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLOHS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tLOHS AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tLOHS E 0 A_Jump(85, \"Combo1\")\n\t\t\tLOHS E 0 A_Jump(128, \"Combo2\")\n\t\tMeleeState:\n\t\t\tLOHS E 8 Fast A_FaceTarget\n\t\t\tLOHS F 8 Fast A_FaceTarget\n\t\t\tLOHS G 8 Fast A_CustomComboAttack(\"BaronBall\", 32, 10 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tCombo1:\n\t\t\tLOHS E 8 Fast A_FaceTarget\n\t\t\tLOHS F 8 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"BaronBall\", 32, 0, 8)\n\t\t\tLOHS G 0 A_Custommissile (\"BaronBall\", 32, 0, 0)\n\t\t\tLOHS G 8 Fast A_Custommissile (\"BaronBall\", 32, 0, -8)\n\t\tGoto See\n\t\tCombo2:\n\t\t\tLOHS E 8 Fast A_FaceTarget\n\t\t\tLOHS F 8 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"BaronBall\", 32, 0, -20)\n\t\t\tLOHS G 8 Fast A_Custommissile (\"BaronBall\", 32, 0, 0)\n\t\t\tLOHS E 8 Fast A_FaceTarget\n\t\t\tLOHS F 8 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"BaronBall\", 32, 0, 20)\n\t\t\tLOHS G 8 Fast A_Custommissile (\"BaronBall\", 32, 0, 0)\n\t\t\tLOHS E 8 Fast A_FaceTarget\n\t\t\tLOHS F 8 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"BaronBall\", 32, 0, -12)\n\t\t\tLOHS G 8 Fast A_Custommissile (\"BaronBall\", 32, 0, 12)\n\t\tGoto See\n\t\tPainState:\n\t\t\tLOHS H 5 Fast\n\t\t\tLOHS H 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tLOHS I 8\n\t\t\tLOHS J 8 A_Scream\n\t\t\tLOHS K 4\n\t\t\tLOHS K 4 A_Fall\n\t\t\tLOHS LMN 8\n\t\t\tLOHS O -1 A_KillMaster\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tLOHS ONMLKJI 5\n\t\tGoto See\n    }\n}\n\nActor Cybruiser : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tMass 1000\n\tSpeed 8\n\tPainChance 20\n\tObituary \"%o was blown away by a Cybruiser.\"\n\tHitObituary \"%o was smashed by a Cybruiser.\"\n\t+ISMONSTER\n\t+MissileMore\n\t+NOBLOOD\n\t+DONTRIP\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\tSeeSound \"monster/brusit\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"monster/brudth\"\n\tMeleeSound \"baron/melee\"\n\tTag \"Cybruiser\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CYBRUISER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCRUS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCRUS A 1 A_Playsound(\"monster/bruwlk\")\n\t\t\tCRUS A 2 Fast A_Chase\n\t\t\tCRUS A 3 Fast A_Chase\n\t\t\tCRUS BB 3 Fast A_Chase\n\t\t\tCRUS C 1 A_Playsound(\"monster/bruwlk\")\n\t\t\tCRUS C 2 Fast A_Chase\n\t\t\tCRUS C 3 Fast A_Chase\n\t\t\tCRUS DD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Single\")\n\t\t\tCRUS E 8 Fast A_FaceTarget\n\t\t\tCRUS F 12 Fast Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n\t\t\tCRUS E 12 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCRUS F 12 Fast Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n\t\t\tCRUS E 12 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCRUS F 12 Fast Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n\t\tGoto See\n\t\tSingle:\n\t\t\tCRUS E 8 Fast A_FaceTarget\n\t\t\tCRUS F 12 Fast Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tCRUS GH 8 Fast A_FaceTarget\n\t\t\tCRUS I 8 Fast A_CustomMeleeAttack(10 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tCRUS J 2 Fast\n\t\t\tCRUS J 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCRUS K 6 Bright A_Scream\n\t\t\tCRUS LLLMMMNNN 2 Bright A_SpawnItemEx(\"ExplosionFXSmall\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tCRUS O 6 Bright A_NoBlocking\n\t\t\tCRUS QR 6 Bright\n\t\t\tCRUS S 6\n\t\t\tCRUS T -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tCRUS SRQONMLK 6\n\t\tGoto See\n\t}\n}\n\nActor CybrusExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was blown away by a Cybruiser.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 64, 0)\n\t\tStop\n\t}\n}\n\nActor BruiserMissile {\n\tRadius 8\n\tHeight 12\n\tSpeed 28\n\tDamage (10 * random(1, 8))\n\tDamageType \"Explosive\"\n\tStamina 4\n\tScale 1.0\n\tSpawnID 251\n\tProjectile\n\tRenderStyle Normal\n\t+ThruGhost\n\t+DONTBLAST\n\tSeeSound \"monster/brufir\"\n\tDeathSound \"weapons/hellex\"\n\tDontHurtShooter\n\tDecal Scorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFBRS A 1 Bright\n\t\t\tFBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_SetTranslucent(0.67,1)\n\t\t\tBAL3 C 6 Bright\n\t\t\tBAL3 D 6 Bright A_SpawnItem(\"CybrusExp\")\n\t\t\tBAL3 E 6 Bright\n\t\tStop\n\t}\n}\n\nActor BruiserTrail {\n\tRenderStyle Translucent\n\tAlpha 0.67\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3 Bright\n\t\t\tPUFF ABCD 4 BRIGHT\n\t\tStop\n\t}\n}\n\nActor BruiserDemon : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tMass 1500\n\tSpeed 8\n\tPainChance 15\n\t+ISMONSTER\n\t+LookAllAround\n\t+MISSILEMORE\n\t+MissileEvenMore\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\tSeeSound \"superbaron/scream\"\n\tPainSound \"superbaron/pain\"\n\tDeathSound \"superbaron/death\"\n\tActiveSound \"superbaron/act\"\n\tMeleeSound \"baron/melee\"\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tHitObituary \"%o was cremated by a Bruiserdemon.\"\n\tScale 1.15\n\tTag \"Bruiser Demon\"\n\tBloodType \"BruiserBloodEmber\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BRUISERDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBRUS AB 10 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBRUS AAABBBCCCDDD 2 Fast Bright A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBRUS E 6 Fast Bright A_FaceTarget\n\t\t\tBRUS F 6 Fast Bright A_FaceTarget\n\t\t\tBRUS G 6 Fast Bright A_CustomComboAttack(\"BruiserBall\", 32, 20 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBRUS E 0 Bright A_Jump(144, 8)\n\t\t\tBRUS EF 6 Fast Bright A_FaceTarget\n\t\t\tBRUS G 6 Fast Bright A_CustomMissile(\"BruiserBall\")\n\t\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\t\tBRUS HI 6 Fast Bright A_FaceTarget\n\t\t\tBRUS J 6 Fast Bright A_CustomMissile(\"BruiserBall\")\n\t\tGoto See\n\t\t\tBRUS E 0 Bright A_Jump(96, 20)\n\t\t\tBRUS E 6 Fast Bright A_FaceTarget\n\t\t\tBRUS F 4 Fast Bright A_FaceTarget\n\t\t\tBRUS F 2 Fast Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\t\tBRUS H 6 Fast Bright A_FaceTarget\n\t\t\tBRUS I 4 Fast Bright A_FaceTarget\n\t\t\tBRUS I 2 Fast Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tGoto See\n\t\t\tTNT1 A 0 A_PlaySound(\"superbaron/clap\")\n\t\t\tBRUS KL 6 Fast Bright A_FaceTarget\n\t\t\tBRUS M 2 Fast Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n\t\t\tBRUS M 2 Fast Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n\t\t\tBRUS M 2 Fast Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tBRUS N 5 Fast Bright A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BruiserBloodEmber\", frandom(-16.0, 16.0), frandom(-16.0, 16.0), frandom(16.0, 40.0), frandom(-6, 6), frandom(-6, 6), frandom(1, 5))\n\t\tDeathState:\n\t\t\tBRUD A 6 Bright A_Scream\n\t\t\tBRUD BCD 4 Bright\n\t\t\tBRUD EFG 4 Bright\n\t\t\tBRUD H 4 Bright A_Fall\n\t\t\tBRUD IJKLMNOP 4 Bright\n\t\t\tBRUD QRSTUV 4\n\t\t\tBRUD W -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tBRUD VUTSRQ 2\n\t\t\tBRUD PONMLKJIHGFEDCBA 2 Bright\n\t\tGoto See\n\t}\n}\n\nActor BruiserBall {\n\tRadius 16\n\tHeight 16\n\tSpeed 18\n\tDamage (10 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tProjectile\n\t+Randomize\n\t+DONTBLAST\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal Scorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBRBA KLMNOPQRSTUVWX 3 Bright\n\t\tStop\n\t}\n}\n\nActor BruiserBall2 {\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage (6 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tProjectile\n\t+Randomize\n\t+DONTBLAST\n\tRenderStyle Add\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal BaronScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBRB2 AB 6 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor BruiserFireSpawner {\n\tRadius 8\n\tHeight 8\n\tSpeed 12\n\tDamage 0\n\t+Ripper\n\t+FloorHugger\n\t+BloodlessImpact\n\t+DONTBLAST\n\tProjectile\n\tMissileType BruiserFire\n\tMissileheight 0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3 Bright A_MissileAttack\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 3\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nActor BruiserBallTrail {\n\tRenderStyle Add\n\tAlpha 0.70\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tBRBA CDEFGHIJ 4 Bright\n\t\tStop\n\t}\n}\n\nActor BruiserExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 128, 0)\n\t\tStop\n\t}\n}\n\nActor BruiserFire {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage (12 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.9\n\t+NoClip\n\t+FloorHugger\n\t+DONTBLAST\n\tSeeSound \"weapons/rocklx\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tXXBF AB 3 Bright\n\t\t\tXXBF C 3 Bright A_SpawnItem(\"BruiserExp\")\n\t\t\tXXBF DEFGHIJKLMNOPQRST 3 Bright\n\t\tStop\n\t}\n}\n\n// From HardDoom v83\nActor BruiserBloodEmber {\n\tRadius 1\n\tHeight 1\n\tMass 0\n\t+ClientSideOnly\n\t+DontSplash\n\t+NoBlockMap\n\t+MoveWithSector\n\t+NoTeleport\n\t+NoClip\n\t+DontTranslate\n\tGravity 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tBEMB ABCBABCDABCD 4 Bright A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tStop\n\t\tSplash:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR Bormereth : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n    Radius 24\n    Height 64\n    Speed 10\n    PainChance 75\n    Mass 2500\n\t+ISMONSTER\n    +MISSILEEVENMORE\n\t+DONTHURTSPECIES\n\tSpecies \"HK\"\n    SeeSound \"Bormereth/See\"\n    PainSound \"Bormereth/Pain\"\n    ActiveSound \"Bormereth/Act\"\n    DeathSound \"Bormereth/die\"\n\tMeleeSound \"weapons/vblhit\"\n    Obituary \"%o was incinerated by the rage of Bormereth.\"\n    HitObituary \"%o was smashed by Bormereth.\"\n\tTag \"Bormereth\"\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BORMERETH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBORM A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBORM AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(60,\"Missile2\")\n\t\t\tTNT1 A 0 A_Jump(128,17)\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 6 Fast Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 6 Fast Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 6 Fast Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 6 Fast Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tGoto see\n\t\t\tTNT1 A 0 A_Jump(128,9)\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM F 3 Fast Bright A_CustomMissile(\"WraithFX12\",31,10,0)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 3 Fast Bright A_CustomMissile(\"WraithFX12\",28,5,0)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 3 Fast Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tGoto see\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\t\tBORM G 0 A_CustomMissile(\"WraithFX12\",25,0,20)\n\t\t\tBORM G 0 A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\t\tBORM G 0 A_CustomMissile(\"WraithFX12\",25,0,-20)\n\t\t\tBORM G 6 Fast Bright\n\t\tGoto see\n\t\tMissile2:\n\t\t\tBORM F 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missile2prepare\",\"SoundSlot5\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PossEttFakeFireBall\",5,25,64,0,0,0,0,128)\n\t\t\tBORM EEEEE 5 Fast A_FaceTarget\n\t\t\tBORM E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"PossEttFireBall\",64,25,0)\n\t\t\tBORM F 5 Fast A_FaceTarget\n\t\t\tBORM G 5 Fast A_FaceTarget\n\t\tgoto see\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/hamswg\")\n\t\t\tBORM E 6 Fast A_FaceTarget\n\t\t\tBORM F 6 Fast A_FaceTarget\n\t\t\tBORM G 6 Fast A_CustomMeleeAttack(8 * random(1, 8), \"weapons/vblhit\")\n\t\t\tBORM E 0 A_CPosRefire\n\t\tGoto see\n\t\tPainState:\n\t\t\tBORM H 2 Fast\n\t\t\tTNT1 A 0 A_SpawnItem(\"BormerethPainExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,0,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,90,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,180,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,270,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,45,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,135,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,-45,CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"FirePillarShot\",16,0,-135,CMF_AIMDIRECTION, 0)\n\t\t\tBORM H 2 Fast A_Pain\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tBORM H 16 Fast\n\t\t\tBORM H 2 Fast ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t\t\tBORB A 5 A_Scream\n\t\t\tBORB B 5 A_SpawnItemEx(\"DBigEttinMace\", 0, 0, 32, 3, 0, 0, -90, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"PEFBExploFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBORB CCCCC 1 A_SpawnItemEx(\"PEFBExploFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tBORB DDDDD 1 A_SpawnItemEx(\"PEFBExploFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tBORB EEEEFFFFFGGGGG 1 A_SpawnItemEx(\"PEFBExploFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tBORB HIJK 5\n\t\t\tBORB L -1 A_KillMaster\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tBORM QPONMLKJI 5\n\t\tGoto See\n    }\n}\n\nactor DBigEttinMace {\n\t+CLIENTSIDEONLY\n    +DOOMBOUNCE\n    Speed 3\n    States {\n\t\tSpawn:\n\t\t\tBORB MNOPQR 5\n\t\t\tBORB S -1\n        Stop\n    }\n}\n\nActor WraithFX12 {\n\tSpeed 14\n\tRadius 10\n\tHeight 6\n\tMass 5\n\tDamage (6 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tProjectile\n\t+FLOORCLIP\n\tSeeSound \"WraithMissileFire\"\n\tDeathSound \"bormereth/missilesimpledeath\"\n\tScale 0.85\n\tDecal DoomImpScorch\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tWRBL A 3 Bright\n\t\t\tWRBL B 3 Bright A_SpawnItemEx(\"WraithFX22\", 0, 0, 0, frandom(-0.5, -1.5), frandom(-1.5, 1.5))\n\t\t\tWRBL C 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tWRBL D 4 Bright\n\t\t\tWRBL E 4 Bright A_SpawnItemEx(\"WraithFX22\", 0, 0, 0, frandom(-0.5, -1.5), frandom(-1.5, 1.5))\n\t\t\tWRBL F 4 Bright\n\t\t\tWRBL GH 3 Bright A_SpawnItemEx(\"WraithFX22\", 0, 0, 0, frandom(-0.5, -1.5), frandom(-1.5, 1.5))\n\t\t\tWRBL I 3 Bright\n\t\tStop\n\t}\n}\n\nActor PossEttFakeFireBall {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tScale 1.1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.1)\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.15)\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.2)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.25)\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.3)\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.35)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.4)\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.45)\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.5)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.55)\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.6)\n\t\t\tWRBL A 1 Bright A_SetTranslucent(0.65)\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.7)\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.75)\n\t\t\tWRBL B 1 Bright A_SetTranslucent(0.8)\n\t\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.85)\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.9)\n\t\t\tWRBL C 1 Bright A_SetTranslucent(0.95)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL A 3 Bright\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL B 3 Bright\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\t\tWRBL C 5 Bright\n\t\tStop\n\t}\n}\n\nActor BormerethExp : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was incinerated by the rage of Bormereth.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 80, 0)\n\t\tStop\n\t}\n}\n\nActor BormerethPainExp : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was incinerated by the rage of Bormereth.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(9, 72, 0)\n\t\t\tTNT1 A 1 A_Explode(9, 84, 0)\n\t\t\tTNT1 A 1 A_Explode(9, 96, 0)\n\t\t\tTNT1 A 1 A_Explode(9, 108, 0)\n\t\t\tTNT1 A 1 A_Explode(9, 120, 0)\n\t\t\tTNT1 A 1 A_Explode(9, 132, 0)\n\t\tStop\n\t}\n}\n\nActor PossEttFireBall {\n\tProjectile\n\tDamage (8 * random(1, 8))\n\tScale 1.1\n\tSpeed 20\n\tRadius 10\n\tHeight 6\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\t+FLOORCLIP\n\tSeeSound \"bormereth/missile2fired\"\n\tDeathSound \"bormereth/missile2death\"\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tDecal DoomImpScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_CustomMissile(\"PEFBExplo\",0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"BormerethExp\")\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX23\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\t\tWRBL DEF 3 Bright\n\t\t\tWRBL GHI 3\n\t\tStop\n\t}\n}\n\nActor WraithFX22 {\n\tProjectile\n\tDamage 0\n\t-NOGRAVITY\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tSpeed 0\n\tRadius 2\n\tHeight 4\n\tScale 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tWRBL KLKL 2 Bright\n\t\t\tTNT1 A 0 A_Jump(128, 1)\n\t\tLoop\n\t\t\tWRBL MNOP 2 Bright\n\t\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor WraithFX23 {\n\tProjectile\n\tDamage 0\n\t+CLIENTSIDEONLY\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\tStates {\n\t\tSpawn:\n\t\t\tWRBL KLKL 2 Bright\n\t\t\tTNT1 A 0 A_Jump(128,1)\n\t\tLoop\n\t\t\tWRBL MNOP 2 Bright\n\t\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PEFBExplo {\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates {\n\t\tSpawn:\n\t\t\tFX58 ABCDEFGHIJKLMNOPQ 1 Bright\n\t\tStop\n\t}\n}\n\nActor PEFBExploFX {\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tScale 0.7\n\tHeight 2\n\tRadius 2\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tFX58 ABCDEFGHIJKLMNOPQ 1 Bright A_FadeOut(0.035)\n\t\tStop\n\t}\n}\n\nActor PEFBTrail {\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tScale 0.4\n\tAlpha 0.45\n\tStates {\n\t\tSpawn:\n\t\t\tFX50 ABCDEFG 1\n\t\t\tFX50 HIJKLMNOPQR 1\n\t\tStop\n\t}\n}\n\n//-------------------------------------------------------\n\nActor FirePillarShot {\n\t+MISSILE\n\t+NOINTERACTION\n\t+THRUACTORS\n\t+DONTBLAST\n\t+CLIENTSIDEONLY\n\tSpeed 2\n\tRadius 2\n\tHeight 2\n\tScale 0.65\n\tReactionTime 24\n\tconst int maxdur = 24;\n\tStates {\n\t\tSpawn:\n\t\t\tDGFL A 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL B 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL C 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL D 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL E 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL F 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL G 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL H 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL I 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL J 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL K 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL L 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL M 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL N 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL O 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL P 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL Q 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL R 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL S 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL T 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL U 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL V 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\t\tTNT1 A 0 A_CountDown\n\t\t\tDGFL W 1 Bright A_Warp(AAPTR_TARGET, 32 + (maxdur - reactiontime) * 2, 32 + (maxdur - reactiontime) * 2, 0, (maxdur - reactiontime) / 2, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE | WARPF_USECALLERANGLE )\n\t\tStop\n\t}\n}\n\nACTOR BloodSeeker : DnD_BaseHybridMonster {\n\tOBITUARY \"%o was killed by a blood seeker.\"\n\tBloodcolor \"ff 0f 83\"\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tMass 750\n\tSpeed 12\n\tMeleeRange 160\n\tGibHealth -75\n\tPainChance 144\n\tSEESOUND \"Beast/See\"\n\tPAINSOUND \"Beast/pain\"\n\tDEATHSOUND \"Beast/die\"\n\tACTIVESOUND \"Beast/Act\"\n\tSpecies \"HK\"\n\tTag \"Blood Seeker\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLOODSEEKER)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Bloodseeker Size Change\")\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBDE2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIf(!ACS_NamedExecuteWithResult(\"DnD Bloodseeker Transform\"), \"NormalSee\")\n\t\tGoto Transform\n\t\tNormalSee:\n\t\t\tBDE2 ABCDEF 6 Fast A_Chase\n\t\tGoto See\n\t\tTransform:\n\t\t\tBDE2 AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile2\")\n\t\t\tBDE2 AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile2\")\n\t\t\tBDE2 AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile2\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_playSound(\"Beast/Attack\")\n\t\t\tBDE2 I 6 Fast A_CustomMissile(\"BeastFireBall\", 56, 0, 0)\n\t\t\tBDE2 I 0 A_CustomMissile(\"BeastFireBall\", 56, 0, 8)\n\t\t\tBDE2 I 0 A_CustomMissile(\"BeastFireBall\", 56, 0, -8)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_playSound(\"Beast/Attack\")\n\t\t\tBDE2 I 6 Fast A_CustomMissile(\"BeastFireBall\", 56, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 56, 0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 56, 0, -8)\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"Spit\")\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_playSound(\"Beast/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 56, 0, 8)\n\t\t\tBDE2 I 6 Fast A_CustomMissile(\"BeastFireBall\", 56, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 56, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"Spit\")\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_playSound(\"Beast/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 52, -16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 44, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFireBall\", 68, 0)\n\t\t\tBDE2 I 6 Fast A_CustomMissile(\"BeastFireBall\", 52, 16)\n\t\tGoto See\n\t\tSpit:\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"BeastFlame\", 56, 0, random(1, 5)*(2*random(0,1)-1))\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tBDE2 H 3 Fast\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBDE2 H 6 Fast A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tBDE2 I 2 Fast A_CustomMissile(\"BeastFlame\", 56)\n\t\t\tBDE2 H 3 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tBDE2 G 4 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tBDE2 R 8\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBDE2 S 8 A_Scream\n\t\t\tBDE2 TUVWX 6\n\t\t\tBDE2 Y 6\n\t\t\tBDE2 Z -1 A_KillMaster\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBDE2 J 6\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBDE2 K 6 A_Scream\n\t\t\tBDE2 LMNOP 6\n\t\t\tBDE2 Q -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tBDE2 YXWVUT 6\n\t\t\tBDE2 SR 8\n\t\tGoto See\n\t}\n}\n\nActor BeastTransform : DnD_Boolean { }\n\nActor BeastFireBall {\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tPROJECTILE\n\tDamage (5*random(4, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tDeathSound \"weapons/phoenixhit\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX14 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX14 DE 6 Bright\n\t\t\tFX14 FGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor BeastExp1 : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o was turned to crisps by a Bloodseeker.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(2, 48, 0)\n\t\tStop\n\t}\n}\n\nActor BeastExp2 : BeastExp1 {\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(4, 48, 0)\n\t\tStop\n\t}\n}\n\nActor BeastFlame {\n\tRadius 6\n\tHeight 8\n\tSpeed 28\n\tPROJECTILE\n\tScale 0.75\n\tDamage (5*random(1,2))\n\tDamageType \"Fire\"\n\tStamina 32\n\tDeathSound \"weapons/phoenixhit\"\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_PlaySound (\"weapons/burning\")\n\t\t\tFX06 ABC 4 Bright A_SpawnItem(\"BeastExp1\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX06 DEFG 3 Bright A_SpawnItem(\"BeastExp2\")\n\t\tStop\n\t}\n}\n\nActor Barbatos : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tSpecies \"HK\"\n\tBloodColor \"Red\"\n\tHeight 64\n\tRadius 24\n\tPainChance 32\n\tMass 1024\n\t+ISMONSTER\n\tScale 0.75\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.76,0.67,0.50]\", \"0:47=0:47\", \"80:111=80:111\", \"160:191=160:191\", \"208:235=208:235\"\n\tSeeSound \"cyber/sight\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"cyber/death\"\n\tActiveSound \"cyber/active\"\n\tObituary \"%o was sent to the pits of hell by a Barbatos.\"\n\tTag \"Barbatos\"\n\tSpeed 12\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BARBATOS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCYBR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCYBR A 3 Fast A_Hoof\n\t\t\tCYBR ABBCC 3 Fast A_Chase\n\t\t\tCYBR D 3 Fast A_Metal\n\t\t\tCYBR D 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tCYBR E 6 Fast A_FaceTarget\n\t\t\tCYBR F 12 Fast A_CustomMissile(\"CyberdemonRocketWeak\",36,-24)\n\t\t\tCYBR E 12 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCYBR F 12 Fast A_CustomMissile(\"CyberdemonRocketWeak\",36,-24)\n\t\t\tCYBR E 12 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCYBR F 12 Fast A_CustomMissile(\"CyberdemonRocketWeak\",36,-24)\n\t\tGoto See\n\t\tPainState:\n\t\t\tCYBR G 10 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCYBR H 10\n\t\t\tCYBR I 10 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCYBR JKL 10\n\t\t\tCYBR M 10 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCYBR NO 10\n\t\t\tCYBR P 30\n\t\t\tCYBR P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tCYBR ONMLKJIH 4\n\t\tGoto See\n\t}\n}\n\nActor CyberdemonRocketWeakExplosion : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was sent to the pits of hell by a Barbatos.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 96, 0)\n\t\tStop\n\t}\n}\n\nActor CyberdemonRocketWeak : CyberdemonRocket {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tDamage (6 * random(5, 8))\n\tObituary \"%o was sent to the pits of hell by a Barbatos.\"\n\tScale 0.85\n\tSpeed 20\n\tStates {\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tMISL B 8 Bright A_SpawnItem(\"CyberdemonRocketWeakExplosion\")\n\t\t\tMISL C 6 Bright\n\t\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor ShadowWizard : DnD_BaseHybridMonster {\n\tObituary \"%o was lobotomized by a Shadow Wizard.\"\n\tHealth 0x7FFFFFFF\n\tRadius 21\n\tHeight 64\n\tPainChance 32\n\tSpecies \"HK\"\n\tMissileType \"SkullWizardProjectile\"\n\tPainSound \"H2ShadowWizard/Pain\"\n\tDeathSound \"H2ShadowWizard/Death\"\n\tActiveSound \"H2ShadowWizard/Sight\"\n\tMeleeSound \"H2ShadowWizard/Melee\"\n\tTag \"Shadow Wizard\"\n\tMass 256\n\tSpeed 6\n\tMeleeRange 96\n\t+ISMONSTER\n\t+DontHurtSpecies\n\t+MissileMore\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOWWIZARD)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSHWZ A 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSHWZ AAAAAABBBBBBB 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSHWZ C 6 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(10, \"\", \"\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"SkullWizardPush\", 40)\n\t\t\tSHWZ D 6 Fast Bright A_FaceTarget\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSHWZ C 0 A_Jump(128, \"Teleport\")\n\t\tAttack:\n\t\t\tSHWZ C 8 Fast A_FaceTarget\n\t\t\tSHWZ D 8 Fast Bright A_FaceTarget\n\t\t\tSHWZ D 8 Fast Bright A_CustomMissile(\"ShadowWizardProjectile\", 40, 0, 0)\n\t\t\tSHWZ D 0 Bright A_Jump(80, 2)\n\t\t\tSHWZ D 0 Bright A_SpidReFire\n\t\tGoto MissileState + 1\n\t\t\tSHWZ D 0\n\t\tGoto See\n\t\tTeleport:\n\t\t\tSHWZ C 0 A_JumpIfCloser(512, 1)\n\t\tGoto See\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n\t\t\tSHWZ C 8 A_PlaySoundEx(\"H2ShadowWizard/Teleport\", \"SoundSlot7\", 0)\n\t\t\tSHWZ DEF 8 Fast Bright\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SkullWizardTeleport\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n\t\t\tTNT1 A 0 A_UnSetShootable\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 A 0 A_ChangeFlag(Invulnerable, 0)\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Wizard/Appear\", 7)\n\t\t\tSKWZ A 0 A_SpawnItemEx(\"SkullWizardTeleport\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tSHWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n\t\t\tSHWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n\t\t\tSHWZ A 0 A_Jump(224, \"Attack\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tSHWZ A 3 Fast\n\t\t\tSHWZ A 3 Fast A_Pain\n\t\t\tSHWZ A 0 A_Jump(128, \"Teleport\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tSHWZ G 5 A_Scream\n\t\t\tSHWZ HIJ 5 bright\n\t\t\tSHWZ K 5 bright\n\t\t\tSHWZ LM 5 bright\n\t\t\tSHWZ N 5\n\t\t\tSHWZ O 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tSHWZ O 5 bright\n\t\t\tSHWZ P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tSHWZ ON 5\n\t\t\tSHWZ MLKJIH 5 Bright\n\t\t\tSHWZ G 5\n\t\tGoto See\n\t}\n}\n\nActor ShadowWizardProjectile : SkullWizardProjectile {\n\tDamage (random(3, 6) * 6)\n\tSeeSound \"H2ShadowWizard/Fire\"\n    DeathSound \"H2ShadowWizard/Hit\"\n}\n\nACTOR Kjaroch : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 32\n\tSeeSound \"Kjaroch/See\"\n\tPainSound \"Kjaroch/pain\"\n\tDeathSound \"Kjaroch/death\"\n\tActiveSound \"Kjaroch/Act\"\n\tObituary \"%o was burned by the infernal flames of a Kjaroch.\"\n\tHitObituary \"%o was torn apart by a Kjaroch.\"\n\tTranslation  \"0:47=[202,102,121]:[0,0,0]\", \"0:12=0:12\", \"13:15=1:2\", \"48:72=102:111\", \"73:79=6:8\", \"79:79=8:8\", \"137:141=110:112\", \"141:143=5:5\", \"144:150=109:109\", \"151:164=6:110\", \"190:191=[4,2,2]:[0,0,0]\"\n\tSpeed 9\n\tTag \"Kjaroch\"\n\tRadius 24\n\tHeight 64\n\tMass 1000\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+MISSILEMORE\n\tBloodColor \"7D 9D 59\"\n\tSpecies \"HK\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_KJAROCH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLOHS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tLOHS AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tLOHS H 3 Fast\n\t\t\tLOHS H 3 Fast A_Pain\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS E 4 Fast A_FaceTarget\n\t\t\tLOHS F 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(30, \"Kjaroch/Hit\", \"\")\n\t\t\tLOHS G 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS P 4 Fast A_FaceTarget\n\t\t\tLOHS Q 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(30, \"Kjaroch/Hit\", \"\")\n\t\t\tLOHS R 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(112, \"Missile2\", \"Missile3\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS EF 6 Fast A_FaceTarget\n\t\t\tLOHS G 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochBall1\", 32)\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS PQ 6 Fast A_FaceTarget\n\t\t\tLOHS R 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochBall1\", 32)\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS EF 6 Fast A_FaceTarget\n\t\t\tLOHS G 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochBall1\", 32)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS EF 6 Fast A_FaceTarget\n\t\t\tLOHS G 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochBall2\", 36)\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS PQ 6 Fast A_FaceTarget\n\t\t\tLOHS R 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochBall2\", 36)\n\t\tGoto See\n\t\tMissile3:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS EF 6 Fast A_FaceTarget\n\t\t\tLOHS G 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochGroundFlames\", 1)\n\t\tGoto See\n\t\tOther:\n\t\t\tTNT1 A 0 A_PlaySound(\"Kjaroch/Melee\")\n\t\t\tLOHS PQ 6 Fast A_FaceTarget\n\t\t\tLOHS R 6 Fast A_BasicAttack (30, \"Kjaroch/Hit\", \"KjarochGroundFlames\", 1)\n\t\t\tLOHS R 0 A_CustomMissile(\"KjarochGroundFlames\", 0, 0, -9, CMF_AIMDIRECTION)\n\t\t\tLOHS R 0 A_CustomMissile(\"KjarochGroundFlames\", 0, 0, 9, CMF_AIMDIRECTION)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tLOHS I 8\n\t\t\tLOHS J 2 A_Scream\n\t\t\tLOHS JJJ 2 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tLOHS KKKK 2 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tLOHS LLLL 2 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tLOHS MN 8\n\t\t\tLOHS O -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tLOHS ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nActor KjarochBall1Trail {\n\tRenderstyle Add\n\tAlpha 0.66\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tBAL7 AB 1 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor KjarochBall1 : BaronBall2 {\n\tDamage (5 * random(4, 6))\n\tDamageType \"Poison\"\n\tStamina 128\n\tDecal \"BaronScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AABB 2 Bright A_SpawnItem(\"KjarochBall1Trail\")\n\t\tLoop\n\t}\n}\n\nActor KjarochBall2 : KjarochBall1 {\n\tDamage (5 * random(2, 4))\n\tSeeSound \"Kjaroch/Missile2\"\n\tDeathSound \"redballbdeth\"\n\tDecal \"BaronScorch\"\n\tScale 1.1\n\tHeight 16\n\tRadius 10\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tD4FX AAABBB 1 Bright A_SpawnItem(\"KjarochBall2Trail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"KjarochBall2Explosion\")\n\t\t\tD4FX CCCDDDEEE 1 Bright A_CustomMissile(\"KjarochBall2Pieces\", 0, 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, random(-16, 16))\n\t\t\tD4FX FGH 3 Bright\n\t\tStop\n\t}\n}\n\nActor KjarochBall2Trail {\n\tRenderStyle Add\n\tAlpha 0.66\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tD4TR DEFGH 1\n\t\tStop\n\t}\n}\n\nActor KjarochBall2Explosion : BaseExplosionDamage {\n\tDamageType \"Poison\"\n\tStamina 128\n\tObituary  \"%o was burned by the infernal flames of a Kjaroch.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(18, 96, 0)\n\t\tStop\n\t}\n}\n\nActor KjarochBall2Pieces {\n\tDamage (2)\n\tDamageType \"Poison\"\n\tStamina 128\n\tPROJECTILE\n\tSpeed 16\n\tHeight 8\n\tRadius 5\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBPBL AB 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tBPBL CDEFG 2 Bright\n\t\tStop\n\t}\n}\n\nActor KjarochGroundFlames {\n\tRadius 10\n\tHeight 10\n\tSpeed 20\n\tDamage (4 * random(3, 6))\n\tDamageType \"Poison\"\n\tStamina 128\n\tScale 1.3\n\t+FloorHugger\n\t+DONTBLAST\n\tRenderStyle Add\n\tProjectile\n\tDeathSound \"comet/explosion\"\n\tDecal \"RevenantScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFSFX NOPQRSTNOPQRST 3 A_SpawnItemEx(\"KjarochGroundFlamesTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 16),random(-4,4),random(-4,4),random(1,4), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItem(\"KjarochGroundFlamesExplosion\")\n\t\t\tFSFX UVW 3\n\t\tStop\n\t}\n}\n\nActor KjarochGroundFlamesExplosion : BaseExplosionDamage {\n\tDamageType \"Poison\"\n\tStamina 128\n\tObituary  \"%o was burned by the infernal flames of a Kjaroch.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(36, 96, 0)\n\t\tStop\n\t}\n}\n\nActor KjarochGroundFlamesTrail {\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.6\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tFSFX NOPQRST 3\n\t\tStop\n\t}\n}\n\nActor MagmaSerpent : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tSpeed 13\n\tPainChance 64\n\tMass 640\n\tBloodColor \"Orange\"\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\tSeeSound \"ChaosSerpent/See\"\n\tAttackSound \"ChaosSerpent/Melee\"\n\tPAINSOUND \"Beast/pain\"\n\tDeathSound \"ChaosSerpent/Die\"\n\tActiveSound \"ChaosSerpent/See\"\n\tObituary \"%o was blasted by a Magma Serpent.\"\n\tHitObituary \"%o was swallowed by a Magma Serpent.\"\n\tTag \"Magma Serpent\"\n\tconst int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEVELOCITY;\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MAGMASERPENT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tRDMN AA 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tRDMN ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tRDMN E 4 Fast\n\t\t\tRDMN E 4 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tRDMN E 5 Fast A_FaceTarget\n\t\t\tRDMN F 6 Fast A_FaceTarget\n\t\t\tRDMN E 0 A_JumpIfCloser(300, \"Breath\")\n\t\t\tRDMN G 5 Fast BRIGHT A_CustomMissile(\"Lavaball\",64,0,0,0)\n\t\tgoto see\n\t\tBreath:\n\t\t\tTNT1 A 0 A_Jump(128, \"Spit\")\n\t\t\tRDMN G 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tRDMN G 0 A_FaceTarget\n\t\t\tRDMN GGG 2 Fast bright A_CustomMissile(\"BeastFlame\", 65, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n\t\t\tRDMN G 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tRDMN G 0 A_FaceTarget\n\t\t\tRDMN GGG 2 Fast bright A_CustomMissile(\"BeastFlame\", 65, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n\t\t\tRDMN G 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tRDMN G 0 A_FaceTarget\n\t\t\tRDMN GGG 2 Fast bright A_CustomMissile(\"BeastFlame\", 65, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n\t\t\tRDMN G 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tRDMN G 0 A_FaceTarget\n\t\t\tRDMN GGG 2 Fast bright A_CustomMissile(\"BeastFlame\", 65, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n\t\t\tRDMN G 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tRDMN G 0 A_FaceTarget\n\t\t\tRDMN GGG 2 Fast bright A_CustomMissile(\"BeastFlame\", 65, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n\t\tgoto See\n\t\tSpit:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRDMN GGGG 2 Fast bright A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRDMN GGGG 2 Fast bright A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 16, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRDMN GGGG 2 Fast bright A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 20, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRDMN GGGG 2 Fast bright A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 24, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/burning\", auto)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRDMN GGGG 2 Fast bright A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 28, 0, -5, frandom(-4.8, 4.8))\n\t\t\tRDMN GG 0 A_SpawnItemEx(\"VolcanoTBlast2\", 0, 0, 68, 12, 0, -5, frandom(-4.8, 4.8))\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tRDMN E 5 Fast A_FaceTarget\n\t\t\tRDMN F 7 Fast A_FaceTarget\n\t\t\tRDMN G 5 Fast A_CustomMeleeAttack(random[DemonAttack1](4,16)*2)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tRDMN H 6\n\t\t\tRDMN I 0 A_SpawnItemEx(\"MagmaChunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n\t\t\tRDMN I 0 A_SpawnItemEx(\"MagmaChunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tRDMN I 0 A_SpawnItemEx(\"MagmaChunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tRDMN I 0 A_SpawnItemEx(\"MagmaChunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tRDMN I 6 A_SpawnItemEx(\"MagmaChunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tRDMN J 1\n\t\t\tRDMN J 6 A_Scream\n\t\t\tRDMN K 6 A_NoBlocking\n\t\t\tRDMN L 6  A_QueueCorpse\n\t\t\tRDMN MNO 6\n\t\t\tRDMN P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tRDMN PONMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR MagmaChunk1 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tRDMA A 4\n\t\t\tRDMA A 10\n\t\t\tRDMA A 20\n\t\tWait\n\t\tDeath:\n\t\t\tRDMA A -1\n\t\tStop\n\t}\n}\n\nACTOR MagmaChunk2 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tRDMB A 4\n\t\t\tRDMB A 10\n\t\t\tRDMB A 20\n\t\tWait\n\t\tDeath:\n\t\t\tRDMB A -1\n\t\tStop\n\t}\n}\n\nACTOR MagmaChunk3 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tRDMC A 4\n\t\t\tRDMC A 10\n\t\t\tRDMC A 20\n\t\tWait\n\t\tDeath:\n\t\t\tRDMC A -1\n\t\tStop\n\t}\n}\n\nACTOR MagmaChunk4 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tRDMD A 4\n\t\t\tRDMD A 10\n\t\t\tRDMD A 20\n\t\tWait\n\t\tDeath:\n\t\t\tRDMD A -1\n\t\tStop\n\t}\n}\n\nACTOR MagmaChunk5 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tRDME A 4\n\t\t\tRDME A 10\n\t\t\tRDME A 20\n\t\tWait\n\t\tDeath:\n\t\t\tRDME A -1\n\t\tStop\n\t}\n}\n\nActor DreadKnight : DnD_BaseHybridMonster {\n\tTranslation \"3:3=40:40\", \"80:111=%[0.00,0.00,0.00]:[1.43,0.31,0.31]\"\n\tHealth 0x7FFFFFFF\n\tScale 1.1\n\tRadiusDamageFactor 1.0\n\tHitObituary \"%o was dismembered by a dread knight.\"\n\tObituary \"%o cowered away in fear of a dread knight's power.\"\n\tSeeSound \"DreadKnight/See\"\n\tActiveSound \"DreadKnight/Act\"\n\tPainSound \"DreadKnight/pain\"\n\tDeathSound \"DreadKnight/Die\"\n\tMeleeSound \"dknight/melee\"\n\tDamageType \"Melee\"\n\tStamina 1\n\tRenderstyle Translucent\n\t+ISMONSTER\n\t+NOFEAR\n\t+NODAMAGETHRUST\n\t+PIERCEARMOR\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\t+NOBLOOD\n\tSpecies \"HK\"\n\tTag \"Dread Knight\"\n\tRadius 24\n\tHeight 64\n\tPainChance 100\n\tMass 0x7FFFFFFF\n\tMeleeRange 96\n\tMaxStepHeight 32\n\tSpeed 9\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DREADKNIGHT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tKNGT E 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tKNGT AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tRush:\n\t\t\tKNGT ABCD 2 Fast A_Chase(\"Melee\", \"Charge\")\n\t\t\tKNGT A 0 A_JumpIfInventory(\"DreadShield\", 1, \"Rush\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tKNGT E 3 Fast A_FaceTarget\n\t\t\tKNGT F 2 Fast A_FaceTarget\n\t\t\tKNGT F 0 A_PlaySound(\"dknight/swing\")\n\t\t\tKNGT GH 2 Fast\n\t\t\tKNGT I 3 Fast A_CustomMeleeAttack(random(8, 28), \"dknight/melee\", \"\", \"Dread\")\n\t\t\tKNGT J 4 Fast A_CustomMeleeAttack(random(8, 28), \"dknight/melee\", \"\", \"Dread\")\n\t\t\tKNGT E 2 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(224, \"Shield\")\n\t\tSkulls:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tKNGT E 4 Fast A_FaceTarget\n\t\t\tKNGT F 3 Fast A_FaceTarget\n\t\t\tKNGT GH 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DreadSkull\", 32, -16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DreadSkull\", 32, 16)\n\t\t\tKNGT I 4 Fast A_CustomMissile(\"DreadSkull\", 48)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,-12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,-8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,-4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KFireBall\",32,0,12)\n\t\t\tKNGT E 2 Fast\n\t\tGoto See\n\t\tCharge:\n\t\t\tTNT1 A 0 A_TakeInventory(\"KnightTimer\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"DreadKnight/See\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 14) // script sets velocity, ensures no dropoff\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SKULLFLY\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\tChargeLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"KnightTimer\", 0, \"Rush\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 14)\n\t\t\tKNGT ABCD 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"KnightTimer\", 1)\n\t\tLoop\n\t\tShield:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DreadShield\", 1, \"Charge\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tKNGT EFG 3 Fast\n\t\t\tTNT1 A 0 A_PlaySound(\"items/bookofthedead\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DreadShield\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\t\tTNT1 A 0 A_SetTranslucent(0.5)\n\t\t\tKNGT IE 3 Fast\n\t\tGoto Charge\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DreadShield\", 1)\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tKNGT E 3 Fast A_Pain\n\t\t\tKNGT E 3 Fast\n\t\tGoto See\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DreadShield\", 1)\n\t\t\tKNGT QPONLMK 3\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DreadShield\", 1)\n\t\t\tKNGT K 6 A_Scream\n\t\t\tKNGT L 5\n\t\t\tKNGT M 5\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tKNGT NOPQ 5\n\t\t\tKNGT R -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor DreadShield : DnD_Boolean { }\n\nActor KnightTimer : Inventory {\n\tinventory.maxamount 20\n}\n\nActor DreadSkull {\n\tPROJECTILE\n\tDamage (12)\n\tDamageType \"MagicalFire\"\n\tStamina 8\n\t+NODAMAGETHRUST\n\t+PIERCEARMOR\n\t+DONTBLAST\n\tRenderstyle Add\n\tSpeed 18\n\tScale 0.6\n\tSeeSound \"H2SkullWizard/Fire\"\n    DeathSound \"H2SkullWizard/Hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_BishopMissileWeave\n\t\t\tIFX1 A 1 A_CustomMissile(\"KBallTrail\",0,0,-90,0)\n\t\t\tIFX1 A 1 A_BishopMissileWeave\n\t\t\tTNT1 A 0 A_BishopMissileWeave\n\t\t\tIFX1 B 1 A_CustomMissile(\"KBallTrail\",0,0,90,0)\n\t\t\tIFX1 B 1 A_BishopMissileWeave\n\t\tLoop\n\t\tDeath:\n\t\t\tIFX1 IJKL 4 Bright\n\t\tStop\n\t}\n}\n\nActor MagmaGolem : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n    Speed 6\n\tScale 1.35\n    Height 64\n    Radius 24\n    Mass 4096\n    PainChance 48\n    ReactionTime 8\n    SeeSound \"EarthGolem/See\"\n    PainSound \"EarthGolem/Pain\"\n    DeathSound \"EarthGolem/Death\"\n    ActiveSound \"EarthGolem/Act\"\n    Obituary \"%o was melted by a Magma Golem.\"\n\tSpecies \"HK\"\n\tTag \"Magma Golem\"\n\tBloodColor \"D7 15 15\"\n\tMeleeRange 76\n\tMaxTargetRange 428\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+DONTRIP\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MAGMAGOLEM)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t   GOL2 AB 10 A_Look\n\t    Loop\n\t\tSeeState:\n\t\t\tGOL2 AABBCCDD 2 Fast A_Chase\n\t    Goto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Golem/Swing\")\n\t\t\tTNT1 A 0 A_Jump(128, \"OtherMelee\")\n\t\t\tGOL2 E 6 Fast A_FaceTarget\n\t\t\tGOL2 F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(8 * random(6, 10), \"Golem/Hit\")\n\t\t\tGOL2 FG 4 Fast\n\t\tGoto See\n\t\tOtherMelee:\n\t\t\tGOL2 R 6 Fast A_FaceTarget\n\t\t\tGOL2 S 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(8 * random(6, 10), \"Golem/Hit\")\n\t\t\tGOL2 ST 4 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tGOl2 Q 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(80, \"Melee\")\n\t\t\tGOl2 Q 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(80, \"Melee\")\n\t\t\tGOl2 Q 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(80, \"Melee\")\n\t\t\tGOl2 Q 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(144, \"MagmaNade\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL2 U 3 Fast Bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL2 U 7 Fast Bright A_CustomMissile(\"beastball2\", 40)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL2 U 7 Fast Bright A_CustomMissile(\"beastball2\", 40)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL2 U 7 Fast Bright A_CustomMissile(\"beastball2\", 40)\n\t\tGoto See\n\t\tMagmaNade:\n\t\t\tGOL2 U 5 Fast Bright A_FaceTarget\n\t\t\tGOL2 U 2 Fast Bright A_CustomMissile(\"MagmaGolemNade\", 40, 0, 0, CMF_OFFSETPITCH, 16)\n\t\tGoto See\n\t\tPainState:\n\t\t   GOL2 H 4 Fast\n\t\t   GOL2 H 4 Fast A_Pain\n\t\t   Goto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t   GOL2 I 5\n\t\t   GOL2 J 4 A_Scream\n\t\t   GOL2 KKKK 1 A_CustomMissile(\"VolcanoTBlast2\", random(16, 32), 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-1, 18))\n\t\t   TNT1 A 0 A_SpawnItemEx(\"GolemSoul\", 0, 0, 10, 0, 0, 1)\n\t\t   TNT1 A 0 A_NoBlocking\n\t\t   GOL2 LLLLMMMM 1 A_CustomMissile(\"VolcanoTBlast2\", random(16, 32), 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-1, 18))\n\t\t   GOL2 NO 4\n\t\t   GOL2 P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t   GOL2 ONMLKJI 3\n\t\tGoto See\n    }\n}\n\nActor MagmaGolemExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(32, 96, 0)\n\t\tStop\n\t}\n}\n\nActor MagmaGolemExp_2 : MagmaGolemExp {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(24, 64, 0)\n\t\tStop\n\t}\n}\n\nActor MagmaGolemExp_3 : MagmaGolemExp {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(16, 48, 0)\n\t\tStop\n\t}\n}\n\nActor MagmaGolemNade {\n\tPROJECTILE\n\tDamage (25)\n\tDamageType \"Fire\"\n\tStamina 32\n\tSpeed 20\n\tHeight 18\n\tRadius 9\n\tBounceType Hexen\n\tBounceCount 6\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tBounceSound \"SorcererBallBounce\"\n\tGravity 1.5\n\tScale 1.15\n\t+CANBOUNCEWATER\n\t+USEBOUNCESTATE\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tVFBL AABB 2 Bright A_SpawnItemEx(\"PuffyC\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION, 64)\n\t\tLoop\n\t\tBounce.Wall:\n\t\tBounce.Floor:\n\t\t\t TNT1 AAAAA 0 A_CustomMissile(\"VolcanoTBlast2\", 8, 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-36, 36))\n\t\t\t TNT1 AA 0 A_CustomMissile(\"MagmaGolemNade_2\", 0, 0, 45 * random(0, 8), CMF_TRACKOWNER)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 90 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 180 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 270 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tXPL1 ABC 4 Bright A_SpawnItem(\"MagmaGolemExp\")\n\t\t\tXPL1 DEF 4 bright\n\t\tStop\n\t}\n}\n\nActor MagmaGolemNade_2 : MagmaGolemNade {\n\tDamage (15)\n\tScale 1.0\n\tSpeed 20\n\tStates {\n\t\tBounce.Wall:\n\t\tBounce.Floor:\n\t\t\t TNT1 AAA 0 A_CustomMissile(\"VolcanoTBlast2\", 8, 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-36, 36))\n\t\t\t TNT1 AAAA 0 A_CustomMissile(\"MagmaGolemNade_3\", 0, 0, 45 * random(0, 8), CMF_TRACKOWNER)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 90 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 180 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 270 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tXPL1 ABC 4 Bright A_SpawnItem(\"MagmaGolemExp_2\")\n\t\t\tXPL1 DEF 4 bright\n\t\tStop\n\t}\n}\n\nActor MagmaGolemNade_3 : MagmaGolemNade {\n\tDamage (10)\n\tSpeed 20\n\tScale 0.75\n\tStates {\n\t\tBounce.Wall:\n\t\tBounce.Floor:\n\t\tBounce.Ceiling:\n\t\t\t TNT1 AA 0 A_CustomMissile(\"VolcanoTBlast2\", 8, 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-36, 36))\n\t\tGoto Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 90 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 180 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2\", 14, 0, 270 + random(-12, 12), CMF_TRACKOWNER, random(0, 16))\n\t\t\tXPL1 ABC 4 Bright A_SpawnItem(\"MagmaGolemExp_3\")\n\t\t\tXPL1 DEF 4 bright\n\t\tStop\n\t}\n}\n\nconst float warmaster_ratio = 0.25;\n\nACTOR Warmaster : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n    Radius 24\n    Height 64\n    Speed 12\n    PainChance 32\n    Mass 1000\n    Species \"HK\"\n    +DONTHURTSPECIES\n    Obituary \"%o never stood a chance against a Warmaster.\"\n    SeeSound \"Warmaster/See\"\n    PainSound \"Warmaster/pain\"\n    DeathSound \"Warmaster/Die\"\n    ActiveSound \"Warmaster/act\"\n\tTag \"Warmaster\"\n\t+ISMONSTER\n\tScale 1.1\n\t+NOINFIGHTING\n\t+NOTARGET\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WARMASTER)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Warmaster Rage\")\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBOSX AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, DND_REFLECTIVE, -1, -1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"WarmasterActive\", 1)\n\t\tSeeLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"SeeRage\")\n\t\t\tBOSX AA 4 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"SeeRage_B\")\n\t\t\tBOSX BB 4 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"SeeRage_C\")\n\t\t\tBOSX CC 4 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"SeeRage_D\")\n\t\t\tBOSX DD 4 Fast A_Chase\n\t\tGoto See\n\t\tSeeRage:\n\t\t\tBOSX AA 3 Fast A_Chase\n\t\tSeeRage_B:\n\t\t\tBOSX BB 3 Fast A_Chase\n\t\tSeeRage_C:\n\t\t\tBOSX CC 3 Fast A_Chase\n\t\tSeeRage_D:\n\t\t\tBOSX DD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Roar\")\n\t\tMissileGo:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"RageMissile\")\n\t\t\tBOSX E 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX F 6 Fast A_FaceTarget\n\t\t\tBOSX G 6 Fast A_CustomComboAttack(\"WarmasterFireBall_Explode\", 38, 10 * random(1, 8), \"baron/melee\")\n\t\t\tBOSX G 0 A_Jump(128, \"MissileGo\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tBOSX E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tBOSX F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tBOSX F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tBOSX G 5 Fast A_CustomComboAttack(\"WarmasterFireBall\", 32, 10 * random(5, 8), \"baron/melee\")\n\t\tGoto See\n\t\tRageMissile:\n\t\t\tBOSX E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX F 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Custommissile (\"WarmasterFireBall\", 38, 0, 8)\n\t\t\tBOSX G 2 Fast A_Custommissile (\"WarmasterFireBall\", 38, 0, 0)\n\t\t\tBOSX G 4 Fast A_Custommissile (\"WarmasterFireBall\", 38, 0, -8)\n\t\t\tBOSX E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX F 5 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"WarmasterFireBall_Explode\", 38, 0, -20)\n\t\t\tBOSX G 4 Fast A_Custommissile (\"WarmasterFireBall\", 38, 0, 0)\n\t\t\tBOSX E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX F 4 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"WarmasterFireBall_Explode\", 38, 0, 20)\n\t\t\tBOSX G 3 Fast A_Custommissile (\"WarmasterFireBall\", 38, 0, 0)\n\t\t\tBOSX E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Warmaster/Attack\")\n\t\t\tBOSX F 3 Fast A_FaceTarget\n\t\t\tLOHS G 0 A_Custommissile (\"WarmasterFireBall\", 38, 0, -12)\n\t\t\tBOSX G 3 Fast A_Custommissile (\"WarmasterFireBall\", 38, 0, 12)\n\t\tGoto See\n\t\tRoar:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RoarCooldown\", 1, \"MissileGo\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"RoarGo\")\n\t\tGoto MissileGo\n\t\tRoarGo:\n\t\t\tBOSX H 3 Fast A_PlaySound(\"Warmaster/Roar\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"RoarCooldown\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WarmasterRoarFX\", 2, 0, 40, 0, 0, 2)\n\t\t\tTNT1 A 0 A_RadiusGive(\"WarmasterBuff\", 288, RGF_MONSTERS, 1)\n\t\t\tBOSX H 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"WarmasterRage\", 1, \"PainRage\")\n\t\t\tBOSX H 5 Fast\n\t\t\tBOSX H 5 Fast A_Pain\n\t\tGoto See\n\t\tPainRage:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WarmasterDeflectFX\", 20, 0, 48)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, DND_REFLECTIVE, -1, -1)\n\t\t\tBOSX H 5 Fast A_SetReflectiveInvulnerable\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WarmasterDeflectFX\", 20, 0, 48)\n\t\t\tBOSX H 5 Fast A_Pain\n\t\t\tBOSX H 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tBOSX H 0 A_UnSetReflectiveInvulnerable\n\t\t\tBOSX H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, DND_REFLECTIVE, -1, -1)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tBOSX I 6 A_TakeInventory(\"WarmasterActive\", 1)\n\t\t\tTNT1 AA 0 A_Scream\n\t\t\tBOSX J 5\n\t\t\tBOSX K 4\n\t\t\tBOSX K 3 A_Fall\n\t\t\tBOSX LMN 3\n\t\t\tBOSX O -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tBOSX O 0 A_UnSetReflectiveInvulnerable\n\t\t\tBOSX O 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, DND_REFLECTIVE, -1, -1)\n\t\t\tBOSX ONMLKJI 4\n\t\tGoto See\n    }\n}\n\nActor WarmasterBuff : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Is Demon - Self\"), \"Give\")\n\t\tStop\n\t\tGive:\n\t\t\tTNT1 A 0 HealThing(ACS_ExecuteWithResult(961, 7) * warmaster_ratio)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Warmaster Protect FX Trigger\")\n\t\tStop\n\t}\n}\n\nActor WarmasterFireBall : GladiatorFireBall {\n\tSpeed 32\n}\n\nActor WarmasterFireBall_Explode : GladiatorFireBall_Explode {\n\tSpeed 28\n}\n\nActor WarmasterActive : DnD_Boolean { }\nActor WarmasterRage : DnD_Boolean { }\n\nActor RoarCooldown : PowerProtection {\n\tpowerup.duration -10\n\tdamagefactor \"normal\", 1.0\n}\n\nActor WarmasterProtect : PowerProtection {\n\tpowerup.duration -5\n\tdamagefactor \"normal\", 0.75\n}\n\nActor WarmasterDeflectFX {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.83,0.83,0.83]\"\n\tScale 0.85\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle add\n\tAlpha 0.8\n\tStates  {\n\t\tSpawn:\n\t\t\tR075 ABCDEFFGHIJKLMNOP 1 BRIGHT A_FadeOut(0.03)\n\t\tStop\n\t}\n}\n\nActor WarmasterProtectFX {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.83,0.83,0.83]\"\n\tScale 0.3\n    RenderStyle Add\n    Alpha 0.85\n    +FORCEXYBILLBOARD\n\t+NOGRAVITY\n\t+THRUACTORS\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tDES5 K 1 Bright Light(\"WarmasterGrayGlow\") A_FadeTo (0, 0.03, 1)\n\t\tWait\n    }\n}\n\nactor WarmasterProtectFXSpawner {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tTNT1 AA 0 NoDelay A_SpawnItemEx(\"WarmasterProtectFX\", frandom(-42.0, 42.0),frandom(-42.0,42.0),frandom(24.0,60.0), 0,0,2, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 1\n\t\tStop\n    }\n}\n\nActor WarmasterRoarFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.9\n\tStates {\n\t\tSpawn:\n\t\t\tBOSX PQ 5 Bright\n\t\t\tBOSX R 15 Bright\n\t\t\tBOSX ST 5 Bright\n\t\tStop\n\t}\n}\n\nactor Judicator : DnD_BaseHybridMonster {\n\tobituary \"%o was peppered by a Judicator's machine gun.\"\n\tHitObituary \"%o had %p head bashed in by a Judicator.\"\n\tHealth 0x7FFFFFFF\n\tradius 24\n\theight 64\n\tmass 2048\n\tspeed 10\n\tpainchance 64\n\tSeeSound \"Robodude/See\"\n\tPainSound \"Robodude/pain\"\n\tDeathSound \"Robodude/die\"\n\tActiveSound \"Robodude/act\"\n\tmeleerange 160\n\tTag \"Judicator\"\n\tSpecies \"HK\"\n\tconst float thrust_vel = 24.0;\n\tScale 1.15\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\t+NODROPOFF\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_JUDICATOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tJUIC A 5 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tSeeStateLoop:\n\t\t\tJUIC ABCD 4 Fast A_Chase\n\t\t\tTNT1 A 0 A_Jump(32, \"BlockMove\")\n\t\t\tJUIC ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tBlockMove:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\tBlockMoveLoop:\n\t\t\tJUIC O 4 Fast A_Chase(\"\", \"\")\n\t\t\tJUIC P 4 Fast A_Chase\n\t\t\tJUIC Q 4 Fast A_Chase(\"\", \"\")\n\t\t\tJUIC R 4 Fast A_Chase\n\t\t\tTNT1 A 0 A_Jump(192, \"See\")\n\t\t\tJUIC O 4 Fast A_Chase(\"\", \"\")\n\t\t\tJUIC P 4 Fast A_Chase\n\t\t\tJUIC Q 4 Fast A_Chase(\"\", \"\")\n\t\t\tJUIC R 4 Fast A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_Jump(64, \"MissileState\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Fast\n\t\t\tJUIC G 1 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Fast\n\t\t\tJUIC G 1 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Fast\n\t\t\tJUIC G 1 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Fast\n\t\t\tJUIC G 1 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Bright Fast\n\t\t\tJUIC G 1 Bright Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Bright Fast\n\t\t\tJUIC G 1 Bright Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tJUIC G 2\n\t\t\tJUIC G 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2\n\t\t\tJUIC G 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Bright Fast\n\t\t\tJUIC G 1 Bright Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC G 2 Bright Fast\n\t\t\tJUIC G 1 Bright Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(thrust_vel * cos(angle), thrust_vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tJUIC OOO 1 Fast\n\t\t\tTNT1 A 0 A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tJUIC PPP 1 Fast\n\t\t\tJUIC Q 1 Fast A_Quake(2, 17, 0, 512, \"Judicator/Step\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC Q 2 Fast A_FaceTarget(22.5)\n\t\t\tJUIC R 3 Fast\n\t\t\tJUIC R 1 Fast A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_ChangeVelocity(thrust_vel * cos(angle), thrust_vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tJUIC O 3 Fast A_FaceTarget(22.5)\n\t\t\tTNT1 A 0 A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tJUIC P 3 Fast\n\t\t\tJUIC Q 1 Fast A_Quake(2, 17, 0, 512, \"Judicator/Step\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC Q 2 Fast\n\t\t\tJUIC R 2 Fast A_FaceTarget(22.5)\n\t\t\tJUIC R 1 Fast A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_ChangeVelocity(thrust_vel * cos(angle), thrust_vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tJUIC O 3 Fast A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tJUIC P 3 Fast A_Quake(2, 17, 0, 512, \"Judicator/Step\")\n\t\t\tJUIC Q 1 Fast\n\t\t\tTNT1 A 0 A_JumpIfCloser(160, \"ShieldBash\")\n\t\t\tJUIC Q 2 Fast\n\t\t\tJUIC R 3 Fast A_CustomMissile(\"JudicatorBash_Weak\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.15)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tJUIC G 2 Fast A_FaceTarget\n\t\tGoto See\n\t\tShieldBash:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"JudicatorBashCD\", 1, \"FireFast\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"JudicatorBashCD\", 1)\n\t\t\tJUIC A 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(thrust_vel * cos(angle), thrust_vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Judicator/Swing\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_CustomMissile(\"JudicatorBash\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tJUIC G 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(160, \"FireFast\")\n\t\t\tJUIC G 1 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_Jump(96, \"RepeatedAttack\")\n\t\t\tJUIC E 6 Fast\n\t\tFireFast:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tJUIC E 4 Fast\n\t\t\tJUIC E 1 Fast A_Jump(48, \"Firefast\")\n\t\tgoto See\n\t\tRepeatedAttack:\n\t\t\tJUIC EEEE 4 Fast A_FaceTarget\n\t\tRepeatedAttackLoop:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tJUIC E 3 Fast A_PlaySound(\"Judicator/Attack\", CHAN_WEAPON)\n\t\t\tJUIC F 2 Bright Fast A_CustomMissile(\"RangerBullet\", 44, 9, frandom(-14.5, 14.5))\n\t\t\tJUIC E 1 Fast A_MonsterRefire(160, \"See\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tJUIC G 4 Fast A_Pain\n\t\t\tJUIC G 4 Fast\n\t\t\tJUIC G 1 Fast A_Jump(32, \"BlockMove\")\n\t\tgoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tJUIC H 4 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tJUIC I 4 A_Scream\n\t\t\tJUIC J 4\n\t\t\tJUIC K 3\n\t\t\tJUIC L 3 A_NoBlocking\n\t\t\tJUIC M 3\n\t\t\tJUIC N -1 A_KillMaster\n\t\tstop\n\t\tRaiseState:\n\t\t\tJUIC NMLKJ 2\n\t\t\tJUIC IH 3\n\t\tGoto See\n\t}\n}\n\nActor JudicatorBashCD : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 52\n}\n\nactor JudicatorBash {\n\tradius 5\n\theight 5\n\tspeed 36\n\tDamageType \"Melee\"\n\tStamina 1\n\tdamage (20 * random(1, 2))\n\tdeathsound \"weapons/vblhit\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 40, 28)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor JudicatorBash_Weak : JudicatorBash {\n\tdamage (8 * random(1, 2))\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Cacodemon.txt",
        "contents": "ACTOR CacoLich : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tSpeed 12\n\tRadius 31\n\tHeight 56\n\tPainChance 96\n\tMass 500\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n\tObituary \"%o was blasted by the Cacolich.\"\n\tBloodColor \"Green\"\n\tSpecies \"Cacodemon\"\n\tMeleeRange 160\n\tTag \"Cacolich\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    +NOGRAVITY\n\t+FLOAT\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CACOLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCALI A 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCALI A 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCALI B 6 Fast A_FaceTarget\n\t\t\tCALI C 6 Fast A_CustomMissile(\"CacoLichBall\", 35, 0, 0)\n\t\t\tCALI D 6 Fast A_FaceTarget\n\t\t\tCALI EF 5 Fast A_FaceTarget\n\t\t\tCALI GFGFGFGFGFGFGFGFGF 1 A_CustomMissile(\"CacoLichFlameFar\", 24, 0, 0)\n\t\t\tCALI FE 5 Fast A_FaceTarget\n\t\t\tCALI E 0\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tCALI E 8 Fast A_FaceTarget\n\t\t\tCALI F 6 Fast A_FaceTarget\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 20)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 11)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n\t\t\tCALI G 0 A_SpidRefire\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -20)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -11)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n\t\t\tCALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n\t\t\tCALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tCALI H 4 Fast\n\t\t\tCALI I 6 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCALI J 0\n\t\t\tCALI J 0 A_SetFloorClip\n\t\t\tCALI J 6 A_Scream\n\t\t\tCALI KL 6\n\t\t\tCALI M 6 ACS_NamedExecuteAlways(\"DnD Check Corpse Landing\")\n\t\t\tCALI N 6\n\t\tWait\n\t\tCorpseLand:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCALI O 6\n\t\t\tCALI P 6\n\t\t\tCALI Q 6 A_NoBlocking\n\t\t\tCALI R 6\n\t\t\tCALI S -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_UnsetFloorClip\n\t\t\tCALI RQPONMLKJ 3\n\t\tGoto See\n\t}\n}\n\nACTOR CacoLichBall {\n    Radius 8\n    Height 6\n    Speed 12\n    Damage (7 * random(1, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Imp/attack\"\n\tDeathSound \"Imp/shotx\"\n\tDecal CacoScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLBAL AB 4 BRIGHT A_SeekerMissile(5,15)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tLBAL CDEFG 6 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR CacoLichFlameFar {\n\tRadius 4\n\tHeight 6\n\tSpeed 30\n\tDamage (4 * random(1, 4))\n\tDamageType \"Poison\"\n\tStamina 128\n\tPROJECTILE\n\t+DONTBLAST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tCFIR ABCDEFGHIJKLMOP 1\n\t\tStop\n\t\tDeath:\n\t\t\tCFIR HIJKLMOP 1\n\t\tStop\n\t}\n}\n\nACTOR CacoLichFlame {\n\tRadius 4\n\tHeight 6\n\tSpeed 28\n\tDamage (random(1, 4))\n\tDamageType \"Poison\"\n\tStamina 128\n\tPROJECTILE\n\t+DONTBLAST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tCFIR ABCDEFGHIJKLMOP 1\n\t\tStop\n\t\tDeath:\n\t\t\tCFIR HIJKLMOP 1\n\t\tStop\n\t}\n}\n\nACTOR DeathWhisperer : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tMass 500\n    Radius 31\n    Height 56\n    Speed 13\n    PainChance 145\n\t+ISMONSTER\n    +NOGRAVITY\n    +FLOAT\n\t-FLOORCLIP\n    Obituary \"%o's spirit was eradicated by a Death Whisperer.\"\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n\tSpecies \"Cacodemon\"\n\tTag \"Death Whisperer\"\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+NOBLOOD\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEATHWHISPERER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDCAC A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDCAC A 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDCAC B 5 Fast A_FaceTarget\n\t\t\tDCAC C 5 Fast A_Custommissile (\"CacoLichBall\",35,0,0)\n\t\t\tDCAC D 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tDCAC E 5 Fast\n\t\t\tDCAC E 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tDCAC J 0\n\t\t\tDCAC J 0 A_SetFloorClip\n\t\t\tDCAC F 6 A_Scream\n\t\t\tDCAC G 6 ACS_NamedExecuteAlways(\"DnD Check Corpse Landing\")\n\t\t\tDCAC H 6\n\t\tWait\n\t\tCorpseLand:\n\t\t\tDCAC I 6\n\t\t\tDCAC J 6\n\t\t\tDCAC K 6 A_NoBlocking\n\t\t\tDCAC L -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_UnsetFloorClip\n\t\t\tDCAC KJIHGF 2\n\t\tGoto See\n    }\n}\n\nACTOR EarthLich : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tMass 2000\n    Radius 31\n    Height 56\n    Speed 8\n\t+ISMONSTER\n    +NOGRAVITY\n    +FLOAT\n\t-FLOORCLIP\n    Obituary \"%o was eliminated by an Earth Lich.\"\n\tSeeSound \"monster/cubsit\"\n\tActiveSound \"monster/senact\"\n\tDeathSound \"EarthLich/Death\"\n\tSpecies \"Cacodemon\"\n\tTag \"Earth Lich\"\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+NOBLOOD\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_EARTHLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tELIC A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tELIC A 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(160, \"Spikes\")\n\t\t\tTNT1 A 0 A_PlaySound(\"EarthLich/Rock\")\n\t\t\tELIC BBBBBBBBB 1 A_FaceTarget\n\t\t\tELIC B 5 Fast A_Custommissile (\"EarthLichRock\",18,0,0)\n\t\tGoto See\n\t\tSpikes:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SpikeCounter\", 30, \"See\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tELIC B 2 Fast A_CustomMissile (\"EarthLichSpike\", 18, random(-4,4), random(-6,6))\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpikeCounter\", 1)\n\t\t\tELIC B 0 A_CPosRefire\n\t\tLoop\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tELIC C 6 A_Scream\n\t\t\tELIC D 6 ACS_NamedExecuteAlways(\"DnD Check Corpse Landing\")\n\t\t\tELIC E 6\n\t\tWait\n\t\tCorpseLand:\n\t\t\tELIC F 6\n\t\t\tELIC G 6\n\t\t\tELIC H 6 A_NoBlocking\n\t\t\tELIC I -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_UnsetFloorClip\n\t\t\tELIC IHGFEDC 6\n\t\tGoto See\n    }\n}\n\nActor Spikecounter : Inventory {\n\tinventory.maxamount 45\n}\n\nActor EarthLichSpike {\n\tPROJECTILE\n\t+THRUGHOST\n\t+DONTBLAST\n\tSpeed 28\n\tDamage (random(8,12))\n\tDamageType \"Physical\"\n\tStamina 1\n\tRadius 6\n\tHeight 10\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tSeeSound \"Armors/NecroShard\"\n\tDeathSound \"Armors/NecroShardHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCRYS AAAAA 1\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCRYE ABCDEF 3\n\t\tStop\n\t}\n}\n\nActor EarthLichExp : BaseExplosionDamage {\n\tDamageType \"Physical\"\n\tStamina 1\n    Obituary \"%o was eliminated by an Earth Lich.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 72, 0)\n\t\tStop\n\t}\n}\n\nActor EarthLichRock {\n\tPROJECTILE\n\t+THRUGHOST\n\t+DONTBLAST\n\tSpeed 22\n\tDamage (5*random(4,6))\n\tDamageType \"Physical\"\n\tStamina 1\n\tRadius 10\n\tHeight 14\n\tAlpha 0.8\n\tScale 0.8\n\tDeathSound \"EarthLich/Rockhit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHHRB A 5\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"EarthLichExp\")\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"EarthLichRockPiece\", random(-3,3), random(-3,3), random(3,8), random(-3,3), random(-3,3), random(-1,9), random(0,360))\n\t\t\tHHPF A 2\n\t\t\tHHPF BCDEF 2\n\t\tStop\n\t}\n}\n\nActor EarthLichRockPiece {\n\t+CLIENTSIDEONLY\n\tPROJECTILE\n\t-NOGRAVITY\n\tHeight 4\n\tRadius 8\n\tStates {\n\t\tSpawn:\n\t\t\tHRCK FGH 3\n\t\tLoop\n\t\tDeath:\n\t\t\tHRKE ABCDE 2\n\t\tStop\n\t}\n}\n\nACTOR EnhancedCacodemon : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tSpeed 8\n\tRadius 31\n\tHeight 56\n\tPainChance 128\n\tMass 400\n\tMeleedamage 6\n\tREACTIONTIME 8\n\t+ISMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t-FLOORCLIP\n\tSeeSound \"caco/sight\"\n\tPainsound \"Cacodemon/Pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tHitObituary \"%o was mowed down by an enhanced cacodemon.\"\n\tObituary \"%o was made into a snack by the enhanced cacodemon.\"\n\tSpecies \"Cacodemon\"\n\tTranslation \"9:12=190:190\", \"16:31=88:103\", \"32:39=104:109\", \"40:47=110:111\", \"112:116=173:175\", \"117:127=176:191\", \"166:166=14:14\", \"167:167=79:79\", \"168:175=80:103\", \"176:187=106:111\", \"188:189=5:5\", \"190:191=6:6\", \"192:207=168:191\", \"223:223=14:14\", \"235:235=107:107\", \"240:246=191:191\"\n\tTag \"Enhanced Cacodemon\"\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ENHANCEDCACO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHEAD A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHEAD A 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\tMeleeState:\n\t\t\tHEAD BC 5 Fast A_FaceTarget\n\t\t\tHEAD B 0 bright A_CustomMissile(\"CacoDemonBall\", 24, 0, 0, 1)\n\t\t\tHEAD B 0 bright A_CustomMissile(\"EnhancedCacoBall_1\", 24, 0, -8, 1)\n\t\t\tHEAD D 5 Fast bright A_CustomMissile(\"EnhancedCacoBall_2\", 24, 0, 8, 1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tHEAD E 4 Fast\n\t\t\tHEAD E 4 Fast A_Pain\n\t\t\tHEAD F 5 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tHEAD E 8\n\t\t\tHEAD F 8 A_Scream\n\t\t\tHEAD GH 8\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tHEAD IJK 8 A_NoBlocking\n\t\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tHEAD K 8 A_UnsetFloorClip\n\t\t\tHEAD JIHGFE 8\n\t\tGoto See\n\t}\n}\n\nActor EnhancedCacoBall_1 : CacoDemonBall {\n\tStates {\n\t\tSpawn:\n\t\t\tBAL2 AABB 2 Bright A_Weave(6, 0, 4, 0)\n\t\tLoop\n\t}\n}\n\nActor EnhancedCacoBall_2 : EnhancedCacoBall_1 {\n\tweaveindexXY 32\n}\n\nACTOR Inferno : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 10\n\tPainChance 128\n\tHITOBITUARY \"%o got eaten by an inferno.\"\n\tOBITUARY \"%o got incinerated by an inferno.\"\n\t+ISMONSTER\n\t+NoGravity\n\t+Float\n\t+DontFall\n\t+DontHurtSpecies\n\t-FLOORCLIP\n\tSEESOUND \"monster/infsit\"\n\tPAINSOUND \"monster/infpai\"\n\tDEATHSOUND \"monster/infdth\"\n\tACTIVESOUND \"caco/active\"\n\tMELEESOUND \"caco/melee\"\n\tSpecies \"Cacodemon\"\n\tTag \"Inferno\"\n\tstates {\n\t\tSetInfo:\n\t\t\tINFR A 0 A_SetArg(0, DND_INFERNO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tINFR A 10 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tINFR BCD 3 Fast Bright A_Chase\n\t\tLoop\n\t\tMissileState:\n\t\t\tINFR HI 5 Fast Bright A_FaceTarget\n\t\t\tINFR J 5 Fast Bright A_CustomMissile (\"Lavaball\",24,0,0,0)\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tINFR AFG 5 Fast Bright A_FaceTarget\n\t\t\tINFR E 5 Fast Bright A_CustomMeleeAttack(8 * random(1, 8), \"\", \"\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tINFR K 6 Fast Bright A_Pain\n\t\t\tINFR K 6 Fast Bright\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tINFR L 6 Bright\n\t\t\tINFR M 6 Bright A_Scream\n\t\t\tINFR N 6 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tINFR N 0 A_CustomMissile(\"Lavaball\",32,0,45,2)\n\t\t\tINFR N 0 A_CustomMissile(\"Lavaball\",32,0,135,2)\n\t\t\tINFR N 0 A_CustomMissile(\"Lavaball\",32,0,225,2)\n\t\t\tINFR N 0 A_CustomMissile(\"Lavaball\",32,0,315,2)\n\t\t\tINFR O 6 Bright\n\t\t\tINFR P 6 Bright A_NoBlocking\n\t\t\tINFR Q 6 Bright\n\t\tStop\n\t}\n}\n\nActor InfernoExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o got incinerated by an inferno.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 96, 0)\n\t\tStop\n\t}\n}\n\nACTOR Lavaball {\n\tRadius 8\n\tHeight 8\n\tSpeed 15\n\tDamage (6 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tSpawnID 250\n\tScale 1.0\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.95\n\t+DONTBLAST\n\tSeeSound \"weapons/firmfi\"\n\tDeathSound \"weapons/firex3\"\n\tDONTHURTSHOOTER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL3 AB 4 Bright A_SpawnItem(\"RedPuff\",0,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL3 C 5 Bright A_SpawnItem(\"InfernoExp\")\n\t\t\tBAL3 DE 5 Bright\n\t\tstop\n\t}\n}\n\nACTOR Weakener : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tRadius 24\n\tHeight 44\n\tMass 400\n\tSpeed 10\n\tPainChance 160\n\t+ISMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEEVENMORE\n\t-FLOORCLIP\n\tSeeSound \"caco/sight\"\n\tPainsound \"Cacodemon/Pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"%o was drained by a Weakener.\"\n\tbloodcolor \"Green\"\n\tSpecies \"Cacodemon\"\n\tTag \"Weakener\"\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WEAKENER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCCMN A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCCMN A 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCCMN B 5 Fast A_FaceTarget\n\t\t\tCCMN C 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"WeakenerBall\", 15, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"WeakenerBall\", 15, 0, 8)\n\t\t\tCCMN D 5 Fast A_CustomMissile(\"WeakenerBall\", 15)\n\t\tGoto See\n\t\tPainState:\n\t\t\tCCMN E 3 Fast\n\t\t\tCCMN E 3 Fast A_Pain\n\t\t\tCCMN F 6 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCCMN G 8\n\t\t\tCCMN H 8 A_Scream\n\t\t\tCCMN I 8\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCCMN J 8\n\t\t\tCCMN K 8 A_NoBlocking\n\t\t\tCCMN L -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tCCMN L 8 A_UnSetFloorClip\n\t\t\tCCMN KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR WeakenerBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 28\n\tDamage (4 * random(1, 8))\n\t+DONTBLAST\n\tDamageType \"Magical\"\n\tStamina 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.8\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCMFB AB 3 BRIGHT\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCMFB CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\nActor WeakenerBallHoming : WeakenerBall {\n\t+SEEKERMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCMFB BA 3 Bright A_SeekerMissile(10, 90)\n\t\tLoop\n\t}\n}\n\nactor Grell : DnD_BaseRangedMonster {\n\t//$Category Monsters\n\tTag \"Grell\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tradius 24\n\theight 56\n\tmass 400\n\tspeed 10\n\tObituary \"%o was plagued by a grell.\"\n\tpainchance 128\n\tseesound \"grell/sight\"\n\tpainsound \"grell/pain\"\n\tdeathsound \"grell/death\"\n\tactivesound \"grell/active\"\n\tSpecies \"Cacodemon\"\n\tTag \"Grell\"\n\t+ISMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTHURTSPECIES\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GRELL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGREL A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGREL AAB 3 Fast A_Chase\n\t\t\tGREL BCC 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tGREL D 0 A_PlaySound(\"grell/attack\")\n\t\t\tGREL D 4 Fast A_FaceTarget\n\t\t\tGREL E 4 Fast Bright A_FaceTarget\n\t\t\tGREL F 4 Fast Bright A_CustomMissile(\"GrellBall\", 32, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tGREL G 3 Fast\n\t\t\tGREL G 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tGREL H 5\n\t\t\tGREL I 0 A_NoBlocking\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Check Corpse Landing\")\n\t\t\tGREL I 4 A_Scream\n\t\tWait\n\t\tCorpseLand:\n\t\t\tGREL J 4 A_PlaySound(\"grell/thud\", CHAN_AUTO)\n\t\t\tGREL K 4 A_NoBlocking\n\t\t\tGREL LM 4 A_SetFloorClip\n\t\t\tGREL N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tGREL M 5 A_UnSetFloorClip\n\t\t\tGREL LKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR GrellBall {\n\tRadius 8\n\tHeight 16\n\tSpeed 20\n\tDamage (4 * random(1, 8))\n\t+DONTBLAST\n\t+THRUGHOST\n\tDamageType \"Poison\"\n\tStamina 128\n\tRenderstyle Add\n\tAlpha 0.67\n\tProjectile\n\tDeathSound \"grell/projhit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFVUL AAABBB 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tFVUL CDEF 4 Bright\n\t\tstop\n\t}\n}\n\nACTOR ShadowPriest : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 170\n\tSpeed 8\n\tScale 0.90\n\tRadius 20\n\tHeight 56\n\tMass 150\n\t+ISMONSTER\n\t+NOBLOOD\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTHURTSPECIES\n\t-TELESTOMP\n\t-DONTOVERLAP\n\t-NOTARGETSWITCH\n\tObituary \"A Shadow Priest dragged %o into darkness.\"\n\tSeeSound \"monster/acosit\"\n\tAttackSound \"\"\n\tPainSound \"monster/acopai\"\n\tDeathSound \"monster/acodth\"\n\tActiveSound \"monster/acoact\"\n\tTag \"Shadow Priest\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOWPRIEST)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tACOL AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tACOL AAABBB 4 Fast A_Chase\n\t\t\tACOL B 0 A_Jump(96, \"Dash\")\n\t\tGoto See\n\t\tDash:\n\t\t\tACOL A 0 A_Chase\n\t\t\tACOL A 1 A_Playsound(\"monster/blur\")\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL A 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL A 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 1 A_Chase\n\t\t\tACOL B 0 Bright A_SpawnItem(\"AcolFX2\",0,0)\n\t\t\tACOL B 0 A_Jump(96, \"See\")\n\t\tGoto Dash\n\t\tMissileState:\n\t\t\tACOL D 8 Fast Bright A_FaceTarget\n\t\t\tACOL E 5 Fast Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot\",34,0,0,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tACOL C 2 Fast\n\t\t\tACOL C 2 Fast A_Pain\n\t\t\tACOL C 0 A_Jump(96, \"Dash\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tACOL G 8 Bright A_Scream\n\t\t\tACOL H 5 Bright\n\t\t\tACOL I 5 Bright\n\t\t\tACOL J 5 Bright A_NoBlocking\n\t\t\tACOL KLM 5 Bright\n\t\t\tACOL N 5 A_CustomMissile(\"AcolFX1\",54,0,0,0)\n\t\t\tACOL O 5 A_SpawnItem(\"DissipationEffect_Orange\")\n\t\t\tACOL P -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tACOL PONMLKJIHG 3\n\t\tGoto See\n\t}\n}\n\nACTOR AcolyteShot {\n\tRadius 8\n\tHeight 16\n\tSpeed 10\n\tDamage (2 * random(1, 8))\n\tRENDERSTYLE ADD\n\tALPHA 0.72\n\tScale 0.85\n\tPROJECTILE\n\t+DONTBLAST\n\t+SEEKERMISSILE\n\tDamageType \"Magical\"\n\tStamina 8\n\tSeeSound \"monster/acosht\"\n\tDeathSound \"monster/acohit\"\n\tDecal \"BishopScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCFX1 AABB 1 Bright A_BishopMissileWeave\n\t\t\tCFX1 B 0 Bright A_SeekerMissile(2, 3)\n\t\tloop\n\t\tDeath:\n\t\t\tCFX1 CDEFGH 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR AcolFX2 {\n\tScale 0.90\n\tRENDERSTYLE Translucent\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tALPHA 0.90\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tACOL A 5 A_FadeOut(0.10)\n\t\tgoto Spawn+1\n\t}\n}\n\nACTOR AcolFX1 {\n\tRadius 0\n\tHeight 2\n\tSpeed 0\n\tPROJECTILE\n\t+DONTBLAST\n\t+CLIENTSIDEONLY\n\tRENDERSTYLE Translucent\n\tALPHA 0.67\n\tStates {\n\t\tSpawn:\n\t\t\tACOL QRSTUVW 4\n\t\tStop\n\t}\n}\n\nActor ShadowPriest2 : ShadowPriest {\n\tSpecies \"Cyber\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOWPRIEST)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_SUMMONED)\n\t\tGoto SpawnSetup\n\n\t\tMissileState:\n\t\t\tACOL D 8 Fast Bright A_FaceTarget\n\t\t\tACOL E 5 Fast Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\t\tACOL F 0 Bright A_FaceTarget\n\t\t\tACOL F 3 Fast Bright A_CustomMissile(\"AcolyteShot2\",34,0,0,0)\n\t\tGoto See\n\t}\n}\n\nActor AcolyteShot2 : AcolyteShot {\n\tDamageType \"Magical\"\n\tStamina 8\n}\n\nACTOR Guardian : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 56\n\tMass 640\n\tSpeed 9\n\tPainChance 48\n\tScale 1.1\n\tHitObituary \"%o got fried by a Guardian.\"\n\tObituary \"%o got fried by a Guardian.\"\n\tSpecies \"CacoDemon\"\n\t+ISMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTFALL\n\t+NOBLOOD\n\t+DONTHURTSPECIES\n\t+NOICEDEATH\n\t+DONTRIP\n\t+LOOKALLAROUND\n\t-FLOORCLIP\n    SeeSound \"monster/sensit\"\n    PainSound \"monster/senpai\"\n    ActiveSound \"monster/cubfly\"\n    deathsound \"monster/sendth\"\n\tTag \"Guardian\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GUARDIAN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGAR9 ABCDEF 3 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGAR9 ABCDEF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tGAR9 G 8 Fast Bright A_FaceTarget\n\t\t\tGAR9 H 4 Fast Bright A_FaceTarget\n\t\tKeepFiring:\n\t\t\tGAR9 I 0 Bright A_PlaySound(\"weapons/magic1\",0,2.0)\n\t\t\tGAR9 I 0 BRIGHT A_CustomMissile(\"GuardShot\",32,4,0,1)\n\t\t\tGAR9 I 4 Fast BRIGHT A_CustomMissile(\"GuardShot\",32,-4,0,1)\n\t\t\tGAR9 H 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tGAR9 I 0 Bright A_PlaySound(\"weapons/magic1\",0,2.0)\n\t\t\tGAR9 I 0 BRIGHT A_CustomMissile(\"GuardShot\",32,4,0,1)\n\t\t\tGAR9 I 4 Fast BRIGHT A_CustomMissile(\"GuardShot\",32,-4,0,1)\n\t\t\tGAR9 H 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tGAR9 I 0 Bright A_PlaySound(\"weapons/magic1\",0,2.0)\n\t\t\tGAR9 I 0 BRIGHT A_CustomMissile(\"GuardShot\",32,4,0,1)\n\t\t\tGAR9 I 4 Fast BRIGHT A_CustomMissile(\"GuardShot\",32,-4,0,1)\n\t\t\tGAR9 H 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"KeepFiring\", 0, JLOSF_DEADNOJUMP, 320)\n\t\t\tGAR9 G 8 Bright A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tGAR9 J 3 Fast\n\t\t\tGAR9 J 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tGAR9 K 4 Bright A_Scream\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tGAR9 LMNOPQ 4 Bright\n\t\tStop\n   }\n}\n\nACTOR GuardShot : CacodemonBall {\n\tRadius 6\n\tHeight 6\n\tSpeed 18\n\tDamage (4 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tALPHA 0.85\n\t+FORCEXYBILLBOARD\n\tSeesound \"none\"\n\tdeathsound \"weapons/maceex\"\n\tObituary \"%o was fried by a Guardian.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGBAL AAABBB 1 Bright A_SpawnItem(\"GuardianShotTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tGBAL CDEFGHI 3 Bright\n\t\tstop\n\t}\n}\n\nActor GuardianShotTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tRenderstyle Add\n\tAlpha 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tGBAL AAABBB 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor Wicked : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -65\n\tRadius 28\n\tHeight 56\n\tMass 200\n\tSpeed 10\n\tPainChance 112\n\t+ISMONSTER\n\t+NoGravity\n\t+Float\n\t-FLOORCLIP\n\tObituary \"%o got blasted by a Wicked.\"\n\tSeeSound \"Wicked/See\"\n\tPainSound \"Wicked/Pain\"\n\tDeathSound \"Wicked/Die\"\n\tActiveSound \"Wicked/Act\"\n\tTag \"Wicked\"\n\tSpecies \"Cacodemon\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WICKED)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tWICK ABCD 8 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tWICK AABBCCDD 4 Fast A_Chase\n\t\t\tWICK A 0 A_Jump(64, \"See2\")\n\t\tGoto See\n\t\tSee2:\n\t\t\tWICK EE 2 Fast A_Chase(\"\", \"\")\n\t\t\tWICK FF 2 Fast A_Chase\n\t\t\tWICK GG 2 Fast A_Chase(\"\", \"\")\n\t\t\tWICK HH 2 Fast A_Chase\n\t\t\tWICK E 0 A_Jump(32, \"See\")\n\t\tGoto See2\n\t\tMissileState:\n\t\t\tWICK I 1 A_PlaySound(\"Wicked/Attack\")\n\t\t\tWICK I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tWICK JJJJJ 1 BRIGHT A_SpawnItemEx(\"WickedFireFX_1\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tTNT1 A 0 A_CustomMissile(\"WickedShot\",60,0,0)\n\t\t\tWICK KKKKKKKK 1 BRIGHT A_SpawnItemEx(\"WickedFireFX_2\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tWICK L 5\n\t\tGoto See\n\t\tPainState:\n\t\t\tWICK M 3 Fast\n\t\t\tWICK M 3 Fast A_Pain\n\t\t\tWICK M 3 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tWICK N 5 A_Scream\n\t\t\tWICK OP 5\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tWICK P 0 A_SpawnItemEX(\"WickedTorso\",0,0,48,0,0,0,0,16)\n\t\t\tWICT A 5 A_NoBlocking\n\t\t\tWICT BCDEF 5\n\t\t\tWICT G -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tWICT G 0 A_RemoveChildren(TRUE)\n\t\t\tWICK G 0 A_SpawnItemEx(\"WickedTorsoRes\",0,0,0,0,0,1,0,0)\n\t\t\tWICT G 5 A_UnSetFloorClip\n\t\t\tWICT FEDBC 5\n\t\t\tWICK PON 5\n\t\tGoto See\n\t}\n}\n\nActor WickedFireFX_1 {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Translucent\n\tAlpha 0.0\n\tStates {\n\t\tSpawn:\n\t\t\tWICK JJJJJJJJJJ 1 A_FadeIn(0.05)\n\t\t\tWICK JJJJJJJJJJ 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor WickedFireFX_2 : WickedFireFX_1 {\n\tStates {\n\t\tSpawn:\n\t\t\tWICK KKKKKKKKKK 1 A_FadeIn(0.05)\n\t\t\tWICK KKKKKKKKKK 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor WickedShot {\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage (8 * random(3, 5))\n\tRenderStyle Add\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tAlpha 0.67\n\tProjectile\n\t+ThruGhost\n\t+SeekerMissile\n\t+ForceXYBillboard\n\t+PIERCEARMOR\n\t+NODAMAGETHRUST\n\tSeeSound \"weapons/firmfi\"\n\tDeathSound \"FireDemonMissileHit\"\n\tDecal \"DoomImpScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tWIBL ABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"WickedFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t\t\tWIBL ABCD 0 Bright A_SeekerMissile(90, 90)\n\t\tLoop\n\t\tDeath:\n\t\t\tWIBL JKLMN 3 Bright\n\t\tStop\n\t}\n}\n\nActor WickedFX {\n\tRadius 2\n\tHeight 2\n\t+NoBlockMap\n\t+NoGravity\n\t+DontSplash\n\t+ForceXYBillboard\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.67\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3 Bright\n\t\t\tWIBL EFGHI 3 BRIGHT\n\t\tStop\n\t}\n}\n\nActor WickedTorso {\n\tMass 1000000\n\tRadius 1\n\tHeight 1\n\t+IsMonster\n\t+Corpse\n\tStates {\n\t\tSpawn:\n\t\t\tWICK Q 5 NoDelay A_PlaySound(\"monster/tenpn1\")\n\t\t\tWICK R 5\n\t\tWait\n\t\tCrash:\n\t\t\tWICK S 1 A_SetFloorClip\n\t\t\tWICK S 4 A_PlaySound(\"monster/tenpn2\")\n\t\t\tWICK TUV 5\n\t\t\tWICK W -1\n\t\tStop\n\t}\n}\n\nActor WickedTorsoRes {\n\tRadius 24\n\tHeight 24\n\t+NoGravity\n\t+NoBlockMap\n\t+NoClip\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tWICK WVUTSRQ 5\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Chaingunguy.txt",
        "contents": "Actor DoubleChaingunner : DnD_BaseRangedMonster {\n\tObituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tMass 512\n\tSpeed 8\n\tPainChance 150\n\tSeeSound \"chainguy/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tPainSound \"chainguy/pain\"\n\tDeathSound \"chainguy/death\"\n\tActiveSound \"chainguy/active\"\n\tDropItem \"MachinegunPickup_Drop\"\n\tDropItem \"MachinegunPickup_Drop\"\n\tTag \"Double Chaingunner\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DOUBLEGUNNER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDPOS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDPOS AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDPOS E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 32, 26, -4, 0, frandom(3.0, 5.0), random(-130, -110))\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-22.5, 22.5))\n\t\t\tDPOS F 4 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 32, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 32, 26, -4, 0, frandom(3.0, 5.0), random(-130, -110))\n\t\t\tTNT1 A 0 A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tDPOS E 4 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 32, frandom(-22.5, 22.5))\n\t\t\tDPOS F 1 A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tDPOS G 3 Fast\n\t\t\tDPOS G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tDPOS H 5\n\t\t\tDPOS I 5 A_Scream\n\t\t\tDPOS J 5 A_NoBlocking\n\t\t\tDPOS KLM 5\n\t\t\tDPOS N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDPOS O 5\n\t\t\tDPOS P 5 A_XScream\n\t\t\tDPOS Q 5 A_NoBlocking\n\t\t\tDPOS RS 5\n\t\t\tDPOS T -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor MajorBullet : ZombieBullet {\n\tDamage (random(1, 5) * 4)\n}\n\nActor ChaingunMajor : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tPainchance 96\n\tMass 512\n\tObituary \"%o was perforated by the chaingun major.\"\n\tAttackSound \"weapons/minigunfire\"\n\tSeeSound \"ChaingunMajor/See\"\n\tPainSound \"ChaingunMajor/Pain\"\n\tDeathSound \"ChaingunMajor/Die\"\n\tDecal Bulletchip\n\tDropItem \"MachinegunPickup_Drop\"\n\tTag \"Chaingun Major\"\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tActiveSound \"chainguy/active\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CGMAJOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCPS2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCPS2 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCPS2 E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tCPS2 F 3 Fast A_CustomMissile(\"MajorBullet\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tCPS2 E 3 Fast A_CustomMissile(\"MajorBullet\", 32, 8, frandom(-22.5, 22.5))\n\t\t\tCPS2 F 1 A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tCPS2 G 3 Fast\n\t\t\tCPS2 G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tCPS2 H 5\n\t\t\tCPS2 I 5 A_Scream\n\t\t\tCPS2 J 5 A_Fall\n\t\t\tCPS2 KLMNO 5\n\t\t\tCPS2 P -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCPS2 Q 5\n\t\t\tCPS2 R 5 A_XScream\n\t\t\tCPS2 S 5 A_Fall\n\t\t\tCPS2 TUVW 5\n\t\t\tCPS2 X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tCPS2 ONMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nactor ZSec : DnD_BaseRangedMonster {\n\tobituary \"%o was gunned down by a possessed zsec guard!\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tradius 20\n\theight 56\n\tmass 224\n\tspeed 8\n\tpainchance 128\n\tdecal bulletchip\n\tseesound \"zsec/sight\"\n\tattacksound \"zsec/attack\"\n\tpainsound \"zsec/pain\"\n\tdeathsound \"zsec/death\"\n\tactivesound \"zsec/active\"\n\tDropItem \"MachinegunPickup_Drop\"\n\tTag \"ZSec\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZSEC)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSEC E 1 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tZSEC A 0 A_TakeInventory(\"ZSecCharge\", 1)\n\t\t\tZSEC A 0 A_GiveInventory(\"ZSecCharge\", 1)\n\t\t\tZSEC A 0 A_CheckSight(14)\n\t\t\tZSEC A 0 A_JumpIfHealthLower(50, 10)\n\t\t\tZSEC A 0 A_JumpIfInventory(\"ZSecCharge\", 1, 13)\n\t\tSeeStateMove:\n\t\t\tZSEC AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\t\tZSEC A 0 A_Jump(32, 1)\n\t\t\tZSEC A 0 A_ChangeFlag(\"Frightened\", 1)\n\t\t\tZSEC A 0\n\t\tGoto SeeState + 4\n\t\t\tZSEC A 0 A_TakeInventory(\"ZSecCharge\", 1)\n\t\tGoto SeeState + 3\n\t\t\tZSEC A 0 A_Jump(128, 1)\n\t\tGoto SeeState + 5\n\t\t\tZSEC AAABBBCCCDDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSEC E 0 A_ChangeFlag(\"NoPain\", 1)\n\t\t\tZSEC E 0 A_Jump(64, 19)\n\t\t\tZSEC E 10 Fast A_FaceTarget\n\t\t\tZSEC E 0 A_JumpIfInventory(\"ZSecAmmo\", 10, 13)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"zsec/attack\", CHAN_WEAPON)\n\t\t\tZSEC F 2 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-5.0, 5.0), 0, frandom(-5.0, 5.0))\n\t\t\tZSEC E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"zsec/attack\", CHAN_WEAPON)\n\t\t\tZSEC F 2 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-5.0, 5.0), 0, frandom(-5.0, 5.0))\n\t\t\tZSEC E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"zsec/attack\", CHAN_WEAPON)\n\t\t\tZSEC F 2 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-5.0, 5.0), 0, frandom(-5.0, 5.0))\n\t\t\tZSEC E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"zsec/attack\", CHAN_WEAPON)\n\t\t\tZSEC F 2 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-5.0, 5.0), 0, frandom(-5.0, 5.0))\n\t\t\tZSEC E 2 Fast A_FaceTarget\n\t\t\tZSEC E 0 A_GiveInventory(\"ZSecAmmo\", 1)\n\t\t\tZSEC E 0 A_Jump(32, 2)\n\t\t\tZSEC E 0 A_SpidReFire\n\t\tGoto MissileState + 3\n\t\t\tZSEC E 0\n\t\tgoto See\n\t\t\tZSEC E 0 A_TakeInventory(\"ZSecAmmo\", 10)\n\t\t\tZSEC E 8 Fast A_PlaySound(\"ZSec/DryFire\")\n\t\t\tZSEC E 55 Fast A_PlaySound(\"ZSec/Reload\")\n\t\t\tZSEC E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\t\t\tZSEC E 0 A_JumpIfCloser(384, 1)\n\t\tGoto MissileState + 2\n\t\t\tZSEC E 8 Fast A_FaceTarget\n\t\t\tZSEC F 0 bright A_PlaySound(\"weapons/rocklf\")\n\t\t\tZSEC F 2 Fast bright A_CustomMissile(\"ZSecGrenade\", 28, 5, 0)\n\t\t\tZSEC E 6 Fast A_FaceTarget\n\t\t\tZSEC E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tZSEC G 3 Fast\n\t\t\tZSEC G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tZSDI A 5\n\t\t\tZSDI B 5 A_Scream\n\t\t\tZSDI C 5 A_NoBlocking\n\t\t\tZSDI D 5\n\t\t\tZSDI E -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tSPOS M 5\n\t\t\tSPOS N 5 A_XScream\n\t\t\tSPOS O 5 A_NoBlocking\n\t\t\tSPOS PQRST 5\n\t\t\tSPOS U -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tZSDI DCBA 5\n\t\tgoto See\n\t}\n}\n\nactor ZSecAmmo : inventory {\n\tInventory.MaxAmount 10\n}\n\nactor ZSecCharge : inventory {\n\tInventory.MaxAmount 1\n}\n\nActor ZSecGrenade {\n\tobituary \"%o ate a ZSec's grenade.\"\n\tradius 6\n\theight 8\n\tspeed 20\n\tdamage (10)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tseesound \"ZSec/bounce\"\n\tPROJECTILE\n\t+DONTBLAST\n\t+DOOMBOUNCE\n\t-NOGRAVITY\n\t+GRENADETRAIL\n\t+DONTFALL\n\tbouncefactor 0.5\n\tbouncecount 10\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tGRND AAA 35 bright\n\t\tDeath:\n\t\t\tMISL C 0 bright A_PlaySound(\"weapons/rocklx\")\n\t\t\tMISL C 0 bright A_ChangeFlag(NoGravity, 1)\n\t\t\tMISL C 5 bright A_Explode(25,128,1)\n\t\t\tMISL D 4 bright\n\t\t\tMISL E 3 bright\n\t\tstop\n\t}\n}\n\nActor ZSpecOpsMachinegun : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tHeight 56\n\tRadius 20\n\tSpeed 8\n\tPainChance 192\n\tMass 160\n\t+NoTarget\n\t+NoInfighting\n\tSeeSound \"ZSpecOps/Sight\"\n\tActiveSound \"ZSpecOps/Sight\"\n\tPainSound \"ZSpecOps/Pain\"\n\tDeathSound \"ZSpecOps/Death\"\n\tObituary \"%o was gunned down by a ZSpecOps\"\n\tDecal BulletChip\n\tDropItem \"MachinegunPickup_Drop\"\n\tTag \"ZSpec MG\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZSPECMG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSP2 AAAAAAAAAABBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZSP2 ABCD 3 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSP2 EEE 4 Fast A_FaceTarget\n\t\t\tZSP2 F 0 Bright A_PlayWeaponSound(\"ZSpecOps/MGun\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tZSP2 F 2 Fast Bright A_CustomMissile(\"UndeadInitiateBullet\", 32, 8, frandom(-11.0, 11.0), 0, frandom(-8.0, 8.0))\n\t\t\tZSP2 E 2 Fast A_FaceTarget\n\t\t\tZSP2 F 0 Bright A_PlayWeaponSound(\"ZSpecOps/MGun\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tZSP2 F 2 Fast Bright A_CustomMissile(\"UndeadInitiateBullet\", 32, 8, frandom(-11.0, 11.0), 0, frandom(-8.0, 8.0))\n\t\t\tZSP2 E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tZSP2 F 0 Bright A_PlayWeaponSound(\"ZSpecOps/MGun\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 24, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tZSP2 F 2 Fast Bright A_CustomMissile(\"UndeadInitiateBullet\", 32, 8, frandom(-11.0, 11.0), 0, frandom(-8.0, 8.0))\n\t\t\tZSP2 E 2 Fast A_FaceTarget\n\t\t\tZSP2 F 0 A_MonsterRefire(40, \"See\")\n\t\tGoto MissileState + 3\n\t\tPainState:\n\t\t\tZSP2 G 4 Fast\n\t\t\tZSP2 G 4 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tZSP2 H 5\n\t\t\tZSP2 I 5 A_Scream\n\t\t\tZSP2 J 5\n\t\t\tZSP2 K 5 A_NoBlocking\n\t\t\tZSP2 L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZS21 G 2 A_XScream\n\t\t\tZSP2 G 1 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t\tRaiseState:\n\t\t\tZSP2 KJIH 5\n\t\tGoto See\n\t}\n}\n\nActor QuakeZombieChaingun : DnD_BaseRangedMonster {\n\tTranslation \"236:239=108:111\", \"128:143=92:107\"\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 160\n    Obituary \"%o was killed by an elite enforcer.\"\n\tDropItem \"LaserPickup\"\n\tTag \"Enforcer Sargeant\"\n    SeeSound \"SSGUNER/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"QuakeZombie/pain\"\n    DeathSound \"QuakeZombie/die\"\n    ActiveSound \"SSGUNER/idle\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEQUAKE3)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tQZOM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tQZOM AABBCCDD 4 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tQZOM E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"Double\")\n\t\t\tTNT1 A 0 A_Playsound(\"Enforcer/Fire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tQZOM F 4 Fast Bright A_CustomMissile(\"EnforcerPlasma2\", 32, 6)\n\t\t\tQZOM E 4 Fast\n\t\t\tQZOM E 1 A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tDouble:\n\t\t\tTNT1 A 0 A_Playsound(\"Enforcer/Fire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EnforcerPlasma2\", 32, 6, -1)\n\t\t\tQZOM F 4 Fast Bright A_CustomMissile(\"EnforcerPlasma2\", 32, 6, 1)\n\t\t\tQZOM E 4 Fast\n\t\t\tQZOM E 1 A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tQZOM G 3 Fast\n\t\t\tQZOM G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tQZOM H 5\n\t\t\tQZOM I 5 A_Scream\n\t\t\tQZOM J 5 A_Fall\n\t\t\tQZOM K 5\n\t\t\tQZOM L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tQZOM M 5\n\t\t\tQZOM N 5 A_XScream\n\t\t\tQZOM O 5 A_Fall\n\t\t\tQZOM PQR 5\n\t\t\tQZOM S -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tQZOM KJIH 5\n\t\tGoto See\n    }\n}\n\nActor EnforcerPlasma2 : EnforcerPlasma {\n\tHeight 8\n\tRadius 4\n\tRenderStyle Add\n\tDamage (2 * random(3,6))\n\tAlpha 0.8\n\tScale 0.25\n\tSpeed 40\n\tDeathSound \"Enforcer/Hit\"\n\t+FOILINVUL\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTRAC A -1 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"EnforcerFX\", random(-4,4), random(-4,4), random(-2, 2), 0, 0, 0)\n\t\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\nactor UndeadInitiate : DnD_BaseHybridMonster {\n\tobituary \"%o was bagged by an undead initiate.\"\n\tDropItem \"BerettasPickup\"\n\tTag \"Undead Initiate\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tgibhealth 10\n\tradius 20\n\theight 56\n\tmass 125\n\tspeed 8\n\tpainchance 30\n\tdecal BulletChip\n\tSeeSound \"UndeadInitiate/See\"\n\tActiveSound \"UndeadInitiate/Act\"\n\tpainsound \"UndeadInitiate/Pain\"\n\tdeathsound \"UndeadInitiate/Death\"\n\t+ISMONSTER\n\t+NODROPOFF\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_INITIATE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t1102 A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\t1102 A 0 A_Jump (32, \"Run\")\n\t\t\t1102 AA 3 Fast A_Chase\n\t\t\t1102 BB 3 Fast A_FastChase\n\t\t\t1102 CC 3 Fast A_FastChase\n\t\t\t1102 DD 3 Fast A_Chase\n\t\tGoto See\n\t\tRun:\n\t\t\t1102 A 0 A_Jump (24, \"See\")\n\t\t\t1102 AA 2 Fast A_Chase\n\t\t\t1102 BB 2 Fast A_Chase\n\t\t\t1102 CC 2 Fast A_Chase\n\t\t\t1102 DD 2 Fast A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\t1102 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\t1102 F 5 Fast bright A_CustomMissile(\"UndeadInitiateBullet\", 32, -8, frandom(-3.0, 3.0), 0, frandom(-2.0, 2.0))\n\t\t\tTNT1 A 0 A_PlaySound (\"UndeadInitiate/Shoot\", 6)\n\t\t\t1102 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 34, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\t1102 Y 5 Fast bright A_CustomMissile(\"UndeadInitiateBullet\", 32, 8, frandom(-3.0, 3.0), 0, frandom(-2.0, 2.0))\n\t\t\tTNT1 A 0 A_PlaySound (\"UndeadInitiate/Shoot\", 6)\n\t\t\t1102 E 5 Fast\n\t\t\t1102 E 2 Fast A_CPosRefire\n\t\tLoop\n\t\tPainState:\n\t\t\t1102 G 3 Fast\n\t\t\t1102 G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\t1102 I 7 A_Scream\n\t\t\t1102 JK 7\n\t\t\t1102 L 7 A_NoBlocking\n\t\t\t1102 M 7\n\t\t\t1102 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t1102 O 5 A_Scream\n\t\t\t1102 R 5 A_NoBlocking\n\t\t\t1102 STUVW 5\n\t\t\t1102 X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\t1102 MLKJIH 6\n\t\tgoto See\n\t}\n}\n\nActor MrRobot : DnD_BaseRangedMonster {\n\tObituary \"%o wasn't welcome to the territory of a Robot Guard.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tMass 256\n\tSpeed 9\n\tPainChance 96\n\tSeeSound \"Robodude/See\"\n\tPainSound \"Robodude/pain\"\n\tDeathSound \"Robodude/die\"\n\tActiveSound \"Robodude/act\"\n\tDropItem \"LaserPickup\"\n\tTag \"Robot Guard\"\n\t+ISMONSTER\n\t+NOBLOOD\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MRROBOT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMROB A 4 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Sprint\")\n\t\t\tMROB ABCD 6 Fast A_Chase\n\t\tGoto See\n\t\tSprint:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameA\",0,0,0,0,0,0,0,128)\n\t\t\tMROB A 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameA\",0,0,0,0,0,0,0,128)\n\t\t\tMROB A 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameB\",0,0,0,0,0,0,0,128)\n\t\t\tMROB B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameB\",0,0,0,0,0,0,0,128)\n\t\t\tMROB B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameC\",0,0,0,0,0,0,0,128)\n\t\t\tMROB C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameC\",0,0,0,0,0,0,0,128)\n\t\t\tMROB C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameD\",0,0,0,0,0,0,0,128)\n\t\t\tMROB D 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MrRobot_FrameD\",0,0,0,0,0,0,0,128)\n\t\t\tMROB D 2 Fast A_Chase\n\t\tLoop\n\t\tMissileState:\n\t\t\tMROB E 4 Fast A_FaceTarget\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_Playsound(\"Enforcer/Fire\")\n\t\t\tMROB F 3 Fast Bright A_CustomMissile(\"EnforcerPlasma3\", 50, -12)\n\t\t\tMROB E 2 Fast A_MonsterRefire(32, \"Sprint\")\n\t\tLoop\n\t\tPainState:\n\t\t\tMROB G 3 Fast A_SpawnDebris(\"MetalScrap\")\n\t\t\tMROB G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t    MROB G 5\n\t\t\tMROB I 4 A_Scream\n\t\t\tMROB J 4 A_NoBlocking\n\t\t\tMROB KLMNO 3\n\t\t\tMROB P -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tMROB Q 5 A_Scream\n\t\t\tMROB R 4 A_NoBlocking\n\t\t\tTNT1 A 0 A_PlaySound(\"Robodude/Explode\")\n\t\t\tTNT1 AA 0 A_SpawnDebris(\"MetalScrap_More\")\n\t\t\tMROB STUV 3 Bright\n\t\t\tMROB W 4\n\t\t\tMROB X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tMROB ONMLKJI 3\n\t\tGoto see\n\t}\n}\n\nActor EnforcerPlasma3 : EnforcerPlasma2 {\n\tDamage (random(4, 8))\n\tDamageType \"Energy\"\n\tStamina 16\n\tSpeed 48\n\t+PIERCEARMOR\n}\n\nActor MrRobot_FrameA {\n\tAlpha 0.75\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+NOINTERACTION\n\t+NOCLIP\n\n\tStates {\n\t\tSpawn:\n\t\t\tMROB A 2 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor MrRobot_FrameB : MrRobot_FrameA {\n\tStates {\n\t\tSpawn:\n\t\t\tMROB B 2 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor MrRobot_FrameC : MrRobot_FrameA {\n\tStates {\n\t\tSpawn:\n\t\t\tMROB C 2 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor MrRobot_FrameD : MrRobot_FrameA {\n\tStates {\n\t\tSpawn:\n\t\t\tMROB D 2 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor MachinegunGuy : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tTag \"MG Zombie\"\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tSpeed 8\n\tPainChance 170\n\tSeeSound \"chainguy/sight\"\n\tPainSound \"chainguy/pain\"\n\tDeathSound \"chainguy/death\"\n\tActiveSound \"chainguy/active\"\n\tAttackSound \"Weapons/MGFireSoft\"\n\tObituary \"$OB_CHAINGUY\"\n\tDropItem \"MachinegunPickup_Drop\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEMG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tEASS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tEASS AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tEASS E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/MGFireSoft\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tEASS F 3 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 8, frandom(-22.5, 22.5), 0, frandom(-1.5, 1.5))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/MGFireSoft\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tEASS E 3 Bright A_CustomMissile(\"ZombieBullet\", 32, 8, frandom(-22.5, 22.5), 0, frandom(-1.5, 1.5))\n\t\t\tEASS F 1 A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tEASS G 3 Fast\n\t\t\tEASS G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tEASS H 5\n\t\t\tEASS I 5 A_Scream\n\t\t\tEASS J 5 A_NoBlocking\n\t\t\tEASS K 5\n\t\t\tEASS L -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tEASS KJIH 5\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tEASS M 5\n\t\t\tZHRF N 5 A_XScream\n\t\t\tZHRF O 5 A_NoBlocking\n\t\t\tZHRF PQRST 5\n\t\t\tZHRF U -1\n\t\tStop\n\t}\n}\n\nACTOR PlasmaZombie : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 6\n    PainChance 128\n    SeeSound \"grunt/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got burned by a plasma zombie.\"\n    DropItem \"PlasmaBolterPickup\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PLASMAZOMBIE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZMAY AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZMAY AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZMAY E 10 Fast A_FaceTarget\n\t\t\tZMAY F 3 Fast A_CustomMissile(\"ZombiePlasma\", 32, 4, frandom(-1.5, 1.5))\n\t\t\tZMAY E 5 Fast A_FaceTarget\n\t\t\tZMAY F 3 Fast A_CustomMissile(\"ZombiePlasma\", 32, 4, frandom(-1.5, 1.5))\n\t\t\tZMAY E 5 Fast A_FaceTarget\n\t\t\tZMAY F 3 Fast A_CustomMissile(\"ZombiePlasma\", 32, 4, frandom(-1.5, 1.5))\n\t\t\tZMAY E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tZMAY F 3 Fast A_CustomMissile(\"ZombiePlasma\", 32, 4, frandom(-1.5, 1.5))\n\t\t\tZMAY E 5 Fast A_FaceTarget\n\t\t\tZMAY F 3 Fast A_CustomMissile(\"ZombiePlasma\", 32, 4, frandom(-1.5, 1.5))\n\t\t\tZMAY E 5 A_MonsterRefire(120, \"See\")\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tZMAY G 3 Fast\n\t\t\tZMAY G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tZMAY H 5\n\t\t\tZMAY I 5 A_Scream\n\t\t\tZMAY J 5 A_Fall\n\t\t\tZMAY K 5\n\t\t\tZMAY L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZMAY O 5\n\t\t\tZMAY P 5 A_XScream\n\t\t\tZMAY Q 5 A_NoBlocking\n\t\t\tZMAY RSTU 5\n\t\t\tZMAY V -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tZMAY KJIH 5\n\t\tGoto See\n    }\n}\n\nActor ZombiePlasma : PlasmaBallX {\n\tRadius 8\n\tHeight 16\n\tSpeed 25\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tDecal \"PlasmaScorchX\"\n\tDamage(15)\n\tDamageType \"Energy\"\n\tStamina 16\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.05,1.05,2.00]\", \"4:4=4:4\", \"224:229=224:229\"\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tPLSS AAABBB 2 Bright A_SpawnItemEx(\"BlueParticleNoGravityFastVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PlasmaFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tPLSE ABCDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor Berserkerguy : DnD_BaseRangedMonster {\n\tObituary \"%o was surprised by the tenacity of a Berserk Chaingunner.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tMass 256\n\tSpeed 8\n\tPainChance 144\n\tSeeSound \"FancyZombie/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tPainSound \"FancyZombie/pain\"\n\tDeathSound \"FancyZombie/death\"\n\tActiveSound \"FancyZombie/Idle\"\n\tDropItem \"RipperCannonPickup\"\n\tTag \"Berserk Chaingunner\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BERSERKERGUY)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCGOS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"See2\")\n\t\t\tCGOS AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tSee2:\n\t\t\tCGOS AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"FancyZombie/Attack\")\n\t\t\tCGOS E 12 Fast A_FaceTarget\n\t\tMissileDecide:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 4, \"Missile2\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"Missile3\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tCGOS F 4 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-16.5, 16.5))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0\n\t\t\tCGOS E 4 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(16.5, 16.5))\n\t\t\tCGOS F 1 A_CPosRefire\n\t\tGoto MissileDecide\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-8.0, 8.0))\n\t\t\tCGOS F 2 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-8.0, 8.0))\n\t\t\tCGOS E 2 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-22.5, 22.5))\n\t\t\tCGOS F 1 A_CPosRefire\n\t\tGoto MissileDecide\n\t\tMissile3:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-4.0, 4.0))\n\t\t\tCGOS F 3 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-19.5, 19.5))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-4.0, 4.0))\n\t\t\tCGOS E 3 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 7, frandom(-19.5, 19.5))\n\t\t\tCGOS F 1 A_CPosRefire\n\t\tGoto MissileDecide\n\t\tPainState:\n\t\t\tCGOS G 3 Fast\n\t\t\tCGOS G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tCGOS H 5\n\t\t\tCGOS I 5 A_Scream\n\t\t\tCGOS J 5 A_NoBlocking\n\t\t\tCGOS KLM 5\n\t\t\tCGOS N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCGOS O 5\n\t\t\tCGOS P 5 A_XScream\n\t\t\tCGOS Q 5 A_NoBlocking\n\t\t\tCGOS RS 5\n\t\t\tCGOS T -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tCGOS NMLKJIH 5\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Cyberdemon.txt",
        "contents": "ACTOR Cardinal : DnD_BaseRangedBoss {\n\tHealth 0x7FFFFFFF\n\tSpeed 7\n\tRadius 40\n\tHeight 110\n\tPainChance 50\n\tMass 2048\n\tMeleedamage 10\n\tSeeSound \"cardinal/see\"\n\tPainSound \"cardinal/pain\"\n\tActiveSound \"demon/active\"\n\tDeathSound \"cardinal/death\"\n\tMissiletype \"Cardinal_Rocket\"\n\tMissileHeight 72\n\tbloodcolor green\n\tSpecies \"Cyber\"\n\tTag \"Dark Cardinal\"\n\t+ISMONSTER\n\t+QUICKTORETALIATE\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\t+BOSS\n\t-FLOORCLIP\n\tObituary \"%o was blessed by the dark cardinal.\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CARDINAL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCARD AB 4 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCARD A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tCARD AABBAABBAABB 2 Fast Bright A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCARD A 0 A_jump(128, \"Missile2\", \"Missile3\")\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n\t\tGoto See\n\t\tMissile3:\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\tGoto See\n\t\tMissile4:\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"DeathBall\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\t\tCARD C 4 Fast Bright A_FaceTarget\n\t\t\tCARD D 5 Fast Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n\t\tGoto See\n\t\tRetaliate:\n\t\t\tCARD A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tCARD A 0 A_PlaySound(\"cardinal/see\", CHAN_AUTO)\n\t\t\tCARD A 0 A_SetTranslucent(0.75, 1)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD AA 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SpawnItemEx(\"CardinalImage\", 0, 0, 0, 0, 0, 0, 0)\n\t\t\tCARD BB 1 Bright A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCARD A 0 A_SetTranslucent(1.0, 0)\n\t\tGoto Missile4\n\t\tPainState:\n\t\t\tCARD A 4 Fast Bright\n\t\t\tCARD A 0 A_Pain\n\t\t\tCARD A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tCARD A 0 A_Jump(192, \"Retaliate\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCARD E 8 Bright\n\t\t\tCARD F 8 Bright A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tCARD GGGG 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tCARD HHHH 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tCARD IIII 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tCARD JJJJ 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tCARD KKKK 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 72, 0, 0, 0, 0, 128)\n\t\t\tCARD LLLL 2 Bright A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A -1 A_KillMaster\n\t\tStop\n   }\n}\n\nActor CardinalImage {\n\tHeight 2\n\tRadius 2\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tCARD A 1 A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nActor CardinalExp1 : BaseExplosionDamage {\n\tDamageType \"ExplosiveGreen\"\n\tStamina 4\n\tObituary \"%o was blessed by the dark cardinal.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR Cardinal_Rocket {\n\tRadius 11\n\tHeight 8\n\tSpeed 28\n\tDamage (20 * random(1, 8))\n\tDamageType \"ExplosiveGreen\"\n\tStamina 4\n\tProjectile\n\t+DONTBLAST\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCROC AB 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"BFGFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tCROC C 8 Bright A_SpawnItem(\"CardinalExp1\")\n\t\t\tCROC D 6 Bright\n\t\t\tCROC E 4 Bright\n\t\tStop\n\t}\n}\n//====================\nActor CardinalExp2 : BaseExplosionDamage {\n\tDamageType \"ExplosiveGreen\"\n\tStamina 4\n\tObituary \"%o was blessed by the dark cardinal.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(24, 84, 0)\n\t\tStop\n\t}\n}\n\nACTOR FireT {\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\t+DONTBLAST\n\tRenderStyle Add\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n    Alpha 0.9\n\tStates {\n\t\tSpawn:\n\t\t\tFIRE ABCDEFGH 6 Bright A_SpawnItem(\"CardinalExp2\")\n\t\tStop\n\t}\n}\n//====================\nactor DeathBall : BaronBall2 {\n\tDamage (8 * random(1, 8))\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\t+SEEKERMISSILE\n\tscale .7\n\tSpeed 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 A 4 BRIGHT A_SeekerMissile(8, 8)\n\t\t\tBAL7 A 0 A_SpawnItem(\"BallTail\", 0, 0)\n\t\t\tBAL7 B 4 BRIGHT A_SeekerMissile(8, 8)\n\t\t\tBAL7 A 0 A_SpawnItem(\"BallTail\", 0, 0)\n\t\tLoop\n\t}\n}\n//====================\nACTOR BallTail {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\ttranslation \"168 : 191 = 112 : 127\"\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\tscale .6\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 Thing_ChangeTid(0,390)\n\t\t\tBAL7 AB 2 A_fadeout(0.05)\n\t\tloop\n\t}\n}\n//====================\nACTOR CardinalPlasma {\n\tRadius 11\n\tHeight 8\n\tSpeed 24\n\tDamage (10 * random(1, 8))\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\tProjectile\n\t+FLOATBOB\n\t+DONTBLAST\n\tSeeSound \"imp/attack\"\n\tDeathSound \"\"\n\tscale 1.25\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCRTA J 1 Bright A_SpawnItem(\"plasmaTail\", 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 Thing_ChangeTid(0,390)\n\t\t\tCRTA J 2 A_fadeout(0.05)\n\t\tStop\n\t}\n}\n//====================\nACTOR plasmaTail {\n\t+FLOATBOB\n\tscale .66\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 Thing_ChangeTid(0,390)\n\t\t\tCRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)\n\t\tloop\n\t}\n}\n\nACTOR TerminatorX : DnD_BaseRangedBoss {\n\tHealth 0x7FFFFFFF\n\tRadius 40\n\tHeight 110\n\tMass 2048\n\tSpeed 12\n\tPainChance 8\n\tscale 1.4\n\tObituary \"%o was liquidated by a Terminator.\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+BOSS\n\tSpecies \"Cyber\"\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\t+DONTRIP\n\tMissiletype Grenadeblast\n\tDamagefactor \"Redblast\", 0.0\n\tSeeSound \"monster/termsit\"\n\tPainSound \"monster/termpin\"\n\tDeathSound \"monster/termdth\"\n\tActiveSound \"Terminator/termact\"\n\tTag \"Terminator\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_TERMINATOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTERM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTERM A 1 A_Playsound(\"Terminator/terstepA\")\n\t\t\tTERM A 3 Fast A_Chase\n\t\t\tTERM A 4 Fast A_Chase\n\t\t\tTERM B 4 Fast A_Chase\n\t\t\tTERM B 4 Fast A_Chase\n\t\t\tTERM C 1 A_Playsound(\"Terminator/terstepA\")\n\t\t\tTERM C 3 Fast A_Chase\n\t\t\tTERM C 4 Fast A_Chase\n\t\t\tTERM D 4 Fast A_Chase\n\t\t\tTERM D 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tTERM L 3 Fast\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tTERM L 3 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTERM E 0 A_Jump(160, \"Bullets\", \"RedStar\")\n\t\tBlaster:\n\t\t\tTERM EE 4 Fast A_FaceTarget\n\t\t\tTERM F 8 Fast Bright A_CustomMissile(\"TerminatorBlaster\", 56, 20,0,0)\n\t\t\tTERM F 0 A_jump(144, \"Refire\")\n\t\tGoto See\n\t\tRefire:\n\t\t\tTERM E 8 Fast A_Spidrefire\n\t\tGoto Blaster\n\t\tBullets:\n\t\t\tTERM G 2 Fast A_Facetarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 44, 58, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"TerminatorBullet\", 60, -18, frandom(-8.0, 8.0), 0, frandom(-4.0, 4.0))\n\t\t\tTERM H 1 Bright A_CustomMissile(\"TerminatorBullet\", 60, -18, frandom(-15.0, 15.0), 0, frandom(-8.0, 8.0))\n\t\t\tTERM H 1 Bright A_Playsound(\"Terminator/tershotB\")\n\t\t\tTERM G 2 Fast A_Facetarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 44, 58, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AA 0 A_CustomMissile(\"TerminatorBullet\", 60, -18, frandom(-8.0, 8.0), 0, frandom(-4.0, 4.0))\n\t\t\tTERM I 1 Bright A_CustomMissile(\"TerminatorBullet\", 60, -18, frandom(-15.0, 15.0), 0, frandom(-8.0, 8.0))\n\t\t\tTERM I 1 Bright A_Playsound(\"Terminator/tershotB\")\n\t\t\tTERM G 0 A_jump(24, \"RedStar\")\n\t\t\tTERM G 1 A_Spidrefire\n\t\tGoto Bullets\n\t\tRedStar:\n\t\t\tTERM J 0 A_JumpIfCloser(256, \"RedGrenade\")\n\t\tRedStarGo:\n\t\t\tTERM JJ 4 Fast A_Facetarget\n\t\t\tTERM K 8 Bright A_CustomMissile(\"Redstar\", 42, -15, 0, 0)\n\t\tGoto See\n\t\tRedGrenade:\n\t\t\tTNT1 A 0 A_Jump(48, \"RedStarGo\")\n\t\t\tTERM JJ 4 Fast A_Facetarget\n\t\t\tTERM K 8 Fast Bright A_CustomMissile(\"Redgrenade\", 46, -15, 0, 0)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTERM M 6 A_Scream\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tTERM N 4 A_NoBlocking\n\t\t\tTERM OPQ 4 Bright\n\t\t\tTERM R 0 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTERM R 0 Bright A_SpawnItemEx(\"TerminatorHead\", 15, 0, 90, 10, 0, 0, -170, 128)\n\t\t\tTERM R 0 Bright A_SpawnItemEx(\"TerminatorShoulder\", 60, 0, 75, 8, 0, 0, -70, 128)\n\t\t\tTERM R 4 Bright A_SpawnItemEx(\"TerminatorArm\", 60, 0, 0, 3, 0, 0, -90, 128)\n\t\t\tTERM SSTTUUVV 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTERM WW 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTERM XXXYYY 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTERM Z 1 A_Playsound(\"Terminator/terstepA\")\n\t\t\tTERM Z 5\n\t\t\tTERM [ -1 A_KillMaster\n\t\tStop\n   }\n}\n\nActor TerminatorExp1 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o was liquidated by a Terminator.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(50, 72, 0)\n\t\tStop\n\t}\n}\n\nACTOR TerminatorBlaster {\n\tRadius 8\n\tHeight 12\n\tSpeed 28\n\tDamage (15 * random(4, 8))\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\talpha 0.85\n\t+DONTBLAST\n\t+THRUGHOST\n\tSeeSound \"monster/brufir\"\n\tDeathSound \"weapons/hellex\"\n\tDONTHURTSHOOTER\n\tDecal RevenantScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\t0LST A 1 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\t0LST B 6 Bright A_SpawnItem(\"TerminatorExp1\")\n\t\t\t0LST CDEFGHIJKL 3 Bright\n\t\tstop\n\t}\n}\n\nactor Redstar {\n    Radius 10\n    Height 20\n    Speed 16\n    Damage (10 * random(6, 8))\n\tDamageType \"EnergyRed\"\n\tStamina 16\n    Scale 0.6\n    +SEEKERMISSILE\n\t+DONTBLAST\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    SeeSound \"Terminator/tershotA\"\n    DeathSound \"imp/shotx\"\n    Decal CacoScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTPR9 ABCD 3 Bright A_SeekerMissile (10,15)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTPR9 EFGHIJKLMNO 3 Bright\n\t\tStop\n    }\n}\n\nactor Redgrenade {\n    Radius 6\n    Height 12\n    Speed 24\n    Damage (5 * random(1, 8))\n\tDamageType \"EnergyRed\"\n\tStamina 16\n    PROJECTILE\n    +DoomBounce\n    -NoGravity\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    DeathSound \"imp/shotx\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTGND A 1 Bright Thrustthingz(0, 24, 0, 1)\n\t\t\tTGND A 1 Bright A_Playsound(\"Terminator/tershotA\")\n\t\t\tTGND BBBBCCCCAAAA 1 Bright A_SpawnItemEx(\"grenadetrail2\",0,0,0,0,0,0,0,128)\n\t\t\tTGND A 0 A_Jumpifcloser(48, 1)\n\t\tGoto Spawn+3\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tSTAR E 3 Bright A_SpawnItem(\"TerminatorExp1\")\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,0,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,20,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,40,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,60,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,80,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,100,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,120,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,140,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,160,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,180,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,200,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,220,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,240,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,260,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,280,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,300,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,320,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tTNT1 A 0 A_custommissile(\"grenadeblast\",0,0,340,CMF_TRACKOWNER | CMF_AIMDIRECTION,0)\n\t\t\tSTAR FGHIJKLMNO 3 Bright\n\t\tStop\n    }\n}\n\nACTOR Grenadetrail2 {\n\tRenderstyle ADD\n\tAlpha 0.6\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTGTR ABCDEFGHI 4 Bright\n\t    Stop\n\t}\n}\n\nactor Grenadeblast {\n    Radius 6\n    Height 12\n    Speed 5\n    Damage (random(1, 2))\n\tDamageType \"EnergyRed\"\n\tStamina 16\n    PROJECTILE\n    RENDERSTYLE ADD\n    +Ripper\n\t+DONTBLAST\n    ALPHA 0.8\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTGBL ABCDEFGHIJK 2 Bright\n        stop\n    }\n}\n\nActor TerminatorBullet : UndeadInitiateBullet {\n\tDamageType \"Physical\"\n\tStamina 1\n\tDamage (15)\n\tStates {\n\t\tDeath:\n\t\t\tTPUF A 2 Bright\n\t\t\tTPUF A 0 A_Jump(128,10)\n\t\t\tTPUF BCDEFGH 2 Bright\n\t    Stop\n\t\t\tTPUF IJKLMNO 2 Bright\n\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR TerminatorArm {\n\tRadius 12\n\tHeight 15\n\tSpeed 3\n\tMass 1000\n\tscale 1.4\n\t+DOOMBOUNCE\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\t-SOLID\n\tStates {\n\t\tSpawn:\n\t\t\t TARM A 5\n\t\t\t TARM B 5 A_Fall\n\t\t\t TARM CDE 5\n\t\t\t TARM F -1\n         Stop\n\t}\n}\n\nactor TerminatorHead {\n    Radius 6\n    Height 8\n    Speed 10\n    Mass 1000\n    +DOOMBOUNCE\n    +DROPOFF\n    +Missile\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\t-SOLID\n    scale 1.4\n\n    States {\n\t\tSpawn:\n\t\t\tTHAD DEFGHABC 2\n        loop\n\t\tDeath:\n\t\t\tTHAD I -1\n        loop\n    }\n}\n\nactor TerminatorShoulder {\n    Radius 8\n    Height 8\n    Speed 8\n    Mass 1000\n    +DOOMBOUNCE\n    +DROPOFF\n    +Missile\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\t-SOLID\n    scale 1.4\n\n    States {\n\t\tSpawn:\n\t\t\tTSHO ABCDEFGH 2\n\t\tloop\n\t\tDeath:\n\t\t\tTSHO I -1\n\t\tloop\n    }\n}\n\nActor Thamuz : DnD_BaseRangedBoss {\n\tHealth 0x7FFFFFFF\n\tSpeed 16\n\tPainChance 35\n\tMass 2048\n\tHeight 110\n\tRadius 40\n\tScale 1.1\n\tBloodcolor \"00 AA 00\"\n\t+ISMONSTER\n\t+Boss\n\t+NoRadiusDMG\n\tSpecies \"Cyber\"\n\t+DONTHURTSPECIES\n\tSeeSound \"Thamuz/Idlesight\"\n\tPainSound \"Thamuz/Pain\"\n\tDeathSound \"Thamuz/death\"\n\tActiveSound \"Thamuz/Idlesight\"\n\tObituary \"%o fell before Thamuz.\"\n\tTranslation \"1:2=247:247\", \"16:47=120:127\", \"48:72=90:111\", \"73:79=5:8\", \"128:140=101:111\", \"141:143=5:7\", \"144:151=5:7\", \"160:167=112:127\", \"169:191=119:127\", \"208:223=114:123\", \"224:231=112:113\", \"232:235=124:127\", \"236:239=247:247\"\n\tTag \"Thamuz\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_THAMUZ)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCYBR A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tCYBR A 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR A 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR B 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR B 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR C 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR C 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR D 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR D 3 Fast A_Chase\n\t\t\tCYBR D 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n\t\t\tCYBR D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(160,\"Var1\", \"Var2\", \"Var3\")\n\t\t\tCYBR AE 5 Fast A_FaceTarget\n\t\t\tCYBR E 5 Fast A_FaceTarget\n\t\t\tCYBR F 10 Fast A_CustomMissile(\"DCBMiss1\",56,-25,0)\n\t\t\tCYBR E 15 Fast A_FaceTarget\n\t\t\tCYBR E 0 A_Jump(128, \"Refire\")\n\t\tGoto See\n\t\tRefire:\n\t\t\tCYBR A 0 A_MonsterRefire(64, \"See\")\n\t\tGoto MissileState\n\t\tVar1:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"DnD Draw Pentagram\", 0, DND_PENTAGRAMFX_THAMUZ)\n\t\t\tCYBR G 20 Fast A_PlaySound(\"Apocalypse/cast\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,20)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,40)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,80)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,100)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,140)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,160)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-20)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-40)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-80)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-100)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-140)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-160)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,180)\n\t\t\tCYBR G 10 Fast A_CustomMissile(\"DCBMiss3\",50,0,0)\n\t\t\tCYBR GGGGGGGG 10 Fast\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tCYBR G 10 Fast\n\t\tGoto See\n\t\tVar2:\n\t\t\tCYBR AE 3 Fast A_FaceTarget\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\tGoto See\n\t\tVar3:\n\t\t\tCYBR AE 3 Fast A_FaceTarget\n\t\t\tCYBR E 12 Fast A_FaceTarget\n\t\t\tCYBR E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss2\",56,-25,-16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss2\",56,-25,-8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss2\",56,-25,8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss2\",56,-25,16)\n\t\t\tCYBR F 4 Fast A_CustomMissile(\"DCBMiss2\",56,-25,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tCYBR G 2 Fast\n\t\t\tCYBR G 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCYBR H 5\n\t\t\tCYBR I 5 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BDS\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tCYBR JJJKKKLLLMMMNNNOOO 2 A_SpawnItemEx(\"ExplosionFXGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tCYBR P -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor BDS {\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tSeeSound \"Thamuz/death2\"\n\tProjectile\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DarkCyberGhostA {\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tScale 1.1\n\tRenderStyle Translucent\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tTranslation \"1:2=247:247\", \"16:47=120:127\", \"48:72=90:111\", \"73:79=5:8\", \"128:140=101:111\", \"141:143=5:7\", \"144:151=5:7\", \"160:167=112:127\", \"169:191=119:127\", \"208:223=114:123\", \"224:231=112:113\", \"232:235=124:127\", \"236:239=247:247\"\n\tAlpha 0.6\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tCYBR A 3 A_FadeOut(0.10)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor DarkCyberGhostB : DarkCyberGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tCYBR B 3 A_FadeOut(0.10)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor DarkCyberGhostC : DarkCyberGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tCYBR C 3 A_FadeOut(0.10)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor DarkCyberGhostD : DarkCyberGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tCYBR D 3 A_FadeOut(0.10)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor ThamuzExp1 : BaseExplosionDamage  {\n\tDamageType \"ExplosiveGreen\"\n\tStamina 4\n\tObituary \"%o fell before Thamuz.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(140, 140, 0)\n\t\tStop\n\t}\n}\n\nActor DCBMiss1 {\n\tRadius 12\n\tHeight 12\n\tSpeed 16\n\tDamage (16 * random(4, 8))\n\tDamageType \"MagicalPoison\"\n\tStamina 136\n\tProjectile\n\t+SeekerMissile\n\t+ExtremeDeath\n\t+DONTBLAST\n\tRenderstyle Add\n\tSeeSound \"q2weapon/bfgball\"\n\tDeathSound \"q2weapon/bfgballexplo\"\n\tDecal BFGLightning\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCBTS A 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS A 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS B 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS B 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS C 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS C 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS D 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS D 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS E 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS E 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS F 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS F 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS G 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS G 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS H 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS H 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS I 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS I 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\t\tCBTS J 1 Bright A_SeekerMissile(1,90)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tCBTS J 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"BFGFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCBTS K 2 Bright A_SpawnItem(\"ThamuzExp1\")\n\t\t\tCBTS LMNOPQRSTUVW 2 Bright\n\t\tStop\n\t}\n}\n\nActor DCBM1Trail {\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.6\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tCBTS LMNOPQRSTUVW 2 A_FadeOut\n\t\tStop\n\t}\n}\n\nActor DCBMiss2 {\n\tRadius 12\n\tHeight 8\n\tHealth 5\n\tSpeed 28\n\tDamage (12 * random(3, 8))\n\t+DONTBLAST\n\tDamageType \"MagicalPoison\"\n\tStamina 136\n\tRenderStyle Add\n\tProjectile\n\tSeeSound \"q2weapon/rocketlauncherfire\"\n\tDeathSound \"q2weapon/rocketexplo\"\n\tDecal RevenantScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTHZ4 A 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFSFX DEFGHIJKLM 2 Bright\n\t\tStop\n\t}\n}\n\nActor DCBMiss3 {\n\tRadius 1\n\tHeight 1\n\tHealth 5\n\tSpeed 8\n\tDamage 0\n\tDamageType \"MagicalPoison\"\n\tStamina 136\n\tScale 2\n\tRenderStyle Add\n\t+BloodLessImpact\n\t+Ripper\n\t+DontSplash\n\t+DONTBLAST\n\tProjectile\n\tSeeSound \"h2necromancer/magiccast\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2 A_Gravity\n\t\tLoop\n\t\tDeath:\n\t\t\tFSFX NOPQRSTNOPQRST 3\n\t\t\tTNT1 A 0 A_CustomMissile(\"DCBMiss3M\",0,0,180)\n\t\tStop\n\t}\n}\n\nActor ThamuzExp2 : BaseExplosionDamage {\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\tObituary \"%o fell before Thamuz.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 64, 0)\n\t\tStop\n\t}\n}\n\nActor DCBMiss3M {\n\tRadius 10\n\tHeight 10\n\tSpeed 28\n\tDamage (15 * random(4, 8))\n\tDamageType \"MagicalPoison\"\n\tStamina 136\n\tScale 1.3\n\t+FloorHugger\n\t+DONTBLAST\n\tRenderStyle Add\n\tProjectile\n\tDeathSound \"comet/explosion\"\n\tDecal RevenantScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFSFX NOPQRSTNOPQRST 3 A_SpawnItemEx(\"DCBMiss3MG\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"ThamuzExp2\")\n\t\t\tFSFX UVW 3\n\t\tStop\n\t}\n}\n\nActor DCBMiss3MG {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tScale 0.8\n\t+Noclip\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.6\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tFSFX NOPQRST 3\n\t\tStop\n\t}\n}\n\nactor Azazel : DnD_BaseHybridBoss {\n    Health 0x7FFFFFFF\n    Radius 40\n    Height 100\n\tScale 1.3\n    Speed 12\n    PainChance 20\n    Mass 2048\n\t+ISMONSTER\n    +MISSILEEVENMORE\n\t+DONTHURTSPECIES\n    +MISSILEMORE\n    +NORADIUSDMG\n\t+BOSS\n\t+BOSSDEATH\n    MinMissileChance 20\n    SeeSound \"azazel/see\"\n    PainSound \"azazel/pain\"\n    DeathSound \"azazel/die\"\n    ActiveSound \"azazel/act\"\n    MeleeSound \"baron/melee\"\n    Obituary \"%o was slaughtered by Azazel\"\n\tSpecies \"Cyber\"\n\tTag \"Azazel\"\n    MeleeDamage 8\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_AZAZEL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tAZEW A 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tAZEW AABB 3 Fast A_Chase\n\t\t\tTNT1 D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n\t\t\tAZEW CCDD 3 Fast A_Chase\n\t\t\tAZEW D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n\t\tGoto See\n\t\tMissileState:\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_Jump(64, \"MDoubleSerie\", \"SpreadSerie\")\n\t\t\tTNT1 A 0 A_Jump(128,\"MRightHand\")\n\t\tMLeftHand:\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tAZEA D 4 Fast A_FaceTarget\n\t\t\tAZEA E 4 Fast A_FaceTarget\n\t\t\tAZEA F 7 Fast A_CustomMissile(\"SatyrLordMissile1\",38,-5,0)\n\t\tGoto see\n\t\tMRightHand:\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tAZEA A 4 Fast A_FaceTarget\n\t\t\tAZEA B 4 Fast A_FaceTarget\n\t\t\tAZEA C 7 Fast A_CustomMissile(\"SatyrLordMissile2\",38,5,0)\n\t\tGoto see\n\t\tMDoubleSerie:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA D 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,66,0,0,0,32)\n\t\t\tAZEA E 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,52,0,0,0,32)\n\t\t\tAZEA F 6 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,34,0,0,0,32)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA A 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,66,0,0,0,32)\n\t\t\tAZEA B 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,52,0,0,0,32)\n\t\t\tAZEA C 6 Fast A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,34,0,0,0,32)\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA D 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",66,-20,0)\n\t\t\tAZEA E 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",52,-9,0)\n\t\t\tAZEA F 6 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",34,4,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA A 4 Fast A_CustomMissile(\"SatyrLordMissileDual2Real\",66,20,0)\n\t\t\tAZEA B 4 Fast A_CustomMissile(\"SatyrLordMissileDual2Real\",52,9,0)\n\t\t\tAZEA C 6 Fast A_CustomMissile(\"SatyrLordMissileDual2Real\",34,-4,0)\n\t\tGoto see\n\t\tSpreadSerie:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA D 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-32,52,0,0,0,32)\n\t\t\tAZEA E 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-18,44,0,0,0,32)\n\t\t\tAZEA F 6 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-4,36,0,0,0,32)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot6\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA A 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,32,52,0,0,0,32)\n\t\t\tAZEA B 4 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,18,44,0,0,0,32)\n\t\t\tAZEA C 6 Fast A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,36,0,0,0,32)\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA D 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",52,-32,-4)\n\t\t\tAZEA E 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",44,-18,-8)\n\t\t\tAZEA F 6 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",36,-4,-16)\n\t\t\tTNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAZEA A 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",52,32,4)\n\t\t\tAZEA B 4 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",44,18,8)\n\t\t\tAZEA C 6 Fast A_CustomMissile(\"SatyrLordMissileDual1Real\",36,4,16)\n\t\tGoto See\n\t\tPainState:\n\t\t\tAZEP A 2 Fast\n\t\t\tAZEP A 2 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"NoCircle\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_DURATION | (1 << 16), 150, 5)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,0)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,45)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-45)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,90)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-90)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,135)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-135)\n\t\t\tAZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,180)\n\t\t\tAZEP A 4 Fast\n\t\tNoCircle:\n\t\t\tAZEW A 0\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tAZED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelBoom\", 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tAZED B 5 A_Scream\n\t\t\tAZED C 5\n\t\t\tAZED D 4 A_Fall\n\t\t\tAZED E 4\n\t\t\tAZED FFFGGGGGGGGGGGGGG 1 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G 3 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G 6 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G 10 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G 25 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G 40 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED GGG 60 A_SpawnItemEx(\"AzazelSmoke\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAZED G -1 A_KillMaster\n\t\tStop\n    }\n}\n\nActor AzazelSmoke : msxgen_smoke {\n\tScale 0.85\n}\n\nActor AzazelBoom : msxBarrelboom1 {\n\tScale 1.35\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAA 0 A_PlaySound(\"HFSpid/Die\")\n\t\tGoto Super::Spawn\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor AzazelExp1 : BaseExplosionDamage {\n\tDamageType \"Magical\"\n\tStamina 8\n\tObituary \"%o was slaughtered by Azazel\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(36, 48, 0)\n\t\tStop\n\t}\n}\n\nactor SLGroundFire {\n\tProjectile\n\tSpeed 16\n\tDamage (3 * random(1, 8))\n\t+RIPPER\n\tScale 0.4\n\t+FLOORHUGGER\n\t+DONTBLAST\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tDamageType \"Magical\"\n\tStamina 8\n\tAlpha 0.9\n\tDecal Scorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX03 B 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 C 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 D 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 E 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 F 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 G 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 H 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 I 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 J 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 K 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 L 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 M 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 N 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 O 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 P 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 Q 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 R 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 S 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 T 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 U 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 V 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 W 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 X 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\t\tFX03 Y 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AzazelExp1\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner {\n\t+NOCLIP\n\tRenderStyle None\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra {\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSTAR P 3 Bright\n\t\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\t\tSTAR P 3 Bright\n\t\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1 {\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (19 * random(1, 8))\n\tDamageType \"MagicalRed\"\n\tStamina 8\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tANFB AAA 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\t\tANFB BBB 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\t\tANFB CCC 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\tLoop\n\t\tDeath:\n\t\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail {\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(-3,8),0,1)\n\t\t\tSHTR ABCDDE 3 Bright\n\t\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2 {\n\tSpeed 18\n\tdamage (15 * random(1, 8))\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tPSMM A 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM A 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM B 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM B 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM C 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM C 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\n\t\t\tPSMM D 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM E 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\t\tPSMM F 2 Bright A_SeekerMissile(25,10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tgoto Spawn+12\n\t\tDeath:\n\t\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail {\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake {\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tMSP4 ABCD 2\n\t\t\tMSP4 ABCD 2\n\t\t\tMSP4 ABCD 2\n\t\t\tMSP4 ABCD 2\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nActor SatyrLordMissileDual1Real {\n\tProjectile\n\tSpeed 32\n\tScale 0.34\n\tRenderStyle Add\n\tDamage (12 * random(4, 8))\n\tDamageType \"MagicalRed\"\n\tStamina 8\n\tRadius 6\n\theight 12\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMSP4 A 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 A 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 B 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 B 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 C 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 C 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 D 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tMSP4 D 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tMSP1 GHIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail {\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\t\tSHTR ABCDDE 3 Bright\n\t\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n//*************************************************\n\nActor SatyrLordMissileDual2Fake {\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tTranslation \"112:127=80:111\"\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tCSSF DEDE 2 Bright\n\t\t\tCSSF DEDE 2 Bright\n\t\t\tCSSF DEDE 2 Bright\n\t\t\tCSSF DEDE 2 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SatyrLordMissileDual2Real {\n\tProjectile\n\tSpeed 24\n\tRadius 6\n\tDamage (16 * random(4, 8))\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\t+DONTBLAST\n\t+SeekerMissile\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCSSF D 1 Bright A_SeekerMissile(10,10)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\t\tCSSF D 1 Bright A_SeekerMissile(10,10)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\t\tCSSF E 1 Bright A_SeekerMissile(10,10)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\t\tCSSF E 1 Bright A_SeekerMissile(10,10)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX10\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCSSF GHI 4 Bright\n\t\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail {\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tPUF2 BCDEFGHIJKL 1\n\t\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\nACTOR HellsmithX : DnD_BaseHybridBoss {\n\tHealth 0x7FFFFFFF\n\tRadius 40\n\tHeight 110\n\tMass 5000\n\tSpeed 16\n\tPainChance 16\n\tObituary \"%o was no match for the might of the Hellsmith.\"\n\tHitObituary \"%o was crushed under the Hellsmith's hoof.\"\n\t+ISMONSTER\n\t+NORADIUSDMG\n\t+BOSS\n\t+NOTARGET\n\t+MISSILEEVENMORE\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+NOFEAR\n\tSpecies \"Cyber\"\n\tMeleeRange 86\n\tSeeSound \"monster/smitht\"\n\tPainSound \"monster/smithp\"\n\tDeathSound \"monster/smithd\"\n\tActiveSound \"monster/smitha\"\n\tMeleeSound \"monster/hamhit\"\n\tTag \"Hell Smith\"\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HELLSMITH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBSMT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBSMT A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tBSMT A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", 0, DND_ISBLOCKING)\n\t\t\tBSMT A 3 Fast A_Playsound (\"monster/fihoof\")\n\t\t\tBSMT ABB 3 Fast A_Chase\n\t\t\tBSMT C 3 Fast A_Playsound (\"monster/fihoof\")\n\t\t\tBSMT CDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBSMT E 6 Fast A_FaceTarget\n\t\t\tBSMT F 1 A_Playsound (\"monster/hamswg\")\n\t\t\tBSMT F 5 Fast A_FaceTarget\n\t\t\tBSMT G 10 Fast A_CustomMeleeAttack(20 * random(1, 8), \"monster/hamhit\", \"\")\n\t\t\tBSMT B 0 A_Jump (192, \"Melee2\")\n\t\tGoto See\n\t\tMelee2:\n\t\t\tBSMT J 6 Fast A_FaceTarget\n\t\t\tBSMT K 1 A_Playsound (\"monster/hamswg\")\n\t\t\tBSMT K 5 Fast A_FaceTarget\n\t\t\tBSMT L 10 Fast A_CustomMeleeAttack(20 * random(1, 8), \"monster/hamhit\", \"\")\n\t\tGoto See\n\t\tRerollMissile:\n\t\t\tBSMT A 0 A_Jump(256, \"Missile1\", \"Missile2\", \"Missile3\")\n\t\tGoto Missile1\n\t\tMissileState:\n\t\t\tBSMT A 0 A_Jump(160, \"Missile1\", \"Missile2\", \"Missile3\")\n\t\tCharge:\n\t\t\tBSMT A 0 A_JumpIfCloser(420, \"ContinueCharge\")\n\t\tGoto RerollMissile\n\t\tContinueCharge:\n\t\t\tBSMT O 1 A_UnsetFloorClip\n\t\t\tTNT1 A 0 A_Playsound (\"weapons/suldth\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tBSMT O 2 Fast ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellSmithChargeExp\", 0, 55)\n\t\t\tBSMT O 4 Fast A_SkullAttack\n\t\t\tBSMT O 0 A_SpawnItemEx(\"SmithGhost\",0,0,0,0,0,0,0,128,0)\n\t\t\tBSMT O 0 A_Stop\n\t\t\tBSMT O 1 A_SetFloorClip\n\t\tGoto See\n\t\tMissile1:\n\t\t\tBSMT E 6 Fast A_FaceTarget\n\t\t\tBSMT H 6 Fast A_PlaySound (\"monster/hamswg\")\n\t\t\tBSMT N 0 A_PLaySound (\"weapons/hellfi\")\n\t\t\tBSMT I 0 A_CustomMissile (\"Hellshot2\",52,0,0)\n\t\t\tBSMT I 0 A_CustomMissile (\"Hellshot2\",52,0,8)\n\t\t\tBSMT I 12 Fast A_CustomMissile (\"Hellshot2\",52,0,-8)\n\t\t\tBSMT I 0 A_Jump (128, \"DoMissile2\")\n\t\t\tBSMT B 6 Fast\n\t\t\tBSMT J 6 Fast A_FaceTarget\n\t\t\tBSMT M 6 A_PlaySound (\"monster/hamswg\")\n\t\t\tBSMT N 1 Fast A_PLaySound (\"weapons/hellfi\")\n\t\t\tBSMT N 0 A_CustomMissile (\"Hellshot2\",52,0,0)\n\t\t\tBSMT N 0 A_CustomMissile (\"Hellshot2\",52,0,8)\n\t\t\tBSMT N 11 Fast A_CustomMissile (\"Hellshot2\",52,0,-8)\n\t\t\tBSMT N 0 A_Jump (128, \"DoMissile2\")\n\t\tGoto See\n\t\tDoMissile2:\n\t\t\tBSMT N 0\n\t\tGoto Missile2\n\t\tMissile2:\n\t\t\tBSMT E 6 Fast A_FaceTarget\n\t\t\tBSMT F 1 A_Playsound (\"monster/hamswg\")\n\t\t\tBSMT F 5 Fast A_FaceTarget\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,15,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,30,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,45,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,60,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,0,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,-15,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,-30,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,-45,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,-60,0)\n\t\t\tBSMT G 10 Fast A_Playsound(\"monster/hamflr\")\n\t\t\tBSMT B 0 A_Jump (128, \"DoMissile3\")\n\t\tGoto See\n\t\tDoMissile3:\n\t\t\tBSMT N 0\n\t\tGoto Missile3\n\t\tMissile3:\n\t\t\tBSMT J 6 Fast A_FaceTarget\n\t\t\tBSMT K 1 A_Playsound (\"monster/hamswg\")\n\t\t\tBSMT K 5 Fast A_FaceTarget\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,45,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,90,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,135,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,180,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,225,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,270,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,315,0)\n\t\t\tBSMT G 0 A_CustomMissile(\"STracer\",0,0,0,0)\n\t\t\tBSMT L 10 Fast A_Playsound(\"monster/hamflr\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tBSMT P 10 Fast A_Pain\n\t\t\tBSMT P 0 A_Jump (128, \"PainPentagram\")\n\t\tGoto See\n\t\tPainPentagram:\n\t\t\tBSMT E 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tBSMT E 6 A_FaceTarget\n\t\t\tBSMT F 1 A_Playsound (\"monster/hamswg\")\n\t\t\tBSMT F 5 A_FaceTarget\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\t\t\tBSMT G 1 A_Playsound (\"monster/hamflr\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmithExplosion1\", 0, 64)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_DURATION | (10 << 16), ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 20), 7)\n\t\t\tBSMT GGGGGGGGGG 7 Fast A_SpawnItem(\"SmithExplosion1\", 0, 64)\n\t\t\tBSMT G 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tBSMT G 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-72,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-144,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-216,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,-288,2)\n\t\t\tBSMT F 0 A_CustomMissile(\"PentaLine3\",0,0,0,2)\n\t\t\tBSMT F 0 Radius_Quake(6,250,2,64,8)\n\t\t\tBSMT P 250 A_CustomMissile(\"SmithDFSpawner\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBSMT Q 6 A_CustomMissile(\"SmithHammer\",128,-40,-30,0)\n\t\t\tBSMT Q 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n\t\t\tBSMT R 6 A_Scream\n\t\t\tBSMT R 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n\t\t\tBSMT S 6\n\t\t\tBSMT TU 6\n\t\t\tBSMT V 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n\t\t\tBSMT V 6 A_NoBlocking\n\t\t\tBSMT V 6\n\t\t\tBSMT X 6\n\t\t\tBSMT X 0 A_CustomMissile(\"SmithFire\",0,0,0,2)\n\t\t\tBSMT Y -1 A_KillMaster\n\t\tStop\n   }\n}\n\nActor HellSmithChargeExp : BaseExplosionDamage {\n\tObituary \"%o was trampled by a Hellsmith.\"\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(80, 144, 0, 0, 65)\n\t\tStop\n\t}\n}\n\nACTOR SmithFire {\n   Radius 2\n   Height 2\n   Damage 0\n   +NOCLIP\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   SeeSound \"Weapons/hellex\"\n   +CLIENTSIDEONLY\n   +DONTSPLASH\n   States {\n\t   Spawn:\n\t\t  MNSM A 3 Bright\n\t\t  MNSM B 3 Bright\n\t\t  MNSM CDEFGHIJKLMNOPQ 3 Bright\n\t  stop\n   }\n}\n\nACTOR SmithGhost {\n\tRadius 40\n\tHeight 70\n\tSpeed 1\n\tDamage 0\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tstates {\n\t\tSpawn:\n\t\t\tBSMT O 35\n\t\t\tBSMT O 2 A_FadeOut(0.1)\n\t\tgoto Spawn+1\n\t}\n}\n\nACTOR PentaLine1 {\n\tRadius 0\n\tHeight 32\n\tSpeed 200\n\tAlpha 0.85\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +NOCLIP\n\t+DONTSPLASH\n\t+DONTBLAST\n    SeeSound \"weapons/diasht\"\n\tstates \t{\n\t\tSpawn:\n           TNT1 A 1\n           TNT1 A 0 A_CustomMissile(\"PentaLine2\",0,0,-198,2)\n           TNT1 A 0 A_CustomMissile(\"PentaLine2\",0,0,198,2)\n\t   stop\n\t}\n}\n\nACTOR PentaLine2 {\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n\tAlpha 0.85\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +NOCLIP\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n           TNT1 AAAAAAAAAAAAAAAA 1 A_SpawnItem(\"PentaFire\",0,0)\n\t   stop\n\t}\n}\n\nActor SmithExplosion1 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was turned to crisps by a Hellsmith.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 192, 0)\n\t\tStop\n\t}\n}\n\nActor SmithExplosion2 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was turned to crisps by a Hellsmith.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(2, 32, 0)\n\t\tStop\n\t}\n}\n\nACTOR PentaFire {\n\tRadius 0\n\tHeight 32\n\tSpeed 0\n    DamageType \"MagicalFire\"\n\tStamina 40\n    RenderStyle Add\n\tAlpha 0.85\n    ReactionTime 2\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +DONTSPLASH\n    -NOGRAVITY\n\t+DONTBLAST\n\tstates {\n\t   Spawn:\n           CFCF A 1 Bright\n           CFCF A 2 Bright A_PlaySound(\"weapons/onfire\")\n           CFCF BCDEFGHIJKLM 2 Bright\n           CFCF A 0 Bright A_CountDown\n\t   loop\n       Death:\n           CFCF NOP 3 Bright\n       stop\n\t}\n}\n\nACTOR SmithDFSpawner {\n\tRadius 0\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n    ReactionTime 50\n\tAlpha 0.5\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +NOEXPLODEFLOOR\n\t+DONTBLAST\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_CustomMissile(\"SmithDeathFire\",0,0,0,2,90)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nACTOR SmithDeathFire {\n\tRadius 2\n\tHeight 2\n\tSpeed 16\n\tDamage 0\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tALPHA 0.67\n\tScale 2.75\n\tSeeSound \"weapons/bigbrn\"\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\t\tFRFX JKLMNOP 2 Bright\n\t\tstop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nACTOR PentaLine3 {\n\tRadius 0\n\tHeight 32\n\tSpeed 200\n\tAlpha 0.85\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +NOCLIP\n\t+DONTBLAST\n    SeeSound \"weapons/diasht\"\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_CustomMissile(\"PentaLine4\",0,0,-198,2)\n\t\t\tTNT1 A 0 A_CustomMissile(\"PentaLine4\",0,0,198,2)\n\t\tstop\n\t}\n}\n\nACTOR PentaLine4 {\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n\tAlpha 0.85\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +NOCLIP\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 1 A_SpawnItem(\"PentaFire2\",0,0)\n\t\tstop\n\t}\n}\n\nACTOR PentaFire2 {\n\tRadius 0\n\tHeight 32\n\tSpeed 0\n    RenderStyle Add\n\tAlpha 0.85\n    ReactionTime 7\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n    +FLOORHUGGER\n    +DONTSPLASH\n    -NOGRAVITY\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n\t\t\tCFCF A 1 Bright\n\t\t\tCFCF A 2 Bright A_PlaySound(\"weapons/onfire\")\n\t\t\tCFCF BCDEFGHIJKLM 3 Bright\n\t\t\tCFCF A 0 Bright A_CountDown\n\t\tloop\n\t\tDeath:\n\t\t\tCFCF NOP 3 Bright\n\t\tstop\n\t}\n}\n\nActor SmithExplosion3 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was turned to crisps by a Hellsmith.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR STracer {\n\tRadius 5\n\tHeight 5\n\tSpeed 15\n\tDamage (10 * random(4, 8))\n\tRenderStyle ADD\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tAlpha 0.67\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+THRUGHOST\n\t-NOGRAVITY\n\t+DONTSPLASH\n\t+DONTBLAST\n\tSeesound \"weapons/diasht\"\n\tDeathSound \"weapons/firex3\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 Bright A_CStaffMissileSlither\n\t\t\tTNT1 A 0 Bright A_SpawnItem(\"STracerPuff\",0,0)\n\t\tloop\n\t\tDeath:\n\t\t\tFTRA K 4 Bright\n\t\t\tFTRA L 4 Bright A_SpawnItem(\"SmithExplosion3\")\n\t\t\tFTRA MNO 3 Bright\n\t\tstop\n\t}\n}\n\nActor SmithExplosion4 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was turned to crisps by a Hellsmith.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 4, 0)\n\t\tStop\n\t}\n}\n\nACTOR STracerPuff {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tRENDERSTYLE ADD\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tALPHA 0.67\n\tPROJECTILE\n\t+FLOORHUGGER\n\t-NOGRAVITY\n\t+DONTSPLASH\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tFTRA ABCDEFGHIJ 3 Bright A_SpawnItem(\"SmithExplosion4\")\n\t\tstop\n\t}\n}\n\nACTOR SmithHammer {\n\tRadius 5\n\tHeight 5\n\tSpeed 2\n\tDamage 0\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tDeathSound \"monsters/hamflr\"\n\tStates {\n\t\tSpawn:\n\t\t\tMAUL A 3\n\t\t\tMAUL B 4\n\t\t\tMAUL C 5\n\t\tgoto Spawn+2\n\t\tDeath:\n\t\t\tMAUL D -1\n\t\tstop\n\t}\n}\n\nActor SmithExplosion5 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was blown up by a Hell Smith.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(96, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR Hellshot2 {\n\tRadius 8\n\tHeight 12\n\tSpeed 26\n\tDamage (10 * random(6, 10))\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tALPHA 0.95\n\tDeathSound \"weapons/hellex\"\n\tDONTHURTSHOOTER\n\t+THRUGHOST\n\t+DONTSPLASH\n\t+DONTBLAST\n\tDecal \"Scorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHEPA ABCDEF 3 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,8)\n\t\tloop\n\t\tDeath:\n\t\t\tMSP1 G 3 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,0,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,45,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,90,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,135,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,180,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,225,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,270,6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"HellBoom\",0,0,315,6)\n\t\t\tMSP1 H 3 Bright A_SpawnItem(\"SmithExplosion5\")\n\t\t\tMSP1 IJKLMNOP 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR HellBoom {\n\tRadius 8\n\tHeight 8\n\tSpeed 6\n\tDamage 0\n\tPROJECTILE\n\t+RIPPER\n\t+THRUGHOST\n\t+BLOODLESSIMPACT\n\t+DONTSPLASH\n\t+DONTBLAST\n\tSeeSound \"weapons/firex3\"\n\tALPHA 0.80\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAA 6 A_SpawnItem(\"HellFX\",0,0)\n\t\tStop\n\t}\n}\n\nActor SmithExplosion6 : BaseExplosionDamage {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tObituary \"%o was turned to crisps by a Bloodseeker.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 96, 0)\n\t\tStop\n\t}\n}\n\nACTOR HellFX {\n\tRadius 5\n\tHeight 5\n\tSpeed 0\n\tDamage 0\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tDamagetype \"MagicalFire\"\n\tStamina 40\n\tALPHA 0.80\n\tSeeSound \"weapons/firex3\"\n\t+DONTSPLASH\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tMSP1 G 3 Bright\n\t\t\tMSP1 H 3 Bright A_SpawnItem(\"SmithExplosion6\")\n\t\t\tMSP1 IJKLMNOP 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR AvatarOfChaos : DnD_BaseRangedBoss {\n\tHealth 0x7FFFFFFF\n\tPainChance 4\n\tSpeed 15\n\tScale 1.15\n\tRadius 40\n\tHeight 100\n\tMass 0x7FFFFFFF\n\t+ISMONSTER\n\t+NORADIUSDMG\n\t+BOSS\n\t+NOTARGET\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tObituary \"%o was smitten by the Avatar of Chaos.\"\n\tSeeSound \"monster/avasit\"\n\tPainSound \"monster/avapai\"\n\tDeathSound \"monster/avadth\"\n\tActiveSound \"monster/avaact\"\n\tTag \"Avatar of Chaos\"\n\tvar int user_count;\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_AVATAR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Avatar Ball Setup\", 0)\n\t\t\tAVAT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tAVAT AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 7)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_Jump(160, \"Missile2\", \"Missile3\")\n\t\t\tTNT1 A 0 A_Jump(256, \"Missile1\", \"Missile4\")\n\t\tGoto Missile1\n\t\tMissile1: // Red Lightning\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAVAT E 1 Bright A_PlaySound (\"monster/avaatk\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(973, 0, 2)\n\t\t\tAVAT EEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 8)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteTop\", 0, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteTop\", 0, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tAVAT F 16 Bright A_CustomMissile (\"RedLiteTop\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteTop\", 0, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteTop\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile (\"RedLiteBot\", 0, 0, 300, CMF_AIMDIRECTION)\n\t\t\tAVAT F 8 Bright A_CustomMissile (\"RedLiteTop\", 0, 0, 300, CMF_AIMDIRECTION)\n\t\t\tAVAT F 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 9)\n\t\tGoto See\n\t\tMissile2: // Blue Ball\n\t\t\tTNT1 A 0  A_FaceTarget\n\t\t\tAVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(973, 0, 2)\n\t\t\tAVAT IIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 8)\n\t\t\tAVAT JJJJJJJ 3 Fast Bright A_CustomMissile(\"AvatarIceJet\", 56, 0, frandom(-6, 6))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAVAT JJJJJJJ 3 Fast Bright A_CustomMissile(\"AvatarIceJet\", 56, 0, frandom(-6, 6))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAVAT JJJJJJJ 3 Fast Bright A_CustomMissile(\"AvatarIceJet\", 56, 0, frandom(-6, 6))\n\t\t\tAVAT J 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 9)\n\t\tGoto See\n\t\tMissile3:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAVAT K 1 Bright A_PlaySound (\"monster/avaatk\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(973, 0, 2)\n\t\t\tAVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"AvaFireBall\", 56, 0, 12)\n\t\t\tTNT1 A 0 A_CustomMissile (\"AvaFireBall\", 56, 0, 6)\n\t\t\tTNT1 A 0 A_CustomMissile (\"AvaFireBall\", 56, 0, -6)\n\t\t\tTNT1 A 0 A_CustomMissile (\"AvaFireBall\", 56, 0, -12)\n\t\tMissile3Loop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 48, \"Missile3Finish\")\n\t\t\tAVAT L 2 Fast Bright A_CustomMissile (\"AvaFireBall\", 56, 0, 25 * sin(15 * user_count))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tMissile3Finish:\n\t\t\tAVAT L 1 Bright ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 9)\n\t\tGoto See\n\t\tMissile4:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tAVAT G 1 Bright A_PlaySound (\"monster/avaatk\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(973, 0, 2)\n\t\t\tAVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 8)\n\t\t\tAVAT H 1 Bright A_PlaySound(\"items/bookofthedead\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AvatarEvilSmile\", 16, 0, 36, 0, 0, 4, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(973, 0, 1)\n\t\t\tAVAT H 120 Fast Bright\n\t\t\tAVAT H 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 9)\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 9)\n\t\t\tAVAT M 4 Fast\n\t\t\tAVAT M 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 10)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SorcBall1Projectile\", 90, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SorcBall2Projectile\", 90, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SorcBall3Projectile\", 90, 0, 120, CMF_AIMDIRECTION)\n\t\t\tAVAT N 7 Bright A_KillChildren\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAVAT O 7 Bright A_Scream\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAVAT P 7 Bright\n\t\t\tTNT1 A 0 A_KillChildren\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAVAT Q 7 Bright\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tAVAT RSTU 7 Bright\n\t\t\tAVAT V -1 A_KillMaster\n\t\tStop\n\n\t\t// override base states that result in this monster dying to the cubes dont mess up\n\t\tDeath.MagicSealing:\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 10)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall1Projectile\", 90, 0, 0, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall2Projectile\", 90, 0, 60, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall3Projectile\", 90, 0, 120, CMF_AIMDIRECTION)\n\t\tGoto Super::Death.MagicSealing\n\t\tDeath.Emerald:\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 10)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall1Projectile\", 90, 0, 0, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall2Projectile\", 90, 0, 60, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall3Projectile\", 90, 0, 120, CMF_AIMDIRECTION)\n\t\tGoto Super::Death.Emerald\n\t\tDeath.Ice:\n\t\tDeath.P_Ice:\n\t\t\t\"####\" \"#\" 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 10)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall1Projectile\", 90, 0, 0, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall2Projectile\", 90, 0, 60, CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_CustomMissile(\"SorcBall3Projectile\", 90, 0, 120, CMF_AIMDIRECTION)\n\t\tGoto Super::Death.Emerald\n   }\n}\n\nActor AvatarBallSet : DnD_Boolean { }\n\nActor AvatarDead : DnD_Boolean { }\n\nActor AvatarAttack : DnD_Boolean { }\n\nActor AvatarOnAttack : DnD_Boolean { }\n\nActor SorcBallBase {\n\t+NOINTERACTION\n    Radius 2\n    Height 2\n\tSpeed 16\n}\n\nActor SorcBall1New : SorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 1, 32)\n\t\tSpawnLoop:\n\t\t\tSBMP A 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP A 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP B 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP B 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP C 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP C 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP D 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP D 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP E 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP E 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP F 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP F 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP G 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP G 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP H 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP H 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP I 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP I 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP J 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP J 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP K 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP K 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP L 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP L 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP M 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP M 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP N 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP N 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP O 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP O 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP P 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMP P 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tStop\n\t}\n}\n\nActor SorcBall2New : SorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 60)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 2, 32)\n\t\tSpawnLoop:\n\t\t\tSBMB A 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB A 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB B 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB B 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB C 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB C 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB D 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB D 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB E 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB E 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB F 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB F 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB G 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB G 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB H 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB H 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB I 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB I 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB J 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB J 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB K 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB K 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB L 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB L 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB M 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB M 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB N 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB N 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB O 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB O 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB P 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMB P 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"ExplosionFXMagicBlue\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tStop\n\t}\n}\n\nActor SorcBall3New : SorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 120)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 3, 32)\n\t\tSpawnLoop:\n\t\t\tSBMG A 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG A 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG B 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG B 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG C 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG C 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG D 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG D 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG E 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG E 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG F 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG F 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG G 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG G 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG H 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG H 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG I 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG I 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG J 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG J 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG K 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG K 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG L 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG L 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG M 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG M 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG N 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG N 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG O 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG O 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG P 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\t\tSBMG P 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\") == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 4 * ACS_NamedExecuteWithResult(\"DnD Avatar Ball State Check\"))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"ExplosionFXMagicYellow\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tStop\n\t}\n}\n\nActor SorcBallProjectileBase {\n\tPROJECTILE\n\tSpeed 8\n\tHeight 10\n\tRadius 5\n\t+FULLVOLDEATH\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\t-NOGRAVITY\n    -ACTIVATEIMPACT\n    -ACTIVATEPCROSS\n\tGravity 0.075\n\tBounceType Hexen\n\tBounceCount 5\n\tBounceSound \"SorcererBallBounce\"\n    DeathSound \"SorcererBigBallExplode\"\n\tDamageType \"Magical\"\n\tStamina 8\n}\n\nActor SorcBall1Projectile : SorcBallProjectileBase {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSBMP ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS4 D 5 Bright A_Explode(192, 192, 0)\n\t\t\tSBS4 E 5 Bright\n\t\t\tSBS4 FGH 6 Bright\n\t\tStop\n\t}\n}\n\nActor SorcBall2Projectile : SorcBallProjectileBase {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSBMB ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS3 D 5 Bright A_Explode(192, 192, 0)\n\t\t\tSBS3 E 5 Bright\n\t\t\tSBS3 FGH 6 Bright\n\t\tStop\n\t}\n}\n\nActor SorcBall3Projectile : SorcBallProjectileBase {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSBMG ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS2 D 5 Bright A_Explode(192, 192, 0)\n\t\t\tSBS2 E 5 Bright\n\t\t\tSBS2 FGH 6 Bright\n\t\tStop\n\t}\n}\n\nActor RedLiteInBetween {\n\tProjectile\n\tRadius 8\n\tHeight 24\n\tSpeed 0\n\tRenderstyle Add\n\tDamage (random(9, 16))\n\tDamageType \"MagicalLightningRed\"\n\tStamina 264\n\t+THRUGHOST\n\t+DONTBLAST\n\tDeathSound \"Avatar/BoltHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tMLFX IJKLM 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tMLFX OPQRSTU 3 Bright\n\t\tStop\n\t}\n}\n\nActor RedLiteBot {\n\tProjectile\n\tRadius 16\n\tHeight 32\n\tSpeed 18\n\tRenderstyle Add\n\tconst int pspd = 18;\n\tconst int boltspeed = 32;\n\tconst float turnang = 6;\n\tReactionTime 3\n\tSeesound \"Avatar/BoltFire\"\n\tBounceType Hexen\n\tBounceFactor 0.125\n\t+FLOORHUGGER\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Avatar/BoltLoop\", 5, 1.0, 1)\n\t\tSpawnLoop:\n\t\t\tMLFX EFGHEFGH 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Sync Hack\", 0, x, y, z)\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx / 8, vely / 8, velz, CVF_REPLACE)\n\t\t\tMLFX EFGHEFGHEFGH 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX E 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX F 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX G 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX H 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Sync Hack\", 0, x, y, z)\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx / 8, vely / 8, velz, CVF_REPLACE)\n\t\t\tMLFX EFGHEFGHEFGH 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, 0, 0, 0, boltspeed)\n\t\t\tTNT1 A 0 A_ChangeVelocity(pspd *cos(angle + 180) / 2, pspd *sin(angle + 180) / 2, velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_StopSound(5)\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.0825)\n\t\tWait\n\t}\n}\n\nActor RedLiteTop : RedLiteBot {\n\t-FLOORHUGGER\n\t+CEILINGHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Avatar/BoltLoop\", 5, 1.0, 1)\n\t\tSpawnLoop:\n\t\t\tMLFX ABCDABCD 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Sync Hack\", 0, x, y, z)\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx / 8, vely / 8, velz, CVF_REPLACE)\n\t\t\tMLFX ABCDABCDABCD 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX A 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX B 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX C 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetAngle(angle + turnang)\n\t\t\tMLFX D 1 Bright A_ChangeVelocity(pspd *cos(angle), pspd *sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Sync Hack\", 0, x, y, z)\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx / 8, vely / 8, velz, CVF_REPLACE)\n\t\t\tMLFX ABCDABCDABCD 4 Bright A_SpawnItemEx(\"RedLiteInBetween\", 0, 0, -12, 0, 0, -boltspeed)\n\t\t\tTNT1 A 0 A_ChangeVelocity(pspd *cos(angle + 180) / 2, pspd *sin(angle + 180) / 2, velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t}\n}\n\nACTOR AvaFireBall {\n\tRadius 9\n\tHeight 18\n\tSpeed 24\n\tDamage (7 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tExplosionDamage 12\n\tExplosionRadius 40\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.80\n\t+THRUGHOST\n\t+DONTBLAST\n\tSeeSound \"Beast/Attack\"\n\tDeathSound \"weapons/phoenixhit\"\n\tDecal \"RevenantScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tAFX5 ABC 3 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tAFX5 D 3 Bright A_Explode(48, 128, 0)\n\t\t\tAFX5 EFGH 3 Bright\n\t\tstop\n\t}\n}\n\nActor AvatarIceJet {\n\tRadius 14\n\tHeight 12\n\tSpeed 20\n\tDamage (random(8, 16))\n\tDamageType \"MagicalIce\"\n\tStamina 72\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tSeeSound \"Avatar/IceJet\"\n\tDeathSound \"Avatar/IceJet\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tAVIC ABC 4 BRIGHT\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tAVIC DEFG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR HolyMissile2 {\n\tRadius 4\n\tHeight 4\n\tSpeed 22\n\tDamage (5 * random(8, 12))\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\tPROJECTILE\n\tSpecies \"ThruDecor\"\n\t+SEEKERMISSILE\n\t+THRUSPECIES\n\t+DONTBLAST\n\tRENDERSTYLE ADD\n\tALPHA 0.7\n\tMissileType HolyMissileTrail\n\tSeeSound \"Avatar/SoulFire\"\n\tDeathSound \"Avatar/SoulXP\"\n\tDecal \"Scorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(10, 16, SMF_PRECISE)\n\t\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(10, 16, SMF_PRECISE)\n\t\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(10, 16, SMF_PRECISE)\n\t\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(10, 16, SMF_PRECISE)\n\t\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(10, 16, SMF_PRECISE)\n\t\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX10\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tSPIR KLMNO 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR HolyMissileTrail {\n\tRadius 3\n\tHeight 3\n\tSpeed 15\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tAlpha 0.7\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tSPIR QRS 3\n\t\tDeath:\n\t\t\tSPIR C 3 BRIGHT\n\t\t\tSPIR D 3 BRIGHT\n\t\tStop\n\t}\n}\n\nActor AcolyteSummonBall {\n\tSpeed 15\n\tRadius 22\n\tHeight 65\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+NOTELEPORT\n\t+DONTBLAST\n\tSeeSound \"Avatar/Bishop\"\n\tStates {\n\t\tSpawn:\n\t\t\tSBS3 ABC 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tSBS2 D 4 Bright A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShadowPriest2\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tSBS2 EFGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor AcolyteSummoner : CustomInventory {\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\n\tStates {\n\t\tUse:\n\t\t\tTNT1 A 0 A_CustomMissile(\"AcolyteSummonBall\", 48, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AcolyteSummonBall\", 48, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AcolyteSummonBall\", 48, 0, 270)\n\t\tStop\n\t}\n}\n\nActor AvatarEvilSmile {\n\tRadius 2\n\tHeight 2\n\tRenderstyle Add\n\tAlpha 0.25\n\tScale 1.25\n\t+NOGRAVITY\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\n\tStates {\n\t\tSpawn:\n\t\t\tSRBA EEFFGG 1 Bright A_Fadein(0.1)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tSRBA H 105 Bright\n\t\t\tSRBA IIIIJJJJ 1 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor Thanatos : DnD_BaseRangedBoss {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.81,0.53,0.53]\", \"16:47=16:47\", \"168:255=168:255\", \"80:111=80:111\"\n\tObituary \"%o was wiped off the face of Earth by a Thanatos.\"\n\tHealth 0x7FFFFFFF\n\tRadius 40\n\tHeight 110\n\tMass 16384\n\tSpeed 20\n\tPainChance 8\n\tScale 1.15\n\tSpecies \"Cyber\"\n\t+ISMONSTER\n\t+NOTARGET\n\t+NORADIUSDMG\n\t+BOSS\n\t+DONTHURTSPECIES\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\tSeeSound \"monster/annsee\"\n\tPainSound \"monster/annpain\"\n\tDeathSound \"monster/anndie\"\n\tActiveSound \"monster/annact\"\n\tTag \"Thanatos\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_THANATOS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t4NNI AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\t4NNI A 3 Fast A_Playsound (\"monster/annhoof\")\n\t\t\t4NNI ABBCC 3 Fast A_Chase\n\t\t\t4NNI D 3 Fast A_Playsound (\"monster/annhoof\")\n\t\t\t4NNI D 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(288, \"Stomp\")\n\t\tRockets:\n\t\t\tTNT1 A 0 A_Jump(144, \"Mini\", \"Homing\")\n\t\t\t4NNI E 6 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"CyberdemonRocket2\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"CyberdemonRocket2\",56,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"CyberdemonRocket2\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"CyberdemonRocket2\",56,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"CyberdemonRocket2\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"CyberdemonRocket2\",56,-30,0)\n\t\tGoto See\n\t\tHoming:\n\t\t\t4NNI E 6 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosRocket\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosRocket\",56,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosRocket\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosRocket\",56,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosRocket\",56,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosRocket\",56,-30,0)\n\t\tGoto See\n\t\tMini:\n\t\t\t4NNI E 6 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosMiniRocket\",64,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosMiniRocket\",64,-30,0)\n\t\t\t4NNI E 12 Fast A_FaceTarget\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30, random(-5, 5))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,-30, random(-5, 5), CMF_OFFSETPITCH | CMF_AIMOFFSET, frandom(-2.8, 2.8))\n\t\t\t4NNI F 0 A_CustomMissile (\"ThanatosMiniRocket\",64,30,0)\n\t\t\t4NNI F 12 Fast Bright A_CustomMissile (\"ThanatosMiniRocket\",64,-30,0)\n\t\tGoto See\n\t\tStomp:\n\t\t\tTNT1 A 0 A_Jump(64, \"Rockets\")\n\t\t\tANMA AA 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"CyberdemonStomper\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"StompFX\", 24)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SlamAftermathSpawner\")\n\t\t\tTNT1 A 0 A_PlaySound(\"cyberdemon/slam\", 5)\n\t\t\tTNT1 A 0 A_playSound(\"cyberdemon/slamadd\", 6)\n\t\t\tANMA B 9 Fast\n\t\t\tANMA BB 9 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\t4NNI G 10 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\t4NNI H 10 Bright\n\t\t\t4NNI I 10 Bright A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t4NNI JJJJJ 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\t4NNI KKKKK 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t4NNI LLLLL 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t4NNI MMMMM 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\t4NNI NNNNN 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t4NNI OOOOO 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\t4NNI P 30\n\t\t\t4NNI P -1 A_KillMaster\n\t\tStop\n   }\n}\n\nActor ThanatosExp1 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(96, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR ThanatosRocket {\n\tRadius 8\n\tHeight 11\n\tSpeed 20\n\tDamage (100)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tPROJECTILE\n\tDeathSound \"weapons/heavyrlexp\"\n\t+SeekerMissile\n\t+MTHRUSPECIES\n\t+Rockettrail\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+EXPLODEONWATER\n\t+DONTBLAST\n\tSeeSound \"weapons/heavyrlfire\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tHMIS AA 4 Bright\n\t\tSpawnLoop:\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHMIS A 2 Bright A_SeekerMissile (10, 25)\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHMIS A 2 Bright\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHMIS A 2 Bright A_SeekerMissile (10, 25)\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHMIS A 2 Bright A_PlaySound(\"Weapons/HeatSeek\", 7)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_SetTranslucent (0.75,1)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tMACX A 2 Bright A_SpawnItem(\"ThanatosExp1\")\n\t\t\tMACX BCDEFGHIJ 2 Bright\n\t\tstop\n\t}\n}\n\nActor CyberdemonRocket2 : CyberdemonRocket {\n\tSpeed 28\n}\n\nActor CyberdemonStomper : BaseExplosionDamage {\n\tDamageType \"PhysicalSlow\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 4 A_Explode(160, 224, 0)\n\t\t\tTNT1 A 4 A_Explode(116, 256, 0)\n\t\t\tTNT1 A 4 A_Explode(80, 288, 0)\n\t\tStop\n\t}\n}\n\nACTOR SlamFX {\n\tRadius 12\n\tHeight 16\n\tRenderStyle Translucent\n\tAlpha 0.1\n\tPROJECTILE\n\tSpeed 8\n\t+CLIENTSIDEONLY\n\t+DROPOFF\n\t-NOGRAVITY\n\t+FORCERADIUSDMG\n\t+BLOODLESSIMPACT\n\t+FloorHugger\n\t+RIPPER\n\tStates {\n\t\tSpawn:\n\t    \tIDGA CCAABBCCC 10\n\t\tDeath:\n\t\t\tIDGA C 1\n\t    Stop\n\t}\n}\n\nActor SlamAftermathSpawner {\n\tHeight 2\n\tRadius 2\n\tPROJECTILE\n\tSpeed 1\n\t+HEXENBOUNCE\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetPitch(0.0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 10, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 20, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 30, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 40, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 50, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 70, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 80, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 100, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 110, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 130, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 140, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 150, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 160, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 170, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 190, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 200, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 210, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 220, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 230, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 250, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 260, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 270, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 280, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 290, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 300, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 310, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 320, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 330, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 340, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SlamFX\", 0, 0, 350, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor StompFX {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale 1.5\n\tStates {\n\t\tSpawn:\n\t\t\tCJFX ABC 3 Bright A_FadeOut(0.05)\n\t\t\tCJFX DEFGH 2 Bright A_FadeOut(0.05)\n\t\t\tCJFX IJK 3 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor ThanatosExp2 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 72, 0)\n\t\tStop\n\t}\n}\n\nActor ThanatosMiniRocket {\n\tPROJECTILE\n\tSpeed 22\n\tDamage (32)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSeeSound \"weapons/devastatorfire\"\n\tDeathSound \"Weapons/DevastatorExpl\"\n\tHeight 8\n\tRadius 4\n\tScale 0.45\n\t+THRUGHOST\n\t+MTHRUSPECIES\n\t+FOILINVUL\n\t+FORCERADIUSDMG\n\t+NODAMAGETHRUST\n\t+SEEKERMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDEVM AA 2 Bright\n\t\t\tTNT1 A 0 A_ScaleVelocity(1.5)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DevastatorSmoke\")\n\t\t\tDEVM A 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"DevastatorSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 A 1 A_SpawnItem(\"ThanatosExp2\")\n\t\t\tTNT1 A 1 A_SpawnItem(\"DevastatorExplosion\")\n\t\tStop\n\t}\n}\n\nActor LowerThanHP : DnD_Boolean { }\n\nactor Cerberus : DnD_BaseRangedBoss {\n\tobituary \"%o didn't approach Cerberus the right way.\"\n\tHealth 0x7FFFFFFF\n\tradius 40\n\theight 110\n\tmass 2048\n\tspeed 8\n\tpainchance 16\n\tseesound \"Cerberus/See\"\n\tpainsound \"Cerberus/Pain\"\n\tdeathsound \"Cerberus/Die\"\n\tactivesound \"Cerberus/See\"\n\t+ISMONSTER\n\tScale 1.15\n\t+BOSS\n\t+DONTHURTSPECIES\n\t+NOTarget\n\t+NORADIUSDMG\n\t+DONTRIP\n\tSpecies \"Cyber\"\n\tMinMissileChance 32\n\tTag \"Cerberus\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CERBERUS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, \"Idle2\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB A 14 A_Look\n\t\tloop\n\t\tIdle2:\n\t\t\tCERB N 14 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, \"See2\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\tSeeGo:\n\t\t\tCERB B 2 Fast A_Chase\n\t\t\tCERB B 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERB C 2 Fast A_Chase\n\t\t\tCERB C 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERB D 2 Fast A_Chase\n\t\t\tCERB D 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERB E 2 Fast A_Chase\n\t\t\tCERB E 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERB F 2 Fast A_Chase\n\t\t\tCERB F 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tGoto See\n\t\tSee2:\n\t\t\tCERX A 2 Fast A_Chase\n\t\t\tCERX A 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERX B 2 Fast A_Chase\n\t\t\tCERX B 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERX C 2 Fast A_Chase\n\t\t\tCERX C 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERX D 2 Fast A_Chase\n\t\t\tCERX D 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tCERX E 2 Fast A_Chase\n\t\t\tCERX E 2 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, \"MissileSingle\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCYBR F 0 A_Jump(96, \"Pattern1\", \"Pattern2\")\n\t\t\tCERB G 9 Fast A_FaceTarget\n\t\t\tCERB H 8 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile (\"CerberusShot\", 45, 24, 0, CMF_AIMOFFSET)\n\t\t\tCYBR H 0 A_CustomMissile (\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 8 Fast\n\t\t\tCERB J 7 Fast\n\t\tGoto See\n\t\tMissileSingle:\n\t\t\tCERX F 3 Fast A_FaceTarget\n\t\t\tCERX G 4 Fast A_FaceTarget\n\t\t\tCRB2 J 0 A_CustomMissile (\"CerberusShot\", 45, 24)\n\t\t\tCERB N 5 Fast\n\t\t\tCERB N 3 Fast A_SentinelRefire\n\t\tGoto Missile\n\t\tPattern1:\n\t\t\tCERB G 5 Fast A_FaceTarget\n\t\t\tCERB H 9 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, -36, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 36, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\t\tCERB H 5 A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, 0, CMF_AIMOFFSET)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\t\tCERB H 5 A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, -18, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, -18, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\t\tCERB H 5 A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, 0, CMF_AIMOFFSET)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\t\tCERB H 5 A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, 14, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 14, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\t\tCERB H 5 A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, 0, CMF_AIMOFFSET)\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast\n\t\tGoto See\n\t\tPattern2:\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB G 5 Fast A_FaceTarget\n\t\t\tCERB H 9 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, -9, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB G 5 Fast A_FaceTarget\n\t\t\tCERB H 9 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, 0, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\t//CYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB I 6 Fast\n\t\t\tCERB J 6 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, -24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB G 5 Fast A_FaceTarget\n\t\t\tCERB H 9 Fast A_FaceTarget\n\t\t\tCYBR H 0 A_CustomMissile(\"CerberusShot\", 45, 24, -9, CMF_AIMOFFSET | CMF_AIMDIRECTION, -5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\t\tCERB K 6 Fast A_Pain\n\t\t\tCERB L 6 Fast A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"PainX\")\n\t\tgoto See\n\t\tPainX:\n\t\t\tTNT1 A 0 A_GiveInventory(\"LowerThanHp\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_AGGRESSIVE, DND_NOPAIN, -1, -1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_RAGE, -1, -1, -1)\n\t\t\tCERB K 7 Fast A_Pain\n\t\t\tCERB LM 7 Fast\n\t\tgoto Missile\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCERX H 6 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCERX I 6 A_Fall\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,0)\n\t\t\tCERX J 6\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,0)\n\t\t\tCERX KKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,-25),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,-25),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX L 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,-15),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX M 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,-5),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX N 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,5),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX O 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,15),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX P 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",25,(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](4,12),random[Cerberus](8,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX Q 10\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\",random[Cerberus](25,35),(random[Cerberus](-1,1)*25)+random[Cerberus](-6,6),random[Cerberus](8,24),random[Cerberus](2,4),random[Cerberus](-2,2),random[Cerberus](-1,3))\n\t\t\tCERX Q -1 A_KillMaster\n\t\tstop\n\t}\n}\n\nActor CerberusExp1 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o didn't approach Cerberus the right way.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(96, 128, 0)\n\t\tStop\n\t}\n}\n\nActor CerberusExp2 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o didn't approach Cerberus the right way.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 96, 0)\n\t\tStop\n\t}\n}\n\nActor CerberusExp3 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o didn't approach Cerberus the right way.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(16, 72, 0)\n\t\tStop\n\t}\n}\n\nActor CerberusExp4 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o didn't approach Cerberus the right way.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 56, 0)\n\t\tStop\n\t}\n}\n\nactor CerberusShot {\n\tDecal Scorch\n\tradius 8\n\theight 16\n\tspeed 24\n\tdamage (10 * random(8, 10))\n\tDamageType \"Fire\"\n\tStamina 32\n\trenderstyle Add\n\tScale 0.75\n\tseesound \"Cerberus/Fire\"\n\tDeathsound \"Cerberus/Explode\"\n\tPROJECTILE\n\t+DONTBLAST\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Cerberus/MissileFly\", 7, 1.0, 1)\n\t\tSpawnLoop:\n\t\t\tNAPP ABCDE 2 bright A_SpawnItemEx(\"BFireTrail\",0+random[Cerberus](-5,5),0+random[Cerberus](-5,5),0+random[Cerberus](-5,5),0,0,1,0,128)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tLLSX A 5 Bright A_SpawnItem(\"CerberusExp1\")\n\t\t\tLLSX BCD 4 Bright A_SpawnItem(\"CerberusExp2\")\n\t\t\tLLSX EFG 3 Bright A_SpawnItem(\"CerberusExp3\")\n\t\t\tLLSX HI 3 Bright A_SpawnItem(\"CerberusExp4\")\n\t\t\tLLSX J 3 Bright\n\t\t\tLLSX K 3\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Demon.txt",
        "contents": "ACTOR BloodDemonClone : DnD_BaseMeleeMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -50\n    Speed 12\n    Height 56\n    Radius 30\n    Mass 400\n    PainChance 180\n    REACTIONTIME 8\n    SeeSound \"blooddemon/sight\"\n    PainSound \"blooddemon/pain\"\n    DeathSound \"blooddemon/death\"\n    ActiveSound \"blooddemon/active\"\n    //MeleeSound \"blooddemon/melee\"\n    HitObituary \"%o Was chewed up and spat out by a Mech-demon.\"\n\tSpecies \"Demon\"\n\tTag \"Blood Demon\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLOODDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n\t\t\tSRG2 AABB 2 Fast A_Chase\n\t\t\tSRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n\t\t\tSRG2 CCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n\t\t\tSRG2 EF 8 Fast A_FaceTarget\n\t\t\tSRG2 G 8 Fast A_CustomMeleeAttack(5 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tSRG2 H 2 Fast\n\t\t\tSRG2 H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap_More\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSRG2 I 8\n\t\t\tSRG2 I 0 A_FaceTarget\n\t\t\tSRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n\t\t\tSRG2 J 8 A_Scream\n\t\t\tSRG2 K 4\n\t\t\tSRG2 L 4 A_NoBlocking\n\t\t\tSRG2 M 4\n\t\t\tSRG2 N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSRG2 NMLKJI 5\n\t\tGoto See\n    }\n}\n\nACTOR BloodDemonArm {\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSG2A ABCDEFGH 2\n\t\tLoop\n\t\tDeath:\n\t\t\tSG2A I -1\n\t\tLoop\n\t}\n}\n\nActor Bloodfiend : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 140\n\tSpeed 12\n\tRadius 30\n\tHeight 56\n\tMass 450\n\t+DontHurtSpecies\n\tObituary \"%o died from the toxic blood of a bloodfiend.\"\n\tHitObituary \"%o was eaten by a bloodfiend.\"\n\tSeeSound \"Monster/sg2sit\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"demon/Pain\"\n\tDeathSound \"demon/Death\"\n\tActiveSound \"demon/sg2act\"\n\tTag \"Blood Fiend\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLOODFIEND)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSAR2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSAR2 AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSAR2 EF 8 Fast A_FaceTarget\n\t\t\tSAR2 G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSAR2 GF 8 Fast A_FaceTarget\n\t\t\tSAR2 E 0 A_PlaySound(\"Weapons/bloodf\")\n\t\t\tSAR2 E 0 A_CustomMissile(\"Bloodshot\",22,0,-1,0,0)\n\t\t\tSAR2 E 8 Fast A_CustomMissile(\"Bloodshot\",22,0,1,0,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSAR2 H 2 Fast\n\t\t\tSAR2 H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tSAR2 I 8\n\t\t\tSAR2 J 8 A_Scream\n\t\t\tSAR2 K 4\n\t\t\tSAR2 L 4 A_NoBlocking\n\t\t\tSAR2 M 4\n\t\t\tSAR2 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tSAR2 O 5\n\t\t\tSAR2 P 5 A_XScream\n\t\t\tSAR2 Q 5 A_NoBlocking\n\t\t\tSAR2 RSTUV 5\n\t\t\tSAR2 W -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSAR2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot {\n\tRadius 3\n\tHeight 3\n\tSpeed 20\n\tDamage (2 * random(1, 6))\n\tDamageType \"Physical\"\n\tStamina 1\n\tProjectile\n\tRenderStyle Translucent\n\tAlpha 0.80\n\t+ThruGhost\n\t+DONTBLAST\n\tDeathSound \"weapons/bloodx\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFBLD A 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD A 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n\t\t\tFBLD B 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD B 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\t\tFBLD CDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor Bloodtrail {\n\tRenderStyle Translucent\n\tAlpha 0.67\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tFBLD FGH 3 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Ravager : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 96\n\tSpeed 16\n\tMass 1024\n\tObituary \"%o died from the toxic blood of a Ravager.\"\n\tHitObituary \"%o was bitten by a Ravager.\"\n\tSeeSound \"Monster/sg2sit\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"demon/Pain2\"\n\tDeathSound \"demon/Death\"\n\tActiveSound \"demon/sg2act\"\n\tTag \"Ravager\"\n\tMaxTargetRange 264\n\tScale 1.15\n\tRadius 30\n\tHeight 56\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_RAVAGER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSAR3 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSAR3 AABBCCDD 2 Fast A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\t\tSAR3 EF 6 Fast A_FaceTarget\n\t\t\tSAR3 G 6 Fast A_CustomMeleeAttack(random(5, 10) * 4)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSAR3 GE 5 Fast A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tSAR3 F 0 A_FaceTarget\n\t\tGoto See\n\t\tRetaliate:\n\t\t\tSAR3 GE 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0  A_CustomMissile(\"Bloodshot_Grav\", 27, 0)\n\t\t\tSAR3 F 7 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, -4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0  A_CustomMissile(\"Bloodshot_Grav\", 27, 0)\n\t\t\tSAR3 F 7 Fast A_CustomMissile(\"Bloodshot_Grav\", 27, 0, 4)\n\t\t\tSAR3 EG 6 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tSAR3 H 2 Fast\n\t\t\tSAR3 H 2 Fast A_Pain\n\t\t\tSAR3 H 0 A_Jump(128, \"Retaliate\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSAR3 I 8\n\t\t\tSAR3 J 8 A_Scream\n\t\t\tSAR3 K 4\n\t\t\tSAR3 L 4 A_NoBlocking\n\t\t\tSAR3 M 4\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSAR3 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot_Grav : Bloodshot {\n\tSpeed 22\n\tSeeSound \"Weapons/bloodf\"\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ThrustThingZ(0, 18, 0, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nACTOR CyberFiend : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -50\n    Speed 10\n    Height 56\n    Radius 30\n    Mass 400\n    PainChance 125\n\tMaxTargetRange 256\n    +MISSILEMORE\n\t+MISSILEEVENMORE\n    SeeSound \"CyberFiend/sight\"\n    PainSound \"CyberFiend/pain\"\n    DeathSound \"CyberFiend/death\"\n    ActiveSound \"CyberFiend/active\"\n    HitObituary \"%o became the Cyber Fiend's dinner.\"\n    Obituary \"The Cyber Fiend puked on %o\"\n\tSpecies \"Demon\"\n\t+DONTHURTSPECIES\n\tTag \"Cyber Fiend\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CYBERFIEND)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCYFN AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCYFN A 0 A_PlaySound(\"CyberFiend/walk\")\n\t\t\tCYFN AABB 2 Fast A_Chase\n\t\t\tCYFN C 0 A_PlaySound(\"CyberFiend/walk\")\n\t\t\tCYFN CCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(256, \"Puke1\", \"Puke2\", \"Puke3\")\n\t\tPuke1:\n\t\t\tCYFN E 0 A_PlaySound(\"CyberFiend/Attack\")\n\t\t\tCYFN EF 8 Fast A_FaceTarget\n\t\t\tCYFN G 8 Fast A_CustomMissile(\"Puke1\")\n\t\tGoto See\n\t\tPuke2:\n\t\t\tCYFN E 0 A_PlaySound(\"CyberFiend/Attack\")\n\t\t\tCYFN EF 8 Fast A_FaceTarget\n\t\t\tCYFN G 8 Fast A_CustomMissile(\"Puke2\")\n\t\tGoto See\n\t\tPuke3:\n\t\t\tCYFN E 0 A_PlaySound(\"CyberFiend/Attack\")\n\t\t\tCYFN EF 8 Fast A_FaceTarget\n\t\t\tCYFN G 8 Fast A_CustomMissile(\"Puke3\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tCYFN E 0 A_PlaySound(\"CyberFiend/Attack\")\n\t\t\tCYFN EF 8 Fast A_FaceTarget\n\t\t\tCYFN G 8 Fast A_CustomMeleeAttack(8 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tCYFN H 2 Fast\n\t\t\tCYFN H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap_More\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCYFN I 8 A_Scream\n\t\t\tCYFN I 0 A_FaceTarget\n\t\t\tCYFN J 0 A_SpawnItemEx(\"CyberFiendArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n\t\t\tCYFN J 8\n\t\t\tCYFN K 4\n\t\t\tCYFN L 4 A_NoBlocking\n\t\t\tCYFN M 4\n\t\t\tCYFN N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tCYFN NMLKJI 5\n\t\tGoto See\n    }\n}\n\n//origional Blood demon Arm Decorate, it works so why not use it?\nACTOR CyberFiendArm {\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tCYF1 ABCDEFGH 2\n\t\tLoop\n\t\tDeath:\n\t\t\tCYF1 I -1\n\t\tLoop\n\t}\n}\n\n//FYI it actually pukes out body parts, a pinky's hand, a cacodemon eye and a player skull.\nACTOR Puke1 {\n\tRadius 8\n\tHeight 8\n\tSpeed 16\n\tDamage (3 * random(1, 8))\n\tDamageType \"Physical\"\n\tStamina 1\n\tbouncefactor 0.8\n\tbouncecount 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+THRUGHOST\n\t+Missile\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tPUK1 ABCDEFGH 2\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"1Gib\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"2Gib\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"3Gib\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"1Gib\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"2Gib\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"3Gib\")\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nACTOR Puke2 : Puke1 {\n\tStates {\n\t\tSpawn:\n\t\t\tPUK2 ABCDEFGH 2\n\t\tLoop\n\t}\n}\n\nACTOR Puke3 : Puke1 {\n\tStates {\n\t\tSpawn:\n\t\t\tPUK3 A 2\n\t\tLoop\n\t}\n}\n\nActor 1GIB {\n\thealth 1\n\tradius 6\n\theight 6\n\tmass 1\n\t+CORPSE\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\t1GIB A 4\n\t\tloop\n\t\tCrash:\n\t\t\t1GIB A 1050\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nActor 2GIB : 1GIB {\n\tStates {\n\t\tSpawn:\n\t\t\t2GIB A 4\n\t\tloop\n\t\tCrash:\n\t\t\t2GIB A 1050\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nActor 3GIB : 1GIB {\n\tStates {\n\t\tSpawn:\n\t\t\t3GIB A 4\n\t\tloop\n\t\tCrash:\n\t\t\t3GIB A 1050\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nActor IGIB : 1GIB {\n\tStates {\n\t\tSpawn:\n\t\t\tIGIB A 4\n\t\tloop\n\t\tCrash:\n\t\t\tIGIB A 1050\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nActor IGIB2 : 1GIB {\n\tStates {\n\t\tSpawn:\n\t\t\tIGIB B 4\n\t\tloop\n\t\tCrash:\n\t\t\tIGIB B 1050\n\t\t\tTNT1 A 1 A_FadeOut(1)\n\t\tStop\n\t}\n}\n\nACTOR FlameDemon : DnD_BaseMeleeMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tSpeed 16\n\tHeight 56\n\tRadius 30\n\tMass 400\n\tPainChance 150\n\tREACTIONTIME 8\n\t+NORADIUSDMG\n\tSeeSound \"demon/sight\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"demon/death2\"\n\tActiveSound \"demon/active\"\n\tMeleeSound \"demon/melee\"\n\tHitObituary \"A charred demon hunted %o down.\"\n\tAttackSound \"demon/melee\"\n\tTranslation \"16:39=101:111\", \"40:47=5:8\", \"79:79=8:8\", \"190:191=7:8\", \"210:223=87:100\", \"224:224=161:161\"\n\tSpecies \"Demon\"\n\t+DONTHURTSPECIES\n\tTag \"Flame Demon\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FLAMEDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSARG AB 8 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSARG AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSARG EF 8 Fast A_FaceTarget\n\t\t\tSARG G 8 Fast A_CustomMeleeAttack(6 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tSARG H 2 Fast\n\t\t\tSARG H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSARG I 6\n\t\t\tSARG J 6 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSARG NMLKJI 4\n\t\tGoto See\n   }\n}\n\nACTOR StoneImp : DnD_BaseMeleeMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tRadius 20\n\tHeight 56\n\tSpeed 6\n\tMass 400\n\tSeeSound \"imp/sight\"\n\tPainSound \"imp/pain\"\n\tDeathSound \"imp/death\"\n\tActiveSound \"imp/active\"\n\tObituary \"%o was smashed by a stone imp.\"\n\tSpecies \"Demon\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+NOBLOODDECALS\n\t+NOPAIN\n\t+DONTRIP\n\t+NOBLOOD\n\tTag \"Stone Imp\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_STONEIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGIMP AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGIMP AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tGIMP EF 8 Fast A_FaceTarget\n\t\t\tGIMP G 6 Fast A_CustomMeleeAttack(12 * random(1, 4), \"stoneimp/hit\", \"\", \"Melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tGIMP H 2 Fast\n\t\t\tGIMP H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"StoneBitsSpawner\", 0, 0, frandom(16.0, 32.0))\n\t\tDeathState:\n\t\t\tGIMP I 6\n\t\t\tGIMP J 6 A_Scream\n\t\t\tGIMP K 5\n\t\t\tGIMP L 5 A_Fall\n\t\t\tGIMP M 5\n\t\t\tGIMP N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tGIMP ML 8\n\t\t\tGIMP KJI 6\n\t\tGoto See\n\t}\n}\n\nactor StoneDemon : DnD_BaseHybridMonster {\n\tScale 1.1\n\tHitObituary \"%o was smashed by a stone demon.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 100\n\tSpeed 8\n\tRadius 30\n\tHeight 56\n\tMass 9999999\n\tMissileType StoneDemonBoulder\n\tMissileHeight 24\n\tSeeSound \"stone/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"stone/death\"\n\tActiveSound \"demon/active\"\n\tSpecies \"Demon\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTHURTSPECIES\n\tTag \"Stone Demon\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_STONEDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSTON AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSTON AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSTON EF 6 Fast A_FaceTarget\n\t\t\tSTON E 6 Fast A_MissileAttack\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSTON EF 8 Fast A_FaceTarget\n\t\t\tSTON G 0 A_CustomMeleeAttack(random(1, 10) * 4)\n\t\t\tSTON G 6 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\t\tSTON EF 8 Fast A_FaceTarget\n\t\t\tSTON G 6 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSTON H 3 Fast\n\t\t\tSTON H 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"StoneDemonMiniBoulder\",16,0,random(0,359),2,random(0,40))\n\t\tDeathSkipExtra:\n\t\t\tSTON I 5\n\t\t\tSTON J 5 A_Scream\n\t\t\tSTON K 5\n\t\t\tSTON L 5 A_NoBlocking\n\t\t\tSTON MN 5\n\t\t\tSTON OP 4\n\t\t\tSTON Q -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"StoneBitsSpawner\", 0, 0, frandom(16.0, 32.0))\n\t\tGoto DeathSkipExtra\n\t\tRaiseState:\n\t\t\tSTON NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nactor StoneDemonBoulder {\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+DONTBLAST\n\tSeeSound \"stone/bounce\"\n\tRadius 6\n\tHeight 6\n\tScale 0.7\n\tSpeed 20\n\tVSpeed 3\n\tDamage (random(6,12))\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSTNB ABCDEFGH 3\n\t\tLoop\n\t\tDeath:\n\t\t\tSTNB H 200\n\t\tStop\n\t}\n}\n\nactor StoneDemonMiniBoulder : StoneDemonBoulder {\n\tDamage (1)\n\tScale 0.35\n\tSeeSound \"\"\n}\n\nActor SoulEater : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 128\n\tSpeed 12\n\tRadius 30\n\tHeight 56\n\tMass 450\n\t+LongMeleeRange\n\t+DontHurtSpecies\n\tObituary \"%o had %p soul stolen by a Soul Eater.\"\n\tHitObituary \"%o was eaten by a Soul Eater.\"\n\tSeeSound \"SoulEater/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"SoulEater/Pain\"\n\tDeathSound \"SoulEater/Die\"\n\tActiveSound \"SoulEater/Act\"\n\tTag \"Soul Eater\"\n\tMaxTargetRange 512\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SOULEATER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSOEA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSOEA AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSOEA EF 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"SoulEaterProj\",28)\n\t\t\tSOEA G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSOEA EF 8 Fast A_FaceTarget\n\t\t\tSOEA G 8 Fast A_CustomMissile(\"SoulEaterProj\",28)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSOEA H 2 Fast\n\t\t\tSOEA H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSOEA I 8\n\t\t\tSOEA J 8 A_Scream\n\t\t\tSOEA K 4\n\t\t\tSOEA L 4 A_NoBlocking\n\t\t\tSOEA M 4\n\t\t\tSOEA N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSOEA NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor SoulEaterProj : MummyFX1 {\n\tDamage (random(8, 24))\n\tDamageType \"MagicalYellow\"\n\tStamina 8\n\tSpeed 12\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tGoto Super::Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tGoto Super::Death\n\t}\n}\n\n// no resurrect\nACTOR BigBruty : DnD_BaseMeleeMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tRadius 30\n\tHeight 56\n\tmass 999999\n\tSpeed 12\n\tXScale 1.0\n\tYScale 1.1\n\tPainChance 48\n\tMeleeRange 96\n\t+ISMONSTER\n\t+NOFEAR\n\tPainSound \"Bruty/Pain\"\n\tDeathSound \"Bruty/Die\"\n\tActiveSound \"Bruty/Act\"\n\tSeeSound \"Bruty/See\"\n\tMeleeRange 72\n\tObituary \"%o was nuked by a Big Bruty.\"\n\tTag \"Big Bruty\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BRUTY)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBBRT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBBRT AABB 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Bruty/walk\")\n\t\t\tBBRT CCDD 3 Fast A_Chase\n\t\t\tBBRT D 0 A_PlaySound(\"Bruty/walk\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 AA 0 A_Pain\n\t\t\tBBRT EEE 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBBRT F 4 Fast A_Die(\"SelfExplosion\")\n\t\t\tBBRT F 2 Fast\n\t\tGoto Death\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tBBRT F 1\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tBBRT F 15 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBBRT G 8 A_Fall\n\t\t\tTNT1 A 0 A_SpawnItem(\"BruteExplosion1\",0,32)\n\t\tGoto End\n\t\tDeath.SelfExplosion:\n\t\t\tTNT1 A 0 A_SpawnItem(\"BruteExplosion2\",0,32)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBBRT G 8 A_Fall\n\t\tEnd:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBBRT H 4\n\t\t\tBBRT IJKLM 4\n\t\t\tBBRT N -1\n\t\tStop\n\t}\n}\n\nActor BruteExplosion1 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(36, 128, 0)\n\t\t\tTNT1 AAAAAA 0 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\t\tTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ExplosionFX\", 0, 0, 16, random(-3,3), random(-3,3), random(0,4))\n\t\tStop\n\t}\n}\n\nActor BruteExplosion2 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(72, 128, 0)\n\t\t\tTNT1 AAAAAA 0 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\t\tTNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"ExplosionFX\", 0, 0, 16, random(-3,3), random(-3,3), random(0,4))\n\t\tStop\n\t}\n}\n\nactor Scavenger : DnD_ArchVileHybridBase {\n\tobituary \"%o was wrecked by a Scavenger.\"\n\thitobituary \"A Scavenger had %o for lunch.\"\n\tHealth 0x7FFFFFFF\n\tGibhealth -10\n\tradius 20\n\theight 56\n\tmass 120\n\tspeed 7\n\tpainchance 128\n\t+DONTHURTSPECIES\n\tseesound \"monster/vulsit\"\n\tpainsound \"monster/vulpai\"\n\tdeathsound \"monster/vuldth\"\n\tactivesound \"monster/vulact\"\n\tmeleesound \"monster/vulhit\"\n\tTranslation \"1:2=[2,2,1]:[1,1,1]\", \"7:8=0:0\", \"9:12=[18,14,12]:[3,2,2]\", \"15:15=[5,4,3]:[5,4,3]\", \"78:78=[12,9,8]:[12,9,8]\", \"127:131=[1,1,1]:[165,133,111]\", \"152:159=[124,94,73]:[24,20,17]\"\n\tSpecies \"Demon\"\n\tTag \"Scavenger\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SCAVENGER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tVULG AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ScavengerCounter\", 0, \"NoRaise\")\n\t\t\tVULG AABBCCDD 3 Fast A_VileChase\n\t\tGoto See\n\t\tNoRaise:\n\t\t\tVULG AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tVULG E 8 Fast A_FaceTarget\n\t\t\tVULG F 1 Fast A_PlaySound(\"monster/vulswg\")\n\t\t\tVULG F 7 Fast A_FaceTarget\n\t\t\tVULG G 6 Fast A_CustomMeleeAttack(4 * random(1, 8))\n\t\tgoto See\n\t\tMissileState:\n\t\t\tVULG EF 8 Fast A_FaceTarget\n\t\t\tVULG G 6 Fast A_CustomMissile(\"ScavengerBall\",37,0,0,0,0)\n\t\tgoto See\n\t\tHealState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"ScavengerCounter\", 1)\n\t\t\tVULG EFG 3 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tVULG H 2 Fast\n\t\t\tVULG H 2 Fast A_Pain\n\t\tgoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tVULG I 8\n\t\t\tVULG J 8 A_Scream\n\t\t\tVULG KL 6\n\t\t\tVULG M 6 A_NoBlocking\n\t\t\tVULG N -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tVULG ML 8\n\t\t\tVULG KJI 6\n\t\tgoto See\n\t}\n}\n\nActor ScavengerBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 16\n\tDamage (4 * random(1, 8))\n\tProjectile\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDamagetype \"FireBlue\"\n\tStamina 4\n\tDecal BaronScorch\n\tTranslation \"111:123=197:207\", \"124:127=242:245\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AAAABBBB 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL7 CDE 6 Bright\n\t\tStop\n\t}\n}\n\nActor ScavengerCounter : Inventory {\n\tinventory.maxamount 3\n}\n\nActor Nhumcign : DnD_BaseMeleeMonster {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,0.10,1.29]\", \"0:47=0:47\", \"80:127=80:127\", \"152:235=152:235\", \"240:255=240:255\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 96\n\tSpeed 8\n\tObituary \"%o had %p ass bitten by a Nhumcign.\"\n\tHitobituary \"%o had %p ass bitten by a Nhumcign.\"\n\tSeeSound \"PurpleDemon/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"PurpleDemon/Pain\"\n\tDeathSound \"PurpleDemon/Die\"\n\tActiveSound \"PurpleDemon/Act\"\n\tTag \"Nhumcign\"\n\tSpecies \"Demon\"\n\tRadius 30\n\tHeight 56\n\tMass 400\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_NHUMCIGN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSOEA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NhumAngry\", 1, \"AngrySee\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA AA 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NhumAngry\", 1, \"AngrySee\")\n\t\t\tSOEA C 2 Fast A_Chase\n\t\t\tSOEA D 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA D 2 Fast A_Chase\n\t\t\tSOEA D 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\tGoto See\n\t\tAngrySee:\n\t\t\tSOEA AA 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXA\")\n\t\t\tSOEA AA 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXA\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA BB 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXB\")\n\t\t\tSOEA BB 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXB\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA CC 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXC\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tSOEA CC 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXC\")\n\t\t\tSOEA DD 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXD\")\n\t\t\tSOEA DD 1 Fast A_Chase\n\t\t\tSOEA D 0 A_SpawnItem(\"NhumWalkFXD\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSOEA E 5 Fast A_FaceTarget\n\t\t\tSOEA F 2 Fast A_FaceTarget\n\t\t\tSOEA F 3 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\t\tSOEA G 5 Fast\n\t\tGoto See\n\t\tMissileGo:\n\t\t\tSOEA EEEE 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_TakeInventory(\"DemonGoJump\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"PurpleDemon/Jump\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Leap\")\n\t\t\tSOEA F 3 Fast\n\t\t\tSOEA F 4 Fast ACS_NamedExecuteAlways(\"DnD Monster Leap Finish\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DemonGoJump\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA H 2 Fast\n\t\t\tSOEA H 2 Fast A_Pain\n\t\tGoto See\n\t\tXdeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSOEA I 8 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"NhumAngry\", 1)\n\t\t\tSOEA J 8 A_Scream\n\t\t\tSOEA K 4\n\t\t\tSOEA L 4 A_NoBlocking\n\t\t\tSOEA M 4\n\t\t\tSOEA N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSOEA NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor DemonLand : BaseExplosionDamage {\n\tDamageType \"Physical\"\n\tStamina 1\n\tObituary \"%o was traumatized by a Nhumcign.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(36, 84, 0)\n\t\tStop\n\t}\n}\n\nActor NhumWalkFXA {\n\tHeight 2\n\tRadius 2\n\tRenderstyle Translucent\n\tAlpha 0.75\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,0.10,1.29]\", \"0:63=0:63\", \"80:127=80:127\", \"152:255=152:255\"\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSOEA A 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor NhumWalkFXB : NhumWalkFXA {\n\tStates {\n\t\tSpawn:\n\t\t\tSOEA B 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor NhumWalkFXC : NhumWalkFXA {\n\tStates {\n\t\tSpawn:\n\t\t\tSOEA C 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor NhumWalkFXD : NhumWalkFXA {\n\tStates {\n\t\tSpawn:\n\t\t\tSOEA D 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor NhumAngry : DnD_Boolean { }\n\nActor NhumHealthCheck : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NhumAngry\", 1, \"Nothing\")\n\t\t\tTNT1 A 0 A_JumpIFHealthLower(3 * ACS_ExecuteWithResult(961, 7) / 5, \"Anger\")\n\t\tStop\n\t\tNothing:\n\t\t\tTNT1 A 0\n\t\tStop\n\t\tAnger:\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumAngry\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tStop\n\t}\n}\n\nActor DemonLanded : DnD_Activator {\n\tStates {\n\t\tUse:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DemonLand\")\n\t\t\tTNT1 A 0 A_PlaySound(\"PurpleDemon/Land\", 6)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DemonGoJump\", 1)\n\t\tStop\n\t}\n}\n\nActor DemonGoJump : DnD_Boolean { }\n\nActor DemonJumpCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -1\n}\n\nActor DemonJumpCheck : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfCloser(80, \"Nothing\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(384, \"CheckSight\")\n\t\tStop\n\t\tCheckSight:\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Jump\")\n\t\tStop\n\t\tJump:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonJumpCooldown\", 1, \"Nothing\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCooldown\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonGoJump\", 1)\n\t\tStop\n\t\tNothing:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DemonFlightDamager : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_CustomMissile(\"DemonFlightAtk\", 24, 0, 0, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor DemonFlightAtk {\n\tPROJECTILE\n\tRadius 6\n\tHeight 12\n\tDamage (3 * random(2, 5))\n\tDamageType \"Physical\"\n\tStamina 1\n\t+DONTBLAST\n\t+THRUSPECIES\n\tSpecies \"Demon\"\n\tSpeed 56\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor Satyr : DnD_BaseMeleeMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -50\n    Radius 24\n    Height 56\n    Scale 0.9\n    Speed 8\n    PainChance 84\n    Mass 350\n    SeeSound \"Satyr/See\"\n    PainSound \"Satyr/Hit\"\n    DeathSound \"Satyr/Die\"\n    ActiveSound \"Satyr/Act\"\n    MeleeSound \"baron/melee\"\n    HitObituary \"%o was mauled by a satyr.\"\n\tTag \"Satyr\"\n\tSpecies \"Demon\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SATYR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSTYR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSTYR AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSTYR E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tSTYR G 5 Fast A_CustomMeleeAttack(random(12, 24), \"baron/melee\", \"\")\n\t\t\tSTYR P 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR P 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR Q 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR Q 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR R 5 Fast A_CustomMeleeAttack(random(12, 24), \"baron/melee\", \"\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tSTYR H 2 Fast\n\t\t\tSTYR H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSTYR I 5\n\t\t\tSTYR J 5 A_Scream\n\t\t\tSTYR K 6\n\t\t\tSTYR L 7 A_Fall\n\t\t\tSTYR M 4\n\t\t\tSTYR N 4\n\t\t\tSTYR O -1\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tSTYR ONMLKJI 8\n\t\tGoto See\n    }\n}\n\nActor EarthGolem : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -50\n    Speed 6\n    Height 56\n    Radius 22\n    Mass 1024\n    PainChance 128\n    ReactionTime 8\n    SeeSound \"EarthGolem/See\"\n    PainSound \"EarthGolem/Pain\"\n    DeathSound \"EarthGolem/Death\"\n    ActiveSound \"EarthGolem/Act\"\n    HitObituary \"%o became part of mother nature.\"\n\tSpecies \"Demon\"\n\tTag \"Earth Golem\"\n\tBloodColor \"10 A5 10\"\n\tMeleeRange 72\n\tMaxTargetRange 384\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_EARTHGOLEM)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t   GOL1 AB 10 A_Look\n\t    Loop\n\t\tSeeState:\n\t\t\tGOL1 AABBCCDD 2 Fast A_Chase\n\t    Goto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Golem/Swing\")\n\t\t\tGOL1 E 8 Fast A_FaceTarget\n\t\t\tGOL1 F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(5 * random(4, 6), \"Golem/Hit\")\n\t\t\tGOL1 FG 6 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tGOl1 X 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(76, \"Melee\")\n\t\t\tGOl1 X 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(76, \"Melee\")\n\t\t\tGOl1 X 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(76, \"Melee\")\n\t\t\tGOl1 X 5 Fast A_FaceTarget\n\t\t\tGOL1 Y 6 Fast Bright A_CustomMissile(\"EarthGolemShot\", 32)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0  A_CustomMissile(\"EarthGolemShot\", 32, 0, 4)\n\t\t\tGOL1 Y 3 Fast Bright A_CustomMissile(\"EarthGolemShot\", 32, 0, -4)\n\t\tGoto See\n\t\tPainState:\n\t\t   GOL1 H 4 Fast\n\t\t   GOL1 H 4 Fast A_Pain\n\t    Goto See\n\t\tXDeathState:\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"EarthGolemPieces\", random(16, 32), 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-1, 18))\n\t\tDeathState:\n\t\t   GOL1 I 5\n\t\t   GOL1 J 4 A_Scream\n\t\t   GOL1 KKKK 1 A_CustomMissile(\"EarthGolemPieces\", random(16, 32), 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-1, 18))\n\t\t   TNT1 A 0 A_SpawnItemEx(\"GolemSoul\", 0, 0, 10, 0, 0, 1)\n\t\t   TNT1 A 0 A_NoBlocking\n\t\t   GOL1 LLLLMMMM 1 A_CustomMissile(\"EarthGolemPieces\", random(16, 32), 0, random(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION, 5 * random(-1, 18))\n\t\t   GOL1 NO 4\n\t\t   GOL1 P -1\n\t    Stop\n\t\tRaiseState:\n\t\t   GOL1 ONMLKJI 3\n\t    Goto See\n    }\n}\n\nActor EarthGolemShot : VulgarShot {\n\tSpeed 18\n\tDamage (5 * random(2, 4))\n\tDamageType \"Poison\"\n\tStamina 128\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFVUL AA 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_Weave(2.0, 0, 4.0, 0)\n\t\t\tFVUL AB 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_Weave(2.0, 0, 4.0, 0)\n\t\t\tFVUL BB 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_Weave(2.0, 0, 4.0, 0)\n\t\tloop\n\t}\n}\n\nActor EarthGolemPieces {\n\tDamage (1)\n\tDamageType \"Poison\"\n\tStamina 128\n\tPROJECTILE\n\tSpeed 16\n\tHeight 8\n\tRadius 5\n\t+FORCEPAIN\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBPBL AB 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tBPBL CDEFG 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR PurebredDemon : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -50\n    Speed 14\n    Mass 2048\n    PainChance 128\n    REACTIONTIME 8\n\tRadius 30\n\tHeight 56\n    SeeSound \"demon/sight\"\n    PainSound \"demon/pain2\"\n    DeathSound \"demon/death\"\n    ActiveSound \"demon/active\"\n\tAttackSound \"\"\n    HitObituary \"%o fought a Purebred Demon and lost.\"\n\tSpecies \"Demon\"\n\tTag \"Purebred Demon\"\n\tMaxTargetRange 324\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\t+ISMONSTER\n\tScale 1.1\n\tdamage (3 * random(1, 6))\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PUREBREDDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBBRQ AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", 0, DND_ISBLOCKING)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\tSeeLoop:\n\t\t\tBBRQ A 3 Fast A_Chase\n\t\t\tBBRQ A 2 Fast A_Chase\n\t\t\tBBRQ B 3 Fast A_Chase\n\t\t\tBBRQ B 2 Fast A_Chase\n\t\t\tBBRQ C 3 Fast A_Chase\n\t\t\tBBRQ C 2 Fast A_Chase\n\t\t\tBBRQ D 3 Fast A_Chase\n\t\t\tBBRQ D 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"demon/melee\")\n\t\t\tBBRQ EF 6 Fast A_FaceTarget\n\t\t\tBBRQ G 6 Fast A_CustomMeleeAttack(5 * random(1, 8))\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"demon/sight\")\n\t\t\tTNT1 A 0 A_PlaySound(\"PurebredDemon/Thud\", CHAN_BODY)\n\t\t\tBBRQ B 8 Fast A_FaceTarget\n\t\t\tBBRQ C 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"PurebredDemon/Thud\", CHAN_BODY)\n\t\t\tBBRQ B 6 Fast A_FaceTarget\n\t\t\tBBRQ C 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"PurebredDemon/Thud\", CHAN_BODY)\n\t\t\tBBRQ B 4 Fast A_FaceTarget\n\t\t\tBBRQ C 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tBBRQ D 2 Fast ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tTNT1 A 0 A_SkullAttack\n\t\t\tBBRQ A 4 Fast A_ChangeVelocity(velx, vely, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_A\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tBBRQ B 4 Fast\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_B\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tTNT1 A 0 A_SkullAttack\n\t\t\tBBRQ C 4 Fast A_ChangeVelocity(velx, vely, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_C\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tBBRQ D 4 Fast\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_D\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tTNT1 A 0 A_SkullAttack\n\t\t\tBBRQ A 4 Fast A_ChangeVelocity(velx, vely, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_A\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tBBRQ B 4 Fast\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_B\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tTNT1 A 0 A_SkullAttack\n\t\t\tBBRQ C 4 Fast A_ChangeVelocity(velx, vely, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_C\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"PurebredChargeExp\", 0, 16)\n\t\t\tBBRQ D 4 Fast\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredGhost_D\",0,0,0,0,0,0,0,128,0)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", 0, DND_ISBLOCKING)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tBBRQ A 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", 0, DND_ISBLOCKING)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tBBRQ H 2 Fast\n\t\t\tBBRQ H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tBBRQ I 8\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurebredDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n\t\t\tBBRQ J 8 A_Scream\n\t\t\tBBRQ K 4\n\t\t\tBBRQ L 4 A_NoBlocking\n\t\t\tBBRQ M 4\n\t\t\tBBRQ N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tBBRQ NMLKJI 5\n\t\tGoto See\n    }\n}\n\nACTOR PurebredDemonArm {\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n\t+CLIENTSIDEONLY\n\tScale 1.1\n\tStates {\n\t\tSpawn:\n\t\t\tSG2B ABCDEFGH 2\n\t\tLoop\n\t\tDeath:\n\t\t\tSG2B I -1\n\t\tLoop\n\t}\n}\n\nActor PurebredChargeExp : BaseExplosionDamage {\n\tObituary \"%o was charged by a Purebred Demon.\"\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(12, 96, 0, 0, 44)\n\t\tStop\n\t}\n}\n\nActor PurebredGhost_A {\n\tScale 1.1\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Translucent\n\tAlpha 0.65\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tstates {\n\t\tSpawn:\n\t\t\tBBRQ A 0\n\t\tSpawnLoop:\n\t\t\tBBRQ \"#\" 17\n\t\t\tBBRQ \"#\" 2 A_FadeOut(0.1)\n\t\tgoto SpawnLoop + 1\n\t}\n}\n\nActor PurebredGhost_B : PurebredGhost_A {\n\tStates {\n\t\tSpawn:\n\t\t\tBBRQ B 0\n\t\tgoto Super::SpawnLoop\n\t}\n}\n\nActor PurebredGhost_C : PurebredGhost_A {\n\tStates {\n\t\tSpawn:\n\t\t\tBBRQ B 0\n\t\tgoto Super::SpawnLoop\n\t}\n}\n\nActor PurebredGhost_D : PurebredGhost_A {\n\tStates {\n\t\tSpawn:\n\t\t\tBBRQ B 0\n\t\tgoto Super::SpawnLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/HellKnight.txt",
        "contents": "actor BloodSatyr : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -100\n    Radius 24\n    Height 64\n    Scale 1.1\n    PainChance 64\n\tTag \"Blood Satyr\"\n\tSpecies \"HK\"\n\t+DONTHARMSPECIES\n\tObituary \"%o was drained of all life by a blood satyr.\"\n    HitObituary \"%o was mauled by a blood satyr.\"\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.10,0.13,0.13]\", \"3:8=3:8\", \"16:47=16:47\", \"80:111=80:111\", \"168:191=168:191\"\n    Speed 8\n    Mass 350\n    SeeSound \"Satyr/See\"\n    PainSound \"Satyr/Hit\"\n    DeathSound \"Satyr/Die\"\n    ActiveSound \"Satyr/Act\"\n    MeleeSound \"baron/melee\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLOODSATYR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSTYR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSTYR AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSTYR E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR G 5 Fast A_CustomMeleeAttack(random(18, 36), \"baron/melee\")\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tSTYR P 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR P 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR Q 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR Q 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR R 5 Fast A_CustomMeleeAttack(random(18, 36), \"baron/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSTYR EF 4 Fast A_FaceTarget\n\t\t\tSTYR G 5 Fast A_CustomMissile(\"BloodSatyrMissile\", 34)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BloodSatyrMissile\")\n\t\t\tSTYR PQ 4 Fast A_FaceTarget\n\t\t\tSTYR R 5 Fast A_CustomMissile(\"BloodSatyrMissile\", 34)\n\t\t\tSTYR R 0 A_CustomMissile(\"BloodSatyrMissile\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tSTYR H 3 Fast\n\t\t\tSTYR H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSTYR I 5\n\t\t\tSTYR J 5 A_Scream\n\t\t\tSTYR K 6\n\t\t\tSTYR L 7 A_Fall\n\t\t\tSTYR M 4\n\t\t\tSTYR N 4\n\t\t\tSTYR O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSTYR ONMLKJI 8\n\t\tGoto See\n    }\n}\n\nActor BloodSatyrMissileTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tScale 0.25\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_Jump(256, \"A\", \"B\", \"C\", \"D\", \"E\", \"F\")\n\t\tA:\n\t\t\tFGOR A 4\n\t\tStop\n\t\tB:\n\t\t\tFGOR B 4\n\t\tStop\n\t\tC:\n\t\t\tFGOR C 4\n\t\tStop\n\t\tD:\n\t\t\tFGOR D 4\n\t\tStop\n\t\tE:\n\t\t\tFGOR E 4\n\t\tStop\n\t\tF:\n\t\t\tFGOR F 4\n\t\tStop\n\t}\n}\n\nActor BloodSatyrMissile {\n\tPROJECTILE\n\tSpeed 24\n\tRadius 4\n\tHeight 8\n\tDamage (random(2, 16))\n\t+NODAMAGETHRUST\n\tDamageType \"MagicalRed\"\n\tStamina 8\n\tSeeSound \"BloodSatyr/Fire\"\n\tDeathSound \"ClericCStaffHitThing\"\n\tObituary \"%o was drained of all life by a blood satyr.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFGOR A 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tFGOR B 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tFGOR C 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tFGOR D 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tFGOR E 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\t\tFGOR F 2 A_SpawnItem(\"BloodSatyrMissileTrail\")\n\t\t\tTNT1 AA 0 A_BishopMissileWeave\n\t\tLoop\n\t\tXDeath:\n\t\t\tFGOR G 3\n\t\t\tFGOR HIJ 3\n\t\tStop\n\t\tDeath:\n\t\t\tFGOR GHIJ 3\n\t\tStop\n\t}\n}\n\nActor SatyrMissile : BaronBall {\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 22\n\tDamage (4*random(3,7))\n\tDamageType \"MagicalYellow\"\n\tStamina 8\n\tScale 0.75\n\tRenderStyle Add\n\tTranslation \"193:201=160:167\", \"202:208=165:168\"\n\tDecal PlasmaScorchLower\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tANFB ABC 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor HellWarrior : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tSpeed 8\n\tRadius 24\n\tHeight 64\n\tPainChance 50\n\tMass 1000\n\tSeeSound \"knight/sight\"\n\tPainSound \"HellKnight/Pain\"\n\tDeathSound \"knight/death\"\n\tActiveSound \"knight/active\"\n\tMeleeSound \"baron/melee\"\n\tReactionTime 8\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tObituary \"%o was tagged by the hell warrior's fireball.\"\n\tHitObituary \"%o was torn apart by a hell warrior.\"\n\tTag \"Hell Warrior\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HELLWARRIOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHWAR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHWAR AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tHWAR E 0 A_Jump(128, 4)\n\t\t\tHWAR EF 8 Fast A_FaceTarget\n\t\t\tHWAR G 8 Fast A_CustomComboAttack(\"HellWarriorBall\", 32, 10 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\t\tHWAR H 0 A_Jump(128, 6)\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHWAR H 6 Fast A_FaceTarget\n\t\t\tHWAR I 4 Fast Bright A_Custommissile(\"HellWarriorBall2\", 25, 0, 0)\n\t\t\tHWAR H 6 Fast A_FaceTarget\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tHWAR H 6 Fast A_FaceTarget\n\t\t\tHWAR I 4 Fast Bright A_Custommissile(\"HellWarriorBall2\", 25, 0, 0)\n\t\t\tHWAR H 16 Fast A_SpidRefire\n\t\t\tHWAR I 4 Fast Bright A_Custommissile(\"HellWarriorBall2\", 25, 0, 0)\n\t\t\tHWAR H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tHWAR EF 8 Fast A_FaceTarget\n\t\t\tHWAR G 8 Fast A_CustomComboAttack(\"HellWarriorBall\", 32, 10 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tHWAR J 6 Fast A_Pain\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tHWAR HHHHHHH 6 Fast A_FaceTarget\n\t\t\tHWAR H 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHWAR H 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tHWAE K 0 A_FaceTarget\n\t\t\tHWAR K 5 A_SpawnItemEx(\"HellWarriorShield\", 0, 0, 25, 6, 0, 0, 60, 128)\n\t\t\tHWAR L 5 A_Scream\n\t\t\tHWAR M 5\n\t\t\tHWAR N 5 A_NoBlocking\n\t\t\tHWAR OPQRS 5\n\t\t\tHWAR T -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tHWAR QPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor HellWarriorBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 14\n\tDamage (8 * random(1, 8))\n\t+DONTBLAST\n\tDamageType \"MagicalYellow\"\n\tStamina 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.7\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal BaronScorch\n\tTranslation \"112:112=231:231\", \"113:119=161:167\", \"120:120=44:44\", \"121:121=78:79\", \"122:122=239:239\", \"123:126=5:8\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AABB 2 Bright A_SpawnItem(\"HellWarriorBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX9\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL7 CDE 5 Bright\n\t\tStop\n\t}\n}\n\nActor HellWarriorBallTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tRenderstyle Add\n\tAlpha 0.75\n\tTranslation \"112:112=231:231\", \"113:119=161:167\", \"120:120=44:44\", \"121:121=78:79\", \"122:122=239:239\", \"123:126=5:8\"\n\tStates {\n\t\tSpawn:\n\t\t\tBAL7 AB 2 Bright A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor HellWarriorBall2 {\n\tRadius 6\n\tHeight 8\n\tSpeed 8\n\tDamage (2 * random(1, 8))\n\t+DONTBLAST\n\tDamageType \"MagicalYellow\"\n\tStamina 8\n\tProjectile\n\tRenderStyle Add\n\t+Randomize\n\t+Ripper\n\tAlpha 0.8\n\tScale 0.4\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGRBA ABCDEFGH 2 Bright A_SpawnItem(\"HellWarriorBall2Trail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tGRBA AIJKLMN 3 Bright\n\t\tStop\n\t}\n}\n\nActor HellWarriorBall2Trail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tGRBA ABCDEFGH 2 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor HellWarriorShield {\n\tRadius 8\n\tHeight 8\n\tSpeed 6\n\t+DoomBounce\n\t+DropOff\n\t+Missile\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tHWSH ABCDEFGH 3\n\t\tLoop\n\t\tDeath:\n\t\t\tHWSH I -1\n\t\tLoop\n\t}\n}\n\nActor HellsFury : DnD_BaseHybridMonster {\n\t//$Category Monsters\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tRadius 24\n\tHeight 64\n\tSpeed 9\n\tPainChance 50\n\tMass 1000\n\tSeeSound \"baron/sight\"\n\tActiveSound \"baron/active\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"baron/death\"\n\tObituary \"%o felt the wrath of Hell's Fury.\"\n\tHitObituary \"%o got ripped apart by Hell's Fury.\"\n\tTag \"Hell's Fury\"\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HELLSFURY)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHFRY AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHFRY AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tHFRY E 0 A_Jump(108, \"Missile2\")\n\t\t\tHFRY EF 8 Fast A_FaceTarget\n\t\t\tHFRY G 8 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\t\tHFRY RS 8 Fast A_FaceTarget\n\t\t\tHFRY T 8 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tMissile2:\n\t\t\tHFRY P 8 Fast A_FaceTarget\n\t\t\tHFRY Q 0 A_CustomMissile(\"SoulHarvesterBall\", 60, 0, -45)\n\t\t\tHFRY Q 0 A_CustomMissile(\"SoulHarvesterBall\", 60, 0, 0)\n\t\t\tHFRY Q 8 Fast A_CustomMissile(\"SoulHarvesterBall\", 60, 0, 45)\n\t\t\tHFRY Q 0 A_Jump(192, \"Combo\")\n\t\tGoto See\n\t\tCombo:\n\t\t\tHFRY EF 8 Fast A_FaceTarget\n\t\t\tHFRY G 8 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\t\tHFRY RS 7 Fast A_FaceTarget\n\t\t\tHFRY T 7 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\t\tHFRY EF 6 Fast A_FaceTarget\n\t\t\tHFRY G 6 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\t\tHFRY RS 5 Fast A_FaceTarget\n\t\t\tHFRY T 5 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tHFRY EF 8 Fast A_FaceTarget\n\t\t\tHFRY G 8 Fast A_CustomComboAttack(\"HellsFuryBall\", 32, 11 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tHFRY H 2 Fast\n\t\t\tHFRY H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tHFRY I 8 A_Scream\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HellsFurySkull\", 0, 0, 60, 5, 0, 0, 10 * random(-2, 2), 128)\n\t\t\tHFRY J 8\n\t\t\tHFRY K 8\n\t\t\tHFRY L 8 A_Fall\n\t\t\tHFRY MN 8\n\t\t\tHFRY O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tHFRY NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nActor HellsFuryBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 14\n\tDamage (8 * random(1, 8))\n\t+DONTBLAST\n\tDamageType \"MagicalRed\"\n\tStamina 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.7\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tTranslation \"112:122=175:188\", \"112:113=175:175\", \"123:123=44:44\", \"124:127=191:191\"\n\tDecal BaronScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AABB 2 Bright A_SpawnItem(\"HellsFuryBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL7 CDE 6 Bright\n\t\tStop\n\t}\n}\n\nActor HellsFuryBallTrail : HellWarriorBallTrail {\n\tTranslation \"112:122=175:188\", \"112:113=175:175\", \"123:123=44:44\", \"124:127=191:191\"\n\tStates {\n\t\tSpawn:\n\t\t\tBAL7 AB 2 Bright A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor HellsFurySkull {\n\tRadius 5\n\tHeight 5\n\tSpeed 5\n\tMass 5000\n\t+DropOff\n\t+DoomBounce\n\t+Missile\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tFSKL ABCDEFGHIJK 2\n\t\tLoop\n\t\tDeath:\n\t\t\tFSKL L -1\n\t\tLoop\n\t}\n}\n\nActor ArchonOfHell : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tRadius 24\n\tHeight 64\n\tMass 1000\n\tSpeed 8\n\tPainChance 20\n\tObituary \"%o was no match for an archon of hell.\"\n\tHitObituary \"%o was ripped apart by an archon of hell.\"\n\tBloodColor \"20 60 20\"\n\t+ISMONSTER\n\t+NoTarget\n\t+MissileMore\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\tSeeSound \"monster/ar2sit\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"monster/ar2dth\"\n\tMeleeSound \"baron/melee\"\n\tTag \"Archon of Hell\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ARCHON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBOS4 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBOS4 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBOS4 B 0 A_Jump(128,15)\n\t\t\tBOS4 EF 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 G 0 Bright A_CustomMissile(\"BaronBall\",28,0,0,0)\n\t\t\tBOS4 G 0 Bright A_CustomMissile(\"BaronBall\",28,0,-4,0)\n\t\t\tBOS4 G 3 Fast Bright A_CustomMissile(\"BaronBall\",28,0,4,0)\n\t\t\tBOS4 H 3 Fast Bright\n\t\t\tBOS4 H 0 A_Jump(64,8)\n\t\t\tBOS4 IJ 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 K 0 Bright A_CustomMissile(\"BaronBall\",28,0,0,0)\n\t\t\tBOS4 K 0 Bright A_CustomMissile(\"BaronBall\",28,0,-4,0)\n\t\t\tBOS4 K 3 Fast Bright A_CustomMissile(\"BaronBall\",28,0,4,0)\n\t\t\tBOS4 L 3 Fast Bright\n\t\t\tBOS4 L 0 A_Jump(64,1)\n\t\tGoto See\n\t\t\tBOS4 MN 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 O 0 Bright A_Jump(128,3)\n\t\t\tBOS4 O 4 Fast Bright A_CustomMissile(\"ArchonComet\",28,0,0,0)\n\t\t\tBOS4 P 4 Fast Bright\n\t\tGoto See\n\t\t\tBOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-6,0)\n\t\t\tBOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-4,0)\n\t\t\tBOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,-2,0)\n\t\t\tBOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,2,0)\n\t\t\tBOS4 O 0 A_CustomMissile(\"BaronBall\",28,0,4,0)\n\t\t\tBOS4 O 3 Fast Bright A_CustomMissile(\"BaronBall\",28,0,6,0)\n\t\t\tBOS4 P 3 Fast Bright\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBOS4 EF 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 G 3 Fast Bright A_CustomMeleeAttack(10 * random(1, 8), \"baron/melee\")\n\t\t\tBOS4 H 3 Fast Bright\n\t\t\tBOS4 H 0 A_Jump(128,1)\n\t\tGoto See\n\t\t\tBOS4 IJ 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 K 3 Fast Bright A_CustomMeleeAttack(10 * random(1, 8), \"baron/melee\")\n\t\t\tBOS4 L 3 Fast Bright\n\t\t\tBOS4 L 0 A_Jump(64,1)\n\t\tGoto See\n\t\t\tBOS4 MN 8 Fast Bright A_FaceTarget\n\t\t\tBOS4 O 3 Fast Bright A_CustomMeleeAttack(20 * random(1, 8), \"baron/melee\")\n\t\t\tBOS4 P 3 Fast Bright\n\t\tGoto See\n\t\tPainState:\n\t\t\tBOS4 Q 2 Fast\n\t\t\tBOS4 Q 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tBOS4 R 6 Bright\n\t\t\tBOS4 S 6 Bright A_Scream\n\t\t\tBOS4 T 6 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBOS4 U 6 Bright A_NoBlocking\n\t\t\tBOS4 VW 6 Bright\n\t\t\tBOS4 X 6 Bright A_CustomMissile(\"ArchonSoul\",86,0,0,2,90)\n\t\t\tBOS4 YZ 6 Bright\n\t\t\tBOS4 [ 6 Bright\n\t\tStop\n\t}\n}\n\nActor ArchonExp : BaseExplosionDamage {\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\tObituary \"%o was no match for an archon of hell.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 128, 0)\n\t\tStop\n\t}\n}\n\nActor ArchonComet {\n\tRadius 8\n\tHeight 12\n\tSpeed 24\n\tDamage (6 * random(1, 8))\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\tScale 1.0\n\tProjectile\n\t+ThruGhost\n\t+DONTBLAST\n\tSeeSound \"weapons/firbfi\"\n\tDeathSound \"weapons/hellex\"\n\tDontHurtShooter\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"ArchonCometTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SetTranslucent (0.67,1)\n\t\t\tARCB J 3 Bright\n\t\t\tARCB K 3 Bright A_SpawnItem(\"ArchonExp\")\n\t\t\tARCB LMN 3 Bright\n\t\tStop\n\t}\n}\n\nActor ArchonSoul {\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.80\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tBFX1 ABCD 6 Bright\n\t\tStop\n\t}\n}\n\nActor ArchonCometTrail {\n\tRadius 3\n\tHeight 3\n\tScale 0.75\n\tSpeed 0\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3 Bright\n\t\t\tARCB DEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor WarlordOfHell : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tRadius 24\n\tHeight 64\n\tSpeed 10\n\tPainChance 50\n\tScale 1.1\n\tMass 1000\n\tBloodColor \"39 59 9F\"\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+NoRadiusDmg\n\tObituary \"%o was extingished by the warlord of hell.\"\n\tSeeSound \"warlord/sight\"\n\tPainSound \"warlord/pain\"\n\tDeathSound \"warlord/death\"\n\tActiveSound \"warlord/active\"\n\tTranslation \"1:2=8:0\", \"13:15=5:7\", \"48:64=90:110\", \"64:70=109:112\", \"70:83=5:10\", \"110:123=196:207\", \"80:111=80:111\", \"124:127=242:245\", \"128:141=102:111\", \"143:149=104:114\", \"142:143=5:5\", \"148:151=5:7\"\n\tTag \"Warlord of Hell\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WARLORD)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBOS2 AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tBOS2 E 6 Fast A_FaceTarget\n\t\t\tBOS2 F 6 Fast A_FaceTarget\n\t\t\tBOS2 G 6 Fast A_CustomComboAttack(\"WarlordOfHellBall\", 32, 10 * random(1, 8), \"baron/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBOS2 E 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 3, \"Missile3\")\n\t\t\tBOS2 E 0 A_JumpIfHealthLower(2 * ACS_ExecuteWithResult(961, 7) / 3, \"Missile2\")\n\t\t\tBOS2 E 6 Fast A_FaceTarget\n\t\t\tBOS2 F 6 Fast A_FaceTarget\n\t\t\tBOS2 G 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, 0)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tBOS2 E 6 Fast A_FaceTarget\n\t\t\tBOS2 F 6 Fast A_FaceTarget\n\t\t\tBOS2 G 0 A_Custommissile(\"WarlordOfHellBall\", 32, 0, 8)\n\t\t\tBOS2 G 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, 0)\n\t\t\tBOS2 X 6 Fast A_FaceTarget\n\t\t\tBOS2 Y 6 Fast A_FaceTarget\n\t\t\tBOS2 R 0 A_Custommissile(\"WarlordOfHellBall\", 32, 0, 0)\n\t\t\tBOS2 Z 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, -8)\n\t\tGoto See\n\t\tMissile3:\n\t\t\tBOS2 E 6 Fast A_FaceTarget\n\t\t\tBOS2 F 6 Fast A_FaceTarget\n\t\t\tBOS2 G 0 A_Custommissile(\"WarlordOfHellBall\", 32, 0, -20)\n\t\t\tBOS2 G 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, 0)\n\t\t\tBOS2 X 6 Fast A_FaceTarget\n\t\t\tBOS2 Y 6 Fast A_FaceTarget\n\t\t\tBOS2 R 0 A_Custommissile(\"WarlordOfHellBall\", 32, 0, 20)\n\t\t\tBOS2 Z 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, 0)\n\t\t\tBOS2 E 6 Fast A_FaceTarget\n\t\t\tBOS2 F 6 Fast A_FaceTarget\n\t\t\tBOS2 G 0 A_Custommissile(\"WarlordOfHellBall\", 32, 0, -12)\n\t\t\tBOS2 G 6 Fast A_Custommissile(\"WarlordOfHellBall\", 32, 0, 12)\n\t\tGoto See\n\t\tPainState:\n\t\t\tBOS2 H 5 Fast\n\t\t\tBOS2 H 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tBOS2 I 12\n\t\t\tBOS2 J 12 A_Scream\n\t\t\tBOS2 K 6\n\t\t\tBOS2 K 6 A_Fall\n\t\t\tBOS2 LMN 12\n\t\t\tBOS2 O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tBOS2 ONMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor WarlordOfHellBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage (8 * random(1, 8))\n\tProjectile\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDamagetype \"FireBlue\"\n\tStamina 8\n\tDecal BaronScorch\n\tTranslation \"111:123=197:207\", \"124:127=242:245\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AAAABBBB 1 Bright A_SpawnItem(\"WarlordBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL7 CDE 6 Bright\n\t\tStop\n\t}\n}\n\nActor WarlordBallTrail {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tHeight 2\n\tRadius 2\n\tRenderstyle Add\n\tAlpha 0.75\n\tTranslation \"111:123=197:207\", \"124:127=242:245\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(128, \"Type2\")\n\t\tSpawnLoop:\n\t\t\tBAL7 A 1 A_FadeOut(0.15)\n\t\tLoop\n\t\tType2:\n\t\t\tBAL7 B 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nACTOR ShadowBeast : DnD_BaseRangedMonster {\n\tOBITUARY \"%o was killed by a shadow beast.\"\n\tBloodcolor \"70 AC 00\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tRadius 24\n\tHeight 64\n\tMass 500\n\tSpeed 12\n\tMeleeRange 96\n\tGibHealth -75\n\tPainChance 144\n\tSEESOUND \"shadowbeast/sight\"\n\tPAINSOUND \"shadowbeast/pain\"\n\tDEATHSOUND \"shadowbeast/death\"\n\tACTIVESOUND \"shadowbeast/active\"\n\tSpecies \"HK\"\n\tTag \"Shadow Beast\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOWBEAST)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBDEM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"Run\")\n\t\t\tBDEM ABCDEF 6 Fast A_Chase\n\t\tGoto See\n\t\tRun:\n\t\t\tTNT1 A 0 A_PlaySound(\"shadowbeast/sight\")\n\t\t\tBDEM AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile\")\n\t\t\tBDEM AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile\")\n\t\t\tBDEM AABBCCDDEEFF 2 Fast A_Chase(\"Spit\",\"Missile\")\n\t\tGoto Missile\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"Missile2\")\n\t\t\tTNT1 A 0 A_Jump(90, 5)\n\t\t\tBDEM H 6 Fast A_FaceTarget\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, -8)\n\t\t\tBDEM I 6 Fast A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, 8)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, 0)\n\t\tGoto See\n\t\t\tBDEM H 4 Fast A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -16)\n\t\t\tBDEM I 0 A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -8)\n\t\t\tBDEM I 0 A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 0)\n\t\t\tBDEM I 0 A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 8)\n\t\t\tBDEM I 0 A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 16)\n\t\t\tBDEM I 0 A_FaceTarget\n\t\t\tBDEM I 4 Fast A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 32)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_Jump(90, 15)\n\t\tSpit:\n\t\t\tBDEM H 6 Fast A_FaceTarget\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\t\tBDEM I 2 Fast A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n\t\tGoto See\n\t\t\tBDEM H 16 Fast A_FaceTarget\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -64)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 64)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -56)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 56)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -48)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 48)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -40)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 40)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -32)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 32)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -24)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 24)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -16)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 16)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -8)\n\t\t\tBDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 8)\n\t\t\tBDEM I 6 Fast A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tBDEM G 4 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tBDEM R 8\n\t\t\tBDEM S 8 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBDEM TUVWX 6\n\t\t\tBDEM Y 6\n\t\t\tBDEM Z -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tBDEM J 6 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBDEM K 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tBDEM LMNOPQ 6\n\t\tStop\n\t\tRaiseState:\n\t\t\tBDEM YXWVUTSR 5\n\t\tGoto See\n\t}\n}\n\nACTOR ShadowBeast_BallFire {\n\tAlpha 1.0\n\tRenderstyle Add\n\tSpeed 15\n\tRadius 10\n\tHeight 6\n\tDamage (2 * random(1, 8))\n\tDamageType \"FireGreen\"\n\tStamina 8\n\tProjectile\n\t+SPAWNSOUNDSOURCE\n\t+RIPPER\n\t+DONTBLAST\n\tRenderStyle Add\n\tSeeSound \"shadowbeast/pr1death\"\n\tDecal MummyScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBDP2 DEFGH 5 Bright\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ShadowBeast_Ball1 {\n\tAlpha 1.0\n\tRenderstyle Add\n\tSpeed 15\n\tRadius 10\n\tHeight 6\n\tDamage (5*random(2,5))\n\tDamageType \"FireGreen\"\n\tStamina 8\n\tProjectile\n\t+SPAWNSOUNDSOURCE\n\t+DONTBLAST\n\tRenderStyle Add\n\tSeeSound \"shadowbeast/pr1sight\"\n\tDeathSound \"shadowbeast/pr1death\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBDP2 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBDP2 DE 4 Bright\n\t\t\tBDP2 FGH 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR ShadowBeast_Ball2 {\n\tAlpha 1.0\n\tRenderstyle Add\n\tRadius 8\n\tHeight 6\n\tDamage (2 * random(1, 8))\n\tDamagetype \"FireGreen\"\n\tStamina 8\n\tSpeed 16\n\tPROJECTILE\n\t+Randomize\n\t+DONTBLAST\n\tSeeSound \"shadowbeast/pr2sight\"\n\tDeathSound \"shadowbeast/pr2death\"\n\tDecal PlasmaScorchLower\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBDP1 D 1 A_BishopMissileWeave\n\t\t\tBDP1 E 1 A_BishopMissileWeave\n\t\tloop\n\t\tDeath:\n\t\t\tBDP1 FGHI 3\n\t\tStop\n\t}\n}\n\nACTOR ShadowBeast_Ball3 {\n\tAlpha 1.0\n\tScale 1.4\n\tRenderstyle Add\n\tRadius 8\n\tHeight 6\n\tDamage (5 * random(1, 8))\n\tDamageType \"FireGreen\"\n\tStamina 8\n\tSpeed 20\n\tPROJECTILE\n\t+DONTBLAST\n\t+Randomize\n\tSeeSound \"shadowbeast/pr2sight\"\n\tDeathSound \"shadowbeast/pr2death\"\n\tDecal PlasmaScorchLower\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBDP1 DEDEDEDED 2 A_BishopMissileWeave\n\t\t\tBDP1 ED 2 A_BishopMissileWeave\n\t\t\tTNT1 A 0 A_FadeOut(0.20)\n\t\tGoto Spawn+9\n\t\tDeath:\n\t\t\tBDP1 FGHI 3\n\t\tStop\n\t}\n}\n\nactor BlackKnight : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tPainChance 100\n\tMass 0x7FFFFFFF\n\tMeleeRange 96\n\tMaxStepHeight 32\n\tSpeed 9\n\tScale 0.95\n\tSpecies \"HK\"\n\tTag \"Black Knight\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\tSeeSound \"dknight/sight\"\n\tActiveSound \"dknight/active\"\n\tMeleeSound \"dknight/melee\"\n\tPainSound \"dknight/pain\"\n\tDeathSound \"dknight/death\"\n\tHitObituary \"%o was sliced by a black knight.\"\n\tObituary \"%o was burned from a black knight's dark magic.\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLACKKNIGHT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tKNGT E 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", 0, DND_ISBLOCKING)\n\t\t\tKNGT AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tKNGT E 3 Fast A_FaceTarget\n\t\t\tKNGT F 2 Fast A_FaceTarget\n\t\t\tKNGT F 0 A_PlaySound(\"dknight/swing\")\n\t\t\tKNGT GH 2 Fast\n\t\t\tKNGT I 3 Fast A_CustomMeleeAttack(4 * random(1, 8), \"dknight/melee\")\n\t\t\tKNGT J 4 Fast A_CustomMeleeAttack(4 * random(1, 8), \"dknight/melee\")\n\t\t\tKNGT E 2 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Charge\")\n\t\t\tKNGT E 4 Fast A_FaceTarget\n\t\t\tKNGT F 3 Fast A_FaceTarget\n\t\t\tKNGT GH 3 Fast\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,-12)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,-8)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,-4)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,0)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,4)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,8)\n\t\t\tKNGT I 3 Fast A_CustomMissile(\"KFireBall\",32,0,12)\n\t\t\tKNGT E 2 Fast\n\t\tGoto See\n\t\tCharge:\n\t\t\tTNT1 A 0 A_PlaySound(\"dknight/sight\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 14) // script sets velocity, ensures no dropoff\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SKULLFLY\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\tChargeLoop:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 14)\n\t\t\tKNGT ABCD 2 A_FaceTarget\n\t\tLoop\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tKNGT E 3 Fast A_Pain\n\t\t\tKNGT E 3 Fast\n\t\tGoto See\n\t\tRaiseState:\n\t\t\tKNGT QPONLMK 3\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tKNGT K 6 A_Scream\n\t\t\tKNGT L 5\n\t\t\tKNGT M 5\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tKNGT NOPQ 5\n\t\t\tKNGT R -1\n\t\tStop\n\t}\n}\n\nACTOR KFireBall {\n\tRadius 8\n\tHeight 8\n\tSpeed 18\n\tDamage (random(6, 16))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tPROJECTILE\n\tSeeSound \"monster/dkball\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_CustomMissile(\"KBallTrail\",0,0,-90,0)\n\t\t\tKATK E 2 Bright A_CustomMissile(\"KBallTrail\",0,0,90,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tKATK HIJ 5 Bright\n\t\tStop\n\t}\n}\n\nACTOR KBallTrail {\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamage 0\n\tScale 1.4\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tKATK FG 14 BRIGHT\n\t\tStop\n\t}\n}\n\nActor SkullWizard : DnD_BaseHybridMonster {\n\tObituary \"%o succumbed to a Skull Wizard's magic.\"\n\tHealth 0x7FFFFFFF\n\tRadius 21\n\tHeight 64\n\tMass 120\n\tSpeed 6\n\tPainChance 48\n\tMeleeRange 96\n\tMeleeDamage 4\n\tMissileType \"SkullWizardProjectile\"\n\tSeeSound \"H2SkullWizard/Sight\"\n\tPainSound \"H2SkullWizard/Pain\"\n\tDeathSound \"H2SkullWizard/Death\"\n\tActiveSound \"H2SkullWizard/Sight\"\n\tMeleeSound \"H2SkullWizard/Melee\"\n\tSpecies \"HK\"\n\tTag \"Skull Wizard\"\n\t+ISMONSTER\n\t+DontHurtSpecies\n\t+MissileMore\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SKULLWIZARD)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSKWZ A 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSKWZ AAAAAABBBBBBB 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSKWZ C 6 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(10, \"\", \"\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"SkullWizardPush\", 40)\n\t\t\tSKWZ D 6 Fast Bright A_FaceTarget\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSKWZ C 0 A_Jump(128, \"Teleport\")\n\t\tAttack:\n\t\t\tSKWZ C 8 Fast A_FaceTarget\n\t\t\tSKWZ D 8 Fast Bright A_FaceTarget\n\t\t\tSKWZ D 8 Fast Bright A_CustomMissile(\"SkullWizardProjectile\", 40, 0, 0)\n\t\t\tSKWZ D 0 Bright A_Jump(80, 2)\n\t\t\tSKWZ D 0 Bright A_SpidReFire\n\t\tLoop\n\t\t\tSKWZ D 0\n\t\tGoto See\n\t\tTeleport:\n\t\t\tSKWZ C 0 A_JumpIfCloser(512, 1)\n\t\tGoto See\n\t\t\tSKWZ C 8 Fast A_PlaySoundEx(\"H2SkullWizard/Teleport\", \"SoundSlot7\", 0)\n\t\t\tSKWZ DEF 8 Fast Bright\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SkullWizardTeleport\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n\t\t\tTNT1 A 0 A_UnSetShootable\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAA 3 Fast A_Wander\n\t\t\tSKWZ A 0 A_ChangeFlag(Invulnerable, 0)\n\t\t\tSKWZ A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Wizard/Appear\", 7)\n\t\t\tSKWZ A 0 A_SpawnItemEx(\"SkullWizardTeleport\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tSKWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n\t\t\tSKWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n\t\t\tSKWZ A 0 A_Jump(128, \"Attack\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tSKWZ A 3 Fast\n\t\t\tSKWZ A 3 Fast A_Pain\n\t\t\tSKWZ A 0 A_Jump(96, \"Teleport\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tSKWZ G 5 A_Scream\n\t\t\tSKWZ HIJ 5 bright\n\t\t\tSKWZ K 5 bright\n\t\t\tSKWZ LM 5 bright\n\t\t\tSKWZ N 5\n\t\t\tSKWZ O 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tSKWZ O 5 Bright\n\t\t\tSKWZ P -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSKWZ ON 5\n\t\t\tSKWZ MLKJIH 5 Bright\n\t\t\tSKWZ G 5\n\t\tGoto See\n\t}\n}\n\nActor SkullWizardPush {\n\tradius 5\n\theight 5\n\tspeed 48\n\tDamageType \"Magical\"\n\tStamina 8\n\tdamage (random(1, 2))\n\tDeathSound \"Wizard/Push\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\t+THRUGHOST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 1 A_Blast(0, 4, 40, 20)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor SkullWizardProjectile {\n    PROJECTILE\n    +SEEKERMISSILE\n\t+NoDamageThrust\n\t+DONTBLAST\n\tDamagetype \"MagicalFire\"\n\tStamina 40\n    Speed 16\n    Damage (random(3, 7) * 5)\n    Radius 6\n    Height 8\n    RenderStyle Add\n    Scale 0.6\n    SeeSound \"H2SkullWizard/Fire\"\n    DeathSound \"H2SkullWizard/Hit\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\t\t\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\t\t\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\t\t\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(1,1)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tIFX1 IJKL 4 Bright\n\t\tStop\n    }\n}\n\nActor SkullSpellTrail2 {\n    PROJECTILE\n    +NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n    Speed 0\n    RenderStyle Add\n    Alpha 0.6\n    Scale 1.0\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tIFX1 CDEFGH 2 Bright\n\t\tStop\n    }\n}\n\nActor SkullWizardTeleport {\n\tRenderStyle Translucent\n\tAlpha 0.25\n\tHeight 2\n\tRadius 2\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tSWZT ABCDEFG 1 Bright A_FadeIn(0.045)\n\t\t\tSWZT HIJKLMNOP 1 Bright\n\t\t\tSWZT QRSTUVWXYZ 1 Bright A_FadeOut(0.045)\n\t\tStop\n\t}\n}\n\nActor CyborgWarrior : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 24\n\tHeight 64\n\tMass 1000\n\tSpeed 9\n\tObituary \"%o was blown to bits by a Cyborg Warrior.\"\n\tHitObituary \"%o was smashed by a Cyborg Warrior.\"\n\t+ISMONSTER\n\t+MissileMore\n\t+NOBLOOD\n\t+NOPAIN\n\t+DONTRIP\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tSeeSound \"CyborgWarrior/See\"\n\tDeathSound \"CyborgWarrior/Die\"\n\tTag \"Cyborg Warrior\"\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CYBORGWARRIOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tQQMN AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tQQMN A 1 Fast\n\t\t\tQQMN A 2 Fast A_Chase\n\t\t\tQQMN A 3 Fast A_Chase\n\t\t\tQQMN BB 3 Fast A_Chase\n\t\t\tQQMN C 1 Fast\n\t\t\tQQMN C 2 Fast A_Chase\n\t\t\tQQMN C 3 Fast A_Chase\n\t\t\tQQMN DD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Missile2\")\n\t\t\tQQMN E 8 Fast A_FaceTarget\n\t\t\tQQMN O 4 Fast Bright A_CustomMissile(\"CyborgPlasma1\",38,15,0,0)\n\t\t\tQQMN E 4 Fast A_FaceTarget\n\t\t\tQQMN O 4 Fast Bright A_CustomMissile(\"CyborgPlasma1\",38,15,0,0)\n\t\t\tQQMN E 4 Fast A_FaceTarget\n\t\t\tQQMN O 4 Fast Bright A_CustomMissile(\"CyborgPlasma1\",38,15,0,0)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tQQMN E 8 Fast A_FaceTarget\n\t\t\tQQMN F 6 Fast Bright A_CustomMissile(\"CyborgPlasma2\",38,15,0,0)\n\t\t\tQQMN E 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"CyborgWarrior/Attack\")\n\t\t\tQQMN GH 8 Fast A_FaceTarget\n\t\t\tQQMN I 8 Fast A_CustomMeleeAttack(40, \"weapons/vblhit\", \"\")\n\t\t\tQQMN A 2 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tQQMN J 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tQQMN KL 5\n\t\t\tQQMN M 4\n\t\t\tQQMN N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tQQMN MLKJ 6\n\t\tGoto See\n\t}\n}\n\nActor CyborgPlasma1 {\n\tPROJECTILE\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.07,2.00,1.96]\"\n\tHeight 8\n\tRadius 4\n\tRenderstyle Add\n\tAlpha 0.875\n\tDamage (4 * random(1, 8))\n\tDamageType \"EnergyCyan\"\n\tStamina 16\n\tSpeed 30\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n    SeeSound \"CyborgWarrior/Plasma1\"\n    DeathSound \"weapons/firex5\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tBMIS A -1 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tIMFX QRSTUVW 3 Bright\n\t\tstop\n\t}\n}\n\nActor CyborgPlasma2 {\n\tRadius 8\n\tHeight 10\n\tSpeed 24\n\tDamage (5 * random(5, 8))\n\tDamageType \"EnergyVoid\"\n\tStamina 16\n\tScale 1.0\n\tAlpha 0.9\n\tRENDERSTYLE Add\n\tSEESOUND \"HFSpid/See\"\n\tDEATHSOUND \"HFSpid/Die\"\n\tPROJECTILE\n\tDecal PlasmaScorchLower\n\tScale 0.825\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tESPJ A 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"CyborgPlasma2Trail\", 0, 0)\n\t\t\tESPJ A 1 Bright A_SeekerMissile(4, 4, SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"CyborgPlasma2Trail\", 0, 0)\n\t\t\tESPJ B 1 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"CyborgPlasma2Trail\", 0, 0)\n\t\t\tESPJ B 1 Bright A_SeekerMissile(4, 4, SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"CyborgPlasma2Trail\", 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"HellForgeSpiderExp\")\n\t\t\tESPJ CDEFGHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor CyborgPlasma2Trail {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tESPJ AABB 1 Bright A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nACTOR ChaosSerpent : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tPainChance 64\n\tSpeed 12\n\tRadius 24\n\tHeight 64\n\tMass 640\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\tSeeSound \"ChaosSerpent/See\"\n\tAttackSound \"ChaosSerpent/Melee\"\n\tPAINSOUND \"Beast/pain\"\n\tDeathSound \"ChaosSerpent/Die\"\n\tActiveSound \"ChaosSerpent/See\"\n\tObituary \"%o was destroyed by a Chaos Serpent.\"\n\tconst int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEVELOCITY;\n\tTag \"Chaos Serpent\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CHAOSSERPENT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDEMN AA 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDEMN ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tDEMN E 4 Fast\n\t\t\tDEMN E 4 Fast A_Pain\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tDEMN E 6 Fast A_FaceTarget\n\t\t\tDEMN F 8 Fast A_FaceTarget\n\t\t\tDEMN G 6 Fast A_CustomMeleeAttack(random[DemonAttack1](8, 16) * 2)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"Belch\")\n\t\t\tDEMN E 5 Fast A_FaceTarget\n\t\t\tDEMN F 6 Fast A_FaceTarget\n\t\t\tDEMN G 5 Fast A_CustomMissile(\"ChaosSerpentFireball\", 62, 0)\n\t\tGoto See\n\t\tBelch:\n\t\t\tDEMN GG 5 Fast A_FaceTarget\n\t\t\tDEMN F 7 Fast A_FaceTarget\n\t\t\tDEMN E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tDEMN GGG 2 Fast A_CustomMissile(\"ChaosSerpentFireball\", 62, 0, frandom(-4.8, 4.8), CMF_AIMDIRECTION, frandom(-3.2, 0))\n\t\t\tDEMN GGG 2 Fast A_CustomMissile(\"ChaosSerpentFireball\", 62, 0, frandom(-4.8, 4.8), 0, frandom(-3.2, 0))\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDEMN H 6\n\t\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk1C\", 0, 0, 45, frandom[DemonChunks](1, 4.984375)*cos(angle+90),\n\t\t\t\t\t   frandom[DemonChunks](1, 4.984375)*sin(angle+90), 8, 90, ChunkFlags)\n\t\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk2C\", 0, 0, 45, frandom[DemonChunks](1, 4.984375)*cos(angle-90),\n\t\t\t\t\t   frandom[DemonChunks](1, 4.984375)*sin(angle-90), 8, 270, ChunkFlags)\n\t\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk3C\", 0, 0, 45, frandom[DemonChunks](1, 4.984375)*cos(angle-90),\n\t\t\t\t\t   frandom[DemonChunks](1, 4.984375)*sin(angle-90), 8, 270, ChunkFlags)\n\t\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk4C\", 0, 0, 45, frandom[DemonChunks](1, 4.984375)*cos(angle-90),\n\t\t\t\t\t   frandom[DemonChunks](1, 4.984375)*sin(angle-90), 8, 270, ChunkFlags)\n\t\t\tDEMN I 6 A_SpawnItemEx(\"Demon1Chunk5C\", 0, 0, 45, frandom[DemonChunks](1, 4.984375)*cos(angle-90),\n\t\t\t\t\t   frandom[DemonChunks](1, 4.984375)*sin(angle-90), 8, 270, ChunkFlags)\n\t\t\tDEMN J 1\n\t\t\tDEMN J 5 A_Scream\n\t\t\tDEMN K 6 A_NoBlocking\n\t\t\tDEMN L 6 A_QueueCorpse\n\t\t\tDEMN MNO 6\n\t\t\tDEMN P -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDEMN PONMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor ChaosSerpentFireball {\n\tRadius 6\n\tHeight 8\n\tSpeed 24\n\tPROJECTILE\n\tDamage (5 * random(4, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tSeeSound \"Beast/Attack\"\n\tDeathSound \"weapons/phoenixhit\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX14 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX14 DE 6 Bright\n\t\t\tFX14 FGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor Demon1Chunk1C : Demon1Chunk1 {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n}\n\nActor Demon1Chunk2C : Demon1Chunk2 {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n}\n\nActor Demon1Chunk3C : Demon1Chunk3 {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n}\nActor Demon1Chunk4C : Demon1Chunk4 {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n}\n\nActor Demon1Chunk5C : Demon1Chunk5 {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n}\n\nActor MoonSatyr : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -100\n    Radius 24\n    Height 64\n    Scale 1.1\n    PainChance 64\n\tSpeed 8\n\tMass 640\n    HitObituary \"%o was mauled by a moon satyr.\"\n\tObituary \"%o didn't notice the sky crashing on him, thanks to a moon satyr.\"\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.12,1.20,1.57]\", \"3:8=3:8\", \"16:47=16:47\", \"80:111=80:111\", \"168:191=168:191\"\n\t+ISMONSTER\n\t+NODAMAGETHRUST\n\tSpecies \"HK\"\n\t+DONTHARMSPECIES\n\t+DONTMORPH\n\tTag \"Moon Satyr\"\n\tMaxTargetRange 512\n    SeeSound \"Satyr/See\"\n    PainSound \"Satyr/Hit\"\n    DeathSound \"Satyr/Die\"\n    ActiveSound \"Satyr/Act\"\n    MeleeSound \"baron/melee\"\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MOONSATYR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSTYR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSTYR AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSTYR E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR G 5 Fast A_CustomMeleeAttack(random(26, 46), \"baron/melee\")\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tSTYR P 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR P 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR Q 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR Q 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR R 5 Fast A_CustomMeleeAttack(random(26, 46), \"baron/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tSTYR EF 4 Fast A_FaceTarget\n\t\t\tSTYR G 5 Fast A_CustomBulletAttack(0, 0, 1, 0, \"MoonSatyrMeteorSpawner\")\n\t\t\tSTYR GGGGGGGGG 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tOther:\n\t\t\tSTYR PQ 4 Fast A_FaceTarget\n\t\t\tSTYR R 5 Fast A_CustomBulletAttack(0, 0, 1, 0, \"MoonSatyrMeteorSpawner\")\n\t\t\tSTYR RRRRRRRRR 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tSTYR H 3 Fast\n\t\t\tSTYR H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSTYR I 5\n\t\t\tSTYR J 5 A_Scream\n\t\t\tSTYR K 6\n\t\t\tSTYR L 7 A_Fall\n\t\t\tSTYR M 4\n\t\t\tSTYR N 4\n\t\t\tSTYR O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSTYR ONMLKJI 8\n\t\tGoto See\n    }\n}\n\nActor MoonSatyrMeteorMarker {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.8\n\tScale 1.15\n\tStates {\n\t\tSpawn:\n\t\t\tCJFX ABCDEFGHIJK 3\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteorMarkerSpawner {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"MoonSatyr/MoonFall\")\n\t\t\tTNT1 AAA 7 A_SpawnItemEx(\"MoonSatyrMeteorMarker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_PlaySound(\"MoonSatyr/MoonFall\")\n\t\t\tTNT1 AAAA 7 A_SpawnItemEx(\"MoonSatyrMeteorMarker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteorSpawner : BulletPuff {\n\tRenderstyle None\n\tVSpeed 0\n\tSpeed 0\n\t+DONTBLAST\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+BLOODLESSIMPACT\n\t+MISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 70 A_SpawnItem(\"MoonSatyrMeteorMarkerSpawner\", 0, -z + floorz)\n\t\t\tTNT1 A 1 A_CustomMissile(\"MoonSatyrMeteor\", ceilingz - z - 32, 0, 0, CMF_TRACKOWNER)\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteorExplosion : BaseExplosionDamage {\n\tDamageType \"Magical\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(128, 160, 0, 0, 72)\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteor {\n\tPROJECTILE\n\tHeight 8\n\tRadius 4\n\tDamage (50)\n\tDamageType \"Magical\"\n\tStamina 8\n\t+NODAMAGETHRUST\n\tDeathsound \"MoonSatyr/MeteorExplode\"\n\tScale 1.75\n\tSpeed 0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMSX0 AAABBBCCC 1 Bright ThrustThingZ(0, 90, 1, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"MoonSatyrMeteorExplosion\")\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueParticleNoGravityFastVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-6,6),Random(-6,6),Random(-6,6),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SetTranslucent(1,1)\n\t\t\tMSX0 DEFGHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor IceGolem : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n    Speed 6\n\tScale 1.2\n    Height 64\n    Radius 24\n    Mass 4096\n    PainChance 48\n    SeeSound \"EarthGolem/See\"\n    PainSound \"EarthGolem/Pain\"\n    DeathSound \"EarthGolem/Death\"\n    ActiveSound \"EarthGolem/Act\"\n    Obituary \"%o wass destroyed by a Crystal Golem.\"\n\t+ISMONSTER\n\tSpecies \"HK\"\n\tTag \"Crystal Golem\"\n\tMeleeRange 76\n\tMaxTargetRange 640\n\tRenderStyle Add\n\tAlpha 0.525\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+NOBLOOD\n\t+NODROPOFF\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Translucency Weave\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_PERIODIC, ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 3), 2)\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ICEGOLEM)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t   GOL3 AB 10 A_Look\n\t    Loop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MonsterRegenPause\", 1)\n\t\t\tGOL3 AABBCCDD 2 Fast A_Chase\n\t    Goto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"MonsterRegenPause\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Golem/Swing\")\n\t\t\tTNT1 A 0 A_Jump(128, \"OtherMelee\")\n\t\t\tGOL3 E 6 Fast A_FaceTarget\n\t\t\tGOL3 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(6 * random(6, 10), \"Golem/Hit\")\n\t\t\tGOL3 FG 5 Fast\n\t\tGoto See\n\t\tOtherMelee:\n\t\t\tGOL3 H 6 Fast A_FaceTarget\n\t\t\tGOL3 I 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(6 * random(6, 10), \"Golem/Hit\")\n\t\t\tGOL3 IJ 5 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"MonsterRegenPause\", 1)\n\t\t\tTNT1 A 0 A_JumpIf(160, \"Dash\")\n\t\tSpikes:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL3 K 2 Fast A_CustomMissile(\"CrystalSpike\", 44 + random(-6, 10), random(-6, 6), frandom(-8, 8), CMF_OFFSETPITCH, frandom(-2.4, 2.4))\n\t\t\tGOL3 K 0 A_MonsterRefire(160, \"See\")\n\t\tLoop\n\t\tDash:\n\t\t\tTNT1 A 0 A_JumpIfCloser(320, \"ContinueDash\")\n\t\tGoto Spikes\n\t\tContinueDash:\n\t\t\tGOL3 G 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golem/Slide\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 27) // script sets velocity\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tTNT1 A 0 A_JumpIf(velx == 0 || vely == 0, \"See\")\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL3 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tGOL3 G 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tGOL3 G 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\tGoto See\n\t\tDashFinish:\n\t\t\tGOL3 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(6 * random(6, 10), \"Golem/Hit\")\n\t\t\tGOL3 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"CrystalGolemBash\")\n\t\t\tGOL3 E 5 Fast\n\t\t\tGOL3 E 1 Fast A_Jump(128, \"Spikes\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"MonsterRegenPause\", 1)\n\t\t\tGOL3 L 5 Fast A_Stop\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tGOL3 L 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tGOL3 L 1 A_NoBlocking\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"ExplosionFX10\", 32, random(-16, 16), random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"IceBurst\")\n\t\t\tTNT1 A 0 A_PlaySound(\"IceGuyShatter\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"IceChunkDebris\")\n\t\t\tTNT1 A -1\n\t\t   Stop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_PERIODIC, ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 3), 2)\n\t\t\tGOL3 L 1 A_SetScale(0.05, 0.05)\n\t\t\tGOL3 L 1 A_SetScale(0.1, 0.1)\n\t\t\tGOL3 L 1 A_SetScale(0.15, 0.15)\n\t\t\tGOL3 L 1 A_SetScale(0.2, 0.2)\n\t\t\tGOL3 L 1 A_SetScale(0.25, 0.25)\n\t\t\tGOL3 L 1 A_SetScale(0.3, 0.3)\n\t\t\tGOL3 L 1 A_SetScale(0.35, 0.35)\n\t\t\tGOL3 L 1 A_SetScale(0.4, 0.4)\n\t\t\tGOL3 L 1 A_SetScale(0.45, 0.45)\n\t\t\tGOL3 L 1 A_SetScale(0.5, 0.5)\n\t\t\tGOL3 L 1 A_SetScale(0.55, 0.55)\n\t\t\tGOL3 L 1 A_SetScale(0.6, 0.6)\n\t\t\tGOL3 L 1 A_SetScale(0.65, 0.65)\n\t\t\tGOL3 L 1 A_SetScale(0.7, 0.7)\n\t\t\tGOL3 L 1 A_SetScale(0.75, 0.75)\n\t\t\tGOL3 L 1 A_SetScale(0.8, 0.8)\n\t\t\tGOL3 L 1 A_SetScale(0.85, 0.85)\n\t\t\tGOL3 L 1 A_SetScale(0.9, 0.9)\n\t\t\tGOL3 L 1 A_SetScale(0.95, 0.95)\n\t\t\tGOL3 L 1 A_SetScale(1.0, 1.0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto See\n    }\n}\n\nActor IceGolemAlphaWeaver : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Translucency Weave\")\n\t\tStop\n\t}\n}\n\nActor CrystalSpike {\n\tPROJECTILE\n\t+THRUGHOST\n\t+DONTBLAST\n\tSpeed 24\n\tDamage (random(6, 10))\n\tDamageType \"Ice\"\n\tStamina 64\n\tRadius 6\n\tHeight 10\n\tAlpha 0.8\n\tRenderStyle Add\n\tSeeSound \"Armors/NecroShard\"\n\tDeathSound \"Armors/NecroShardHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGOL3 S 1 A_Weave(1.0, 0.5, 3.0, 1.5)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tGOL3 MNOPQR 3\n\t\tStop\n\t}\n}\n\nActor CrystalGolemBash {\n\tradius 5\n\theight 5\n\tspeed 38\n\tDamageType \"Physical\"\n\tStamina 1\n\tdamage (15 * random(1, 2))\n\tdeathsound \"weapons/vblhit\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 5, 64, 24)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor Gladiator : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -100\n\tRadius 24\n\tHeight 64\n\tSpeed 11\n\tPainChance 64\n\tMass 1000\n\tSeeSound \"Gladiator/See\"\n\tActiveSound \"Gladiator/Act\"\n\tPainSound \"Gladiator/Pain\"\n\tDeathSound \"Gladiator/Die\"\n\tObituary \"%o didn't expect trickery from a Gladiator.\"\n\tHitObituary \"%o lost the fight against a Gladiator.\"\n\t+ISMONSTER\n\tTag \"Gladiator\"\n\tSpecies \"HK\"\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GLADIATOR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGLAD AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(288, \"FastSee\")\n\t\t\tGLAD AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tFastSee:\n\t\t\tGLAD AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(288, \"FastMissile\")\n\t\t\tGLAD EF 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gladiator/Attack\")\n\t\t\tGLAD G 8 Fast A_CustomComboAttack(\"GladiatorFireBall_Explode\", 32, 9 * random(4, 6), \"baron/melee\")\n\t\tGoto See\n\t\tFastMissile:\n\t\t\tGLAD EF 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gladiator/Attack\")\n\t\t\tGLAD G 1 Fast A_SetAngle(angle + frandom(-12.0, 12.0))\n\t\t\tGLAD G 5 Fast A_CustomComboAttack(\"GladiatorFireBall_Explode\", 32, 10 * random(5, 8), \"baron/melee\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Gladiator/Attack\")\n\t\t\tGLAD E 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tGLAD E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tGLAD F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tGLAD F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tGLAD G 5 Fast A_CustomComboAttack(\"GladiatorFireBall\", 32, 10 * random(5, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tGLAD H 2 Fast\n\t\t\tGLAD H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tGLAD I 6 A_Scream\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGLAD J 5\n\t\t\tGLAD K 4\n\t\t\tGLAD L 3 A_Fall\n\t\t\tGLAD MN 3\n\t\t\tGLAD O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tGLAD NMLKJI 4\n\t\tGoto See\n\t}\n}\n\nActor GladiatorFireBall {\n\tRadius 5\n\tHeight 10\n\tSpeed 24\n\tPROJECTILE\n\tDamage (5 * random(4, 6))\n\tDamageType \"Fire\"\n\tStamina 32\n\tDeathSound \"weapons/phoenixhit\"\n\tScale 0.85\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX14 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX14 DE 6 Bright\n\t\t\tFX14 FGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor GladiatorFireBall_Explode : GladiatorFireBall {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 A 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 A 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 B 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 B 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 C 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GladiatorExplosionFX\", 0, 0, 0, frandom(-3, 3), frandom(-3, 3), frandom(-3, 3))\n\t\t\tFX14 C 2 Bright A_SpawnItem(\"GladiatorExp\")\n\t\tLoop\n\t}\n}\n\nActor GladiatorExplosionFX {\n\tScale 0.65\n\tRenderstyle Add\n\tAlpha 0.85\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tFX14 DE 4 Bright\n\t\t\tFX14 FGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor GladiatorExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o didn't expect trickery from a Gladiator.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(12, 56, 0)\n\t\tStop\n\t}\n}\n\nActor Putrefier : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 84\n\tSpeed 8\n\tRadius 24\n\tHeight 64\n\tMass 768\n\tSpecies \"HK\"\n\tMaxDropOffHeight 32\n\tMinMissileChance 200\n\tSeeSound \"Putrefier/sight\"\n\tPainSound \"Putrefier/pain\"\n\tDeathSound \"Putrefier/death\"\n\tActiveSound \"Putrefier/active\"\n\tHitObituary \"%o was clawed by a Putrefier.\"\n\tObituary \"%o was vaporized by a Putrefier.\"\n\tRenderstyle Translucent\n\t+ISMONSTER\n\t+NOBLOOD\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_Putrefier)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tIdleLoop:\n\t\t\t9TRF A 7 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tSeeLoop:\n\t\t\t9TRF AABBCCDD 3 Fast A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\t9TRF E 8 Fast A_FaceTarget\n\t\t\t9TRF F 8 Fast A_CustomMeleeAttack(random(4, 8) * 5, \"reaver/blade\", \"\", \"Putrefier_Poison\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(160, \"Cloak\")\n\t\tMissileGo:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\t9TRF G 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Putrefier/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"PutrefierBullet\", 36, 9, frandom(-11.25, 11.25), 0, frandom(-8.25, 8.25))\n\t\t\t9TRF H 16 Fast Bright A_CustomMissile(\"PutrefierBullet\", 36, 9, frandom(-11.25, 11.25), 0, frandom(-8.25, 8.25))\n\t\tGoto See\n\t\tPainState:\n\t\t\t9TRF A 2 Fast\n\t\t\t9TRF A 2 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(64, \"Cloak\")\n\t\tGoto See\n\t\tCloak:\n\t\t\tTNT1 A 0 A_JumpIfCloser(384, \"DoCloak\")\n\t\tGoto MissileGo\n\t\tDoCloak:\n\t\t\t9TRF A 1\n\t\t\tTNT1 A 0 A_PlaySound(\"Putrefier/Cloak\", CHAN_BODY)\n\t\t\t9TRF AAAAAAAAAA 1 A_SetTranslucent(alpha - 0.1, 1)\n\t\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAA 2 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Putrefier/UnCloak\", CHAN_BODY)\n\t\t\t9TRF AAAAA 1 A_SetTranslucent(alpha + 0.1, 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\t9TRF GGGGG 1 Bright A_SetTranslucent(alpha + 0.1, 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Putrefier/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"PutrefierBullet\", 36, 9, frandom(-11.25, 11.25), 0, frandom(-8.25, 8.25))\n\t\t\t9TRF H 5 Bright A_CustomMissile(\"PutrefierBullet\", 36, 9, frandom(-11.25, 11.25), 0, frandom(-8.25, 8.25))\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tTNT1 A 0 A_Jump(192, \"See\")\n\t\tLoop\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PutrefierExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(32, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t9TRF I 4 A_SpawnItemEx(\"MetalScrap_More\", 0, 0, 32)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PutrefierExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(32, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t9TRF J 4 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PutrefierExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(32, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t9TRF K 4 A_SpawnItemEx(\"MetalScrap_More\", 0, 0, 24)\n\t\t\t9TRF L 4 A_NoBlocking\n\t\t\t9TRF MN 4 A_SpawnItemEx(\"PutrefierExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(32, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t9TRF O 4 A_SpawnItemEx(\"MetalScrap_More\", 0, 0, 18)\n\t\t\t9TRF \"PQRSTUVWXYZ[\" 4\n\t\t\t9TRF \"]\" -1\n\t\tStop\n\t\tRaiseState:\n\t\t\t9TRF \"[ZYXWVUTSRQP\" 4\n\t\t\t9TRF ONMLKJI 4\n\t\tGoto See\n\t}\n}\n\nACTOR PutrefierBullet : FastProjectile {\n\tRadius 1\n\tHeight 2\n\tDamage (random(6, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tSpeed 128\n\tScale 0.1\n\tRenderStyle Add\n\tAlpha 0.85\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+BLOODSPLATTER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx / 50.0, vely / 50.0, velz / 50.0, CVF_REPLACE)\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_ChangeVelocity(velx * 50.0, vely * 50.0, velz * 50.0, CVF_REPLACE)\n\t\t\tTRAC A -1 Bright\n\t\tStop\n\t\tDeath:\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"PutrefierPuff\")\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PutrefierPuff : BulletPuff {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tVSpeed 0\n\tStates {\n\t\tSpawn:\n\t\t\t5PRF AB 5\n\t\t\t5PRF CDEFG 4\n\t\tStop\n\t}\n}\n\nActor PutrefierExplosion : ReaverExplosion {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(6, 72, 0)\n\t\t\t11PF ABCDE 5 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Imp.txt",
        "contents": "actor STDarkImp : DnD_BaseHybridMonster {\n\t//$Category Monsters\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 200\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n\tSpecies \"Imp\"\n\t+DONTHURTSPECIES\n\tPainSound \"Imp/Pain\"\n\tTag \"Dark Imp\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DARKIMP1)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDRKS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDRKS AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tDRKS EF 8 Fast A_FaceTarget\n\t\t\tDRKS G 6 Fast A_CustomComboAttack(\"DarkFast\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tDRKS H 2 Fast\n\t\t\tDRKS H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tDRKS I 8\n\t\t\tDRKS J 8 A_Scream\n\t\t\tDRKS K 6\n\t\t\tDRKS L 6 A_Fall\n\t\t\tDRKS M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDRKI N 5\n\t\t\tDRKI O 5 A_XScream\n\t\t\tDRKI P 5\n\t\t\tDRKI Q 5 A_Fall\n\t\t\tDRKI RST 5\n\t\t\tDRKI U -1\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tDRKS ML 8\n\t\t\tDRKS KJI 6\n\t\tGoto See\n    }\n}\n\nactor DarkFast {\n    Radius 8\n    Height 6\n    Speed 18\n    Damage (3 * random(1, 8))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    MISSILEHEIGHT 0\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDKB1 AABB 2 Bright A_SpawnItem(\"DarkImpBallTrail\")\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nActor DarkImpBallTrail {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tDKB1 AAAABBBB 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nactor NamiDarkImp : DnD_BaseHybridMonster {\n\t//$Category Monsters\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 200\n    SeeSound \"imp/sight\"\n    PainSound \"Imp/Pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n\tSpecies \"Imp\"\n\tTag \"Dark Imp\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DARKIMP2)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDRKI AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDRKI AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tDRKI EF 8 Fast A_FaceTarget\n\t\t\tDRKI G 6 Fast A_CustomComboAttack(\"DarkSeeker\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tDRKI H 2 Fast\n\t\t\tDRKI H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tDRKI I 8\n\t\t\tDRKI J 8 A_Scream\n\t\t\tDRKI K 6\n\t\t\tDRKI L 6 A_Fall\n\t\t\tDRKI M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDRKI N 5\n\t\t\tDRKI O 5 A_XScream\n\t\t\tDRKI P 5\n\t\t\tDRKI Q 5 A_Fall\n\t\t\tDRKI RST 5\n\t\t\tDRKI U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDRKI ML 8\n\t\t\tDRKI KJI 6\n\t\tGoto See\n    }\n}\n\nactor DarkSeeker {\n    Radius 8\n    Height 6\n    Speed 9\n    Damage (3 * random(1, 8))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n    +SEEKERMISSILE\n\t+DONTBLAST\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkImpBallTrail\")\n\t\t\tDKB1 A 2 Bright A_SeekerMissile (5, 10)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkImpBallTrail\")\n\t\t\tDKB1 A 2 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkImpBallTrail\")\n\t\t\tDKB1 B 2 Bright A_SeekerMissile (5, 10)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkImpBallTrail\")\n\t\t\tDKB1 B 2 Bright\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor VoidDarkImp : DnD_BaseHybridMonster {\n\t//$Category Monsters\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 7\n    PainChance 200\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n\tSpecies \"Imp\"\n\tTag \"Void Dark Imp\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_VOIDDARKIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDRKV AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDRKV AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tDRKV EF 8 Fast A_FaceTarget\n\t\t\tDRKV G 6 Fast A_CustomComboAttack(\"DarkNormal\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDRKV E 0 A_Jump(64, \"Attack2\")\n\t\t\tDRKV EF 8 Fast A_FaceTarget\n\t\t\tDRKV G 6 Fast A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n\t\tGoto Attack3\n\t\tAttack2:\n\t\t\tDRKV IJ 8 Fast Bright A_FaceTarget\n\t\t\tDRKV K 6 Fast Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n\t\t\tDRKV E 0 A_Jump(64, \"Attack3\")\n\t\t\tDRKV EF 8 Fast A_FaceTarget\n\t\t\tDRKV G 6 Fast A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n\t\tGoto See\n\t\tAttack3:\n\t\t\tDRKV IJ 8 Fast Bright A_FaceTarget\n\t\t\tDRKV K 6 Fast Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDRKV H 2 Fast\n\t\t\tDRKV H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tDRKV L 8\n\t\t\tDRKV M 8 A_Scream\n\t\t\tDRKV N 5\n\t\t\tDRKV O 5 A_Fall\n\t\t\tDRKV P -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDRKI N 5\n\t\t\tDRKI O 5 A_XScream\n\t\t\tDRKI P 5\n\t\t\tDRKI Q 5 A_Fall\n\t\t\tDRKI RST 5\n\t\t\tDRKI U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDRKV PO 8\n\t\t\tDRKV NML 6\n\t\tGoto See\n    }\n}\n\nactor DarkNormal {\n    Radius 8\n    Height 6\n    Speed 9\n    Damage (3 * random(1, 8))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDKB1 AABB 2 Bright A_SpawnItem(\"DarkImpBallTrail\")\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkStrong {\n    Radius 8\n    Height 6\n    Speed 9\n    Damage (6 * random(1, 8))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n\tTranslation \"192:193=48:51\", \"194:194=17:17\", \"195:199=171:175\", \"200:206=176:188\", \"207:241=45:46\", \"242:246=46:47\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDKB1 AB 4 Bright A_SpawnItemEx(\"DarkTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX3\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nactor DarkTail {\n    RENDERSTYLE ADD\n    ALPHA 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n    States {\n\t\tSpawn:\n\t\t\tDKBT ABCDEF 2 Bright\n        Stop\n    }\n}\n\nactor NetherDarkImp : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 100\n    Mass 500\n    Scale 1.1\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n\tTranslation \"16:49=112:122\", \"48:51=112:113\", \"160:167=112:119\", \"168:191=114:120\", \"197:206=160:166\", \"208:223=116:117\", \"232:235=116:119\", \"248:254=115:121\"\n\tSpecies \"Imp\"\n\tBloodColor \"Green\"\n\tTag \"Nether Dark Imp\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_NETHERDARKIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDRKV AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDRKV AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tDRKV IJ 8 Fast A_FaceTarget\n\t\t\tDRKV K 6 Fast A_CustomComboAttack(\"InfernoBall\", 32, 6 * random(1, 8), \"imp/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDRKV E 1 A_Jump (255, \"Attack1\", \"Attack2\")\n\t\tGoto See\n\t\tAttack1:\n\t\t\tDRKV EF 8 Fast A_FaceTarget\n\t\t\tDRKV G 6 Fast A_CustomMissile (\"NetherLightning\", 32, 0, 0)\n\t\tGoto See\n\t\tAttack2:\n\t\t\tDRKV IJ 8 Fast A_FaceTarget\n\t\t\tDRKV K 6 Fast A_CustomMissile (\"InfernoBall\", 32, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDRKV H 2 Fast\n\t\t\tDRKV H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tDRKV L 8\n\t\t\tDRKV M 8 A_Scream\n\t\t\tDRKV N 5\n\t\t\tDRKV O 5 A_Fall\n\t\t\tDRKV P -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDRKV Q 5\n\t\t\tDRKV R 5 A_XScream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDRKV S 5\n\t\t\tDRKV T 5 A_Fall\n\t\t\tDRKV UVW 5\n\t\t\tDRKV X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDRKV PO 8\n\t\t\tDRKV NML 6\n\t\tGoto See\n    }\n}\n\nactor InfernoBall {\n    Radius 8\n    Height 6\n    Speed 20\n    Damage (6 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tIBAL AAAABBBB 1 Bright A_SpawnItemEx (\"InfernoBallTrail\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n        Loop\n\t\tDeath:\n\t\t\tIBAL CDE 4 Bright\n        Stop\n    }\n}\n\nactor InfernoBallTrail {\n    Scale 0.2\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tITRL ABCDEFGHIJKLMN 1 Bright\n        stop\n    }\n}\n\nactor NetherLightning {\n    Radius 8\n    Height 6\n    Speed 24\n    Damage (4 * random(1, 8))\n\tDamageType \"Lightning\"\n\tStamina 256\n    PROJECTILE\n    +RIPPER\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.75\n    Scale 0.75\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tNLIT AA 1 Bright A_SpawnItemEx (\"NetherLightningTrail\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tNLIT A 0 Bright A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n\t\t\tNLIT AA 1 Bright A_SpawnItemEx (\"NetherLightningTrail\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tNLIT A 0 Bright A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n\t\tloop\n\t\tDeath:\n\t\t\tNLIT ABCDEFG 1 Bright\n\t\tStop\n    }\n}\n\nactor NetherLightningTrail {\n    RENDERSTYLE ADD\n    ALPHA 0.75\n    Scale 0.75\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tNLIT A 1 A_FadeOut (0.025)\n\t\t\tNLIT A 0 A_Jump (32, \"Spark\")\n\t\tloop\n\t\tSpark:\n\t\t\tNLIT A 0 A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n\t\tgoto Spawn\n    }\n}\n\nactor NetherLightningSpark {\n    Scale 0.3\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n    States {\n\t\tSpawn:\n\t\t\tNLIT BCDEFG 1 Bright\n        stop\n    }\n}\n\nActor ImpAbomination : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tTag \"Imp Abomination\"\n\tSpecies \"Imp\"\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tSpeed 8\n\tPainChance 200\n\tSeeSound \"imp/sight\"\n\tPainSound \"imp/pain\"\n\tDeathSound \"imp/death\"\n\tActiveSound \"imp/active\"\n\tHitObituary \"$OB_IMPHIT\"\n\tObituary \"$OB_IMP\"\n\tPainSound \"Imp/Pain\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_IMPABOM)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTRO5 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTRO5 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTRO5 EF 8 Fast A_FaceTarget\n\t\t\tTRO5 G 6 Fast A_CustomComboAttack(\"DoomImpBall\",32, 4 * random(1, 8),\"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTRO5 H 2 Fast\n\t\t\tTRO5 H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTRO5 I 8\n\t\t\tTRO5 J 8 A_Scream\n\t\t\tTRO5 K 6\n\t\t\tTRO5 L 6 A_NoBlocking\n\t\t\tIMP0 M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tIMP0 N 5\n\t\t\tIMP0 O 5 A_XScream\n\t\t\tIMP0 P 5\n\t\t\tIMP0 Q 5 A_NoBlocking\n\t\t\tIMP0 RST 5\n\t\t\tIMP0 U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tIMP0 M 8\n\t\t\tTRO5 L 8\n\t\t\tTRO5 KJI 6\n\t\tGoto See\n\t}\n}\n\nActor STImp : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 11\n    PainChance 200\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    Obituary \"%o was burned by an imp.\"\n    HitObituary \"%o was slashed by an imp.\"\n\tTag \"Imp\"\n\tSpecies \"Imp\"\n\tMass 100\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_STIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTRO3 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTRO3 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTRO3 EF 8 Fast A_FaceTarget\n\t\t\tTRO3 G 6 Fast A_CustomComboAttack(\"SmallImpBall\",32,2 * random(1, 8),\"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTRO3 H 2 Fast\n\t\t\tTRO3 H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTRO3 I 8\n\t\t\tTRO3 J 8 A_Scream\n\t\t\tTRO3 K 6\n\t\t\tTRO3 L 6 A_Fall\n\t\t\tTRO3 M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tIMP0 N 5\n\t\t\tIMP0 O 5 A_XScream\n\t\t\tIMP0 P 5\n\t\t\tIMP0 Q 5 A_Fall\n\t\t\tIMP0 RST 5\n\t\t\tIMP0 U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTRO3 ML 8\n\t\t\tTRO3 KJI 6\n\t\tGoto See\n    }\n}\n\nActor SmallImpBall {\n    Radius 8\n    Height 6\n    Speed 18\n\tFastSpeed 20\n    Damage (2 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n    Scale .75\n    PROJECTILE\n\t+DONTBLAST\n\t+RANDOMIZE\n    RenderStyle Add\n    Alpha 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL1 AB 2 Bright A_SpawnItemEx(\"ImpBallTrail\",0,0,0,0,0,0,0,128,0)\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL1 CDE 6 bright\n\t\tStop\n    }\n}\n\nActor VoidImp : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 7\n    PainChance 200\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    Obituary \"%o was burned by an imp.\"\n    HitObituary \"%o was slashed by an imp.\"\n\tTag \"Imp\"\n\tSpecies \"Imp\"\n\tMass 100\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_VOIDIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTRO4 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTRO4 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTRO4 EF 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128,2)\n\t\t\tTRO4 G 6 Fast A_TroopAttack\n\t\tGoto See\n\t\t\tTRO4 G 6 Fast A_CustomComboAttack(\"LargeImpBall\",32,3 * random(1,8),\"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTRO4 H 2 Fast\n\t\t\tTRO4 H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTRO4 I 8\n\t\t\tTRO4 J 8 A_Scream\n\t\t\tTRO4 K 6\n\t\t\tTRO4 L 6 A_NoBlocking\n\t\t\tTRO4 M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tIMP0 N 5\n\t\t\tIMP0 O 5 A_XScream\n\t\t\tIMP0 P 5\n\t\t\tIMP0 Q 5 A_NoBlocking\n\t\t\tIMP0 RST 5\n\t\t\tIMP0 U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTRO4 ML 8\n\t\t\tTRO4 KJI 6\n\t\tGoto See\n    }\n}\n\nActor LargeImpBall {\n    Radius 6\n    Scale 1.75\n    Height 8\n    Speed 10\n    FastSpeed 20\n    Damage (5 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n    PROJECTILE\n\t+DONTBLAST\n    +RANDOMIZE\n    RenderStyle Add\n    Alpha 1\n    Decal DoomImpScorch\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL1 AB 2 Bright A_SpawnItemEx(\"ImpBallTrail\",0,0,0,0,0,0,0,128,0)\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL1 CDE 6 bright\n\t\tStop\n    }\n}\n\nactor SoulHarvester : DnD_BaseHybridMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 160\n    SeeSound \"harvester/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"harvester/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o couldn't evade the soul harvester's attack.\"\n    MissileType SoulHarvesterBall\n    MeleeDamage 3\n\tBloodColor \"66 66 66\"\n\tSpecies \"Imp\"\n\tTag \"Soul Harvester\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SOULHARVESTER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSLHV AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSLHV AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tSLHV EFG 4 Fast A_FaceTarget\n\t\t\tSLHV HIJK 5 Fast Bright A_FaceTarget\n\t\t\tSLHV L 8 Fast Bright A_MissileAttack\n\t\t\tSLHV M 10 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tSLHV N 3 Fast\n\t\t\tSLHV N 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tSLHV O 7 A_Scream\n\t\t\tSLHV PQR 7\n\t\t\tSLHV S 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tSLHV T 5 A_Fall\n\t\t\tSLHV UV 5\n\t\t\tSLHV W -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9_G\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10_G\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11_G\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11_G\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tSLHV X 6 A_Xscream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tSLHV Y 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tSLHV Z 6\n\t\t\tSLHV [ 6 A_Fall\n\t\t\tSLHV ] 6\n\t\t\tSLHW A -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSLHV WVUTSRQPO 5\n\t\tGoto See\n    }\n}\n\nactor SoulHarvesterBall {\n    Radius 8\n    Height 6\n    Scale 0.4\n    Speed 9\n    Damage (2 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n    +SEEKERMISSILE\n\t+DONTBLAST\n    PROJECTILE\n    Renderstyle ADD\n    SeeSound \"harvester/scream\"\n    DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSHBA A  0 Bright A_SpawnItemEx(\"SoulBallTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n\t\t\tSHBA AB 2 Bright A_SeekerMissile (10,20)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tSHBA CDEFGHIJKL 4 Bright\n\t\tStop\n    }\n}\n\nactor SoulHarvesterGhost {\n    RENDERSTYLE ADD\n    ALPHA 0.7\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tSHGH A 0 NoDelay A_PlaySound(\"Harvester/Ghost\")\n\t\t\tSHGH ABCDEFG 4 Bright\n        Stop\n    }\n}\n\nactor SoulBallTrail {\n    RENDERSTYLE ADD\n    ALPHA 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n    States {\n\t\tSpawn:\n\t\t\tSBTR H 6\n\t\t\tSBTR ABCDEFG 4 Bright\n\t\tStop\n    }\n}\n\nactor PyroImp : DnD_BaseHybridMonster {\n\t//$Category monsters\n    Health 0x7FFFFFFF\n\tGibHealth -25\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 200\n\tMass 1000\n\t+DONTHURTSPECIES\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was burned by a pyro imp.\"\n    HitObituary \"%o was cut open by a pyro imp.\"\n\tSpecies \"Imp\"\n\tTag \"Pyro Imp\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PYROIMP)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tPRIM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tPRIM AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tPRIM EF 8 Fast A_FaceTarget\n\t\t\tPRIM G 6 Fast A_CustomComboAttack(\"PyroImpBall\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\tMissileState:\n\t\t\tPRIM E 0 A_JumpIfCloser(256, \"Missile1\")\n\t\t\tPRIM EF 8 Fast A_FaceTarget\n\t\t\tPRIM G 6 Fast A_CustomMissile (\"PyroImpBallNoGravity\", 32, 12, 0, 0, 0)\n\t\tGoto See\n\t\tMissile1:\n\t\t\tPRIM EF 6 Fast A_FaceTarget\n\t\t\tPRIM G 5 Fast A_CustomMissile (\"PyroImpBall\", 32, 12, 0, 2, 10)\n\t\t\tPRIM EF 6 Fast A_FaceTarget\n\t\t\tPRIM G 5 Fast A_CustomMissile (\"PyroImpBall\", 32, 12, 0, 2, 10)\n\t\t\tPRIM EF 6 Fast A_FaceTarget\n\t\t\tPRIM G 5 Fast A_CustomMissile (\"PyroImpBall\", 32, 12, 0, 2, 10)\n\t\tGoto See\n\t\tPainState:\n\t\t\tPRIM H 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tPRIM N 5 A_SpawnItemEx (\"PyroImpExplosion\", 0, 0, 30)\n\t\t\tTNT1 AAAA 0 A_CustomMissile (\"PyroImpBall\", 32, 0, random(0, 360), CMF_AIMDIRECTION, random(-4, -8))\n\t\t\tPRIM O 5 A_XScream\n\t\t\tPRIM P 5\n\t\t\tPRIM Q 5 A_Fall\n\t\t\tPRIM RST 5\n\t\t\tPRIM U -1\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tPRIM UTSRQPON 4\n\t\tGoto See\n    }\n}\n\nActor PyroImpExp1 : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 4\n\tObituary \"%o was burned by a pyro imp.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(5, 56, 0)\n\t\tStop\n\t}\n}\n\nactor PyroImpBall : DoomImpBall2 {\n\trenderstyle Add\n\tDamageType \"Fire\"\n\tStamina 4\n\tObituary \"%o was burned by a pyro imp.\"\n\t+RANDOMIZE\n\t+LOWGRAVITY\n\t-NOGRAVITY\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL1 A 1 bright\n\t\t\tBAL1 A 0 bright A_SpawnItemEx (\"PyroImpBallFire\", random(1,-1), random(1,-1), random(1,-1), 0, 0, 0 , random(0,360), 16, 0)\n\t\t\tBAL1 B 1 bright\n\t\t\tBAL1 B 0 bright A_SpawnItemEx (\"PyroImpBallFire\", random(1,-1), random(1,-1), random(1,-1), 0, 0, 0 , random(0,360), 16, 0)\n\t\tloop\n\t\tDeath:\n\t\t\tBAL1 C 0 bright A_CustomMissile (\"PyroImpBallFire2\", 0, 0, 0, 0)\n\t\t\tBAL1 C 4 bright A_SpawnItem(\"PyroImpExp1\")\n\t\t\tBAL1 CCCCCCCCC 0 bright A_SpawnItemEx (\"PyroImpBallFire\", random(1,-1), random(1,-1), random(1,-1), 6, 0, random(1,-1) , random(0,360), 0, 0)\n\t\t\tBAL1 DE 4 bright\n\t\tstop\n\t}\n}\n\nactor PyroImpBallNoGravity : PyroImpBall {\n\t+NOGRAVITY\n\t-LOWGRAVITY\n\tstates {\n\t\tDeath:\n\t\t\tBAL1 C 4 bright A_SpawnItem(\"PyroImpExp1\")\n\t\t\tBAL1 CCCCCCCCC 0 bright A_SpawnItemEx (\"PyroImpBallFire\", random(1,-1), random(1,-1), random(1,-1), 6, 0, random(1,-1) , random(0,360), 0, 0)\n\t\t\tBAL1 DE 4 bright\n\t\tstop\n\t}\n}\n\nactor PyroImpFire {\n\tradius 6\n\theight 8\n\tscale 0.7\n\trenderstyle Add\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+MISSILE\n\t+NOTELEPORT\n\t+DONTSPLASH\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tCFCF ABCDEFGHIJKLMNOP 2 bright\n\t\tstop\n\t}\n}\n\nactor PyroImpBallFire : PyroImpFire {\n\tscale 0.4\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tCFCF ABCDEFGHIJKLMNOP 1 bright\n\t\tstop\n\t}\n}\n\nActor PyroImpExp2 : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 4\n\tObituary \"%o was burned by a pyro imp.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(2, 56, 0)\n\t\tStop\n\t}\n}\n\nactor PyroImpBallFire2 {\n\tDamageType \"Fire\"\n\tStamina 4\n\tscale 2.0\n\tRadius 8\n\tHeight 40\n\trenderstyle Add\n\talpha 0.90\n\tPROJECTILE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+NOEXPLODEFLOOR\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\tDONTHURTSHOOTER\n\tstates {\n\t\tSpawn:\n\t\t\tCFCF PON 2 bright\n\t\t\tCFCF A 1 bright A_PlaySound(\"weapons/onfire\")\n\t\t\tCFCF A 1 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF BCDEFGHIJKLM 2 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF A 1 bright A_PlaySound (\"weapons/onfire\")\n\t\t\tCFCF A 1 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF BCDEFGHIJKLM 2 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF A 1 bright A_PlaySound (\"weapons/onfire\")\n\t\t\tCFCF A 1 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF BCDEFGHIJKLM 2 bright A_SpawnItem(\"PyroImpExp2\")\n\t\t\tCFCF NOP 2 bright\n\t\tstop\n\t}\n}\n\nActor PyroImpExp3 : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 4\n\tObituary \"%o was burned by a pyro imp.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(random(4, 16), 64, 0)\n\t\tStop\n\t}\n}\n\nactor PyroImpExplosion {\n\tradius 6\n\theight 8\n\tdamage 0\n\tDamageType \"Fire\"\n\tStamina 4\n\tscale 0.8\n\trenderstyle Add\n\talpha 0.7\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tstates {\n\t\tSpawn:\n\t\t\tMISL B 0 bright A_PlaySound (\"weapons/rocklx\")\n\t\t\tMISL B 4 bright A_SpawnItem(\"PyroImpExp3\")\n\t\t\tMISL CDE 6 bright\n\t\tstop\n\t}\n}\n\nactor Devil : DnD_BaseHybridMonster {\n\tobituary \"%o was fried by a Devil.\"\n\thitobituary \"%o was flayed by a Devil.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tradius 20\n\theight 56\n\tmass 120\n\tspeed 10\n\tpainchance 160\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTHURTSPECIES\n\tseesound \"monster/dvlsit\"\n\tpainsound \"monster/dvlpai\"\n\tdeathsound \"monster/dvldth\"\n\tactivesound \"monster/dvlact\"\n\tTag \"Devil\"\n\tSpecies \"Imp\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEVIL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTRO2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTRO2 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTRO2 EF 6 Fast A_FaceTarget\n\t\t\tTRO2 G 4 Fast A_CustomComboAttack(\"DoomImpBall\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO2 B 2 Fast\n\t\t\tTRO2 VW 6 Fast A_FaceTarget\n\t\t\tTRO2 X 4 Fast A_CustomComboAttack(\"DoomImpBall\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO2 E 0 A_Jump(160, \"GiveUp\")\n\t\t\tTRO2 D 2 Fast\n\t\t\tTRO2 EF 6 Fast A_FaceTarget\n\t\t\tTRO2 G 4 Fast A_CustomComboAttack(\"DoomImpBall\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO2 B 2 Fast\n\t\t\tTRO2 VW 6 Fast A_FaceTarget\n\t\t\tTRO2 X 4 Fast A_CustomComboAttack(\"DoomImpBall\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\tGiveUp:\n\t\t\tTRO2 A 0\n\t\tgoto See\n\t\tPainState:\n\t\t\tTRO2 H 3 Fast\n\t\t\tTRO2 H 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tTRO2 I 8\n\t\t\tTRO2 J 8 A_Scream\n\t\t\tTRO2 K 6\n\t\t\tTRO2 L 6 A_NoBlocking\n\t\t\tTRO2 M -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTRO2 N 5\n\t\t\tTRO2 O 5 A_XScream\n\t\t\tTRO2 P 5\n\t\t\tTRO2 Q 5 A_NoBlocking\n\t\t\tTRO2 RST 5\n\t\t\tTRO2 U -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tTRO2 ML 8\n\t\t\tTRO2 KJI 6\n\t\tgoto See\n\t}\n}\n\nactor Devil2 : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tPainchance 128\n\tobituary \"%o was fried by a Devil.\"\n\thitobituary \"%o was flayed by a Devil.\"\n\tradius 20\n\theight 56\n\tmass 120\n\tspeed 10\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTHURTSPECIES\n\tseesound \"monster/dvlsit\"\n\tpainsound \"monster/dvlpai\"\n\tdeathsound \"monster/dvldth\"\n\tactivesound \"monster/dvlact\"\n\tTag \"Devil\"\n\tSpecies \"Imp\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEVIL2)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTRO6 AB 8 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTRO6 AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"Lob\")\n\t\t\tTRO6 EF 5 Fast A_FaceTarget\n\t\t\tTRO6 G 3 Fast A_CustomComboAttack(\"Devil2Ball\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO6 B 2 Fast\n\t\t\tTRO6 HI 5 Fast A_FaceTarget\n\t\t\tTRO6 J 3 Fast A_CustomComboAttack(\"Devil2Ball\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO6 E 0 A_Jump(160, \"GiveUp\")\n\t\t\tTRO6 B 2 Fast\n\t\t\tTRO6 EF 5 Fast A_FaceTarget\n\t\t\tTRO6 G 3 Fast A_CustomComboAttack(\"Devil2Ball\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO6 B 2 Fast\n\t\t\tTRO6 HI 5 Fast A_FaceTarget\n\t\t\tTRO6 J 3 Fast A_CustomComboAttack(\"Devil2Ball\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\tGiveUp:\n\t\t\tTRO6 A 0\n\t\tgoto See\n\t\tLob:\n\t\t\tTRO6 EF 5 Fast A_FaceTarget\n\t\t\tTRO6 G 3 Fast A_CustomComboAttack(\"Devil2Ball2\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\t\tTRO6 B 2 Fast\n\t\t\tTRO6 HI 5 Fast A_FaceTarget\n\t\t\tTRO6 J 3 Fast A_CustomComboAttack(\"Devil2Ball2\", 32, 4 * random(1, 8), \"imp/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTRO6 K 3 Fast\n\t\t\tTRO6 K 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tTRO6 L 6\n\t\t\tTRO6 M 6 A_Scream\n\t\t\tTRO6 N 4\n\t\t\tTRO6 O 4 A_NoBlocking\n\t\t\tTRO6 P -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tTRO6 ON 5\n\t\t\tTRO6 ML 3\n\t\tgoto See\n\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTRO6 Q 5\n\t\t\tTRO6 R 5 A_XScream\n\t\t\tTRO6 S 5\n\t\t\tTRO6 T 5 A_NoBlocking\n\t\t\tTRO6 UVW 5\n\t\t\tTRO6 X -1\n\t\tstop\n\t}\n}\n\nactor Devil2Ball {\n    Radius 8\n    Height 6\n    Speed 24\n    Damage (3 * random(4, 8))\n\tDamageType \"Fire\"\n\tStamina 4\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.75\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDVB9 AABB 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n        Loop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDVB9 HIJKLM 3 Bright\n        Stop\n    }\n}\n\nActor Devil2Ball2 : Devil2Ball {\n\tWeaveIndexZ 12\n\tvar int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 2, \"NormalLoop\")\n\t\t\tDVB9 A 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n\t\t\tTNT1 A 0 A_Weave(0, 1, 0, 8)\n\t\t\tDVB9 A 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n\t\t\tTNT1 A 0 A_Weave(0, 1, 0, 8)\n\t\t\tDVB9 B 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n\t\t\tTNT1 A 0 A_Weave(0, 1, 0, 8)\n\t\t\tDVB9 B 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n\t\t\tTNT1 A 0 A_Weave(0, 1, 0, 8)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n        Loop\n\t\tNormalLoop:\n\t\t\tDVB9 AABB 2 Bright A_SpawnItem(\"Devil2BallTrail\")\n        Loop\n\t}\n}\n\nActor Devil2BallTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tDVB9 CDEFG 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nactor Vulgar : DnD_BaseHybridMonster {\n\tobituary \"%o was poisoned by a vulgar.\"\n\thitobituary \"A Vulgar had %o for lunch.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tradius 20\n\theight 56\n\tmass 120\n\tspeed 8\n\tpainchance 180\n\t+DONTHURTSPECIES\n\tseesound \"monster/vulsit\"\n\tpainsound \"monster/vulpai\"\n\tdeathsound \"monster/vuldth\"\n\tactivesound \"monster/vulact\"\n\tTag \"Vulgar\"\n\tSpecies \"Imp\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_VULGAR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tVULG AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tVULG AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tVULG E 8 Fast A_FaceTarget\n\t\t\tVULG F 1 Fast A_PlaySound(\"monster/vulswg\")\n\t\t\tVULG F 7 Fast A_FaceTarget\n\t\t\tVULG G 6 Fast A_CustomMeleeAttack(4 * random(1, 8), \"monster/vulhit\")\n\t\tgoto See\n\t\tMissileState:\n\t\t\tVULG EF 8 Fast A_FaceTarget\n\t\t\tVULG G 6 Fast A_CustomMissile(\"VulgarShot\",37,0,0,0,0)\n\t\tgoto See\n\t\tPainState:\n\t\t\tVULG H 2 Fast\n\t\t\tVULG H 2 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tVULG I 8\n\t\t\tVULG J 8 A_Scream\n\t\t\tVULG KL 6\n\t\t\tVULG M 6 A_NoBlocking\n\t\t\tVULG N -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tVULG O 5\n\t\t\tVULG P 5 A_XScream\n\t\t\tVULG Q 5\n\t\t\tVULG R 5 A_NoBlocking\n\t\t\tVULG STU 5\n\t\t\tVULG V -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tVULG ML 8\n\t\t\tVULG KJI 6\n\t\tgoto See\n\t}\n}\n\nACTOR VulgarShot {\n\tRadius 8\n\tHeight 16\n\tSpeed 10\n\tDamage (4 * random(1, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tPROJECTILE\n\t+THRUGHOST\n\t+DONTBLAST\n\tSeesound \"monster/vulsh1\"\n\tDeathSound \"monster/vulsh2\"\n\tDecal \"DoomImpScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFVUL AAABBB 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tFVUL CDEF 4 Bright\n\t\tstop\n\t}\n}\n\nActor UndeadMage : DnD_ArchVileBase {\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tScale 0.95\n\tPainChance 184\n    SeeSound \"UndeadInitiate/See\"\n    ActiveSound \"UndeadInitiate/Act\"\n    painsound \"UndeadInitiate/Pain\"\n    deathsound \"UndeadInitiate/Death\"\n\tObituary \"%o succumbed to an Undead Mage's magic.\"\n\tHealth 0x7FFFFFFF\n\tSpecies \"Imp\"\n\t+DONTHURTSPECIES\n\tTag \"Undead Mage\"\n\t+NODAMAGETHRUST\n\t+NODROPOFF\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_UNDEADMAGE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCMYS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(30, \"NoRaiseState\")\n\t\t\tCMYS AABBCCDD 3 Fast A_VileChase\n\t\tGoto See\n\t\tNoRaiseState:\n\t\t\tCMYS AABBCCDD 3 Fast A_FastChase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCMYS E 8 Fast A_FaceTarget\n\t\t\tCMYS F 0 Bright A_CustomMissile (\"CultMysticShot\",46,-5,0,1,0)\n\t\t\tCMYS F 0 Bright A_CustomMissile (\"CultMysticShot\",46,5,0,1,0)\n\t\t\tCMYS F 8 Fast Bright A_PlaySound(\"monster/culatk\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tCMYS G 3 Fast\n\t\t\tCMYS G 3 Fast A_Pain\n\t\tGoto See\n\t\tHealState:\n\t\t\tCMYS E 0 A_PlaySound(\"monster/cultre\")\n\t\t\tCMYS E 0 A_ChangeFlag(\"NoPain\",1)\n\t\t\tCMYS E 20 Fast DamageThing(10)\n\t\t\tCMYS E 0 A_ChangeFlag(\"NoPain\",0)\n\t\tGoto See\n\t\tDeathState:\n\t\t\tCMYS H 6\n\t\t\tCMYS I 6 A_PlayerScream\n\t\t\tCMYS JK 6\n\t\t\tCMYS L 6 A_NoBlocking\n\t\t\tCMYS M 6\n\t\t\tCMYS N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tCMYS O 5 A_XScream\n\t\t\tCMYS P 5\n\t\t\tCMYS R 5 A_NoBlocking\n\t\t\tCMYS STUVW 5\n\t\t\tCMYS X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tCMYS M 0 A_ChangeFlag(\"NoPain\", 0)\n\t\t\tCMYS MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor CultMysticShotTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.825\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tCMYP A 1 A_FadeOut(0.04125)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.04125, scaley - 0.04125)\n\t\tLoop\n\t\tOther:\n\t\t\tCMYP A 1 A_FadeOut(0.04125)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.04125, scaley - 0.04125)\n\t\tLoop\n\t}\n}\n\nACTOR CultMysticShot {\n\tSpeed 20\n\tRadius 4\n\tHeight 4\n\tDamage (Random(4, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tPROJECTILE\n\t+NoDamageThrust\n\t+ThruGhost\n\t+WindThrust\n\t+DONTBLAST\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCMYP AB 2 Bright A_SpawnItem(\"CultMysticShotTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tCMYP CDEF 3 Bright\n\t\tstop\n\t}\n}\n\nActor ReaverRobot : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tSpeed 8\n\tPainChance 128\n\tSeeSound \"Reaver/See\"\n\tPainSound \"Reaver/Pain\"\n\tDeathSound \"Reaver/Death\"\n\tActiveSound \"Reaver/Active\"\n\tObituary \"%o was shot by a Reaver.\"\n\tHitObituary \"%o was gutted by a Reaver.\"\n\tSpecies \"Imp\"\n\tTag \"Reaver\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+NOBLOOD\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_REAVER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t5TRF A 7 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\t5TRF BBCC 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Reaver/Walk\", CHAN_BODY)\n\t\t\t5TRF DDEE 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Reaver/Walk\", CHAN_BODY)\n\t\t\t5TRF DDCC 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Reaver/Walk\", CHAN_BODY)\n\t\tLoop\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"reaver/melee\", 5)\n\t\t\t5TRF H 5 Fast A_FaceTarget\n\t\t\t5TRF I 7 Fast A_CustomMeleeAttack(random(4, 8) * 3, \"reaver/blade\")\n\t\t\t5TRF H 5 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\t5TRF G 5 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"reaver/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"ReaverShot\", 33, -3, frandom(-10, 10))\n\t\t\t5TRF F 8 Fast A_FaceTarget\n\t\t\t5TRF G 6 Fast Bright\n\t\tGoto See\n\t\tPainState:\n\t\t\t5TRF A 2 Fast\n\t\t\t5TRF A 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\tXDeathState:\n\t\t\t5TRF J 6\n\t\t\t5TRF K 6 A_Scream\n\t\t\t5TRF L 5\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ReaverExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(20, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t5TRF M 5 A_NoBlocking\n\t\t\t5TRF NOP 5 A_SpawnItemEx(\"ReaverExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(20, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t5TRF Q 6\n\t\t\t5TRF R -1\n\t\tStop\n\t\tRaiseState:\n\t\t\t5TRF Q 6\n\t\t\t5TRF PONML 5\n\t\t\t5TRF KJ 6\n\t\tGoto See\n\t}\n}\n\nActor ReaverShot {\n\tSpeed 32\n\tHeight 6\n\tRadius 3\n\tProjectile\n\tDamage (random(5, 7))\n\tDamageType \"Physical\"\n\tStamina 1\n\tScale 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnState:\n\t\t\tMPUF A 1 Bright A_SpawnItemEx(\"ReaverShotTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tMPUF A 4 Bright\n\t\t\tMPUF BCD 4\n\t\tStop\n\t}\n}\n\nActor ReaverShotTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tScale 0.5\n\tRenderstyle Translucent\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMPUF A 1 A_FadeOut(0.0825)\n\t\tWait\n\t}\n}\n\nActor ReaverExplosion : BaseExplosionDamage {\n\tHeight 4\n\tRadius 2\n\t+THRUACTORS\n\t+NOTONAUTOMAP\n\t+FORCEXYBILLBOARD\n\tSeeSound \"Reaver/Explode\"\n\tScale 0.75\n\tSpeed 0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(5, 72, 0)\n\t\t\t11PF ABCDE 5 Bright\n\t\tStop\n\t}\n}\n\nACTOR Shadow : DnD_BaseRangedMonster {\n\t//$Category Monsters\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tRenderStyle \"Translucent\"\n\tAlpha 0.7\n\tSpeed 8\n\tPainChance 200\n\tPainSound \"Shadow/pain\"\n\tDeathSound \"Shadow/death\"\n\tActiveSound \"Shadow/active\"\n\tObituary \"%o was assassinated by a shadow.\"\n\tMissileType ShadowBallX\n\tSpecies \"Imp\"\n\tTag \"Shadow\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+GHOST\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOW)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTROX A 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTROX AAA 1 Fast A_Chase\n\t\t\tTROX A 0 A_CustomMissile(\"ShadowGhostA\", 0, 0, 0)\n\t\t\tTROX BBB 1 Fast A_Chase\n\t\t\tTROX B 0 A_CustomMissile(\"ShadowGhostB\", 0, 0, 0)\n\t\t\tTROX CCC 1 Fast A_Chase\n\t\t\tTROX C 0 A_CustomMissile(\"ShadowGhostC\", 0, 0, 0)\n\t\t\tTROX DDD 1 Fast A_Chase\n\t\t\tTROX D 0 A_CustomMissile(\"ShadowGhostD\", 0, 0, 0)\n\t\t\tTROX AAA 1 Fast A_Chase\n\t\t\tTROX A 0 A_CustomMissile(\"ShadowGhostA\", 0, 0, 0)\n\t\t\tTROX BBB 1 Fast A_Chase\n\t\t\tTROX B 0 A_CustomMissile(\"ShadowGhostB\", 0, 0, 0)\n\t\t\tTROX CCC 1 Fast A_Chase\n\t\t\tTROX C 0 A_CustomMissile(\"ShadowGhostC\", 0, 0, 0)\n\t\t\tTROX DDD 1 Fast A_Chase\n\t\t\tTROX D 0 A_CustomMissile(\"ShadowGhostD\", 0, 0, 0)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTROX E 30 Fast A_FaceTarget\n\t\t\tTROX F 5  Fast\n\t\t\tTROX G 5 Fast BRIGHT A_MissileAttack\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTROX F 5 Fast\n\t\t\tTROX E 20 Fast\n\t\t\tTROX E 1 A_SpidRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tTROX H 4 Fast\n\t\t\tTROX H 4 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tTROX I 6 A_Scream\n\t\t\tTROX J 1\n\t\t\tTROX J 4\n\t\t\tTROX K 5 A_CustomMissile(\"Shadowtorso\", 0, 0, 0)\n\t\t\tTROX L 5 A_Fall\n\t\t\tTROX MNO 6\n\t\t\tTROX P -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTROX W 5\n\t\t\tTROX X 4 A_XScream\n\t\t\tTROX Y 4\n\t\t\tTROX Z 4 A_Fall\n\t\t\tTROX ] 4\n\t\t\tTROX [ 4\n\t\t\tTROX \"\\\" -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTROX M 8\n\t\t\tTROX KLJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR Shadowtorso\n{\n\tRadius 12\n\tHeight 15\n\tSpeed 1\n\tMass 5000\n\tRenderStyle \"Translucent\"\n\talpha 0.7\n\t+Doombounce\n\t+MOVEWITHSECTOR\n\t+CLIENTSIDEONLY\n      States\n\t{\n\tSpawn:\n         TROX QRS 5\n         TROX T 5 A_Fall\n         TROX U 5\n         TROX V -1\n         Stop\n\t}\n}\n\n//===========================================================================\n//\n// Shadow fireball\n//\n//===========================================================================\nACTOR ShadowBallX {\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage (4 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.75\n\tSeeSound \"Shadow/attack\"\n\tDeathSound \"imp/shotx\"\n\tMissileType ShadowTrailX\n\tMissileheight 0\n\tDecal DoomImpScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSBAL ABC 4 BRIGHT A_MissileAttack\n\t\tLoop\n\t\tDeath:\n\t\t\tSBAL C 5 Bright\n\t\t\tSBAL DEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor ShadowTrailX {\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.6\n    +NOCLIP\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSHTR ABCDEF 4 Bright\n\t\tStop\n    }\n}\n\n//============================================================================\n//\n//Shadow \"Ghosts\"\n//\n//============================================================================\nACTOR ShadowGhostA {\n\tRadius 4\n\tHeight 8\n\tSpeed 0\n\tDamage 0\n\tMass 75\n\tRenderStyle \"Translucent\"\n\tAlpha 0.3\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTROX A 10\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostB : ShadowGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTROX B 10\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostC : ShadowGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTROX C 10\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostD : ShadowGhostA {\n\tStates {\n\t\tSpawn:\n\t\t\tTROX D 10\n\t\tStop\n\t}\n}\n\nActor Roach : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tSpeed 12\n\tPainChance 64\n\tMass 200\n\tBloodColor \"DarkGreen\"\n\t+DontHurtSpecies\n\tSeeSound \"Roach/Sight\"\n\tPainSound \"Roach/Pain\"\n\tDeathSound \"Roach/Death\"\n\tActiveSound \"Roach/Active\"\n\tObituary \"%o was poisoned by a Roach.\"\n\tScale 1.1\n\tTag \"Roach\"\n\tSpecies \"Imp\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_PERIODIC, ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 2), 8)\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ROACH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MonsterRegenPause\", 1)\n\t\tIdleLoop:\n\t\t\tROAC AA 3 Fast A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MonsterRegenPause\", 1)\n\t\t\tROAC BBCCDDEE 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"MonsterRegenPause\", 1)\n\t\t\tROAC AA 3 Fast A_FaceTarget\n\t\t\tROAC AA 3 Fast A_FaceTarget\n\t\t\tROAC FF 3 Fast A_FaceTarget\n\t\t\tROAC G 0 A_CustomMissile(\"RoachBall\", 32, -4, 1)\n\t\t\tROAC G 6 Fast A_CustomMissile(\"RoachBall\", 32, 4, -1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"MonsterRegenPause\", 1)\n\t\t\tROAC H 3 Fast\n\t\t\tROAC H 3 Fast A_Pain\n\t\t\tTNT1 A 0 A_GiveInventory(\"MonsterRegenPause\", 1)\n\t\tGoto See\n\t\tDeathState:\n\t\t\tROAC I 8 A_ScreamAndUnblock\n\t\t\tROAC JKL 6\n\t\t\tROAC M -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tROAC I 4 A_XScream\n\t\t\tROAC NOP 6\n\t\t\tROAC Q 6 A_NoBlocking\n\t\t\tROAC RS 6\n\t\t\tROAC T -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_PERIODIC, ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 2), 8)\n\t\t\tROAC MLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor RoachExp : BaseExplosionDamage {\n\tObituary \"%o was poisoned by a Roach.\"\n\tDamage (Random(5, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(5, 32, 0)\n\t\tStop\n\t}\n}\n\nActor RoachBall : DoomImpBall {\n\tDamage (Random(5, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tHeight 5\n\tRadius 3\n\tScale 0.6\n\tSpeed 24\n\tDecal PlasmaScorchLower\n\tSeeSound \"Roach/Fire\"\n\tDeathSound \"Roach/Hit\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRCHB AAAABBBB 1 Bright A_SpawnItemEx(\"RoachBallTrail\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), -Angle, 138)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"RoachExp\")\n\t\t\tRCHB CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor RoachBallTrail {\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.6\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tRCHB AABB 2 Bright A_FadeOut(0.05)\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Legendary.txt",
        "contents": "Actor DreamingGod : DnD_BaseRangedBoss {\n\ttag \"The Dreaming God\"\n\tobituary \"%o was disintegrated for gazing upon The Dreaming God.\"\n\tHealth 0x7FFFFFFF\n\tradius 40\n\theight 110\n\tProjectilePassHeight 160\n\tmass 2400\n\tspeed 5\n\tpainchance 4\n\tseesound \"Dreamer/See\"\n\tpainsound \"Dreamer/See\"\n\tdeathsound \"Dreamer/Die\"\n\tactivesound \"Dreamer/Act\"\n\tSpecies \"Cyber\"\n\tScale 1.0\n\t+ISMONSTER\n\t+BOSS\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+LOOKALLAROUND\n\t+DONTRIP\n\tconst int dreamer_burn = 3;\n\tRadiusDamageFactor 0.5\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DND Dreamer Burn\", 0, dreamer_burn)\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DREAMER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTCHR A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTCHR AAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTCHR BBBBB 1 A_Chase\n\t\t\tTCHR CCCCC 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Dreamer/Hoof\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DreamerStomp\")\n\t\t\tTCHR DDDDD 1 A_Chase\n\t\t\tTCHR EEEEE 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTCHR FFFFF 1 A_Chase\n\t\t\tTCHR F 0 A_PlaySound(\"Dreamer/Hoof\")\n\t\t\tTCHR F 0 A_SpawnItemEx(\"DreamerStomp\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"TchernoLightningShooter\", 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Circle\", \"Portal\", \"LongRange\")\n\t\tMissileRedecide:\n\t\t\tTNT1 A 0 A_Jump(128, \"LongRange\", \"Portal\")\n\t\tMissileNormal:\n\t\t\tTCHR G 5\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile2\", 108, 24)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile\", 108, -24)\n\t\t\tTCHR J 6 Bright\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tLongRange:\n\t\t\tTNT1 A 0 A_JumpIfCloser(416, \"MissileNormal\")\n\t\t\tTCHR G 5\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_VileTarget(\"DreamerDamager\")\n\t\t\tTCHR H 3 Bright A_FaceTarget\n\t\t\tTCHR I 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle1\", 108)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle2\", 108)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, -4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 16)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SplitParticle3\", 92, 0, 4)\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle3\", 108)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle4\", 108)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle5\", 108)\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tPortal:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TchernoPortalCooldown\", 1, \"MissileNormal\")\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"Dreamer/Cast\", 7, 0, ATTN_NONE)\n\t\t\tTCHR G 5\n\t\t\tTCHR HIHI 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoPortal\", 0, 192)\n\t\t\tTNT1 A 0 A_GiveInventory(\"TchernoPortalCooldown\", 1)\n\t\t\tTCHR J 6 Bright A_CustomMissile(\"ActualTchernoPortal\", 144)\n\t\t\tTCHR K 8\n\t\tGoto See\n\t\tCircle:\n\t\t\tTNT1 A 0 A_JumpIfCloser(484, \"CircleContinue\")\n\t\tGoto MissileRedecide\n\t\tCircleContinue:\n\t\t\tTNT1 AAA 0 A_PlaySoundEx(\"Dreamer/Cast\", 7, 0, ATTN_NONE)\n\t\t\tTCHR G 5\n\t\t\tTCHR HIHIHIHI 3 Bright A_FaceTarget\n\t\t\tTCHR J 6 Bright A_SpawnItem(\"TchernoExplosionCircle\", 0, 128)\n\t\t\tTCHR G 8\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Pain Immune Toggle\", 5)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_ExecuteWithResult(961, 7) / 3, \"PainX\")\n\t\t\tTCHR L 11 A_Pain\n\t\tGoto See\n\t\tPainX:\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 225, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 270, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 335, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 Radius_quake(2,18,0,256,0)\n\t\t\tTCHR L 11 A_PlaySound(\"Dreamer/Pain\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTCHR M 7 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTCHR NOPQ 7\n\t\t\tTCHR Q -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor TchernoLightningShooter : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_ExecuteWithResult(961, 7) / 3, \"Go\")\n\t\tStop\n\t\tGo:\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 225, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 270, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoLightning\", 0, 0, 335, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nactor TchernobogMissile {\n\tDecal Scorch\n\tradius 16\n\theight 9\n\tXScale 0.95\n\tYScale 0.675\n\tspeed 24\n\tRENDERSTYLE ADD\n\tdamage (32 * random(4, 5))\n\tPROJECTILE\n\t+DONTSPLASH\n\t+DONTBLAST\n\t+DONTREFLECT\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tdeathsound \"Cerberus/Explode\"\n    alpha 0.75\n\tstates {\n\t\tSpawn:\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernobogExplosion\")\n\t\t\tTNT1 A 0 Radius_quake(2,8,0,16,0)\n\t\t\tTEX2 ABC 3 bright\n\t\t\tTNT1 A 0 Radius_Quake (1,10,0,16,0)\n\t\t\tTEX2 DEFG 3 bright\n\t\t\tTEX2 HIJ 2 bright\n\t\t\tTEX2 KL 2 bright\n\t\tstop\n\t}\n}\n\nActor TchernobogMissile2 : TchernobogMissile {\n\tStates {\n\t\tSpawn:\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK A 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK B 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK C 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK D 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\t\tTROK E 1 bright A_SpawnItem (\"TfireTrail2\",random(-2,-1),0+random(-1,1),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\")\n\t\tLoop\n\t}\n}\n\nActor TFlyFX {\n\tRenderstyle Add\n\tAlpha 0.85\n\tScale 0.325\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2 NoDelay A_jump(128, \"Other\")\n\t\tSpawnLoop:\n\t\t\tTMIS A 1 A_FadeOut(0.0625)\n\t\tLoop\n\t\tOther:\n\t\t\tTMIS B 1 A_FadeOut(0.0625)\n\t\tLoop\n\t}\n}\n\nActor TchernobogExplosion : BaseExplosionDamage {\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 8 NoDelay A_Explode(192, 160, 0)\n\t\t\tTNT1 AAAAAA 4 A_Explode(32, 160, 0)\n\t\tStop\n\t}\n}\n\nActor DreamerStomp {\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tDamageType \"Physical\"\n\tStamina 1\n\tObituary \"%o got too close to The Dreaming God.\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor TFireTrail {\n\tradius 1\n\theight 1\n\tRENDERSTYLE ADD\n\tScale 0.33\n\talpha 0.9\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR ABCDEFGH 4 bright A_FadeOut(0.0825)\n\t\tstop\n\t}\n}\n\nActor TFireTrail2 : TFireTrail {\n\tStates {\n\t\tSpawn:\n\t\t    TNT1 A 0 NoDelay A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR IJKLMNOP 4 bright A_FadeOut(0.0825)\n\t\tStop\n\t}\n}\n\nActor DreamerDamager {\n\tHeight 1\n\tRadius 1\n\tDamageType \"FireDreamer\"\n\tStamina 32\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(2, 36, 0, 0, 36)\n\t\tStop\n\t}\n}\n\nActor DreamerBurnFireSpawner {\n\tconst int spawn_count = 8;\n\tvar int user_counter;\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == spawn_count, \"Finish\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"TFireTrail\", frandom(-30, 30), frandom(-30, 30), frandom(0, 30), 0, 0, frandom(1, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tOther:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"TFireTrail2\", frandom(-30, 30), frandom(-30, 30), frandom(0, 30), 0, 0, frandom(1, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tGoto SpawnLoop\n\t\tFinish:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor DreamerBurnFXStarter : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DND Dreamer Burn FX\", 0, 17)\n\t\tStop\n\t}\n}\n\nActor TchernoExplosion  {\n\tSpeed 40\n\tRadius 8\n\tHeight 8\n\tScale 0.85\n\tPROJECTILE\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+FORCERADIUSDMG\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tObituary \"%o was disemboweled by The Dreaming God.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Cerberus/Explode\")\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 C 2 Bright A_Explode(96, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 C 2 Bright A_Explode(96, 128, 0)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTEX2 DEFGHIJKL 3 Bright A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor TchernoCorpseExplosion : TchernoExplosion {\n\t-FLOORHUGGER\n\tSpeed 0\n\tStates {\n\t\tSpawn:\n\t\t\tTEX2 L 5\n\t\t\tTEX2 K 4\n\t\t\tTEX2 J 3\n\t\t\tTEX2 I 2\n\t\t\tTEX2 HGFEDCBA 1\n\t\t\tTNT1 A 13\n\t\t\tTNT1 A 0 A_PlaySound(\"Cerberus/Explode\")\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTEX2 C 2 Bright A_Explode(96, 128, 0)\n\t\t\tTEX2 C 2 Bright A_Explode(96, 128, 0)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTEX2 DEFGHIJKL 3 Bright A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor TchernoExplosionHigh : TchernoExplosion {\n\t-FLOORHUGGER\n}\n\nActor TchernoExplosionCircle {\n\tRadius 1\n\tHeight 1\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOCLIP\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernoExplosionHigh\", 0, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 2 A_CustomMissile(\"TchernoExplosion\", 0, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tStop\n\t}\n}\n\nactor SplitParticleFX {\n\tradius 1\n\theight 1\n\tSpeed 10\n\tScale 0.2\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RANDOMIZE\n\t-NOGRAVITY\n\t-SOLID\n\t+CLIENTSIDEONLY\n\tRENDERSTYLE ADD\n\tstates {\n\t\tSpawn:\n\t\t\tEYEP A 0 bright\n\t\t\tEYEP A 10 bright\n\t\t\tEYEP A 200 bright A_LowGravity\n\t\tstop\n\t\t\tEYEP B 10 bright\n\t\t\tEYEP B 200 bright A_LowGravity\n\t\tstop\n\t\t\tEYEP C 10 bright\n\t\t\tEYEP C 200 bright A_LowGravity\n\t\tstop\n\t\t\tEYEP D 10 bright\n\t\t\tEYEP D 200 bright A_LowGravity\n\t\tstop\n\t\t\tEYEP E 10 bright\n\t\t\tEYEP E 200 bright A_LowGravity\n\t\tstop\n\t\t\tEYEP F 10 bright\n\t\t\tEYEP F 200 bright A_LowGravity\n\t\tstop\n\t\tDeath:\n\t\t\tEYEP F 1\n\t\tstop\n\t}\n}\n\nactor SplitParticleAfterLight {\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SplitParticleExplosion : BaseExplosionDamage {\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(36, 96, 0)\n\t\tStop\n\t}\n}\n\nActor SplitTrail_A {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.85\n\tScale 0.65\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_B : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB B 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_C : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB C 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitTrail_D : SplitTrail_A {\n\tStates {\n\t\tSpawnLoop:\n\t\t\tEYEB D 1 A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.05, scaley - 0.05)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle1 {\n\tHeight 12\n\tRadius 6\n\tPROJECTILE\n\tDamage (30)\n\tSpeed 40\n\tseesound \"Dreamer/Blast\"\n\tdeathsound \"Dreamer/BlastExp\"\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tObituary \"%o couldn't stand against the power of The Dreaming God.\"\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.65\n\t+DONTBLAST\n\t+DONTSPLASH\n\tStates {\n\t\tSpawn:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitParticleExplosion\")\n\t\t\tTNT1 EEEEEEEEEEEEEEEEEE 0 A_CustomMissile(\"SplitParticleFX\", 0, 0, random(0,360), 2, random(-90,90))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SplitParticleAfterLight\")\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor SplitParticle2 : SplitParticle1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle3 : SplitParticle1 {\n\tDamage (10)\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle4 : SplitParticle1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor SplitParticle5 : SplitParticle1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB A 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_A\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB B 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_B\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB C 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_C\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\t\tEYEB D 1 Bright A_Weave(1, 1, 2, 2)\n\t\t\tTNT1 A 0 A_SpawnItem(\"SplitTrail_D\", 0, 0)\n\t\tLoop\n\t}\n}\n\nActor ActualTchernoPortal {\n\tRadius 1\n\tHeight 1\n\t+MISSILE\n\t+NOCLIP\n\t+NOGRAVITY\n\tvar int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 150 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Tcherno Corpse Explode\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 24, \"Finish\")\n\t\t\tTNT1 A 5 A_CustomMissile(\"TchernoSoul\", 0, 0, frandom(0, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER, frandom(-90, 90))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TchernoCorpseExploder : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoCorpseExplosion\", 0, 0, 32, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\t\tStop\n\t}\n}\n\nActor TchernoCorpseExploder_Gibber : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 9.0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t}\n}\n\nActor TchernoPortal {\n\tRenderstyle Translucent\n\tAlpha 0.075\n\tScale 0.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tconst int steps = 12;\n\tvar int user_counter;\n\tvar int user_scale;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_counter\", 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", 0.075)\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"Dreamer/Burn\", CHAN_BODY)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps, \"Stay\")\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 A 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 B 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 C 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 D 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 E 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.01)\n\t\t\tTPR1 F 2 Bright A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale + 1)\n\t\tLoop\n\t\tStay:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tStayLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps, \"Fade\")\n\t\t\tTPR1 ABCDEF 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tFade:\n\t\t\tTNT1 A 0 A_JumpIf(user_counter == steps / 5, \"Finish\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 A 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 B 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 C 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 D 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 E 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\", user_scale - 5)\n\t\t\tTNT1 A 0 A_SetScale(user_scale / 100.0, user_scale / 100.0)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha - 0.05)\n\t\t\tTPR1 F 2 Bright A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SplitParticleFX\", 0, 0, random(0,360), 2, random(-90,90))\n\t\t\tTNT1 A 4 A_PlaySound(\"Dreamer/BlastExp\")\n\t\tStop\n\t}\n}\n\nActor TchernoSoulTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Jump(256, \"A\", \"B\", \"C\", \"D\", \"E\")\n\t\tA:\n\t\t\tPHAM A 0\n\t\tGoto Anim\n\t\tB:\n\t\t\tPHAM B 0\n\t\tGoto Anim\n\t\tC:\n\t\t\tPHAM C 0\n\t\tGoto Anim\n\t\tD:\n\t\t\tPHAM D 0\n\t\tGoto Anim\n\t\tE:\n\t\t\tPHAM E 0\n\t\tGoto Anim\n\t\tAnim:\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor TchernoSoul {\n\tPROJECTILE\n\tHeight 8\n\tRadius 4\n\tScale 0.9\n\tRenderstyle Add\n\tAlpha 0.1\n\tSpeed 5\n\tDamage (5)\n\tDamageType \"MagicalBlue\"\n\tStamina 8\n\tBounceType Hexen\n\tBounceCount 6\n\tBounceFactor 0.9\n\tActiveSound \"Dreamer/Soul\"\n\tDeathSound \"whiteballbdeth\"\n\t+SEEKERMISSILE\n\t+PIERCEARMOR\n\t+DONTREFLECT\n\t+DONTBLAST\n\t+LOOKALLAROUND\n\t+SKYEXPLODE\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tPHAM AAAAAAAAAAAAAAAAAAAA 1 A_SetTranslucent(alpha + 0.0375)\n\t\t\tTNT1 A 0 A_ScaleVelocity(4.0)\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\tSpawnLoop:\n\t\t\tPHAM A 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM B 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM C 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM D 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\t\tPHAM E 3 Bright A_SeekerMissile(8, 8, SMF_LOOK | SMF_CURSPEED)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoSoulTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\t\tPHAM FGHI 3\n\t\tStop\n\t}\n}\n\nActor TchernoPortalCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -20\n}\n\nActor TchernoLightningExplosion : BaseExplosionDamage {\n\tDamageType \"Lightning\"\n\tStamina 256\n\t+FORCERADIUSDMG\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(48, 64, 0, 0, 40)\n\t\tStop\n\t}\n}\n\nActor TchernoLightningFX {\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tYscale 1.5\n\tXscale 1.15\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Dreamer/Thunder\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tTLIG A 4\n\t\t\tTLIG AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t\tOther:\n\t\t\tTLIG B 4\n\t\t\tTLIG BBBBBBBBBB 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor TchernoLightning {\n\tPROJECTILE\n\tDamage 0\n\tSpeed 8\n\tReactionTime 4\n\tconst int vel = 10;\n\tRenderstyle Translucent\n\tAlpha 0.0\n\tvar int user_phase;\n\t+THRUACTORS\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_phase\", 1)\n\t\tSpawnLoop:\n\t\t\tLLSS A 3 Bright A_ChangeVelocity(vel * cos(angle), vel * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SetTranslucent(alpha + 0.125 * user_phase)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 7.5)\n\t\t\tTNT1 A 0 A_JumpIf(alpha == 1.0, \"DoDamage\")\n\t\t\tTNT1 A 0 A_JumpIf(alpha == 0.0, \"ShiftPhase\")\n\t\tGoto SpawnLoop\n\t\tDoDamage:\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoLightningExplosion\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"TchernoLightningFX\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tShiftPhase:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_phase\", -user_phase - 2)\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor Torrasque : DnD_BaseHybridBoss {\n\tobituary \"%o got smashed by the Torrasque.\"\n\tHealth 0x7FFFFFFF\n\tradius 32\n\theight 96\n\tmass 1000\n\tspeed 10\n\tpainchance 32\n\tseesound \"Torrasque/See\"\n\tpainsound \"Torrasque/Pain\"\n\tdeathsound \"Torrasque/Die\"\n\tactivesound \"Torrasque/Act\"\n\tmeleerange 90\n\tTag \"Torrasque\"\n\tScale 1.35\n\tSpecies \"Cyber\"\n\tvar int user_wait;\n\tvar int user_charge;\n\tconst int wait_count = 8;\n\tDamage (16)\n\tRadiusDamageFactor 0.5\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+BOSS\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_TORRASQUE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDNB2 A 5 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SKULLFLY\", 0)\n\t\t\tTNT1 A 0 A_GiveInventory(\"TakeReflectiveInvulnerable\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"SeeFast\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"FastMode\")\n\t\tSeeFast:\n\t\t\tDNB2 A 3 Fast A_Chase\n\t\t\tDNB2 A 2 Fast A_Chase\n\t\t\tDNB2 BB 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/Step\")\n\t\t\tDNB2 C 3 Fast A_Chase\n\t\t\tDNB2 C 2 Fast A_Chase\n\t\t\tDNB2 DD 2 Fast A_Chase\n\t\t\tDNB2 D 0 A_PlaySound(\"Torrasque/Step\")\n\t\tGoto See\n\t\tFastMode:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"ALWAYSFAST\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto SeeFast\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_Jump(128, \"ShieldBash\")\n\t\t\tDNB2 F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.0)\n\t\t\tDNB2 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tDNB2 G 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.2)\n\t\t\tDNB2 G 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(80, \"Torrasque/Melee\", \"Torrasque/Miss\")\n\t\t\tDNB2 H 6 Fast A_FaceTarget\n\t\tGoto See\n\t\tShieldBash:\n\t\t\tDNB2 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"TorrasqueBash\")\n\t\t\tDNB2 E 6 Fast A_CustomMeleeAttack(random(1, 10) * 3, \"weapons/vblhit\", \"weapons/vblswg\", \"Knockback\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(160, \"Charge\", \"Grab\", \"LotsofMace\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Aim\")\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tDNB2 H 4 Fast A_CustomMissile(\"TorrasqueMace\", 48, -16)\n\t\tGoto See\n\t\tAim:\n\t\t\tDNB2 FFFF 5 Fast A_FaceTarget\n\t\t\tDNB2 G 4 Fast A_FaceTarget\n\t\t\tDNB2 H 5 Fast ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_TORRASQUE, 0, 28)\n\t\tGoto See\n\t\tLotsofMace:\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tDNB2 H 4 Fast A_CustomMissile(\"TorrasqueMace\", 48, -16, frandom(-8, 8))\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tDNB2 H 4 Fast A_CustomMissile(\"TorrasqueMace\", 48, -16, frandom(-8, 8))\n\t\t\tDNB2 FFFF 5 Fast A_FaceTarget\n\t\t\tDNB2 G 4 Fast A_FaceTarget\n\t\t\tDNB2 H 5 Fast ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_TORRASQUE, 0, 28)\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tDNB2 H 4 Fast A_CustomMissile(\"TorrasqueMace\", 48, -16, frandom(-8, 8))\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tDNB2 H 4 Fast A_CustomMissile(\"TorrasqueMace\", 48, -16, frandom(-8, 8))\n\t\tGoto Aim\n\t\tComboWait:\n\t\t\tTNT1 A 0 A_TakeInventory(\"TorrasqueGrabbed\", 1)\n\t\t\tDNB2 H 10 A_FaceTarget\n\t\t\tDNB2 F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.0)\n\t\t\tDNB2 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tDNB2 G 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.2)\n\t\t\tDNB2 G 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(80, \"Torrasque/Melee\", \"Torrasque/Miss\")\n\t\t\tDNB2 H 6 Fast A_FaceTarget\n\t\tGoto ShieldBash\n\t\tGrab:\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/Hook\")\n\t\t\tDNB2 FG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"MoreGrabber\")\n\t\tGrabContinue:\n\t\t\tDNB2 H 4 Fast ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_TORRASQUE, 1, 28)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_wait\", 0)\n\t\tGrabLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_wait == wait_count, \"See\")\n\t\t\tDNB2 H 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TorrasqueGrabbed\", 1, \"ComboWait\")\n\t\t\tDNB2 H 0 A_SetUserVar(\"user_wait\", user_wait + 1)\n\t\tLoop\n\t\tMoreGrabber:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_TORRASQUE, 2, 28)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_TORRASQUE, 3, 28)\n\t\tGoto GrabContinue\n\t\tCharge:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_charge\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/See\", 7)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", 0, DND_ISBLOCKING)\n\t\t\tDNB2 H 9 A_FaceTarget\n\t\t\tDNB2 GF 3 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 10 + user_charge)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SKULLFLY\", 1)\n\t\tChargeLoop:\n\t\t\tDNB2 A 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueAfterEffect_A\")\n\t\t\tDNB2 B 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/Step\")\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"MeleeSmoke\", 16, 0, 0, frandom(-6, 6), frandom(-6, 6), frandom(1, 4), random (0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueAfterEffect_B\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_charge\", user_charge + 2)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 10 + user_charge)\n\t\t\tDNB2 C 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueAfterEffect_C\")\n\t\t\tDNB2 D 4 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 10 + user_charge)\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/Step\")\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"MeleeSmoke\", 16, 0, 0, frandom(-6, 6), frandom(-6, 6), frandom(1, 4), random (0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueAfterEffect_D\")\n\t\t\tDNB2 D 0 A_SetUserVar(\"user_charge\", user_charge + 2)\n\t\tLoop\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Pain Immune Toggle\", 5)\n\t\t\tTNT1 A 0 A_TakeInventory(\"TorrasqueGrabbed\", 1)\n\t\t\tDNB2 E 4 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Missile\")\n\t\t\tDNB2 E 3 Fast A_GiveInventory(\"MakeReflectiveInvulnerable\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"TorrasqueDeflectFX\", 0, 48)\n\t\t\tDNB2 E 18 A_GiveInventory(\"MakeReflectiveInvulnerable\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"TorrasqueDeflectFX\", 0, 48)\n\t\t\tDNB2 E 18 A_GiveInventory(\"MakeReflectiveInvulnerable\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"TorrasqueDeflectFX\", 0, 48)\n\t\t\tDNB2 E 18 A_GiveInventory(\"MakeReflectiveInvulnerable\", 1)\n\t\t\tDNB2 E 0 A_GiveInventory(\"TakeReflectiveInvulnerable\", 1)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDNB2 R 24 Radius_quake(2,18,0,128,0)\n\t\t\tDNB2 I 4 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueMaceGib\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TorrasqueShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90)\n\t\t\tDNB2 J 5 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDNB2 KL 4\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDNB2 MOP 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDNB2 Q -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nactor TorrasqueBash : PaladinBash {\n\tradius 5\n\theight 5\n\tspeed 28\n\tDamageType \"Physical\"\n\tStamina 1\n\tdamage (12 * random(2, 4))\n\tdeathsound \"weapons/vblhit\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 48, 24)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor TorrasqueAfterEffect_A {\n\tRenderstyle Translucent\n\tAlpha 0.8\n\tScale 1.35\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tDNB2 A 2 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueAfterEffect_B : TorrasqueAfterEffect_A {\n\tStates {\n\t\tSpawn:\n\t\t\tDNB2 A 2 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueAfterEffect_C : TorrasqueAfterEffect_A {\n\tStates {\n\t\tSpawn:\n\t\t\tDNB2 A 2 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueAfterEffect_D : TorrasqueAfterEffect_A {\n\tStates {\n\t\tSpawn:\n\t\t\tDNB2 A 2 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueDeflectFX {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.125\n\tTranslation \"112:127=80:111\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Torrasque/Deflect\")\n\t\t\tR075 ABCDEFGH 1 BRIGHT A_FadeIn(0.075)\n\t\t\tR075 IJKLMNOP 1 BRIGHT A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor TorrasqueMaceGround {\n\tHeight 10\n\tRadius 5\n\tRenderstyle Translucent\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(128, \"Other\")\n\t\t\tDNF2 B 35\n\t\tSpawnLoop:\n\t\t\tDNF2 B 3 A_FadeOut(0.05)\n\t\tLoop\n\t\tOther:\n\t\t\tDNF2 G 35\n\t\tOtherLoop:\n\t\t\tDNF2 G 3 A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueMaceGib {\n\tHeight 10\n\tRadius 5\n\t+DROPOFF\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+CLIENTSIDEONLY\n\t+CORPSE\n\tStates {\n\t\tSpawn:\n\t\t\tDNF2 ABCDEFGM 3\n\t\tLoop\n\t\tCrash:\n\t\t\t\"####\" \"#\" 1 A_SpawnItem(\"TorrasqueMaceGround\")\n\t\tStop\n\t}\n}\n\nActor TorrasqueShield {\n\tRenderstyle Translucent\n\tHeight 10\n\tRadius 5\n\t+CLIENTSIDEONLY\n\t+DROPOFF\n\t+NOTELEPORT\n\t+CORPSE\n\tStates {\n\t\tSpawn:\n\t\t\tDNF2 HIJI 4\n\t\tLoop\n\t\tCrash:\n\t\t\tTNT1 A 0 A_Jump(256, 1, 2)\n\t\t\tDNF2 K 0\n\t\t\tDNF2 L 0\n\t\t\t\"####\" \"#\" 35\n\t\tCrashLoop:\n\t\t\t\"####\" \"#\" 3 A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nActor TorrasqueMace {\n\tPROJECTILE\n\tDamage (50)\n\tDamageType \"Physical\"\n\tStamina 1\n\tSpeed 28\n\tHeight 10\n\tRadius 5\n\tActiveSound \"Torrasque/MaceSwing\"\n\tDeathSound \"Torrasque/MaceHit\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_LoopActiveSound\n\t\tSpawnLoop:\n\t\t\tDNF2 ABCDEFGM 3\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 1 A_SpawnItem(\"TorrasqueMaceGround\")\n\t\tStop\n\t}\n}\n\nActor TorrasqueGrabbed : DnD_Boolean { }\n\nActor TorrasqueGrabberTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTEND A 20\n\t\tStop\n\t}\n}\n\nActor TorrasqueGrabber {\n\tSpeed 36\n\tHeight 14\n\tRadius 10\n\tPROJECTILE\n\tDamage (9 * random(3, 5))\n\tMaxStepHeight 4\n\tSeeSound \"Torrasque/HookGo\"\n\tDamageType \"PhysicalSnare\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tOCLW A 1\n\t\t\tTNT1 A 0 A_SpawnItem(\"TorrasqueGrabberTrail\", 0, 2)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Torrasque/HookHit\")\n\t\t\tOCLW A 1 A_TransferPointer(AAPTR_TARGET, AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_TRACER)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"TorrasqueGrabbed\", 1)\n\t\t\tOCLW A 1 ACS_NamedExecuteAlways(\"DND Torrasque Pull\", 0, 12)\n\t\t\tOCLW A 1 A_SpawnDebris(\"NashGore_FlyingBlood\")\n\t\tStop\n\t\tDeath:\n\t\t\tOCLW A 6 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tDeathLoop:\n\t\t\tOCLW AAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor Mordecqai : DnD_BaseRangedBoss {\n\ttag \"Mordecqai\"\n\tobituary \"%o couldn't stand against the might of Mordecqai.\"\n\tHealth 0x7FFFFFFF\n\tradius 40\n\theight 110\n\tProjectilePassHeight 160\n\tmass 2400\n\tspeed 4\n\tpainchance 0\n\tseesound \"Mordecqai/See\"\n\tdeathsound \"Mordecqai/Die\"\n\tactivesound \"\"\n\tSpecies \"Cyber\"\n\tScale 1.25\n\tconst int flame_timer = 24;\n\tconst int seeker_count = 12;\n\tconst int spread_factor = 6;\n\tconst int flame_dist = 820;\n\tconst int ang_inc = 20;\n\tvar int user_count;\n\tBloodColor \"FF A5 00\"\n\tRadiusDamageFactor 0.5\n\t+ISMONSTER\n\t+BOSS\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+NOPAIN\n\t+MISSILEMORE\n\t+LOOKALLAROUND\n\t+DONTRIP\n\t+BOSSDEATH\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MORDECQAI)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMORD A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tMORD AAAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tMORD BBBBBB 1 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/Step\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MordecqaiStomp\")\n\t\t\tMORD BBB 1\n\t\t\tMORD CCCCCC 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tMORD DDDDDD 1 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/Step\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MordecqaiStomp\")\n\t\t\tMORD DDD 1\n\t\tloop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Seekers\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(flame_dist, \"Flame\")\n\t\tGoto Seekers\n\t\tFlame:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameUp\", 7)\n\t\t\tMORD FF 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"SpreadStartLeft\", \"SpreadStartRight\", \"Whiplash\")\n\t\tFlameLoop1:\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameFire\", CHAN_WEAPON, 1.0, 1, 0.65)\n\t\t\tMORD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 58, 20, 0)\n\t\t\tMORD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 56, 20, 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == flame_timer, \"FinishFlame\")\n\t\t\tMORD F 1 A_JumpIfCloser(flame_dist, \"FlameLoop1\")\n\t\tGoto FinishFlame\n\t\tSpreadStartLeft:\n\t\tFlameLoop2: // spread left\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameFire\", CHAN_WEAPON, 1.0, 1, 0.65)\n\t\t\tMORD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 58, 20, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tMORD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 56, 20, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == flame_timer, \"FinishFlame\")\n\t\t\tMORD F 1 A_JumpIfCloser(flame_dist, \"FlameLoop2\")\n\t\tGoto FinishFlame\n\t\tSpreadStartRight:\n\t\tFlameLoop3: // spread right\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameFire\", CHAN_WEAPON, 1.0, 1, 0.65)\n\t\t\tMORD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 58, 20, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tMORD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 56, 20, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == flame_timer, \"FinishFlame\")\n\t\t\tMORD F 1 A_JumpIfCloser(flame_dist, \"FlameLoop3\")\n\t\tGoto FinishFlame\n\t\tWhiplash:\n\t\tFlameLoop4:\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameFire\", CHAN_WEAPON, 1.0, 1, 0.65)\n\t\t\tMORD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 58, 20, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tMORD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 48, -44, 8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiFlame\", 56, 20, -8 * spread_factor * cos(ang_inc * user_count))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == flame_timer, \"FinishFlame\")\n\t\t\tMORD F 1 A_JumpIfCloser(flame_dist, \"FlameLoop4\")\n\t\tGoto FinishFlame\n\t\tFinishFlame:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameEnd\", 7)\n\t\t\tMORD EE 6 A_FaceTarget\n\t\tGoto See\n\t\tMaybeAttack:\n\t\t\tMORD A 0 A_Jump(128, \"Seekers\")\n\t\tGoto See\n\t\tSeekers:\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/Belch\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Lightning\")\n\t\t\tMORD GGGGG 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tSeekerLoop:\n\t\t\tMORD H 8 A_FaceTarget\n\t\t\tTNT1 AA 0 A_CustomMissile(\"MordecqaiSeeker\", 80, 0, frandom(-16, 16), CMF_AIMDIRECTION, frandom(-5, 5))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == seeker_count, \"BelchFinish\")\n\t\tLoop\n\t\tLightning:\n\t\t\tMORD GGGGGGGG 5 A_FaceTarget\n\t\t\tMORD H 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/Lightning\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightning\", 88, 0, 0, CMF_OFFSETPITCH, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightning\", 88, 0, -20, CMF_OFFSETPITCH, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightning\", 88, 0, 20, CMF_OFFSETPITCH, 8)\n\t\t\tMORD HG 7 A_FaceTarget\n\t\tGoto See\n\t\tBelchFinish:\n\t\t\tMORD H 6\n\t\t\tMORD G 10 A_FaceTarget\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tMORD I 9 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tMORD J 5\n\t\t\tMORD K 18\n\t\t\tMORD L 15\n\t\t\tMORD KL 10\n\t\t\tMORD K 7\n\t\t\tMORD L 5\n\t\t\tMORD KLM 4\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/HitFloor\")\n\t\t\tTNT1 A 0 A_Quake(5, 17, 0, 384)\n\t\t\tMORD NOP 4\n\t\t\tMORD Q -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor MordecqaiStomp {\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tDamageType \"Physical\"\n\tStamina 1\n\tObituary \"%o got too close to Mordecqai.\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor MordecqaiFlameExplosion : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(2, 128, 0, 0, 96)\n\t\tStop\n\t}\n}\n\nActor MordecqaiFlame {\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tobituary \"%o was reduced to ashes by Mordecqai.\"\n\trenderstyle Add\n\talpha 0.5\n\tScale 0.41\n\tradius 4\n\theight 6\n\tspeed 38\n\tdamagetype \"Fire\"\n\tStamina 32\n\tdecal \"FlameScorch\"\n\tstates {\n\t\tSpawn:\n\t\t\tMOFX B 2 bright\n\t\t\tMOFX CDEF 2 bright A_SpawnItem(\"MordecqaiFlameExplosion\")\n\t\t\tMOFX GHIJK 2 bright A_SpawnItem(\"MordecqaiFlameExplosion\")\n\t\t\tMOFX LMNO 2 bright A_FadeOut(0.16)\n\t\tstop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItem(\"MordecqaiFlameExplosion\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX1\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 1 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\tstop\n\t}\n}\n\nActor MordecqaiSeeker {\n\tPROJECTILE\n\tDamage (15)\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\tSpeed 20\n\tHeight 12\n\tRadius 6\n\tScale 0.85\n\tRenderstyle Add\n\tAlpha 0.85\n\tSeeSound \"harvester/scream\"\n\tDeathSound \"imp/shotx\"\n\t+PIERCEARMOR\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tDecal DoomImpScorch\n\tStates {\n\t\tSpawn:\n\t\t\tMDQB AB 4 Bright\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItem(\"MordecqaiSeekerTrail\")\n\t\t\tMDQB A 2 Bright A_SeekerMissile(15, 25, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"MordecqaiSeekerTrail\")\n\t\t\tMDQB A 2 Bright A_SeekerMissile(15, 25, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"MordecqaiSeekerTrail\")\n\t\t\tMDQB B 2 Bright A_SeekerMissile(15, 25, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"MordecqaiSeekerTrail\")\n\t\t\tMDQB B 2 Bright A_SeekerMissile(15, 25, SMF_LOOK)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"WhiteParticleSpawner\")\n\t\t\tMDQB CDEFG 4 Bright\n\t\t\tMDQB HIJKL 3\n\t\tStop\n\t}\n}\n\nActor MordecqaiSeekerTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0.85\n\tScale 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMDQT ABCDEFGH 3\n\t\tStop\n\t}\n}\n\nActor MordecqaiLightningExp : BaseExplosionDamage {\n\tDamageType \"Lightning\"\n\tStamina 256\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(32, 96, 0, 0, 64)\n\t\tStop\n\t}\n}\n\nActor MordecqaiLightning {\n\tProjectile\n\tDamage (0)\n\tDamageType \"Lightning\"\n\tStamina 256\n\tSpeed 32\n\tHeight 16\n\tRadius 8\n\tRenderstyle Add\n\tAlpha 0.875\n\tBounceType \"Hexen\"\n\tBounceCount 5\n\t+THRUACTORS\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tActiveSound \"Mordecqai/Buzz\"\n\tDeathSound \"Mordecqai/BuzzHit\"\n\tScale 0.675\n\tconst int mball_inc = 15;\n\tStates {\n\t\tSpawn:\n\t\t\tMORZ A 2 Bright A_SpawnItem(\"MordecqaiLightningExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(1, 90), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(91, 180), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(181, 270), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(271, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tMORZ B 2 Bright A_SpawnItem(\"MordecqaiLightningExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(1, 90), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(91, 180), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(181, 270), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(271, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tMORZ C 2 Bright A_SpawnItem(\"MordecqaiLightningExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(1, 90), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(91, 180), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(181, 270), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(271, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tMORZ D 2 Bright A_SpawnItem(\"MordecqaiLightningExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(1, 90), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(91, 180), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(181, 270), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(271, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tMORZ E 2 Bright A_SpawnItem(\"MordecqaiLightningExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(1, 90), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(91, 180), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(181, 270), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiSmallBall\", 0, 0, frandom(271, 360), CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tLoop\n\t\tDeath:\n\t\t\tMORZ A 1 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 2, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 3, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 4, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 5, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 6, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 7, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 8, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 9, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 10, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 11, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 12, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 13, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 14, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 15, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 16, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 17, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 18, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 19, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 20, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 21, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 22, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 23, 6, random(0,64))\n\t\t\tTNT1 A 0 A_CustomMissile(\"MordecqaiLightningFX\", 8, 0, mball_inc * 24, 6, random(0,64))\n\t\t\tMORZ AAAAAAAA 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor MordecqaiSmallBall {\n\tRadius 4\n\tHeight 8\n\tSpeed 12\n\tDamage (15)\n\tDamageType \"Lightning\"\n\tStamina 256\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DONTBLAST\n\tScale 0.425\n\tStates {\n\t\tSpawn:\n\t\t\tMORZ FGHIJ 4 BRIGHT\n\t\tLoop\n    \tDeath:\n\t\t\tTNT1 A 0 A_PlaySound (\"Mordecqai/SmallHit\")\n        \tMORZ KLMNOP 4 BRIGHT\n\t\tStop\n\t}\n}\n\nActor MordecqaiLightningFX : MordecqaiSmallBall {\n\tDamage (0)\n\t+CLIENTSIDEONLY\n}\n\nActor GodSlayer : DnD_BaseRangedBoss {\n\ttag \"God Slayer\"\n\tobituary \"%o saw UAC's biggest invention gone rogue and that was it.\"\n\tHealth 0x7FFFFFFF\n\tradius 40\n\theight 110\n\tProjectilePassHeight 160\n\tmass 0x7fffffff\n\tspeed 10\n\tpainchance 0\n\tseesound \"GodSlayer/See\"\n\tdeathsound \"\"\n\tactivesound \"GodSlayer/Act\"\n\tSpecies \"Cyber\"\n\tScale 1.25\n\tvar int user_attack;\n\tvar int user_charge;\n\tvar int user_chargerpt;\n\tconst int attack_on_flight_dist = 224;\n\tRadiusDamageFactor 0.5\n\t+ISMONSTER\n\t+NOBLOOD\n\t+BOSS\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+DONTRIP\n\t+NOPAIN\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+LOOKALLAROUND\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GODSLAYER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tROB4 A 10 A_Look\n\t\tLoop\n\t    SeeState:\n\t\t\tROB4 BB 4 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf(z - floorz < 4, 2)\n\t\t\tTNT1 A 0 A_Jump(256, \"SkipStepSound1\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GodSlayerStomp\")\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/HardStep\", CHAN_BODY)\n\t\tSkipStepSound1:\n\t\t\tROB4 CCDD 4 A_Chase\n\t\t\tROB4 E 4 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf(ceilingz - z > 54, \"JumpCheck\")\n\t\tSeeAnimCont:\n\t\t\tROB4 E 4 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf(z - floorz < 4, 2)\n\t\t\tTNT1 A 0 A_Jump(256, \"SkipStepSound2\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GodSlayerStomp\")\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/HardStep\", CHAN_BODY)\n\t\tSkipStepSound2:\n\t\t\tROB4 DDCC 4 A_Chase\n\t\tGoto See\n\t\tJumpCheck:\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_NamedExecuteWithResult(\"DnD Decide Flight\"), \"Jump\")\n\t\t\tTNT1 A 0 A_Jump(96, \"MissileNoJump_Check\")\n\t\tGoto SeeAnimCont\n\t\tJumpCheck2:\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_NamedExecuteWithResult(\"DnD Decide Flight\"), \"Jump\")\n\t\tGoto MissileNoJump_Check\n\t    Jump:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_ITEM)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\", 1)\n\t\t\tROB4 HH 4 Bright ThrustThingZ(0, 28.0, 0, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Decide Land\", 0, 0, 12)\n\t\t\tROB4 H 2 Bright\n\t\tJumpLoop:\n\t\t\tTNT1 A 0 A_Jump(128, \"MaybeShoot\")\n\t\t\tROB4 I 4 Bright A_JumpIfInventory(\"InquisitorLand\", 1, \"Land\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Decide Land\", 0, 1, 12)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_ITEM)\n\t\t\tROB4 H 4 Bright A_JumpIfInventory(\"InquisitorLand\", 1, \"Land\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Decide Land\", 0, 1, 12)\n\t\tLoop\n\t\tMaybeShoot:\n\t\t\tTNT1 A 0 A_Jump(48, \"MaybeShoot2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(attack_on_flight_dist, \"MaybeShoot2\")\n\t\tGoto JumpLoop\n\t\tMaybeShoot2:\n\t\t\tTNT1 A 0 A_CheckSight(\"JumpLoop\")\n\t\tGoto FastAttacks\n\t\tFastAttacks:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\", 0)\n\t\t\tTNT1 A 0 A_StopSound(CHAN_ITEM)\n\t\t\tTNT1 A 0 A_Jump(96, \"FastGrenadeDo\", \"GrenadeDo\")\n\t\tGoto Shotgun\n\t\tLand:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\", 0)\n\t\t\tTNT1 A 0 A_StopSound(CHAN_ITEM)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GSFlightCooldown\", 1)\n\t\t\tROB4 A 2 ACS_NamedExecuteAlways(\"DnD GodSlayer Land\")\n\t\t\tROB4 A 3\n\t\tGoto See\n\t\tMissileNoJump_Check:\n\t\t\tTNT1 A 0 A_CheckSight(\"SeeAnimCont\")\n\t\tGoto MissileNoJump\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_attack\", 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_charge\", 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_chargerpt\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tROB4 A 2 A_JumpIf(ceilingz - z > 54, \"JumpCheck2\")\n\t\tMissileNoJump:\n\t\t\tROB4 A 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(160, \"Think\")\n\t\tDecided:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_attack\", 0)\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Shotgun\", 0, JLOSF_DEADNOJUMP, 288)\n\t\t\tROB4 G 6 A_FaceTarget\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_FaceTarget(9.25)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 2*frandom(-1.75, 1.75))\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/Fire\", CHAN_WEAPON)\n\t\t\tROB4 F 2 Bright A_CustomMissile(\"GodSlayerBullet\", 88, -27, frandom(-1.0, 1.0), CMF_OFFSETPITCH, frandom(-1.0, 1.0))\n\t\t\tROB4 G 2\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_attack\", user_attack + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_attack == 10, \"See\")\n\t\tLoop\n\t\tThink2:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 A_Jump(160, \"Grenade\")\n\t\t\tTNT1 A 0 A_Jump(256, \"Pulse\", \"Decided\")\n\t\tGoto See\n\t\tThink:\n\t\t\tTNT1 A 0 A_Jump(160, \"Grenade\")\n\t\t\tTNT1 A 0 A_Jump(256, \"Charge\", \"Pulse\", \"Decided\")\n\t\tGoto See\n\t\tThink3:\n\t\t\tTNT1 A 0 A_Jump(160, \"Pulse\")\n\t\tGoto Charge\n\t\tShotgun:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Godslayer/Fire\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"GodSlayerBullet\", 88, -27, frandom(-10.6, 10.6), CMF_OFFSETPITCH, frandom(-5.3, 5.3))\n\t\t\tROB4 F 4 Bright A_CustomMissile(\"GodSlayerBullet\", 88, -27, frandom(-10.6, 10.6), CMF_OFFSETPITCH, frandom(-5.3, 5.3))\n\t\t\tROB4 G 8\n\t\tGoto See\n\t\tGrenade:\n\t\t\tROB4 K 1 A_JumpIfTargetInLOS(\"GrenadeDo\", 0, JLOSF_DEADNOJUMP, 864)\n\t\tGoto Think3\n\t\tGrenadeDo:\n\t\t\tROB4 KKK 3 A_FaceTarget\n\t\t\tROB4 K 1 A_FaceTarget\n\t\t\tROB4 J 6 Bright ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_GODSLAYER, 0, 11)\n\t\t\tROB4 K 12\n\t\tGoto See\n\t\tFastGrenadeDo:\n\t\t\tTNT1 A 0 A_JumpIfcloser(264, \"ContinueFastNade\")\n\t\tGoto GrenadeDo\n\t\tContinueFastNade:\n\t\t\tROB4 KKKK 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorShot2\", 116, 28, 0, CMF_AIMOFFSET)\n\t\t\tROB4 J 6 Bright A_CustomMissile(\"InquisitorShot2\", 116, -28, 0, CMF_AIMOFFSET)\n\t\t\tROB4 K 12\n\t\tGoto See\n\t\tPulse:\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/Charge\", CHAN_WEAPON)\n\t\t\tROB4 GGGGGGGG 4 A_FaceTarget(15)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/PulseFire\")\n\t\t\tROB4 F 8 Bright A_CustomMissile(\"InquisitorPulse\", 80, -48)\n\t\t\tROB4 G 4\n\t\tGoto See\n\t\tCharge:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorChargeSilent\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 HHH 1 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Think2\")\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/ChargeBegin\", CHAN_ITEM)\n\t\t\tROB4 H 4 Bright A_FaceTarget\n\t\t\tROB4 H 4 A_FaceTarget\n\t\t\tROB4 H 4 Bright A_FaceTarget\n\t\t\tROB4 H 4 A_FaceTarget\n\t\t\tROB4 H 4 Bright A_FaceTarget\n\t\t\tROB4 H 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/ChargeGo\", CHAN_ITEM)\n\t\tChargeLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Inquisitor/Jump\", \"Item\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 H 2 Bright ThrustThing(angle*256/360, user_charge + 8, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 H 2 Bright ThrustThing(angle*256/360, user_charge + 8, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 I 2 Bright ThrustThing(angle*256/360, user_charge + 8, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 I 2 Bright ThrustThing(angle*256/360, user_charge + 8, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_charge\", user_charge + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_charge == 6, \"NoMoreVel\")\n\t\tLoop\n\t\tNoMoreVel:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Inquisitor/Jump\", \"Item\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 H 2 Bright ThrustThing(angle*256/360, 30, 0, 0)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 H 2 Bright ThrustThing(angle*256/360, 30, 0, 0)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 I 2 Bright ThrustThing(angle*256/360, 30, 0, 0)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorCharge\", 32, 0, 0, CMF_AIMDIRECTION, 0)\n\t\t\tROB4 I 2 Bright ThrustThing(angle*256/360, 30, 0, 0)\n\t\t\tTNT1 A 0 A_FaceTarget(7.5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"StopCharge\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_chargerpt\", user_chargerpt + 1)\n\t\t\tROB4 I 0 A_JumpIf(user_chargerpt == 5, \"StopCharge\")\n\t\tGoto See\n\t\tStopCharge:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tROB4 K 12\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tROB4 A 0 A_ChangeFlag (\"FLOAT\", 0)\n\t\t\tROB4 A 0 A_ChangeFlag (\"NOGRAVITY\", 0)\n\t\t\tROB4 L 1 A_NoBlocking\n\t\t\tTNT1 A 0 Radius_Quake(6, 90, 0, 35, 0)\n\t\t\tROB4 LLLLLLLLLLLLLLLLLLLLLLL 5 Bright A_CustomMissile(\"InquisitorDeathExplosion\", random(32, 144), 16 * random(-6, 6),random(0,360),0)\n\t\t\tROB4 L 1 A_Scream\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"InquisitorGibber\",50,0,random(0,359))\n\t\t\tTNT1 AAAAAAAAAAAAAA 0 A_TossGib\n\t\t\tTNT1 A 0 A_CustomMissile(\"InquisitorBigExplosion\", 0, 0, 0)\n        Stop\n\t}\n}\n\nActor GSFlightCooldown : PowerDamage {\n\tpowerup.duration 25\n\tdamagefactor \"normal\", 1.0\n}\n\nActor GSLandToken : DnD_Boolean { }\n\nActor GodSlayerCollider {\n\tRadius 40\n\tHeight 110\n\tSpecies \"Cyber\"\n\t+THRUSPECIES\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor InquisitorQuaker : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItem(\"InquisitorQuakeSpawner\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tStop\n\t}\n}\n\nActor InquisitorQuakeSpawner {\n\tRadius 2\n\tHeight 4\n\t+NOCLIP\n\t+THRUACTORS\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 10 NoDelay A_Quake(6, 55, 0, 384, \"\")\n\t\tStop\n\t}\n}\n\nActor GodSlayerStomp {\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tDamageType \"Physical\"\n\tStamina 1\n\tObituary \"%o got too close to God Slayer.\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor GodSlayerStomp2 : GodSlayerStomp {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RocketSmoke\", random(-32, 32), random(-32, 32), frandom(-4, 4), frandom(-4, 4), frandom(0.5, 4))\n\t\t\tTNT1 A 0 A_Quake(6, 55, 0, 256, \"\")\n\t\t\tTNT1 A 1 A_Explode(160, 160, 0)\n\t\tStop\n\t}\n}\n\nActor GodSlayerLandStomper : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItem(\"GodSlayerStomp2\")\n\t\tStop\n\t}\n}\n\nActor InquisitorExplosion : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(64, 128, 0)\n\t\tStop\n\t}\n}\n\nActor InquisitorExplosion2 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(128, 192, 0, 1, 64)\n\t\tStop\n\t}\n}\n\nActor InquisitorExplosion3 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(64, 128, 0, 1, 32)\n\t\tStop\n\t}\n}\n\nActor GodSlayerBulletExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(28, 96, 0)\n\t\tStop\n\t}\n}\n\nActor GodSlayerBullet : ZombieBullet {\n\tDamage (random(3, 4) * 5)\n\tDamageType \"PhysicalBullet\"\n\tStamina 1\n\tStates {\n\t\tDeath:\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SetScale(0.55, 0.55)\n\t\t\tTNT1 AA 0 A_SpawnItem(\"ExpShellSoundEmitter\")\n\t\t\tTNT1 AA 0 A_SpawnDebris(\"ExplosiveSpark\", 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Flip\")\n\t\t\tDKSX A 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"GodSlayerBulletExp\")\n\t\t\tDKSX BCDEFG 2\n\t\t\tDKSX HIJKL 1\n\t\tStop\n\t\tFlip:\n\t\t\tDKSX M 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"GodSlayerBulletExp\")\n\t\t\tDKSX NOPQRS 2\n\t\t\tDKSX TUVWX 1\n\t\tStop\n\t}\n}\n\nActor InquisitorCharge {\n\tPROJECTILE\n\tRadius 40\n\tHeight 96\n\tSpeed 20\n\tDamage (5 * random(10, 20))\n\tDamageType \"Physical\"\n\tStamina 1\n\tMaxStepHeight 28\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\t+STEPMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Recoil(-6)\n\t\t\tTNT1 A 2\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_PlaySound(\"GodSlayer/HardHit\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"InquisitorExplosion\")\n\t\t\tTNT1 A 1 A_GiveToTarget(\"InquisitorQuaker\", 1)\n\t\tStop\n\t}\n}\n\nActor InquisitorChargeSilent : InquisitorCharge {\n\tDamage 0\n\tStates {\n\t\tDeath:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor InquisitorShot2 : InquisitorShot {\n\tDamage (75)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSpeed 28\n\tSeeSound \"GodSlayer/Grenade\"\n\tDeathSound \"GodSlayer/GrenadeExp\"\n\tRadius 8\n\tHeight 16\n\tGravity 2.0\n\t+DONTBLAST\n\t-STRIFEDAMAGE\n\t-NOGRAVITY\n\tStates {\n\t    Death:\n\t\t\tTNT1 A 0 A_SetTranslucent(1, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tBNG2 A 5 Bright A_SpawnItem(\"InquisitorExplosion2\")\n\t\t\tBNG2 BC 4 Bright\n\t\t\tBNG2 DEF 3 Bright\n\t\t\tBNG2 GHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor InquisitorDeathExplosion {\n\tradius 10\n\theight 12\n\tdamage 0\n\tspeed 0\n\trenderstyle Add\n\tAlpha 0.90\n\tseesound \"GodSlayer/deathexp\"\n\tPROJECTILE\n\t+NOCLIP\n\t+DONTSPLASH\n\t+SPAWNSOUNDSOURCE\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"Shrapnel1\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"Shrapnel2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"Shrapnel3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tR045 MNOPQ 3 bright A_SpawnItem(\"InquisitorExplosion3\")\n\t\tstop\n\t}\n}\n\nActor InquisitorBigExplosion {\n\tRadius 2\n\tHeight 2\n\tDamage 0\n\t+NOCLIP\n\t+DONTBLAST\n\tSpeed 0\n\tPROJECTILE\n\tRenderstyle Add\n\tALPHA 0.88\n\tScale 2.0\n\tSeeSound \"GodSlayer/bigdeathexp\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n\t\t\tTNT1 A 0 Radius_Quake(8, 45, 0, 35, 0)\n\t\t\tRPGX B 2 Bright A_SpawnItem(\"InquisitorExplosion2\")\n\t\t\tRPGX C 2 Bright\n\t\t\tRPGX DEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tstop\n\t}\n}\n\nActor ShadowVaporSpawner {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ShadowVapor\",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ShadowVapor : msxgen_smoke {\n\tScale 0.85\n}\n\nactor InquisitorGibber {\n    +NOINTERACTION\n    states {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"GodSlayer/gibbage\")\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel1\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\t\tTNT1 A 1 A_SpawnItemEx (\"Shrapnel1\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), 160)\n\t\tstop\n    }\n}\n\nActor InquisitorPulseTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tTORP ABCDABCDABCDAB 2 Bright A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tStop\n\t}\n}\n\nActor InquisitorPulse : MaulerTorpedo {\n\tSpeed 48\n\tDamage (50 * random(2,3))\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n\tDeathSound \"GodSlayer/Torpedo\"\n\tStates {\n\t\tSpawn:\n\t\t\tTORP AA 2 Bright A_SpawnItem(\"InquisitorPulseTrail\")\n\t\t\tTNT1 AAAAA 0 A_SpawnDebris(\"BFGParticles\")\n\t\t\tTORP BB 2 Bright A_SpawnItem(\"InquisitorPulseTrail\")\n\t\t\tTNT1 AAAAA 0 A_SpawnDebris(\"BFGParticles\")\n\t\t\tTORP CC 2 Bright A_SpawnItem(\"InquisitorPulseTrail\")\n\t\t\tTNT1 AAAAA 0 A_SpawnDebris(\"BFGParticles\")\n\t\t\tTORP DD 2 Bright A_SpawnItem(\"InquisitorPulseTrail\")\n\t\t\tTNT1 AAAAA 0 A_SpawnDebris(\"BFGParticles\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTWAV AB 8 Bright\n\t\t\tTNT1 A 0 A_JumpIf(ceilingz - z < 16, \"MakeLower\") // Ensure ring spawns even on ceiling hits\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 6, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 12, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 18, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 24, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 36, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 42, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 48, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 54, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 66, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 72, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 78, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 84, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 96, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 102, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 108, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 114, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 126, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 132, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 138, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 144, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 156, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 162, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 168, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 174, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 186, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 192, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 198, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 204, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 216, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 222, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 228, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 234, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 246, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 252, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 258, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 264, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 276, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 282, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 288, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 294, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 306, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 312, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 318, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 324, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 336, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 342, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 348, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", 0, 0, 354, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tGoto Cont\n\t\tMakeLower:\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 6, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 12, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 18, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 24, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 30, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 36, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 42, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 48, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 54, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 60, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 66, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 72, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 78, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 84, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 96, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 102, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 108, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 114, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 120, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 126, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 132, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 138, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 144, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 150, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 156, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 162, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 168, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 174, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 186, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 192, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 198, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 204, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 210, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 216, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 222, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 228, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 234, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 240, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 246, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 252, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 258, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 264, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 276, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 282, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 288, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 294, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 300, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 306, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 312, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 318, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 324, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 330, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 336, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 342, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 348, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MaulerTorpedoWaveInq\", -16, 0, 354, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tCont:\n\t\t\tTNT1 A 0 A_SpawnItem(\"BFGShockWave\")\n\t\t\tTWAV BC 8 Bright\n\t\tStop\n\t}\n}\n\nActor MaulerTorpedoWaveInq : MaulerTorpedoWave {\n\tSpeed 30\n\t+THRUGHOST\n\t-STRIFEDAMAGE\n\t+DONTSPLASH\n\t+DONTBLAST\n\tDamage (15 * random(2, 3))\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n\tDeathSound \"GodSlayer/PulseHit\"\n}\n\nactor Shrapnel1 {\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    +NOBLOCKMAP\n    +CANNOTPUSH\n    -NOTELEPORT\n    -SOLID\n\t+GRENADETRAIL\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n    Radius 2\n    mass 5\n    bouncefactor 0.5\n    SeeSound \"Shrapnel\"\n    Speed 25\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(64,\"Alt\")\n\t\t\tTNT1 A 0 ThrustThingZ (0, (Random (20, 100)), 0, 1)\n        goto See\n\t\tAlt:\n\t\t\tSHRP M 0 ThrustThingZ (0, (Random (40, 130)), 0, 1)\n    \tStop\n\t\tSee:\n\t\t\tSHRP L 5\n\t\t\tSHRP L 5 ThrustThingZ(0,(Random (6, 20)),1,1)\n\t\t\tSHRP L 10 A_FadeOut(0.05)\n        loop\n\t\tDeath:\n\t\t\tSHRP L 70\n        Stop\n    }\n}\n\nactor Shrapnel2 : Shrapnel1 {\n    bouncefactor 0.4\n    Speed 20\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(64,\"Alt\")\n\t\t\tTNT1 A 0 ThrustThingZ (0, (Random (20, 100)), 0, 1)\n        goto See\n\t\tAlt:\n\t\t\tTNT1 A 0 ThrustThingZ (0, (Random (40, 130)), 0, 1)\n    \tStop\n\t\tSee:\n\t\t\tSHRP M 5\n\t\t\tSHRP M 5 ThrustThingZ(0,(Random (6, 20)),1,1)\n\t\t\tSHRP M 10 A_FadeOut(0.05)\n        loop\n\t\tDeath:\n\t\t\tSHRP M 70\n        Stop\n    }\n}\n\nactor Shrapnel3 {\n    bouncefactor 0.6\n    Speed 23\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(64,\"Alt\")\n\t\t\tTNT1 A 0 ThrustThingZ (0, (Random (20, 100)), 0, 1)\n        goto See\n\t\tAlt:\n\t\t\tSHRP L 0 ThrustThingZ (0, (Random (40, 130)), 0, 1)\n    \tStop\n\t\tSee:\n\t\t\tSHRP N 5\n\t\t\tSHRP N 5 ThrustThingZ(0,(Random (6, 20)),1,1)\n\t\t\tSHRP N 10 A_FadeOut(0.05)\n        loop\n\t\tDeath:\n\t\t\tSHRP N 70\n        Stop\n    }\n}\n\nActor InquisitorLand : DnD_Boolean { }\n\nActor InquisitorSoundPlayer : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_PlaySound(\"GodSlayer/jump\", CHAN_ITEM)\n\t\tStop\n\t}\n}\n\nActor InquisitorCounter : Inventory {\n\tinventory.maxamount 45 // max flight is x4 tics\n}\n\nActor Golgoth : DnD_BaseHybridBoss {\n\ttag \"Golgoth\"\n\tobituary \"%o was removed from existence by Golgoth.\"\n\tHealth 0x7FFFFFFF\n\tradius 40\n\theight 110\n\tProjectilePassHeight 160\n\tmass 16384\n\tspeed 4\n\tpainchance 6\n\tseesound \"Golgoth/See\"\n\tpainsound \"Golgoth/Pain\"\n\tdeathsound \"Golgoth/Die\"\n\tactivesound \"Golgoth/Act\"\n\tSpecies \"Cyber\"\n\tScale 1.15\n\tvar int user_count;\n\tconst int trace_count = 60;\n\tconst int dash_speedmin = 12;\n\tconst int dash_speedmax = 16;\n\tconst int arc_count = 20;\n\tconst int arc_inc = 8;\n\t+ISMONSTER\n\t+BOSS\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NOINFIGHTING\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+LOOKALLAROUND\n\t+PIERCEARMOR\n\t+NODROPOFF\n\t+DONTRIP\n\tRadiusDamageFactor 0\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Golgoth Health Check\")\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GOLGOTH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMOMD A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tMOMD AAAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tMOMD AAAAAA 1 A_Chase\n\t\tGoto See\n\t\tFromMelee:\n\t\t\tMOMD A 0 A_Jump(96, \"Forget\")\n\t\tGoto Missile\n\t\tForget:\n\t\t\tMOMD A 3\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Less50Decide\")\n\t\tMissileDecide:\n\t\t\tTNT1 A 0 A_Jump(144, \"DarkLance\", \"MeteorDash\")\n\t\tMeteor:\n\t\t\tMOMD E 6 A_FaceTarget\n\t\t\tMOMD F 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"GolgothMeteor\", 82.8, 27.6, 0, CMF_AIMOFFSET)\n\t\t\tMOMD G 6 A_CustomMissile(\"GolgothMeteor\", 82.8, -27.6, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 6 ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_GOLGOTH, 1)\n\t\t\tMOMD FE 2 A_FaceTarget\n\t\tGoto See\n\t\tDarkLance:\n\t\t\tTNT1 A 0 A_JumpIfCloser(3200, \"ContinueLance\")\n\t\tGoto Meteor\n\t\tContinueLance:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD E 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/RailLoop\", 7)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"FastLance\")\n\t\t\tMOMD F 5 A_FaceTarget\n\t\tLanceLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == trace_count, \"LanceShoot\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff_LaserFX\", 1576)\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", 4096)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFastLance:\n\t\t\tMOMD F 5 A_FaceTarget\n\t\tFastLanceLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == trace_count / 2, \"LanceShoot\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff_LaserFX\", 1576)\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", 4096)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tLanceShoot:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/Rail\", 5)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff_LaserFX2\", 1576)\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 8, \"GolgothPuff2\", 4096)\n\t\t\tMOMD G 8\n\t\tGoto See\n\t\tMeteorDash:\n\t\t\tTNT1 A 0 A_PlaySound(\"monster/blur\")\n\t\t\tTNT1 A 0 A_Jump(128, \"DashLeft\")\n\t\tGoto DashRight\n\t\tMeteorDashCont:\n\t\t\tMOMD E 5 A_FaceTarget\n\t\t\tMOMD F 4 A_FaceTarget\n\t\t\tMOMD G 5 ACS_NamedExecuteAlways(\"DND Monster Shoot\", 0, DND_GOLGOTH, 2)\n\t\t\tTNT1 A 0 A_Jump(96, \"MeteorDash\")\n\t\tGoto See\n\t\tDashLeft:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", random(dash_speedmin, dash_speedmax))\n\t\t\tMOMD D 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(user_count * cos(angle - 45), user_count * sin(angle - 45), velz, CVF_REPLACE)\n\t\t\tMOMD DDDDDDDDDDDDD 1 A_SpawnItemEx(\"GolgothDashTrail_Left\")\n\t\tGoto MeteorDashCont\n\t\tDashRight:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", random(dash_speedmin, dash_speedmax))\n\t\t\tMOMD B 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeVelocity(user_count * cos(angle + 45), user_count * sin(angle + 45), velz, CVF_REPLACE)\n\t\t\tMOMD BBBBBBBBBBBBB 1 A_SpawnItemEx(\"GolgothDashTrail_Right\")\n\t\tGoto MeteorDashCont\n\t\tLess50Decide:\n\t\t\tTNT1 A 0 A_Jump(160, \"FireArc\", \"OrangeSoul\")\n\t\tGoto MissileDecide\n\t\tOrangeSoul:\n\t\t\tMOMD H 5 A_FaceTarget\n\t\t\tMOMD I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-10.0, 10.0))\n\t\t\tMOMD J 8 A_CustomMissile(\"GolgothOrangeSoul\", 55.2)\n\t\t\tMOMD IH 2\n\t\tGoto See\n\t\tFireArc:\n\t\t\tTNT1 A 0 A_JumpIfCloser(640, \"FireArcGo\")\n\t\tGoto MissileDecide\n\t\tFireArcGo:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD H 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircle\", 5)\n\t\t\tMOMD I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop1:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc1Finish\")\n\t\t\tMOMD J 1 A_CustomMissile(\"GolgothFlames\", 96, 0, user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc1Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD J 24\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop2:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc2Finish\")\n\t\t\tMOMD J 1 A_CustomMissile(\"GolgothFlames\", 32, 0, 120 + user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc2Finish:\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMD J 24\n\t\t\tMOMD J 0 A_PlaySound(\"Golgoth/FireCircleGo\")\n\t\tFireArcLoop3:\n\t\t\tMOMD J 0 A_JumpIf(user_count == arc_count, \"FireArc3Finish\")\n\t\t\tMOMD J 1 A_CustomMissile(\"GolgothFlames\", 64, 0, 240 + user_count * arc_inc, CMF_ABSOLUTEANGLE)\n\t\t\tMOMD J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireArc3Finish:\n\t\t\tMOMD JIH 5\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Pain Immune Toggle\", 5)\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMOMD K 4 A_Pain\n\t\t\tMOMD K 4\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMOMD L 16 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMOMD M 6\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/Explode\", CHAN_BODY)\n\t\t\tMOMD MMMMMNNNNN 1 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMOMD OOOOPPPPQQQQRRRR 1 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMOMD T -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor GolgothRailFX {\n\tXScale 0.8\n\tRenderstyle Add\n\tAlpha 1.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP I 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothRailFX_Tracer : GolgothRailFX {\n\tXScale 0.6\n\tYScale 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP I 1 Bright A_FadeOut(0.33)\n\t\tLoop\n\t}\n}\n\nActor GolgothPuff {\n\t+PUFFGETSOWNER\n\t+ALWAYSPUFF\n\t+BLOODLESSIMPACT\n\t-ALLOWPARTICLES\n\t+PUFFONACTORS\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tDamageType \"MagicalSlow50\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\tStop\n\t}\n}\n\nActor GolgothPuff_LaserFX : GolgothPuff {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"DnD Golgoth Laser Trail Fake\", 0, ACS_NamedExecuteWithResult(\"DnD Get Target\"))\n\t\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor GolgothPuff2 : GolgothPuff {\n\tDamageType \"MagicalWeaken75\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\tStop\n\t}\n}\n\nActor GolgothPuff_LaserFX2 : GolgothPuff2 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"DnD Golgoth Laser Trail\", 0, ACS_NamedExecuteWithResult(\"DnD Get Target\"))\n\t\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor GolgothDashTrail_Left {\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tScale 1.15\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMOMD D 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothDashTrail_Right : GolgothDashTrail_Left {\n\tStates {\n\t\tSpawn:\n\t\t\tMOMD B 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothMeteorExp : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(80, 144)\n\t\tStop\n\t}\n}\n\nActor GolgothPuffy : PuffyC {\n\tScale 1.15\n}\n\nActor GolgothMeteor {\n\tProjectile\n\tSpeed 28\n\tHeight 16\n\tRadius 8\n\tDamage(80)\n\tDamageType \"Fire\"\n\tStamina 32\n\tseesound \"lavdatk\"\n\tDeathSound \"Golgoth/MeteorExplode\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tMOMP AAABBBCCC 1 Bright A_SpawnItemEx(\"GolgothPuffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1),0,SXF_ABSOLUTEPOSITION, 64)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"GolgothMeteorExp\")\n\t\t\tMOMP DEFGH 3 Bright\n\t\tStop\n\t}\n}\n\nActor GolgothOrangeSoul {\n\tProjectile\n\tSpeed 10\n\tHeight 20\n\tRadius 10\n\tRenderstyle Add\n\tAlpha 1.0\n\tDamage(100)\n\tDamageType \"MagicalOrange\"\n\tStamina 8\n\tSeeSound \"H2SkullWizard/Fire\"\n    DeathSound \"H2SkullWizard/Hit\"\n\tconst int fspeed = 20;\n\tconst int sprd = 3;\n\tconst int circle1_count = 5;\n\tconst int circle2_count = 8;\n\tconst int circle3_count = 12;\n\tvar int user_count;\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle1:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle1_count, \"C1Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 2 * sprd * sin(360 * user_count / circle1_count), sprd * cos(360 * user_count / circle1_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC1Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle2:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle2_count, \"C2Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 4 * sprd * sin(360 * user_count / circle2_count), 1.5 * sprd * cos(360 * user_count / circle2_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC2Finish:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tMOMP JJJJJJJJJJJJJJJ 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tCircle3:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == circle3_count, \"C3Finish\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GolgothFireBall\", 0, 0, 0, fspeed, 6 * sprd * sin(360 * user_count / circle3_count), 3 * sprd * cos(360 * user_count / circle3_count), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tC3Finish:\n\t\t\tMOMP J 1 Bright A_SpawnItem(\"GolgothOrangeSoulTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tMOMP KL 3 Bright\n\t\t\tMOMP M 5 Bright A_ChangeVelocity(0, 0, 2, CVF_REPLACE)\n\t\t\tMOMP N 6 Bright\n\t\t\tMOMP O 7 Bright\n\t\tStop\n\t}\n}\n\nActor GolgothOrangeSoulTrail {\n\tRenderstyle Add\n\tAlpha 1.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tMOMP J 1 Bright A_FadeOut(0.075)\n\t\t\tTNT1 A 0 A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tLoop\n\t}\n}\n\nActor GolgothFireExp1 : BaseExplosionDamage {\n\tDamagetype \"Fire\"\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(12, 20)\n\t\tStop\n\t}\n}\n\nActor GolgothFireExp2 : BaseExplosionDamage {\n\tDamagetype \"Fire\"\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(14, 32)\n\t\tStop\n\t}\n}\n\nActor GolgothFireExp3 : BaseExplosionDamage {\n\tDamagetype \"Fire\"\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(16, 44)\n\t\tStop\n\t}\n}\n\nActor GolgothFireExp4 : BaseExplosionDamage {\n\tDamagetype \"Fire\"\n\tStamina 32\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(20, 56)\n\t\tStop\n\t}\n}\n\nActor GolgothFlames {\n\tPROJECTILE\n\tSpeed 45\n\tHeight 12\n\tRadius 6\n\tRenderstyle Add\n\tAlpha 1.0\n\tDamage(8)\n\tDamageType \"Fire\"\n\tStamina 32\n\tSeeSound \"Flamethrower/Fire\"\n\tDeathSound \"Flamethrower/Hit\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tFRFX ABCD 2 bright A_SpawnItem(\"GolgothFireExp1\")\n\t\t\tFRFX EFG 2 bright A_SpawnItem(\"GolgothFireExp2\")\n\t\t\tFRFX HIJ 2 bright A_SpawnItem(\"GolgothFireExp3\")\n\t\t\tFRFX KLM 2 bright A_SpawnItem(\"GolgothFireExp4\")\n\t\t\tFRFX NO 2 bright\n\t\tStop\n\t\tDeath:\n\t\t\tFRFX HIJ 2 bright A_SpawnItem(\"GolgothFireExp3\")\n\t\t\tFRFX KLM 2 bright A_SpawnItem(\"GolgothFireExp4\")\n\t\t\tFRFX NO 2 bright\n\t\tStop\n\t}\n}\n\nACTOR GolgothFireBall {\n\tSpeed 20\n\tAlpha 1\n\tRadius 8\n\tHeight 16\n\tDamage (16)\n\tDamageType \"Fire\"\n\tStamina 32\n\tSeeSound \"weapons/basiliskfire2\"\n\tDeathSound \"weapons/basiliskexpl2\"\n\tSpecies \"Player\"\n\tPROJECTILE\n\tconst int fspeed = 20;\n\t+DONTBLAST\n\t+FORCERADIUSDMG\n\tStates {\n\t\tSpawn:\n\t\t\tHIB1 AB 3 Bright\n\t\t\tTNT1 A 0 A_ChangeVelocity(fspeed * cos(angle), fspeed * sin(angle), velz, CVF_REPLACE)\n\t\tSpawnLoop:\n\t\t\tHIB1 AB 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.75, 1)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"SunFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tHIB1 C 3 Bright\n\t\t\tHIB1 DEFG 3 Bright\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/LostSoul.txt",
        "contents": "ACTOR BabyCaco : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 56\n\tMass 200\n\tSpeed 9\n\tPainChance 176\n\tSeeSound \"BabyCaco/Sight\"\n\tPainSound \"BabyCaco/Pain\"\n\tDeathSound \"BabyCaco/Death\"\n\tActiveSound \"BabyCaco/Active\"\n\tBloodColor \"Blue\"\n\tObituary \"%o underestimated a Baby Cacodemon.\"\n\tHitObituary \"%o was nibbled to death by a Baby Cacodemon.\"\n\tTag \"Baby Cacodemon\"\n\tSpecies \"Cacodemon\"\n\t+ISMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BABYCACO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCACB A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCACB A 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tCACB AB 5 Fast A_FaceTarget\n\t\t\tCACB C 5 Fast Bright A_CustomComboAttack(\"BabyCacoBall\", 17, random(1,8) * 3, \"BabyCaco/Melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tCACB D 3 Fast\n\t\t\tCACB D 3 Fast A_Pain\n\t\t\tCACB E 6 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tCACB F 8\n\t\t\tCACB G 8 A_Scream\n\t\t\tCACB H 8\n\t\t\tCACB I 8\n\t\t\tCACB J 8 A_NoBlocking\n\t\t\tCACB K 8\n\t\t\tCACB L -1 A_SetFloorClip\n\t\tStop\n\t\tRaiseState:\n\t\t\tCACB L 8 A_UnSetFloorClip\n\t\t\tCACB KJIHGF 8\n\t\tGoto See\n\t}\n}\n\nACTOR BabyCacoBall {\n\tRadius 3\n\tHeight 4\n\tSpeed 11\n\tFastSpeed 10\n\tDamage (2 * random(1, 8))\n\tDamageType \"Energy\"\n\tStamina 16\n\tProjectile\n\t+DONTBLAST\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal \"HImpScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBCAB AB 4 BRIGHT\n\t\tLoop\n\t\tDeath:\n\t\t\tBCAB CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Fleshspawn : DnD_BaseRangedMonster {\n\tObituary \"%o was burned by a FleshSpawn.\"\n\tHitObituary \"%o was devoured by a FleshSpawn.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -5\n\tRadius 16\n\tHeight 56\n\tmass 80\n\tspeed 10\n\tdamage (2 * random(1, 8))\n\tDamageType \"Melee\"\n\tStamina 1\n\tpainchance 224\n\tmissiletype \"Fleshspawnball\"\n\tbloodcolor \"blue\"\n\tattacksound \"flesh/melee\"\n\tseesound \"flesh/sight\"\n\tpainsound \"flesh/pain\"\n\tdeathsound \"flesh/death\"\n\tactivesound \"flesh/active\"\n\tTag \"Fleshspawn\"\n\t+ISMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\t+NOTARGET\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FLESHSPAWN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tFLSP AB 8 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tFLSP AABB 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tFLSP C 0 A_Jump(128,\"Charge\")\n\t\t\tFLSP C 8 Fast A_FaceTarget\n\t\t\tFLSP G 4 Fast A_FaceTarget\n\t\t\tFLSP H 4 Fast Bright A_CustomMissile(\"Fleshspawnball\", 12, 0, 0)\n\t\tgoto See\n\t\tCharge:\n\t\t\tFLSP C 0 A_Jump(96, 6)\n\t\t\tFLSP C 8 Fast A_FaceTarget\n\t\t\tFLSP D 4 Fast A_FaceTarget\n\t\t\tFLSP E 4 Fast A_SkullAttack\n\t\t\tFLSP FE 4 Fast\n\t\tGoto Charge+4\n\t\t\tFLSP C 8 Fast A_FaceTarget\n\t\t\tFLSP D 4 Fast A_FaceTarget\n\t\t\tFLSP E 4 Fast A_SkullAttack\n\t\t\tFLSP FEFE 4 Fast\n\t\t\tFLSP C 6 Fast A_FaceTarget\n\t\t\tFLSP D 4 Fast A_FaceTarget\n\t\t\tFLSP E 4 Fast A_SkullAttack\n\t\t\tFLSP FE 4 Fast\n\t\tGoto Charge+4\n\t\tPainState:\n\t\t\tFLSP I 3 Fast\n\t\t\tFLSP I 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tFLSP I 5\n\t\t\tFLSP J 5 A_Scream\n\t\t\tFLSP K 5\n\t\t\tFLSP L 5 A_NoBlocking\n\t\t\tFLSP MN 5 A_SetFloorClip\n\t\t\tFLSP O -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tFLSP P 3\n\t\t\tFLSP Q 0 A_FaceTarget\n\t\t\tFLSP Q 0 A_SpawnItemEx(\"FleshSpawnGibs\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib1\", 14, 0, random(-180,180), 2, random(10,40))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib2\", 6, 2, random(-180,180), 2, random(0,25))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib2B\", 10, -2, random(-180,180), 2, random(0,25))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib3\", 8, 0, random(-180,180), 2, random(0,35))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib4\", 12, 5, random(-180,180), 2, random(-5,40))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib4B\", 5, -5, random(-180,180), 2, random(0,30))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib5\", 6, 3, random(-180,180), 2, random(10,60))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib5\", 8, 0, random(-180,180), 2, random(-10,55))\n\t\t\tFLSP Q 0 A_CustomMissile(\"Fleshspawngib6\", 12, 0, 0, 2, 0)\n\t\t\tFLSP Q 3 A_XScream\n\t\t\tFLSP R 3 A_NoBlocking\n\t\t\tFLSP STU 3\n\t\tStop\n\t\tRaiseState:\n\t\t\tFLSP O 5 A_UnSetFloorClip\n\t\t\tFLSP NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor FleshSpawnGibs {\n\t+NoClip\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib1\", 14, 0, random(-180,180), 2, random(10,40))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib2\", 6, 2, random(-180,180), 2, random(0,25))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib2B\", 10, -2, random(-180,180), 2, random(0,25))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib3\", 8, 0, random(-180,180), 2, random(0,35))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib4\", 12, 5, random(-180,180), 2, random(-5,40))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib4B\", 5, -5, random(-180,180), 2, random(0,30))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib5\", 6, 3, random(-180,180), 2, random(10,60))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib5\", 8, 0, random(-180,180), 2, random(-10,55))\n\t\t\tTNT1 A 0 A_CustomMissile(\"Fleshspawngib6\", 12, 0, 0, 2, 0)\n\t\tStop\n\t}\n}\n\nActor Fleshspawnball {\n\tDamage (2 * random(1, 8))\n\tDamagetype \"Energy\"\n\tStamina 16\n\tSpeed 10\n\tRadius 3\n\tHeight 5\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tProjectile\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFLBL ABCBABCBABCBABCBIJKLM 4 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tFLBL DEFGH 4 Bright\n\t\tStop\n\t}\n}\n\nActor Fleshspawngib1 {\n\tSpeed 8\n\tMass 100\n\tRadius 1\n\tHeight 1\n\tProjectile\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\t+DROPOFF\n\tStates {\n\t\tSpawn:\n\t\t\tFGB1 ABCD 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB1 E -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib2 : Fleshspawngib1 {\n\tSpeed 8\n\tMass 100\n\tRadius 1\n\tHeight 1\n\tProjectile\n\t-NoGravity\n\t+DropOff\n\t+ClientSideOnly\n\tStates {\n\t\tSpawn:\n\t\t\tFGB2 ABCD 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB2 I -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib2B : Fleshspawngib1 {\n\tStates {\n\t\tSpawn:\n\t\t\tFGB2 EFGH 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB2 J -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib3 : Fleshspawngib1 {\n\tStates {\n\t\tSpawn:\n\t\t\tFGB3 ABCD 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB3 E -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib4 : Fleshspawngib1 {\n\tStates {\n\t\tSpawn:\n\t\t\tFGB4 ABCD 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB4 I -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib4B : Fleshspawngib1 {\n\tStates {\n\t\tSpawn:\n\t\t\tFGB4 EFGH 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB4 J -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib5 : Fleshspawngib1 {\n\tStates {\n\t\tSpawn:\n\t\t\tFGB5 ABCD 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB5 E -1\n\t\tstop\n\t}\n}\n\nActor Fleshspawngib6 : Fleshspawngib1 {\n\tSpeed 0\n\tStates {\n\t\tSpawn:\n\t\t\tFGB6 A 4\n\t\tloop\n\t\tDeath:\n\t\t\tFGB6 BC 4\n\t\t\tFGB6 D -1\n\t\tstop\n\t}\n}\n\nACTOR ESoul : DnD_BaseRangedMonster {\n\tobituary \"%o was raped by a black soul.\"\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 56\n\tmass 400\n\tspeed 5\n\tdamage (5 * random(1,8))\n\tDamageType \"Melee\"\n\tStamina 1\n\tpainchance 128\n\trenderstyle Add\n\tAlpha 0.4\n\tattacksound \"skull/melee\"\n\tPainSound \"nightmare/pain\"\n\tDeathSound \"nightmare/death\"\n\tActiveSound \"nightmare/active\"\n\tTag \"Black Soul\"\n\t+ISMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOICEDEATH\n\t+MISSILEMORE\n\t+DONTFALL\n\t+STEALTH\n\t+NOBLOOD\n\t-FLOORCLIP\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ETHEREALSOUL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tETHS ABCD 10 bright A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tETHS AABBCCDD 3 Fast bright A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tETHS C 0 bright A_Jump(128,9)\n\t\t\tETHS C 6 Fast bright A_FaceTarget\n\t\t\tETHS E 4 Fast bright A_SkullAttack\n\t\t\tETHS E 0 bright A_FaceTarget\n\t\t\tETHS F 4 Fast bright A_SkullAttack\n\t\t\tETHS F 0 bright A_FaceTarget\n\t\t\tETHS E 4 Fast bright A_SkullAttack\n\t\t\tETHS E 0 bright A_FaceTarget\n\t\t\tETHS F 4 Fast bright A_SkullAttack\n\t\tgoto See\n\t\t\tETHS P 3 Fast bright A_FaceTarget\n\t\t\tETHS Q 4 Fast bright A_FaceTarget\n\t\t\tETHS R 5 Fast bright A_CustomMissile(\"ShadowBall\", 0, 0, 0)\n\t\t\tETHS E 4 Fast bright\n\t\tgoto See\n\t\tPainState:\n\t\t\tETHS G 3 Fast bright\n\t\t\tETHS G 3 Fast bright A_Pain\n\t\tgoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tETHS F 3 bright\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"LostSoulSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tETHS H 3 bright A_ScreamAndUnblock\n\t\t\tETHS IJKLMNO 3 bright\n\t\tstop\n\t}\n}\n\nACTOR ShadowBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 12\n\tDamage (3 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tProjectile\n\t+DONTBLAST\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.75\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSBAL ABC 4 BRIGHT A_SpawnItemEx(\"ShadowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tSBAL C 5 Bright\n\t\t\tSBAL DEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor ShadowTrail {\n    RENDERSTYLE ADD\n    ALPHA 0.6\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    States {\n\t\tSpawn:\n\t\t\tSHTR ABCDEF 4 Bright\n\t\tStop\n    }\n}\n\nActor GuardianCube : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 56\n\tMass 150\n\tSpeed 8\n\tPainChance 128\n\tObituary \"%o got fried by a Guardian Cube.\"\n\t+ISMONSTER\n\t+NoGravity\n\t+Float\n\t+DontFall\n\t-DONTRIP\n\t+DontHurtSpecies\n\t+NOBLOOD\n\t-FLOORCLIP\n\tSeeSound \"monster/sensit\"\n\tPainSound \"monster/senpai\"\n\tActiveSound \"monster/cubfly\"\n\tdeathsound \"monster/sendth\"\n\tTag \"Guardian Cube\"\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GUARDIANCUBE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tCUBE A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tCUBE ABC 5 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tCUBE D 5 Fast Bright A_FaceTarget\n\t\t\tCUBE E 0 Bright A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Fast Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Fast Bright A_FaceTarget\n\t\t\tCUBE E 0 Bright A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Fast Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Fast Bright A_FaceTarget\n\t\t\tCUBE E 0 Bright A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Fast Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Fast Bright A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tCUBE D 3 Fast\n\t\t\tCUBE D 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tCUBE E 0 Bright A_NoBlocking\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"LostSoulSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCUBE E 0 Bright A_SetFloorClip\n\t\t\tCUBE E 6 Bright A_Scream\n\t\t\tCUBE FGH 6 Bright\n\t\tStop\n\t}\n}\n\nActor GuardianCube_NoCount : GuardianCube {\n\t-COUNTKILL\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GUARDIANCUBE)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_MAGIC_WEAKNESS | DND_BULLET_RESIST)\n\t\t\tTNT1 A 0 A_SetArg(2, DND_SUMMONED)\n\t\tGoto SpawnSetup\n\t}\n}\n\nActor CubeShot {\n\tRadius 5\n\tHeight 5\n\tSpeed 15\n\tDamage (1 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tRenderStyle Add\n\tAlpha 0.85\n\tProjectile\n\t+ThruGhost\n\tSeesound \"weapons/firsfi\"\n\tDeathSound \"weapons/maceex\"\n\tObituary \"%o got fried by a Guardian Cube.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCBAL AB 3 Bright A_SpawnItemEx(\"CubePuff\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tCBAL CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor CubePuff {\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tCBAL HIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor ForgottenOne : DnD_BaseRangedMonster {\n\tObituary \"A Forgotten One rammed %o.\"\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 56\n\tMass 50\n\tSpeed 8\n\tPainChance 230\n\tScale 0.9\n\tPainSound \"Forgotten/Pain\"\n\tDeathSound \"Forgotten/Death\"\n\tActiveSound \"Forgotten/Active\"\n\tDamage (3 * random(1, 8))\n\tDamageType \"Melee\"\n\tStamina 1\n\tTag \"Forgotten One\"\n\t+ISMONSTER\n\t+Float\n\t+NoGravity\n\t+NoIceDeath\n\t+DontFall\n\t+FloatBob\n\t+NoBlood\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FORGOTTENONE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tFRGO A 0 Bright\n\t\t\tFRGO A 0 Bright A_ChangeFlag(\"FloatBob\", 1)\n\t\t\tFRGO AAAAAABBBBBB 1 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tFRGO A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\t\tFRGO AABB 3 Fast Bright A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tFRGO C 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\t\tFRGO CCDDC 2 Fast Bright A_FaceTarget\n\t\t\tFRGO D 0 Bright A_PlaySound(\"Forgotten/Attack\")\n\t\t\tFRGO D 2 Fast Bright A_SkullAttack\n\t\t\tFRGO C 2 Fast Bright\n\t\t\tFRGO C 0 Bright A_JumpIfTargetInLOS(4, 75)\n\t\t\tFRGO C 0 A_Jump(24, \"StopCharge\")\n\t\t\tFRGO DC 2 Fast Bright\n\t\tGoto MissileState + 10\n\t\t\tFRGO C 0 Bright\n\t\tGoto MissileState + 7\n\t\tStopCharge:\n\t\t\tFRGO C 0 A_Stop\n\t\tGoto See\n\t\tPainState:\n\t\t\tFRGO E 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\t\tFRGO E 3 Fast Bright\n\t\t\tFRGO E 3 Fast Bright A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tFRGO E 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\t\tFRGO E 0 A_Stop\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"LostSoulSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFRGO EF 4 Bright\n\t\t\tFRGO G 6 Bright A_Scream\n\t\t\tFRGO H 6 Bright\n\t\t\tFRGO I 6 Bright A_NoBlocking\n\t\t\tFRGO J 6 Bright\n\t\tStop\n\t}\n}\n\n//Watcher\nACTOR Watcher : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 40\n\tMass 150\n\tSpeed 10\n\tPainChance 160\n\tMeleeRange 40\n\tSeeSound \"monster/watsit\"\n\tPainSound \"monster/watpai\"\n\tDeathSound \"monster/watdth\"\n\tActiveSound \"monster/watact\"\n\tAttackSound \"ChaosSerpent/melee\"\n\tTag \"Watcher\"\n\t+ISMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t-FLOORCLIP\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WATCHER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tWATC A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tWATC A 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tWATC E 5 Fast A_FaceTarget\n\t\t\tWATC F 5 Fast A_FaceTarget\n\t\t\tWATC G 5 Fast BRIGHT A_CustomMissile(\"WatcherShot\",12,0,0)\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tWATC BCD 5 Fast A_FaceTarget\n\t\t\tWATC A 5 Fast A_CustomMeleeAttack(4 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tWATC H 3 Fast\n\t\t\tWATC H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tWATC I 8 A_scream\n\t\t\tWATC JKLM 6\n\t\t\tWATC N 6 A_noblocking\n\t\t\tWATC N 0 A_SetFloorClip\n\t\t\tWATC O -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tCACB O 8 A_UnSetFloorClip\n\t\t\tWATC NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR WatcherShot {\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tDamage (3 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tPROJECTILE\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+PIERCEARMOR\n\tSeeSound \"monster/watatk\"\n\tDeathSound \"monster/wathit\"\n\tStates {\n\t\tSpawn:\n\t\t\tFWAT AB 4 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFWAT CDE 4 Bright\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Mancubus.txt",
        "contents": "Actor Corpulent : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 48\n\tHeight 64\n\tSpeed 12\n\tScale 1.1\n\tPainChance 48\n\tMass 1500\n\tSeeSound \"Hectebus/Sight\"\n\tPainSound \"Hectebus/Pain\"\n\tDeathSound \"Hectebus/Death\"\n\tActiveSound \"Hectebus/Active\"\n\t+ISMONSTER\n\t+MissileMore\n\tSpecies \"Fatso\"\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\tObituary \"%o was cremated by a Corpulent.\"\n\tTag \"Corpulent\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CORPULENT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tFAT2 AAAAAAAAAABBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tFAT2 ABCDEF 6 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(384, \"Missile2\")\n\t\t\tFAT2 G 0 A_PlaySoundEx(\"Hectebus/Attack\", \"SoundSlot6\", 0)\n\t\t\tFAT2 GGGG 3 Fast A_FaceTarget\n\t\t\tFAT2 V 4 Fast Bright A_CustomMissile(\"Ripper1Corpulent\", 24, 41, 0)\n\t\t\tFAT2 IGG 3 Fast A_FaceTarget\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFAT2 U 4 Fast Bright A_CustomMissile(\"Ripper1Corpulent\", 24, -41, 0)\n\t\t\tFAT2 GI 3 Fast A_FaceTarget\n\t\t\tFAT2 I 0 A_Jump(96, 2)\n\t\t\tFAT2 I 0 A_SpidReFire\n\t\tGoto MissileState + 7\n\t\t\tFAT2 I 0\n\t\tGoto See\n\t\tMissile2:\n\t\t\tFAT2 GGGG 3 Fast A_FaceTarget\n\t\t\tFAT2 H 0 Bright A_CustomMissile(\"Ripper1Corpulent\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Fast Bright A_CustomMissile(\"Ripper1Corpulent\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFAT2 H 0 Bright A_CustomMissile(\"Ripper1Corpulent\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Fast Bright A_CustomMissile(\"Ripper1Corpulent\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFAT2 H 0 Bright A_CustomMissile(\"Ripper1Corpulent\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Fast Bright A_CustomMissile(\"Ripper1Corpulent\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 GI 4 Fast A_FaceTarget\n\t\t\tFAT2 I 0 A_Jump(200, 2)\n\t\t\tFAT2 I 0 A_SpidReFire\n\t\tGoto Missile2\n\t\t\tFAT2 I 0\n\t\tGoto See\n\t\tPainState:\n\t\t\tFAT2 J 10 Fast A_Pain\n\t\t\tFAT2 J 0 A_Jump(64, \"PainFast\")\n\t\tGoto See\n\t\tPainFast:\n\t\t\tFAT2 J 4 Fast\n\t\tGoto Missile\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tFAT2 K 6 A_Scream\n\t\t\tFAT2 L 6\n\t\t\tFAT2 M 6\n\t\t\tFAT2 N 6\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tFAT2 O 6\n\t\t\tFAT2 P 6 A_Fall\n\t\t\tFAT2 Q 6\n\t\t\tFAT2 R 6\n\t\t\tFAT2 S 6\n\t\t\tFAT2 T -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tFAT2 SRQPONMLK 6\n\t\tGoto See\n\t}\n}\n\nActor CorpulentExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was cremated by a Corpulent.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(12, 84, 0)\n\t\tStop\n\t}\n}\n\nACTOR Ripper1Corpulent : Ripper1 {\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage (8*random(2,4))\n\tDamageType \"Physical\"\n\tStamina 1\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+FOILINVUL\n\t+THRUGHOST\n\tSeesound \"weapons/macefi\"\n\tDeathSound \"weapons/maceex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRIP1 AAABBBCCC 1 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,8)\n\t\tLoop\n\t\tDeath:\n\t\t\tRIP1 D 0 Bright A_SetTranslucent (0.75,1)\n\t\t\tRIP1 D 1 Bright A_SpawnItem(\"CorpulentExp\")\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,60,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,120,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,180,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,240,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"Ripper2Corpulent\",0,0,0,32,0,0,300,SXF_TRANSFERPOINTERS,0)\n\t\t\tRIP1 DEFGH 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR Ripper2Corpulent {\n\tRadius 5\n\tHeight 5\n\tSpeed 24\n\tDamage (2)\n\tDeathSound \"weapons/firex2\"\n\tDamageType \"Physical\"\n\tStamina 1\n\tPROJECTILE\n\t+RIPPER\n\t+FORCEXYBILLBOARD\n\t+FOILINVUL\n\t+THRUGHOST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRIP2 AAABBB 1 Bright A_SpawnItemEx(\"Ripper2Trail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tRIP2 C 0 Bright A_SetTranslucent (0.67,1)\n\t\t\tRIP2 CDEFG 3 Bright\n\t\tstop\n\t}\n}\n\nActor Daedabus : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 48\n\tHeight 64\n\tMass 1000\n\tSpeed 8\n\tPainChance 64\n\tScale 1.07\n\tBloodColor \"73 00 00\"\n\tSeeSound \"Daedabus/Sight\"\n\tPainSound \"Daedabus/Pain\"\n\tDeathSound \"Daedabus/Death\"\n\tActiveSound \"Daedabus/Active\"\n\tSpecies \"Fatso\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tObituary \"%o was torched by a Daedabus.\"\n\tTag \"Daedabus\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DAEDABUS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDAED AB 15 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDAED AABBCCDDEEFF 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tDAED J 3 Fast\n\t\t\tDAED J 3 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDAED G 0 A_PlaySound(\"Daedabus/Attack\")\n\t\t\tDAED G 20 Fast A_FaceTarget\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,5.625)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,0)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,-5.625)\n\t\t\tDAED H 10 Fast BRIGHT\n\t\t\tDAED IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,5.625)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,0)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,-5.625)\n\t\t\tDAED H 10 Fast BRIGHT\n\t\t\tDAED IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,11.25)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,5.625)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,0)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,-5.625)\n\t\t\tDAED H 0 A_CustomMissile(\"DaedFire\",28,0,-11.25)\n\t\t\tDAED H 10 Fast BRIGHT\n\t\t\tDAED IG 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDAED K 6\n\t\t\tDAED L 6 A_Scream\n\t\t\tDAED M 6 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDAED NOPQRS 6\n\t\t\tDAED T -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tDAED RQPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor DaedExp : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o was torched by a Daedabus.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 72, 0)\n\t\tStop\n\t}\n}\n\nACTOR DaedFire : FatShot {\n\tSpeed 22\n\tDamage (random(48, 96))\n\tDamageType \"Fire\"\n\tStamina 32\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.96\n\tDecal Scorch\n\t+THRUGHOST\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tDAEF AAAA 1 BRIGHT A_SpawnItemEx(\"DaedTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DaedExp\")\n\t\t\tDAEF BBBB 1 BRIGHT A_SpawnItemEx(\"DaedTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DaedExp\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tDAEF C 8\n\t\t\tDAEF D 6\n\t\t\tDAEF E 4\n\t\tStop\n\t}\n}\n\nActor DaedTrail {\n\tScale 0.65\n\tRenderStyle Add\n\tAlpha 0.5\n\t+NoInteraction\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tDAET ABCDE 2 Bright\n\t\tStop\n\t}\n}\n\nactor IceFatso : DnD_BaseRangedMonster {\n\tobituary \"%o was shatterred by an Ice Mancubus.\"\n\tHealth 0x7FFFFFFF\n\tradius 48\n\theight 64\n\tmass 1000\n\tspeed 8\n\tpainchance 80\n\tseesound \"fatso/sight\"\n\tpainsound \"fatso/pain\"\n\tdeathsound \"fatso/death\"\n\tactivesound \"fatso/active\"\n\tTag \"Ice Mancubus\"\n\tSpecies \"Fatso\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tTranslation \"1:2=109:110\", \"13:15=107:109\", \"17:18=87:88\", \"48:53=4:4\", \"53:79=80:106\", \"112:125=192:202\", \"128:143=90:111\", \"144:151=100:107\", \"209:213=81:89\", \"236:239=107:109\"\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ICEFATSO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tFATT AB 15 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tFATT AABBCCDDEEFF 4 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tFATT G 20 Fast A_FatRaise\n\t\t\tFATI H 0 bright A_CustomMissile(\"IceFatBall\" ,20,20 ,-10,1,0)\n\t\t\tFATT H 10 Fast bright A_CustomMissile(\"IceFatBall\",20,-20,0  ,1,0)\n\t\t\tFATT IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFATI H 0 bright A_CustomMissile(\"IceFatBall\" ,20,20 ,0  ,1,0)\n\t\t\tFATT H 10 Fast bright A_CustomMissile(\"IceFatBall\",20,-20,10 ,1,0)\n\t\t\tFATT IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tFATI H 0 bright A_CustomMissile(\"IceFatBall\" ,20 ,20,-10,1,0)\n\t\t\tFATT H 10 Fast bright A_CustomMissile(\"IceFatBall\",20,-20 ,10,1,0)\n\t\t\tFATT IG 5 Fast A_FaceTarget\n\t\tgoto See\n\t\tPainState:\n\t\t\tFATT J 3\n\t\t\tFATT J 3 A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tFATT K 6\n\t\t\tFATT L 6 A_Scream\n\t\t\tFATT M 6 A_NoBlocking\n\t\t\tFATT N 6\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tFATT OPQRS 6\n\t\t\tFATT T -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tFATT R 5\n\t\t\tFATT QPONMLK 5\n\t\tGoto See\n\t}\n}\n\nactor IceFatBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage (random(30,60))\n\t+DONTBLAST\n\t+THRUGHOST\n\tDamageType \"Ice\"\n\tStamina 64\n\tRenderStyle Add\n\tAlpha 1\n\tProjectile\n\tSeeSound \"fatso/attack\"\n\tDeathSound \"fatso/shotx\"\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNFX AB 2 bright A_SpawnItemEx(\"IceFatBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNFX CD 2 bright A_SpawnItemEx(\"IceFatBallTrail\",0,0,0,0,0,0,0,128)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNFX EFGHIJK 4 bright\n\t\tstop\n\t}\n}\n\nactor IceFatBallTrail {\n\tRadius 6\n\tHeight 8\n\tRenderStyle Add\n\tProjectile\n\t-ACTIVATEPCROSS\n\t-ACTIVATEIMPACT\n\t+SPAWNSOUNDSOURCE\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tTNFX ABCD 3 bright\n\t\tgoto death\n\t\tDeath:\n\t\t\tTNFX D 1 bright A_SetTranslucent(0.5)\n\t\t\tTNFX A 1 bright A_SetTranslucent(0.4)\n\t\t\tTNFX B 1 bright A_SetTranslucent(0.3)\n\t\t\tTNFX C 1 bright A_SetTranslucent(0.2)\n\t\t\tTNFX D 1 bright A_SetTranslucent(0.1)\n\t\tstop\n\t}\n}\n\nActor Mafibus : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 48\n\tHeight 64\n\tMass 1000\n\tSpeed 8\n\tPainChance 20\n\tScale 1.15\n\tSeeSound \"Mafibus/See\"\n\tPainSound \"Mafibus/Pain\"\n\tDeathSound \"Mafibus/Death\"\n\tActiveSound \"Mafibus/Act\"\n\t+ISMONSTER\n\t+DontHurtSpecies\n\tSpecies \"Fatso\"\n\t+MissileMore\n\t+NORADIUSDMG\n\tObituary \"%o was melted to slag by a Mafibus!\"\n\tTag \"Mafibus\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MAFIBUS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMFBS AAAAAAAAAAAAAAABBBBBBBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tMFBS A 0 A_TakeInventory(\"MafibusChecker\", 3)\n\t\t\tMFBS AABBCCDDEEFF 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tMFBS J 3 Fast\n\t\t\tMFBS J 3 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tMFBS G 0 A_PlaySound(\"Daedabus/Attack\")\n\t\t\tMFBS GGGG 5 Fast A_FaceTarget\n\t\t\tMFBS G 0 A_Jump(256, \"Fire4\", \"Fire5\", \"Fire6\")\n\t\tFire4:\n\t\t\tMFBS G 0 A_JumpIfInventory(\"MafibusChecker\", 3, \"See\")\n\t\t\tMFBS H 0 A_GiveInventory(\"MafibusChecker\", 1)\n\t\t\tMFBS H 0 A_PlayWeaponSound(\"Mafibus/Fire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 24, 29, 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 24, 29, -5.635)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 24, -29, 5.635)\n\t\t\tMFBS H 10 Fast A_CustomMissile(\"MafibusBall\", 24, -29, 0)\n\t\t\tMFBS IG 5 Fast A_FaceTarget\n\t\tGoto MissileState + 5\n\t\tFire5:\n\t\t\tMFBS G 0 A_JumpIfInventory(\"MafibusChecker\", 3, \"See\")\n\t\t\tMFBS H 0 A_GiveInventory(\"MafibusChecker\", 1)\n\t\t\tMFBS H 0 A_Jump(128, \"Fire52\")\n\t\t\tMFBS H 0 A_PlayWeaponSound(\"Mafibus/Fire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 11.25)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 5.625)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, -5.625)\n\t\t\tMFBS H 10 Fast A_CustomMissile(\"MafibusBall\", 28, 29, -11.25)\n\t\t\tMFBS IG 5 Fast A_FaceTarget\n\t\tGoto MissileState + 5\n\t\tFire52:\n\t\t\tMFBS H 0 A_PlayWeaponSound(\"Mafibus/Fire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 11.25)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 5.625)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, -5.625)\n\t\t\tMFBS H 10 Fast A_CustomMissile(\"MafibusBall\", 28, 29, -11.25)\n\t\t\tMFBS IG 5 Fast A_FaceTarget\n\t\tGoto MissileState + 5\n\t\tFire6:\n\t\t\tMFBS G 0 A_JumpIfInventory(\"MafibusChecker\", 3, \"See\")\n\t\t\tMFBS H 0 A_GiveInventory(\"MafibusChecker\", 1)\n\t\t\tMFBS H 0 A_PlayWeaponSound(\"Mafibus/Fire\")\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, 0)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, -5.635)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, 29, -11.25)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 5.635)\n\t\t\tMFBS H 0 A_CustomMissile(\"MafibusBall\", 28, -29, 11.25)\n\t\t\tMFBS H 10 Fast A_CustomMissile(\"MafibusBall\", 28, -29, 0)\n\t\t\tMFBS IG 5 Fast A_FaceTarget\n\t\tGoto MissileState + 5\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tMFBS K 6\n\t\t\tMFBS L 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tMFBS M 6\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMFBS NOPQRS 6\n\t\t\tMFBS T -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tMFBS TSRQPONMLK 5\n\t\tGoto See\n   }\n}\n\nActor MafibusChecker : Inventory { Inventory.MaxAmount 3 }\n\nActor MafibusBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 22\n\tDamage (12 * random(1, 8))\n\tScale 0.65\n\tProjectile\n\tDeathSound \"Mafibus/Hit\"\n\tDecal Scorch\n\tdamagetype \"Fire\"\n\tStamina 32\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMFBL A 0 A_PlaySoundEx(\"Mafibus/Loop\", \"SoundSlot7\", 1, -1)\n\t\t\tMFBL AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"MafibusBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tMFBL A 0 A_StopSoundEx(\"SoundSlot7\")\n\t\t\tMFBL DE 4 Bright\n\t\t\tMFBL F 4 Bright A_SetTranslucent(0.7, 1)\n\t\t\tMFBL G 4 Bright A_SetTranslucent(0.4, 1)\n\t\t\tMFBL HI 4 Bright\n\t\tStop\n\t}\n}\n\nActor MafibusBallTrail {\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.2\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMFBT ABCDEFGHI 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR Paladin : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tScale 1.15\n\tRadius 32\n\tHeight 64\n\tMass 1200\n\tSpeed 8\n\tPainChance 80\n\tSpecies \"Fatso\"\n\t+ISMONSTER\n\t+DontHarmClass\n\t+DontHarmSpecies\n\t+DontHurtSpecies\n\t+NOBLOOD\n\tObituary \"%o played dodgeball with a paladin and lost.\"\n\tHitObituary \"A Paladin blew %o away.\"\n\tSeeSound \"Paladin/Sight\"\n\tPainSound \"Paladin/Pain\"\n\tDeathSound \"Paladin/Death\"\n\tActiveSound \"Paladin/Active\"\n\tTag \"Paladin\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PALADIN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHPAL AB 10 A_Look\n        Loop\n\t\tSeeState:\n\t\t   TNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t   HPAL AABB 3 Fast A_Chase\n\t\t   TNT1 A 0 A_PlaySound(\"monster/bruwlk\")\n\t\t   HPAL CCDD 3 Fast A_Chase\n\t\t   TNT1 A 0 A_PlaySound(\"monster/bruwlk\")\n\t\t   HPAL D 0 A_Jump(32, \"SeeShield\")\n\t    Goto See\n\t\tSeeShield:\n\t\t   TNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t   HPAL EEFF 4 Fast A_Chase\n\t\t   TNT1 A 0 A_PlaySound(\"monster/bruwlk\")\n\t\t   HPAL GGHH 4 Fast A_Chase\n\t\t   TNT1 A 0 A_PlaySound(\"monster/bruwlk\")\n\t\t   HPAL H 0 A_Jump (64, \"See\")\n\t    Goto SeeShield\n\t\tMeleeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHPAL MN 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"PaladinBash\")\n\t\t\tHPAL O 6 Fast A_CustomMeleeAttack(random(1, 10) * 4, \"weapons/vblhit\", \"weapons/vblswg\", \"Knockback\")\n\t\t\tHPAL O 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tMissileState: //Shield attack; used if outside 720 map units\n\t\t\tTNT1 A 0 A_Jump(64, \"Missile2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(720, \"Missile1\")\n\t\tGoto Missile2\n\t\tMissile1: //Grenade used if target is within 768 map units\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_Jump(32, \"Missile2\") //Use shield attack anyway\n\t\t\tHPAL I 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(360, \"MissileLow\")\t//Don't lob the grenade if closer\n\t\t\tHPAL I 5 Fast A_FaceTarget\t\t\t\t\t\t//than 360 map units\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/glauncherfiren\", CHAN_WEAPON)\n\t\t\tHPAL J 4 Fast Bright A_CustomMissile(\"PaladinGrenadeThrust\", 30, 16, 0)\n\t\t\tHPAL J 4 Fast Bright A_FaceTarget\n\t\t\tHPAL II 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tMissileLow: //Low lob grenade for close targets\n\t\t\tHPAL I 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/glauncherfiren\", CHAN_WEAPON)\n\t\t\tHPAL J 4 Fast Bright A_CustomMissile(\"PaladinGrenade\", 30, 16, 0)\n\t\t\tHPAL J 4 Fast Bright A_FaceTarget\n\t\t\tHPAL II 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tMissile2: //Shield attack\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHPAL KK 5 Fast A_FaceTarget\n\t\t\tHPAL L 4 Fast Bright A_CustomMissile(\"PaladinBall\",32,0,0,0)\n\t\t\tHPAL KK 4 Fast A_FaceTarget\n\t\t\tHPAL L 4 Fast Bright A_CustomMissile(\"PaladinBall\",32,0,0,0)\n\t\t\tHPAL KK 4 Fast A_FaceTarget\n\t\t\tHPAL L 4 Fast Bright A_CustomMissile(\"PaladinBall\",32,0,0,0)\n\t\t\tHPAL KK 4 Fast A_FaceTarget\n\t\t\tHPAL L 4 Fast Bright A_CustomMissile(\"PaladinBall\",32,0,0,0)\n\t\t\tHPAL KK 4 Fast A_FaceTarget\n\t\t\tHPAL L 4 Fast Bright A_CustomMissile(\"PaladinBall\",32,0,0,0)\n\t\t\tHPAL KK 4 Fast A_FaceTarget\n\t\t\tHPAL K 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tHPAL P 3 Fast A_Pain\n\t\t\tTNT1 A 0 A_JumpIfCloser (512, \"ClosePain\")\n\t\t\tHPAL P 3 Fast\n\t\t\tTNT1 A 0 A_Jump (96, \"See\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHPAL KKKKKKKKKKKKKKKKKKKK 3 A_FaceTarget\n\t\t\tHPAL K 0 A_Jump (160, \"SeeShield\")\n\t\t\tHPAL K 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tClosePain: //Less likely to raise shield when in grenading-range\n\t\t\tHPAL P 3\n\t\t\tTNT1 A 0 A_Jump (184, \"See\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tHPAL KKKKKKKKKKKKKKKKKKKK 3 A_FaceTarget\n\t\t\tHPAL K 0 A_Jump (48, \"SeeShield\")\n\t\t\tHPAL K 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tDeathState:\n\t\t\tHPAL Q 7 A_Scream\n\t\t\tHPAL R 7 A_SpawnItemEx(\"PaladinShield\", 0, 0, 25, 6, 0, 0, 60, SXF_SETMASTER|SXF_CLIENTSIDE)\n\t\t\tHPAL S 7\n\t\t\tHPAL T 7 A_NoBlocking\n\t\t\tHPAL UV 7\n\t\t\tHPAL W -1 A_KillMaster\n\t\tStop\n\t\tXDeathState:\n\t\t\tHPLX A 6 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PaladinShield\", 0, 0, 25, 6, 0, 0, 60, SXF_SETMASTER|SXF_CLIENTSIDE)\n\t\t\tHPLX BBBCCCDDD 2 Bright A_SpawnItemEx(\"ExplosionFXSmall\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tHPLX EEE 2 Bright A_SpawnItemEx(\"ExplosionFXSmall\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tHPLX FGH 6 Bright\n\t\t\tHPLX I 6\n\t\t\tHPLX J -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tHPAL W 5 A_KillChildren\n\t\t\tHPAL VUTSRQ 5\n\t\tGoto See\n\t}\n}\n\nActor PaladinExplosion : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"A Paladin blew %o away.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 96, 0)\n\t\tStop\n\t}\n}\n\nACTOR PaladinGrenade {\n\tRadius 8\n\tHeight 8\n\tSpeed 25\n\tDamage (5 * random(4, 6))\n\tProjectile\n\t-NOGRAVITY\n\t+GRENADETRAIL\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tBounceType \"Doom\"\n\tGravity 0.625\n\tDeathSound \"weapons/ebonyexplode\"\n\tBounceSound \"weapons/grenadebounce\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tPGRN A 1 Bright A_SpawnItem(\"PaladinGrenadeTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag (\"NoGravity\", 1)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tBAXP A 6 Bright A_SpawnItem(\"PaladinExplosion\")\n\t\t\tBAXP BCDEF 2 Bright\n\t\tStop\n\t}\n}\n\nActor PaladinGrenadeThrust : PaladinGrenade {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AA 0 ThrustThingZ(0, 16, 0, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor PaladinGrenadeTrail {\n\tHeight 1\n\tRadius 1\n\tRenderstyle Add\n\tAlpha 0.67\n\tSpeed 0\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tFRB1 DEHG 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR PaladinBall {\n\tRadius 6\n\tHeight 8\n\tSpeed 18\n\tDamage (8 * random(2, 4))\n\tDamageType \"MagicalArmorCorrupt\"\n\tStamina 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+SeekerMissile\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tSeeSound \"weapons/boltfi\"\n\tDeathSound \"weapons/glahit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHPLB A 2 Bright A_SeekerMissile(2, 2)\n\t\t\tHPLB A 0 Bright A_SpawnItemEx(\"PaladinBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB B 2 Bright A_SeekerMissile(2, 2)\n\t\t\tHPLB B 0 Bright A_SpawnItemEx(\"PaladinBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB C 2 Bright A_SeekerMissile(2, 2)\n\t\t\tHPLB C 0 Bright A_SpawnItemEx(\"PaladinBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB D 2 Bright A_SeekerMissile(2, 2)\n\t\t\tHPLB D 0 Bright A_SpawnItemEx(\"PaladinBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tHPLB EFHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nactor PaladinBash {\n\tradius 5\n\theight 5\n\tspeed 28\n\tDamageType \"Physical\"\n\tStamina 1\n\tdamage (5 * random(1, 2))\n\tdeathsound \"weapons/vblhit\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 40, 20)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor PaladinBallTrail {\n\tRadius 3\n\tHeight 3\n\tScale 1\n\tSpeed 0\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\tTNT1 A 2 Bright\n\t\tHPLB KLMNOP 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR PaladinShield {\n\tRadius 8\n\tHeight 8\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tHPLS ABCDEFGH 3 A_CheckFloor(\"Ground\")\n\t\tLoop\n\t\tGround:\n\t\t\tHPLS I 2100 A_SetFloorClip\n\t\t\tHPLS I 5 A_FadeOut(0.1)\n\t\tWait\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PaladinShieldFade\")\n\t\tStop\n\t}\n}\n\nActor PaladinShieldFade {\n\tRadius 8\n\tHeight 8\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tHPLS I 1\n\t\t\tHPLS I 1 A_FadeOut(0.01)\n\t\tWait\n\t}\n}\n\nactor Gamon : DnD_BaseHybridMonster {\n\tobituary \"%o was shocked by a Gamon.\"\n\tHealth 0x7FFFFFFF\n\tradius 28\n\theight 64\n\tmass 2048\n\tspeed 8\n\tpainchance 64\n\tScale 1.12\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tseesound \"Veste/See\"\n\tpainsound \"Veste/Pain\"\n\tdeathsound \"Veste/Die\"\n\tactivesound \"Veste/Act\"\n\tSpecies \"Fatso\"\n\tvar int user_count;\n\tTag \"Gamon\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+MISSILEMORE\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Gamon Shifter\")\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GAMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tVEST AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GamonChecker\", 1)\n\t\t\tVEST AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"GamonChecker\", 1)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GamonGhost\", 1, \"MissileLoop2\")\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 3, \"See\")\n\t\t\tVEST EE 4 Fast A_FaceTarget\n\t\t\tVEST F 0 A_playsound(\"MageLightningFire\")\n\t\t\tTNT1 A 0 A_custommissile(\"GamonBolt\", 32, 12, 0)\n\t\t\tVEST F 8 Fast bright A_custommissile(\"GamonBolt\", 32, -12, 0)\n\t\t\tVEST E 8 Fast A_FaceTarget\n\t\t\tVEST E 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tMissileLoop2:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 3, \"ComboFinish\")\n\t\t\tVEST EE 4 Fast A_FaceTarget\n\t\t\tVEST F 0 A_playsound(\"MageLightningFire\")\n\t\t\tTNT1 A 0 A_custommissile(\"GamonBoltFast\", 32, 12, 0)\n\t\t\tVEST F 8 Fast bright A_custommissile(\"GamonBoltFast\", 32, -12, 0)\n\t\t\tVEST E 8 Fast A_FaceTarget\n\t\t\tVEST E 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tComboFinish:\n\t\t\tVEST EE 4 Fast A_FaceTarget\n\t\t\tVEST F 0 A_playsound(\"MageLightningFire\")\n\t\t\tTNT1 A 0 A_custommissile(\"GamonBoltFast\", 48, -12, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_custommissile(\"GamonBoltFast\", 48, 12, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_custommissile(\"GamonBoltFast\", 32, 12, 0, CMF_AIMOFFSET)\n\t\t\tVEST F 8 Fast bright A_custommissile(\"GamonBoltFast\", 32, -12, 0, CMF_AIMOFFSET)\n\t\t\tVEST E 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"GamonChecker\", 1)\n\t\t\tVEST A 3 Fast\n\t\t\tVEST A 3 Fast A_Pain\n\t\tgoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tVEST G 8 A_Scream\n\t\t\tVEST H 8\n\t\t\tVEST I 8 A_NoBlocking\n\t\t\tVEST J 8\n\t\t\tVEST K -1 A_KillMaster\n\t\tstop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GamonShift\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"GamonGhost\", 1)\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Gamon Shifter\")\n\t\t\tVEST JIHG 8\n\t\tgoto See\n\t}\n}\n\nActor GamonGhost : DnD_Boolean { }\nActor GamonShift : DnD_Boolean { }\n\nActor GamonChecker : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GamonGhost\", 1, \"Failed\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 7) / 2, \"TurnGhost\")\n\t\tStop\n\t\tTurnGhost:\n\t\t\tTNT1 A 0 A_GiveInventory(\"GamonShift\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_GHOST, -1, -1, -1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GamonGhost\", 1)\n\t\tStop\n\t\tFailed:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor GamonBolt {\n\tRadius 6\n\tHeight 16\n\tSpeed 20\n\tDamage (4 * random(3, 5))\n\tDamageType \"MagicalBlue\"\n\tStamina 264\n\tRenderStyle Add\n\tAlpha 0.9\n\tDeathSound \"Veste/Hit\"\n\tDecal \"BaronScorch\"\n\tProjectile\n\t+PIERCEARMOR\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tVPRJ A 2 Bright A_CustomMissile(\"Sorcerer2FXSpark2\",0,0,0,0)\n\t\t\tTNT1 A 0 A_Weave(3, 2, 1.0, 1.0)\n\t\t\tVPRJ B 2 Bright A_CustomMissile(\"Sorcerer2FXSpark2\",0,0,0,0)\n\t\t\tTNT1 A 0 A_Weave(3, 2, 1.0, 1.0)\n\t\t\tVPRJ C 2 Bright A_CustomMissile(\"Sorcerer2FXSpark2\",0,0,0,0)\n\t\t\tTNT1 A 0 A_Weave(3, 2, 1.0, 1.0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tVPRJ DEF 6 bright\n\t\tstop\n\t}\n}\n\nActor GamonBoltFast : GamonBolt {\n\tSpeed 36\n}\n\nActor GamonPuff : BlasterPuff {\n\tDamageType \"MagicalBlue\"\n\tStamina 264\n    +CLIENTSIDEONLY\n    +ALWAYSPUFF\n\tStates {\n\t\tSpawn:\n\t\t\tVPRJ JKLMNOP 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR Sorcerer2FXSpark2 : Sorcerer2FXSpark {\n\tscale 0.7\n\t+FLOATBOB\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tVPRJ GHI 8 BRIGHT\n\t\tStop\n\t}\n}\n\nActor MephistoBullet : ZombieBullet {\n\tDamage (random(3,5) * 2)\n}\n\nActor Mephisto : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 48\n\tHeight 64\n\tSpeed 10\n\tScale 0.8\n\tPainChance 32\n\tMass 1500\n\tSeeSound \"Mephisto/See\"\n\tPainSound \"Mephisto/pain\"\n\tDeathSound \"Mephisto/Die\"\n\tActiveSound \"Mephisto/See\"\n\t+ISMONSTER\n\t+MissileMore\n\tSpecies \"Fatso\"\n\t+DONTHURTSPECIES\n\t+NOINFIGHTING\n\t+DONTRIP\n\tObituary \"%o vanquished by a Mephisto.\"\n\tTag \"Mephisto\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_MEPHISTO)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tMMDR A 6 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tMMDR ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_JumpIfCloser(320, \"Plasma\")\n\t\tGoto Chaingun\n\t\tPlasma:\n\t\t\tTNT1 A 0 A_Jump(72, \"Chaingun\")\n\t\t\tMMDR E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/newplasmafire\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"MephistoPlasma\", 42, -28)\n\t\t\tMMDR F 7 Fast Bright A_CustomMissile(\"MephistoPlasma\", 42, 28)\n\t\t\tMMDR G 3 Fast Bright\n\t\t\tMMDR E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/newplasmafire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MephistoPlasma\", 42, -28)\n\t\t\tMMDR F 7 Fast Bright A_CustomMissile(\"MephistoPlasma\", 42, 28)\n\t\t\tMMDR G 3 Fast Bright\n\t\t\tMMDR E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/newplasmafire\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"MephistoPlasma\", 42, -28)\n\t\t\tMMDR F 7 Fast Bright A_CustomMissile(\"MephistoPlasma\", 42, 28)\n\t\t\tMMDR G 3 Fast Bright\n\t\t\tMMDR E 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tChaingun:\n\t\t\tMMDR E 7 Fast A_FaceTarget\n\t\tChaingunLoop:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Mephisto/Chaingun\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 80, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tMMDR H 4 Fast Bright A_CustomMissile(\"MephistoBullet\", 84, -8, frandom(-8.4, 8.4), 0, frandom(-4.8, 4.8))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 7, 80, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tMMDR I 4 Fast Bright A_CustomMissile(\"MephistoBullet\", 84, -8, frandom(-8.4, 8.4), 0, frandom(-4.8, 4.8))\n\t\t\tMMDR I 0 Bright A_CposRefire\n\t\tLoop\n\t\tPainState:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMMDR E 8 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tMMDR P 6 A_Scream\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tMMDR QR 5 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tMMDR SSTTUUVV 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tMMDR W -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tFAT2 SRQPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor MephistoExp1 : BaseExplosionDamage {\n\tDamageType \"Energy\"\n\tStamina 16\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(24, 48, 0)\n\t\tStop\n\t}\n}\n\nActor MephistoPlasma {\n\tPROJECTILE\n\tSpeed 32\n\tHeight 12\n\tRadius 8\n\tRenderstyle Add\n\tAlpha 0.9\n\tDamage (6 * random(1, 8))\n\tDamageType \"Energy\"\n\tStamina 16\n\tScale 0.9\n\tDeathSound \"Mephisto/PlasmaHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCTFX A 3 Bright A_SpawnItemEx(\"MephistoPlasmaTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCTFX BC 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"MephistoExp1\")\n\t\t\tCTFX DEF 3 Bright\n\t\tStop\n\t}\n}\n\nactor MephistoPlasmaTrail {\n\tscale 0.9\n\trenderstyle add\n\talpha 0.9\n\tradius 1\n\theight 1\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tSpawnLoop:\n\t\t\tCTFX A 1 A_FadeOut(0.1)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor Abomination : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 48\n\tHeight 64\n\tMass 1536\n\tSpeed 8\n\tPainChance 72\n\tSeeSound \"Abomination/See\"\n\tPainSound \"Abomination/Pain\"\n\tDeathSound \"Abomination/Die\"\n\tActiveSound \"Abomination/Act\"\n\tSpecies \"Fatso\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\tObituary \"%o was corrupted by an Abomination.\"\n\tTag \"Abomination\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ABOMINATION)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHFAT AB 15 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHFAT AABBCCDDEEFF 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tHFAT J 3 Fast\n\t\t\tHFAT J 3 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tHFAT G 0 A_PlaySound(\"Abomination/Attack\")\n\t\t\tHFAT G 20 Fast A_FaceTarget\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, 40)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, -40)\n\t\t\tHFAT G 0 A_PlaySound(\"Abomination/Attack\")\n\t\t\tHFAT H 10 Fast BRIGHT\n\t\t\tHFAT IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, 40)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, -40)\n\t\t\tHFAT G 0 A_PlaySound(\"Abomination/Attack\")\n\t\t\tHFAT H 10 Fast BRIGHT\n\t\t\tHFAT IG 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, 52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, 40)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 16, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -28, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot2\", 40, -52, 0, CMF_AIMOFFSET)\n\t\t\tHFAT H 0 A_CustomMissile(\"AbominationShot1\", 28, -40)\n\t\t\tHFAT H 10 Fast BRIGHT\n\t\t\tHFAT IG 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_Jump(128, \"OtherWay\")\n\t\t\tDA7D A 6\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tDA7D B 6 A_Scream\n\t\t\tDA7D C 6 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDA7D DEFGH 6\n\t\t\tDA7D I -1 A_KillMaster\n\t\tStop\n\t\tOtherWay:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tDA7D J 6\n\t\t\tDA7D K 6 A_Scream\n\t\t\tDA7D L 6 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDA7D MNOPQ 6\n\t\t\tDA7D R -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Raise2\")\n\t\t\tDA7D IHGFEDCBA 4\n\t\tGoto See\n\t\tRaise2:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tDA7D RQPONMLKJ 4\n\t\tGoto See\n   }\n}\n\nActor AbominationExp : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(30, 84, 0)\n\t\tStop\n\t}\n}\n\nActor AbominationShot1 {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.57,1.11,1.60]\"\n\tRenderStyle Add\n\tPROJECTILE\n\tSpeed 28\n\tRadius 5\n\tHeight 10\n\tDamage (5 * random(4, 6))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tDeathSound \"weapons/basiliskexpl3\"\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHIB1 AB 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.75, 1)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"SmallPurpleFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tHIB1 C 3 Bright A_SpawnItem(\"AbominationExp\")\n\t\t\tHIB1 DEFG 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR AbominationShot2 {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.57,1.11,1.60]\"\n\tRadius 5\n\tHeight 8\n\tSpeed 36\n\tDamage (5 * random(1, 2))\n\tRenderStyle ADD\n\tDamagetype \"MagicalVoid\"\n\tStamina 8\n\tPROJECTILE\n\t+PIERCEARMOR\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tSeeSound \"weapons/magic1\"\n\tDeathSound \"weapons/firex5\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBMIS A -1 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tIMFX QRSTUVW 3 Bright\n\t\tstop\n\t}\n}\n\nActor GoldGolem : DnD_BaseHybridMonster {\n\tObituary \"%o's head was taken as a trophy for a Gold Golem.\"\n\tHitObituary \"%o was smashed like an insect by a Gold Golem.\"\n\tHealth 0x7FFFFFFF\n\tRadius 36\n\tHeight 64\n\tProjectilePassHeight 80\n\tMass 2000\n\tScale 1.45\n\tSpeed 4\n\tPainChance 32\n\tMeleeRange 76\n\tMaxTargetRange 360\n\tDeathSound \"GoldGolem/Die\"\n\tPainSound \"GoldGolem/Pain\"\n\tSeeSound \"GoldGolem/See\"\n\tActiveSound \"EarthGolem/Act\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTHARMSPECIES\n\t+NoBlood\n\t+NoIceDeath\n\t+DONTRIP\n\t+NODAMAGETHRUST\n\t+DONTMORPH\n\tTag \"Gold Golem\"\n\tSpecies \"Fatso\"\n\tvar int user_count;\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GOLDGOLEM)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGOL4 A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGOL4 AA 2 Fast A_Chase\n\t\t\tGOL4 BB 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"GoldGolem/Step\")\n\t\t\tGOL4 CC 2 Fast A_Chase\n\t\t\tGOL4 DD 3 Fast A_Chase\n\t\t\tGOL4 D 0 A_PlaySound(\"GoldGolem/Step\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tGOL4 I 5 A_Pain\n\t\t\tGOL4 I 5\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tGOL4 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"GoldGolem/Swing\")\n\t\t\tGOL4 F 5 Fast A_FaceTarget\n\t\t\tGOL4 G 8 Fast A_CustomMeleeAttack(5 * random(12, 16), \"GoldGolem/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"Dash\")\n\t\tMissileCont:\n\t\t\tGOL4 H 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"GoldGolem/LaserCharge\", 7)\n\t\t\tGOL4 H 2 Fast\n\t\t\tGOL4 H 4 Fast Bright A_FaceTarget\n\t\t\tGOL4 H 4 Fast A_FaceTarget\n\t\t\tGOL4 H 4 Fast Bright A_FaceTarget\n\t\t\tGOL4 H 4 Fast A_FaceTarget\n\t\t\tGOL4 H 4 Fast Bright A_FaceTarget\n\t\t\tGOL4 H 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\tMissileLoop:\n\t\t\tGOL4 H 0 A_JumpIf(user_count == 32, \"See\")\n\t\t\tGOL4 H 2 BRIGHT A_CustomMissile(\"GoldGolemLaser\", 72, 0, -21 * cos(user_count * 22.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tGOL4 H 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDash:\n\t\t\tTNT1 A 0 A_JumpIfCloser(320, \"ContinueDash\")\n\t\tGoto MissileCont\n\t\tContinueDash:\n\t\t\tGOL4 G 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Golem/Slide\")\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 25) // script sets velocity\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tTNT1 A 0 A_JumpIf(velx == 0 || vely == 0, \"See\")\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\t\tGOL4 G 3 A_JumpIfTargetInLos(\"DashFinish\", 90, JLOSF_DEADNOJUMP, 80)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, -12, 0, 0, -2.5, 1)\n\t\t\tGOL4 G 0 A_SpawnItemEx(\"GrenadeSmoke\", -8, 12, 0, 0, 2.5, 1)\n\t\tGoto See\n\t\tDashFinish:\n\t\t\tGOL4 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(5 * random(12, 16), \"Golem/Hit\")\n\t\t\tGOL4 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"GoldGolemBash\")\n\t\t\tGOL4 E 5 Fast\n\t\t\tGOL4 E 1 Fast A_Jump(128, \"MissileCont\")\n\t\tGoto See\n\t\tMissileFinish:\n\t\t\tGOL4 H 6 BRIGHT A_FaceTarget\n\t\t\tGOL4 H 6 A_FaceTarget\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tGOL4 I 35 A_Scream\n\t\t\tGOL4 J 3 A_Die\n\t\t\tGOL4 KL 3\n\t\t\tGOL4 M 3 A_NoBlocking\n\t\t\tGOL4 NOPQRST 3\n\t\t\tTNT1 A 0 A_PlaySound(\"GoldGolem/Fall\")\n\t\t\tGOL4 UVW 3\n\t\t\tGOL4 X -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\tGOL4 WVUTSRQPONMLKJ 3\n\t\t\tGOL4 I 5\n\t\tGoto See\n\t}\n}\n\nActor GoldGolemLaser {\n\tRadius 3\n\tHeight 6\n\tSpeed 36\n\tDamage (random(5, 12))\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.6\n\tProjectile\n\tDeathSound \"GoldGolem/LaserHit\"\n\t+DontReflect\n\t+Ripper\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\tDamagetype \"MagicalGreen\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tG3PJ A 0\n\t\t\tG3PJ A 0 A_PlaySoundEx(\"GoldGolem/LaserFire\", \"SoundSlot7\", 1)\n\t\t\tG3PJ AAABBB 1 Bright A_SpawnItemEx(\"GolemLaserTrail\", -32, 0, (velz / 1.2 * (-1)), 28, 0, (velz / 1.2), 0)\n\t\t\tG3PJ AAABBB 1 Bright A_SpawnItemEx(\"GolemLaserTrail\", -32, 0, (velz / 1.2 * (-1)), 28, 0, (velz / 1.2), 0)\n\t\t\tG3PJ AAABBB 1 Bright A_SpawnItemEx(\"GolemLaserTrail\", -32, 0, (velz / 1.2 * (-1)), 28, 0, (velz / 1.2), 0)\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GolemLaserTrail {\n\tHeight 4\n\tRadius 2\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.6\n\tStates {\n\t\tSpawn:\n\t\t\tG3PJ ABC 1 Bright A_FadeOut(0.04)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GoldGolemBash : CrystalGolemBash {\n\tSpeed 40\n\tdamage (20 * random(1, 2))\n}\n\nACTOR Redeemer : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tSpeed 8\n\tRadius 48\n\tHeight 64\n\tMass 640\n\tMinMissileChance 120\n\tMaxDropoffHeight 32\n\tSeeSound \"Redeemer/sight\"\n\tDeathSound \"Redeemer/death\"\n\tObituary \"%o was destroyed by a Redeemer.\"\n\tMeleeRange 264\n\t+ISMONSTER\n\t+MissileMore\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOPAIN\n\tSpecies \"Fatso\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_REDEEMER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tIdleLoop:\n\t\t\t13RF Q 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tSeeStateLoop:\n\t\t\t13RF A 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Redeemer/active\", CHAN_VOICE)\n\t\t\t13RF A 3 Fast A_Chase\n\t\t\t13RF BB 4 Fast A_Chase\n\t\t\t13RF CC 3 Fast A_Chase\n\t\t\t13RF DD 4 Fast A_Chase\n\t\tLoop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_Jump(128, \"OtherStyle\")\n\t\t\t13RF E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 56, -22)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 40, -22, 1.4, 0, -1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 40, -22, -1.4, 0, -1)\n\t\t\t13RF F 2 Fast Bright\n\t\t\t13RF E 8 Fast\n\t\tGoto See\n\t\tOtherStyle:\n\t\t\t13RF E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 56, -22, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 40, -14, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerRocket\", 40, -30, 0, CMF_AIMOFFSET)\n\t\t\t13RF F 2 Fast Bright\n\t\t\t13RF E 8 Fast\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameUp\", 7)\n\t\t\t13RF E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + 5.6)\n\t\t\tTNT1 A 0 A_PlaySound(\"Mordecqai/FlameFire\", CHAN_WEAPON, 1.0, 1, 0.65)\n\t\tMeleeLoop:\n\t\t\tTNT1 A 0 A_TakeInventory(\"RedeemerLooper\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF F 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle - 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF E 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle - 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF F 3 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle - 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF E 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle + 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF F 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle + 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF E 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle + 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF F 2 Fast Bright\n\t\t\tTNT1 A 0 A_SetAngle(angle + 5.6)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedeemerFlame\", 48, -25, 0, 0, -1)\n\t\t\t13RF E 2 Fast Bright A_GiveInventory(\"RedeemerCheck\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RedeemerLooper\", 1, \"MeleeLoop\")\n\t\t\t13RF F 2 Fast A_MonsterRefire(0, \"See\")\n\t\tGoto See\n\t\tXdeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\t13RF G 3 A_Scream\n\t\t\t13RF H 5 A_SpawnItemEx(\"MetalScrap_More\")\n\t\t\t13RF I 4 Bright\n\t\t\t13RF J 4 Bright A_SpawnItemEx(\"RedeemerExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(18, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t13RF K 4 Bright A_Fall\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MetalScrap_More\")\n\t\t\t13RF L 4 A_SpawnItemEx(\"RedeemerExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(18, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t13RF MN 4 A_SpawnItemEx(\"MetalScrap_More\")\n\t\t\t13RF O 4 A_SpawnItemEx(\"RedeemerExplosion\", frandom(-16, 16), frandom(-16, 16), frandom(18, 56), 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\t13RF P -1 A_KillMaster\n\t\tStop\n\t\tRaiseState:\n\t\t\t13RF ONMLKJI 4\n\t\t\t13RF H 5\n\t\t\t13RF G 3\n\t\tGoto See\n\t}\n}\n\nActor RedeemerLooper : DnD_Boolean { }\n\nActor RedeemerCheck : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Check\", 90, JLOSF_DEADNOJUMP, 264)\n\t\tStop\n\t\tCheck:\n\t\t\tTNT1 A 0 A_JumpIfCloser(264, \"Confirm\")\n\t\tStop\n\t\tConfirm:\n\t\t\tTNT1 A 0 A_GiveInventory(\"RedeemerLooper\", 1)\n\t\tStop\n\t}\n}\n\nActor RedeemerRocketPuff {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tMPUF A 4 Bright\n\t\t\tMPUF BCD 4\n\t\tStop\n\t}\n}\n\nActor RedeemerRocketTrail {\n\tRenderStyle Translucent\n\tAlpha 0.25\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tMPUF BCBCD 4\n\t\tStop\n\t}\n}\n\nACTOR RedeemerRocket {\n\tPROJECTILE\n\tDamage (5 * random(3, 5))\n\tSpeed 28\n\tHeight 16\n\tRadius 8\n\tDecal \"Scorch\"\n\tSeeSound \"Redeemer/misl\"\n\tDeathsound \"Redeemer/mislx\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_PlaySound(\"Redeemer/missileinflight\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedeemerRocketPuff\", -velx, 0, 0, 0, 0, 1)\n\t\t\t12PF AA 3 Bright A_SpawnItemEx(\"RedeemerRocketTrail\", 0, 0, 0, 0, 0, 0, 180)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(1, 1)\n\t\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\t\t9PRF A 5 Bright\n\t\t\t9PRF B 5 Bright\n\t\t\t9PRF C 4 Bright\n\t\t\t9PRF DEFG 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR RedeemerFlame {\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\tobituary \"%o was reduced to ashes by a Redeemer.\"\n\trenderstyle Add\n\talpha 0.5\n\tScale 0.15\n\tradius 4\n\theight 6\n\tspeed 25\n\tdamagetype \"Fire\"\n\tStamina 32\n\tdecal \"FlameScorch\"\n\tstates {\n\t\tSpawn:\n\t\t\tMOFX B 2 bright\n\t\t\tMOFX CDEF 2 bright A_SpawnItem(\"RedeemerFlameExplosion\")\n\t\t\tMOFX GHIJK 2 bright A_SpawnItem(\"RedeemerFlameExplosion\")\n\t\t\tMOFX LMNO 2 bright A_FadeOut(0.16)\n\t\tstop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItem(\"RedeemerFlameExplosion\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX1\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 1 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\tstop\n\t}\n}\n\nActor RedeemerFlameExplosion : BaseExplosionDamage {\n\tDamageType \"Fire\"\n\tStamina 32\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(2, 64, 0, 0, 32)\n\t\tStop\n\t}\n}\n\nActor RedeemerExplosion : ReaverExplosion {\n\tScale 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Explode(12, 72, 0)\n\t\t\t11PF ABCDE 5 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/PainElemental.txt",
        "contents": "ACTOR TorturedSoul : DnD_BaseRangedMonster {\n\t//$Category \"ZDoom Monster pack\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tSpeed 8\n\tRadius 31\n\tHeight 56\n\tPainChance 64\n\tMass 400\n\tREACTIONTIME 8\n\t+NOGRAVITY\n\t+FLOAT\n\t-FLOORCLIP\n\tSeeSound \"torturedsoul/sight\"\n\tPainSound \"torturedsoul/pain\"\n\tDeathSound \"torturedsoul/death\"\n\tActiveSound \"torturedsoul/active\"\n\tMissiletype \"TorturedSoulBall\"\n\tObituary \"%o was tormented by the Tortured Soul.\"\n\tSpecies \"PainElemental\"\n\tTag \"Tortured Soul\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_TORTUREDSOUL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTORT AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTORT AABBCC 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTORT D 10 Fast A_FaceTarget\n\t\t\tTORT D 0 A_Jump(128,4)\n\t\t\tTORT E 4 Fast A_FaceTarget\n\t\t\tTORT E 0 A_PlaySound(\"torturedsoul/attack\")\n\t\t\tTORT F 4 Fast A_CustomMissile(\"TorturedSoulBall\", 40, 0, 0)\n\t\tGoto See\n\t\t\tTORT D 0 A_PlaySound(\"torturedsoul/poison\")\n\t\t\tTORT D 4 Fast A_CustomMissile(\"TorturedSoulPoison\", 16, 0, 0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_Jump(85, \"Leak\")\n\t\t\tTORT G 3 Fast\n\t\t\tTORT G 3 Fast A_Pain\n\t\tGoto See\n\t\tLeak:\n\t\t\tTNT1 A 0 A_CustomMissile(\"TorturedSoulPoison_Weak\", 32, 0, random(0, 360), CMF_AIMDIRECTION, random(-8, 8))\n\t\t\tTORT G 3 Fast\n\t\t\tTORT G 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTORT H 8\n\t\t\tTORT I 8 A_Scream\n\t\t\tTORT JK 8\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX7\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 0)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 45)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 90)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 135)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 180)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 225)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 270)\n\t\t\tTORT L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 315)\n\t\t\tTORT L 8\n\t\t\tTORT M 8 A_NoBlocking\n\t\t\tTORT N 8\n\t\tStop\n\t}\n}\n\nactor TorturedSoulBall {\n    Radius 8\n    Height 6\n    Speed 20\n    Damage (5 * random(1, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n    PROJECTILE\n\t+DONTBLAST\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    DeathSound \"imp/shotx\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTRBL AB 4\n\t\tLoop\n\t\tDeath:\n\t\t\tTRBL CDE 4\n\t\tStop\n    }\n}\n\nactor TorturedSoulPoison {\n    Radius 24\n    Height 6\n    Speed 5\n    Damage (random(1, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tBounceType Hexen\n\t+THRUGHOST\n    +RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n    PROJECTILE\n    RENDERSTYLE Translucent\n    ALPHA 0.67\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTRPS ABCDEFGDEFGDEFGDEFGDEFGDCBA 4\n\t\tStop\n\t\tDeath:\n\t\t\tTRPS DCBA 4\n\t\tStop\n    }\n}\n\nActor TorturedSoulPoison_Weak : TorturedSoulPoison {\n\tDamage (random(1, 4))\n}\n\nACTOR Defiler : DnD_BaseRangedMonster {\n\t//$Category monsters\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 31\n\tHeight 56\n\tMass 500\n\tSpeed 8\n\tPainChance 64\n\t+NOGRAVITY\n    +FLOAT\n\t+DROPOFF\n\t+MISSILEMORE\n\t-FLOORCLIP\n\tSeeSound \"Defiler/Sight\"\n\tPainSound \"pain/pain\"\n\tDeathSound \"Defiler/Death\"\n\tActiveSound \"baron/active\"\n\tObituary \"%o was hunted down by a Defiler.\"\n\tSpecies \"PainElemental\"\n\tTranslation \"1:2=7:8\", \"9:12=7:7\", \"13:14=2:2\", \"15:15=7:7\", \"63:77=0:3\", \"48:63=72:79\", \"64:67=238:239\", \"77:79=7:8\", \"128:134=110:112\", \"134:136=5:5\", \"137:140=1:1\", \"141:142=6:2\", \"143:143=2:2\", \"144:151=79:79\", \"149:151=1:2\", \"152:159=7:8\", \"236:237=1:2\", \"238:239=7:8\"\n\tTag \"Defiler\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEFILER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tPAIN AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tPAIN AABBCC 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(65, 5)\n\t\t\tPAIN D 8 Fast BRIGHT A_FaceTarget\n\t\t\tPAIN E 8 Fast BRIGHT A_FaceTarget\n\t\t\tPAIN F 8 Fast BRIGHT A_CustomMissile(\"DefilerShot\", 15, 0, 0)\n\t\tGoto See\n\t\t\tPAIN D 8 Fast BRIGHT A_FaceTarget\n\t\t\tPAIN E 8 Fast BRIGHT\tA_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"DefilerBall\", 15, 0, -45)\n\t\t\tTNT1 A 0 A_CustomMissile(\"DefilerBall\", 15, 0, 0)\n\t\t\tPAIN F 8 Fast BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, 45)\n\t\tGoto See\n\t\tPainState:\n\t\t\tPAIN G 5 Fast\n\t\t\tPAIN G 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tPAIN H 7\n\t\t\tPAIN I 7 A_Scream\n\t\t\tPAIN J 7 A_NoBlocking\n\t\t\tPAIN KL 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 0)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 45)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 90)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 135)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 180)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 225)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 270)\n\t\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 315)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 0)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 45)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 90)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 135)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 180)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 225)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 270)\n\t\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 315)\n\t\t\tPAIN M 7\n\t\tStop\n\t}\n}\n\nACTOR DefilerBall {\n    Radius 8\n    Height 6\n    Scale 0.5\n    Speed 8\n    Damage (2 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tDeathSound \"imp/shotx\"\n\tReactionTime 35\n    +SEEKERMISSILE\n\t+DONTBLAST\n    PROJECTILE\n    Renderstyle ADD\n\tDecal DoomImpScorch\n\tTranslation \"109:125=173:191\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRVBA AB 2 Bright A_SeekerMissile (10,20)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX8\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tRVBA CDEFGH 4 Bright\n\t\tStop\n    }\n}\n\nACTOR DefilerShot  {\n\tScale 1.5\n    Radius 12\n    Height 16\n    Speed 16\n    Damage (10 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\t+DONTBLAST\n    PROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.9\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n\tTranslation \"109:125=173:191\"\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBAL7 AB 5 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX8\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tBAL7 CDE 5 Bright\n\t\tStop\n    }\n}\n\nActor HadesLightningCD : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -5\n}\n\nActor Helemental : DnD_BaseHybridMonster {\n\tObituary \"%o was electrocuted by a Hades-Elemental.\"\n\tHitObituary \"%o got chomped by a Hades-Elemental.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 31\n\tHeight 56\n\tMass 800\n\tSpeed 10\n\tPainChance 32\n\tSeeSound \"monster/helsit\"\n\tPainSound \"monster/helpai\"\n\tDeathSound \"monster/heldth\"\n\tActiveSound \"monster/helact\"\n\tMeleeSound \"caco/melee\"\n\tSpecies \"PainElemental\"\n\tTag \"Hades Elemental\"\n\t+ISMONSTER\n\tvar int user_count;\n\tconst int inc = 36; // 360 / 10\n\t+DONTHURTSPECIES\n\t+Float\n\t+NoGravity\n\t+MissileMore\n\t+Notarget\n\t+NoRadiusDmg\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HADESELEMENTAL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tHELE A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHELE A 0 A_SetShootable\n\t\tSeeChase:\n\t\t\tHELE AAAAAAAAAAAA 3 Fast A_Chase\n\t\t\tHELE A 0 A_Jump(72, \"Teleport\")\n\t\tGoto See\n\t\tTeleport:\n\t\t\tHELE A 0 A_UnSetshootable\n\t\t\tHELE A 1 A_PlaySound(\"monster/heltel\")\n\t\t\tHELE A 1 A_SetTranslucent(0.90)\n\t\t\tHELE A 1 A_SetTranslucent(0.80)\n\t\t\tHELE A 1 A_SetTranslucent(0.70)\n\t\t\tHELE A 1 A_SetTranslucent(0.60)\n\t\t\tHELE A 1 A_SetTranslucent(0.50)\n\t\t\tHELE A 1 A_SetTranslucent(0.40)\n\t\t\tHELE A 1 A_SetTranslucent(0.30)\n\t\t\tHELE A 1 A_SetTranslucent(0.20)\n\t\t\tHELE A 1 A_SetTranslucent(0.10)\n\t\t\tTNT1 A 0 A_Jump(128, \"Skip1\", \"Skip2\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tSkip1:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tSkip2:\n\t\t\tHELE A 1 A_PlaySound(\"monster/heltel\")\n\t\t\tHELE A 1 A_SetTranslucent(0.10)\n\t\t\tHELE A 1 A_SetTranslucent(0.20)\n\t\t\tHELE A 1 A_SetTranslucent(0.30)\n\t\t\tHELE A 1 A_SetTranslucent(0.40)\n\t\t\tHELE A 1 A_SetTranslucent(0.50)\n\t\t\tHELE A 1 A_SetTranslucent(0.60)\n\t\t\tHELE A 1 A_SetTranslucent(0.70)\n\t\t\tHELE A 1 A_SetTranslucent(0.80)\n\t\t\tHELE A 1 A_SetTranslucent(0.90)\n\t\t\tHELE A 1 A_SetTranslucent(1.0)\n\t\t\tHELE A 0 A_SetShootable\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(112, \"Missile2\", \"Missile3\")\n\t\tMissile1:\n\t\t\tHELE EF 5 Fast Bright A_Facetarget\n\t\t\tHELE G 0 Bright A_Jump(128, \"Variation\")\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,-10,0,0)\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,-5,0,0)\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,0,0,0)\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,5,0,0)\n\t\t\tHELE G 5 Fast Bright A_CustomMissile(\"HadesBall\",24,0,10,0,0)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HadesLightningCD\", 1, \"Missile1\")\n\t\t\tHELE EF 5 Fast Bright A_Facetarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"HadesLightningCD\", 1)\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBolt\",32,0,-16,0,0)\n\t\t\tHELE G 0 Bright A_CustomMissile(\"HadesBolt\",32,0,0,0,0)\n\t\tMissileFinish:\n\t\t\tHELE G 5 Fast Bright\n\t\tGoto See\n\t\tVariation:\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", 90)\n\t\t\tHELE G 0 Bright A_FaceTarget\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\t\tHELE G 0 Bright A_SetUserVar(\"user_count\", user_count + inc)\n\t\t\tHELE G 1 Bright A_CustomMissile(\"HadesBall\", 24 + inc * sin(user_count), inc * cos(user_count))\n\t\tGoto MissileFinish\n\t\tMissile3:\n\t\t\tHELE BC 5 Fast Bright A_Facetarget\n\t\t\tHELE DD 5 Fast Bright A_SpawnItemEx(\"HS_NoExp\", 60, 0, 15, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tHELE ABD 5 Fast Bright A_Facetarget\n\t\t\tHELE C 5 Fast Bright A_CustomMeleeAttack(10 * random(1, 8), \"caco/melee\", \"\", \"Melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tHELE H 3 Fast\n\t\t\tHELE H 3 Fast A_Pain\n\t\t\tHELE H 6 Fast\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tHELE I 5 Bright A_Scream\n\t\t\tHELE J 5 Bright\n\t\t\tHELE KL 5 Bright\n\t\t\tHELE M 5 Bright A_NoBlocking\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tHELE M 0 Bright A_SpawnItemEx(\"HS\",36,36, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tHELE M 0 Bright A_SpawnItemEx(\"HS\",-36,36, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tHELE M 0 Bright A_SpawnItemEx(\"HS\",-36,-36, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tHELE M 0 Bright A_SpawnItemEx(\"HS\",36,-36, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tHELE NOP 5 Bright\n\t\t\tHELE QRSTU 5\n\t\t\tHELE V -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n\nActor HadesBall : CacodemonBall {\n\tDamage (8 * random(1, 8))\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tSpeed 15\n\tAlpha 0.80\n\t+ThruGhost\n\t+ForceXYBillboard\n\tSeeSound \"Monster/hadtel\"\n\tDeathSound \"Monster/hadsit\"\n\tDecal \"CacoScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHEFX AB 4 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tHEFX CDEEFGH 3 bright\n\t\tStop\n\t}\n}\n\nActor HadesBoltExp : BaseExplosionDamage {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tObituary \"%o was electrocuted by a Hades-Elemental.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(8, 64, 0)\n\t\tStop\n\t}\n}\n\nActor HadesBoltExp2 : BaseExplosionDamage {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tObituary \"%o was electrocuted by a Hades-Elemental.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(16, 64, 0)\n\t\tStop\n\t}\n}\n\nActor HadesBolt {\n\tDamage (5 * random(1, 8))\n\tSpeed 5\n\tRadius 8\n\tHeight 24\n\tPROJECTILE\n\tDamagetype \"LightningRed\"\n\tStamina 256\n\tSeeSound \"weapons/none\"\n\tDeathSound \"weapons/gntidl\"\n\tYScale 4.0\n\tXScale 2.0\n\tReactionTime 35\n\t+FloorHugger\n\t+HexenBounce\n\t+Ripper\n\t-NoGravity\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLFX2 F 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\t\t\tLFX2 F 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n\t\t\tLFX2 F 0 ThrustThing(random(0,255),1,0,0)\n\t\t\tLFX2 G 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\t\t\tLFX2 G 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n\t\t\tLFX2 H 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\t\t\tLFX2 H 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n\t\t\tLFX2 I 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\t\t\tLFX2 I 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n\t\t\tLFX2 J 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\t\t\tLFX2 J 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n\t\t\tLFX2 J 0 Bright A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tLFX2 FGHIJ 2 Bright A_SpawnItem(\"HadesBoltExp2\")\n\t\tStop\n\t}\n}\n\nActor HadesBolt2 : CacodemonBall {\n\tDamage 0\n\tSpeed 184\n\tRenderStyle None\n\tDamageType \"LightningRed\"\n\tStamina 256\n\t+ThruActors\n\tSeeSound \"Monster/hadtel\"\n\tDeathSound \"Monster/hadsit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 A_SpawnItem(\"HadesBoltExp\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR HS : DnD_BaseMeleeMonster {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 56\n\tMass 3000\n\tSpeed 10\n\tRENDERSTYLE Normal\n\tObituary \"%o was blown away by a Hades Sphere.\"\n\tPAINCHANCE 0\n\t+ISMONSTER\n\t+LOOKALLAROUND\n\t+DONTGIB\n\t+NOTARGET\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTFALL\n\t+DONTHURTSPECIES\n\t+LONGMELEERANGE\n\t+NOPAIN\n\t-COUNTKILL\n\t-FLOORCLIP\n\tSeeSound \"monster/hadsit\"\n\tTag \"Hades Sphere\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HADESSPHERE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 8 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tHADE EFGH 4 Fast Bright\n\t\tSee4:\n\t\t\tTNT1 A 0 A_Chase\n\t\t\tHADE A 2 Fast Bright A_Playsound(\"monster/hadwlk\")\n\t\tSeeAppear:\n\t\t\tHADE ABBCCDD 2 Fast Bright A_Chase\n\t\t\tHADE D 0 Bright A_Jump (32,1)\n\t\tGoto See4\n\t\t\tHADE H 0 Bright A_UnSetSolid\n\t\t\tHADE H 0 Bright A_UnSetShootable\n\t\t\tHADE H 5 Fast Bright A_Playsound(\"monster/hadtel\")\n\t\t\tHADE GFEIJKL 4 Fast Bright\n\t\tSee24:\n\t\t\tTNT1 AAAAAAAA 2 Fast Bright A_Chase(\"\", \"\")\n\t\t\tTNT1 A 0 Bright A_Jump (96,1)\n\t\tGoto See24\n\t\t\tHADE L 3 Fast Bright A_Playsound(\"monster/hadtel\")\n\t\t\tHADE KJIEFG 4 Fast Bright\n\t\t\tHADE H 0 Bright A_SetShootable\n\t\t\tHADE H 0 Bright A_SetSolid\n\t\tGoto See4\n\t\tMeleeState:\n\t\t\tHADE H 0 A_SetInvulnerable\n\t\t\tHADE HGFE 4 Fast Bright\n\t\t\tHADE E 0 A_Noblocking\n\t\t\tHADE E 0 A_CustomMissile(\"HSBoom\",0,0,0,0)\n\t\tStop\n\t\tMissileLoop:\n\t\t\tHADE FFFFGGGGHHHH 1 Fast Bright A_JumpIfCloser(56, \"Die\")\n\t\tActualLoop:\n\t\t\tHADE AAAABBBBCCCCDDDD 1 Fast Bright A_JumpIfCloser(56, \"Die\")\n\t\tLoop\n\t\tDie:\n\t\t\t\"####\" \"#\" 5 A_Die\n\t\tWait\n\t\tDeathState:\n\t\t\tHADE E 0 A_Noblocking\n\t\t\tTNT1 A 8 A_CustomMissile(\"HSBoom\",0,0,0,0)\n\t\tStop\n\t\tXDeathState:\n\t\t\tHADE N 0 Bright A_Noblocking\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tHADE H 5 Bright A_PlaySound(\"monster/haddth\")\n\t\t\tHADE GFE 4 Bright\n\t\t\tHADE RSTUVWX 4 Bright\n\t\tStop\n\t}\n}\n\nActor HS_NoExp : HS {\n\t+LOOKALLAROUND\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HADESSPHERE)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_NOPAIN | DND_MAGIC_WEAKNESS | DND_DEATH)\n\t\t\tTNT1 A 0 A_SetArg(2, DND_SUMMONED)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"GoAttack\")\n\t\tGoto Super::Idle\n\t\tGoAttack:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tHADE E 4 Fast Bright A_SkullAttack\n\t\tGoto MissileLoop\n\t}\n}\n\nACTOR HSBoom {\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tDamageType \"Explosive\"\n\tStamina 4\n\tAlpha 0.90\n\tPROJECTILE\n\t+DONTBLAST\n\tRENDERSTYLE ADD\n\tDONTHURTSHOOTER\n\tSeeSound \"monster/hadexp\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tHADE M 4 Bright A_Explode(64, 112, 0)\n\t\t\tHADE NOPQ 5 Bright\n\t\tStop\n\t}\n}\n\nactor DESentinel : DnD_BaseRangedMonster {\n\tobituary \"%o was blasted away by a sentinel.\"\n\tHealth 0x7FFFFFFF\n\tradius 31\n\theight 56\n\tProjectilePassHeight 72\n\tScale 1.0\n\tmass 1000\n\tspeed 8\n\tpainchance 64\n\tSeeSound \"monster/cubsit\"\n\tpainsound \"monster/senpai\"\n\tactivesound \"monster/senact\"\n\tDeathSound \"monster/cubdth\"\n\tSpecies \"PainElemental\"\n\tTag \"Sentinel\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOTARGET\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-DONTFALL\n\t+DONTRIP\n\t-FLOORCLIP\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SENTINEL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSENT A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tSENT A 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"Cube\")\n\t\t\tSENT A 0 A_Jump(96,\"Red\")\n\t\t\tSENT A 8 Fast A_FaceTarget\n\t\t\tSENT C 0 Bright A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Fast Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tSENT C 0 Bright A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Fast Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tSENT C 0 Bright A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Fast Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\tgoto See\n\t\tCube:\n\t\t\tSENT D 4 Fast A_FaceTarget\n\t\t\tSENT E 0 Bright A_CustomMissile(\"CubeShotSentinel\",52,12,0,1,0)\n\t\t\tSENT E 4 Fast Bright A_CustomMissile(\"CubeShotSentinel\",52,-12,0,1,0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tSENT D 1 A_SpidRefire\n\t\tgoto Cube+1\n\t\tRed:\n\t\t\tSENT D 4 Fast A_FaceTarget\n\t\t\tSENT E 5 Fast Bright A_FaceTarget\n\t\t\tSENT F 8 Fast Bright A_CustomMissile(\"SentRMissile\",24,0,0,0)\n\t\tgoto See\n\t\tPainState:\n\t\t\tSENT B 3 Fast\n\t\t\tSENT B 3 Fast A_Pain\n\t\t\tSENT B 4 Fast\n\t\t\tSENT B 2 Fast A_Jump(128,4)\n\t\t\tSENT B 0 A_FaceTarget\n\t\t\tSENT B 0 Bright A_CustomMissile(\"GCSpawner\",24,-5,-30,0)\n\t\t\tSENT B 0 Bright A_CustomMissile(\"GCSpawner\",24,5,30,0)\n\t\t\tSENT B 1\n\t\tgoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tSENT G 8 Bright\n\t\t\tTNT1 AAAA 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tSENT H 7 Bright A_Scream\n\t\t\tSENT IJ 7 Bright\n\t\t\tSENT K 7 A_NoBlocking\n\t\t\tSENT K -1 A_SetFloorClip\n\t\tstop\n\t\tRaiseState:\n\t\t\tSENT JIHG 5\n\t\tGoto See\n\t}\n}\n\nActor CubeShotSentinel : CubeShot {\n\tDamage (random(4, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o got fried by a Sentinel.\"\n\tSpeed 24\n}\n\nACTOR SentGmissile {\n\tRadius 5\n\tHeight 5\n\tSpeed 24\n\tDamage (6 * random(1, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n\tRenderStyle ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tSeesound \"weapons/boltfi\"\n\tDeathSound \"monster/disht1\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCFX6 A 1 Bright A_SpawnItem(\"Barbtrail\",0,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tCFX6 BCDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor SentinelExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was blasted away by a seninel.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 64, 0)\n\t\tStop\n\t}\n}\n\nACTOR SentRmissile {\n\tRadius 5\n\tHeight 5\n\tSpeed 20\n\tDamage (15 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tRenderStyle ADD\n\tAlpha 0.85\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tSeesound \"weapons/bigbrn\"\n\tDeathSound \"weapons/firex3\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSEF1 AABBCC 1 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,128,0)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tSEF1 DEFG 5 Bright A_SpawnItem(\"SentinelExp\")\n\t\t\tSEF1 H 5 Bright\n\t\tStop\n\t}\n}\n\nACTOR GCSpawner {\n\tRadius 5\n\tHeight 5\n\tSpeed 12\n\tRenderStyle ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+THRUGHOST\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tSeesound \"weapons/smlbrn\"\n\tDeathSound \"vile/firecrkl\"\n\tTranslation \"160:167=112:123\"\n\tStates {\n\t\tSpawn:\n\t\t\tSEF2 AABBCCDD 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n\t\tloop\n\t\tDeath:\n\t\t\tNFAB A 3 Bright\n\t\t\tNFAB B 3 Bright A_SpawnItemEx(\"GuardianCube_NoCount\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tNFAB CDEFGH 3 Bright\n\t\tStop\n\t}\n}\n\n// so the ghosts it summons doesnt resurrect itself again\nACTOR BloodLich : DnD_BaseRangedMonster_NoRes {\n    Obituary \"%o was reduced to a pile of ash by a Blood Lich.\"\n    Health 0x7FFFFFFF\n\tGibHealth -75\n    Radius 31\n    Height 56\n    Mass 2000\n    Speed 8\n    PainChance 32\n    AttackSound \"\"\n    SeeSound \"monster/cubsit\"\n    PainSound \"Lich/pain\"\n    DeathSound \"monster/cubdth\"\n    ActiveSound \"Lich/act\"\n\tTag \"Blood Lich\"\n\t+ISMONSTER\n    +NOGRAVITY\n    +NOTARGET\n    +FLOAT\n    +MISSILEMORE\n    +MISSILEEVENMORE\n    +DONTRIP\n    +DONTSPLASH\n\t-FLOORCLIP\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BLOODLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBLCH A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tBLCH A 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBLCH B 0 Bright A_JumpIfCloser(300, \"Breath\")\n\t\t\tBLCH B 0 Bright A_Jump(96,\"Curse\",\"Ghost\")\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"MageStaffFire\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_CustomMissile(\"BloodLichFireball\", 54, 10, -2, 1)\n\t\t\tBLCH B 11 Fast Bright A_CustomMissile(\"BloodLichFireball\", 54, -10, 2, 1)\n\t\tGoto See\n\t\tBreath:\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"FlameBreath\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH BBB 2 Fast Bright A_CustomMissile(\"FireBreath\", 20, 0, random(-30,30)/10.0, CMF_CHECKTARGETDEAD)\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"FlameBreath\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH BBB 2 Fast Bright A_CustomMissile(\"FireBreath\", 20, 0, random(-30,30)/10.0, CMF_CHECKTARGETDEAD)\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"FlameBreath\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH BBB 2 Fast Bright A_CustomMissile(\"FireBreath\", 20, 0, random(-30,30)/10.0, CMF_CHECKTARGETDEAD)\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"FlameBreath\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH BBB 2 Fast Bright A_CustomMissile(\"FireBreath\", 20, 0, random(-30,30)/10.0, CMF_CHECKTARGETDEAD)\n\t\t\tBLCH B 0 Bright A_PlaySoundEx(\"FlameBreath\", CHAN_AUTO)\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH BBB 2 Fast Bright A_CustomMissile(\"FireBreath\", 20, 0, random(-30,30)/10.0, CMF_CHECKTARGETDEAD)\n\t\tGoto See\n\t\tCurse:\n\t\t\tBLCH B 0 Bright A_JumpIfCloser(300, \"Breath\")\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH B 11 Fast Bright A_CustomMissile(\"CurseSpell\", 20, 0, 0, 1)\n\t\tGoto See\n\t\tGhost:\n\t\t\tBLCH B 0 Bright A_JumpIfCloser(300, \"Breath\")\n\t\t\tBLCH B 0 Bright A_FaceTarget\n\t\t\tBLCH B 11 Fast Bright A_SpawnItemEx(\"ReiverGhost_NoExp\", 54, 0, 12, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)\n\t\tGoto See\n\t\tPainState:\n\t\t\tBLCH A 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t    BLCH C 1\n\t\t    TNT1 A 0 A_FaceTarget\n\t\t    TNT1 A 0 A_SpawnItemEx(\"ReiverGhost\", 20, 0, 0, -9, 9, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)\n\t\t    TNT1 A 0 A_SpawnItemEx(\"ReiverGhost\", 0, 0, 0, 9, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)\n\t\t\tBLCH C 6 A_SpawnItemEx(\"ReiverGhost\", -20, 0, 0, 9, 9, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)\n\t\t\tBLCH D 7 A_Scream\n\t\t\tBLCH EF 7\n\t\t\tBLCH G 7 A_NoBlocking\n\t\t\tBLCH H 7\n\t\t\tBLCH I -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tBLCH HGFEDC 5\n\t\tGoto See\n\t}\n}\n\nACTOR FireBreath {\n\tRadius 12\n\tHeight 8\n\tSpeed 12\n\tDamage (3 * random(1,2))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tAlpha 0.2\n\tPROJECTILE\n\t-NOBLOCKMAP\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t+SPAWNSOUNDSOURCE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\tRenderStyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFX06 ABCABCABCABCABCABC 3 Bright\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX06 DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor BloodLichExp : BaseExplosionDamage {\n\tDamageType \"Magical\"\n\tStamina 8\n\tObituary \"%o was reduced to a pile of ash by a Blood Lich.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(16, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR BloodLichFireball {\n\tSpeed 18\n\tHeight 8\n\tDamage (4 * random(1, 8))\n\tPROJECTILE\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tDeathSound \"MageStaffExplode\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMSP4 ABCD 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tMSP4 E 4 Bright A_SetTranslucent(1,1)\n\t\t\tMSP4 F 5 Bright A_SpawnItem(\"BloodLichExp\")\n\t\t\tMSP4 GH 5 Bright\n\t\t\tMSP4 I 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR CurseSpell {\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\t+HITTRACER\n\tRenderStyle Add\n\tDamage (random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tSpeed 15\n\tRadius 10\n\tHeight 6\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCURS A 0 A_PlaySound(\"CurseActive\", CHAN_AUTO, 1.0, 1)\n\t\t\tCURS ABCDEF 3 Bright A_SeekerMissile(50,50)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Curse_RedLich\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_StopSound(CHAN_AUTO)\n\t\t\tCURS GHIJKL 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR ShadowDisciple : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tPainChance 140\n\tSpeed 8\n\tScale 0.90\n\tRadius 20\n\tHeight 56\n\tMass 320\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOBLOOD\n\tObituary \"%o was smitten by a Shadow Discple.\"\n\tSeeSound \"monster/dissit\"\n\tPainSound \"monster/dispai\"\n\tDeathSound \"monster/disdth\"\n\tActiveSound \"monster/disact\"\n\tTag \"Shadow Disciple\"\n\tStates  {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SHADOWDISCIPLE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDISC AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDISC AAABBB 2 Fast A_Chase\n\t\t\tDISC A 0 A_Jump(80, \"Dash\")\n\t\tGoto See\n\t\tDash:\n\t\t\tDISC A 0 A_FastChase\n\t\t\tDISC A 1 A_PlaySound(\"monster/blur\")\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC B 1 A_FastChase\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 0 A_Jump(96,1)\n\t\tGoto SeeState + 8\n\t\t\tDISC B 0\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDISC A 1 A_Jump(192, \"Range\")\n\t\t\tDISC A 0 A_FaceTarget\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 1 A_PlaySound(\"monster/blur\")\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 1 A_SkullAttack\n\t\t\tDISC A 0 A_SpawnItem(\"DSFX3\",0,0)\n\t\t\tDISC A 0 A_Stop\n\t\tGoto See\n\t\tRange:\n\t\t\tDISC C 0 Bright A_Jump(128, 10)\n\t\t\tDISC C 1 Bright A_PlaySound(\"monster/disat1\")\n\t\t\tDISC CC 5 Fast Bright A_FaceTarget\n\t\t\tDISC D 0 Bright A_CustomMissile(\"DiscipleShot1\",36,0,-4,0)\n\t\t\tDISC D 0 Bright A_CustomMissile(\"DiscipleShot1\",36,0,4,0)\n\t\t\tDISC D 0 Bright A_CustomMissile(\"DiscipleShot1\",36,0,-8,0)\n\t\t\tDISC D 0 Bright A_CustomMissile(\"DiscipleShot1\",36,0,8,0)\n\t\t\tDISC D 8 Bright A_CustomMissile(\"DiscipleShot1\",36,0,0,0)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 Thing_Stop(0)\n\t\t\tDISC D 0 Bright A_Jump(64,1)\n\t\tGoto See\n\t\t\tDISC E 1 Bright A_PlaySound(\"monster/disat2\")\n\t\t\tDISC EE 5 Fast Bright A_FaceTarget\n\t\t\tDISC F 8 Fast Bright A_CustomMissile(\"DiscipleShot2\",36,0,0,0)\n\t\t\tDISC E 1 Bright A_PlaySound(\"monster/disat2\")\n\t\t\tDISC EE 5 Fast Bright A_FaceTarget\n\t\t\tDISC F 8 Fast Bright A_CustomMissile(\"DiscipleShot2\",36,0,0,0)\n\t\t\tDISC E 1 Bright A_PlaySound(\"monster/disat2\")\n\t\t\tDISC EE 5 Fast Bright A_FaceTarget\n\t\t\tDISC F 8 Fast Bright A_CustomMissile(\"DiscipleShot2\",36,0,0,0)\n\t\t\tDISC A 0 A_Stop\n\t\t\tDISC A 0 Thing_Stop(0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tDISC G 2 Fast\n\t\t\tDISC G 2 Fast A_Pain\n\t\t\tDISC G 0 A_Jump(96, \"Dash\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tDISC H 8 Bright A_Scream\n\t\t\tDISC I 5 Bright\n\t\t\tDISC J 5 Bright\n\t\t\tDISC K 5 Bright A_NoBlocking\n\t\t\tDISC LMN 4 Bright\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tDISC O -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tDISC ONMLKJIH 3\n\t\tGoto See\n\t}\n}\n\nACTOR DSFX3 {\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tScale 0.90\n\tPROJECTILE\n\t+DONTBLAST\n\t+CLIENTSIDEONLY\n\tRENDERSTYLE Translucent\n\tALPHA 0.90\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tDISC A 3 A_FadeOut(0.10)\n\t\tgoto spawn+1\n\t}\n}\n\nACTOR DiscipleShot1 {\n\tRadius 8\n\tHeight 16\n\tSpeed 15\n\tDamage (random(6, 12))\n\tDamageType \"Magical\"\n\tStamina 8\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tPROJECTILE\n\t+DONTBLAST\n\tDeathSound \"monster/disht1\"\n\tDecal \"WizardScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCFX2 ABCD 2 Bright A_SpawnItemEx(\"DSFX1\")\n\t\tloop\n\t\tDeath:\n\t\t\tCFX2 EFGHI 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR DiscipleShot2 {\n\tRadius 8\n\tHeight 16\n\tSpeed 15\n\tDamage (6 * random(1, 8))\n\tDamageType \"Magical\"\n\tStamina 8\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tDeathSound \"monster/disht2\"\n\tDecal \"PlasmaScorchLower\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tCFX3 A 3 Bright A_SpawnItemEx(\"DSFX2\")\n\t\t\tCFX3 A 0 Bright A_SeekerMissile(5,8)\n\t\t\tCFX3 B 3 Bright A_SpawnItemEx(\"DSFX2\")\n\t\t\tCFX3 B 0 Bright A_SeekerMissile(5,8)\n\t\tloop\n\t\tDeath:\n\t\t\tCFX3 CDEFG 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR DSFX1 {\n\tRENDERSTYLE ADD\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tALPHA 0.67\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tCFX2 EFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR DSFX2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3 Bright\n\t\t\tCFX3 HIJK 3 Bright\n\t\tStop\n\t}\n}\n\nActor HellArbiter : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 31\n\tHeight 56\n\tSpeed 7\n\tScale 1.15\n\tMass 384\n\tPainChance 96\n\tSpecies \"PainElemental\"\n\tSeeSound \"Arbiter/See\"\n\tDeathSound \"Arbiter/Die\"\n\tPainSound \"Arbiter/Pain\"\n\tActiveSound \"Arbiter/Act\"\n\tObituary \"%o met %p awful demise at the hands of a Hell Arbiter.\"\n\tTag \"Hell Arbiter\"\n\tBloodColor \"FF A5 00\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t+FLOAT\n\t+DONTBLAST\n\t+NOGRAVITY\n\t+FLOATBOB\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_CustomMissile(\"ArbiterOrbit\", 32, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ArbiterOrbit2\", 32, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ArbiterOrbit3\", 32, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HELLARBITER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tARBT AB 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tARBT AABB 4 Fast A_Chase\n\t\tLoop\n\t\tMissileState:\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(420, \"CheckGround\")\n\t\t\tTNT1 A 0 A_Jump(144, \"Seeker\")\n\t\tFireBalls:\n\t\t\tARBT CC 4 Fast A_FaceTarget\n\t\t\tTNT1 AA 0 A_CustomMissile(\"ArbiterFireball\", 40, 0, random(-2, 2))\n\t\t\tARBT CC 4 Fast A_FaceTarget\n\t\t\tTNT1 AA 0 A_CustomMissile(\"ArbiterFireball\", 40, 0, random(-2, 2))\n\t\t\tARBT CC 4 Fast A_FaceTarget\n\t\t\tARBT CC 0 A_CustomMissile(\"ArbiterFireball\", 40, 0, random(-2, 2))\n\t\tGoto See\n\t\tSeeker:\n\t\t\tARBT C 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ArbiterSeeker\", 40)\n\t\t\tARBT C 7 Fast A_FaceTarget\n\t\t\tARBT C 0 A_CustomMissile(\"ArbiterSeeker\", 40)\n\t\tGoto See\n\t\tCheckGround:\n\t\t\tTNT1 A 0 A_Jump(64, \"FireBalls\", \"Seeker\")\n\t\t\tARBT C 15 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ArbiterFlameSpawner\")\n\t\t\tARBT C 7 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tARBT D 3 Fast A_Pain\n\t\t\tTNT1 A 0 A_JumpIf(health <= ACS_ExecuteWithResult(961, 7) / 2 && health > 0, \"Teleporting\")\n\t\t\tARBT D 3 Fast\n\t\tGoto See\n\t\tTeleporting:\n\t\t\tTNT1 A 0 A_PlaySound(\"Arbiter/Laugh\")\n\t\t\tTNT1 A 0 A_SetInvulnerable\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 1)\n\t\t\tARBT AAAAABBBBBAAAAABBBBB 1 A_FadeOut(0.05, 0)\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAA 2 Fast A_Wander\n\t\t\tTNT1 AAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 3)\n\t\t\tARBT AAAAABBBBBAAAAABBBBB 1 A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_UnsetInvulnerable\n\t\t\tARBT B 0 A_SetShootable\n\t\tGoto Missile\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t    ARBT E 6 bright\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 2)\n\t\t    ARBT F 5 A_Scream\n\t\t\tARBT G 5 A_NoBlocking\n\t\t\tARBT H 5 A_ChangeFlag(\"FLOATBOB\", 0)\n\t\t\tARBT I -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster State Syncer\", 0, 4)\n\t\t\tARBT HGFE 4\n\t\tGoto See\n\t}\n}\n\nActor ArbiterDead : DnD_Boolean { }\nActor ArbiterFade : DnD_Boolean { }\n\nActor ArbiterFireball {\n\tRadius 6\n\tHeight 8\n\tSpeed 24\n\tDamage (5 * random(1, 8))\n\t+DONTBLAST\n\tDamageType \"Fire\"\n\tStamina 32\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.85\n\tSeeSound \"Kjaroch/Missile2\"\n\tDeathSound \"imp/shotx\"\n\tDecal \"BaronScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tARBM AABB 2 Bright A_SpawnItem(\"ArbiterFireBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tARBM CDE 5 Bright\n\t\tStop\n\t}\n}\n\nActor ArbiterFireBallTrail {\n\tRenderstyle Add\n\tAlpha 0.5\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tARBM AB 2 Bright\n\t\tStop\n\t}\n}\n\nActor ArbiterSeeker {\n\tProjectile\n\tHeight 9\n\tRadius 10\n\tRenderStyle Add\n\tAlpha 0.85\n\tScale 0.9\n\tDamage (6 * random(1, 8))\n\tDamageType \"Fire\"\n\tStamina 32\n\tSpeed 24\n\tSeeSound \"Kjaroch/Missile2\"\n\tDeathSound \"redballbdeth\"\n\tDecal \"BaronScorch\"\n\t+SEEKERMISSILE\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tARBM F 2 Bright A_SeekerMissile(15, 15)\n\t\t\tTNT1 A 0 A_Weave(1, 1, 2.0, 2.0)\n\t\t\tARBM G 2 Bright A_SeekerMissile(15, 15)\n\t\t\tTNT1 A 0 A_Weave(1, 1, 2.0, 2.0)\n\t\t\tARBM H 2 Bright A_SeekerMissile(15, 15)\n\t\t\tTNT1 A 0 A_Weave(1, 1, 2.0, 2.0)\n\t\t\tARBM I 2 Bright A_SeekerMissile(15, 15)\n\t\t\tTNT1 A 0 A_Weave(1, 1, 2.0, 2.0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHRFX ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor ArbiterFlameSpawner {\n\tPROJECTILE\n\tRenderstyle None\n\tRadius 2\n\tHeight 2\n\tSpeed 18\n\tReactionTime 6\n\tSpecies \"Thru_Decor\"\n\t+FLOORHUGGER\n\t+THRUSPECIES\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterFlameFX\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterFlameExplosion\")\n\t\t\tTNT1 A 3 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"ArbiterFlameFX\")\n\t\t\tTNT1 A 1 A_SpawnItem(\"ArbiterFlameExplosion\")\n\t\tStop\n\t}\n}\n\nActor ArbiterFlameFX {\n\tRenderstyle Add\n\tAlpha 0.8\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates {\n\t\tSpawn:\n\t\t\tARBM JK 5 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tARBM LMNOPQ 3 Bright\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 2)\n\t\t\tARBM RS 5 Bright\n\t\tStop\n\t}\n}\n\nActor ArbiterFlameExplosion : BaseExplosionDamage\n{\n\tDamageType \"Fire\"\n\tStamina 32\n\tObituary \"%o met %p awful demise at the hands of a Hell Arbiter.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/hellex\")\n\t\t\tTNT1 A 1 A_Explode(64, 96, 0, 0, 48)\n\t\tStop\n\t}\n}\n\nActor ArbiterOrbit {\n\tRadius 2\n\tHeight 2\n\tRenderstyle Add\n\tAlpha 0.66\n\tSpeed 24\n\t+MISSILE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\tLoop\n\t\tFadeOut:\n\t\t\tWIBL AAABBBCCCD 1 A_FadeOut(0.066)\n\t\tFadeCheck:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_JumpIfInTargetInventory(\"ArbiterFade\", 1, \"FadeCheck\")\n\t\tGoto FadeIn\n\t\tFadeIn:\n\t\t\tWIBL AAABBBCCCD 1 A_FadeIn(0.066)\n\t\tGoto SpawnLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tWIBL JKLMN 3\n\t\tStop\n\t}\n}\n\nActor ArbiterOrbit2 : ArbiterOrbit {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 120)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\tLoop\n\t}\n}\n\nActor ArbiterOrbit3 : ArbiterOrbit {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 240)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL A 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL B 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL C 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 6), \"Death\")\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Monster State Syncer\", 5), \"FadeOut\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArbiterOrbitTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\t\tWIBL D 1 A_Warp(AAPTR_TARGET, 32, 0, 32, user_angle, WARPF_ABSOLUTEANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 8)\n\t\tLoop\n\t}\n}\n\nActor ArbiterOrbitTrail {\n\tRadius 2\n\tHeight 2\n\tRenderstyle Add\n\tAlpha 0.66\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tWIBL EFGHI 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Revenant.txt",
        "contents": "ACTOR Incarnate : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 12\n\tPainChance 64\n\tGibHealth 15\n\tMaxTargetRange 256\n\tSpecies \"Skeleton\"\n\t+DONTHURTSPECIES\n\tObituary \"%o was killed by a Death Incarnate's glare.\"\n\tHitObituary \"%o was beaten to death by a Death Incarnate.\"\n\tSeeSound \"monster/incsit\"\n\tPainSound \"skeleton/pain\"\n\tDeathSound \"monster/incdth\"\n\tActiveSound \"monster/incact\"\n\tAttackSound \"monster/incatk\"\n\tMeleeSound \"monster/inchit\"\n\tTag \"Death Incarnate\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_INCARNATE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tINCA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tINCA AABBCCDDEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tINCA G 0 A_Jump(128, \"DoubleMelee\")\n\t\t\tINCA G 0 A_FaceTarget\n\t\t\tINCA G 6 Fast A_SkelWhoosh\n\t\t\tINCA H 6 Fast A_FaceTarget\n\t\t\tINCA I 6 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\tGoto See\n\t\tDoubleMelee:\n\t\t\tINCA R 0 A_FaceTarget\n\t\t\tINCA R 5 Fast A_SkelWhoosh\n\t\t\tINCA S 5 Fast A_FaceTarget\n\t\t\tINCA T 5 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\t\tINCA G 0 A_FaceTarget\n\t\t\tINCA G 5 Fast A_SkelWhoosh\n\t\t\tINCA H 5 Fast A_FaceTarget\n\t\t\tINCA I 5 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tINCA J 5 Fast A_FaceTarget\n\t\tAgain:\n\t\t\tINCA J 5 Fast A_FaceTarget\n\t\t\tINCA U 10 Fast Bright A_CustomBulletAttack(32,0,5, 3 * random(1, 3), \"DIpuff\", 512, CBAF_NORANDOM)\n\t\t\tINCA K 10 Fast A_Jump(96, \"Again\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tINCA L 5 Fast\n\t\t\tINCA L 5 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tINCA L 0 A_Jump(64, \"Pretend\")\n\t\t\tINCA LM 7\n\t\t\tINCA N 7 A_Scream\n\t\t\tINCA O 7 A_NoBlocking\n\t\t\tINCA P 7\n\t\t\tINCA Q -1\n\t\tStop\n\t\tPretend:\n\t\t\tINCA LM 7\n\t\t\tINCA N 7 A_Scream\n\t\t\tINCA O 7 A_NoBlocking\n\t\t\tINCA P 7\n\t\t\tINCA Q 1 A_SpawnItemEx(\"Incarnate_Pretender\", 0, 0, 0, velx, vely, velz, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tINCX A 10 Bright A_Playsound(\"monster/incexp\")\n\t\t\tINCX BC 5 Bright\n\t\t\tINCX D 5 Bright A_NoBlocking\n\t\t\tINCX D 0 Bright A_SpawnItemEx(\"HS\", 0, 0, 32, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tINCX EFGHIJ 5 Bright\n\t\t\tINCX K -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tINCA Q 0 A_KillChildren\n\t\t\tINCA QPONML 5\n\t\tGoto See\n   }\n}\n\nActor Incarnate_Pretender : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 12\n\tPainChance 64\n\tGibHealth 15\n\tMaxTargetRange 256\n\tSpecies \"Skeleton\"\n\t+DONTHURTSPECIES\n\tObituary \"%o was killed by a Death Incarnate's glare.\"\n\tHitObituary \"%o was beaten to death by a Death Incarnate.\"\n\tSeeSound \"monster/incsit\"\n\tPainSound \"skeleton/pain\"\n\tDeathSound \"monster/incdth\"\n\tActiveSound \"monster/incact\"\n\tAttackSound \"monster/incatk\"\n\tMeleeSound \"monster/inchit\"\n\tTag \"Death Incarnate\"\n\t+ISMONSTER\n\t-COUNTKILL\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_INCARNATE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_UnSetSolid\n\t\t\tTNT1 A 0 A_UnSetShootable\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_REVIVED, -1, -1, -1)\n\t\t\tTNT1 A 0 A_Jump(192, 4)\n\t\t\tTNT1 A 0 A_Jump(128, 4)\n\t\t\tTNT1 A 0 A_Jump(64, 4)\n\t\t\tINCA Q 115\n\t\t\tINCA Q 115\n\t\t\tINCA Q 115\n\t\t\tINCA Q 115\n\t\tWaitCollision:\n\t\t\tINCA Q 35 A_JumpIf(ACS_NamedExecuteWithResult(\"DnD Collision Checker\", DND_REVENANT_COLLIDER), \"GetUp\")\n\t\tLoop\n\t\tGetUp:\n\t\t\tTNT1 A 0 A_SetSolid\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tINCA PONML 4\n\t\tSeekEnemy:\n\t\t\tINCA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tINCA AABBCCDDEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tINCA G 0 A_Jump(128, \"DoubleMelee\")\n\t\t\tINCA G 0 A_FaceTarget\n\t\t\tINCA G 6 Fast A_SkelWhoosh\n\t\t\tINCA H 6 Fast A_FaceTarget\n\t\t\tINCA I 6 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\tGoto See\n\t\tDoubleMelee:\n\t\t\tINCA R 0 A_FaceTarget\n\t\t\tINCA R 5 Fast A_SkelWhoosh\n\t\t\tINCA S 5 Fast A_FaceTarget\n\t\t\tINCA T 5 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\t\tINCA G 0 A_FaceTarget\n\t\t\tINCA G 5 Fast A_SkelWhoosh\n\t\t\tINCA H 5 Fast A_FaceTarget\n\t\t\tINCA I 5 Fast A_CustomMeleeAttack(7 * random(1, 8), \"monster/inchit\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tINCA J 5 Fast A_FaceTarget\n\t\tAgain:\n\t\t\tINCA J 5 Fast A_FaceTarget\n\t\t\tINCA U 10 Fast Bright A_CustomBulletAttack(32,0,5, 3 * random(1, 3), \"DIpuff\", 512, CBAF_NORANDOM)\n\t\t\tINCA K 10 Fast A_Jump(96, \"Again\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tINCA L 5 Fast\n\t\t\tINCA L 5 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tINCA LM 7\n\t\t\tINCA N 7 A_Scream\n\t\t\tINCA O 7 A_NoBlocking\n\t\t\tINCA P 7\n\t\t\tINCA Q -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tINCX A 10 Bright A_Playsound(\"monster/incexp\")\n\t\t\tINCX BC 5 Bright\n\t\t\tINCX D 5 Bright A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HS\",0, 0, 32, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tINCX EFGHIJ 5 Bright\n\t\t\tINCX K -1\n\t\tStop\n   }\n}\n\n//new visible puff\nACTOR DIPuff {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+RANDOMIZE\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\tRENDERSTYLE Add\n\tDamageType \"Magical\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tINPF ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BeamRevenant : DnD_BaseHybridMonster {\n\tHitObituary \"%o was punched by a Beam Revenant.\"\n\tObituary \"%o was caught in a Beam Revenant's crosshair.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 10\n\tPainChance 100\n\t+ISMONSTER\n\tMeleeThreshold 196\n\t+MISSILEMORE\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\tSeeSound \"skeleton/sight\"\n\tPainSound \"Revenant/Pain\"\n\tDeathSound \"skeleton/death\"\n\tActiveSound \"skeleton/active\"\n\tMeleeSound \"skeleton/melee\"\n\tSpecies \"Skeleton\"\n\tTag \"Revenant\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BEAMREVENANT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tRASK AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tRASK AAABBBCCCDDDEEEFFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tRASK G 1 A_FaceTarget\n\t\t\tRASK G 6 Fast A_SkelWhoosh\n\t\t\tRASK H 6 Fast A_FaceTarget\n\t\t\tRASK I 6 Fast A_CustomMeleeAttack(6 * random(1, 10), \"skeleton/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tRASK J 1 Bright A_FaceTarget\n\t\t\tRASK J 9 Fast Bright A_FaceTarget\n\t\t\tRASK K 10 Fast A_CustomMissile(\"Revrailshot\", 60, 0, random(-6,6),0)\n\t\t\tRASK K 10 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tRASK L 5 Fast\n\t\t\tRASK L 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tRASK LM 7\n\t\t\tRASK N 7 A_Scream\n\t\t\tRASK O 7 A_NoBlocking\n\t\t\tRASK P 7\n\t\t\tRASK Q -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tRASK Q 5\n\t\t\tRASK PONML 5\n\t\tGoto See\n\t}\n}\n\nACTOR Revrailshot : FastProjectile {\n\tradius 1\n\theight 1\n\tspeed 100\n\tdamage (random(18,30))\n\tDamageType \"Energy\"\n\tStamina 16\n\trenderstyle Add\n\tdecal RailScorchLower\n\tseesound \"weapons/newrailfire\"\n\tdeathsound \"\"\n\tobituary \"%o was shafted by a Beam Revenant.\"\n\tPROJECTILE\n\t+RANDOMIZE\n\t+BLOODSPLATTER\n\t+FOILINVUL\n\t+DONTREFLECT\n\t+DONTBLAST\n\t+THRUGHOST\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 bright A_SpawnItemEx(\"railtrail\", 0, 0, 0,0,0,0,0,128)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 2 bright A_SpawnItemEx(\"railpow\", 0, 0, 0,0,0,0,0,128)\n\t\tstop\n\t}\n}\n\nACTOR Railtrail {\n\tscale 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tAPLS ABABAB 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Railpow {\n\tScale 0.5\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tAPBX ABCDE 5 bright\n\t\tStop\n\t}\n}\n\nACTOR Cadaver : DnD_BaseHybridMonster {\n\tPainchance 70\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\t+DONTHURTSPECIES\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\tSeeSound \"heavynant/sight\"\n\tPainSound \"heavynant/pain\"\n\tDeathSound \"heavynant/die\"\n\tActiveSound \"heavynant/active\"\n\tMeleeSound \"skeleton/melee\"\n\tHitObituary \"%o's face got caved in by a Cadaver.\"\n\tObituary \"%o was blown to shit by a Cadaver.\"\n\tBloodColor \"Green\"\n\tTag \"Cadaver\"\n\tTranslation \"1:2=0:0\", \"4:4=89:89\", \"13:15=5:7\", \"16:47=112:127\", \"16:20=106:110\", \"48:76=103:111\", \"48:48=90:90\", \"77:79=5:5\", \"80:108=90:111\", \"109:111=5:5\", \"131:167=5:8\", \"128:141=101:111\", \"144:149=107:111\", \"152:159=101:111\", \"160:167=118:123\", \"169:191=112:127\", \"168:170=89:97\", \"192:207=88:111\", \"209:223=117:122\", \"208:210=89:93\", \"224:224=89:89\", \"225:235=113:127\", \"236:239=5:5\", \"248:249=117:117\"\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 10\n\tMeleeThreshold 196\n\tSpecies \"Skeleton\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CADAVER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tRASK AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tRASK AABBCCDDEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRASK G 7 Fast A_SkelWhoosh\n\t\t\tRASK H 6 Fast A_FaceTarget\n\t\t\tRASK I 5 Fast A_CustomMeleeAttack(6 * random(1, 10), \"skeleton/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tRASK J 12 Fast Bright A_FaceTarget\n\t\t\tRASK K 4 Fast A_CustomMissile(\"CadaverRocket\",52,12,0)\n\t\t\tRASK K 10 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tTNT1 A 0 A_Jump(150,\"MissilePain\")\n\t\t\tRASK L 10 Fast A_Pain\n\t\tGoto See\n\t\tMissilePain:\n\t\t\tRASK L 10 Fast A_Pain\n\t\tGoto Missile\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tRASK LM 7\n\t\t\tRASK N 7 A_Scream\n\t\t\tRASK O 7 A_NoBlocking\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 0)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 45)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 90)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 135)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 180)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 225)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 270)\n\t\t\tTNT1 L 0 A_CustomMissile(\"TorturedSoulPoison\", 32, 0, 315)\n\t\t\tRASK P 7\n\t\t\tRASK Q -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tRASK PONML 5\n\t\tGoto See\n\t}\n}\n\nActor CadaverExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was blown to shit by a Cadaver.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(30, 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR CadaverRocket : HomRocket1 {\n\tSpeed 20\n\tDamage (8 * random(1, 8))\n\tDamageType \"Explosive\"\n\tStamina 4\n\t-THRUSPECIES\n\t+SEEKERMISSILE\n\t+THRUGHOST\n\tSeeSound \"weapons/heavyrlfire\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Homing\")\n\t\tNormal:\n\t\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\t\t\tHMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\t\tLoop\n\t\tHoming:\n\t\t\tTNT1 A 0 Bright A_SeekerMissile(6,14)\n\t\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\t\t\tHMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\t\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\t\t\tHMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\t\t\tTNT1 A 0 Bright A_SeekerMissile(6,14)\n\t\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\t\t\tHMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\t\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\t\t\tHMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/HeatSeek\", 7)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_SetTranslucent (0.75,1)\n\t\t\tMACX A 2 Bright A_SpawnItem(\"CadaverExp\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tMACX BCDEFGHIJ 2 Bright\n\t\tstop\n\t}\n}\n\nACTOR MissileTrail {\n\tSpeed 0.5\n\tScale 0.4\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\tPROJECTILE\n\tRenderStyle Add\n\tAlpha 0.45\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tPDBA ABCDEFGHIJKL 1 A_FadeOut(0.02)\n\t\tStop\n\t}\n}\n\nACTOR ProjectileTrailParticleOrange {\n\t+THRUACTORS\n\t+NOTELEPORT\n\t+DONTSPLASH\n\t+HEXENBOUNCE\n\t+CLIENTSIDEONLY\n\t+MISSILE\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\tRENDERSTYLE ADD\n\tGravity 0.2\n\tHeight 3\n\tRadius 2\n\tBounceFactor 0.6\n\tScale 0.3\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tSPK2 A 5 Bright\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.8,1)\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.7,1)\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.6,1)\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.5,1)\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.4,1)\n\t\t\tSPK2 A 1 Bright A_SetTranslucent(.3,1)\n\t\tStop\n\t}\n}\n\nactor Widowmaker : DnD_BaseHybridMonster  {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tspeed 16\n\tpainchance 60\n\tscale 1.05\n\tSpecies \"Skeleton\"\n\t+DONTHURTSPECIES\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\t+NODROPOFF\n\tRadius 20\n    Height 56\n\tTag \"Widowmaker\"\n\tSeeSound \"widowmaker/sight\"\n\tActiveSound \"widowmaker/act\"\n\tPainSound \"widowmaker/pain\"\n\tDeathSound \"widowmaker/death\"\n\tObituary \"%o was sought out by a Widowmaker.\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_WIDOWMAKER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tWDMK AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tWDMK ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tWDMK E 0 A_FaceTarget\n\t\t\tWDMK E 0 A_PlaySound(\"player/normjump\")\n\t\t\tWDMK E 8 Fast A_Recoil(25)\n\t\t\tWDMK E 0 A_PlaySound(\"plyrland\")\n\t\tGoto Autocannon\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128,\"SeekMissile\")\n\t\tGoto Autocannon\n\t\tAutocannon:\n\t\t\tWDMK EEEE 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fire\")\n\t\t\tWDMK F 6 Fast Bright A_CustomMissile(\"widowmaker_slugshot\",38,4, random(-20/10.0,20/10.0))\n\t\t\tWDMK F 2 Fast Bright A_FaceTarget\n\t\t\tWDMK E 2 Fast A_Jump(64, \"See\")\n\t\tGoto Autocannon + 2\n\t\tSeekMissile:\n\t\t\tWDMK G 1 A_FaceTarget\n\t\t\tWDMK G 5 Fast A_PlaySound(\"shockgrunt/cycle\", CHAN_WEAPON)\n\t\t\tWDMK G 1 A_FaceTarget\n\t\t\tWDMK G 5 Fast A_PlaySound(\"widowmaker/beep\")\n\t\t\tWDMK G 1 A_FaceTarget\n\t\t\tWDMK G 5 Fast A_PlaySound(\"widowmaker/beep\")\n\t\t\tWDMK G 1 A_FaceTarget\n\t\t\tWDMK G 5 Fast A_PlaySound(\"widowmaker/beep\")\n\t\t\tWDMK G 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"widowmaker/launch\")\n\t\t\tWDMK H 6 Fast Bright\n\t\t\tWDMK H 0 Bright A_CustomMissile(\"widowmaker_seekMissile\",55,40,-25, 0 , 90)\n\t\t\tWDMK H 0 Bright A_CustomMissile(\"widowmaker_seekMissile\",55,25,0, 0 , 90)\n\t\t\tWDMK H 0 Bright A_CustomMissile(\"widowmaker_seekMissile\",55,10,25, 0 , 90)\n\t\t\tWDMK H 2 Fast Bright A_FaceTarget\n\t\t\tWDMK G 2 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tWDMK I 5 Fast\n\t\t\tWDMK I 5 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tWDMK I 7 A_Scream\n\t\t\tWDMK I 2 Bright\n\t\t\tWDMK II 1 A_SpawnItemEx (\"msxgen_smoke3\", 0, 0, 0, random(0,1), frandom(-1.8,1.8) , frandom(-1.8,1.8) , random(0,90), 0)\n\t\t\tWDMK I 2 Bright\n\t\t\tWDMK II 1 A_SpawnItemEx (\"msxgen_smoke3\", 0, 0, 0, random(0,1), frandom(-1.8,1.8) , frandom(-1.8,1.8) , random(0,90), 0)\n\t\t\tWDMK I 2 Bright\n\t\t\tWDMK II 1 A_SpawnItemEx (\"msxgen_smoke3\", 0, 0, 0, random(0,1), frandom(-1.8,1.8) , frandom(-1.8,1.8) , random(0,90), 0)\n\t\t\tWDMK II 8 Bright\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/grenadexpl\",\"Weapon\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItem(\"WidowExplosion\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"msxBarrelboomflash\", 0,0,7, 0,0,0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"msxBarrelboom1\", 0,0,16, 0,0,0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"msxBarrelboom3\", 0,0,19, 0,0,0, 0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"msxBarrelboom2\", 0,0,37, 0,0,0, 0, 0)\n\t\t\tWDMK J 4\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"msxgen_smoke4\", 0,0,15, random(-3,3),random(-30/10.0,30/10.0), random(-30/10.0,30/10.0), random(1,360), 0)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx (\"msxgen_smoke4\", 0,0,40, random(-2,2), random(-20/10.0,20/10.0), random(-20/10.0,20/10.0), random(1,360), 0)\n\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",  10,  0,0,  3.5,  0,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\", -10,  0,0, -3.5,  0,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",   0, 10,0,  0,  3.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",   0,-10,0,  0, -3.5,0,0,32)\n\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\", -10,  5,0, -3.5,  1.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",  -5, 10,0, -1.5,  3.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",   5, 10,0,  1.5,  3.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",  10,  5,0,  3.5,  1.5,0,0,32)\n\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",  10, -5,0,  3.5, -1.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",   5,-10,0,  1.5, -3.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\",  -5,-10,0, -1.5, -3.5,0,0,32)\n\t\t\tTNT1 A 0  A_SpawnItemEx(\"msxgen_smoke4\", -10, -5,0, -3.5, -1.5,0,0,32)\n\t\t\tWDMK JKL 6\n\t\t\tWDMK M 6 A_NoBlocking\n\t\t\tWDMK N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tWDMK I 7 A_Scream\n\t\t\tWDMK J 5 A_NoBlocking\n\t\t\tWDMK KLM 6\n\t\t\tWDMK N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tWDMK NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor WidowExplosion : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(40, 128, 0)\n\t\tStop\n\t}\n}\n\nactor msxgen_smoke {\n\tscale 0.15\n\talpha 0.5\n\trenderstyle translucent\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"s1\",\"s2\",\"s3\",\"s4\",\"s5\",\"s6\",\"s7\",\"s8\",\"s9\",\"s10\",\"s11\",\"s12\",\"s13\",\"s14\",\"s15\",\"s16\",\"s17\",\"s18\",\"s19\",\"s20\",\"s21\",\"s22\",\"s23\",\"s24\")\n\t\ts1:\n\t\t\tSMK5 A 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts2:\n\t\t\tSMK5 B 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts3:\n\t\t\tSMK5 C 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts4:\n\t\t\tSMK5 D 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts5:\n\t\t\tSMK5 E 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts6:\n\t\t\tSMK5 F 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts7:\n\t\t\tSMK5 G 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts8:\n\t\t\tSMK5 H 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts9:\n\t\t\tSMK5 I 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts10:\n\t\t\tSMK5 J 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts11:\n\t\t\tSMK5 K 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts12:\n\t\t\tSMK5 L 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts13:\n\t\t\tSMK5 M 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts14:\n\t\t\tSMK5 N 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts15:\n\t\t\tSMK5 O 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts16:\n\t\t\tSMK5 P 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts17:\n\t\t\tSMK5 Q 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts18:\n\t\t\tSMK5 R 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts19:\n\t\t\tSMK5 S 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts20:\n\t\t\tSMK5 T 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts21:\n\t\t\tSMK5 U 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts22:\n\t\t\tSMK5 V 4 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts23:\n\t\t\tSMK5 W 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t\ts24:\n\t\t\tSMK5 X 3 A_ScaleVelocity(0.9)\n\t\t\tTNT1 A 0 A_FadeOut(0.05)\n\t\tloop\n\t}\n}\n\nactor msxgen_smoke2 : msxgen_smoke {\n\tscale 0.52\n\talpha 0.6\n}\n\nactor msxgen_smoke3 : msxgen_smoke {\n\tscale 0.25\n\talpha 0.6\n}\n\nactor msxgen_smoke4 : msxgen_smoke {\n\tscale 0.65\n\talpha 0.6\n}\n\nactor cslugtrail_spawner {\n\t+NOGRAVITY\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugcoretrail\", 0,0,0, 0,0,0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"cslugtrail\", 0,0,0, 0,0,0, 0)\n\t\t\tstop\n\t}\n}\n\nactor cslugcoretrail {\n\tscale 0.12\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tSPRK C 2 bright\n\t\tsploop:\n\t\t\tSPRK C 1 bright A_FadeOut(0.25)\n\t\t\tloop\n\t}\n}\n\nactor cslugtrail {\n\tscale 0.08\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tSMK1 ABCDEFGHIJKLMNOPQ 1 bright A_FadeOut(0.08)\n\t\t\tstop\n\n\t}\n}\n\nActor SlugExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was forced to become a widow thanks to a Widowmaker.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 96, 0)\n\t\tStop\n\t}\n}\n\nactor widowmaker_slugshot : FastProjectile {\n    Radius 5\n\tHeight 5\n\tMass 1\n\tDamage ((10 + (5*random(0,3))))\n\talpha 1\n\tSpeed 64\n\tRenderStyle ADD\n\tScale 0.275\n\tDamageType \"Physical\"\n\tStamina 1\n\tDecal \"Scorch\"\n\tMissileHeight 8\n\tPROJECTILE\n\t+THRUGHOST\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLEYS O 1 bright A_SpawnItem(\"cslugtrail_spawner\")\n      \t\tloop\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_PlaySound(\"sfx/cannonblast\")\n\t\t\tTNT1 A 0 bright A_SpawnItem(\"SlugExp\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RevMisBoom\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx (\"cslugboom_spark\", 0, 0, 0, random(1,2), random(2,4) , random(0,6) , random(180,360))\n\t\t\tTNT1 AAA 0 A_SpawnItemEx (\"cslugboom_spark2\", 0, 0, 0, random(1,2), random(2,4) , random(0,6) , random(180,360))\n\t\t\tTNT1 A 3\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"msxgen_smoke3\", 0, 0, 0, random(0,1), frandom(-1.8,1.8) , frandom(-1.8,1.8) , random(0,90), 0)\n\t\t\tstop\n   \t}\n}\n\nactor RevMisSmoke : RevenantTracerSmoke  {\n\tstates {\n\tspawn:\n\t\tBAL1 CCDE 3\n\t\tStop\n\t}\n}\n\nactor RevMisBoom  {\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\trenderstyle add\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tSX02 ABCDEFGHIJKLMNOPQRSTU 1 bright\n\t\tstop\n\t}\n\n}\n\nactor msxBarrelboom1  {\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\tscale 1.1\n\tstates {\n\t\tspawn:\n\t\t\tSX06 ABCDEFGHIJKLMNOPQRSTUWX 1 bright\n\t\tstop\n\t}\n}\n\nactor msxBarrelboom2{\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\tscale 1.6\n\tstates {\n\t\tspawn:\n\t\t\tSX01 BCDEFGHIJKLMNOPQRSTUWX 1 bright\n\t\tstop\n\t}\n}\n\nactor msxBarrelboom3{\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\tscale 1.1\n\tstates {\n\t\tspawn:\n\t\t\tSX07 BCDEFGHIJKLMNOP 1 bright\n\t\tstop\n\t}\n}\n\nactor msxBarrelboomflash{\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\tscale 1\n\tstates {\n\t\tspawn:\n\t\t\tBFSH A 2 bright\n\t\tstop\n\t}\n}\n\nactor cslugshotboom {\n\talpha 1\n\tRenderStyle ADD\n\tScale 0.75\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tSX06 ABCDEFGHIJKLMNOPQRSTUVWX 1 bright\n\t\tstop\n\t}\n}\n\nactor cslugshotboom2 {\n\talpha 1\n\tRenderStyle ADD\n\tScale 1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 5\n\t\t\tSX05 BCDFG 1 bright\n\t\tsploop:\n\t\t\tSX05 G 1 bright A_FadeOut(0.08)\n\t\tloop\n\t}\n}\n\nactor cslugshotboom3 {\n\talpha 1\n\tRenderStyle ADD\n\tScale 1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 2\n\t\t\tSX07 ABCDEFGHIJKLMNOP 1 bright\n\t\tstop\n\t}\n}\n\nactor cslugboom_flash {\n\tscale 0.74\n\talpha 1.0\n\trenderstyle add\n\t+NOTELEPORT\n\t+NOCLIP\n\t+FLOORCLIP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tspawn:\n\t\t\tBFSH A 3 bright\n\t\tstop\n\t}\n}\n\nactor cslugboom_spark {\n\tradius 2\n\theight 2\n\talpha 1\n\tscale 0.04\n\tgravity 0.4\n\trenderstyle add\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tbouncetype \"doom\"\n\tbouncefactor 0.2\n\tstates {\n\t\tspawn:\n\t\t\tSPRK A 15 bright\n\t\tspawnloop:\n\t\t\tSPRK A 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor cslugboom_spark2 : cslugboom_spark {\n\tscale 0.06\n\tgravity 0.3\n\tstates {\n\t\tspawn:\n\t\t\tSPRK C 20 bright\n\t\tspawnloop:\n\t\t\tSPRK C 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nACTOR widowseekertrail {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tAlpha 0.55\n\tSeeSound \"\"\n\tStates {\n\t\tSpawn:\n\t\t\tMPUF ABCD 4\n\t\tStop\n\t}\n}\n\nActor SlugExp2 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o was forced to become a widow thanks to a Widowmaker.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(8, 48, 0)\n\t\tStop\n\t}\n}\n\nactor widowmaker_seekMissile {\n\tHealth 25\n\tRadius 10\n\tHeight 10\n\tmass 200\n\tSpeed 24\n\tDamage (random(12,18))\n\tDamageType \"Explosive\"\n\tStamina 4\n\tPROJECTILE\n\t+THRUGHOST\n\t+SEEKERMISSILE\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\tScale 0.9\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMICR A 1 bright A_SpawnItemEx(\"widowseekertrail\", -10,0,5, 0,random(-80/10.0,80/10.0), random(-80/10.0,80/10.0))\n\t\t\tTNT1 A 0 A_SeekerMissile (4,8)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/grenadexpl\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SlugExp2\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RevMisBoom\", 0, 0, 0, 0, 0, 0, 0, 0)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx (\"msxgen_smoke3\", 0,0,0, random(-60/10.0,60/10.0),random(-60/10.0,60/10.0), random(-60/10.0,60/10.0), 0, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR AxeKnight : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\t+DONTRIP\n\t+NOBLOOD\n\tSpecies \"Skeleton\"\n\tSeeSound \"hknight/sight\"\n\tAttackSound \"hknight/attack\"\n\tPainSound \"hknight/pain\"\n\tDeathSound \"hknight/death\"\n\tActiveSound \"hknight/active\"\n\tRadius 20\n\tHeight 56\n\tMass 384\n\tSpeed 12\n\tObituary \"%o was axed by an Undead Knight.\"\n\tHitObituary \"%o witnessed that Undead Knight axes are effective up close.\"\n\tTag \"Undead Knight\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_AXEKNIGHT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tXNIG AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tXNIG ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"BloodAxe\")\n\t\tEtherealAxe:\n\t\t\tXNIG E 10 Fast A_FaceTarget\n\t\t\tXNIG F 8 Fast A_FaceTarget\n\t\t\tXNIG G 8 Fast A_CustomComboAttack(\"KnightAxe2\", 32, 3 * random(1, 8), \"hknight/melee\")\n\t\t\tXNIG E 10 Fast A_FaceTarget\n\t\t\tXNIG F 8 Fast A_FaceTarget\n\t\t\tXNIG G 8 Fast A_CustomComboAttack(\"KnightAxe2\", 32, 3 * random(1, 8), \"hknight/melee\")\n\t\tGoto See\n\t\tBloodAxe:\n\t\t\tXNIG H 10 Fast A_FaceTarget\n\t\t\tXNIG I 8 Fast A_FaceTarget\n\t\t\tXNIG J 8 Fast A_CustomComboAttack(\"RedAxe2\", 32, 3 * random(1, 8), \"hknight/melee\")\n\t\t\tXNIG H 10 Fast A_FaceTarget\n\t\t\tXNIG I 8 Fast A_FaceTarget\n\t\t\tXNIG J 8 Fast A_CustomComboAttack(\"RedAxe2\", 32, 3 * random(1, 8), \"hknight/melee\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tXNIG K 3 Fast\n\t\t\tXNIG K 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tXNIG L 6\n\t\t\tXNIG M 6 A_Scream\n\t\t\tXNIG N 6\n\t\t\tXNIG O 6 A_NoBlocking\n\t\t\tXNIG PQ 6\n\t\t\tXNIG R -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tXNIG QPONML 4\n\t\tGoto See\n  }\n}\n\nActor KnightAxeTrailA {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tHeight 2\n\tRadius 2\n\tRenderstyle Add\n\tAlpha 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tSPAX A 4\n\t\tStop\n\t}\n}\n\nActor KnightAxeTrailB : KnightAxeTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSPAX B 4\n\t\tStop\n\t}\n}\n\nActor KnightAxeTrailC : KnightAxeTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSPAX C 4\n\t\tStop\n\t}\n}\n\nActor KnightAxe2 : KnightAxe {\n\tSpeed 22\n\tDamage (8*random(1, 3))\n\tDamageType \"Magical\"\n\tStamina 8\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSPAX AAA 1 A_SpawnItemEx(\"KnightAxeTrailA\")\n\t\t\tTNT1 A 0  A_PlaySound(\"hknight/axewhoosh\")\n\t\t\tSPAX BBB 1 A_SpawnItemEx(\"KnightAxeTrailB\")\n\t\t\tSPAX CCC 1 A_SpawnItemEx(\"KnightAxeTrailC\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tGoto Super::Death\n\t}\n}\n\nActor KnightRedAxeTrail : KnightAxeTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tRAXE A 4\n\t\tStop\n\t}\n}\n\nActor RedAxe2 : RedAxe {\n\tSpeed 28\n\tDamage (8*random(2, 6))\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRAXE AAAAA 1 Bright A_SpawnItemEx(\"KnightRedAxeTrail\")\n\t\t\tTNT1 A 0 A_DripBlood\n\t\t\tRAXE BBBBB 1 Bright A_SpawnItemEx(\"KnightRedAxeTrail\")\n\t\t\tTNT1 A 0 A_DripBlood\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tGoto Super::Death\n\t}\n}\n\nActor Yeti : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tMass 1024\n\tHeight 56\n\tRadius 20\n\tSpeed 12\n\tSpecies \"Skeleton\"\n\tRenderstyle Translucent\n\tAlpha 0.5\n\tPainChance 32\n\tSeeSound \"IceuySee\"\n\tActiveSound \"IceGuySee\"\n\tMeleeRange 128\n\tObituary \"%o was frozen solid by a Yeti.\"\n\tTag \"Yeti\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+REFLECTIVE\n\t+NORADIUSDMG\n\t+DONTHURTSPECIES\n\t+GHOST\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_YETI)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tYETI A 0 ACS_NamedExecuteAlways(\"DnD Wendigo Wisp Spawn\", 0, 0, 25)\n\t\t\tYETI A 10 A_Look\n\t\tLoop\n\t    SeeState:\n\t\t\tYETI A 4 Fast A_Chase\n\t\t\tYETI B 0 A_CustomMissile(\"DnD_IceGuyWisp1\",70,0)\n\t\t\tYETI B 3 Fast A_Chase\n\t\t\tYETI C 0 A_CustomMissile(\"DnD_IceGuyWisp2\",70,0)\n\t\t\tYETI C 4 Fast A_Chase\n\t\t\tYETI D 3 Fast A_Chase\n\t\tLoop\n\t\tPainState:\n\t\t\tYETI H 5 Fast A_Pain\n\t\tGoto SeeState\n\t\tMeleeState:\n\t\t\tYETI E 6 Fast A_FaceTarget\n\t\t\tYETI F 5 Fast\n\t\tMeleeLoop:\n\t\t\tTNT1 A 0 A_TakeInventory(\"YetiLooper\", 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"YetiCheck\", 1)\n\t\t\tYETI G 2 Fast Bright A_CustomMissile(\"YetiIceWave\", 40, random(-6, 6), random(-4, 4))\n\t\t\tYETI G 1 Bright A_JumpIFInventory(\"YetiLooper\", 1, \"MeleeLoop\")\n\t\t\tYETI F 3 Fast\n\t\tGoto SeeState\n\t\tMissileState:\n\t\t\tYETI E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tYETI F 5 Fast A_PlaySound(\"monster/culatk\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIce\", 40, 18, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIce\", 40, -18, 0, CMF_AIMOFFSET)\n\t\t\tYETI G 6 Fast Bright A_FaceTarget\n\t\t\tYETI F 3 Fast\n\t\tGoto SeeState\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tYETI H 1 A_NoBlocking\n\t\t\tYETI H 1\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"ExplosionFX10\", 32, random(-16, 16), random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SpawnItem(\"IceBurst\")\n\t\t\tTNT1 A 0 A_PlaySound(\"IceGuyShatter\")\n\t\t\tTNT1 A 0 A_SpawnDebris(\"IceChunkDebris\")\n\t\t\tTNT1 A -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tYETI H 1 A_SetScale(0.05, 0.05)\n\t\t\tYETI H 1 A_SetScale(0.1, 0.1)\n\t\t\tYETI H 1 A_SetScale(0.15, 0.15)\n\t\t\tYETI H 1 A_SetScale(0.2, 0.2)\n\t\t\tYETI H 1 A_SetScale(0.25, 0.25)\n\t\t\tYETI H 1 A_SetScale(0.3, 0.3)\n\t\t\tYETI H 1 A_SetScale(0.35, 0.35)\n\t\t\tYETI H 1 A_SetScale(0.4, 0.4)\n\t\t\tYETI H 1 A_SetScale(0.45, 0.45)\n\t\t\tYETI H 1 A_SetScale(0.5, 0.5)\n\t\t\tYETI H 1 A_SetScale(0.55, 0.55)\n\t\t\tYETI H 1 A_SetScale(0.6, 0.6)\n\t\t\tYETI H 1 A_SetScale(0.65, 0.65)\n\t\t\tYETI H 1 A_SetScale(0.7, 0.7)\n\t\t\tYETI H 1 A_SetScale(0.75, 0.75)\n\t\t\tYETI H 1 A_SetScale(0.8, 0.8)\n\t\t\tYETI H 1 A_SetScale(0.85, 0.85)\n\t\t\tYETI H 1 A_SetScale(0.9, 0.9)\n\t\t\tYETI H 1 A_SetScale(0.95, 0.95)\n\t\t\tYETI H 1 A_SetScale(1.0, 1.0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t    Goto SeeState\n\t}\n}\n\nActor IceBurst {\n\tRadius 40\n\tHeight 80\n\t-SOLID\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Yeti/Burst\")\n\t\t\tTNT1 A 1 A_Burst(\"IceChunk\")\n\t\tstop\n\t}\n}\n\nActor IceChunkDebris : IceChunk {\n\tHealth 24\n}\n\nActor YetiLooper : DnD_Boolean { }\n\nActor YetiCheck : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Check\", 90, JLOSF_DEADNOJUMP, 144)\n\t\tStop\n\t\tCheck:\n\t\t\tTNT1 A 0 A_JumpIfCloser(144, \"Confirm\")\n\t\tStop\n\t\tConfirm:\n\t\t\tTNT1 A 0 A_GiveInventory(\"YetiLooper\", 1)\n\t\tStop\n\t}\n}\n\nActor YetiIce {\n\tPROJECTILE\n\tDamage (3 * random(1, 8))\n\tDamageType \"Ice\"\n\tStamina 64\n\tSpeed 24\n\tAlpha 0.8\n\tScale 1.25\n\tRenderstyle Add\n\tSeeSound \"Lich/Ice\"\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX39 ABC 3 Bright\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/IceHit\")\n\t\tGoto SkipSound\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Playsound(\"Lich/IceHitW\")\n\t\tSkipSound:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"ExplosionFX10\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFX39 D 5 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 45)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 135)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 225)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"YetiIceShard\", 0, 0, 315)\n\t\t\tFX39 EEEEFFFFGGGG 1 Bright A_FadeOut(0.025)\n\t\tStop\n\t}\n}\n\nActor YetiIceWave {\n\tRadius 10\n\tHeight 8\n\tSpeed 20\n\tDamage (random(2, 6))\n\tDamageType \"Ice\"\n\tStamina 64\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\tRenderStyle Add\n\tScale 0.8\n\tAlpha 0.8\n\tSeeSound \"Avatar/IceJet\"\n\tDeathSound \"Avatar/IceJet\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tAVIC ABC 4 BRIGHT\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX5\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tAVIC DEFG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR YetiIceShard {\n\tRadius 12\n\tHeight 6\n\tSpeed 10\n\tDamage (random(1, 8))\n\tDamageType \"Ice\"\n\tStamina 64\n\tScale 1.25\n\tProjectile\n\tGravity 0.3\n\t+NODAMAGETHRUST\n\t-NOGRAVITY\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t+DONTBLAST\n\tAlpha 0.8\n\tRenderStyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX39 HIJ 3 Bright\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/IceHit\")\n\t\tGoto SkipSound\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Playsound(\"Lich/IceHitW\")\n\t\tSkipSound:\n\t\t\tFX39 DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SludgeGiant : DnD_BaseHybridMonster {\n\tobituary \"%o was beaten down by a Sludge Giant.\"\n\tHealth 0x7FFFFFFF\n\tradius 20\n\theight 56\n\tmass 1000\n\tspeed 12\n\tpainchance 96\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"SludgeGiant/Die\"\n\tactivesound \"\"\n\tmeleerange 72\n\tSpecies \"Skeleton\"\n\tBloodType \"SludgeBlood\"\n\tBloodColor \"79 75 49\"\n\tTag \"Sludge Giant\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SLUDGEGIANT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSLDM H 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 6 Fast A_FaceTarget\n\t\t\tSLDM F 7 Fast A_CustomMeleeAttack(random(16, 24), \"SludgeGiant/Melee\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 6 Fast A_FaceTarget\n\t\t\tSLDM F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SludgeMissile\", 40, random(-2, 2), random(-6, 6), CMF_AIMDIRECTION, random(-8, 8))\n\t\t\tSLDM FGG 3 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM H 3 Fast\n\t\t\tSLDM H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tSLDM H 1\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tSLDM H 1\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(12, 36), random(-4, 4), random(-4, 4), random(0, 6))\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(24, 48), random(-8, 8), random(-8, 8), random(2, 12))\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-8, 8), random(-8, 8), random(32, 56), random(-6, 6), random(-6, 6), random(3, 6))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SludgeGiantSplit\", 0, 16, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SludgeGiantSplit\", 0, -16, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tSLDM H 1\n\t\t\tTNT1 A -1\n\t\tStop\n\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tSLDM H 1 A_SetScale(0.05, 0.05)\n\t\t\tSLDM H 1 A_SetScale(0.1, 0.1)\n\t\t\tSLDM H 1 A_SetScale(0.15, 0.15)\n\t\t\tSLDM H 1 A_SetScale(0.2, 0.2)\n\t\t\tSLDM H 1 A_SetScale(0.25, 0.25)\n\t\t\tSLDM H 1 A_SetScale(0.3, 0.3)\n\t\t\tSLDM H 1 A_SetScale(0.35, 0.35)\n\t\t\tSLDM H 1 A_SetScale(0.4, 0.4)\n\t\t\tSLDM H 1 A_SetScale(0.45, 0.45)\n\t\t\tSLDM H 1 A_SetScale(0.5, 0.5)\n\t\t\tSLDM H 1 A_SetScale(0.55, 0.55)\n\t\t\tSLDM H 1 A_SetScale(0.6, 0.6)\n\t\t\tSLDM H 1 A_SetScale(0.65, 0.65)\n\t\t\tSLDM H 1 A_SetScale(0.7, 0.7)\n\t\t\tSLDM H 1 A_SetScale(0.75, 0.75)\n\t\t\tSLDM H 1 A_SetScale(0.8, 0.8)\n\t\t\tSLDM H 1 A_SetScale(0.85, 0.85)\n\t\t\tSLDM H 1 A_SetScale(0.9, 0.9)\n\t\t\tSLDM H 1 A_SetScale(0.95, 0.95)\n\t\t\tSLDM H 1 A_SetScale(1.0, 1.0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t    Goto See\n\t}\n}\n\nActor SludgeGiantSplit : DnD_BaseHybridMonster {\n\tHeight 38\n\tRadius 15\n\tScale 0.75\n\tHealth 0x7FFFFFFF\n\tMeleeRange 40\n\tMaxStepHeight 16\n\tTag \"Sludge Creature\"\n\tObituary \"%o couldn't see the sludge creatures beneath %h.\"\n\t+THRUSPECIES\n\tmass 1000\n\tspeed 12\n\tpainchance 96\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"SludgeGiant/Die\"\n\tactivesound \"\"\n\tSpecies \"Skeleton\"\n\tBloodType \"SludgeBlood\"\n\tBloodColor \"79 75 49\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SLUDGEGIANT2)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSLDM H 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 6 Fast A_FaceTarget\n\t\t\tSLDM F 7 Fast A_CustomMeleeAttack(random(8, 14), \"SludgeGiant/Melee\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 6 Fast A_FaceTarget\n\t\t\tSLDM F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SludgeMissileWeak\", 24, random(-2, 2), random(-6, 6), CMF_AIMDIRECTION, random(-8, 8))\n\t\t\tSLDM FGG 3 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM H 3 Fast\n\t\t\tSLDM H 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tSLDM H 1\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tSLDM H 1\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(12, 36), random(-4, 4), random(-4, 4), random(0, 6))\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(20, 36), random(-8, 8), random(-8, 8), random(2, 12))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SludgeGiantSplitFinal\", 0, 16, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SludgeGiantSplitFinal\", 0, -16, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tSLDM H 1\n\t\t\tTNT1 A 5\n\t\tStop\n\t}\n}\n\nActor SludgeBlood : RealBlood {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Hit\")\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor SludgeMissile {\n\tPROJECTILE\n\tGravity 0.4\n\tSpeed 20\n\tRadius 4\n\tHeight 8\n\tScale 0.65\n\tDamage (8)\n\tProjectileKickBack 8\n\tDamageType \"Poison\"\n\tStamina 128\n\t+THRUGHOST\n\t-NOGRAVITY\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tSLFX A -1\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SludgeMissileWeak : SludgeMissile {\n\tDamage (4)\n\tScale 0.4\n\tRadius 4\n\tHeight 7\n}\n\nActor SludgeGiantSplitFinal : DnD_BaseHybridMonster {\n\tHeight 24\n\tRadius 12\n\tScale 0.5\n\tHealth 0x7FFFFFFF\n\tMeleeRange 40\n\tMaxStepHeight 16\n\tTag \"Tiny Sludge Creature\"\n\tObituary \"%o couldn't see the tiny sludge creatures beneath %h.\"\n\t+THRUSPECIES\n\tmass 1000\n\tspeed 12\n\tpainchance 96\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"SludgeGiant/Die\"\n\tactivesound \"\"\n\tSpecies \"Skeleton\"\n\tBloodType \"SludgeBlood\"\n\tBloodColor \"79 75 49\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SLUDGEGIANT3)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSLDM H 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 3 Fast A_FaceTarget\n\t\t\tSLDM F 5 Fast A_CustomMeleeAttack(random(4, 7), \"SludgeGiant/Melee\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"SludgeGiant/Attack\")\n\t\t\tSLDM E 5 Fast A_FaceTarget\n\t\t\tSLDM F 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SludgeMissileWeakFinal\", 12, random(-2, 2), random(-6, 6), CMF_AIMDIRECTION, random(-8, 8))\n\t\t\tSLDM FGG 2 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tSLDM H 3 Fast\n\t\t\tSLDM H 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\tXDeathState:\n\t\t\tSLDM H 1\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tSLDM H 1\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(12, 36), random(-4, 4), random(-4, 4), random(0, 6))\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood_Green\", random(-16, 16), random(-16, 16), random(20, 36), random(-8, 8), random(-8, 8), random(2, 12))\n\t\t\tSLDM H 1\n\t\t\tTNT1 A 5\n\t\tStop\n\t}\n}\n\nActor SludgeMissileWeakFinal : SludgeMissile {\n\tDamage (2)\n\tScale 0.22\n\tRadius 2\n\tHeight 4\n}\n\nActor DarkServant : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\t+NOBLOOD\n\tSpecies \"Skeleton\"\n\tSeeSound \"DarkServant/See\"\n\tPainSound \"DarkServant/Pain\"\n\tActiveSound \"DarkServant/Act\"\n\tDeathSound \"Weapons/SReaverLoop\"\n\tObituary \"%o's soul was claimed by a Dark Servant.\"\n\tTag \"Dark Servant\"\n\tPainChance 96\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tRenderstyle Translucent\n\tXScale 1.1\n\tYScale 1.25\n\tMass 750\n\tvar int user_teleport;\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DARKSERVANT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDSON AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDSON A 3 Fast A_Chase\n\t\t\tDSON A 3 Fast A_Chase(\"\")\n\t\t\tDSON B 3 Fast A_Chase\n\t\t\tDSON B 3 Fast A_Chase(\"\")\n\t\t\tDSON C 3 Fast A_Chase\n\t\t\tDSON C 3 Fast A_Chase(\"\")\n\t\t\tDSON D 3 Fast A_Chase\n\t\t\tDSON D 3 Fast A_Chase(\"\")\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"OtherWay\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Aggressive\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkServantSetGhost\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack1\", CHAN_WEAPON)\n\t\t\tDSON FF 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkServantMissile1\", 40, 0, 0)\n\t\t\tDSON G 7 Fast Bright A_CustomMissile(\"DarkServantMissile1\", 40, 0, 8)\n\t\t\tDSON G 0 A_GiveInventory(\"DarkServantUnsetGhost\", 1)\n\t\tGoto See\n\t\tOtherWay:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkServantsetGhost\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack1\", CHAN_WEAPON)\n\t\t\tDSON TT 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkServantMissile1\", 40, 0, 0)\n\t\t\tDSON U 7 Fast Bright A_CustomMissile(\"DarkServantMissile1\", 40, 0, -8)\n\t\t\tDSON U 0 A_GiveInventory(\"DarkServantUnsetGhost\", 1)\n\t\tGoto See\n\t\tAggressive:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkServantsetGhost\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack1\", CHAN_WEAPON)\n\t\t\tDSON FF 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkServantMissile1\", 40, 0, 0)\n\t\t\tDSON G 7 Fast Bright A_CustomMissile(\"DarkServantMissile1\", 40, 0, 8)\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack1\", CHAN_WEAPON)\n\t\t\tDSON TT 4 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkServantMissile1\", 40, 0, 0)\n\t\t\tDSON U 7 Fast Bright A_CustomMissile(\"DarkServantMissile1\", 40, 0, -8)\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Attack2\", CHAN_WEAPON)\n\t\t\tDSON FFFF 4 Fast Bright A_FaceTarget\n\t\t\tDSON G 10 Fast Bright A_CustomMissile(\"DarkServantMissile2\", 40)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkServantUnsetGhost\", 1)\n\t\t\tDSON G 0 A_JumpIfCloser(128, \"Teleport\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_Jump(144, \"Teleport\")\n\t\t\tDSON E 3 Fast\n\t\t\tDSON E 3 Fast A_Pain\n\t\tGoto See\n\t\tTeleport:\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkServant/Laugh\")\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tDSON OPQRS 3 Fast Bright\n\t\tTeleportLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_teleport == 20, \"TeleportFinish\")\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"DarkServantTrail\", frandom(-36.0, 36.0), frandom(-36.0, 36.0), frandom(8.0, 56.0), 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)\n\t\t\tTNT1 AA 0 A_Wander\n\t\t\tTNT1 A 2 A_Wander\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_teleport\", user_teleport + 1)\n\t\tLoop\n\t\tTeleportFinish:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.5)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_teleport\", 0)\n\t\t\tDSON SRQPO 3 Fast Bright\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tDSON O 0 Bright A_Jump(192, \"Aggressive\")\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tDSON H 6\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tDSON I 6 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tDSON J 6\n\t\t\tDSON K 6 A_NoBlocking\n\t\t\tDSON LM 6\n\t\t\tDSON N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DarkServantUnSetGhost\", 1)\n\t\t\tDSON NLMKJIH 4\n\t\tGoto See\n\t}\n}\n\nActor DarkServantSetGhost : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(961, 0, 2)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_GHOST, DND_NOPAIN, -1, -1)\n\t\tStop\n\t}\n}\n\nActor DarkServantUnSetGhost : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(961, 0, 3)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_GHOST, DND_NOPAIN, -1, -1)\n\t\tStop\n\t}\n}\n\nActor DarkServantTrail {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tFX18 HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tFX18 L 2 Bright\n\t\tStop\n\t}\n}\n\nActor DarkServantMissile1 {\n\tSpeed 32\n\tHeight 8\n\tRadius 4\n\tSeeSound \"Weapons/SmallLightning\"\n\tDeathSound \"Weapons/SmallLightningH\"\n\tDamage (5 * random(2, 4))\n\tDamageType \"Lightning\"\n\tStamina 256\n\tPROJECTILE\n\t+THRUGHOST\n\tRenderstyle Translucent\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX16 AABBCC 2 Bright A_SpawnItemEx(\"DarkServantMissile1Trail\", 0, 0, 0, -4, random(-3, 3))\n\t\tLoop\n\t\tDeath:\n\t\t\tFX16 GHIJKL 2 Bright\n\t\tStop\n\t}\n}\n\nActor DarkServantMissile2 {\n\tSpeed 28\n\tHeight 10\n\tRadius 6\n\tDamage (8 * random(1, 4))\n\tDamageType \"Lightning\"\n\tStamina 256\n\tSeeSound \"Weapons/BigLightning\"\n\tDeathSound \"Weapons/BigLightningH\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SeekerMissile(16, 16, SMF_LOOK)\n\t\t\tFX18 AA 2 Bright A_SpawnItem(\"DarkServantMissile2Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(16, 16, SMF_LOOK)\n\t\t\tFX18 BB 2 Bright A_SpawnItem(\"DarkServantMissile2Trail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tFX18 CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor Crawler : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 20\n\tHeight 56\n\tSpeed 13\n\tPainChance 64\n\tMass 640\n\tBloodColor \"Green\"\n\tSpecies \"Skeleton\"\n\t+MISSILEMORE\n\t+DONTHURTSPECIES\n\tSeeSound \"ChaosSerpent/See\"\n\tAttackSound \"ChaosSerpent/Melee\"\n\tPAINSOUND \"Beast/pain\"\n\tDeathSound \"ChaosSerpent/Die\"\n\tActiveSound \"ChaosSerpent/See\"\n\tObituary \"%o was regurgitated by a Crawler.\"\n\tHitObituary \"%o was regurgitated by a Crawler.\"\n\tconst int ChunkFlags = SXF_TRANSFERTRANSLATION|SXF_ABSOLUTEVELOCITY;\n\tconst int spread = 24;\n\tTag \"Crawler\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CRAWLER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGDMN AA 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGDMN ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tPainState:\n\t\t\tGDMN E 4 Fast\n\t\t\tGDMN E 4 Fast A_Pain\n\t\tGoto See\n\t\tMissileState:\n\t\t\tGDMN E 5 Fast A_FaceTarget\n\t\t\tGDMN F 6 Fast A_FaceTarget\n\t\t\tGDMN E 0 A_JumpIfCloser(224, \"Breath\")\n\t\t\tGDMN G 5 Fast BRIGHT A_CustomMissile(\"CrawlerPoisonBall\",64,0,0,0)\n\t\t\tGDMN F 4 Fast A_FaceTarget\n\t\t\tGDMN E 0 A_JumpIfCloser(224, \"Breath\")\n\t\t\tGDMN G 5 Fast BRIGHT A_CustomMissile(\"CrawlerPoisonBall\",64,0,0,0)\n\t\t\tGDMN F 4 Fast A_FaceTarget\n\t\t\tGDMN E 0 A_JumpIfCloser(224, \"Breath\")\n\t\t\tGDMN G 5 Fast BRIGHT A_CustomMissile(\"CrawlerPoisonBall\",64,0,0,0)\n\t\tgoto see\n\t\tBreath:\n\t\t\tGDMN G 0 A_PlaySoundEx(\"torturedsoul/poison\", auto)\n\t\t\tGDMN G 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\t\tGDMN G 2 Fast bright A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\t\tTNT1 A 0 A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\t\tGDMN G 2 Fast bright A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\t\tTNT1 A 0 A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\t\tGDMN G 2 Fast bright A_CustomMissile(\"CrawlerPoisonCloud\", 65, 0, random(-spread, spread), CMF_CHECKTARGETDEAD)\n\t\tgoto See\n\t\tMeleeState:\n\t\t\tGDMN E 5 Fast A_FaceTarget\n\t\t\tGDMN F 7 Fast A_FaceTarget\n\t\t\tGDMN G 5 Fast A_CustomMeleeAttack(random[DemonAttack1](4,16) * 2)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tGDMN H 6\n\t\t\tGDMN I 0 A_SpawnItemEx(\"CrawlerChunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n\t\t\tGDMN I 0 A_SpawnItemEx(\"CrawlerChunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tGDMN I 0 A_SpawnItemEx(\"CrawlerChunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tGDMN I 0 A_SpawnItemEx(\"CrawlerChunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tGDMN I 6 A_SpawnItemEx(\"CrawlerChunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n\t\t\t\t\t\t   1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n\t\t\tGDMN J 1\n\t\t\tGDMN J 6 A_Scream\n\t\t\tGDMN K 6 A_NoBlocking\n\t\t\tGDMN L 6  A_QueueCorpse\n\t\t\tGDMN MNO 6\n\t\t\tGDMN P -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tGDMN PONMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor CrawlerPoisonBall {\n\tSpeed 24\n\tRadius 10\n\tHeight 16\n\tDamage (8)\n\tDamageType \"Poison\"\n\tStamina 128\n\tProjectile\n\t+SEEKERMISSILE\n\t+THRUGHOST\n\tRenderStyle Add\n\tSeeSound \"Beast/Attack\"\n\tDeathSound \"weapons/phoenixhit\"\n\tScale 1.1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tD2FX ABCDEF 4 Bright A_SeekerMissile(30, 30)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tD5FX GHI 4 Bright\n\t\t\tD5FX JK 3 Bright\n\t\t\tD5FX L 2 Bright\n\t\tStop\n\t}\n}\n\nactor CrawlerPoisonCloud : TorturedSoulPoison {\n    Height 10\n    Speed 8\n    Damage (1)\n\tDamageType \"Poison\"\n\tStamina 128\n}\n\nACTOR CrawlerChunk1 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGDMA A 4\n\t\t\tGDMA A 10\n\t\t\tGDMA A 20\n\t\tWait\n\t\tDeath:\n\t\t\tGDMA A -1\n\t\tStop\n\t}\n}\n\nACTOR CrawlerChunk2 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGDMB A 4\n\t\t\tGDMB A 10\n\t\t\tGDMB A 20\n\t\tWait\n\t\tDeath:\n\t\t\tGDMB A -1\n\t\tStop\n\t}\n}\n\nACTOR CrawlerChunk3 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGDMC A 4\n\t\t\tGDMC A 10\n\t\t\tGDMC A 20\n\t\tWait\n\t\tDeath:\n\t\t\tGDMC A -1\n\t\tStop\n\t}\n}\n\nACTOR CrawlerChunk4 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGDMD A 4\n\t\t\tGDMD A 10\n\t\t\tGDMD A 20\n\t\tWait\n\t\tDeath:\n\t\t\tGDMD A -1\n\t\tStop\n\t}\n}\n\nACTOR CrawlerChunk5 : DemonChunk {\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates {\n\t\tSpawn:\n\t\t\tGDME A 4\n\t\t\tGDME A 10\n\t\t\tGDME A 20\n\t\tWait\n\t\tDeath:\n\t\t\tGDME A -1\n\t\tStop\n\t}\n}\n\nACTOR Draugr : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -75\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 10\n\tPainChance 100\n\t+MISSILEMORE\n\t+NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tSeeSound \"Draugr/See\"\n\tPainSound \"Draugr/pain\"\n\tDeathSound \"Widowmaker/Death\"\n\tActiveSound \"Draugr/Act\"\n\tMeleeSound \"skeleton/melee\"\n\tHitObituary \"%o was smacked in the face by a Draugr.\"\n\tObituary \"%o was caught by a Draugr's fire.\"\n\tTag \"Draugr\"\n\tSpecies \"Skeleton\"\n\tRenderstyle Translucent\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DRAUGR)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t// in case player dies while this guy was fading\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\tIdleLoop:\n\t\t\tSKE2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tSKE2 AABBCCDDEEFF 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_Jump(128, \"FadeAway\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSKE2 J 6 Fast A_SkelWhoosh\n\t\t\tSKE2 K 6 Fast A_FaceTarget\n\t\t\tSKE2 L 6 Fast A_CustomMeleeAttack(random(26, 46), \"monster/inchit\", \"\")\n\t\tGoto See\n\t\tFadeAway:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DraugrFadeCooldown\", 1, \"MissileNoFade\")\n\t\t\tSKE2 J 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Draugr/Fade\")\n\t\t\tSKE2 JJJJJJJJJJ 2 Fast A_FadeOut(0.1, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"DraugrFader\", frandom(-24.0, 24.0), frandom(-24.0, 24.0), 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"AVOIDMELEE\", 1)\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 3 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeFlag(\"AVOIDMELEE\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Draugr Appear FX\")\n\t\t\tTNT1 A 8 A_FaceTarget\n\t\t\tSKE2 JJJJJJJJJJJJJJJJJJJJ 1 A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DraugrFadeCooldown\", 1)\n\t\t\tSKE2 J 1\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tSKE2 J 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"MissileRoll\")\n\t\t\tSKE2 J 2\n\t\tGoto See\n\t\tMissileRoll:\n\t\t\tSKE2 J 1\n\t\t\tTNT1 A 0 A_Jump(96, \"AngryMissile\")\n\t\t\tSKE2 J 1\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(224, \"FadeAway\")\n\t\tMissileNoFade:\n\t\t\tSKE2 G 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fire\")\n\t\t\tSKE2 H 7 Fast Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tAngryMissile:\n\t\t\tSKE2 G 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fire\")\n\t\t\tSKE2 H 5 Fast Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 6 Fast A_FaceTarget\n\t\t\tSKE2 G 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/tp_fire\")\n\t\t\tSKE2 H 7 Fast Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tSKE2 M 4 Fast A_Pain\n\t\t\tSKE2 M 4 Fast A_Jump(96, \"FadeAway\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSKE2 NO 7\n\t\t\tSKE2 P 7 A_Scream\n\t\t\tSKE2 Q 7 A_NoBlocking\n\t\t\tSKE2 R 7\n\t\t\tSKE2 S -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSKE2 RQPON 5\n\t\tGoto See\n\t}\n}\n\nActor DraugrFadeCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -3\n}\n\nActor DraugrFader {\n\tRadius 20\n\tHeight 56\n\tRenderstyle Translucent\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tvar int user_speed;\n\tMaxStepHeight 24\n\tAlpha 0.8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\")\n\t\t1:\n\t\t\tSKE2 A 0\n\t\tGoto Animate\n\t\t2:\n\t\t\tSKE2 B 0\n\t\tGoto Animate\n\t\t3:\n\t\t\tSKE2 C 0\n\t\tGoto Animate\n\t\t4:\n\t\t\tSKE2 D 0\n\t\tGoto Animate\n\t\t5:\n\t\t\tSKE2 E 0\n\t\tGoto Animate\n\t\t6:\n\t\t\tSKE2 F 0\n\t\tGoto Animate\n\t\t7:\n\t\t\tSKE2 J 0\n\t\tGoto Animate\n\t\t8:\n\t\t\tSKE2 K 0\n\t\tGoto Animate\n\t\t9:\n\t\t\tSKE2 L 0\n\t\tGoto Animate\n\t\tAnimate:\n\t\t\t\"####\" \"#\" 0 A_setUserVar(\"user_angle\", random(0, 255))\n\t\t\t\"####\" \"#\" 0 A_setUserVar(\"user_speed\", random(2, 3))\n\t\tAnimLoop:\n\t\t\t\"####\" \"#\" 0 A_FadeOut(0.06)\n\t\t\t\"####\" \"#\" 4 ThrustThing(user_angle, user_speed, 0, 0)\n\t\tLoop\n\t}\n}\n\nActor DraugrFader2 : DraugrFader {\n\tStates {\n\t\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\")\n\t\t1:\n\t\t\tSKE2 A 0\n\t\tGoto Animate\n\t\t2:\n\t\t\tSKE2 B 0\n\t\tGoto Animate\n\t\t3:\n\t\t\tSKE2 C 0\n\t\tGoto Animate\n\t\t4:\n\t\t\tSKE2 D 0\n\t\tGoto Animate\n\t\t5:\n\t\t\tSKE2 E 0\n\t\tGoto Animate\n\t\t6:\n\t\t\tSKE2 F 0\n\t\tGoto Animate\n\t\t7:\n\t\t\tSKE2 J 0\n\t\tGoto Animate\n\t\t8:\n\t\t\tSKE2 K 0\n\t\tGoto Animate\n\t\t9:\n\t\t\tSKE2 L 0\n\t\tGoto Animate\n\t\tAnimate:\n\t\t\t\"####\" \"#\" 0 A_ScaleVelocity(-1)\n\t\tAnimateLoop:\n\t\t\t\"####\" \"#\" 4 A_FadeOut(0.06)\n\t\tLoop\n\t}\n}\n\nActor DraugrSeekerTrail {\n\tRenderStyle Add\n\tAlpha 0.85\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tFMTT ABCDE 2 Bright A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nActor DraugrSeekerBoomFX {\n\tScale 0.75\n\tRenderStyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tNREB CDEFGHIJKL 2 Bright\n\t\tStop\n\t}\n}\n\nActor DraugrSeeker {\n\tSpeed 16\n\tDamage (random(15, 30))\n\tRadius 8\n\tHeight 6\n\tRenderstyle Add\n\tScale 0.45\n\tPROJECTILE\n\tDamageType \"Magical\"\n\tStamina 8\n\t+SEEKERMISSILE\n\t+DOOMBOUNCE\n\t+NODAMAGETHRUST\n\tBounceCount 2\n\tBounceFactor 1\n\tDecal RevenantScorch\n\tSeeSound \"harvester/scream\"\n\tDeathSound \"Draugr/SeekerExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_Jump(128,1,3,5,7,9)\n\t\t\tNREB ABABABABAB 2 Bright\n\t\t\tGoto StartSeek\n\t\tStartSeek:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DraugrSeekerTrail\",0,0,6,0,0,0,0,128)\n\t\t\tNREB A 2 Bright\tA_Tracer2\n\t\t\tNREB B 2 Bright A_SpawnItemEx(\"DraugrSeekerTrail\",0,0,6,0,0,0,0,128)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 A 1 A_SpawnItem(\"DraugrSeekerBoomFX\")\n\t\t\tStop\n\t}\n}\n\nActor CyborgSoldier : DnD_BaseHybridMonster {\n\tOBITUARY \"%o was shot down by a Cyborg Soldier.\"\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tMass 512\n\tSpeed 14\n\tPainchance 40\n\tScale 1.2\n\tSEESOUND \"Monsters/NBSight\"\n\tACTIVESOUND \"Monsters/NBAct\"\n\tPAINSOUND \"Monsters/NBPain\"\n\tDEATHSOUND \"Monsters/NBDeath\"\n\tBloodcolor \"7F 3F 00\"\n\tTag \"Cyborg Soldier\"\n\tSpecies \"Skeleton\"\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CYBORGSOLDIER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tNLBG AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tNLBG AA 4 A_Chase\n\t\t\tNLBG A 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\t\tNLBG BBCC 4 A_Chase\n\t\t\tNLBG CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\t\tNLBG DD 4 A_Chase\n\t\tGoto See\n\t\tMissileState:\n      \t\tNLBG E 0 A_Jump(96, \"Scattershot\")\n\t\tMissileFire:\n      \t\tNLBG E 10 A_FaceTarget\n\t\tKeepFiring:\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT\n\t\t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n      \t\tNLBG E 2 BRIGHT A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 3 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, frandom(6, -6), 0, 1)\n\t\t\tTNT1 A 0 A_JumpIfCloser(256, \"KeepFiring\")\n      \t\tNLBG E 2 BRIGHT\n\t\tGoto See\n\t\tScattershot:\n      \t\tNLBG E 10 A_FaceTarget\n      \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n      \t\tNLBG F 4 A_CustomMissile(\"NailProjectileWeak\", 40, 8, 9, 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"NailProjectileWeak\", 40, 8, -9, 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"NailProjectileWeak\", 40, 8, 4.5, 0, 1)\n      \t\tNLBG F 0 A_CustomMissile(\"NailProjectileWeak\", 40, 8, -4.5, 0, 1)\n      \t\tNLBG F 0 BRIGHT A_CustomMissile(\"NailProjectileWeak\", 40, 8, 0, 0)\n      \t\tNLBG E 15\n      \tGoto See\n\t\tMeleeState:\n      \t\tTNT1 A 0 A_Jump(192, \"Scattershot\")\n      \tGoto MissileFire\n\t\tPainState:\n\t\t\tNLBG G 3\n\t\t\tNLBG G 3 A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tNLBG H 5\n\t\t\tNLBG I 5 A_Scream\n\t\t\tNLBG J 5 A_NoBlocking\n\t\t\tNLBG J 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\t\tNLBG K 5 A_CustomMissile(\"BorgNailBomb\", 32)\n\t\t\tNLBG L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tNLBG O 5\n\t\t\tNLBG P 5 A_XScream\n\t\t\tNLBG Q 5 A_NoBlocking\n\t\t\tNLBG Q 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\t\tNLBG RTUV 5 A_CustomMissile(\"BorgNailBomb\", 32)\n\t\t\tNLBG W -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tNLBG KJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BorgNailBomb {\n\tRadius 24\n\tHeight 24\n\tSpeed 0\n\tSeeSound \"GenericGL/FireAdd\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tPROJECTILE\n\tGravity 0.8\n\t+THRUACTORS\n\t-NOGRAVITY\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_ChangeVelocity(0, 0, 8, CVF_RELATIVE)\n\t\tSpawnLoop:\n\t\t\tNBMB AB 6\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 40, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 80, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 120, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 160, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 200, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 240, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 280, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 320, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"NailProjectileWeak\", 16, 2, 350, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 15\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Shotgunguy.txt",
        "contents": "ACTOR SSGZombie : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tScale 0.9\n\tSpeed 9\n\tPainChance 170\n\tSEESOUND \"Fatguy/See\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"Fatguy/pain\"\n\tDEATHSOUND \"Fatguy/Die\"\n\tACTIVESOUND \"Fatguy/Act\"\n\tOBITUARY \"%o was blown open by a Super Shotgunner!\"\n\tDropItem \"SuperShotgunPickup_Drop\"\n\tTag \"SSG Zombie\"\n\tDecal Bulletchip\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIESSG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGPOS A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGPOS AABBCCDD 4 Fast A_Chase\n\t\tGoto see\n\t\tMissileState:\n\t\t\tGPOS E 10 Fast BRIGHT A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"SSGUNER/SSG\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tGPOS F 8 Fast BRIGHT A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tGPOS E 10 Fast\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tGPOS E 35 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tGPOS G 3 Fast\n\t\t\tGPOS G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tGPOS H 7\n\t\t\tGPOS I 7 A_Scream\n\t\t\tGPOS J 7 A_NoBlocking\n\t\t\tGPOS K 7\n\t\t\tGPOS L 7\n\t\t\tGPOS M 7\n\t\t\tGPOS N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tGPOS O 5\n\t\t\tGPOS P 5 A_XScream\n\t\t\tGPOS Q 5 A_NoBlocking\n\t\t\tGPOS RS 5\n\t\t\tGPOS T -1\n\t\t\tStop\n\t\tRaiseState:\n\t\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor ZSpecOpsShotgun : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tHeight 56\n\tRadius 20\n\tSpeed 8\n\tPainChance 192\n\t+NoTarget\n\t+NoInfighting\n\tSeeSound \"ZSpecOps/Sight\"\n\tActiveSound \"ZSpecOps/Sight\"\n\tPainSound \"ZSpecOps/Pain\"\n\tDeathSound \"ZSpecOps/Death\"\n\tObituary \"%o was gunned down by a ZSpecOps\"\n\tDecal BulletChip\n\tDropItem \"ShotgunPickup_Drop\"\n\tTag \"ZSpec Shotgunner\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZSPECSG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSP1 AAAAAAAAAABBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZSP1 ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSP1 E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-8.0, 8.0), 0, frandom(-6.0, 6.0))\n\t\t\tZSP1 F 3 Fast Bright A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-8.0, 8.0), 0, frandom(-6.0, 6.0))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tZSP1 EEE 3 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tZSP1 G 4 Fast\n\t\t\tZSP1 G 4 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tZSP1 H 5\n\t\t\tZSP1 I 5 A_Scream\n\t\t\tZSP1 J 5\n\t\t\tZSP1 K 5 A_NoBlocking\n\t\t\tZSP1 L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZSP1 G 2 A_XScream\n\t\t\tZSP1 G 1 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t\tRaiseState:\n\t\t\tZSP1 LKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR LOSShotgunGuy : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tTag \"Armored Shotgunner\"\n\t+NODROPOFF\n\tRadius 20\n\tHeight 56\n\tDropItem \"ShotgunPickup_Drop\"\n\tPainchance 170\n\tSeeSound \"shotguy/sight\"\n\tAttackSound \"shotguy/attack\"\n\tPainSound \"shotguy/pain\"\n\tDeathSound \"shotguy/death\"\n\tActiveSound \"shotguy/active\"\n\tObituary \"$OB_SHOTGUY\"\n\t+ISMONSTER\n\tMass 100\n\tSpeed 8\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SGLOS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSSG E 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZSSG AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSSG E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5))\n\t\t\tZSSG F 10 Fast bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5))\n\t\t\tZSSG X 6 Fast A_CustomMissile(\"shotguncasing\",32,-10,270+random(-15,15),2,45+random(-15,15))\n\t\t\tZSSG ZX 6 Fast\n\t\t\tTNT1 A 0 A_Jump(50,\"InfiniteShot\")\n\t\tGoto See\n\t\tInfiniteShot:\n\t\t\tZSSG E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5))\n\t\t\tZSSG F 10 Fast bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5))\n\t\t\tZSSG X 6 Fast A_CustomMissile(\"shotguncasing\",32,-10,270+random(-15,15),2,45+random(-15,15))\n\t\t\tZSSG ZX 6 Fast\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_CPosRefire\n\t\tLoop\n\t\tPainState:\n\t\t\tZSSG G 3 Fast\n\t\t\tZSSG G 3 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(100,\"Avoid\")\n\t\tGoto See\n\t\tAvoid:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSSG A 3 Fast A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSSG B 3 Fast A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSSG C 3 Fast A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSSG D 3 Fast A_FastChase\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto Missile\n\t\tDeathState:\n\t\t\tZSSG H 5\n\t\t\tZSSG I 5 A_Scream\n\t\t\tZSSG J 5 A_NoBlocking\n\t\t\tZSSG J 5\n\t\t\tZSSG L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZSGG G 2 A_XSCream\n\t\t\tZSGG G 1 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t\tRaiseState:\n\t\t\tZSSG KJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR LOSSuperShotgunGuy : DnD_BaseRangedMonster {\n\tSpawnid 253\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tSpeed 8\n\tPainchance 200\n\tSeesound \"shotguy/sight\"\n\tAttacksound \"weapons/sshotf\"\n\tPainsound \"shotguy/pain\"\n\tDeathsound \"shotguy/death\"\n\tActivesound \"shotguy/active\"\n\tObituary \"%o was shot by a Super Shotgun Sergeant.\"\n\tDropItem \"SuperShotgunPickup_Drop\"\n\tTag \"Armored SSG Zombie\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SSGLOS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSS2 A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZSS2 AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSS2 E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotf\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile(\"UndeadInitiateBullet\", 32, 0, frandom(-16.2, 16.2), 0, frandom(-7.1, 7.1))\n\t\t\tZSS2 F 5 Fast BRIGHT A_CustomMissile(\"UndeadInitiateBullet\", 32, 0, frandom(-16.2, 16.2), 0, frandom(-7.1, 7.1))\n\t\t\tZSS2 E 15 Fast\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\t\tZSS2 M 12 Fast A_PlayWeaponSound (\"weapons/sshoto\")\n\t\t\tZSS2 NN 1 Fast A_CustomMissile(\"shotguncasing\",20,-10,20+random(-25,25),2,10+random(-25,25))\n\t\t\tZSS2 N 10 Fast A_PlayWeaponSound (\"weapons/sshotl\")\n\t\t\tZSS2 E 12 Fast A_PlayWeaponSound (\"weapons/sshotc\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tZSS2 G 3 Fast\n\t\t\tZSS2 G 3 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(125,\"Avoid\")\n\t\tGoto See\n\t\tAvoid:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSS2 A 3 A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSS2 B 3 A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSS2 C 3 A_FastChase\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tZSS2 D 3 A_FastChase\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto Missile\n\t\tDeathState:\n\t\t\tZSS2 H 5\n\t\t\tZSS2 I 5 A_Scream\n\t\t\tZSS2 J 5 A_NoBlocking\n\t\t\tZSS2 K 5\n\t\t\tZSS2 L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZSS2 G 2 A_XSCream\n\t\t\tZSS2 G 1 A_NoBlocking\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t\tRaiseState:\n\t\t\tZSS2 LKJIH 5\n\t\tGoto See\n\t}\n}\n\nactor SawedOffShotgunGuy : DnD_BaseRangedMonster {\n\tobituary \"%o was bucked by a zombie.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 255\n\tseesound \"shotguy/sight\"\n\tattacksound \"sawedoff/fire\"\n\tpainsound \"shotguy/pain\"\n\tdeathsound \"shotguy/death\"\n\tactivesound \"shotguy/active\"\n\tdecal \"bulletchip\"\n\tDropItem \"SawedoffPickup\"\n\tTag \"Sawedoff Zombie\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SAWEDOFF1)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSDO AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tZSDO AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSDO E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"sawedoff/fire\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))\n\t\t\tZSDO F 8 Fast A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tZSDO E 8 Fast\n\t\tgoto See\n\t\tPainState:\n\t\t\tZSDO G 3 Fast\n\t\t\tZSDO G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tZSDO H 5 A_Scream\n\t\t\tZSDO I 5\n\t\t\tZSDO J 5\n\t\t\tZSDO K 5 A_NoBlocking\n\t\t\tZSDO L 5\n\t\t\tZSDO M 5\n\t\t\tZSDO N -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZSDO O 5\n\t\t\tZSDO P 5 A_XScream\n\t\t\tZSDO Q 5 A_NoBlocking\n\t\t\tZSDO RSTUV 5\n\t\t\tZSDO W -1\n\t\tRaiseState:\n\t\t\tZSDO KJIH 5\n\t\tgoto See\n\t}\n}\n\nactor SawedOffShotgunGuy2 : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tpainchance 224\n\tdecal \"bulletchip\"\n\tDropItem \"SawedoffPickup\"\n\tobituary \"%o was bucked by a zombie.\"\n\tHealth 0x7FFFFFFF\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tseesound \"shotguy/sight\"\n\tattacksound \"sawedoff/fire\"\n\tpainsound \"shotguy/pain\"\n\tdeathsound \"shotguy/death\"\n\tactivesound \"shotguy/active\"\n\tTag \"Sawedoff Zombie\"\n\t+ISMONSTER\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SAWEDOFF2)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tAZSG AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tAZSG AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tAZSG E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"sawedoff/fire\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))\n\t\t\tAZSG F 8 Fast A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tAZSG E 8 Fast\n\t\tgoto See\n\t\tPainState:\n\t\t\tAZSG G 3 Fast\n\t\t\tAZSG G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tAZSG H 5 A_Scream\n\t\t\tAZSG I 5\n\t\t\tAZSG J 5\n\t\t\tAZSG K 5 A_NoBlocking\n\t\t\tAZSG L -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tAZSG M 5\n\t\t\tAZSG N 5 A_XScream\n\t\t\tAZSG O 5 A_NoBlocking\n\t\t\tAZSG PQRST 5\n\t\t\tAZSG U -1\n\t\tRaiseState:\n\t\t\tAZSG KJIH 5\n\t\tgoto See\n\t}\n}\n\nActor QuakeZombieShotgun : DnD_BaseRangedMonster {\n\tTranslation \"128:143=25:40\", \"236:239=41:47\"\n\tObituary \"%o was killed by an enforcer captain.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tDropItem \"ShotgunPickup_Drop\"\n\tTag \"Enforcer Captain\"\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 200\n    SeeSound \"SSGUNER/sight\"\n    AttackSound \"QuakeZombie/Attack\"\n    PainSound \"QuakeZombie/pain\"\n    DeathSound \"QuakeZombie/die\"\n    ActiveSound \"SSGUNER/idle\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEQUAKE2)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tQZOM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tQZOM AABBCCDD 4 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tQZOM E 10 Fast BRIGHT A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"QuakeZombie/Attack\", CHAN_WEAPON)\n\t\t\tTNT1 AAAA 0 A_CustomMissile(\"UndeadInitiateBullet\", 32, 0, frandom(-16.0, 16.0), 0, 0)\n\t\t\tQZOM F 8 Fast BRIGHT A_CustomMissile(\"UndeadInitiateBullet\", 32, 0, frandom(-16.0, 16.0), 0, 0)\n\t\t\tQZOM E 5 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tQZOM G 3 Fast\n\t\t\tQZOM G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tQZOM H 5\n\t\t\tQZOM I 5 A_Scream\n\t\t\tQZOM J 5 A_Fall\n\t\t\tQZOM K 5\n\t\t\tQZOM L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tQZOM M 5\n\t\t\tQZOM N 5 A_XScream\n\t\t\tQZOM O 5 A_Fall\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tQZOM PQR 5\n\t\t\tQZOM S -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tQZOM KJIH 5\n\t\tGoto See\n    }\n}\n\nactor UndeadRogue : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -25\n\tobituary \"%o was bagged by an undead rogue.\"\n\tDropItem \"SawedOffPickup\", 128\n\tTag \"Undead Rogue\"\n\tgibhealth 10\n\tradius 20\n\theight 56\n\tmass 125\n\tspeed 8\n\tpainchance 30\n\tdecal BulletChip\n\tSeeSound \"UndeadInitiate/See\"\n\tActiveSound \"UndeadInitiate/Act\"\n\tpainsound \"UndeadInitiate/Pain\"\n\tdeathsound \"UndeadInitiate/Death\"\n\t+ISMONSTER\n\t+NODROPOFF\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ROGUE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t1083 A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\t1083 A 0 A_Jump (32, \"Run\")\n\t\t\t1083 AA 3 Fast A_Chase\n\t\t\t1083 BB 3 Fast A_FastChase\n\t\t\t1083 CC 3 Fast A_FastChase\n\t\t\t1083 DD 3 Fast A_Chase\n\t\tloop\n\t\tRun:\n\t\t\t1083 A 0 A_Jump (24, \"See\")\n\t\t\t1083 AA 2 Fast A_Chase\n\t\t\t1083 BB 3 Fast A_FastChase\n\t\t\t1083 CC 3 Fast A_FastChase\n\t\t\t1083 DD 2 Fast A_Chase\n\t\tloop\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"OneByOne\")\n\t\t\t1083 E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Sawedoff/Fire2\", 6)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))\n\t\t\t1083 F 5 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\t1083 E 12 Fast A_FaceTarget\n\t\tGoto See\n\t\tOneByOne:\n\t\t\t1083 E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Sawedoff/Fire1\", 6)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))\n\t\t\t1083 Y 5 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\t1083 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"See\")\n\t\t\t1083 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Sawedoff/Fire1\", 6)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))\n\t\t\t1083 Z 5 Fast bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\t1083 E 12 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\t1083 G 3 Fast\n\t\t\t1083 G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\t1083 H 7\n\t\t\t1083 I 7 A_Scream\n\t\t\t1083 JK 7\n\t\t\t1083 L 7 A_NoBlocking\n\t\t\t1083 M 7\n\t\t\t1083 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t1083 O 5 A_Scream\n\t\t\t1083 P 5\n\t\t\t1083 R 5 A_NoBlocking\n\t\t\t1083 STUVW 5\n\t\t\t1083 X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\t1083 NMLKJIH 6\n\t\tgoto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Spectre.txt",
        "contents": "Actor Lurker : DnD_BaseHybridMonster {\n\tRenderStyle Add\n\tObituary \"%o didn't See the lurker that was shooting at him.\"\n\tHitObituary \"%o didn't See the lurker right in front of him.\"\n\tAlpha 0.35\n\tTag \"Lurker\"\n\t+GHOST\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 140\n\tSpeed 12\n\tRadius 30\n\tHeight 56\n\tMass 450\n\tSpecies \"Demon\"\n\t+LongMeleeRange\n\t+DontHurtSpecies\n\tSeeSound \"Monster/sg2sit\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"demon/Pain\"\n\tDeathSound \"demon/Death\"\n\tActiveSound \"demon/sg2act\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LURKER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSAR2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSAR2 AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSAR2 EF 8 Fast A_FaceTarget\n\t\t\tSAR2 G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSAR2 GF 8 Fast A_FaceTarget\n\t\t\tSAR2 E 0 A_PlaySound(\"Weapons/bloodf\")\n\t\t\tSAR2 E 0 A_CustomMissile(\"Bloodshot\",22,0,-1,0,0)\n\t\t\tSAR2 E 8 Fast A_CustomMissile(\"Bloodshot\",22,0,1,0,0)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSAR2 H 2 Fast\n\t\t\tSAR2 H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tSAR2 I 8\n\t\t\tSAR2 J 8 A_Scream\n\t\t\tSAR2 K 4\n\t\t\tSAR2 L 4 A_NoBlocking\n\t\t\tSAR2 M 4\n\t\t\tSAR2 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tSAR2 O 5\n\t\t\tSAR2 P 5 A_XScream\n\t\t\tSAR2 Q 5 A_NoBlocking\n\t\t\tSAR2 RSTUV 5\n\t\t\tSAR2 W -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSAR2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor FlameDemonGhost : FlameDemon {\n\tHealth 0x7FFFFFFF\n\tRenderstyle Add\n\tAlpha 0.35\n\tObituary \"%o was charred by the ghostly flame demon.\"\n\t+GHOST\n\tSpeed 16\n\tHeight 56\n\tRadius 30\n\tMass 400\n\tPainChance 150\n\tREACTIONTIME 8\n\t+NORADIUSDMG\n\tSeeSound \"demon/sight\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"demon/death2\"\n\tActiveSound \"demon/active\"\n\tMeleeSound \"demon/melee\"\n\tAttackSound \"demon/melee\"\n\tTranslation \"16:39=101:111\", \"40:47=5:8\", \"79:79=8:8\", \"190:191=7:8\", \"210:223=87:100\", \"224:224=161:161\"\n\tSpecies \"Demon\"\n\t+DONTHURTSPECIES\n\tTag \"Flame Demon\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_FLAMEDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSARG AB 8 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSARG AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSARG EF 8 Fast A_FaceTarget\n\t\t\tSARG G 8 Fast A_CustomMeleeAttack(6 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tSARG H 2 Fast\n\t\t\tSARG H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSARG I 6\n\t\t\tSARG J 6 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSARG NMLKJI 4\n\t\tGoto See\n   }\n}\n\nACTOR NightmareSpectre : DnD_BaseMeleeMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tSpeed 16\n\tHeight 56\n\tRadius 30\n\tMass 400\n\tPainChance 120\n\tREACTIONTIME 8\n\t+GHOST\n\t+NOINFIGHTING\n\tRENDERSTYLE ADD\n\tSeeSound \"demon/sight\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tAttackSound \"demon/melee\"\n\tHitObituary \"%o was spooked by a nightmare spectre.\"\n\tTranslation \"16:31=199:207\", \"32:47=240:247\", \"79:79=247:247\", \"80:111=96:111\", \"190:191=246:247\", \"210:223=194:199\"\n\tSpecies \"Demon\"\n\tTag \"Nightmare Spectre\"\n\t+ISMONSTER\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_NIGHTMAREDEMON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSARG AB 8 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSARG AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSARG EF 6 Fast A_FaceTarget\n\t\t\tSARG G 6 Fast A_CustomMeleeAttack(7 * random(1, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tSARG H 2 Fast\n\t\t\tSARG H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSARG I 6\n\t\t\tSARG J 6 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSARG NMLKJI 4\n\t\tGoto See\n   }\n}\n\nActor Gravedigger : DnD_BaseMeleeMonster {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.64,0.55,1.02]\", \"0:15=0:15\", \"48:78=48:78\", \"80:111=80:111\", \"160:189=160:189\", \"224:231=224:231\"\n\t+ALWAYSFAST\n\t+GHOST\n    SeeSound \"demon/sight\"\n    PainSound \"demon/pain2\"\n    DeathSound \"demon/death\"\n    ActiveSound \"demon/active\"\n    AttackSound \"demon/melee\"\n\tAlpha 0.55\n\tRenderstyle Add\n\tObituary \"%o's grave was dug up by a Gravedigger.\"\n\tTag \"Gravedigger\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tSpecies \"Demon\"\n\t+DONTHURTSPECIES\n\tPainChance 180\n\tSpeed 10\n\tRadius 30\n\tHeight 56\n\tMass 400\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GRAVEDIGGER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSARG AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSARG AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSARG EF 8 Fast A_FaceTarget\n\t\t\tSARG G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4, \"\", \"\")\n\t\tgoto See\n\t\tPainState:\n\t\t\tSARG H 2 Fast\n\t\t\tSARG H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSARG I 8\n\t\t\tSARG J 8 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSARG N 5\n\t\t\tSARG MLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Devourer : DnD_BaseMeleeMonster {\n\tTranslation  \"0:255=%[0.00,0.00,0.00]:[0.52,0.45,0.34]\", \"48:78=48:78\", \"80:111=80:111\", \"160:189=160:189\", \"224:235=224:235\"\n\t+ALWAYSFAST\n\t+NORADIUSDMG\n\t+GHOST\n    SeeSound \"demon/sight\"\n    PainSound \"demon/pain2\"\n    DeathSound \"demon/death\"\n    ActiveSound \"demon/active\"\n    AttackSound \"demon/melee\"\n\tAlpha 0.95\n\tRenderstyle Add\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainchance 96\n\tObituary \"%o was devoured by a hungry Devourer.\"\n\tTag \"Devourer\"\n\tSpecies \"Demon\"\n\t+DONTHURTSPECIES\n\tSpeed 10\n\tRadius 30\n\tHeight 56\n\tMass 400\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEVOURER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSARG AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSARG AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSARG EF 8 Fast A_FaceTarget\n\t\t\tSARG G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4, \"\", \"\")\n\t\tgoto See\n\t\tPainState:\n\t\t\tSARG H 2 Fast\n\t\t\tSARG H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSARG I 8\n\t\t\tSARG J 8 A_Scream\n\t\t\tSARG K 4\n\t\t\tSARG L 4 A_NoBlocking\n\t\t\tSARG M 4\n\t\t\tSARG N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSARG N 5\n\t\t\tSARG MLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor SoulEaterGhost : DnD_BaseHybridMonster {\n\tRenderstyle Add\n\tAlpha 0.35\n\tObituary \"%o had %p soul stolen by a ghost Soul Eater.\"\n\tHitObituary \"%o was eaten by a ghost Soul Eater.\"\n\t+GHOST\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 128\n\tSpeed 12\n\tRadius 30\n\tHeight 56\n\tMass 450\n\tSpecies \"Demon\"\n\t+LongMeleeRange\n\t+DontHurtSpecies\n\tSeeSound \"SoulEater/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"SoulEater/Pain\"\n\tDeathSound \"SoulEater/Die\"\n\tActiveSound \"SoulEater/Act\"\n\tTag \"Soul Eater\"\n\tMaxTargetRange 512\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SOULEATER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSOEA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tSOEA AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSOEA EF 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"SoulEaterProj\",28)\n\t\t\tSOEA G 8 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSOEA EF 8 Fast A_FaceTarget\n\t\t\tSOEA G 8 Fast A_CustomMissile(\"SoulEaterProj\",28)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSOEA H 2 Fast\n\t\t\tSOEA H 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSOEA I 8\n\t\t\tSOEA J 8 A_Scream\n\t\t\tSOEA K 4\n\t\t\tSOEA L 4 A_NoBlocking\n\t\t\tSOEA M 4\n\t\t\tSOEA N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSOEA NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor NhumCignGhost : DnD_BaseMeleeMonster {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,0.10,1.29]\", \"0:47=0:47\", \"80:127=80:127\", \"152:235=152:235\", \"240:255=240:255\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 96\n\tSpeed 8\n\tObituary \"%o had %p ass bitten by a Nhumcign.\"\n\tHitobituary \"%o had %p ass bitten by a Nhumcign.\"\n\tSeeSound \"PurpleDemon/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"PurpleDemon/Pain\"\n\tDeathSound \"PurpleDemon/Die\"\n\tActiveSound \"PurpleDemon/Act\"\n\tTag \"Nhumcign\"\n\tSpecies \"Demon\"\n\tRadius 30\n\tHeight 56\n\tMass 400\n\tRenderStyle Translucent\n\tAlpha 0.5\n\t+ISMONSTER\n\t+GHOST\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_NHUMCIGN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSOEA AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NhumAngry\", 1, \"AngrySee\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA AA 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NhumAngry\", 1, \"AngrySee\")\n\t\t\tSOEA C 2 Fast A_Chase\n\t\t\tSOEA D 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA D 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\tGoto See\n\t\tAngrySee:\n\t\t\tSOEA AA 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXA\")\n\t\t\tSOEA AA 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXA\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA BB 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXB\")\n\t\t\tSOEA BB 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXB\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"DemonJumpCheck\", 1)\n\t\t\tSOEA CC 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXC\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DemonGoJump\", 1, \"MissileGo\")\n\t\t\tSOEA CC 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXC\")\n\t\t\tSOEA DD 1 Fast A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXD\")\n\t\t\tSOEA DD 1 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItem(\"NhumWalkFXD\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSOEA E 5 Fast A_FaceTarget\n\t\t\tSOEA F 2 Fast A_FaceTarget\n\t\t\tSOEA F 3 Fast A_CustomMeleeAttack(random(1, 10) * 4)\n\t\t\tSOEA G 5 Fast\n\t\tGoto See\n\t\tMissileGo:\n\t\t\tSOEA EEEE 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_TakeInventory(\"DemonGoJump\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"PurpleDemon/Jump\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Leap\")\n\t\t\tSOEA F 3 Fast\n\t\t\tSOEA F 4 Fast ACS_NamedExecuteAlways(\"DnD Monster Leap Finish\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DemonGoJump\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"NhumHealthCheck\", 1)\n\t\t\tSOEA H 2 Fast\n\t\t\tSOEA H 2 Fast A_Pain\n\t\tGoto See\n\t\tXdeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSOEA I 8 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"NhumAngry\", 1)\n\t\t\tSOEA J 8 A_Scream\n\t\t\tSOEA K 4\n\t\t\tSOEA L 4 A_NoBlocking\n\t\t\tSOEA M 4\n\t\t\tSOEA N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSOEA NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor RavagerGhost : DnD_BaseHybridMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -50\n\tPainChance 96\n\tSpeed 16\n\tMass 1024\n\tObituary \"%o died from the toxic blood of a Ravager.\"\n\tHitObituary \"%o was bitten by a Ravager.\"\n\tSeeSound \"Monster/sg2sit\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"demon/Pain2\"\n\tDeathSound \"demon/Death\"\n\tActiveSound \"demon/sg2act\"\n\tTag \"Ravager\"\n\tSpecies \"Demon\"\n\tMaxTargetRange 264\n\tScale 1.15\n\tRadius 30\n\tHeight 56\n\tTranslation \"Ice\"\n\tAlpha 0.5\n\tRenderstyle Add\n\tBloodColor \"36 36 99\"\n\t+ISMONSTER\n\t+PIERCEARMOR\n\t+GHOST\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_RAVAGER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tSAR3 A 10 A_Look\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"RavagerTrailA\")\n\t\t\tSAR3 B 10 A_Look\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"RavagerTrailB\")\n\t\tLoop\n\t\tSeeState:\n\t\t\tSAR3 AA 2 A_Chase\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"RavagerTrailA\")\n\t\t\tSAR3 BB 2 A_Chase\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"RavagerTrailB\")\n\t\t\tSAR3 CC 2 A_Chase\n\t\t\tSAR3 C 0 A_SpawnItemEX(\"RavagerTrailC\")\n\t\t\tSAR3 DD 2 A_Chase\n\t\t\tSAR3 D 0 A_SpawnItemEX(\"RavagerTrailD\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tSAR3 GE 5 Fast A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto See\n\t\tRetaliate:\n\t\t\tSAR3 GE 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0  A_CustomMissile(\"Bloodshot_Icey\", 27, 0)\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Icey\", 27, 0, -2)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0  A_CustomMissile(\"Bloodshot_Icey\", 27, 0)\n\t\t\tSAR3 F 5 Fast A_CustomMissile(\"Bloodshot_Icey\", 27, 0, 2)\n\t\t\tSAR3 EG 5 Fast\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tSAR3 EF 6 Fast A_FaceTarget\n\t\t\tSAR3 G 6 Fast A_CustomMeleeAttack(random(5, 10) * 4)\n\t\tGoto See\n\t\tPainState:\n\t\t\tSAR3 H 2 Fast\n\t\t\tSAR3 H 2 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Retaliate\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tSAR3 I 8\n\t\t\tSAR3 J 8 A_Scream\n\t\t\tSAR3 K 4\n\t\t\tSAR3 L 4 A_NoBlocking\n\t\t\tSAR3 M 4\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tSAR3 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot_Icey : Bloodshot {\n\tTranslation \"Ice\"\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFBLD A 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD A 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\t\tFBLD B 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD B 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tFBLD CDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor Bloodshot_Grav_Icey : Bloodshot_Grav {\n\tTranslation \"Ice\"\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 ThrustThingZ(0, 18, 0, 0)\n\t\tSpawnLoop:\n\t\t\tFBLD A 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD A 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\t\tFBLD B 2 Bright A_CStaffMissileSlither\n\t\t\tFBLD B 0 A_SpawnItemEx(\"Bloodtrail_Icey\",0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tFBLD CDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor Bloodtrail_Icey : BloodTrail {\n\tAlpha 0.75\n\tRenderstyle Add\n\tTranslation \"Ice\"\n}\n\nACTOR RavagerTrailA {\n\tRadius 1\n\tHeight 1\n\tRENDERSTYLE ADD\n\tAlpha 0.50\n\tTranslation \"Ice\"\n\tScale 1.15\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 A 10\n\t\t\tSAR3 AAAAAAAAA 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR RavagerTrailB : RavagerTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 B 10\n\t\t\tSAR3 BBBBBBBBB 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR RavagerTrailC : RavagerTrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tSAR3 C 10\n\t\t\tSAR3 CCCCCCCCC 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR RavagerTrailD : RavagerTrailA {\n\tStates{\n\t\tSpawn:\n\t\t\tSAR3 D 10\n\t\t\tSAR3 DDDDDDDDD 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/SpiderMastermind.txt",
        "contents": "Actor Demolisher : DnD_BaseRangedBoss {\n\tObituary \"%o felt the power of the Spider-Demolisher.\"\n\tHealth 0x7FFFFFFF\n\tRadius 96\n\tHeight 100\n\tMass 2048\n\tSpeed 16\n\tPainChance 20\n\tSpecies \"Spider2\"\n\t+ISMONSTER\n\t+NoTarget\n\t+FloorClip\n\t+Boss\n\t+MissileEvenMore\n\t+DONTHURTSPECIES\n\t+NORADIUSDMG\n\tSeeSound \"monster/demsit\"\n\tAttackSound \"weapons/minigunfire\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"monster/demdth\"\n\tActiveSound \"spider/active\"\n\tTag \"Demolisher\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DEMOLISHER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDEMO AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDEMO A 3 Fast A_Metal\n\t\t\tDEMO ABB 3 Fast A_Chase\n\t\t\tDEMO C 3 Fast A_Metal\n\t\t\tDEMO CDD 3 Fast A_Chase\n\t\t\tDEMO E 3 Fast A_Metal\n\t\t\tDEMO EFF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tDEMO A 0 A_Jump (128,20)\n\t\t\tDEMO A 16 Fast A_FaceTarget\n\t\t\tDEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n\t\t\tDEMO T 4 Fast Bright A_FaceTarget\n\t\t\tDEMO T 4 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO U 8 Fast Bright A_CustomMissile (\"BFGBallDemolisher\",32,0,0)\n\t\t\tDEMO T 0 A_Jump (128,10)\n\t\t\tDEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n\t\t\tDEMO T 4 Fast Bright A_FaceTarget\n\t\t\tDEMO T 4 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO T 5 Fast Bright A_FaceTarget\n\t\t\tDEMO U 8 Fast Bright A_CustomMissile (\"BFGBallDemolisher\",32,0,0)\n\t\t\tDEMO T 0 A_Jump (192,1)\n\t\tGoto See\n\t\t\tDEMO A 20 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"BigSpiderBullet\", 32, -12, frandom(-16.0, 16.0))\n\t\t\tDEMO G 4 Fast Bright\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunfire\", CHAN_WEAPON)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"BigSpiderBullet\", 32, 0, frandom(-16.0, 16.0))\n\t\t\tDEMO H 4 Fast Bright\n\t\t\tDEMO H 1 Bright A_SpidRefire\n\t\tGoto MissileState + 21\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tDEMO I 3 Fast\n\t\t\tDEMO I 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tDEMO J 20 Bright A_Scream\n\t\t\tDEMO K 2 Bright A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO KKKK 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO LLLLL 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO MMMMM 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO NNNNN 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO OOOOO 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO PPPPP 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO QQQQQ 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tDEMO RRRRR 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tDEMO S 5\n\t\t\tDEMO S -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor BigSpiderBullet : ZombieBullet {\n\tDamageType \"Physical\"\n\tStamina 3\n}\n\nActor BFGBallDemolisher : BFGBall2 {\n\tDecal \"BFGLightning\"\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tAlpha 0.75\n\tProjectile\n\tDamage (100 * random(1, 8))\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n\tDeathSound \"weapons/bfgx\"\n\t+RANDOMIZE\n\t+DONTREFLECT\n\t+FOILINVUL\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBFS1 AAAABBBB 1 Bright A_SpawnItemEx(\"GreenParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"BFGFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tBFE1 AB 8 Bright\n\t\t\tBFE1 C 8 Bright A_BFGSpray(\"BFGExtraDemolisher\")\n\t\t\tBFE1 DEF 8 Bright\n\t\tStop\n\t}\n}\n\nActor BFGExtraDemolisher : BFGExtra {\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n}\n\nACTOR Arachnophyte : DnD_BaseRangedBoss {\n    //$Category monsters\n    Health 0x7FFFFFFF\n    Radius 96\n    Height 100\n    Speed 6\n\tXScale 1.4\n\tYScale 1.25\n    PainChance 8\n    Mass 5000\n\tMinMissileChance 8\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+BOSS\n\t+NORADIUSDMG\n    SEESOUND \"arachnophyte/sight\"\n    PAINSOUND \"arachnophyte/pain\"\n    DEATHSOUND \"arachnophyte/death\"\n    ATTACKSOUND \"spider/attack\"\n    OBITUARY \"%o was perforated by an Arachnophyte.\"\n\tTag \"Arachnophyte\"\n    Decal Bulletchip\n    states {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ARACHNOPHYTE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tAPYT A 0 A_PlaySound(\"arachnophyte/engine\")\n\t\t\tAPYT ABABAB 4 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tAPYT A 0 A_PlaySound(\"arachnophyte/engine\")\n\t\t\tAPYT AABBAABBAABB 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tAPYT A 0 A_PlaySound(\"arachnophyte/engine\")\n\t\t\tAPYT BAB 4 Fast A_FaceTarget\n\t\t\tAPYT A 0 A_PlaySound(\"arachnophyte/engine\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"exshotguncasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"spider/attack\", CHAN_WEAPON)\n\t\t\tAPYT C 4 Fast A_CustomMissile(\"PhyteBullet\", 56, -12, frandom(-10.4, 10.4))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"exshotguncasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"spider/attack\", CHAN_WEAPON)\n\t\t\tAPYT D 4 Fast A_CustomMissile(\"PhyteBullet\", 56, -12, frandom(-10.4, 10.4))\n\t\t\tAPYT D 1 A_SpidRefire\n\t\tGoto MissileState + 6\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tAPYT A 3 A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tAPYT A 0 A_PlaySound(\"spider/death\")\n\t\t\tAPYT A 4 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Medium_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tAPYT BBEEEEFFFF 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tAPYT GGG 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tAPYT HHHIIIJJJ 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A -1 A_KillMaster\n\t\tStop\n    }\n}\n\nActor PhyteBullet : ZombieBullet {\n\tDamage (random(2, 3) * 4)\n\tDamageType \"Physical\"\n\tStamina 3\n\tStates {\n\t\tDeath:\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SetScale(0.55, 0.55)\n\t\t\tTNT1 AA 0 A_SpawnItem(\"ExpShellSoundEmitter\")\n\t\t\tTNT1 AA 0 A_SpawnDebris(\"ExplosiveSpark\", 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Flip\")\n\t\t\tDKSX A 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArachnophyteExp1\")\n\t\t\tDKSX BCDEFG 2\n\t\t\tDKSX HIJKL 1\n\t\tStop\n\t\tFlip:\n\t\t\tDKSX M 2\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArachnophyteExp1\")\n\t\t\tDKSX NOPQRS 2\n\t\t\tDKSX TUVWX 1\n\t\tStop\n\t}\n}\n\nActor ArachnophyteExp1 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(20, 96, 0)\n\t\tStop\n\t}\n}\n\nactor PsionicQueen : DnD_BaseHybridBoss {\n\t+BOSS\n\tHealth 0x7FFFFFFF\n\tRadius 96\n\tHeight 100\n\tMass 2048\n\tSpeed 10\n\tPainChance 40\n\tSeeSound \"queen/sight\"\n\tActiveSound \"queen/active\"\n\tPainSound \"queen/pain\"\n\tDeathSound \"queen/death\"\n\tMeleeSound \"queen/melee\"\n\tMeleeDamage 8\n\tMissileHeight 36\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+NORADIUSDMG\n\tObituary \"%o suffered psychic trauma from a psionic queen's brainwaves.\"\n\tHitObituary \"%o had %p skull chewed by a psionic queen.\"\n\tScale 1.2\n\tTag \"Psionic Queen\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PSIONICQUEEN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tARNQ A 1 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tARNQ A 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"BFG\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(512, \"CloseRange\")\n\t\tGoto LongRange\n\t\tCloseRange:\n\t\t\tTNT1 A 0 A_Jump(176, \"RapidFire\")\n\t\tGoto SpreadFire\n\t\tLongRange:\n\t\t\tTNT1 A 0 A_Jump(176, \"SpreadFire\")\n\t\tGoto RapidFire\n\t\tBFG:\n\t\t\tTNT1 A 0 A_PlaySound(\"queen/fire\")\n\t\t\tARNQ BCD 8 Fast A_FaceTarget\n\t\t\tARNQ E 10 Fast Bright A_CustomMissile(\"QueenBFG\",50,-10,0)\n\t\tGoto See\n\t\tRapidFire:\n\t\t\tARNQ BCD 8 Fast A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ P 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 0 BRIGHT A_FaceTarget\n\t\t\tARNQ E 5 Fast BRIGHT A_CustomMissile (\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 5 Fast A_FaceTarget\n\t\t//ARNQ D 5\n\t\tGoto See\n\t\tSpreadFire:\n\t\t\tARNQ BCD 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tARNQ E 5 Fast Bright A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ BCD 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-7,7), CMF_AIMOFFSET, random(-3,3))\n\t\t\tARNQ E 5 Fast Bright A_CustomMissile(\"QueenPlasmaBlast\", 40, 0, random(-4,4))\n\t\t\tARNQ D 5 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_Jump(50, \"PainSpam\")\n\t\t\tARNQ F 4 Fast\n\t\t\tARNQ F 4 Fast A_Pain\n\t\tGoto See\n\t\tPainSpam:\n\t\t\tARNQ F 4 Fast Bright\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,5,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,25,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,45,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,65,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,85,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,105,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,125,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,145,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,165,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,185,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,205,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,225,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,245,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,265,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,285,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,305,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,325,32,0)\n\t\t\tARNQ F 0 Bright A_custommissile(\"QueenPainPlasmaBlast\",75,0,345,32,0)\n\t\t\tARNQ F 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tARNQ G 9 A_Scream\n\t\t\tARNQ G 3 A_Fall\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tARNQ HI 9 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tARNQ JK 9 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tARNQ L 9 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tARNQ M -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nactor QueenPlasmaBlast {\n\tRadius 13\n\tHeight 8\n\tSpeed 28\n\tDamage (6 * random(1, 8))\n\tDamageType \"EnergyGreen\"\n\tStamina 16\n\tProjectile\n\tscale 0.75\n\t+BLOODLESSIMPACT\n\t+NOEXTREMEDEATH\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"electricplasma/shoot\"\n\tDeathSound \"electricplasma/hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 0 A_CustomMissile(\"QueenPlasmaBlastTrail\", 0, 0, 0)\n\t\t\tEBLT GH 2 bright A_BishopMissileWeave\n\t\tloop\n\t\tDeath:\n\t\t\tEBLT IJK 3 bright\n\t\tstop\n\t}\n}\n\nactor QueenPlasmaBlastTrail {\n\tRadius 13\n\tHeight 8\n\tSpeed 0//35\n\tDamage 0\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tEBLT ABC 3 bright A_BishopMissileWeave\n\t\tgoto death\n\t\tDeath:\n\t\t\tEBLT DEF 4 bright A_FadeOut(0.25)\n\t\tloop\n\t}\n}\n\nactor QueenPainPlasmaBlast : QueenPlasmaBlast {\n  Speed 15\n}\n\nActor PsionicQueenExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(160, 192, 0)\n\t\tStop\n\t}\n}\n\nACTOR QueenBFG {\n\tRadius 12\n\tHeight 12\n\tSpeed 20\n\tDamage (15 * random(1, 8))\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tRenderstyle Add\n\tSEESOUND \"queen/fire\"\n    DEATHSOUND \"queen/hit\"\n    Decal \"Scorch\"\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tXBTS A 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS B 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS C 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS D 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS E 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS F 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS G 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS H 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS I 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\t\tXBTS J 2 BRIGHT A_SeekerMissile(1,4)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSlowVanish\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZWAVE\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t\tDeath:\n\t\t\tXBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\t\tXBTS K 2 BRIGHT A_SpawnItem(\"PsionicQueenExp1\")\n\t\t\tXBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR ZWAVE {\n\tRadius 10\n\tHeight 10\n\tSpeed 0\n\tseesound \"queen/fire\"\n\t+Noclip\n\tPROJECTILE\n\tRENDERSTYLE Add\n\t+CLIENTSIDEONLY\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tBLST ABCDEFGHIJKLMNOP 3 BRIGHT A_FadeOut(0.0625)\n\t\tStop\n\t}\n}\n\nACTOR AngelOfDeath : DnD_BaseRangedBoss {\n\tObituary \"%o was raptured by an Angel of Death.\"\n\tHealth 0x7FFFFFFF\n\tRadius 56\n\tHeight 96\n\tMass 2048\n\tSpeed 8\n\tPainchance 48\n\tDamageFactor \"Painless_Sun\", 1.3\n\tScale 1.35\n\tSeeSound \"angel/sight\"\n\tPainsound \"angel/pain\"\n\tDeathsound \"angel/death\"\n\tActivesound \"angel/active\"\n\tTag \"Angel of Death\"\n\tBloodColor \"80 16 80\"\n\t+ISMONSTER\n\t+BOSS\n\t+DONTRIP\n\t+MISSILEMORE\n\t+NORADIUSDMG\n\t+NOFEAR\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ANGELOFDEATH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tLMDA AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tLMDA AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tLMDA A 0 A_Jump (128,\"Chaingun\")\n\t\t\tLMDA I 8 Fast A_FaceTarget\n\t\t\tLMDA J 3 Fast bright A_CustomMissile (\"PipeBomb\", 78, 0)\n\t\t\tLMDA H 8 Fast\n\t\t\tLMDA I 4 Fast A_FaceTarget\n\t\t\tLMDA J 3 Fast bright A_CustomMissile (\"PipeBomb\", 78, 0)\n\t\t\tLMDA H 8 Fast\n\t\t\tLMDA H 0 A_Jump (127,1)\n\t\t\tGoto See\n\t\t\tLMDA I 6 Fast A_FaceTarget\n\t\t\tLMDA J 3 Fast bright A_CustomMissile (\"PipeBomb\", 78, 0)\n\t\t\tLMDA H 8 Fast\n\t\tGoto See\n\t\tChaingun:\n\t\t\tLMDA E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 Fast bright A_CustomMissile (\"BulletPierce\", 78, 28, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 Fast bright A_CustomMissile (\"BulletPierce\", 78, -28, 0, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 Fast bright A_CustomMissile (\"BulletPierce\", 78, 28, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 Fast bright A_CustomMissile (\"BulletPierce\", 78, -28, 0, 0)\n\t\t\tLMDA G 0 A_CPosRefire\n\t\tgoto Chaingun + 1\n\t\tPainState:\n\t\t\tLMDA H 2 Fast\n\t\t\tLMDA H 2 Fast A_Pain\n\t\t\tLMDA H 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tLMDA H 4 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tLMDA KLMNOPQ 6\n\t\t\tTNT1 A 0 A_PlaySound(\"angel/collapse\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tLMDA RRRRRRSSSSSS 1 A_SpawnItemEx (\"WanderingSpirit\", 0, 0, 32, 8, 0, 0, random(0, 360), 128, 0)\n\t\t\tLMDA STU 6\n\t\t\tLMDA V -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor AngelOfDeathExp1 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 84, 0)\n\t\tStop\n\t}\n}\n\nACTOR PipeBomb {\n\tRadius 8\n\tHeight 10\n\tSpeed 32\n\tDamage (6 * random(1, 8))\n\tDamageType \"Physical\"\n\tStamina 1\n\tScale 1.25\n\tSeesound \"pipebomb/fire\"\n\tDeathsound \"pipebomb/explode\"\n\tProjectile\n\t+THRUGHOST\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLMPI A 3 bright\n\t\t\tLMPI B 3 bright A_PlaySound(\"pipe/whoosh\")\n\t\t\tLMPI C 3 bright\n\t\t\tLMPI D 3 bright A_PlaySound(\"pipe/whoosh\")\n\t\t\tLMPI E 3 bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"AngelOfDeathExp1\")\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,  0)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 30)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 60)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 90)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,120)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,150)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,180)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,210)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,240)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,270)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,300)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,330)\n\t\t\tFBXP ABC 5 bright\n\t\tstop\n\t}\n}\n\nACTOR BulletPierce {\n\tradius 4\n\theight 8\n\tspeed 44\n\tdamage (3 * random(1, 8))\n\tDamageType \"Physical\"\n\tStamina 1\n\tScale 1.15\n\tseesound \"angeltracer/explode\"\n\tdeathsound \"angeltracer/explode\"\n\tPROJECTILE\n\t+THRUGHOST\n\t+RIPPER\n\t+DONTBLAST\n\tDecal \"BulletChip\"\n\tBounceType \"Hexen\"\n\tBounceCount 3\n\tBounceFactor 1.0\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tLMPB A 1 bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 bright\n\t\tStop\n\t}\n}\n\nACTOR Goldlich : DnD_BaseRangedBoss {\n\tScale 1.35\n\tMass 2048\n\tPainchance 8\n\tHealth 0x7FFFFFFF\n\tRadius 56\n\tHeight 96\n\tSeeSound \"goldlich/sight\"\n\tPainSound \"goldlich/pain\"\n\tDeathSound \"goldlich/death\"\n\tActiveSound \"goldlich/active\"\n\tObituary \"%o was annihilated by the goldlich's power.\"\n\tSpeed 8\n\tDamageFactor \"Painless_Sun\", 1.3\n\tSpecies \"Spider2\"\n\tMinMissileChance 32\n\tTag \"Gold Lich\"\n\t+ISMONSTER\n\t+BOSS\n\t+DONTRIP\n\t+NOBLOOD\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOTARGET\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GOLDLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGLIC A 1 A_Look\n\t\t\tGLIC A 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\tLoop\n\t\tSeeState:\n\t\t\tGLIC A 1 A_Chase\n\t\t\tGLIC A 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\tGoto See\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\tGLIC A 1 A_FaceTarget\n\t\t\tGLIC A 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\n\t\t\tGLIC B 0 A_FaceTarget\n\t\t\tGLIC B 0 A_Jump(64, \"Missile1\")\n\t\t\tGLIC B 0 A_Jump(88, \"Missile2\")\n\t\t\tGLIC B 0 A_Jump(128, \"Missile3\", \"Missile4\", \"Missile5\")\n\t\t\tGLIC B 0 A_Jump(255, \"Missile4\")\n\t\tGoto See\n\t\tMissile1:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoldLich_WraithCD\", 1, \"Missile3\")\n\t\t\tGLIC B 0 A_PlaySound(\"goldlich/attack3\")\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tGLIC B 2\n\t\t\tGLIC B 1 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tGLIC B 1\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tGLIC B 1 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 2\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tGLIC B 1 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1\n\t\t\tGLIC B 1\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tGLIC B 1 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 2\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_SpawnItemEx(\"ReiverGhostGoldLich\", 56, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GoldLich_SplitCD\", 1, \"Missile4\")\n\t\t\tGLIC BBBBBBBB 1 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FakeGoldlich\", 0,0,0, 0,0,0, 0, SXF_TRANSFERTRANSLATION)\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 AAAAAAAA 0 A_Wander\n\t\t\tTNT1 A 4 Fast\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n\t\tGoto See\n\t\tMissile3:\n\t\t\tGLIC B 0 A_PlaySound(\"goldlich/attack2\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,  0)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0, 30)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0, 60)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0, 90)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,120)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,150)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,180)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,210)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,240)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,270)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,300)\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichBounce\",32,0,330)\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\tGoto See\n\t\tMissile4:\n\t\t\tGLIC B 0 A_PlaySound(\"goldlich/attack1\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 0 A_CustomMissile(\"GoldLichFire\")\n\t\tGoto See\n\t\tMissile5:\n\t\t\tGLIC B 0 A_PlaySound(\"goldlich/attack2\")\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,  0)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0, 30)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0, 60)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0, 90)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,120)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,150)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,180)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,210)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,240)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,270)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,300)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_CustomMissile(\"GoldLichBounce2\",56,0,330)\n\t\t\tGLIC B 3 Fast A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\t\tGLIC B 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-32,32), random(-32,32), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC B 1 A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tGLIC A 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tGLIC CC 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-36,36), random(-36,36), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC D 1 A_Scream\n\t\t\tGLIC D 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-36,36), random(-36,36), random(8,104),0,0,0, 0,0, 0)\n\t\t\tGLIC D 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-36,36), random(-36,36), random(8,104),0,0,0, 0,0, 0)\n\n\t\t\tGLIC EE 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-40,40), random(-40,40), random(0,112),0,0,0, 0,0, 0)\n\t\t\tGLIC FF 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-44,44), random(-44,44), random(0,96),0,0,0, 0,0, 0)\n\n\t\t\tGLIC G 0 A_NoBlocking\n\t\t\tGLIC G 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-52,52), random(-52,52), random(0,80),0,0,0, 0,0, 0)\n\t\t\tGLIC G 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-52,52), random(-52,52), random(0,80),0,0,0, 0,0, 0)\n\n\t\t\tGLIC HH 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-56,65), random(-56,56), random(0,64),0,0,0, 0,0, 0)\n\n\t\t\tGLIC IIIIIIIIIIIIIIIIIIII 4 A_SpawnItemEx(\"GoldLichGlitter\", random(-64,64), random(-64,64), random(0,48),0,0,0, 0,0, 0)\n\t\t\tGLIC I -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor GoldLich_SplitCD : PowerProtection {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -8\n}\n\nActor GoldLich_WraithCD : PowerProtection {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -8\n}\n\nACTOR GoldLichMiniExplodes {\n\t+DONTSPLASH\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tFXA1 DEF 3 BRIGHT\n\t\tStop\n\t}\n}\n\nActor GoldLichExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalDark\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 160,0)\n\t\tStop\n\t}\n}\n\nACTOR GoldLichBounce {\n\tRadius 14\n\tHeight 12\n\tSpeed 22\n\tDamage (5 * random(2,4))\n\tDamageType \"MagicalDark\"\n\tStamina 8\n\tProjectile\n\t+NOGRAVITY\n\t+WINDTHRUST\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-NOBLOCKMAP\n\t+SEEKERMISSILE\n\t+BOUNCEONACTORS\n\t+CANBOUNCEWATER\n\t+DOOMBOUNCE\n\t+DONTBLAST\n\t+THRUSPECIES\n\tSpecies \"Spider2\"\n\tBounceCount 4\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFXA1 ABCA 4 BRIGHT\n\t\tSpawnLoop:\n\t\t\tFXA1 BCA 4 Bright A_SeekerMissile(4, 4, SMF_CURSPEED)\n\t\tLoop\n\t\tDeath:\n\t\t\tFXA1 A 0 A_PlaySound(\"goldlich/attack2Blast\")\n\t\t\tFXA1 A 0 BRIGHT A_Stop\n\t\t\tFXA1 A 0 BRIGHT A_SpawnItem(\"GoldLichExp1\")\n\t\t\tFXA1 GGGGGHHHHHIIIII 1 BRIGHT A_SpawnItemEx(\"GoldLichMiniExplodes\", random(-32,32), random(-32,32), random(-32,32),0,0,0, 0,0, 0)\n\t\tStop\n\t}\n}\n\nACTOR GoldLichBounce2 : GoldLichBounce {\n\tSpeed 24\n\tProjectile\n\t-SEEKERMISSILE\n\tBounceCount 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tFXA1 A 4 BRIGHT\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tFXA1 B 4 Bright\n\t\t\tFXA1 C 4 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoGravity\", 0)\n\t\tSpawnLoop:\n\t\t\tFXA1 AABBCC 2 Bright ThrustThing(angle*256/360, 8, 0, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tFXA1 A 0 A_PlaySound(\"goldlich/attack2Blast\")\n\t\t\tFXA1 A 0 BRIGHT A_Stop\n\t\t\tFXA1 A 0 BRIGHT A_SpawnItem(\"GoldLichExp1\")\n\t\t\tFXA1 GGGGGHHHHHIIIII 1 BRIGHT A_SpawnItemEx(\"GoldLichMiniExplodes\", random(-32,32), random(-32,32), random(-32,32),0,0,0, 0,0, 0)\n\t\tStop\n\t}\n}\n\nACTOR GoldLichFire {\n\tRadius 14\n\tHeight 12\n\tSpeed 16\n\tDamage (5 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tProjectile\n\tAlpha 0.85\n\tDeathSound \"weapons/phoenixhit\"\n\t+NOGRAVITY\n\t+WINDTHRUST\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-NOBLOCKMAP\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\t+THRUSPECIES\n\tSpecies \"Spider2\"\n\tRenderStyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tWeave:\n\t\t\tTNT1 A 0 A_PlaySound(\"goldlich/attack1\")\n\t\t\tFX06 AAAABBBBCCCC 1 BRIGHT A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_Jump(128, \"Track\")\n\t\tLoop\n\t\tTrack:\n\t\t\tTNT1 A 0 A_PlaySound(\"goldlich/attack1\")\n\t\t\tFX06 AAAABBBBCCCC 1 BRIGHT A_SeekerMissile(360, 1)\n\t\t\tTNT1 A 0 A_Jump(128, \"Weave\")\n\t\tLoop\n\t\tDeath:\n\t\t\tFX06 DEFG 5 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR GoldLichGlitter {\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tGGLT ABCDE 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FakeGoldlich : Goldlich {\n\tScale 1.35\n\tMass 2000\n\tSpeed 8\n\tPainchance 8\n\tHealth 0x7FFFFFFF\n\tSpecies \"Spider2\"\n\tTag \"Fake Gold Lich\"\n\t-BOSSDEATH\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GOLDLICHFAKE)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_SUMMONED)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tGLIC A 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tGLIC A 1 A_Chase\n\t\t\tGLIC A 3 A_SpawnItemEx(\"GoldLichGlitter\", random(-24,24), random(-24,24), random(-8,72),0,0,0, 0,0, 0)\n\t\tLoop\n\t\tMissileState:\n\t\t\tGLIC A 5 A_FaceTarget\n\t\t\tGLIC B 20 A_FaceTarget\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tGLIC C 7\n\t\t\tGLIC D 7 A_Scream\n\t\t\tGLIC EF 7\n\t\t\tGLIC G 7 A_NoBlocking\n\t\t\tGLIC H 7\n\t\t\tGLIC IIIIIIIIII 7 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR ReiverGhostGoldLich : ReiverGhost_NoExp {\n\tScale 0.8\n\tSpecies \"Spider2\"\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n}\n\nACTOR IronlichBoss : DnD_BaseRangedBoss {\n\tScale 1.35\n\tMass 2048\n\tPainchance 8\n\tHealth 0x7FFFFFFF\n\tRadius 56\n\tHeight 96\n\tSeeSound \"monster/cubsit\"\n\tPainSound \"Lich/pain\"\n\tDeathSound \"monster/cubdth\"\n\tActiveSound \"Lich/act\"\n\tObituary \"%o was mesmerized by the gaze of an Iron Lich.\"\n\tSpeed 8\n\tSpecies \"Spider2\"\n\tTag \"Iron Lich\"\n\t+ISMONSTER\n\t+BOSS\n\t+DONTRIP\n\t+NOBLOOD\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOTARGET\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+NOFEAR\n\tvar int user_count;\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_IRONLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tILIC A 5 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tILIC A 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"Curse\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_Jump(192, \"FireAttack\", \"IceAttack\", \"EarthAttack\", \"DarknessAttack\", \"EnergyAttack\")\n\t\tGreenAttack:\n\t\t\tILIC D 0 A_JumpIf(user_count == 3, \"See\")\n\t\t\tILIC D 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichGreenAttack\", 64, -24)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichGreenAttack\", 64, 24)\n\t\t\tILIC D 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFireAttack:\n\t\t\tILIC C 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichFireAttack\", 64, -24)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichFireAttack\", 64, 24)\n\t\t\tILIC C 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichFireAttack\", 64, -24)\n\t\t\tILIC C 0 A_CustomMissile(\"IronLichFireAttack\", 64, 24)\n\t\tGoto See\n\t\tIceAttack:\n\t\t\tILIC E 0 A_JumpIf(user_count == 3, \"See\")\n\t\t\tILIC E 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/Ice\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceAttack\", 64, -24)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceAttack\", 64, 24)\n\t\t\tILIC E 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tEarthAttack:\n\t\t\tTNT1 A 0 A_JumpIFCloser(384, \"ContinueEarth\")\n\t\tGoto RollNoEarth\n\t\tContinueEarth:\n\t\t\tILIC H 0 A_JumpIf(user_count == 3, \"See\")\n\t\t\tILIC HH 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichGroundSpike\", 0, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichGroundSpike\", 0, 0, 8)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichGroundSpike\", 0, 0, -8)\n\t\t\tILIC H 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tRollNoEarth:\n\t\t\tILIC A 0 A_Jump(256, \"FireAttack\", \"IceAttack\", \"GreenAttack\", \"DarknessAttack\", \"EnergyAttack\")\n\t\tGoto See\n\t\tDarknessAttack:\n\t\t\tILIC B 6 Fast Bright A_FaceTarget\n\t\tDarknessLoop:\n\t\t\tILIC B 0 A_JumpIf(user_count == 6, \"See\")\n\t\t\tILIC B 6 Fast Bright A_CustomMissile(\"IronLichDarkness\", 64, 0, 0)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tILIC B 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tEnergyAttack:\n\t\t\tILIC F 12 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichEnergyAttack\", 64, 0)\n\t\t\tILIC F 12 Fast Bright A_FaceTarget\n\t\t\tILIC F 0 A_CustomMissile(\"IronLichEnergyAttack\", 64, 0)\n\t\tGoto See\n\t\tCurse:\n\t\t\tILIC A 0 A_Jump(256, \"FireCurse\", \"IceCurse\", \"GreenCurse\", \"EarthCurse\", \"DarknessCurse\", \"EnergyCurse\")\n\t\tGoto See\n\t\tFireCurse:\n\t\t\tILIC J 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_VileTarget(\"IronLichFireTracer\")\n\t\t\tILIC J 8 Fast Bright A_FaceTarget\n\t\tGoto See\n\t\tIceCurse:\n\t\t\tILIC M 8 Fast Bright A_FaceTarget\n\t\t\tILIC M 0 A_GiveToTarget(\"DnD_Curse_LichSlow\", 1)\n\t\tGoto See\n\t\tGreenCurse:\n\t\t\tILIC K 8 Fast Bright A_FaceTarget\n\t\t\tILIC K 0 A_GiveToTarget(\"DnD_Curse_LichPoison\", 1)\n\t\tGoto See\n\t\tEarthCurse:\n\t\t\tILIC L 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/Heal\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"LichHealFX\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Health Regen Script\", 0, DND_MHR_DURATION | (1 << 16), ACS_NamedExecuteWithResult(\"DnD Monster Heal Potency\", 250), 5)\n\t\tGoto See\n\t\tDarknessCurse:\n\t\t\tILIC I 8 Fast Bright A_FaceTarget\n\t\t\tILIC I 0 ACS_ExecuteAlways(972, 0, 2)\n\t\tGoto See\n\t\tEnergyCurse:\n\t\t\tILIC N 8 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/EnergyCurse\")\n\t\t\tILIC N 0 A_SpawnItemEx(\"LichTurret\", 0, 0, 112, 0, 0, 0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)\n\t\tGoto See\n\t\tPainState:\n\t\t\tILIC O 4 Fast\n\t\t\tILIC O 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tILIC PPPP 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tILIC QQQ 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tILIC RRSSTT 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tILIC U 4\n\t\t\tILIC W -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor IronLichGreenAttack : SentGmissile {\n\tSpeed 36\n\tDamage (8 * random(1, 8))\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n}\n\nActor VolcanoTBlast2Lich : VolcanoTBlast2 {\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor IronLichFireAttack : beastball2 {\n\tSpeed 28\n\tDamage (12 * random(1, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tScale 1.25\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tGoto Super::Spawn\n\t    Death:\n\t\t\tTNT1 A 0 A_SpawnItem(\"VolcanoExp\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 15)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 30)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 45)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 75)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 105)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 135)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 150)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 165)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 195)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 210)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 225)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 240)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 255)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 285)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 300)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 315)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 330)\n\t\t\tTNT1 A 0 A_CustomMissile(\"VolcanoTBlast2Lich\", 14, 0, 345)\n\t\t\tXPL1 A 4 BRIGHT\n\t\t\tXPL1 BCDEF 4 bright\n\t\tstop\n\t}\n}\n\nActor IronLichIceAttack {\n\tPROJECTILE\n\tDamage (8 * random(1, 8))\n\tDamageType \"Ice\"\n\tStamina 64\n\tSpeed 32\n\tAlpha 0.8\n\tScale 1.25\n\tRenderstyle Add\n\tSeeSound \"Lich/Ice\"\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX39 ABC 3 Bright\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/IceHit\")\n\t\tGoto SkipSound\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Playsound(\"Lich/IceHitW\")\n\t\tSkipSound:\n\t\t\tFX39 D 5 Bright\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 45)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 135)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 225)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichIceShard\", 0, 0, 315)\n\t\t\tFX39 EEEEFFFFGGGG 1 Bright A_FadeOut(0.025)\n\t\tStop\n\t}\n}\n\nACTOR IronLichIceShard {\n\tRadius 12\n\tHeight 6\n\tSpeed 10\n\tDamage (3 * random(1, 8))\n\tDamageType \"Ice\"\n\tStamina 64\n\tScale 1.25\n\tProjectile\n\tGravity 0.3\n\t-NOGRAVITY\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t+DONTBLAST\n\tAlpha 0.8\n\tRenderStyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX39 HIJ 3 Bright\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/IceHit\")\n\t\tGoto SkipSound\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Playsound(\"Lich/IceHitW\")\n\t\tSkipSound:\n\t\t\tFX39 DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR IronLichGroundSpike {\n\tPROJECTILE\n\tSpeed 24\n\tRadius 8\n\tHeight 8\n\tDamage (0)\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FLOORHUGGER\n\t+THRUGHOST\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 D 2 A_CustomMissile(\"GroundSpikeExt\",0,0,0,4)\n\t\t\tTNT1 A 3\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR GroundSpikeExt {\n\tPROJECTILE\n\tSpeed 0\n\tScale 0.75\n\tRadius 8\n\tHeight 12\n\tDamage (random(6, 14))\n\tDamageType \"Physical\"\n\tStamina 1\n\t+FLOORHUGGER\n\t+RIPPER\n\t+THRUGHOST\n\t+DONTREFLECT\n\t+DONTBLAST\n\tSeeSound \"ThrustSpikeRaise\"\n\tDeathSound \"ThrustSpikeLower\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tRSPK DCBA 3\n\t\t\tRSPK A 5\n\t\t\tRSPK BCD 3\n\t\tStop\n\t}\n}\n\nActor IronLichDarkness {\n\tSpeed 40\n\tDamage (20)\n\tDamageType \"MagicalVisionDimmer\"\n\tStamina 8\n\tSeeSound \"monster/curse1\"\n\tDeathsound \"Lich/VisionDim\"\n\tHeight 8\n\tRadius 6\n\tRenderstyle Add\n\tAlpha 0.85\n\tPROJECTILE\n\t+PIERCEARMOR\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(128, \"Less\")\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_BishopMissileWeave\n\t\tLess:\n\t\t\tTNT1 AAAAAAA 0 A_BishopMissileWeave\n\t\tSpawnLoop:\n\t\t\tLBA2 A 1 Bright A_SpawnItem(\"IronLichDarknessTrail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(4, 8)\n\t\tLoop\n\t\tDeath:\n\t\t\tLBA2 GHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor IronLichDarknessTrail {\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t+NOCLIP\n\tRenderstyle Add\n\tAlpha 0.75\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tLBA2 BCDEF 1 Bright\n\t\tStop\n\t}\n}\n\nActor IronLichEnergyAttack {\n\tPROJECTILE\n\tDamage (6 * random(1, 8))\n\tDamageType \"EnergyYellow\"\n\tStamina 16\n\tHeight 12\n\tRadius 6\n\t+DOOMBOUNCE\n\t+RIPPER\n\t+PIERCEARMOR\n\t+BLOODLESSIMPACT\n\t+DONTBLAST\n\tRenderstyle Add\n\tAlpha 0.9\n\tvar int user_count;\n\tSpeed 32\n\tScale 1.25\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 16, \"Death\")\n\t\t\tSTAR AB 3 Bright A_CustomMissile(\"IronLichSmallEnergy\", 0, 0, random(0, 360), CMF_AIMDIRECTION, frandom(-3.0, 3.0))\n\t\t\tTNT1 A 0 ThrustThing(angle * 256/360 + 4 * random(-32, 32), 3 * random(1, 3), 0, 0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_Count\", user_count + 1)\n\t\tLoop\n\t\tDeath:\n\t\t\tSTAR CDEF 3 Bright\n\t\tStop\n\t}\n}\n\nActor IronLichSmallEnergy {\n\tPROJECTILE\n\theight 6\n\tRadius 3\n\tScale 0.75\n\tRenderstyle Add\n\tAlpha 0.75\n\tDamage (2 * random(1, 8))\n\tDamageType \"EnergyYellow\"\n\tStamina 16\n\tSpeed 8\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSTAR GH 3 Bright A_FadeOut(0.05)\n\t\tLoop\n\t\tDeath:\n\t\t\tSTAR GH 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor IronLichFireTracer {\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tvar int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/FireCurse\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 12, \"Die\")\n\t\t\tTNT1 A 5 A_Fire\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"IronLichFireSky\", 192, random(-48, 48))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDie:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor IronLichFireSky : VolcanoTBlast2 {\n\t+CEILINGHUGGER\n\tGravity 1.25\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_ChangeFlag(\"CEILINGHUGGER\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor LichHealFX\n{\n\ttranslation \"112:127=112:127\"\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        states\n        {\n        Spawn:\n        \tTNT1 A 0\n        \tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"BaseSparkle\", 12 * random(-8, 8), 12 * random(-8, 8), random(0, 32), 0, 0, 3, 0, 129)\n        \tStop\n        }\n\n}\n\nActor IronLichSmallEnergy2 {\n\tPROJECTILE\n\theight 6\n\tRadius 3\n\tScale 0.75\n\tRenderstyle Add\n\tAlpha 0.75\n\tDamage (4 * random(1, 8))\n\tDamageType \"EnergyYellow\"\n\tStamina 16\n\tSpeed 32\n\tSpecies \"Spider2\"\n\t+THRUSPECIES\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tSTAR GH 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tSTAR GH 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor LichTurret {\n\t+ISMONSTER\n\t-COUNTKILL\n\t+NOCLIP\n\t+NOGRAVITY\n\t+NOTARGET\n\t+DONTREFLECT\n\tSpeed 0\n\tRadius 2\n\tHeight 2\n\tvar int user_count;\n\tObituary \"%o was mesmerized by the gaze of an Iron Lich.\"\n\tStates {\n\t\tSpawn:\n\t\t\tSTAR G 2 Bright A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_JumpIf(10 == user_count, \"Death\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichSmallEnergy2\", -12)\n\t\t\tTNT1 A 0 A_CustomMissile(\"IronLichSmallEnergy2\", -12, 0, frandom(-6.4, 6.4))\n\t\t\tSTAR GHGHGHGHGHGHGHGHGH 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDeath:\n\t\t\tSTAR GH 1 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor SpiderOverlord : DnD_BaseRangedBoss {\n\tSpecies \"Spider2\"\n\tPainSound \"SpiderMastermind/Pain\"\n\tAttackSound \"\"\n\tHealth 0x7FFFFFFF\n\tPainChance 8\n\tScale 1.15\n\tTag \"Spider Overlord\"\n\tObituary \"%o couldn't see a Spider Overlord coming.\"\n\t+ISMONSTER\n\t+DONTRIP\n\t+DONTHURTSPECIES\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+BOSS\n\t+NORADIUSDMG\n\t+DONTMORPH\n\tRadius 128\n\tHeight 100\n\tMass 2048\n\tSpeed 12\n\tMinMissileChance 160\n\tSeeSound \"spider/sight\"\n\tPainSound \"SpiderMastermind/Pain\"\n\tDeathSound \"spider/death\"\n\tActiveSound \"spider/active\"\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SPIDEROVERLORD)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tNMAS AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tNMAS A 3 Fast A_Metal\n\t\t\tNMAS ABB 3 Fast A_Chase\n\t\t\tNMAS C 3 Fast A_Metal\n\t\t\tNMAS CDD 3 Fast A_Chase\n\t\t\tNMAS E 3 Fast A_Metal\n\t\t\tNMAS EFF 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunup\", 7)\n\t\t\tNMAS T 8 Fast A_FaceTarget\n\t\t\tNMAS U 7 Fast A_FaceTarget\n\t\t\tNMAS T 6 Fast A_FaceTarget\n\t\t\tNMAS U 5 Fast A_FaceTarget\n\t\t\tNMAS T 4 Fast A_FaceTarget\n\t\t\tNMAS U 3 Fast A_FaceTarget\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiderMasterMind/MinigunSpin\", 7)\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiderMasterMind/MinigunFire\", CHAN_WEAPON, 1, 1, 0.4)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_CustomMissile(\"BigSpiderBullet\", 32, -12, frandom(-10, 10))\n\t\t\tNMAS G 3 Fast Bright A_CustomMissile(\"BigSpiderBullet\", 64, -12, frandom(-22.5, 22.5))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"bulletcasing\", -8, 28, 34, -4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_CustomMissile(\"SpiderOverlordMissile\", 78, 16, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"SpiderOverlordMissile\", 78, 0, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"BigSpiderBullet\", 32, -12, frandom(-10, 10))\n\t\t\tNMAS H 3 Fast Bright A_CustomMissile(\"BigSpiderBullet\", 32, -12, frandom(-22.5, 22.5))\n\t\t\tNMAS H 1 Bright A_MonsterRefire(24, \"MissileFinish\")\n\t\tLoop\n\t\tMissileFinish:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiderMasterMind/MinigunEnd\", CHAN_WEAPON, 1, 0, 0.4)\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiderMasterMind/MinigunSpinEnd\", 7)\n\t\t\tNMAS U 3 Fast A_FaceTarget\n\t\t\tNMAS T 4 Fast A_FaceTarget\n\t\t\tNMAS U 5 Fast A_FaceTarget\n\t\t\tNMAS T 6 Fast A_FaceTarget\n\t\t\tNMAS U 7 Fast A_FaceTarget\n\t\t\tNMAS T 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpiderFireChecker\", 1)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"MetalScrap\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_GHOST, -1, -1, -1)\n\t\t\tNMAS I 6 Fast A_SetTranslucent(0.5, 0)\n\t\t\tNMAS I 6 Fast A_Pain\n\t\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_GHOST, -1, -1, -1)\n\t\t\tNMAS I 0 A_SetTranslucent(1.0, 0)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_High\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tNMAS J 2 A_Scream\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpiderFireChecker\", 1)\n\t\t\tNMAS J 18\n\t\t\tNMAS K 2 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS KKKK 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS LLLLL 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS MMMMM 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS NNNNN 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS OOOOO 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS PPPPP 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS QQQQQ 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tNMAS RRRRR 2 A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tNMAS S 5\n\t\t\tNMAS S -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nACTOR SpiderOverlordMissile : SentGmissile {\n\tSpeed 20\n\tDamageType \"MagicalGreen\"\n\tStamina 8\n\tDamage (4 * random(1, 8))\n\tScale 0.5\n\t+SEEKERMISSILE\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tCFX6 AAA 1 Bright A_SpawnItem(\"Barbtrail\",0,0)\n\t\t\tTNT1 A 0 A_SeekerMissile(22.5, 22.5, SMF_PRECISE)\n\t\tloop\n\t}\n}\n\nactor DarkLich : DnD_BaseRangedBoss {\n\tobituary \"%o couldn't withstand the magic of a Dark Lich.\"\n\tHealth 0x7FFFFFFF\n\tpainchance 0\n\tspeed 7\n\tradius 52\n\theight 100\n\tmass 2048\n\tdamage 0\n\tSeeSound \"monster/cubsit\"\n\tPainSound \"Lich/pain\"\n\tDeathSound \"monster/cubdth\"\n\tActiveSound \"Lich/act\"\n\tSpecies \"Spider2\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+DONTHARMSPECIES\n\t+NOICEDEATH\n\t+NOINFIGHTING\n\t+NOBLOOD\n\t+DONTMORPH\n\t+BOSS\n\t+NODAMAGETHRUST\n\t+NOTARGET\n\t+NOPAIN\n\tRenderStyle Translucent\n\tTag \"Dark Lich\"\n\tAlpha 0.85\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_DARKLICH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tDLCH A 3 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tDLCH A 3 Fast A_Chase\n\t\t\tDLCH A 0 A_SpawnItem(\"DarkLichMoveFX\", 0, 0)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump (256, \"Fire1\", \"Fire2\", \"Fire3\", \"Fire4\")\n\t\tFire1:\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tDLCH B 8 Fast A_CustomMissile(\"DarkLichWarp\")\n\t\tgoto See\n\t\tFire2:\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkSpiritAttack\")\n\t\t\tDLCH B 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkSpiritAttack\")\n\t\t\tDLCH B 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkSpiritAttack\")\n\t\t\tDLCH B 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkSpiritAttack\")\n\t\t\tDLCH B 10 Fast A_FaceTarget\n\t\tgoto See\n\t\tFire3:\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkLich/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkLich/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkLich/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 Fast A_FaceTarget\n\t\t\tDLCH B 9 Fast A_CustomMissile(\"DarkLichVortex\")\n\t\tGoto See\n\t\tFire4:\n\t\t\tDLCH A 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkLichHomingBall\", 24, 0, -6)\n\t\t\tDLCH B 9 Fast A_CustomMissile(\"DarkLichHomingBall\", 24, 0, 6)\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tDLCH B 25\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A -1 A_KillMaster\n\t\tstop\n\t}\n}\n\nActor DarkLichDeathExplosion {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"MageStaffExplode\")\n\t\t\tBSBS EFGHIJKLM 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR DarkLichMoveFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\tALPHA 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tDLCH A 3 A_FadeOut(0.10)\n\t\tgoto spawn+1\n\t}\n}\n\nActor DarkSpiritAttack {\n\tPROJECTILE\n\tHeight 8\n\tRadius 6\n\tDamage (1)\n\tDamageType \"MagicalDark\"\n\tStamina 520\n\tSpeed 18\n\tRENDERSTYLE ADD\n\tALPHA 0.66\n\tReactionTime 7\n\tSpecies \"Spider2\"\n\tScale 1.1\n\t+THRUSPECIES\n\t-NOBLOCKMAP\n\t+GHOST\n\t+SHOOTABLE\n\t+RIPPER\n\t+SEEKERMISSILE\n\t+BLOODLESSIMPACT\n\t+SCREENSEEKER\n\t+NOBLOOD\n\t+HEXENBOUNCE\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\tSeeSound \"SpiritActive\"\n\tDeathSound \"SpiritDie\"\n\tTag \"Dark Spirit\"\n\tStates {\n\t\tSpawn:\n\t\t\tSPIR A 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tSPIR A 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 AA 0 A_SeekerMissile(90, 90)\n\t\t\tSPIR B 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tSPIR B 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 AA 0 A_SeekerMissile(90, 90)\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiritActive\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tSPIR E 4 A_Stop\n\t\t\tSPIR F 5 A_Scream\n\t\t\tSPIR GHIJ 4\n\t\tStop\n\t}\n}\n\nActor DarkLichWarpDamager : BaseExplosionDamage {\n\tDamageType \"PhysicalTornado\"\n\tStamina 1\n\t+NODAMAGETHRUST\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(4, 64, 0, 0, 24)\n\t\tStop\n\t}\n}\n\nActor DarkLichWarp {\n\tPROJECTILE\n\tRadius 16\n\tHeight 56\n\tDamage (1)\n\tDamageType \"PhysicalTornado\"\n\tStamina 1\n\tReactionTime 7\n\tBounceFactor 0.8\n\tWallBounceFactor 0.8\n\tSpeed 22\n\tRenderstyle Add\n\tAlpha 0.75\n\tMaxStepHeight 48\n\tSpecies \"Spider2\"\n\t+PIERCEARMOR\n\t-NOGRAVITY\n\t+FORCEPAIN\n\t+THRUACTORS\n\t+BLOODLESSIMPACT\n\t+HEXENBOUNCE\n\t+FLOORHUGGER\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t+STEPMISSILE\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"ironlich/attack3\", CHAN_BODY, 1.0, 1)\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.1)\n\t\t\tFX07 DEFG 3\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOORHUGGER\", 0)\n\t\t\tTNT1 A 0 A_ScaleVelocity(10.0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 A 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 A 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 B 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 B 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 C 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 C 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tFX07 GFE 3\n\t\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\t\tFX07 D 3\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp1 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(24, 160, 0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp2 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(36, 192, 0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp3 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 224,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp4 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(60, 288,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp5 : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(72, 360,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortex {\n\tPROJECTILE\n\tHeight 10\n\tRadius 6\n\tSpeed 20\n\tDamage (80)\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tSeeSound \"redballbsee\"\n\tDeathSound \"DarkLich/VortexHit\"\n\tSpecies \"Spider2\"\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tGNF1 ABCABC 2 BRIGHT\n\t\t\tTNT1 A 0 A_PlaySound(\"DarkLich/Charge\")\n\t\tLoop\n\t\tDeath:\n\t\t\tGNF1 D 2 BRIGHT\n\t\t\tGNF1 E 2 BRIGHT A_PlaySound(\"DarkLich/VortexBuild\")\n\t\t\tGNF1 F 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 G 2 BRIGHT\n\t\t\tGNF1 H 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp2\")\n\t\t\tGNF1 I 2 BRIGHT\n\t\t\tGNF1 J 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp3\")\n\t\t\tGNF1 K 2 BRIGHT\n\t\t\tGNF1 L 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp4\")\n\t\t\tGNF1 M 2 BRIGHT\n\t\t\tGNF1 N 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp5\")\n\t\t\tGNF1 O 2 BRIGHT\n\t\t\tGNF1 P 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp4\")\n\t\t\tGNF1 Q 2 BRIGHT\n\t\t\tGNF1 R 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp3\")\n\t\t\tGNF1 S 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 T 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp2\")\n\t\t\tGNF1 U 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 V 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 W 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 X 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 Y 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 Z 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 \"[\" 2 BRIGHT  A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nactor ArchWSpark {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tFX11 G 1 Bright Light(DISCIPLEBALL_X2) A_FadeOut (0.1)\n\t\tloop\n\t}\n}\n\nActor DarkLichHomingBallExp : BaseExplosionDamage {\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(36, 96,0)\n\t\tStop\n\t}\n}\n\nACTOR DarkLichHomingBall {\n\tPROJECTILE\n\tSpeed 16\n\tHeight 16\n\tRadius 10\n\tSeeSound \"MageStaffFire\"\n\tDeathSound \"MageStaffExplode\"\n\tDamageType \"MagicalVoid\"\n\tStamina 520\n\tDamage (random(15, 30))\n\tSpecies \"Spider2\"\n\t+NODAMAGETHRUST\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL)\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"DarkLich/ballfly\", \"SoundSlot6\", 1)\n\t\t\tBSBS A 2 Bright Light(DISCIPLEBALL)\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS B 2 Bright Light(DISCIPLEBALL)\n\t\t\tBSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS C 2 Bright Light(DISCIPLEBALL)\n\t\t\tBSBS C 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS D 2 Bright Light(DISCIPLEBALL) A_SeekerMissile(2, 10)\n\t\t\tBSBS D 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_SeekerMissile(2, 10)\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"DarkLich/ballfly\", \"SoundSlot6\", 1)\n\t\t\tBSBS A 2 Bright Light(DISCIPLEBALL) A_SeekerMissile(2, 10)\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS B 2 Bright Light(DISCIPLEBALL) A_SeekerMissile(2, 10)\n\t\t\tBSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS C 2 Bright Light(DISCIPLEBALL) A_SeekerMissile(2, 10)\n\t\tLoop\n\t\tDeath:\n\t\t\tBSBS E 0 Bright Light(DISCIPLEBALL) A_StopSoundEx (\"SoundSlot6\")\n\t\t\tBSBS E 0 Bright Light(DISCIPLEBALL) A_SetTranslucent (1, 1)\n\t\t\tBSBS E 3 Bright Light(DISCIPLEBALL) A_SpawnItem(\"DarkLichHomingBallExp\")\n\t\t\tBSBS FGHIJKLM 3 Bright\n\t\tStop\n\t}\n}\n\nActor DarkLichWarpDamageCooldown : PowerDamage {\n\tpowerup.duration 4\n\tdamagefactor \"normal\", 1.0\n}\n\nActor DarkLichGhostDamageCooldown : PowerDamage {\n\tpowerup.duration 7\n\tdamagefactor \"normal\", 1.0\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Uniques.txt",
        "contents": "// Zombiemen\n\nActor Teron : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tDropItem \"ShotgunPickup_Drop\"\n\tRadius 20\n\tHeight 56\n\tSpeed 10\n\tPainChance 64\n\tSeeSound \"FancyZombie/sight\"\n\tPainSound \"FancyZombie/pain\"\n\tDeathSound \"FancyZombie/death\"\n\tActiveSound \"FancyZombie/idle\"\n\tObituary \"%o fell victim to Teron the Hoarder.\"\n\tMass 256\n\tTag \"Teron the Hoarder\"\n\tScale 1.125\n\t+ISMONSTER\n\t+DONTRIP\n\t+NOTARGET\n\t+NOINFIGHTING\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_TERON)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE00 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE00 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE00 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE00 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE00 ABCD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 8, \"NeedReload\")\n\t\t\tTNT1 A 0 A_Jump(128, \"SpreadShot\")\n\t\t\tUE00 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE00 F 7 Fast Bright A_PlaySound(\"weapons/autosgfire\", CHAN_WEAPON)\n\t\t\tUE00 E 6 Fast\n\t\tGoto See\n\t\tSpreadShot:\n\t\t\tUE00 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE00 F 7 Fast Bright A_PlaySound(\"weapons/autosgfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE00 E 6 Fast A_SetAngle(angle + 9.75 + frandom(0, 9.75))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE00 F 7 Fast Bright A_PlaySound(\"weapons/autosgfire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE00 E 6 Fast A_SetAngle(angle - 9.75 - frandom(0, 9.75))\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"shotguncasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE00 F 7 Fast Bright A_PlaySound(\"weapons/autosgfire\", CHAN_WEAPON)\n\t\tGoto See\n\t\tNeedReload:\n\t\t\tUE00 D 8 Fast A_PlaySound(\"weapons/autosgopen\")\n\t\t\tUE00 DDDD 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/autosgload\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE00 DD 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE00 G 3 Fast\n\t\t\tUE00 G 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tUE00 H 5\n\t\t\tUE00 I 5 A_Scream\n\t\t\tUE00 J 5 A_NoBlocking\n\t\t\tUE00 K 5\n\t\t\tUE00 L -1\n\t\tStop\n\t}\n}\n\nActor Gant : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tDropItem \"SuperShotgunPickup_Drop\"\n\tRadius 24\n\tHeight 60\n\tSpeed 10\n\tPainChance 64\n\tSeeSound \"Gant/See\"\n\tPainSound \"Gant/pain\"\n\tDeathSound \"Gant/Die\"\n\tActiveSound \"Gant/Idle\"\n\tObituary \"%o fell victim to Gant the Cruel.\"\n\tMass 512\n\tTag \"Gant the Cruel\"\n\tBloodColor \"88 16 88\"\n\t+ISMONSTER\n\t+DONTRIP\n\t+NOTARGET\n\t+NOINFIGHTING\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GANT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE01 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE01 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE01 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE01 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE01 A 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE01 A 2 Fast A_Chase\n\t\t\tUE01 B 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE01 B 2 Fast A_Chase\n\t\t\tUE01 C 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE01 C 2 Fast A_Chase\n\t\t\tUE01 D 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE01 D 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tUE01 H 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"GantBash\", 32)\n\t\t\tUE01 I 4 Fast A_FaceTarget\n\t\t\tUE01 J 4 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tUE01 E 7 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"Gant_AcidShot\", 40, 9, frandom(-5.25, 5.25), CMF_OFFSETPITCH, frandom(-3.25, 3.25))\n\t\t\tUE01 F 4 Fast Bright A_FaceTarget\n\t\t\tUE01 G 10 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE01 K 3 Fast\n\t\t\tUE01 K 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tUE01 L 7\n\t\t\tUE01 M 6 A_Scream\n\t\t\tUE01 N 5 A_NoBlocking\n\t\t\tUE01 OPQ 4\n\t\t\tUE01 R -1\n\t\tStop\n\t}\n}\n\nactor GantBash : PaladinBash {\n\tDamageType \"Melee\"\n\tStamina 1\n\tdamage (8 * random(2, 3))\n\tdeathsound \"weapons/vblhit\"\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 40, 20)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor Gant_AcidShot {\n\tPROJECTILE\n\tDamage (random(7, 9))\n\tDamageType \"Poison\"\n\tStamina 128\n\tDeathsound \"Gant/Hit\"\n\tSpeed 30\n\tHeight 16\n\tRadius 8\n\tRenderstyle Add\n\tScale 0.75\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnState:\n\t\t\tACID A 2 Bright A_SpawnItemEx(\"Gant_AcidShotTrail\", -8)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetScale(0.4)\n\t\t\tTNT1 A 0 A_CustomMissile(\"Gant_AcidCloud\", 0, 0, frandom(0, 360), CMF_ABSOLUTEANGLE | CMF_TRACKOWNER)\n\t\t\tBPLO ABCDEFGHIJKLM 1 Bright\n\t\tStop\n\t}\n}\n\nActor Gant_AcidCloud : TorturedSoulPoison {\n\tRenderstyle Add\n    Radius 24\n    Height 6\n    Speed 4\n    Damage (random(1, 2))\n\tDamageType \"Poison\"\n\tStamina 128\n\tBounceCount 6\n\tBounceType Hexen\n}\n\nActor Gant_AcidShotTrail {\n\tRenderstyle Add\n\tAlpha 1.0\n\tScale 0.5\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tACID BBCCDDEEFF 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor Bronn : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tDropItem \"MachinegunPickup_Drop\"\n\tRadius 24\n\tHeight 60\n\tSpeed 10\n\tPainChance 64\n\tMeleeRange 192\n\tSeeSound \"Bronn/See\"\n\tPainSound \"Bronn/pain\"\n\tDeathSound \"Bronn/die\"\n\tActiveSound \"Bronn/See\"\n\tObituary \"%o fell victim to Bronn the Mad.\"\n\tMass 768\n\tTag \"Bronn the Mad\"\n\tBloodColor \"88 16 88\"\n\t+ISMONSTER\n\t+NODROPOFF\n\t+DONTRIP\n\t+NOTARGET\n\t+NOINFIGHTING\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_BRONN)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE02 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE02 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE02 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE02 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE02 A 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE02 A 2 Fast A_Chase\n\t\t\tUE02 B 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE02 B 2 Fast A_Chase\n\t\t\tUE02 C 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE02 C 2 Fast A_Chase\n\t\t\tUE02 D 2 Fast A_Chase(\"Melee\", \"\")\n\t\t\tUE02 D 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_Jump(128, \"MissileState\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(80, \"CloseMelee\")\n\t\tDashMelee:\n\t\t\tUE02 C 2 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(971, 0, 25)\n\t\t\tUE02 DAB 2 Fast\n\t\t\tUE02 H 5 Fast\n\t\t\tUE02 I 1 Fast\n\t\t\tUE02 I 4 Fast A_CustomMissile(\"BronnBash\", 32, 0, 0, CMF_AIMDIRECTION)\n\t\t\tUE02 J 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tCloseMelee:\n\t\t\tUE02 H 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"BronnBash\", 32)\n\t\t\tUE02 I 4 Fast A_FaceTarget\n\t\t\tUE02 J 4 Fast\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(112, \"Lobbed\")\n\t\tMissileGo:\n\t\t\tUE02 E 10 Fast A_FaceTarget\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_CustomMissile(\"Gant_AcidShot\", 48, 12, frandom(-3, 3), CMF_OFFSETPITCH, frandom(-1.75, 1.75))\n\t\t\tUE02 F 4 Fast Bright A_FaceTarget\n\t\t\tUE02 E 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfCloser(144, \"DashMelee\")\n\t\t\tUE02 G 5 Fast A_MonsterRefire(64, \"See\")\n\t\tLoop\n\t\tLobbed:\n\t\t\tTNT1 A 0 A_JumpIfCloser(256, \"ContinueLob\")\n\t\tGoto MissileGo\n\t\tContinueLob:\n\t\t\tUE02 EEE 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tUE02 F 4 Fast Bright A_CustomMissile(\"Bronn_AcidShot\", frandom(47, 49), 12, frandom(-4.25, 4.25), CMF_OFFSETPITCH, frandom(8, 15.0))\n\t\t\tUE02 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tUE02 F 4 Fast Bright A_CustomMissile(\"Bronn_AcidShot\", frandom(47, 49), 12, frandom(-4.25, 4.25), CMF_OFFSETPITCH, frandom(8, 15.0))\n\t\t\tUE02 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tUE02 F 4 Fast Bright A_CustomMissile(\"Bronn_AcidShot\", frandom(47, 49), 12, frandom(-4.25, 4.25), CMF_OFFSETPITCH, frandom(8, 15.0))\n\t\t\tUE02 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tUE02 F 4 Fast Bright A_CustomMissile(\"Bronn_AcidShot\", frandom(47, 49), 12, frandom(-4.25, 4.25), CMF_OFFSETPITCH, frandom(8, 15.0))\n\t\t\tUE02 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Gant/Fire\", CHAN_WEAPON)\n\t\t\tUE02 F 4 Fast Bright A_CustomMissile(\"Bronn_AcidShot\", frandom(47, 49), 12, frandom(-4.25, 4.25), CMF_OFFSETPITCH, frandom(8, 15.0))\n\t\t\tUE02 E 4 Fast A_FaceTarget\n\t\t\tUE02 G 9 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE02 K 3 Fast\n\t\t\tUE02 K 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tUE02 L 7\n\t\t\tUE02 M 6 A_Scream\n\t\t\tUE02 N 5 A_NoBlocking\n\t\t\tUE02 OP 4\n\t\t\tUE02 Q -1\n\t\tStop\n\t}\n}\n\nactor BronnBash : GantBash {\n\tDamageType \"Melee\"\n\tStamina 1\n\tdamage (6 * random(4, 7))\n\tStates {\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 48, 24)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor Bronn_AcidShot : Gant_AcidShot {\n\tSpeed 16\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnState:\n\t\t\tACID AAAA 2 Bright A_SpawnItemEx(\"Gant_AcidShotTrail\", -8)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tSpawnLoop:\n\t\t\tACID A 2 Bright A_SpawnItemEx(\"Gant_AcidShotTrail\", -8)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetScale(0.4)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ScaleVelocity(0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"Gant_AcidCloud\", 0, 0, frandom(0, 360), CMF_ABSOLUTEANGLE | CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_Explode(16, 56, 0)\n\t\t\tBPLO ABCDEFGHIJKLM 1 Bright\n\t\tStop\n\t}\n}\n\nActor Vaaj : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 20\n\tHeight 58\n\tSpeed 8\n\tPainChance 96\n\tSeeSound \"Vaaj/See\"\n\tPainSound \"Vaaj/pain\"\n\tDeathSound \"Vaaj/Die\"\n\tActiveSound \"Vaaj/See\"\n\tObituary \"%o fell victim to Vaaj the Temptress.\"\n\tMass 256\n\tTag \"Vaaj the Temptress\"\n\tSpecies \"Imp\"\n\tvar int user_count;\n\tScale 1.1\n\t+ISMONSTER\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_VAAJ)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE03 AA 4 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE03 BB 4 A_Wander\n\t\tloop\n\t\tSeeState:\n\t\t\tUE03 AB 3 A_Chase\n\t\t\tUE03 B 3 A_FastChase\n\t\tloop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(96, \"BigCharge\")\n\t\t\tUE03 G 3 A_FaceTarget\n\t\t\tUE03 I 3\n\t\t\tTNT1 A 0 A_PlaySound(\"Vaaj/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 36, 0, 0)\n\t\t\tTNT1 A 0 A_Jump(128, \"Skip\")\n\t\t\tUE03 J 1\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 36, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 36, 0, 8)\n\t\tSkip:\n\t\t\tUE03 J 5 A_FaceTarget\n\t\tgoto See\n\t\tBigCharge:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/deathstfire2\")\n\t\tBigChargeLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 15, \"BigChargeFinish\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"Vaaj_ChargeFX\", frandom(-48, 48), frandom(-48, 48), frandom(0, 4), 0, 0, frandom(1.875, 3.5))\n\t\t\tUE03 I 4 Bright A_SpawnItemEx(\"Vaaj_ChargeFX\", frandom(-48, 48), frandom(-48, 48), frandom(0, 4), 0, 0, frandom(1.875, 3.5))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tBigChargeFinish:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/deathstfire\")\n\t\t\tUE03 J 9 Bright A_CustomMissile(\"VaajBigBall\", 36)\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE03 H 2\n\t\t\tUE03 H 2 A_Pain\n\t\t\tUE03 GGG 2 A_FastChase\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tUE03 K 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VaajSoulFX\", 0, 0, 24)\n\t\t\tUE03 LMN 6\n\t\t\tUE03 OP 6\n\t\t\tUE03 Q -1\n\t\tStop\n\t}\n}\n\nActor Vaaj_ChargeFX {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+VISIBILITYPULSE\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 0.01\n\tStates {\n\t\tSpawn:\n\t\t\tFLAR D 25 Bright\n\t\tStop\n\t}\n}\n\nActor VaajBigBall {\n\tPROJECTILE\n\tDamage (128)\n\tSpeed 18\n\tHeight 40\n\tRadius 20\n\tScale 0.625\n\tDeathSound \"Deathray/LaserExplode2\"\n\t+PIERCEARMOR\n\t+FORCERADIUSDMG\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Vaaj Pull\")\n\t\tSpawnState:\n\t\t\tSUCP HI 2 Bright A_SpawnItemEx(\"VaajBigBall_Trail\", -8)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"VaajBigBall_ExplodeFX\")\n\t\t\tTNT1 A 0 A_Quake(5, 24, 0, 192)\n\t\t\tTNT1 A 5 A_Explode(160, 192, 0)\n\t\tStop\n\t}\n}\n\nActor VaajBigBall_ExplodeFX {\n\tScale 0.75\n\tRenderStyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.65,0.72,1.84]\"\n\tStates {\n\t\tSpawn:\n\t\t\tBFOG ABCDEF 4 Bright\n\t\tStop\n\t}\n}\n\nActor VaajBigBall_Trail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+VISIBILITYPULSE\n\tRenderStyle Add\n\tAlpha 0.75\n\tScale 0.625\n\tStates {\n\t\tSpawn:\n\t\t\tSUCP HI 2 Bright A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor PinkBallTrail {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+VISIBILITYPULSE\n\tRenderStyle Add\n\tAlpha 0.4\n\tStates {\n\t\tSpawn:\n\t\t\tSUCP ABCD 1\n\t\tStop\n\t}\n}\n\nactor PinkBall {\n\tradius 4\n\theight 8\n\tspeed 30\n\tdamage (10)\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\trenderstyle Add\n\tdeathsound \"imp/shotx\"\n\tPROJECTILE\n\t+PIERCEARMOR\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnState:\n\t\t\tSUCP AABBCCDD 1 A_SpawnItemEx(\"PinkBallTrail\", -8)\n\t\tloop\n\t\tDeath:\n\t\t\tSUCP EFG 6 bright\n\t\tstop\n\t}\n}\n\nActor VaajSoulFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.88,0.68,1.91]\"\n\tAlpha 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tSHGH ABCDEFG 3 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor Remus : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 30\n\tHeight 64\n\tSpeed 13\n\tPainChance 80\n\tMeleeRange 120\n\tSeeSound \"Remus/See\"\n\tPainSound \"Remus/pain\"\n\tDeathSound \"Remus/die\"\n\tObituary \"%o fell victim to Remus the Broken.\"\n\tMass 1576\n\tMaxTargetRange 384\n\tTag \"Remus the Broken\"\n\tSpecies \"Demon\"\n\t+ISMONSTER\n\t+NODAMAGETHRUST\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+NORADIUSDMG\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_REMUS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE04 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE04 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE04 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE04 D 5 A_Wander\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE04 AA 2 A_Chase\n\t\tSeeTeleportSkip:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE04 BB 2 A_Chase\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE04 CC 2 A_Chase\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 1)\n\t\t\tUE04 DD 2 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_UnSetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Remus/tele\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 3, \"TeleportD\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 2, \"TeleportC\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 1, \"TeleportB\")\n\t\tTeleportA:\n\t\t\tUEA4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUED4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase(\"\", \"\")\n\t\t\tUED4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEA4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE04 A 2 A_Chase\n\t\t\tUE04 B 2 A_Chase\n\t\tGoto TeleportDecide\n\t\tTeleportB:\n\t\t\tUEA4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tUED4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAA 2 A_Chase(\"\", \"\")\n\t\t\tUED4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEA4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE04 A 2 A_Chase\n\t\t\tUE04 B 2 A_Chase\n\t\tGoto TeleportDecide\n\t\tTeleportC:\n\t\t\tTNT1 A 0 A_UnSetShootable\n\t\t\tTNT1 A 0 A_PlaySound(\"Remus/tele\")\n\t\t\tUEA4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUED4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAA 3 A_Chase(\"\", \"\")\n\t\t\tUED4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEA4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE04 A 2 A_Chase\n\t\t\tUE04 B 2 A_Chase\n\t\tGoto TeleportDecide\n\t\tTeleportD:\n\t\t\tUEA4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUED4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAA 4 A_Chase(\"\", \"\")\n\t\t\tUED4 A 1 bright A_Chase(\"\", \"\")\n\t\t\tUEC4 B 1 bright A_Chase(\"\", \"\")\n\t\t\tUEB4 C 1 bright A_Chase(\"\", \"\")\n\t\t\tUEA4 D 1 bright A_Chase(\"\", \"\")\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE04 A 2 A_Chase\n\t\t\tUE04 B 2 A_Chase\n\t\tGoto TeleportDecide\n\t\tTeleportDecide:\n\t\t\tUE04 B 0 A_Jump(128, \"TeleportA\", \"TeleportB\", \"TeleportC\", \"TeleportD\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tUE04 NO 3 A_FaceTarget\n\t\t\tUE04 PQ 3 Bright A_FaceTarget\n\t\tMeleeLoop:\n\t\t\tTNT1 A 0 A_PlaySound(\"Enforcer/Hit\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapper\", 36)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 300, CMF_AIMDIRECTION)\n\t\t\tUE04 R 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tUE04 S 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tUE04 T 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tUE04 T 1 Bright A_JumpIf(!ACS_NamedExecuteWithResult(\"DnD Monster Melee Loop\", 96), \"MeleeFinish\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Enforcer/Hit\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapper\", 36)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 60, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 180, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RemusZapProjectile\", 36, 0, 300, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tUE04 U 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tUE04 V 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"RemusFX\", frandom(-radius / 2, radius / 2), frandom(-radius / 2, radius / 2), height / 2 + frandom(-16, 16), frandom(-2, 2), frandom(-2 ,2), frandom(-2 ,2))\n\t\t\tUE04 W 2 bright A_CustomMeleeAttack(random(2, 5))\n\t\t\tUE04 W 1 Bright A_JumpIf(!ACS_NamedExecuteWithResult(\"DnD Monster Melee Loop\", 96), \"MeleeFinish\")\n\t\tLoop\n\t\tMeleeFinish:\n\t\t\tUE04 PQ 1 Bright A_FaceTarget\n\t\t\tUE04 ON 2 A_FaceTarget\n\t\tgoto See\n\t\tPainState:\n\t\t\tUE04 E 3\n\t\t\tUE04 E 2 A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 32, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tUE04 F 4 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 32, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE04 G 8 A_NoBlocking\n\t\t\tUE04 HIJKL 8\n\t\t\tUE04 M -1\n\t\tStop\n\t}\n}\n\nActor RemusZapProjectile {\n\tProjectile\n\tDamage (18)\n\tDamageType \"Lightning\"\n\tStamina 256\n\tSpeed 28\n\tHeight 8\n\tRadius 4\n\tRenderstyle Add\n\tScale 0.5\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tFX16 ABCABC 3 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tFX16 GHIJKL 2 Bright\n\t\tStop\n\t}\n}\n\nActor RemusZapper {\n\tProjectile\n\tSpeed 0\n\tHeight 2\n\tRadius 1\n\tDamageType \"Lightning\"\n\tStamina 256\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n    States {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(9, 16), 108, 0)\n\t\tStop\n\t}\n}\n\nActor RemusFX {\n\tRenderStyle Add\n\tAlpha 1.0\n\tScale 0.1\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\tSpawnLoop:\n\t\t\tSPKB A 1 Bright A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor Ssrath : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 32\n\tHeight 56\n\tSpeed 16\n\tPainChance 96\n\tSeeSound \"Ssrath/See\"\n\tPainSound \"Ssrath/pain\"\n\tDeathSound \"Ssrath/die\"\n\tActiveSound \"Ssrath/active\"\n\tObituary \"%o fell victim to Ssrath the Unseen.\"\n\tMass 1024\n\tTag \"Ssrath the Unseen\"\n\tSpecies \"Demon\"\n\tMeleeRange 72\n\tMaxTargetRange 320\n\tScale 1.1\n\tRenderstyle Translucent\n\tBloodColor \"17 99 14\"\n\tvar int user_ang;\n\t+ISMONSTER\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_SSRATH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE05 A 5 Fast A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE05 B 5 Fast A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE05 C 5 Fast A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE05 D 5 Fast A_Wander\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_ang\", random(0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_FakeImage\", 0, 0, 0, 12 * cos(user_ang), 12 * sin(user_ang))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX1\")\n\t\t\tUE05 A 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX1\")\n\t\t\tUE05 A 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_ang\", random(0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_FakeImage\", 0, 0, 0, 12 * cos(user_ang), 12 * sin(user_ang))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX2\")\n\t\t\tUE05 B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX2\")\n\t\t\tUE05 B 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_ang\", random(0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_FakeImage\", 0, 0, 0, 12 * cos(user_ang), 12 * sin(user_ang))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX3\")\n\t\t\tUE05 C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX3\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_ang\", random(0, 360))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_FakeImage\", 0, 0, 0, 12 * cos(user_ang), 12 * sin(user_ang))\n\t\t\tUE05 C 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX4\")\n\t\t\tUE05 D 2 Fast A_Chase\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SSrath_MoveFX4\")\n\t\t\tUE05 D 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tUE05 E 4 Fast A_FaceTarget\n\t\t\tUE05 FFFFF 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Ssrath_Screamer\", 32)\n\t\t\tUE05 G 9 Fast\n\t\tGoto Vanish\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tTNT1 A 0 A_PlaySound(\"SSrath/Attack\")\n\t\t\tUE05 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"SSrath_EyeBeam\", 42)\n\t\t\tUE05 F 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack(32)\n\t\t\tUE05 G 7 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE05 H 1 Fast A_SetTranslucent(1.0)\n\t\t\tUE05 H 1 Fast A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Vanish\")\n\t\t\tUE05 H 3 Fast\n\t\tGoto See\n\t\tVanish:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RocketSmoke\", frandom(-24, 24), frandom(-24, 24), frandom(24, 36), frandom(-3, 3), frandom(-3, 3), frandom(-1, 2))\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"RocketSmoke\", frandom(-36, 36), frandom(-36, 36), frandom(18, 44), frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_PlaySound(\"Draugr/Fade\")\n\t\t\tUE05 HHHH 1 Fast A_FadeOut(0.24, 0)\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 2 A_Chase(\"\", \"\")\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RocketSmoke\", frandom(-24, 24), frandom(-24, 24), frandom(24, 36), frandom(-3, 3), frandom(-3, 3), frandom(-1, 2))\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"RocketSmoke\", frandom(-36, 36), frandom(-36, 36), frandom(18, 444), frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_PlaySound(\"Draugr/Fade\")\n\t\t\tUE05 HHHH 1 Fast A_FadeIn(0.24)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 32, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tUE05 I 5 A_Scream\n\t\t\tUE05 J 5 A_NoBlocking\n\t\t\tUE05 KLM 4\n\t\t\tUE05 N -1\n\t\tStop\n\t}\n}\n\nActor SSrath_MoveFX1 {\n\tRenderstyle Translucent\n\tScale 1.1\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\tSpawnLoop:\n\t\t\tUE05 A 1 A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor SSrath_MoveFX2 : SSrath_MoveFX1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\tSpawnLoop:\n\t\t\tUE05 B 1 A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor SSrath_MoveFX3 : SSrath_MoveFX1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\tSpawnLoop:\n\t\t\tUE05 C 1 A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor SSrath_MoveFX4 : SSrath_MoveFX1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\tSpawnLoop:\n\t\t\tUE05 D 1 A_FadeOut(0.0875)\n\t\tLoop\n\t}\n}\n\nActor SSrath_FakeImage : SSrath_MoveFX1 {\n\tRadius 30\n\tHeight 56\n\t+DONTBLAST\n\t-TELESTOMP\n\t-NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tUE05 AAABBBCCCDDD 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor SSrath_EyeBeam {\n\tProjectile\n\tHeight 32\n\tRadius 16\n\tSpeed 16\n\tDamage (0)\n\tDamageType \"Magical_SSrath\"\n\tStamina 8\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.73,1.76,0.41]\"\n\tRenderstyle Add\n\tScale 0.75\n\tvar int user_dmg;\n\t+THRUACTORS\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tR075 A 3 Bright A_SpawnItemEx(\"SSrath_EyeBeamTrail\", 0, 0, 0, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\t\tR075 A 0 A_SetUserVar(\"user_dmg\", 10)\n\t\t\tR075 A 0 A_Explode(user_dmg * 1.5, 32, 0, 0, 32)\n\t\t\tR075 B 3 Bright A_SpawnItemEx(\"SSrath_EyeBeamTrail\", 0, 0, 0, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\t\tR075 B 0 A_Explode(user_dmg * 1.625, 36, 0, 0, 36)\n\t\t\tR075 C 3 Bright A_SpawnItemEx(\"SSrath_EyeBeamTrail\", 0, 0, 0, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\t\tR075 C 0 A_Explode(user_dmg * 1.75, 40, 0, 0, 40)\n\t\t\tR075 D 3 Bright A_SpawnItemEx(\"SSrath_EyeBeamTrail\", 0, 0, 0, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\t\tR075 D 0 A_Explode(user_dmg * 1.875, 44, 0, 0, 44)\n\t\t\tR075 E 3 Bright A_SpawnItemEx(\"SSrath_EyeBeamTrail\", 0, 0, 0, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\t\tR075 F 3 Bright A_Explode(user_dmg * 2.0, 48, 0, 0, 48)\n\t\t\tR075 G 3 Bright A_Explode(user_dmg * 2.125, 52, 0, 0, 52)\n\t\t\tR075 H 3 Bright A_Explode(user_dmg * 2.25, 56, 0, 0, 56)\n\t\t\tR075 I 3 Bright A_Explode(user_dmg * 2.375, 60, 0, 0, 60)\n\t\t\tR075 J 3 Bright A_Explode(user_dmg * 2.5, 64, 0, 0, 64)\n\t\t\tR075 K 3 Bright A_Explode(user_dmg * 2.75, 72, 0, 0, 72)\n\t\t\tR075 L 3 Bright A_Explode(user_dmg * 3, 80, 0, 0, 80)\n\t\t\tR075 M 3 Bright A_Explode(user_dmg * 3.25, 88, 0, 0, 88)\n\t\t\tR075 N 3 Bright A_Explode(user_dmg * 3.5, 96, 0, 0, 96)\n\t\t\tR075 O 3 Bright A_Explode(user_dmg * 3.75, 104, 0, 0, 104)\n\t\t\tR075 P 3 Bright A_Explode(user_dmg * 4.0, 112, 0, 0, 112)\n\t\tStop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 1 Bright A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor SSrath_EyeBeamTrail {\n\tRenderStyle Add\n\tScale 0.75\n\tHeight 32\n\tRadius 16\n\tDamage 0\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.73,1.76,0.41]\"\n\t+MISSILE\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+DONTBLAST\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_ScaleVelocity(0.1)\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_ScaleVelocity(10.0)\n\t\t\tR075 ABCDEFGHIJKLMNOP 3 Bright\n\t\tStop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 1 Bright A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor SSrath_Screamer {\n\tProjectile\n\tDamage (50)\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\tSeeSound \"SSrath/ScreamerGo\"\n\tDeathSound \"Draugr/SeekerExplode\"\n\tSpeed 20\n\tHeight 20\n\tRadius 10\n\tRenderstyle Add\n\tScale 1.15\n\t+DONTBLAST\n\t+FOILINVUL\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_PlaySound(\"mummy/head\")\n\t\t\tSRV2 AAAA 3 Bright A_SpawnItemEx(\"SSrath_SoulExplosion\", frandom(-32, 32), frandom(-32, 32), frandom(-32, 32), 0, 0, frandom(0, 1))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"SSrath_ScreamerExp\", 0, 0, 0, 0, 0, 2)\n\t\tStop\n\t}\n}\n\nActor SSrath_ScreamerExp {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.00,1.00,1.00]\"\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tBSBL HIJKL 4 Bright\n\t\tStop\n\t}\n}\n\nActor SSrath_SoulExplosion : BaseExplosionDamage {\n\tDamageType \"MagicalGray\"\n\tStamina 8\n\tObituary \"%o fell victim to Ssrath the Unseen.\"\n\tRenderstyle Add\n\tScale 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tSRV3 A 4 Bright A_PlaySound(\"monster/dishht1\")\n\t\t\tSRV3 B 4 Bright A_Explode(32, 64, 0)\n\t\t\tSRV3 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor HollowShell : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 16\n\tHeight 56\n\tSpeed 8\n\tPainChance 80\n\tDamage (5 * random(4, 8))\n\tSeeSound \"HollowShell/See\"\n\tPainSound \"demon/pain2\"\n\tDeathSound \"HollowShell/Die\"\n\tActiveSound \"HollowShell/Act\"\n\tAttackSound \"skull/melee\"\n\tObituary \"%o fell victim to Hollowshell the Lost.\"\n\tMass 384\n\tTag \"Hollowshell\"\n\tMeleeRange 108\n\t+ISMONSTER\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+FLOAT\n\t+NOGRAVITY\n\t+DONTFALL\n\t+MISSILEMORE\n\t+NOBLOOD\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HOLLOWSHELL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE10 A 1 Bright A_Wander\n\t\t\tUE10 AA 2 Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tUE10 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE10 A 0 A_Chase\n\t\t\tUE10 A 1 Fast Bright\n\t\t\tUE10 AA 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\tLoop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(160, \"Charge\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tUE10 B 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tUE10 B 2 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellComet\", 16)\n\t\t\tUE10 BBBB 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\tGoto See\n\t\tCharge:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE10 BBB 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_SkullAttack\n\t\t\tUE10 BB 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\tChargeLoop:\n\t\t\tUE10 BBBB 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tUE10 B 0 A_SkullAttack\n\t\tLoop\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE10 BBB 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellGas\", 16, 0, frandom(-7, 7))\n\t\t\tUE10 B 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellGas\", 16, 0, frandom(-7, 7))\n\t\t\tUE10 B 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellGas\", 16, 0, frandom(-7, 7))\n\t\t\tUE10 B 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellGas\", 16, 0, frandom(-7, 7))\n\t\t\tUE10 B 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HollowShellGas\", 16, 0, frandom(-7, 7))\n\t\t\tUE10 B 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE10 C 2 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\t\tTNT1 A 0 A_Pain\n\t\t\tUE10 C 3 Fast Bright A_SpawnItemEx(\"HollowShellFlames\", -12, 0, frandom(22, 28), frandom(-4, -1), frandom(-2.5, 2.5), frandom(0, 8))\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUE10 F 12 A_Scream\n\t\t\tUE10 G 6 Bright A_NoBlocking\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"HollowShellBone1\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tUE10 H 5 Bright\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"HollowShellBone1\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"HollowShellBone3\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tUE10 I 5 Bright\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"HollowShellBone2\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"HollowShellBone3\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tUE10 J 5 Bright\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"HollowShellBone1\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"HollowShellBone3\", frandom(-8, 8), frandom(-8, 8), frandom(4, 24), frandom(-12, 12), frandom(-12, 12), frandom(2, 12), frandom(0, 360))\n\t\t\tUE10 K 5 bright\n\t\tStop\n\t}\n}\n\nActor HollowShellGasExp : BaseExplosionDamage {\n\tDamageType \"Poison\"\n\tStamina 128\n\tObituary \"%o fell victim to Hollowshell the Lost.\"\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(4, 72, 0, 0, 36)\n\t\tStop\n\t}\n}\n\nActor HollowShellGas {\n\tProjectile\n\tDamage 0\n\tDamageType \"Poison\"\n\tStamina 128\n\tHeight 20\n\tRadius 10\n\tRenderstyle Add\n\tAlpha 0.9\n\tScale 0.1\n\tSpeed 30\n\tSeeSound \"CacoFlame/attack\"\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tDB58 A 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 B 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 C 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 D 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 E 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 F 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 G 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 H 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 I 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 J 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 K 1 Bright A_SetScale(scalex + 0.075, scaley + 0.075)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 LMNOPQRS 1 Bright A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 T 1 Bright A_FadeOut(0.0875)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 U 1 Bright A_FadeOut(0.0875)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 V 1 Bright A_FadeOut(0.0875)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HollowShellGasExp\")\n\t\t\tDB58 WXYZ 1 Bright A_FadeOut(0.0875)\n\t\tStop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.075)\n\t\tWait\n\t}\n}\n\nActor HollowShellExp : HollowShellGasExp {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(48, 128, 0)\n\t\tStop\n\t}\n}\n\nActor HollowShellComet : ArchonComet {\n\tDamage (6 * random(4, 5))\n\tDamageType \"Poison\"\n\tStamina 128\n\tStates {\n\t\tDeath:\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX4\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tTNT1 A 0 A_SetTranslucent (0.67,1)\n\t\t\tARCB J 3 Bright\n\t\t\tARCB K 3 Bright A_SpawnItem(\"HollowShellExp\")\n\t\t\tARCB LMN 3 Bright\n\t\tStop\n\t}\n}\n\nActor HollowShellFlames {\n\tRenderstyle Add\n\tScale 0.9\n\tAlpha 0.875\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\tSpawnLoop:\n\t\t\tUP18 ABCDEF 3 Bright\n\t\tStop\n\t}\n}\n\nActor HollowShellBone1 {\n\tProjectile\n\tBounceType Doom\n\tBouncecount 4\n\tSpeed 28\n\tHeight 12\n\tRadius 6\n\tDamage 0\n\tRenderstyle Translucent\n\t+THRUACTORS\n\t+DONTBLAST\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tUP19 ABCDEFGH 4 NoDelay A_GiveInventory(\"DnD_Info\", 1)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 7, \"A\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 6, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 5, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 4, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 3, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 2, \"C\")\n\t\tFade:\n\t\t\t\"####\" \"#\" 4 A_FadeOut(0.075)\n\t\tWait\n\t\tA:\n\t\t\tUP19 A 0\n\t\tGoto Fade\n\t\tC:\n\t\t\tUP19 C 0\n\t\tGoto Fade\n\t\tE:\n\t\t\tUP19 E 0\n\t\tGoto Fade\n\t}\n}\n\nActor HollowShellBone2 : HollowShellBone1 {\n\tHeight 20\n\tRadius 10\n\tStates {\n\t\tSpawn:\n\t\t\tUP09 ABCDEFGH 4 NoDelay A_GiveInventory(\"DnD_Info\", 1)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 7, \"A\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 6, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 5, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 4, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 3, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 2, \"C\")\n\t\tFade:\n\t\t\t\"####\" \"#\" 4 A_FadeOut(0.075)\n\t\tWait\n\t\tA:\n\t\t\tUP09 A 0\n\t\tGoto Fade\n\t\tC:\n\t\t\tUP09 C 0\n\t\tGoto Fade\n\t\tE:\n\t\t\tUP09 E 0\n\t\tGoto Fade\n\t}\n}\n\nActor HollowShellBone3 : HollowShellBone1 {\n\tHeight 8\n\tRadius 4\n\tStates {\n\t\tSpawn:\n\t\t\tUP10 ABCDEFGH 4 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 7, \"A\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 6, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 5, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 4, \"E\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 3, \"Fade\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 2, \"C\")\n\t\tFade:\n\t\t\t\"####\" \"#\" 4 A_FadeOut(0.075)\n\t\tWait\n\t\tA:\n\t\t\tUP10 A 0\n\t\tGoto Fade\n\t\tC:\n\t\t\tUP10 C 0\n\t\tGoto Fade\n\t\tE:\n\t\t\tUP10 E 0\n\t\tGoto Fade\n\t}\n}\n\nActor Omnisight : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 36\n\tHeight 80\n\tSpeed 8\n\tPainChance 64\n\tSeeSound \"Omnisight/See\"\n\tPainSound \"Omnisight/pain\"\n\tDeathSound \"Omnisight/Die\"\n\tActiveSound \"Omnisight/act\"\n\tObituary \"%o fell victim to Omnisight the Beholder.\"\n\tMass 2048\n\tTag \"Omnisight the Beholder\"\n\tSpecies \"Cacodemon\"\n\tMeleeRange 68\n\t+ISMONSTER\n\t+FLOAT\n\t+NOGRAVITY\n\t+NORADIUSDMG\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_OMNISIGHT)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE06 AA 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE06 BB 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE06 AA 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE06 CC 3 A_Wander\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE06 AABBAACC 3 A_Chase\n\t\t\tUE06 A 0 A_Jump(32, \"Teleport\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"ChaosSerpent/Melee\")\n\t\t\tUE06 ADF 5 A_FaceTarget\n\t\t\tUE06 E 5 A_CustomMeleeAttack(48)\n\t\tGoto See\n\t\tRedecide:\n\t\t\tUE06 D 0 A_Jump(256, \"Missile1\", \"Missile2\", \"Missile3\")\n\t\tGoto Missile1\n\t\tMissileState:\n\t\t\tUE06 D 0 A_Jump(256, \"Missile1\", \"Missile2\", \"Missile3\", \"Missile4\")\n\t\tMissile1:\n\t\t\tUE06 DE 8 A_FaceTarget\n\t\t\tUE06 FFFFF 4 bright A_SpawnItemEx(\"HS_NoExp\", 60, 0, 15, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tGoto See\n\t\tMissile2:\n\t\t    UE06 GH 8 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE06 H 5 Bright A_PlaySound(\"Omnisight/shock\")\n\t\t\tUE06 I 7 Bright A_CustomMissile(\"OmniBigBall\", 43)\n\t\t\tUE06 G 5 Bright A_FaceTarget\n\t\tGoto See\n\t\tMissile3:\n\t\t\tUE06 JJJJJJJJ 1 A_FaceTarget\n\t\tMissile3Loop:\n\t\t\tTNT1 A 0 A_CustomMissile(\"HadesBall\",92,-40,random(-3,3),0,random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HadesBall\",8,-40,random(-3,3),0,random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HadesBall\",92,40,random(-3,3),0,random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"HadesBall\",8,40,random(-3,3),0,random(-3,3))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmniBall\",54,-50,random(-3,3),0,random(-3,3))\n\t\t\tUE06 K 4 Bright A_CustomMissile(\"OmniBall\",54,50,random(-3,3),0,random(-3,3))\n\t\t\tUE06 J 4 A_SpidRefire\n\t\t\tUE06 J 0 A_Jump(32, \"See\")\n\t\tLoop\n\t\tMissile4:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"OmniSight_Cooldown\", 1, \"Redecide\")\n\t\t    UE06 GH 8 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"OmniSight_Cooldown\", 1)\n\t\t\tUE06 H 5 Bright A_PlaySound(\"Omnisight/Chaos\")\n\t\t\tUE06 I 7 Bright A_CustomMissile(\"OmniChaosBall\", 43)\n\t\t\tUE06 G 5 Bright A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE06 L 5\n\t\t\tUE06 L 5 A_Pain\n\t\t\tUE06 L 0 A_Jump(40, \"Teleport\")\n\t\tGoto See\n\t\tTeleport:\n\t\t\tTNT1 A 0 A_SetInvulnerable\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tUE06 F 1 A_PlaySound(\"monster/heltel\")\n\t\t\tUE06 F 1 A_SetTranslucent(0.90)\n\t\t\tUE06 F 1 A_SetTranslucent(0.80)\n\t\t\tUE06 F 1 A_SetTranslucent(0.70)\n\t\t\tUE06 F 1 A_SetTranslucent(0.60)\n\t\t\tUE06 F 1 A_SetTranslucent(0.50)\n\t\t\tUE06 F 1 A_SetTranslucent(0.40)\n\t\t\tUE06 F 1 A_SetTranslucent(0.30)\n\t\t\tUE06 F 1 A_SetTranslucent(0.20)\n\t\t\tUE06 F 1 A_SetTranslucent(0.10)\n\t\t\tUE06 F 0 A_Jump(128, \"TeleDelayed\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tTeleDelayed:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveInventory(\"OmnisightTeleMove\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Sync Hack Immediate\", x, y, z)\n\t\t\tUE06 F 1 A_PlaySound(\"monster/heltel\")\n\t\t\tUE06 F 1 A_SetTranslucent(0.10)\n\t\t\tUE06 F 1 A_SetTranslucent(0.20)\n\t\t\tUE06 F 1 A_SetTranslucent(0.30)\n\t\t\tUE06 F 1 A_SetTranslucent(0.40)\n\t\t\tUE06 F 1 A_SetTranslucent(0.50)\n\t\t\tUE06 F 1 A_SetTranslucent(0.60)\n\t\t\tUE06 F 1 A_SetTranslucent(0.70)\n\t\t\tUE06 F 1 A_SetTranslucent(0.80)\n\t\t\tUE06 F 1 A_SetTranslucent(0.90)\n\t\t\tUE06 F 1 A_SetTranslucent(1.0)\n\t\t\tUE06 F 0 A_SetShootable\n\t\t\tUE06 F 0 A_UnSetInvulnerable\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t    TNT1 A 0 A_Facetarget\n\t\t\tUE06 M 12 bright A_Scream\n\t\t\tTNT1 A 0 A_Quake(7, 80, 0, 192)\n\t\t\tUE06 NO 5 bright\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"OmnisightFlesh1\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"OmnisightFlesh2\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"OmnisightFlesh3\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"OmnisightFlesh4\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"OmnisightFlesh5\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"OmnisightFlesh6\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"GenericGibber_Medium\", frandom(-16, 16), frandom(-16, 16), frandom(18, 40), 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightBigArm1\",40,-40,-90,2,random(-1,1))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightBigArm2\",40,40,90,2,random(-1,1))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightSmallArm1\",100,-30,-90,2,random(-15,15))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightSmallArm1\",100,30,90,2,random(-15,15))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightSmallArm2\",100,-30,-90,2,random(-15,15))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightSmallArm2\",100,30,90,2,random(-15,15))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightHorn1\",110,-16,-90,2,random(-15,15))\n\t\t\tTNT1 A 0 A_CustomMissile(\"OmnisightHorn2\",110,16,90,2,random(-15,15))\n\t\t\tUE06 PQRSTUV 5 bright\n\t\tStop\n\t}\n}\n\nActor OmnisightTeleMove : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkServantTrail2\", frandom(-36.0, 36.0), frandom(-36.0, 36.0), frandom(8.0, 56.0), 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nActor OmniSight_Cooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -10\n}\n\nActor OmniChaosBall_TrailA {\n\tRenderstyle Add\n\tScale 1.15\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 A 0\n\t\tGoto SpawnLoop\n\t\tSpawnLoop:\n\t\t\tUP07 \"##########\" 1 Bright A_FadeOut(0.0875)\n\t\tStop\n\t}\n}\n\nActor OmniChaosBall_TrailB : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 B 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailC : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 C 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailD : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 D 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailE : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 E 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailF : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 F 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailG : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 G 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailH : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 H 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailI : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 I 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nActor OmniChaosBall_TrailJ : OmniChaosBall_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 J 0\n\t\tGoto SpawnLoop\n\t}\n}\n\nACTOR OmnisightFlesh1 {\n\tSpeed 8\n\tMass 100\n\tRadius 2\n\tHeight 4\n\tPROJECTILE\n\t+THRUGHOST\n\t+LOWGRAVITY\n\t-NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUP00 ACEGIKM 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP00 Q -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightFlesh2 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP01 BDFHJLN 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP01 R -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightFlesh3 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP01 ACEG 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP01 I -1\n\t\tStop\n\t}\n}\n\nACTOR OmnisightFlesh4 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP01 BDFH 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP01 J -1\n\t\tStop\n\t}\n}\n\nACTOR OmnisightFlesh5 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP02 ACEGI 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP02 K -1\n\t\tStop\n\t}\n}\n\nACTOR OmnisightFlesh6 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP02 BDFHJ 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP02 L -1\n\t\tStop\n\t}\n}\n\nACTOR OmnisightBigArm1 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP03 ACEGI 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP03 K 3\n\t\t\tUP03 M -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightBigArm2 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP03 BDFHJ 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP03 L 3\n\t\t\tUP03 N -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightSmallArm1 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP04 ACEG 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP04 I -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightSmallArm2 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP04 BDFH 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP04 J -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightHorn1 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP05 ACEGI 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP05 K -1\n\t\tstop\n\t}\n}\n\nACTOR OmnisightHorn2 : OmnisightFlesh1 {\n\tStates {\n\t\tSpawn:\n\t\t\tUP05 BDFHJ 5\n\t\tloop\n\t\tDeath:\n\t\t\tUP05 L -1\n\t\tstop\n\t}\n}\n\nACTOR OmniBall {\n\tRadius 10\n\tHeight 20\n\tSpeed 24\n\tDamage (8 * random(5, 8))\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.875\n\tTranslation \"192:207=168:191\"\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\tDeathSound \"DarkServant/LightningHit\"\n\tDecal \"CacoScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP06 ABC 1 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tUP06 DE 4 Bright A_Explode(32, 64, 0)\n\t\t\tUP06 FGHI 4 bright\n\t\tstop\n\t}\n}\n\nActor OmniBigBall {\n\tProjectile\n\tSpeed 28\n\tDamage (random(55, 75))\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tHeight 48\n\tRadius 24\n\tRENDERSTYLE ADD\n\tAlpha 1.0\n\tDeathSound \"DarkServant/LightningHit\"\n\tDecal \"CacoScorch\"\n\tvar int user_count;\n\tconst float ang_inc = 20.0;\n\t+VISIBILITYPULSE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tUP06 J 3 Bright A_CustomMissile(\"OmniLightning\", 0, 0, user_count * ang_inc, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tUP06 J 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP06 K 3 Bright A_CustomMissile(\"OmniLightning\", 0, 0, user_count * ang_inc, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tUP06 K 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP06 L 3 Bright A_CustomMissile(\"OmniLightning\", 0, 0, user_count * ang_inc, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tUP06 L 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP06 M 3 Bright A_CustomMissile(\"OmniLightning\", 0, 0, user_count * ang_inc, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tUP06 M 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP06 N 3 Bright A_CustomMissile(\"OmniLightning\", 0, 0, user_count * ang_inc, CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\t\tUP06 N 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_Explode(80, 160, 0)\n\t\t\t\"####\" \"#\" 0 A_Quake(7, 55, 0, 160)\n\t\t\t\"####\" \"#\" 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\t\"####\" \"##########\" 1 A_SetScale(scalex - 0.1, scaley - 0.1)\n\t\tStop\n\t}\n}\n\nActor OmniLightning : DarkZealotLightning {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tDamage (5 * random(4, 5))\n\t-PIERCEARMOR\n}\n\nActor OmniChaosBall {\n\tHeight 32\n\tRadius 16\n\tPROJECTILE\n\tSpeed 18\n\tDamage (100)\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tScale 1.15\n\tRenderstyle Add\n\tvar int user_count;\n\tconst float r = 256.0;\n\tconst float s = 32.0;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP07 A 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailA\")\n\t\t\tUP07 B 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailB\")\n\t\t\tUP07 C 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailC\")\n\t\t\tUP07 D 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailD\")\n\t\t\tUP07 E 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailE\")\n\t\t\tUP07 F 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailF\")\n\t\t\tUP07 G 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailG\")\n\t\t\tUP07 H 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailH\")\n\t\t\tUP07 I 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailI\")\n\t\t\tUP07 J 3 Bright A_SpawnItemEx(\"OmniChaosBall_TrailJ\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(0), s * sin(0))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(15), s * sin(15))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(30), s * sin(30))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(45), s * sin(45))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(60), s * sin(60))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(75), s * sin(75))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(90), s * sin(90))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(105), s * sin(105))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(120), s * sin(120))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(135), s * sin(135))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(150), s * sin(150))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(165), s * sin(165))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(180), s * sin(180))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(195), s * sin(195))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(210), s * sin(210))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(225), s * sin(225))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(240), s * sin(240))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(255), s * sin(255))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(270), s * sin(270))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(285), s * sin(285))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(300), s * sin(300))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(315), s * sin(315))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(330), s * sin(330))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"OmniChaosCircleFX\", 0, 0, 16, s * cos(345), s * sin(345))\n\t\t\tTNT1 A 32 A_SpawnItemEx(\"OmniChaosHitFX\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Omnisight/ZapLoop\", CHAN_VOICE, 1, true)\n\t\tZappingLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count >= 20, \"ZapFinish\")\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"OmniLightningBlast\", frandom(-r, r), frandom(-r, r))\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"OmniLightningBlast\", frandom(-r, r), frandom(-r, r))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tZapFinish:\n\t\t\tTNT1 A 3 A_StopSound(CHAN_VOICE)\n\t\tStop\n\t}\n}\n\nActor OmniChaosHitFX {\n\tScale 1.15\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tUP07 KLMNOPQRSTUVW 3 Bright\n\t\tStop\n\t}\n}\n\nActor OmniChaosCircleFX {\n\tRenderstyle Add\n\tScale 2.0\n\t+CLIENTSIDEONLY\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\t// initial movement phase\n\t\t\tTNT1 A 1\n\t\t\tZLTT HIHIHIHIHIHIHIHI 2 Bright\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tZLTT HIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHIHI 2 Bright // 400 tics\n\t\t\tZLTT JKL 3 Bright\n\t\tStop\n\t}\n}\n\nActor OmniLightningBlastFX {\n\tRenderstyle Add\n\tAlpha 0.01\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tLFX2 FFFFF 1 Bright A_FadeIn(0.2)\n\t\t\tLFX2 GHIJ 2 Bright A_FadeOut(0.1875)\n\t\tStop\n\t}\n}\n\nActor OmniLightningBlast : BaseExplosionDamage {\n\tDamageType \"LightningRed\"\n\tStamina 256\n\tObituary \"%o fell victim to Omnisight the Beholder.\"\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 4 A_SpawnItemEx(\"OmniLightningBlastFX\")\n\t\t\tTNT1 A 1 A_PlaySound(\"Omnisight/BigZap\")\n\t\t\tTNT1 A 0 A_Quake(5, 17, 0, 128)\n\t\t\tTNT1 A 0 A_Explode(80, 128, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor Chegovax : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 36\n\tHeight 80\n\tSpeed 8\n\tPainChance 10\n\tSeeSound \"monster/cubsit\"\n\tPainSound \"Lich/Pain\"\n\tDeathSound \"monster/cubdth\"\n\tActiveSound \"Lich/Act\"\n\tObituary \"%o fell victim to Chegovax the Overseer.\"\n\tMass 2048\n\tTag \"Chegovax the Overseer\"\n\tSpecies \"PainElemental\"\n\tvar int user_count;\n\tconst float f = 1.8;\n\tconst float pbase = -37.5;\n\tDamageFactor \"CacoMagic\", 0 // immunity to guardians\n\t+ISMONSTER\n\t+LOOKALLAROUND\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOBLOOD\n\t+DONTRIP\n\t+NORADIUSDMG\n\t-DONTFALL\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_CHEGOVAX)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE07 A 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 B 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 C 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 D 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 E 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 F 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 G 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE07 H 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE07 ABCDEFGH 3 A_FastChase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tUE07 I 0 A_Jump(200, \"Attacks\")\n\t\t\tUE07 LM 8 Bright A_FaceTarget\n\t\t\tUE07 N 0 A_CustomMissile(\"GuardianSpawner\",32,0,-120)\n\t\t\tUE07 N 0 A_CustomMissile(\"GuardianSpawner\",32,0,120)\n\t\t\tUE07 N 10 Bright A_CustomMissile(\"GuardianSpawner\",32,0,0)\n\t\t\tUE07 I 2 Bright\n\t\tGoto See\n\t\tAttacks:\n\t\t\tTNT1 A 0 A_Jump(108, \"Meteor\")\n\t\tFlameLine:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tUE07 III 5 A_FaceTarget(0, 0)\n\t\tFlameLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count > 20, \"FlameFinish\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"ChegovaxFire\", 56, -10, angle, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH, pitch + pbase + user_count * f)\n\t\t\tUE07 J 2 Bright A_CustomMissile(\"ChegovaxFire\", 56, 10, angle, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH, pitch + pbase + user_count * f)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ChegovaxFire\", 56, -10, angle, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH, pitch + pbase + user_count * f)\n\t\t\tUE07 K 2 Bright A_CustomMissile(\"ChegovaxFire\", 56, 10, angle, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH, pitch + pbase + user_count * f)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFlameFinish:\n\t\t\tUE07 I 4\n\t\tGoto See\n\t\tMeteor:\n\t\t\tUE07 LLL 4 Bright A_FaceTarget\n\t\t\tUE07 MM 4 Bright A_FaceTarget\n\t\t\tUE07 N 10 Bright A_CustomMissile(\"ChegovaxMeteor\", 32)\n\t\t\tUE07 ML 4 Bright A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t   UE07 A 3\n\t\t   UE07 I 3 A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUE07 O 5 Bright A_NoBlocking\n\t\tDeathStateFall:\n\t\t\tUE07 P 5 Bright A_NoBlocking\n\t\tLoop\n\t\tCrash:\n\t\t\tUE07 Q 6 Bright A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChegovaxExp1\")\n\t\t\tUE07 R 5 Bright A_KillChildren\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChegovaxExp2\")\n\t\t\tUE07 S 5 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChegovaxExp3\")\n\t\t\tUE07 T 4 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChegovaxExp4\")\n\t\t\tUE07 UVWXYZ 4 Bright\n\t\t\tUE07 [ -1\n\t\tStop\n\t}\n}\n\nActor ChegovaxMeteorMissileTrail : MeteorMissileTrail {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tRW6F CDEFGH 2 Bright A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor ChegovaxMeteor {\n\tPROJECTILE\n\tHeight 24\n\tRadius 12\n\tSpeed 28\n\tDamage (80)\n\tDamageType \"Magical\"\n\tStamina 8\n\tSeeSound \"MeteorLauncher/fire\"\n\tDeathsound \"MeteorLauncher/Hit\"\n\tconst float projvel = 13.5;\n\tScale 0.9\n\t+FOILINVUL\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRW6G AABBCCDD 2 A_SpawnItemEx(\"ChegovaxMeteorMissileTrail\", -8)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_Explode(96, 128, 0)\n\t\t\tTNT1 A 0 A_SetScale(1.25)\n\t\t\tRW6A EF 3 Bright\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ChegovaxMeteorSplit_1\", 0, 0, 0, frandom(-projvel, projvel), frandom(-projvel, projvel), frandom(0, projvel), 0, SXF_TRANSFERPOINTERS)\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 2.0)\n\t\t\tRW6A GHI 4 Bright\n\t\t\tRW6A JJJJJJJJJJJ 2 Bright A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor ChegovaxMeteorSplit_1 : ChegovaxMeteor {\n\tHeight 14\n\tRadius 7\n\tSpeed 24\n\tBounceSound \"MeteorLauncher/Bounce\"\n\tDeathSound \"MeteorLauncher/HitSmall\"\n\tDamage (24)\n\tBounceType Doom\n\tBounceCount 4\n\tGravity 0.66\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\")\n\t\t1:\n\t\t\tRW6G E 1\n\t\tLoop\n\t\t2:\n\t\t\tRW6G F 1\n\t\tLoop\n\t\t3:\n\t\t\tRW6G G 1\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmokeSmall\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ChegovaxMeteorSplit_2\", 0, 0, 0, frandom(-projvel, projvel), frandom(-projvel, projvel), frandom(0, projvel), 0, SXF_TRANSFERPOINTERS)\n\t\t\tRW6F IJKL 3 Bright\n\t\tStop\n\t}\n}\n\nActor ChegovaxMeteorSplit_2 : ChegovaxMeteorSplit_1 {\n\tHeight 8\n\tRadius 4\n\tSpeed 18\n\tDamage (12)\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\")\n\t\t1:\n\t\t\tRW6G H 1\n\t\tLoop\n\t\t2:\n\t\t\tRW6G I 1\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 AA 0 A_CustomMissile(\"RocketSmokeSmall\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 A 0 A_Explode(20, 40, 0)\n\t\t\tTNT1 A 0 A_SetScale(0.75, 0.75)\n\t\t\tRW6F IJKL 3 Bright\n\t\tStop\n\t}\n}\n\nActor ChegovaxFire {\n\tProjectile\n\tHeight 16\n\tRadius 8\n\tSpeed 35\n\tDamage (18)\n\tDamageType \"MagicalFire\"\n\tStamina 40 // magic + fire\n\tSeeSound \"weapons/magic1\"\n\tDeathSound \"weapons/firex4\"\n\tRENDERSTYLE ADD\n\tALPHA 0.80\n\t+DONTBLAST\n\t+THRUGHOST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBOLT A 2 Bright A_SpawnItem(\"RedPuff\",0,0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX8\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tHBAL EFHI 2 Bright\n\t\tstop\n\t}\n}\n\nACTOR GuardianSpawner {\n\tPROJECTILE\n\tRadius 24\n\tHeight 56\n\tSpeed 25\n\tDamage (random(6, 10) * 6)\n\tAlpha 0.90\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+SEEKERMISSILE\n\t+DONTBLAST\n\t-NOGRAVITY\n\tSeesound \"weapons/smlbrn\"\n\tDeathSound \"vile/firecrkl\"\n\tTranslation \"112:127 = 176:191\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tSEF2 ABCD 2 Bright\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tFIRR A 2 Bright A_Stop\n\t\t\tTNT1 A 0 A_SpawnItemEX(\"Guardian_NoExp\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\t\tFIRR BABCBCBCDCDCDEDEDEFEFEFGHGHGH 2 Bright\n\t\tstop\n\t}\n}\n\nActor Guardian_NoExp : Guardian {\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_GUARDIAN)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_SUMMONED)\n\t\tGoto SpawnSetup\n\t}\n}\n\nActor ChegovaxExp1 : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o fell victim to Chegovax the Overseer.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(80, 80, 0)\n\t\tStop\n\t}\n}\n\nActor ChegovaxExp2 : ChegovaxExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(128, 128, 0)\n\t\tStop\n\t}\n}\n\nActor ChegovaxExp3 : ChegovaxExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(144, 144, 0)\n\t\tStop\n\t}\n}\n\nActor ChegovaxExp4 : ChegovaxExp1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(176, 176, 0)\n\t\tStop\n\t}\n}\n\nActor Onimuz : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 20\n\tHeight 60\n\tSpeed 12\n\tPainChance 48\n\tSeesound \"monster/horshacksee\"\n\tActiveSound \"monster/horshackact\"\n\tPainSound \"monster/horshackpain\"\n\tDeathSound \"monster/horshackdie\"\n\tObituary \"%o fell victim to Onimuz the Unbroken.\"\n\tMass 256\n\tTag \"Onimuz the Unbroken\"\n\tSpecies \"Skeleton\"\n\t+ISMONSTER\n\t+NOBLOOD\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ONIMUZ)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE08 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE08 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE08 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE08 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE08 ABCD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tUE08 E 8 Fast A_FaceTarget\n\t\t\tUE08 F 7 Fast A_FaceTarget\n\t\t\tUE08 G 6 Fast A_CustomComboAttack(\"RedAxe2\", 32, 4 * random(5, 8), \"hknight/melee\")\n\t\t\tUE08 H 8 Fast A_FaceTarget\n\t\t\tUE08 I 7 Fast A_FaceTarget\n\t\t\tUE08 J 6 Fast A_CustomComboAttack(\"RedAxe2\", 32, 4 * random(5, 8), \"hknight/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 A_Jump(192, \"ThrowAxe\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ProjectionCooldown\", 1, \"ThrowAxe\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(1024, \"Projection\")\n\t\tGoto ThrowAxe\n\t\tProjection:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE08 G 5 Fast A_CustomMissile(\"OnimuzProjection_Missile\")\n\t\tProjectionLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"ProjectionFinish\")\n\t\t\tUE08 G 5 Fast A_FaceTarget\n\t\tLoop\n\t\tProjectionFinish:\n\t\t\tUE08 G 1 Fast\n\t\tGoto See\n\t\tThrowAxe:\n\t\t\tTNT1 A 0 A_Jump(128, \"Multi_Left\", \"Multi_Right\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"MoreAxe\")\n\t\t\tUE08 E 7 Fast A_FaceTarget\n\t\t\tUE08 F 6 Fast A_FaceTarget\n\t\t\tUE08 G 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6)\n\t\t\tUE08 H 7 Fast A_FaceTarget\n\t\t\tUE08 I 6 Fast A_FaceTarget\n\t\t\tUE08 J 5 Fast A_CustomMissile(\"RedAxe2\", 32, 6)\n\t\t\tUE08 J 1 Fast A_Jump(64, \"ThrowAxe\")\n\t\tGoto See\n\t\tMulti_Left:\n\t\t\tUE08 EEEEE 5 Fast A_FaceTarget\n\t\t\tUE08 F 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, -20 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 F 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, -12 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 F 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, -4 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 G 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, 4 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 G 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, 12 + angle, CMF_ABSOLUTEANGLE)\n\t\tGoto See\n\t\tMulti_Right:\n\t\t\tUE08 HHHHH 5 Fast A_FaceTarget\n\t\t\tUE08 I 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, 20 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 I 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, 12 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 I 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, 4 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 J 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, -4 + angle, CMF_ABSOLUTEANGLE)\n\t\t\tUE08 J 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6, -12 + angle, CMF_ABSOLUTEANGLE)\n\t\tGoto See\n\t\tMoreAxe:\n\t\t\tUE08 E 7 Fast A_FaceTarget\n\t\t\tUE08 F 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedAxe2\", 32, -6, -9)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedAxe2\", 32, -6, 9)\n\t\t\tUE08 G 5 Fast A_CustomMissile(\"RedAxe2\", 32, -6)\n\t\t\tUE08 H 7 Fast A_FaceTarget\n\t\t\tUE08 I 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedAxe2\", 32, 6, -9)\n\t\t\tTNT1 A 0 A_CustomMissile(\"RedAxe2\", 32, 6, 9)\n\t\t\tUE08 J 5 Fast A_CustomMissile(\"RedAxe2\", 32, 6)\n\t\t\tUE08 J 1 Fast A_Jump(64, \"ThrowAxe\")\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE08 K 3 Fast A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tUE08 K 3 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tUE08 L 5 A_CustomMissile(\"OnimuzDeathFX\", 0, 0, 0, CMF_AIMDIRECTION, 90)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tUE08 MMM 2 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tUE08 NNN 2 A_SpawnItemEx(\"ExplosionFXMagic\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tUE08 OPQ 5\n\t\t\tUE08 R -1\n\t\tStop\n\t\tDeath.MagicSealing:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto Super::Death.MagicSealing\n\t\tDeath.Emerald:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto Super::Death.Emerald\n\t\tDeath.Ice:\n\t\tDeath.P_Ice:\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\tGoto Super::Death.P_Ice\n\t}\n}\n\nActor ProjectionCooldown : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 15\n}\n\nActor OnimuzProjection : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tRadius 20\n\tHeight 56\n\tSpeed 12\n\tSeeSound \"\"\n\tDeathSound \"\"\n\tActiveSound \"\"\n\tObituary \"%o fell victim to Onimuz the Unbroken.\"\n\tMass 0x7FFFFFFF\n\tTag \"Onimuz Projection\"\n\tRenderstyle Add\n\tAlpha 0.875\n\t+ISMONSTER\n\t-SHOOTABLE\n\t-SOLID\n\t-COUNTKILL\n\t+NOTARGET\n\t+NOGRAVITY\n\t+FLOAT\n\t+NOINFIGHTING\n\t+MISSILEMORE\n\t+LOOKALLAROUND\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PHANTASM) // so it doesnt become elite\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"IdleLoop\")\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Boolean\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Timed Monster\", 0, 20, 0)\n\t\t\tUE08 A 2\n\t\tIdleLoop:\n\t\t\tUE08 A 2 A_Look\n\t\tLoop\n\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 A 3 Fast A_SpawnItemEx(\"OnimuzProjection_TrailA\")\n\t\t\tTNT1 A 0 A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 B 3 Fast A_SpawnItemEx(\"OnimuzProjection_TrailB\")\n\t\t\tTNT1 A 0 A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 C 3 Fast A_SpawnItemEx(\"OnimuzProjection_TrailC\")\n\t\t\tTNT1 A 0 A_Chase\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 D 3 Fast A_SpawnItemEx(\"OnimuzProjection_TrailD\")\n\t\tGoto See\n\n\t\tMeleeState:\n\t\t\tUE08 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 F 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 F 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 G 6 Fast A_CustomComboAttack(\"RedAxe2\", 32, 4 * random(5, 8), \"hknight/melee\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 H 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 H 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 I 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 I 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 J 6 Fast A_CustomComboAttack(\"RedAxe2\", 32, 4 * random(5, 8), \"hknight/melee\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tUE08 E 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 F 5 Fast A_FaceTarget\n\t\t\tUE08 G 4 Fast A_CustomMissile(\"RedAxe2\", 32, -6)\n\t\t\tUE08 H 6 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Boolean\", 1, \"Remove\", AAPTR_MASTER)\n\t\t\tUE08 I 5 Fast A_FaceTarget\n\t\t\tUE08 J 4 Fast A_CustomMissile(\"RedAxe2\", 32, 6)\n\t\t\tUE08 J 1 Fast A_Jump(64, \"MissileState\")\n\t\tGoto See\n\n\t\tDeathState:\n\t\tXDeathState:\n\t\tRemove:\n\t\t\tTNT1 A 0 A_GiveInventory(\"Mo_Died\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DissipationEffect\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ProjectionCooldown\", 1, AAPTR_MASTER)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tUE08 LLLLLLL 2 A_FadeOut(0.1125)\n\t\tStop\n\t}\n}\n\nActor OnimuzProjection_Missile {\n\tProjectile\n\tHeight 30\n\tRadius 20\n\tDamage (0)\n\tRenderstyle Add\n\tAlpha 1.0\n\tSpeed 24\n\tSeeSound \"Phantasm/Attack\"\n\tDeathsound \"Phantasm/Rise\"\n\t+SEEKERMISSILE\n\t+LOOKALLAROUND\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 AA 2 A_SpawnItemEx(\"OnimuzProjection_TrailA\")\n\t\t\tTNT1 A 0 A_SeekerMissile(75, 75)\n\t\t\tUE08 BB 2 A_SpawnItemEx(\"OnimuzProjection_TrailB\")\n\t\t\tTNT1 A 0 A_SeekerMissile(75, 75)\n\t\t\tUE08 CC 2 A_SpawnItemEx(\"OnimuzProjection_TrailC\")\n\t\t\tTNT1 A 0 A_SeekerMissile(75, 75)\n\t\t\tUE08 DD 2 A_SpawnItemEx(\"OnimuzProjection_TrailD\")\n\t\t\tTNT1 A 0 A_SeekerMissile(75, 75)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 8 ACS_NamedExecuteWithResult(\"DnD Onimuz Clone Spawn\")\n\t\tStop\n\t}\n}\n\nActor OnimuzProjection_TrailA {\n\tRenderStyle Add\n\tAlpha 1.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 A 1 A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor OnimuzProjection_TrailB : OnimuzProjection_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 B 1 A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor OnimuzProjection_TrailC : OnimuzProjection_TrailA{\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 C 1 A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor OnimuzProjection_TrailD : OnimuzProjection_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 D 1 A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor OnimuzDeathFX {\n\tPROJECTILE\n\tRadius 10\n\tHeight 40\n\tRenderstyle Add\n\tAlpha 0.65\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"OnimuzDeathFX_Trail\")\n\t\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 4, 0, 0)\n\t\t\tUE08 K 3 A_SetAngle(angle + 15)\n\t\t\tTNT1 A 0 A_Stop\n\t\tLoop\n\t}\n}\n\nActor OnimuzDeathFX_Trail {\n\tRenderstyle Add\n\tAlpha 0.65\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUE08 K 1 A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nActor Harkimonde : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 30\n\tHeight 64\n\tSpeed 8\n\tPainChance 56\n\tSeeSound \"Harkimonde/See\"\n\tPainSound \"Harkimonde/pain\"\n\tDeathSound \"Harkimonde/Die\"\n\tActiveSound \"Harkimonde/Act\"\n\tObituary \"%o fell victim to Harkimonde the Tormentor.\"\n\tMeleeRange 288\n\tMass 2048\n\tTag \"Harkimonde the Tormentor\"\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_HARKIMONDE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE09 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE09 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE09 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE09 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE09 AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DND_Boolean\", 1)\n\t\t\tTNT1 A 0 A_JumpIfCloser(96, \"ShieldBash\")\n\t\tIgnoreBash:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/hamswg\", CHAN_WEAPON)\n\t\t\tUE09 H 5 A_FaceTarget\n\t\t\tUE09 I 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"HarkimondeSlash\", 32)\n\t\t\tUE09 J 7 A_JumpIfCloser(80, \"ConfirmedMelee\")\n\t\tGoto See\n\t\tConfirmedMelee:\n\t\t\tUE09 J 7 A_CustomMeleeAttack(random(40, 65))\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(108, \"Leap\")\n\t\tMissileGo:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE09 EE 4 Fast A_FaceTarget\n\t\t\tUE09 F 10 Fast Bright A_CustomMissile(\"HarkimondeFlameTracer\", 32)\n\t\t\tTNT1 A 0 A_Jump(128, \"OneMore\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE09 E 1 Fast A_FaceTarget\n\t\tGoto See\n\t\tLeap:\n\t\t\tTNT1 A 0 A_JumpIfCloser(400, \"LeapGo\")\n\t\tGoto MissileGo\n\t\tLeapGo:\n\t\t\tTNT1 A 0 A_PlaySound(\"Harkimonde/Leap\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"MonsterLeapFinish\", 1)\n\t\t\tUE09 HHHH 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Harkimonde/Jump\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Monster Leap\")\n\t\t\tUE09 H 2 Fast ACS_NamedExecuteWithResult(\"DnD On Solid Surface\", 1)\n\t\tLeapLoop:\n\t\t\tUE09 I 3 Fast A_JumpIfInventory(\"MonsterLeapFinish\", 1, \"LeapFinish\")\n\t\tLoop\n\t\tLeapFinish:\n\t\t\tUE09 J 4 Fast A_TakeInventory(\"MonsterLeapFinish\", 1)\n\t\tGoto See\n\t\tOneMore:\n\t\t\tUE09 EE 4 Fast A_FaceTarget\n\t\t\tUE09 F 10 Fast Bright A_CustomMissile(\"HarkimondeFlameTracer\", 32)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tUE09 F 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tShieldBash:\n\t\t\tTNT1 A 0 A_Jump(128, \"IgnoreBash\")\n\t\t\tUE09 E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE09 F 7 Fast Bright A_CustomMissile(\"HarkimondeBash\", 32)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tUE09 F 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE09 G 12 Fast A_Pain\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE09 EEEEE 7 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tUE09 E 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 32, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DND_Boolean\", 1)\n\t\t\tUE09 L 4 A_Scream\n\t\t\tUE09 MN 4\n\t\t\tUE09 O 4 A_NoBlocking\n\t\t\tUE09 PQRS 4\n\t\t\tUE09 T -1\n\t\tStop\n\t}\n}\n\nActor MonsterLeapFinish : DnD_Boolean { }\n\nActor HarkimondeLand : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_PlaySound(\"PurpleDemon/Land\", 6)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD Harkimonde Smoke FX\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"HarkimondeExp3\")\n\t\tStop\n\t}\n}\n\nActor HarkimondeSmokeFXSpawner : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmoke\", frandom(-24, 24), frandom(-24, 24), frandom(24, 36), frandom(-3, 3), frandom(-3, 3), frandom(-1, 2))\n\t\tStop\n\t}\n}\n\nActor HarkimondeFlightDamager : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_CustomMissile(\"HarkimondeFlightAtk\", 24, 0, 0, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor HarkimondeFlightAtk : DemonFlightAtk {\n\tRadius 8\n\tHeight 16\n\tDamage (6 * random(4, 5))\n\tDamageType \"Melee\"\n\tStamina 1\n\tSpecies \"HK\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor HarkimondeBash : PaladinBash {\n\tDamageType \"Melee\"\n\tStamina 1\n\tdamage (4 * random(2, 3))\n\tdeathsound \"weapons/vblhit\"\n\tStates {\n\t\tspawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 AA 1 A_SeekerMissile(90, 90, SMF_PRECISE)\n\t\tstop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Quake(4, 17, 0, 256)\n\t\t\tTNT1 A 1 A_Blast(0, 4, 36, 18)\n\t\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nActor HarkimondeSlash_Damager {\n\tPROJECTILE\n\tSpeed 0\n\tDamage (5)\n\tRadius 8\n\tHeight 16\n\t+THRUSPECIES\n\t+DONTBLAST\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_PlaySound(\"jpcpfist/hit\")\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR HarkimondeSlash {\n\tPROJECTILE\n\tRadius 4\n\tHeight 8\n\tSpeed 25\n\tDamage 0\n\tRENDERSTYLE ADD\n\tALPHA 0.75\n\tXScale 0.175\n\tYScale 0.35\n\t+RIPPER\n\t+EXTREMEDEATH\n\t+DONTBLAST\n\t+DONTREFLECT\n\tvar int user_exprad;\n\tReactionTime 20\n\tStates {\n\t\tSpawn:\n\t\t\tVFX4 A 1 Bright A_SpawnItem(\"HarkimondeSlashTrail\",0,0)\n\t\t\tVFX4 A 0 A_CustomMissile(\"HarkimondeSlash_Damager\", 0, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tVFX4 A 0 A_CustomMissile(\"HarkimondeSlash_Damager\", 16, -16, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tVFX4 A 0 A_CustomMissile(\"HarkimondeSlash_Damager\", -16, 16, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tVFX4 A 0 A_Countdown\n\t\tLoop\n\t\tXDeath:\n\t\t\t\"####\" \"#\" 1 Bright A_FadeOut(0.0875)\n\t\tWait\n\t\tDeath:\n\t\t\t\"####\" \"#\" 0 A_Stop\n\t\t\t\"####\" \"#\" 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\t\"####\" \"#\" 1 Bright A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nACTOR HarkimondeSlashTrail {\n\tRadius 3\n\tHeight 3\n\tRENDERSTYLE ADD\n\tALPHA 0.80\n\tXScale 0.175\n\tYScale 0.35\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tVFX4 A 2 Bright A_FadeOut(0.10)\n\t\tGoto Spawn + 1\n\t}\n}\n\nActor HarkimondeFlameTracer {\n\tRadius 5\n\tHeight 16\n\tSpeed 16\n\tReactionTime 96\n\tDamage (4 * random(5, 8))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tRenderStyle Add\n\tAlpha 0.67\n\tProjectile\n\tMaxStepHeight 32\n\t+FLOORHUGGER\n\t+SeekerMissile\n\t+STEPMISSILE\n\t+ThruGhost\n\t+DONTBLAST\n\t-NoGravity\n\tObituary \"%o fell victim to Harkimonde the Tormentor.\"\n\tSeesound \"weapons/diasht\"\n\tDeathSound \"weapons/firex3\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1 Bright A_SeekerMissile(12, 12)\n\t\t\tTNT1 A 0 A_Countdown\n\t\t\tTNT1 A 1 Bright A_CustomMissile(\"Harkimonde_BoomTrail\", 0, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_Countdown\n\t\t\tTNT1 A 1 Bright A_CustomMissile(\"Harkimonde_BoomTrail\", 0, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_Countdown\n\t\t\tTNT1 A 0 A_CustomMissile(\"Harkimonde_BoomTrail\", 0, 0, 0, CMF_TRACKOWNER)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"FireballSmoke\", 0, 0, random(0,360), 2, random(0,360))\n\t\t\tFTRA K 4 Bright\n\t\t\tFTRA L 4 Bright A_SpawnItem(\"DiabloExp6\")\n\t\t\tFTRA MNO 3 Bright\n\t\tStop\n\t}\n}\n\nActor Harkimonde_BoomTrail {\n\tProjectile\n\tvar int user_count;\n\tSpeed 0\n\tRadius 5\n\tHeight 16\n\tDamage ((16 - user_count))\n\tDamageType \"MagicalFire\"\n\tStamina 40\n\tRenderStyle Add\n\tAlpha 0.67\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\t\tFTRA AB 3 Bright\n\t\t\tFTRA CDEFGHIJ 3 Bright A_SetUserVar(\"user_count\", user_count + 2)\n\t\tstop\n\t\tDeath:\n\t\t\tTNT1 AAA 0 A_SpawnItemEx(\"ExplosionFX2\", 0, 0, 0, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tFTRA K 4 Bright A_SpawnItem(\"HarkimondeExp2\")\n\t\t\tFTRA L 4 Bright\n\t\t\tFTRA MNO 3 Bright\n\t\tStop\n\t}\n}\n\nActor HarkimondeExp1 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o fell victim to Harkimonde the Tormentor.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(64, 96, 0)\n\t\tStop\n\t}\n}\n\nActor HarkimondeExp2 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o fell victim to Harkimonde the Tormentor.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(32, 64, 0)\n\t\tStop\n\t}\n}\n\nActor HarkimondeExp3 : BaseExplosionDamage {\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tObituary \"%o fell victim to Harkimonde the Tormentor.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(60, 96, 0)\n\t\tStop\n\t}\n}\n\nActor Leshrac : DnD_BaseHybridMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 30\n\tHeight 64\n\tSpeed 9\n\tPainChance 64\n\tSeeSound \"Leshrac/See\"\n\tPainSound \"Leshrac/pain\"\n\tDeathSound \"Leshrac/Die\"\n\tActiveSound \"Leshrac/act\"\n\tObituary \"%o fell victim to Leshrac the Vile.\"\n\tDamageFactor \"BaronsPoisonPod\", 0\n\tMeleeRange 108\n\tMass 2048\n\tTag \"Leshrac the Vile\"\n\tconst float ms = 8.0;\n\tconst float fire_z = 48.0;\n\tconst int mine_limit = 20;\n\tSpecies \"HK\"\n\t+ISMONSTER\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LESHRAC)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE11 A 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE11 B 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE11 C 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE11 D 5 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE11 ABCDEF 3 Fast A_Chase\n\t\t\tUE11 \"#\" 0 A_Jump(32, \"PoisonMine\")\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tUE11 HHHH 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"torturedsoul/poison\")\n\t\t\tUE11 IIIIIIIIII 1 Fast Bright A_CustomMissile(\"LeshracPoisonMelee\", 56, frandom(-3.75, 3.75), frandom(-20, 20))\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(128, \"LobbedMines\")\n\t\tBallAttack:\n\t\t\tUE11 HHH 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE11 I 4 Bright A_CustomMissile(\"Leshrac_Ball\", fire_z, 0, frandom(-9, 9), CMF_OFFSETPITCH, frandom(-2.5, 2.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE11 I 4 Bright A_CustomMissile(\"Leshrac_Ball\", fire_z, 0, frandom(-9, 9), CMF_OFFSETPITCH, frandom(-2.5, 2.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE11 I 4 Bright A_CustomMissile(\"Leshrac_Ball\", fire_z, 0, frandom(-9, 9), CMF_OFFSETPITCH, frandom(-2.5, 2.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE11 I 4 Bright A_CustomMissile(\"Leshrac_Ball\", fire_z, 0, frandom(-9, 9), CMF_OFFSETPITCH, frandom(-2.5, 2.5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE11 I 4 Bright A_CustomMissile(\"Leshrac_Ball\", fire_z, 0, frandom(-9, 9), CMF_OFFSETPITCH, frandom(-2.5, 2.5))\n\t\t\tUE11 H 3 Fast A_FaceTarget\n\t\tGoto See\n\t\tLobbedMines:\n\t\t\tTNT1 A 0 A_JumpIfCloser(512, \"ContinueLob\")\n\t\tGoto BallAttack\n\t\tContinueLob:\n\t\t\tUE11 HH 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/crabf2\")\n\t\t\tUE11 I 7 Bright ACS_NamedExecuteWithResult(\"DnD Leshrac Lob\", 0, fire_z)\n\t\tGoto See\n\t\tPoisonMine:\n\t\t\tUE11 \"#\" 0 A_JumpIfInventory(\"DnD_Info\", mine_limit, \"See\")\n\t\t\tUE11 H 7 Fast\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tUE11 I 9 Fast A_SpawnItemEx(\"LeshracPoisonMine\", 24, 0, fire_z, ms * cos(angle), ms * sin(angle), 4, 0, SXF_ABSOLUTEVELOCITY | SXF_SETMASTER)\n\t\t\tUE11 H 4 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"LeshracInterrupt\", 1)\n\t\t\tUE11 G 9 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 32, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tUE11 R 4 A_Scream\n\t\t\tTNT1 A 0 A_KillChildren\n\t\t\tUE11 S 4 A_NoBlocking\n\t\t\tUE11 T 5\n\t\t\tUE11 UVWXY 5\n\t\t\tUE11 Z -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor LeshracInterrupt : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 6\n}\n\nactor LeshracPoisonMelee : TorturedSoulPoison {\n    Damage (random(1, 3))\n\tDamageType \"Poison\"\n\tStamina 128\n\tSpeed 7\n}\n\nACTOR Leshrac_Ball : ShadowBeast_Ball1 {\n\tSpeed 22\n\tRadius 10\n\tHeight 18\n\tDamage (5 * random(5, 8))\n\tDamageType \"Poison\"\n\tStamina 128\n}\n\nActor LeshracPoisonMine : DnD_BaseMeleeMonster_NoRes {\n\tHealth 0x7FFFFFFF\n\tRadius 16\n\tHeight 54\n\tPainChance 255\n\tMeleeRange 64\n\tMass 96\n\tBloodType \"LeshracMine_Goo\"\n\tTag \"Poisonous Mine\"\n\tSpecies \"HK\"\n\tconst int mine_timer = 35;\n\tvar int user_count;\n\t+THRUSPECIES\n\t+SOLID\n\t+SHOOTABLE\n\t+DROPOFF\n\t+WINDTHRUST\n\t+PUSHABLE\n\t+SLIDESONWALLS\n\t-TELESTOMP\n\t+ISMONSTER\n\t+DONTMORPH\n\t+DONTGIB\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\t+NOTARGET\n\t+QUICKTORETALIATE\n\tDeathSound \"Leshrac/BigMineExp\"\n\tDamageType \"PoisonPod\"\n\tStamina 128\n\tDamageFactor \"PoisonPod\", 3.0\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_LESHRACPOD)\n\t\t\tTNT1 A 0 A_SetArg(1, DND_SUMMONED)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUP11 IJKLMNOP 3\n\t\tIdleLoop:\n\t\t\tUP11 A 10 A_Look\n\t\t\tUP11 \"#\" 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP11 \"#\" 0 A_JumpIf(user_count == mine_timer, \"TimesUp\")\n\t\tLoop\n\t\tSeeState:\n\t\t\tUP11 \"#\" 0 A_JumpIfCloser(128, \"Caution\")\n\t\t\tUP11 A 10 A_JumpIfCloser(64, \"BlowUp\")\n\t\t\tUP11 \"#\" 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP11 \"#\" 0 A_JumpIf(user_count == mine_timer, \"TimesUp\")\n\t\t\tUP11 \"#\" 0 A_ClearTarget\n\t\tGoto IdleLoop\n\t\tCaution:\n\t\t\tUP11 Q 10 A_JumpIfCloser(64, \"BlowUp\")\n\t\t\tUP11 \"#\" 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tUP11 \"#\" 0 A_JumpIf(user_count == mine_timer, \"TimesUp\")\n\t\t\tUP11 \"#\" 0 A_ClearTarget\n\t\tGoto See\n\t\tMeleeState:\n\t\tBlowUp:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tUP11 C 5 Bright A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 1, AAPTR_MASTER)\n\t\t\tUP11 D 5 Bright A_Scream\n\t\t\tTNT1 A 0 A_Quake(4, 10, 0, 160)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\")\n\t\t\tUP11 E 5 Bright A_SpawnItemEx(\"Leshrac_MineExplosion\")\n\t\t\tUP11 F 10 Bright\n\t\tStop\n\t\tTimesUp:\n\t\t\tUP11 \"#\" 10 Thing_Damage(0, 0x7FFFFFFF)\n\t\tWait\n\t\tPainState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LeshracMine_Goo\", frandom(-8, 8), frandom(-8, 8), frandom(20, 36), frandom(-2, 2), frandom(-2, 2), frandom(0.5, 2.5), 0, SXF_CLIENTSIDE, 224)\n\t\t\tUP11 B 14 A_SpawnItemEx(\"LeshracMine_Goo\", frandom(-8, 8), frandom(-8, 8), frandom(20, 36), frandom(-2, 2), frandom(-2, 2), frandom(0.5, 2.5), 0, SXF_CLIENTSIDE, 128)\n\t\tGoto SeeState\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUP11 C 5 Bright A_NoBlocking\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 1, AAPTR_MASTER)\n\t\t\tUP11 D 5 Bright A_Scream\n\t\t\tTNT1 A 0 A_Quake(4, 10, 0, 160)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionFXMagicGreen\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\")\n\t\t\tUP11 E 5 Bright A_SpawnItemEx(\"Leshrac_MineExplosion\")\n\t\t\tUP11 F 10 Bright\n\t\tStop\n\t}\n}\n\nActor Leshrac_MineExplosion : BaseExplosionDamage {\n\tDamageType \"PoisonPod\"\n\tStamina 128\n\tObituary \"%o fell victim to Leshrac the Vile.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 5 A_Explode(160, 160)\n\t\tStop\n\t}\n}\n\nActor LeshracMine_Goo : PodGoo {\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_ChangeVelocity(2 * cos(frandom(0, 360)), 2 * sin(frandom(0, 360)), frandom(0.5, 2.5), CVF_REPLACE)\n\t\tSpawnLoop:\n\t\t\tUP11 GH 8\n\t\tLoop\n\t\tDeath:\n\t\t\tUP11 G 10\n\t\tStop\n\t}\n}\n\nACTOR Leshrac_LobbedMine {\n\tPROJECTILE\n\tDamage (0)\n\tDamageType \"Poison\"\n\tStamina 128\n\tRadius 4\n\tHeight 8\n\tSpeed 28\n\tGravity 0.5\n\tBounceType \"Doom\"\n\tBounceCount 8\n\tAlpha 0.8\n\t-NOGRAVITY\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+CANBOUNCEWATER\n\tBounceSound \"weapons/wiggl2\"\n\tStates {\n\t\tSpawn:\n\t\t\tBNAD ABCD 3 Bright A_SpawnItemEx(\"AcidFX\",0,0,0,0,0,0,0,8)\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 5 A_CustomMissile(\"Leshrac_LobbedMineGround\", 0, 0, 0, CMF_TRACKOWNER)\n\t\tstop\n\t}\n}\n\nActor Leshrac_LobbedMineGround {\n\tPROJECTILE\n\tDamageType \"Poison\"\n\tStamina 128\n\tAlpha 0.8\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Leshrac/Mine\", CHAN_WEAPON)\n\t\t\tBNAD A 48 Bright ACS_NamedExecuteAlways(\"DnD Random Shake\", 0, 48, 1, 15)\n\t\t\tBNAD E 3 Bright A_SetTranslucent(0.75, 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/crabx2\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\")\n\t\t\tTNT1 A 0 A_Explode(36, 80, 0)\n\t\t\tBNAD F 3 Bright\n\t\t\tBNAD GHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor Krull : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 56\n\tHeight 80\n\tSpeed 8\n\tPainChance 56\n\tMeleeRange 128\n\tSeeSound \"Krull/See\"\n\tPainSound \"Krull/pain\"\n\tDeathSound \"Krull/Die\"\n\tActiveSound \"Krull/Act\"\n\tObituary \"%o fell victim to Krull the Vicious.\"\n\tMass 2048\n\tTag \"Krull the Vicious\"\n\tSpecies \"Fatso\"\n\tScale 0.85\n\tvar int user_a;\n\tvar int user_b;\n\t+ISMONSTER\n\t+NORADIUSDMG\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_KRULL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE12 A 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 A 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 B 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 B 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 C 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 C 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 D 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 D 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 E 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 E 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 F 4 A_Look\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tUE12 F 4 A_Look\n\t\t\tUE12 F 0 A_Wander\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE12 AABBCCDDEEFF 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_PlaySound(\"Krull/Attack\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DND_Info\", 0)\n\t\t\tUE12 GGG 4 Fast A_FaceTarget\n\t\tMissileLoop:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DND_Info\", 3, \"MissileFinish\")\n\t\t\t\"####\" \"#\" 1 A_Jump(128, \"Triangular\")\n\t\tGoto Spread\n\t\tMissileFinish:\n\t\t\tUE12 I 6 Fast\n\t\tGoto See\n\t\tSpread:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_a\", random(1, 2))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_b\", random(4, 8))\n\t\t\tTNT1 A 0 A_PlaySound(\"HellsMaw/Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, -47.6, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, -47.6, -user_a * user_b)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, -47.6, user_a * user_b)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, 47.6, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, 47.6, -user_a * user_b)\n\t\t\tUE12 H 9 Fast Bright A_CustomMissile(\"KrullRocket\", 34, 47.6, user_a * user_b)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DND_Info\", 1)\n\t\t\tUE12 IG 6 Fast A_FaceTarget\n\t\tGoto MissileLoop\n\t\tTriangular:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_a\", ACS_NamedExecuteWithResult(\"DnD Krull Angle\", 48) - angle)\n\t\t\tTNT1 A 0 A_PlaySound(\"HellsMaw/Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, -35.6, -user_a, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 46, -47.6, -user_a, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, -59.6, -user_a, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 34, 35.6, user_a, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"KrullRocket\", 46, 47.6, user_a, CMF_AIMOFFSET)\n\t\t\tUE12 H 9 Fast Bright A_CustomMissile(\"KrullRocket\", 34, 59.6, user_a, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DND_Info\", 1)\n\t\t\tUE12 IG 6 Fast A_FaceTarget\n\t\tGoto MissileLoop\n\t\tPainState:\n\t\t\tUE12 J 6 Fast\n\t\t\tUE12 J 6 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUE12 K 8 Bright\n\t\t\tUE12 L 8 Bright A_Scream\n\t\t\tUE12 M 8 Bright A_NoBlocking\n\t\t\tUE12 NOPQRS 8 Bright\n\t\t\tUE12 T -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor KrullRocket {\n\tPROJECTILE\n\tDamage (5 * random(7, 8))\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSpeed 30\n\tRadius 8\n\tHeight 16\n\tScale 1.15\n\tReactionTime 20\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHLML A 1 Bright A_SpawnItemEx(\"HellsMawRocketTrail\", 0, 0, 0, 0, 0, 0, 0, 8)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_JumpIf(reactiontime == 0, \"Split\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/heavyrlexp\")\n\t\tContinueDying:\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke_Small\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SetTranslucent(0.85, 1)\n\t\t\tHLML B 3 Bright\n\t\t\tHLML CDEF 3 Bright\n\t\tstop\n\t\tSplit:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/grenadexpl\")\n\t\t\tTNT1 AAAAAAA 0 A_CustomMissile(\"KrullMiniRocket_Split\", 0, 0, frandom(-12, 12), CMF_TRACKOWNER | CMF_AIMDIRECTION, frandom(-6, 6))\n\t\tGoto ContinueDying\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_SetTranslucent(0.85, 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Vindicator/FlakExp\")\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSmall\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke_Small\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHLML B 3 Bright A_SpawnItem(\"KrullRocketExp\")\n\t\t\tHLML CDEF 3 Bright\n\t\tstop\n\t}\n}\n\nActor KrullRocketExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o fell victim to Krull the Vicious.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 4 A_Explode(36, 72, 0)\n\t\tStop\n\t}\n}\n\nActor KrullMiniRocket : KrullRocket {\n\tDamage (5 * random(2, 3))\n\tReactionTime 20\n\tDamageType \"Explosive\"\n\tStamina 4\n\tDeathSound \"weapons/maceex\"\n\t+THRUGHOST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHLML G 1 Bright A_SpawnItemEx(\"HellsMawMiniRocketTrail\", 0, 0, 0, 0, 0, 0, 0, 8)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_SetTranslucent(0.8,1)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"RocketSmoke_Small\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tHLML L 3 Bright A_SpawnItem(\"KrullMiniRocketExp\")\n\t\t\tHLML MNOPQR 3 Bright\n\t\tstop\n\t}\n}\n\nActor KrullMiniRocketExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o fell victim to Krull the Vicious.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 4 A_Explode(18, 36, 0)\n\t\tStop\n\t}\n}\n\nActor KrullMiniRocket_Split : HellsMawMiniRocket {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(35 * cos(angle), 35 * sin(angle), velz, CVF_REPLACE)\n\t\tSpawnLoop:\n\t\t\tHLML G 1 Bright A_SpawnItemEx(\"HellsMawMiniRocketTrail\", 0, 0, 0, 0, 0, 0, 0, 8)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\t}\n}\n\nActor Thorax : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 48\n\tHeight 64\n\tSpeed 11\n\tPainChance 48\n\tSeeSound \"Thorax/See\"\n\tPainSound \"Thorax/pain\"\n\tDeathSound \"Thorax/Die\"\n\tActiveSound \"Thorax/Act\"\n\tObituary \"%o fell victim to Thorax the Constrictor.\"\n\tMass 1024\n\tTag \"Thorax the Constrictor\"\n\tvar int user_count;\n\tconst float spd = 18.0;\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+NODROPOFF\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_THORAX)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE14 A 15 A_Look\n\t\t\tUE14 A 0 A_SetAngle(angle + random(0, 360))\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE14 BBCCDDEE 3 Fast A_Chase\n\t\t\tUE14 E 1 Fast A_Jump(32, \"Dash\")\n\t\tGoto See\n\t\tDash:\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_count\", random(4, 6))\n\t\tDashPreset:\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"Thorax/Dash\")\n\t\t\t\"####\" \"#\" 2 A_Stop\n\t\t\t\"####\" \"#\" 0 A_Jump(120, \"Left\")\n\t\t\t\"####\" \"#\" 0 A_Jump(130, \"Right\")\n\t\tGoto Straight\n\t\tLeft:\n\t\t\t\"####\" \"#\" 0 A_ChangeVelocity(spd * cos(angle + 90), spd * sin(angle + 90), velz, CVF_REPLACE)\n\t\tGoto ContinueDash\n\t\tRight:\n\t\t\t\"####\" \"#\" 0 A_ChangeVelocity(spd * cos(angle - 90), spd * sin(angle - 90), velz, CVF_REPLACE)\n\t\tGoto ContinueDash\n\t\tStraight:\n\t\t\t\"####\" \"#\" 0 A_ChangeVelocity(spd * cos(angle), spd * sin(angle), velz, CVF_REPLACE)\n\t\tGoto ContinueDash\n\t\tContinueDash:\n\t\t\t\"####\" \"#\" 0 A_JumpIf(!user_count, \"FinishDash\")\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_count\", user_count - 1)\n\t\t\t\"####\" \"#\" 4 A_SpawnItemEx(\"ThoraxDashBlur\")\n\t\tLoop\n\t\tFinishDash:\n\t\t\t\"####\" \"#\" 0 A_Jump(97, \"CheckSight\")\n\t\t\t\"####\" \"#\" 1 A_Stop\n\t\tGoto See\n\t\tCheckSight:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 2, \"LobFire\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 1, \"Homingfire\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfTargetInLOS(\"Missile\", 90)\n\t\tGoto See\n\t\tMissileState:\n\t\t\tUE14 E 0 A_Jump(128, \"Combo\")\n\t\t\tUE14 EEE 5 Fast A_FaceTarget\n\t\t\tUE14 E 0 A_Jump(96, \"FastDash_Home\")\n\t\tHomingfireGo:\n\t\t\tUE14 E 0 A_PlaySound(\"weapons/heavyrlfire\", CHAN_WEAPON)\n\t\t\tUE14 F 6 Fast Bright A_CustomMissile(\"ThoraxMissile_Homing\", 30, -19)\n\t\t\tUE14 G 4 Fast\n\t\tGoto See\n\t\tHomingFire:\n\t\t\t\"####\" \"#\" 2 A_FaceTarget\n\t\tGoto HomingFireGo\n\t\tFastDash_Home:\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_count\", 3)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\tGoto DashPreset\n\t\tFastDash_Lob:\n\t\t\t\"####\" \"#\" 0 A_SetUserVar(\"user_count\", 3)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"DnD_Info\", 2)\n\t\tGoto DashPreset\n\t\tLobFire:\n\t\t\t\"####\" \"#\" 2 A_FaceTarget\n\t\tGoto LobFireGo\n\t\tCombo:\n\t\t\tUE14 E 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/heavyrlfire\", CHAN_WEAPON)\n\t\t\tUE14 F 6 Fast Bright A_CustomMissile(\"ThoraxMissile\", 30, -19)\n\t\t\tUE14 G 0 A_Jump(96, \"FastDash_Lob\")\n\t\t\tUE14 G 4 Fast A_FaceTarget\n\t\t\tUE14 E 5 Fast A_FaceTarget\n\t\tLobFireGo:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/basiliskfire2\", CHAN_7)\n\t\t\tUE14 H 6 Fast Bright ACS_NamedExecuteWithResult(\"DnD Thorax Lob\", 15, 34)\n\t\tGoto See\n\t\tPainState:\n\t\t\tUE14 I 3 Fast\n\t\t\tUE14 I 4 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUE14 J 6 A_NoBlocking\n\t\t\tUE14 K 5 A_Scream\n\t\t\tUE14 LMNO 5\n\t\t\tUE14 P -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor ThoraxDashBlur {\n\tAlpha 0.8\n\tRenderstyle Translucent\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUE14 AAAAAAAAAAAAAAAA 2 A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor ThoraxMissile {\n\tProjectile\n\tDamage (60)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSpeed 28\n\tHeight 16\n\tRadius 8\n\tTranslation \"112:127=%[0.00,0.00,0.00]:[1.80,1.03,0.26]\", \"152:159=%[0.00,0.00,0.00]:[1.63,0.99,0.29]\", \"9:12=%[0.00,0.00,0.00]:[1.14,0.80,0.18]\"\n\tDeathSound \"weapons/heavyrlexp\"\n\t+THRUGHOST\n\t+FORCEXYBILLBOARD\n\t+EXPLODEONWATER\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHMIS A 2 Bright A_SpawnItemEx(\"DnD_RocketTrail\", -12, 0, 10)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"RocketSmoke\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 5 A_SpawnItem(\"ThoraxMissileExp\")\n\t\tStop\n\t}\n}\n\nActor ThoraxMissile_Homing : ThoraxMissile {\n\t+SEEKERMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHMIS AA 2 Bright A_SpawnItemEx(\"DnD_RocketTrail\", -12, 0, 10)\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 16)\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/HeatSeek\", 7)\n\t\t\tHMIS AA 2 Bright A_SpawnItemEx(\"DnD_RocketTrail\", -12, 0, 10)\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 16)\n\t\tLoop\n\t}\n}\n\nActor ThoraxMissileExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o fell victim to Thorax the Constrictor.\"\n\tAlpha 0.875\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tMACX A 2 Bright A_Explode(60, 108, 0)\n\t\t\tMACX BCDEFGHIJ 2 Bright\n\t\tStop\n\t}\n}\n\nActor ThoraxFireBall {\n\tProjectile\n\tDamage (25)\n\tDamageType \"Fire\"\n\tStamina 32\n\tBounceSound \"WeaponGL/40MMHHit\"\n\tDeathsound \"Weapons/grenadexpl2\"\n\tSpeed 32\n\tRadius 12\n\tHeight 24\n\tBounceType \"Doom\"\n\tBounceCount 10\n\tRenderstyle Add\n\t+PIERCEARMOR\n\t+USEBOUNCESTATE\n\t+DONTBLAST\n\t+CANBOUNCEWATER\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP12 A 3 Bright A_TakeInventory(\"DnD_Info\", 0)\n\t\tB:\n\t\t\tUP12 B 3 Bright A_GiveInventory(\"DnD_Info\", 1)\n\t\tC:\n\t\t\tUP12 C 3 Bright A_GiveInventory(\"DnD_Info\", 1)\n\t\tD:\n\t\t\tUP12 D 3 Bright A_GiveInventory(\"DnD_Info\", 1)\n\t\tE:\n\t\t\tUP12 E 3 Bright A_GiveInventory(\"DnD_Info\", 1)\n\t\tGoto SpawnLoop\n\t\tBounce:\n\t\t\t\"####\" \"#\" 1 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 1, \"B\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 1, \"C\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 1, \"D\")\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"DnD_Info\", 1, \"E\")\n\t\tGoto SpawnLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ThoraxBigFireExp\")\n\t\t\tUP12 Q 2 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 Q 1 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 R 2 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 R 1 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 S 2 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 S 1 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 T 2 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 T 1 Bright A_CustomMissile(\"ThoraxFireTrail\", 8, 0, frandom(0, 360), CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tUP12 U 3 A_SetTranslucent(0.75, 0)\n\t\t\tUP12 V 3\n\t\tStop\n\t}\n}\n\nActor ThoraxBigFireExp : BaseExplosionDamage {\n\tObituary \"%o fell victim to Thorax the Constrictor.\"\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 5 A_Explode(80, 96, 0)\n\t\tStop\n\t}\n}\n\nActor ThoraxFireTrail {\n\tPROJECTILE\n\tRadius 5\n\tHeight 10\n\tSpeed 6\n\tBounceType \"Doom\"\n\tBounceCount 6\n\tDamage (10)\n\tDamageType \"Fire\"\n\tStamina 4\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tGRTL A 3 Bright ThrustThingZ(0, random(8,16), 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HEGrenadeTrailsTrail\")\n\t\t\tGRTL B 3 Bright ThrustThingZ(0, random(8,16), 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HEGrenadeTrailsTrail\")\n\t\t\tGRTL A 3 Bright ThrustThingZ(0, random(8,16), 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"HEGrenadeTrailsTrail\")\n\t\t\tGRTL B 3 Bright ThrustThingZ(0, random(8,16), 0, 1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tSpawnLoop:\n\t\t\tGRTL AB 3 Bright A_SpawnItem(\"HEGrenadeTrailsTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"WeaponGL/40MMHHit\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"ThoraxFireExp\")\n\t\t\tGRTL EFGHI 2 Bright\n\t\tStop\n\t}\n}\n\nActor ThoraxFireExp : BaseExplosionDamage {\n\tObituary \"%o fell victim to Thorax the Constrictor.\"\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 5 A_Explode(20, 48, 0)\n\t\tStop\n\t}\n}\n\nActor Zravog : DnD_BaseRangedMonster_NoRes {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 20\n\tHeight 64\n\tSpeed 9\n\tPainChance 16\n\tSeeSound \"Zravog/See\"\n\tPainSound \"Zravog/pain\"\n\tDeathSound \"Zravog/Die\"\n\tActiveSound \"Zravog/Act\"\n\tObituary \"%o fell victim to Zravog the Archbishop.\"\n\tMass 1024\n\tTag \"Zravog the Archbishop\"\n\tBloodcolor \"Purple\"\n\tconst int ab_tele = 24;\n\tconst int ab_death_count = 13;\n\tvar int user_count;\n\t+ISMONSTER\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZRAVOG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE15 A 5 A_Wander\n\t\t\tUE15 A 0 A_Look\n\t\t\tUE15 B 5 A_Wander\n\t\t\tUE15 B 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE15 AAABBB 2 Fast A_Chase\n\t\t\tUE15 A 0 A_Jump(32, \"Teleport\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(224, \"Fire1\", \"Fire2\", \"Fire3\")\n\t\tGoto Teleport\n\t\tFire1:\n\t\t\tUE15 DDDD 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright A_CustomMissile (\"ZravogHomingBall\", 48, 0, 0, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright A_CustomMissile (\"ZravogHomingBall\", 48, 0, 0, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 A 0 A_Jump(128, \"More\")\n\t\tGoto See\n\t\tMore:\n\t\t\tUE15 C 8 Fast Bright A_CustomMissile (\"ZravogHomingBall\", 48, 0, 0, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright A_CustomMissile (\"ZravogHomingBall\", 48, 0, 0, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright A_CustomMissile (\"ZravogHomingBall\", 48, 0, 0, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tFire2:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", true)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 0)\n\t\t\tUE15 D 1\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Zravog Slam\", 3)\n\t\t\tUE15 DDDDDDDDDDDDDDD 7 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\t\tUE15 C 9 Fast Bright\n\t\tGoto See\n\t\tFire3:\n\t\t\tUE15 DDDD 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, -6, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 0, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 6, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, -6, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 0, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 6, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\t\tUE15 C 8 Fast Bright\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, -6, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 0, 0)\n\t\t\tUE15 C 0 A_CustomMissile (\"ZravogMissile\", 48, 0, 6, 0)\n\t\t\tUE15 D 4 Fast A_FaceTarget\n\t\tGoto See\n\t\tTeleport:\n\t\t\tUE15 A 0 A_UnSetshootable\n\t\t\tUE15 A 0 A_FaceTarget\n\t\t\tUE15 A 1 A_PlaySound(\"misc/teleport\")\n\t\t\tUE15 A 1 A_Stop\n\t\t\tUE15 A 1 A_SetTranslucent(0.90)\n\t\t\tUE15 A 1 A_SetTranslucent(0.80)\n\t\t\tUE15 A 1 A_SetTranslucent(0.70)\n\t\t\tUE15 A 1 A_SetTranslucent(0.60)\n\t\t\tUE15 A 1 A_SetTranslucent(0.50)\n\t\t\tUE15 A 1 A_SetTranslucent(0.40)\n\t\t\tUE15 A 1 A_SetTranslucent(0.30)\n\t\t\tUE15 A 1 A_SetTranslucent(0.20)\n\t\t\tUE15 A 1 A_SetTranslucent(0.10)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tTeleportLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == ab_tele, \"TeleportEnd\")\n\t\t\tTNT1 AA 0 A_Wander\n\t\t\tTNT1 A 2 A_Wander\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 14)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 22)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 30)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 38)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 22, 54)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 26, 62)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 23, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 19, 67)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 15, 71)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 11, 74)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 8, 76)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, 0, 76)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 14)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 22)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 30)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 38)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -22, 54)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -26, 62)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -23, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -19, 67)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -15, 71)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -11, 74)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ZvarogTeleportFX\", 32, -8, 76)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tLoop\n\t\tTeleportEnd:\n\t\t\tUE15 A 1 A_PlaySound(\"misc/teleport\")\n\t\t\tUE15 A 1 A_SetTranslucent(0.10)\n\t\t\tUE15 A 1 A_SetTranslucent(0.20)\n\t\t\tUE15 A 1 A_SetTranslucent(0.30)\n\t\t\tUE15 A 1 A_SetTranslucent(0.40)\n\t\t\tUE15 A 1 A_SetTranslucent(0.50)\n\t\t\tUE15 A 1 A_SetTranslucent(0.60)\n\t\t\tUE15 A 1 A_SetTranslucent(0.70)\n\t\t\tUE15 A 1 A_SetTranslucent(0.80)\n\t\t\tUE15 A 1 A_SetTranslucent(0.90)\n\t\t\tUE15 A 1 A_SetTranslucent(1.0)\n\t\t\tUE15 A 0 A_SetShootable\n\t\t\tUE15 A 0 A_FaceTarget\n\t\t\tUE15 A 1 A_Stop\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\t\tUE15 A 2 Fast ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", false)\n\t\t\tUE15 A 2 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\tDeathLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count > ab_death_count, \"DeathCont\")\n\t\t\tUE15 E 1 A_SpawnItemEx (\"ExplosionFXMagic\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tUE15 E 1 A_SpawnItemEx (\"ExplosionFXMagicBlue\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tUE15 E 1 A_SpawnItemEx (\"ExplosionFXMagicGreen\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDeathCont:\n\t\t\tUE15 E 4 A_SpawnItem (\"ZravogSkeleton\")\n\t\t\tUE15 F 4 A_Scream\n\t\t\tUE15 G 4\n\t\t\tUE15 H 4 A_NoBlocking\n\t\t\tUE15 IJ 4\n\t\t\tUE15 K -1\n\t\tStop\n\t}\n}\n\nActor ZravogSlamParticle {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.1\n\tStates {\n\t\tSpawn:\n\t\t\tFLAR D 2 Bright\n\t\tStop\n\t}\n}\n\nActor ZravogSlamHitSoundPlayer {\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 10 NoDelay A_PlaySound(\"Zravog/SpellHit\")\n\t\tStop\n\t}\n}\n\nActor ZravogSlamSmoke {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.75\n\tconst float vz = 4.0;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_ChangeVelocity(frandom(-vz, vz), frandom(-vz, vz), frandom(0.5, vz), CVF_REPLACE)\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\")\n\t\t1:\n\t\t\tVODS A 0\n\t\tGoto Fade\n\t\t2:\n\t\t\tVODS B 0\n\t\tGoto Fade\n\t\t3:\n\t\t\tVODS C 0\n\t\tGoto Fade\n\t\tFade:\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.075)\n\t\tWait\n\t}\n}\n\nActor ZravogSlamDamager : BaseExplosionDamage {\n\tObituary \"%o fell victim to Zravog the Archbishop.\"\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 4 A_Explode(128, 192, 0)\n\t\tStop\n\t}\n}\n\nActor ZravogSlamSoundPlayer {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Zravog/SpellBegin\")\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nACTOR ZravogSkeleton {\n\tRadius 12\n\tHeight 64\n\t-TELESTOMP\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUP20 A 32\n\t\t\tUP20 BCDEFGH 3\n\t\t\tUP20 I -1\n\t\tstop\n\t}\n}\n\nActor ZvarogTeleportFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tUP21 HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tUP21 L 2 Bright\n\t\tStop\n\t}\n}\n\nActor ZravogHomingBall : MageStaffFX2 {\n\tSpeed 20\n\tSeeSound \"MageStaffFire\"\n\tDeathSound \"MageStaffExplode\"\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tDamage (24)\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"DarkLich/ballfly\", \"SoundSlot6\", 1)\n\t\t\tBSBS A 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n\t\t\tBSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS B 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n\t\t\tBSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS C 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n\t\t\tBSBS C 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\t\tBSBS D 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n\t\t\tBSBS D 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n\t\tLoop\n\t\tDeath:\n\t\t\tBSBS E 0 Bright Light(DISCIPLEBALL) A_StopSoundEx (\"SoundSlot6\")\n\t\t\tBSBS E 0 Bright Light(DISCIPLEBALL) A_SetTranslucent (1, 1)\n\t\t\tBSBS E 3 Bright Light(DISCIPLEBALL)\n\t\t\tBSBS FGHIJKLM 3 Bright\n\t\tStop\n\t}\n}\n\nActor ZravogMissile : WizardFX1 {\n\tspeed 27\n\tdamage (18)\n\tDamageType \"MagicalVoid\"\n\tStamina 8\n\tseesound \"weapons/boltfi\"\n\tdeathsound \"weapons/firex3\"\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP22 AABB 2 Bright A_SpawnItemEx(\"ZravogMissileTrail\", -8)\n\t\tLoop\n\t\tDeath:\n\t\t\tUP22 CDEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor ZravogMissileTrail {\n\tRenderstyle Add\n\tAlpha 0.8\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUP22 F 1 A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor Eryxia : DnD_BaseRangedBoss {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 128\n\tHeight 100\n\tSpeed 12\n\tPainChance 24\n\tSeeSound \"Eryxia/See\"\n\tPainSound \"Eryxia/pain\"\n\tDeathSound \"Eryxia/Die\"\n\tActiveSound \"Eryxia/Act\"\n\tObituary \"%o fell victim to Eryxia the Fatespinner.\"\n\tMass 2048\n\tTag \"Eryxia the Fatespinner\"\n\tconst float fr_max = 14;\n\tconst float fr_min = 3;\n\t+ISMONSTER\n\t+NOINFIGHTING\n\t+NOTARGET\n\t-FLOORCLIP\n\t+NOFEAR\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ERYXIA)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE13 A 3 A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE13 ABB 3 A_Wander\n\t\t\tUE13 C 3 A_Look\n\t\t\tUE13 C 3 A_Wander\n\t\t\tTNT1 A 0 A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 DD 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE13 E 3\n\t\t\tUE13 E 3 A_Wander\n\t\t\tTNT1 A 0 A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 FF 3 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUE13 A 0 A_Jump(32, \"Rush\")\n\t\t\tUE13 A 3 Fast A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 ABB 3 Fast A_Chase\n\t\t\tUE13 C 3 Fast\n\t\t\tUE13 C 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 DD 3 Fast A_Chase\n\t\t\tUE13 E 3 Fast\n\t\t\tUE13 E 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 FF 3 Fast A_Chase\n\t\tGoto See\n\t\tRush:\n\t\t\tUE13 A 2 Fast A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 ABB 2 Fast A_Chase\n\t\t\tUE13 C 2 Fast A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 CDD 2 Fast A_Chase\n\t\t\tUE13 E 2 Fast A_PlaySound(\"Eryxia/walk\",4,1,0,ATTN_IDLE)\n\t\t\tUE13 EFF 2 Fast A_Chase\n\t\tLoop\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_Jump(112, \"Freezer\", \"Spikes\")\n\t\t\tUE13 A 25 Fast Bright A_FaceTarget\n\t\tMissileLoopDecide:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"MissileLoop2\")\n\t\tMissileLoop:\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NG2Fire\", CHAN_WEAPON)\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, -fr_min))\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(fr_min, fr_max))\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0)\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, fr_max))\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NG2Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, -fr_min))\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(fr_min, fr_max))\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0)\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, fr_max))\n\t\t\tUE13 G 1 Bright Fast A_SpidRefire\n\t\tLoop\n\t\tMissileLoop2:\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NG2Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"EryxiaFreezerChecker\", 1)\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, -fr_min))\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(fr_min, fr_max))\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0)\n\t\t\tUE13 H 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, fr_max))\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NG2Fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, -fr_min))\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(fr_min, fr_max))\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0)\n\t\t\tUE13 G 1 Bright Fast A_CustomMissile(\"EryxiaBullet\", 54, 0, frandom(-fr_max, fr_max))\n\t\t\tUE13 G 1 Bright Fast A_SpidRefire\n\t\tLoop\n\t\tFreezer:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (ACS_ExecuteWithResult(961, 7) / 2, \"Spikes\")\n\t\t\tUE13 A 10 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/FreezerFire\", CHAN_WEAPON)\n\t\t\tUE13 H 6 Bright Fast A_CustomMissile(\"EryxiaFreezer\", 54)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/FreezerFire\", CHAN_WEAPON)\n\t\t\tUE13 G 6 Bright Fast A_CustomMissile(\"EryxiaFreezer\", 54)\n\t\t\tUE13 G 1 Bright Fast A_JumpIfTargetInLOS(\"MissileLoopDecide\")\n\t\tGoto See\n\t\tSpikes:\n\t\t\tUE13 A 5 Fast Bright A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Eryxia Lob\", 0, 54)\n\t\t\tUE13 HGHGHG 4 Bright Fast\n\t\tGoto See\n\t\tPainRetaliate:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tUE13 I 15 Fast A_PlaySound(\"Eryxia/Retaliate\", CHAN_7)\n\t\t\tTNT1 A 0 A_GiveInventory(\"EryxiaRetaliationCD\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 30)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 150)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 210)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 240)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 32, 0, 300)\n\t\t\tUE13 I 5 Fast A_CustomMissile(\"EryxiaWind\", 32, 0, 330)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 30)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 150)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 210)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 240)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 56, 0, 300)\n\t\t\tUE13 I 5 Fast A_CustomMissile(\"EryxiaWind\", 56, 0, 330)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 30)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 150)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 210)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 240)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 80, 0, 300)\n\t\t\tUE13 I 5 Fast A_CustomMissile(\"EryxiaWind\", 80, 0, 330)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 30)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 60)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 90)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 120)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 150)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 180)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 210)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 240)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 270)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaWind\", 104, 0, 300)\n\t\t\tUE13 I 5 Fast A_CustomMissile(\"EryxiaWind\", 104, 0, 330)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tUE13 I 1 Fast A_JumpIfTargetInLOS(\"Missile\")\n\t\tGoto Missile\n\t\tPainState:\n\t\t\tUE13 I 3 Fast A_GiveInventory(\"EryxiaInterrupt\", 1)\n\t\t\tUE13 I 3 Fast A_Pain\n\t\t\tUE13 I 0 A_JumpIfInventory(\"EryxiaRetaliationCD\", 1, \"SkipRetaliate\")\n\t\t\tUE13 I 1 Fast A_Jump(128, \"PainRetaliate\")\n\t\tSkipRetaliate:\n\t\t\tUE13 I 0\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUE13 J 1 Bright\n\t\t\tUE13 J 19 Bright A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 KKKKK 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 LLLL 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 MMM 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 NNN 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 OOO 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 PPP 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUE13 QQQ 2 Bright A_SpawnItemEx(\"ExplosionFX\", 0, 0, random(0, 32),random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\t\tUE13 R 5 Bright\n\t\t\tUE13 S -1 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor EryxiaInterrupt : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 6\n}\n\nActor EryxiaRetaliationCD : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -6\n}\n\nActor EryxiaWind {\n\tPROJECTILE\n\tSpeed 20\n\tRadius 4\n\tHeight 8\n\tScale 1.75\n\tAlpha 0.9\n\tDamage (4)\n\tDamageType \"Ice\"\n\tStamina 64\n\tRenderstyle Add\n\tBounceType \"Hexen\"\n\t+BLOODLESSIMPACT\n\t+CANBOUNCEWATER\n\t+HITTRACER\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tRF34 JKLMNOPQRSTUVWX 5 A_FadeOut(0.05)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"EryxiaSlower\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EryxiaFreezer {\n\tProjectile\n\tDamage (15)\n\tDamageType \"Ice\"\n\tStamina 64\n\tSeeSound \"Freezer/Particle\"\n\tDeathSound \"Freezer/Hit\"\n\tHeight 20\n\tRadius 10\n\tSpeed 24\n\tRenderstyle Add\n\tAlpha 1.0\n\t+VISIBILITYPULSE\n\t+DONTBLAST\n\t+SEEKERMISSILE\n\t+HITTRACER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP14 A 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\t\tUP14 A 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\t\tUP14 B 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\t\tUP14 B 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\t\tUP14 C 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\t\tUP14 C 2 Bright A_SpawnItemEx(\"EryxiaFreezer_Trail\")\n\t\t\tTNT1 A 0 A_SeekerMissile(8, 8)\n\t\tLoop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_GiveInventory(\"EryxiaFreezeDebuff_Giver\", 1, AAPTR_TRACER)\n\t\tDeath:\n\t\t\tFXPB A 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\")\n\t\t\tFXPB BCDEFGHIJKLM 2 Bright\n\t\tStop\n\t}\n}\n\nActor EryxiaFreezer_Trail {\n\tRenderstyle Add\n\tAlpha 1.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tFX18 HIJKL 3 Bright\n\t\tStop\n\t}\n}\n\nActor EryxiaFreezeDebuff_Giver : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"EryxiaFreezeDebuff\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Lich/Ice\", CHAN_7)\n\t\tStop\n\t}\n}\n\nActor EryxiaFreezeDebuff : PowerSpeed {\n\tSpeed 0\n\tpowerup.duration -3\n\tpowerup.color \"33 33 99\"\n}\n\nActor EryxiaFreezerChecker : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DnD_Info\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 8, \"Lob\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 5, \"Nothing\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DnD_Info\", 4, \"Freezer\")\n\t\tStop\n\t\tNothing:\n\t\t\tTNT1 A 0\n\t\tStop\n\t\tFreezer:\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/FreezerFire\", CHAN_7)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaFreezer\", 54)\n\t\tStop\n\t\tLob:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DnD_Info\", 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Eryxia Lob\", 0, 54)\n\t\tStop\n\t}\n}\n\nActor EryxiaBullet {\n\tProjectile\n\tvar int user_count;\n\n\tDamage ((random(8, 9) - user_count))\n\tDamageType \"IceEryxia\"\n\tStamina 64\n\tDeathsound \"Weapons/NG2HitWall\"\n\tSpeed 32\n\tHeight 12\n\tRadius 6\n\tRenderstyle Translucent\n\t+RIPPER\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tUP13 ABCD 3 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 1)\n\t\t\tUP13 EFGH 3 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 1)\n\t\t\tUP13 IJKL 3 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 1)\n\t\t\tUP13 MNOP 3 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 1)\n\t\t\tTNT1 A 0 A_SetDamageType(\"Ice\")\n\t\tSpawnLoop:\n\t\t\tUP13 QRST 3 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\t\"####\" \"#\" 1 A_FadeOut(0.0875)\n\t\tWait\n\t}\n}\n\nActor EryxiaLob {\n\tProjectile\n\tDamage (25)\n\tDamageType \"IceEryxia\"\n\tStamina 64\n\tSeeSound \"HFSpid/See\"\n\tDeathSound \"Freezer/Hit\"\n\tRadius 12\n\tHeight 24\n\tSpeed 20\n\tRenderstyle Add\n\t+DONTBLAST\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP17 ABC 3 Bright A_SpawnItem(\"EryxiaLobTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_JumpIf(z - floorz > (ceilingz - floorz) / 2, \"FloorSpawn\")\n\t\tCeilingSpawn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaFloorIcicleSpawner\", 0, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaFloorIcicleSpawner\", 0, 0, frandom(-12, -4))\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaFloorIcicleSpawner\", 0, 0, frandom(4, 12))\n\t\tFinishAnim:\n\t\t\tTNT1 A 0 A_SetScale(0.6)\n\t\t\tFXPB A 3 Bright\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\")\n\t\t\tFXPB BCDEFGHIJKLM 2 Bright\n\t\tStop\n\t\tFloorSpawn:\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaCeilingIcicleSpawner\", 0, 0, 0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaCeilingIcicleSpawner\", 0, 0, frandom(-12, -4))\n\t\t\tTNT1 A 0 A_CustomMissile(\"EryxiaCeilingIcicleSpawner\", 0, 0, frandom(4, 12))\n\t\tgoto FinishAnim\n\t}\n}\n\nActor EryxiaFloorIcicleSpawner {\n\tProjectile\n\tSpeed 18\n\tDamage 0\n\tHeight 12\n\tRadius 4\n\tBounceType Hexen\n\t+THRUACTORS\n\t+DONTBLAST\n\t+FLOORHUGGER\n\tconst float v = 6;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaFloorIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaFloorIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaFloorIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaFloorIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaFloorIcicle\")\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EryxiaCeilingIcicleSpawner : EryxiaFloorIcicleSpawner {\n\t-FLOORHUGGER\n\t+CEILINGHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaCeilingIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaCeilingIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaCeilingIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaCeilingIcicle\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(frandom(-v, v), frandom(-v, v), 0, CVF_RELATIVE)\n\t\t\tTNT1 AA 3 A_CustomMissile(\"EryxiaCeilingIcicle\")\n\t\tStop\n\t}\n}\n\nActor EryxiaFloorIcicle {\n\tProjectile\n\tDamage (10)\n\tDamageType \"IceEryxia\"\n\tStamina 64\n\tDeathSound \"FrostFang/Hit1\"\n\tSpeed 0\n\tRadius 4\n\tHeight 12\n\tRenderstyle Add\n\tvar int user_count;\n\tconst int lim = 6;\n\t+THRUACTORS\n\t+DONTBLAST\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tUP15 NMLKJIHGFEDCB 1 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\t\t// lim determines lifetime in seconds\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == lim, \"Fade\")\n\t\t\tUP15 AAAAAAAAAA 2 A_FadeOut(0.05)\n\t\t\tUP15 A 30\n\t\t\tUP15 AAAAAAAAAA 2 A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFade:\n\t\t\tUP15 BCDE 1 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\t\tUP15 FGHIJKLMN 1 Bright\n\t\tStop\n\t\tDeath:\n\t\t\tFFSD DEFGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor EryxiaCeilingIcicle : EryxiaFloorIcicle {\n\t-FLOORHUGGER\n\t+CEILINGHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tUP16 NMLKJIHGFEDCB 1 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\t\tUP16 A 30 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"CEILINGHUGGER\", 0)\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, -30)\n\t\tDropDown:\n\t\t\tUP16 A 1 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tFFSD DEFGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor EryxiaLobTrail {\n\tRenderstyle Add\n\tAlpha 0.8\n\tScale 0.6\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay Thing_ChangeTID(0, SPECIAL_FX_TID)\n\t\tSpawnLoop:\n\t\t\tSPRK T 1 A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor Abaxoth : DnD_BaseHybridBoss {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tRadius 42\n\tHeight 110\n\tProjectilePassHeight 140\n\tSpeed 16\n\tPainChance 8\n\tPainThreshold 200\n\tSeeSound \"Abaxoth/See\"\n\tPainSound \"Abaxoth/pain\"\n\tDeathSound \"Abaxoth/Die\"\n\tActiveSound \"Abaxoth/Act\"\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tMass 3200\n\tTag \"Abaxoth the End of All That Is\"\n\tMeleeRange 128\n\tSpecies \"Cyber\"\n\tconst float r_a = 9.0;\n\tconst float vel_charge = 28.0;\n\tconst int laser_t = 60;\n\tvar int user_count;\n\t+ISMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+BOSS\n\t+BOSSDEATH\n\t+NOFEAR\n\t+NODROPOFF\n\t+NOTARGET\n\t+NOINFIGHTING\n\t-FLOORCLIP\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ABAXOTH)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUE16 A 4 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE16 B 4 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE16 C 4 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\t\tUE16 D 4 A_Wander\n\t\t\tTNT1 A 0 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE16 A 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Walk\")\n\t\t\tUE16 A 3 Fast A_Chase\n\t\t\tUE16 BB 3 Fast A_Chase\n\t\t\tUE16 C 3 Fast A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Walk\")\n\t\t\tUE16 C 3 Fast A_Chase\n\t\t\tUE16 DD 3 Fast A_Chase\n\t\tGoto See\n\t\tMeleeState:\n\t\t\tTNT1 A 0 A_Jump(144, \"Fissures\", \"TectonicSlam\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/MeleeEffort\")\n\t\t\tUE16 L 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/HammerSwing\", CHAN_WEAPON)\n\t\t\tUE16 M 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\")\n\t\t\tUE16 N 8 Fast A_CustomMeleeAttack(10 * random(16, 22), \"Abaxoth/MeleeHit\", \"\")\n\t\tGoto See\n\t\tMissileState:\n\t\t\tTNT1 A 0 A_JumpIfCloser(288, \"DecideCloseRange\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Charge\", \"Thunderbolt\")\n\t\t\tTNT1 A 0 A_Jump(108, \"Laser\", \"Fissures\")\n\t\t\t// homing rockets\n\t\tRockets:\n\t\t\tUE16 EEEEE 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 140, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 120, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 140, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 120, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tUE16 F 4 Fast Bright\n\t\t\tUE16 G 4 Fast A_FaceTarget\n\t\t\tUE16 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 140, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 120, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 140, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 120, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tUE16 F 4 Fast Bright\n\t\t\tUE16 G 4 Fast A_FaceTarget\n\t\t\tUE16 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 140, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 120, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 140, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 120, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tUE16 F 4 Fast Bright\n\t\t\tUE16 G 4 Fast A_FaceTarget\n\t\t\tUE16 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 140, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 120, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 140, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 120, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tUE16 F 4 Fast Bright\n\t\t\tUE16 G 4 Fast A_FaceTarget\n\t\t\tUE16 E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 140, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocketL\", 120, -32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 140, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothRocket\", 120, 32, random(-r_a, r_a), 0, random(-r_a, r_a))\n\t\t\tUE16 F 4 Fast Bright\n\t\t\tUE16 E 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"DecideRanged\")\n\t\t\tUE16 E 16 A_FaceTarget\n\t\tGoto See\n\t\tDecideRanged:\n\t\t\tUE16 E 16 A_Jump(128, \"Thunderbolt\", \"Laser\", \"Charge\", \"Rockets\")\n\t\tGoto See\n\t\tDecideRange_NoThunder:\n\t\t\tUE16 E 16 A_Jump(128, \"Rockets\", \"Laser\", \"Charge\")\n\t\tGoto See\n\t\tDecideCloseRange:\n\t\t\tTNT1 A 0 A_Jump(128, \"TectonicSlam\", \"Charge\")\n\t\tGoto Fissures\n\t\tThunderbolt:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"AbaxothThunderCooldown\", 1, \"DecideRange_NoThunder\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"AbaxothThunderCooldown\", 1)\n\t\t\tUE16 L 1 Light(\"AbaxothThunderLight\") A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", true)\n\t\t\tUE16 L 7 Light(\"AbaxothThunderLight\") A_FaceTarget\n\t\t\tUE16 L 87 Light(\"AbaxothThunderLight\") Bright ACS_NamedExecuteWithResult(\"DnD Abaxoth Thunderbolt\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/ThunderGo\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Abaxoth Thunder Shield\")\n\t\t\tUE16 M 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30)\n\t\t\tUE16 MM 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30, frandom(-12, 12), CMF_OFFSETPITCH, frandom(-5, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE16 M 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30)\n\t\t\tUE16 MM 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30, frandom(-12, 12), CMF_OFFSETPITCH, frandom(-5, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE16 M 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30)\n\t\t\tUE16 MM 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30, frandom(-12, 12), CMF_OFFSETPITCH, frandom(-5, 5))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tUE16 M 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30)\n\t\t\tUE16 MM 4 Light(\"AbaxothThunderLight2\") Bright A_CustomMissile(\"AbaxothThunderbolt\", 104, 30, frandom(-12, 12), CMF_OFFSETPITCH, frandom(-5, 5))\n\t\tGoto See\n\t\tLaser:\n\t\t\tUE16 I 1 ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", true)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/LaserBegin\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothLaserMarker\", 88, -28)\n\t\t\tUE16 IIIIIIIIIIIIIII 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionFlare\", 16, -28, 90)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/LaserLoop\", CHAN_WEAPON, 1.0, true)\n\t\tLaserLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == laser_t, \"LaserFinish\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Abaxoth Laser Adjust\", -24)\n\t\t\tUE16 J 2 Bright Fast A_CustomRailgun(random(20, 24), -24, none, none, RGF_SILENT | RGF_NOPIERCING, 0, 2, \"AbaxothRailPuff\", 0, 0, 4096, 0, 2.5, 0, \"AbaxothRailTrail\", 10)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tLaserFinish:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tUE16 J 2 Bright Fast A_PlaySound(\"Abaxoth/LaserEnd\", CHAN_WEAPON)\n\t\t\tUE16 K 8 Fast\n\t\tGoto See\n\t\tCharge:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Bullrush\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 0)\n\t\t\tUE16 H 2 Fast ACS_NamedExecuteWithResult(\"DnD Monster Trait Give\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", -8, 55)\n\t\t\tTNT1 A 0 A_RadiusThrust(1024, 176, RTF_NOIMPACTDAMAGE | RTF_NOTMISSILE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothChargeAfterImage\", -20)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -16, 32, 0, frandom(-0.5, -2), frandom(1, 2.5), frandom(0.5, 2))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -16, -32, 0, frandom(-0.5, -2), frandom(-1, -2.5), frandom(0.5, 2))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tChargeLoop:\n\t\t\tUE16 H 3 Fast A_ChangeVelocity(vel_charge * cos(angle), vel_charge * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", -8, 55)\n\t\t\tTNT1 A 0 A_RadiusThrust(1024, 176, RTF_NOIMPACTDAMAGE | RTF_NOTMISSILE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothChargeAfterImage\", -20)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -16, 32, 0, frandom(-0.5, -2), frandom(1, 2.5), frandom(0.5, 2))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GrenadeSmoke\", -16, -32, 0, frandom(-0.5, -2), frandom(-1, -2.5), frandom(0.5, 2))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_count == 16, \"FinishCharge\")\n\t\t\tUE16 H 1 Fast A_JumpIfTargetInLOS(\"ChargeLoop\")\n\t\tGoto FinishCharge\n\t\tFinishCharge:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tUE16 D 6 Fast A_ChangeVelocity(0, 0, velz, CVF_REPLACE)\n\t\t\tUE16 D 0 A_JumpIfCloser(256, \"DecideCloseRange\")\n\t\t\tUE16 D 2 Fast A_Jump(128, \"DecideRanged\")\n\t\tGoto See\n\t\tTectonicSlam:\n\t\t\tUE16 L 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", true)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/HammerSwing\", CHAN_WEAPON)\n\t\t\tUE16 M 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", 50)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothTectonicSpawner\", 32)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"AbaxothSlamSmoke\", 50 + frandom(-8, 8), frandom(-8, 8), frandom(4, 16), frandom(-2, 2), frandom(-2, 2), frandom(0, 2))\n\t\t\tTNT1 A 0 A_Quake(6, 17, 0, 256)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam1\", CHAN_6)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam2\", CHAN_7)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFX\", 50)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionFlare\", 24)\n\t\t\tUE16 N 8 Fast A_SpawnItemEx(\"AbaxothSlamFXSpawner\", 24)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/HammerSwing\", CHAN_WEAPON)\n\t\t\tUE16 ML 3 Fast\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", 50)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"AbaxothSlamSmoke\", 50 + frandom(-8, 8), frandom(-8, 8), frandom(4, 16), frandom(-2, 2), frandom(-2, 2), frandom(0, 2))\n\t\t\tTNT1 A 0 A_Quake(6, 17, 0, 288)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam1\", CHAN_6)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam2\", CHAN_7)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFX\", 50)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionFlare\", 24)\n\t\t\tUE16 N 8 Fast\n\t\t\tUE16 M 5 Fast\n\t\t\tUE16 L 4 Bright Fast\n\t\t\tUE16 L 4 Fast\n\t\t\tUE16 L 4 Bright Fast\n\t\t\tUE16 L 4 Fast\n\t\t\tUE16 L 4 Bright Fast\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/HammerSwing\", CHAN_WEAPON)\n\t\t\tUE16 M 3 Fast\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"AbaxothSlamSmoke\", 50 + frandom(-8, 8), frandom(-8, 8), frandom(4, 16), frandom(-2, 2), frandom(-2, 2), frandom(0, 2))\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", 50)\n\t\t\tTNT1 A 0 A_Quake(6, 35, 0, 384)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam1\", CHAN_6)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam2\", CHAN_7)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFX\", 50)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionFlare\", 24)\n\t\t\tUE16 N 8 Fast\n\t\t\tUE16 M 3 Fast\n\t\t\tUE16 L 9 Fast\n\t\tGoto See\n\t\tFissures:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"AbaxothFissureCD\", 1, \"TectonicSlam\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"AbaxothFissureCD\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/MeleeEffort\")\n\t\t\tUE16 L 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/HammerSwing\", CHAN_WEAPON)\n\t\t\tUE16 M 5 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam1\", CHAN_6)\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/Slam2\", CHAN_7)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionFlare\", 24)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothChargeExp\", 50)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"AbaxothSlamSmoke\", 24 + frandom(-8, 8), frandom(-8, 8), frandom(4, 16), frandom(-2, 2), frandom(-2, 2), frandom(0, 2))\n\t\t\tUE16 N 35 Fast A_CustomMissile(\"AbaxothFissureSpawner\", 0, 30, 0, CMF_AIMDIRECTION)\n\t\tGoto See\n\t\tPainState:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOOD\", 0)\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Pain Immune Toggle\", 5)\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"DnD Monster Trait Take\", DND_ISBLOCKING, -1, -1, -1)\n\t\t\tUE16 O 4 Fast ACS_NamedExecuteWithResult(\"DnD Boolean Sync\", false)\n\t\t\tUE16 O 5 Fast A_Pain\n\t\tGoto See\n\t\tXDeathState:\n\t\tDeathState:\n\t\t\tUP23 A 8 Bright A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothHammer\", 50, 50, 110, 2, 2, 0, 25)\n\t\t\tUP23 B 8 Bright A_Scream\n\t\t\tUP23 C 8 Bright A_KillChildren\n\t\t\tUP23 D 8 Bright A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFXSpawner\", 0, 0, 40)\n\t\t\tUP23 EFGHIFGH 4 Bright A_SpawnItemEx(\"AbaxothTectonicBoom_Small\", frandom(-48, 48), frandom(-48, 48), frandom(20, 72))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFXSpawner\", 0, 0, 40)\n\t\t\tUP23 IFGHIFIF 4 Bright A_SpawnItemEx(\"AbaxothTectonicBoom_Small\", frandom(-48, 48), frandom(-48, 48), frandom(20, 72))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFXSpawner\", 0, 0, 40)\n\t\t\tUP23 HIFGHFHI 4 Bright A_SpawnItemEx(\"AbaxothTectonicBoom_Small\", frandom(-48, 48), frandom(-48, 48), frandom(20, 72))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSlamFXSpawner\", 0, 0, 40)\n\t\t\tUP23 GHIGHJKL 4 Bright\n\t\t\tUP23 M 4 Bright A_PlaySound(\"Abaxoth/DeathBody\")\n\t\t\tUP23 NO 4 Bright\n\t\t\tUP23 PQRS 8\n\t\t\tUP23 T -1  A_KillMaster\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderShieldProc_CD : PowerProtection {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration 10\n}\n\nActor AbaxothThunderRetaliation : FastProjectile {\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.05,1.30,1.95]\"\n\tPROJECTILE\n\tSpeed 80\n\tHeight 20\n\tRadius 8\n\tDamage (5 * random(32, 40))\n\tDamageType \"Lightning\"\n\tStamina 256\n\tScale 0.9\n\t+RIPPER\n\t+PIERCEARMOR\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tSeeSound \"weapons/gaussbegin\"\n\tDeathSound \"DarkServant/LightningHit\"\n\tRenderstyle Add\n\tAlpha 0.9\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tHSPL ABCDEFGHIJ 2 Bright A_FadeOut(0.05)\n\t\tLoop\n\t\tDeath:\n\t\t\tHSP2 \"#\" 1 Bright A_FadeOut(0.075)\n\t\tLoop\n\t}\n}\n\nActor AbaxothThunderShieldProc : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"AbaxothThunderShieldProc_CD\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothThunderRetaliation\", frandom(48, 72), frandom(-16 ,16), 0)\n\t\t\tTNT1 AAA 0 A_CustomMissile(\"AbaxothThunderRetaliation\", frandom(48, 72), frandom(-16 ,16), frandom(-16, 16), CMF_OFFSETPITCH, frandom(-9, 9))\n\t\t\tTNT1 A 0 A_PlaySound(\"Abaxoth/ThunderProc\", CHAN_5)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderProcFlare : PlasmaFlare {\n\tXScale 0.8\n\tYScale 0.4\n}\n\nActor AbaxothThunderSparks : ElectDrSpark {\n\tScale 0.4\n}\n\nActor AbaxothThunderProcFX_Spawner {\n\tHeight 2\n\tRadius 1\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"AbaxothThunderSparks\", frandom(-32, 32), frandom(-32, 32), frandom(40, 80), frandom(-8, 8), frandom(-8, 8), frandom(-8, 8), 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"AbaxothThunderProcFlare\", 16, 0, 72, 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nActor AbaxothShieldFXTrail {\n\tScale 0.75\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tDB21 AAAAAAAAAA 1 A_FadeOut(0.0875)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderShieldFX_1 {\n\tRenderstyle Add\n\tHeight 4\n\tRadius 2\n\tScale 0.75\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tconst float r = 40.0;\n\tconst float w = 48.0;\n\tconst float h_b = 80.0;\n\tconst int lim = 7 * 35; // 7 seconds\n\tvar int user_count;\n\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == lim, \"Finish\")\n\t\t\tDB21 A 1 A_Warp(AAPTR_TARGET, w, -w, h_b + r * sin((user_count * 4) % 360), 8, WARPF_USECALLERANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothShieldFXTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tDB21 A 1 A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderShieldFX_2 : AbaxothThunderShieldFX_1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == lim, \"Finish\")\n\t\t\tDB21 A 1 A_Warp(AAPTR_TARGET, w, w, h_b + r * sin((user_count * 4) % 360), 8, WARPF_USECALLERANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothShieldFXTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t}\n}\n\nActor AbaxothThunderShieldFX_3 : AbaxothThunderShieldFX_1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == lim, \"Finish\")\n\t\t\tDB21 A 1 A_Warp(AAPTR_TARGET, -w, 0, h_b + r * sin((user_count * 4) % 360), 8, WARPF_USECALLERANGLE | WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothShieldFXTrail\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t}\n}\n\nActor AbaxothThunderProcFX {\n\tRenderstyle Add\n\tHeight 4\n\tRadius 2\n\tScale 1.0\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\n\tStates {\n\t\tSpawn:\n\t\t\tTXP1 ABCDEFGHIJKLMNOP 1 A_Warp(AAPTR_TARGET, 8, 0, 72, 0, WARPF_NOCHECKPOSITION | WARPF_INTERPOLATE)\n\t\tStop\n\t}\n}\n\nActor AbaxothSpike {\n\tPROJECTILE\n\tHealth 1\n\tSpeed 0\n\tDamage (15)\n\tHeight 64\n\tRadius 18\n\tScale 0.75\n\tSpecies \"Cyber\"\n\t+THRUSPECIES\n\t+RIPPER\n\t+FLOORHUGGER\n\t+NOBLOOD\n\t+THRUACTORS\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tCont:\n\t\t\tUP28 C 2 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"ThrustSpikeLower\")\n\t\t\tUP28 RQPONMLKJI 2\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothSpikeHitbox\", 0, 0, 0)\n\t\t\tUP28 H 3\n\t\t\tUP28 G 4\n\t\t\tUP28 F 5\n\t\t\tUP28 E 6\n\t\t\tUP28 D 7\n\t\t\tUP28 A 105\n\t\t\tUP28 D 7 A_PlaySound(\"ThrustSpikeRaise\")\n\t\t\tUP28 E 6\n\t\t\tUP28 F 5\n\t\t\tUP28 G 4\n\t\t\tUP28 H 3\n\t\t\tUP28 IJKLMNOPQR 2\n\t\tStop\n\t}\n}\n\nActor AbaxothSpikeHitbox {\n\tHeight 64\n\tRadius 20\n\tSpecies \"Cyber\"\n\t+SOLID\n\t+SHOOTABLE\n\t+INVULNERABLE\n\t+DONTBLAST\n\t+THRUSPECIES\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 142\n\t\tStop\n\t}\n}\n\nActor AbaxothSpikeSpawner_R {\n\tRadius 16\n\tHeight 64\n\tSpeed 32\n\tDamage 0\n\tPROJECTILE\n\tconst float v = 32.0;\n\tconst float rate = 8;\n\tconst int lim = 25;\n\tvar int user_a;\n\t+THRUACTORS\n\t+FLOORHUGGER\n\t+NOCLIP\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_JumpIf(user_a == lim, \"Finish\")\n\t\t\tTNT1 A 2 A_CustomMissile(\"AbaxothSpike\", 0, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_a\", user_a + 1)\n\t\t\tTNT1 A 0 A_ChangeVelocity(v * cos(angle + user_a * rate), v * sin(angle + user_a * rate), velz, CVF_REPLACE)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 A 1\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor AbaxothSpikeSpawner_L : AbaxothSpikeSpawner_R {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_JumpIf(user_a == lim, \"Finish\")\n\t\t\tTNT1 A 2 A_CustomMissile(\"AbaxothSpike\", 0, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_a\", user_a + 1)\n\t\t\tTNT1 A 0 A_ChangeVelocity(v * cos(angle - user_a * rate), v * sin(angle - user_a * rate), velz, CVF_REPLACE)\n\t\tLoop\n\t}\n}\n\nActor AbaxothFissureCD : PowerDamage {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -4\n}\n\nActor AbaxothSlamFX {\n\tRenderstyle Add\n\tAlpha 0.9\n\tXScale 1.33\n\tYScale 1.125\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tCJFX ABCDEF 3 Bright\n\t\t\tCJFX GHI 4 Bright\n\t\t\tCJFX JK 3 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothSlamSmoke : GrenadeSmoke {\n\tscale 0.6\n\talpha 0.2275\n\tStates {\n\t\tspawn:\n\t\t\tSMOK ABCDEFGHIJKLNOPQ 1\n\t\tstop\n\t}\n}\n\nActor AbaxothSlamParticle {\n\tScale 0.1\n\tRenderstyle Add\n\tAlpha 0.75\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tLEYS O 1 A_FadeOut(0.033)\n\t\tWait\n\t}\n}\n\nActor AbaxothSlamFXSpawner {\n\tvar int user_count;\n\tconst int lim = 19;\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_SetUserVar(\"user_count\", 0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count == lim, \"Finish\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"AbaxothSlamSmoke\", frandom(-8, 8), frandom(-8, 8), frandom(4, 16), frandom(-2, 2), frandom(-2, 2), frandom(0, 2))\n\t\t\tTNT1 AAA 1 A_SpawnItemEx(\"AbaxothSlamParticle\", frandom(-8, 8), frandom(-8, 8), frandom(8, 16), frandom(-4, 4), frandom(-4, 4), frandom(1.5, 8))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicSpawner {\n\tPROJECTILE\n\tDamage 0\n\tHeight 2\n\tRadius 1\n\tSpeed 0\n\t+STEPMISSILE\n\t+NOCLIP\n\t+DONTBLAST\n\t+THRUACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAA 5 A_JumpIfInTargetInventory(\"DnD_Boolean\", 1, \"Failed\")\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small\", 12, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Small2\", 12, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium\", 20, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Medium2\", 20, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big\", 32, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 45, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 90, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 320, 0, 135, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 180, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 225, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 270, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothTectonicBoom_Big2\", 32, 0, 315, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\tFailed:\n\t\t\tTNT1 A 5\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicBoom_Small : BaseExplosionDamage {\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tDamageType \"Explosive\"\n\tStamina 4\n\tRenderstyle Add\n\tconst float v = 2.5;\n\tScale 0.375\n\tSpeed 60\n\tMaxStepHeight 64\n\t+THRUACTORS\n\t+STEPMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 2\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp1\")\n\t\t\tTNT1 A 0 A_Explode(72, 80, 0, 0, 30)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicBoom_Small2 : AbaxothTectonicBoom_Small {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 4\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp1\")\n\t\t\tTNT1 A 0 A_Explode(72, 80, 0, 0, 30)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicBoom_Medium : AbaxothTectonicBoom_Small {\n\tScale 0.75\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 6\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp2\")\n\t\t\tTNT1 A 0 A_Explode(144, 120, 0, 0, 60)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicBoom_Medium2 : AbaxothTectonicBoom_Medium {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 8\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp2\")\n\t\t\tTNT1 A 0 A_Explode(144, 120, 0, 0, 60)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothTectonicBoom_Big : AbaxothTectonicBoom_Small {\n\tScale 1.125\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 11\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp3\")\n\t\t\tTNT1 A 0 A_Explode(216, 160, 0, 0, 90)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\nActor AbaxothTectonicBoom_Big2 : AbaxothTectonicBoom_Big {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 14\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tRPGX B 2 Bright A_PlaySound(\"Abaxoth/TectonicExp3\")\n\t\t\tTNT1 A 0 A_Explode(216, 160, 0, 0, 90)\n\t\t\tRPGX CDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothFissureSpawner {\n\tRadius 16\n\tHeight 28\n\tSpeed 32\n\tMaxStepHeight 128\n\tDamage 0\n\tPROJECTILE\n\t+THRUACTORS\n\t+DONTBLAST\n\t+STEPMISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 AAAAAAAAA 4 A_CustomMissile(\"AbaxothFissure\", floorz - z, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothSpike\", 36)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothFissure\", floorz - z, 0, 0, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothSpikeSpawner_L\", 0, 0, -60, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 10 A_CustomMissile(\"AbaxothSpikeSpawner_R\", 0, 0, 60, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothSpike\", 36)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothFissure\", floorz - z, 0, 0, CMF_TRACKOWNER)\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothSpikeSpawner_L\", 0, 0, -60, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\t\tTNT1 A 10 A_CustomMissile(\"AbaxothSpikeSpawner_R\", 0, 0, 60, CMF_TRACKOWNER | CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor AbaxothFissure {\n\tRadius 16\n\tHeight 28\n\tScale 1.25\n\tSpeed 0\n\tReactionTime 12\n\tSeeSound \"ThrustSpikeLower\"\n\t// hack to make these spawn properly on changing floor heights while the spawner itself can climb steps\n\tBounceType \"Hexen\"\n\tBounceFactor 0\n\t+MISSILE\n\t+THRUACTORS\n\t+DONTBLAST\n\t+FLOORHUGGER\n\tStates {\n\t\tSpawn:\n\t\t\tUP26 FGH 5\n\t\t\tUP26 A 105\n\t\tSpawnLoop:\n\t\t\tUP26 BC 3\n\t\t\tUP26 DB 2\n\t\t\tUP26 CDBCD 1\n\t\t\tTNT1 A 0 A_Jump(128, \"Two\", \"Three\")\n\t\t\tUP26 E 9 Bright A_CustomMissile(\"AbaxothLavaBall\", 44, 0, frandom(0, 360), CMF_TRACKOWNER)\n\t\tContinueCount:\n\t\t\tUP26 A 24 A_CountDown\n\t\tGoto SpawnLoop\n\t\tTwo:\n\t\t\tTNT1 A 0 A_CustomMissile(\"AbaxothLavaBall\", 44, 0, frandom(0, 360), CMF_TRACKOWNER)\n\t\t\tUP26 E 9 Bright A_CustomMissile(\"AbaxothLavaBall\", 44, 0, frandom(0, 360), CMF_TRACKOWNER)\n\t\tGoto ContinueCount\n\t\tThree:\n\t\t\tTNT1 AA 0 A_CustomMissile(\"AbaxothLavaBall\", 44, 0, frandom(0, 360), CMF_TRACKOWNER)\n\t\t\tUP26 E 9 Bright A_CustomMissile(\"AbaxothLavaBall\", 44, 0, frandom(0, 360), CMF_TRACKOWNER)\n\t\tGoto ContinueCount\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"ThrustSpikeRaise\")\n\t\t\tUP26 HGF 5\n\t\tStop\n\t}\n}\n\nActor AbaxothLavaBall {\n\tPROJECTILE\n\tDamage (25)\n\tDamageType \"Fire\"\n\tStamina 32\n\tSeeSound \"RubyWand/Fire\"\n\tDeathSound \"weapons/phoenixhit\"\n\tSpeed 9\n\tHeight 16\n\tRadius 8\n\tGravity 0.5125\n\t-NOGRAVITY\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, frandom(3, 8), CVF_RELATIVE)\n\t\tSpawnLoop:\n\t\t\tVFBL AABB 2 Bright A_SpawnItemEx(\"PaladinGrenadeTrail\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION, 64)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothLavaBallExp\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\t\t\tXPL1 ABCDEF 3 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothLavaBallExp : BaseExplosionDamage {\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tDamageType \"ExplosiveFire\"\n\tStamina 36\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(40, 72, 0, 0, 24)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderCooldown : PowerDamage {\n\tpowerup.duration -11\n\tdamagefactor \"normal\", 1.0\n}\n\nActor AbaxothThunderFX {\n\tRenderstyle Add\n\tAlpha 0.01\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,1.49,2.00]\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(128, \"B\")\n\t\t\tTHND A 0\n\t\tGoto Anim\n\t\tB:\n\t\t\tTHND B 0\n\t\tGoto Anim\n\t\tAnim:\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"Abaxoth/Thunder\")\n\t\t\t\"####\" \"####\" 1 A_FadeIn(0.25)\n\t\t\t\"####\" \"########\" 1 A_FadeOut(0.125)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderFX_Thin : AbaxothThunderFX {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(128, \"B\", \"C\", \"D\", \"E\", \"F\")\n\t\t\tUP27 A 0\n\t\tGoto Anim\n\t\tB:\n\t\t\tUP27 B 0\n\t\tGoto Anim\n\t\tC:\n\t\t\tUP27 C 0\n\t\tGoto Anim\n\t\tD:\n\t\t\tUP27 D 0\n\t\tGoto Anim\n\t\tE:\n\t\t\tUP27 E 0\n\t\tGoto Anim\n\t\tF:\n\t\t\tUP27 F 0\n\t\tGoto Anim\n\t\tAnim:\n\t\t\t\"####\" \"####\" 1 A_FadeIn(0.25)\n\t\t\t\"####\" \"########\" 1 A_FadeOut(0.125)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderbolt {\n\tPROJECTILE\n\tdamage (250)\n\tDamageType \"Lightning\"\n\tStamina 256\n\tSeeSound \"Spell/LightningSpearCast\"\n\tDeathSound \"Spell/LightningSpearBounce\"\n\tRadius 12\n\tHeight 24\n\tSpecies \"Cyber\"\n\tspeed 60\n\tRenderstyle Add\n\tScale 1.15\n\tconst float r = 12.0;\n\tconst float v = 2.0;\n\t+THRUSPECIES\n\t+DONTBLAST\n\t+DONTREFLECT\n\t+SKYEXPLODE\n\t+PIERCEARMOR\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tUP25 AAA 1 Bright Light(\"AbaxothLightning1\") A_SpawnItemEx(\"AbaxothThunderSparkle\", frandom(-r, r), frandom(-r, r), frandom(-r, r), frandom(-v, v), frandom(-v, v), frandom(-v, v))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailA\", -20)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailA\", -40)\n\t\t\tUP25 BBB 1 Bright Light(\"AbaxothLightning1\") A_SpawnItemEx(\"AbaxothThunderSparkle\", frandom(-r, r), frandom(-r, r), frandom(-r, r), frandom(-v, v), frandom(-v, v), frandom(-v, v))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailB\", -20)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailB\", -40)\n\t\t\tUP25 CCC 1 Bright Light(\"AbaxothLightning1\") A_SpawnItemEx(\"AbaxothThunderSparkle\", frandom(-r, r), frandom(-r, r), frandom(-r, r), frandom(-v, v), frandom(-v, v), frandom(-v, v))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailC\", -20)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AbaxothThunderbolt_TrailC\", -40)\n\t\tLoop\n\t\tDeath:\n\t\t\tMORZ AAA 1 Light(\"AbaxothLightning2\") A_SetScale(scalex - 0.06, scaley - 0.06)\n\t\t\tMORZ BBB 1 Light(\"AbaxothLightning2\") A_SetScale(scalex - 0.06, scaley - 0.06)\n\t\t\tMORZ CCC 1 Light(\"AbaxothLightning2\") A_SetScale(scalex - 0.06, scaley - 0.06)\n\t\t\tMORZ DDD 1 Light(\"AbaxothLightning2\") A_SetScale(scalex - 0.06, scaley - 0.06)\n\t\t\tMORZ EEE 1 Light(\"AbaxothLightning2\") A_SetScale(scalex - 0.06, scaley - 0.06)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderbolt_TrailA {\n\tRenderstyle Add\n\tScale 1.15\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUP25 A 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor AbaxothThunderbolt_TrailB : AbaxothThunderbolt_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP25 B 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor AbaxothThunderbolt_TrailC : AbaxothThunderbolt_TrailA {\n\tStates {\n\t\tSpawn:\n\t\t\tUP25 C 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor AbaxothThunderSparkle {\n\tRenderstyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\tStates {\n\t\tSpawn:\n\t\t\tMORZ PONMLK 2 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderExp : BaseExplosionDamage {\n\tDamageType \"ExplosiveLightning\"\n\tStamina 260\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\t+PIERCEARMOR\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(200, 192, 0, 0, 96)\n\t\tStop\n\t}\n}\n\nActor AbaxothThunderExploder : DnD_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothThunderExp\")\n\t\tStop\n\t}\n}\n\nActor AbaxothChargeAfterImage {\n\tRenderstyle Translucent\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tUE16 H 1 A_FadeOut(0.075)\n\t\tWait\n\t}\n}\n\nActor AbaxothChargeExp : BaseExplosionDamage {\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tDamageType \"Physical\"\n\tStamina 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 1 A_Explode(128, 160, 0, 0, 80)\n\t\tStop\n\t}\n}\n\n// waits 64 tics\nActor AbaxothLaserMarker {\n\tRenderstyle Add\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.76,0.00,0.00]\"\n\tconst int t = 15;\n\tconst float s = 1.0 / 32;\n\tvar int user_count;\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_JumpIf(user_count >= t, \"Finish\")\n\t\t\tR075 P 2 Fast Bright A_Warp(AAPTR_TARGET, 16, -28, 88, 0, WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetScale(scalex - s, scaley - s)\n\t\t\tR075 P 2 Fast Bright A_Warp(AAPTR_TARGET, 16, -28, 88, 0, WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_SetScale(scalex - s, scaley - s)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"DnD_Boolean\", 1, \"Fade\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tFinish:\n\t\t\tTNT1 A 1\n\t\tStop\n\t\tFade:\n\t\t\tR075 P 1 Fast A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor AbaxothRailPuff {\n\tRadius 8\n\tHeight 16\n\tRenderstyle Add\n\tAlpha 0.875\n\tScale 0.0875\n\tDamageType \"Energy\"\n\tStamina 16\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 AAAA 0\n\t\t\tERWE K 1 Bright A_FadeOut(0.125)\n\t\tLoop\n\t}\n}\n\nActor AbaxothRailTrail {\n\tRenderstyle Add\n\tAlpha 0.875\n\tScale 0.0875\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tOGLP C 1 Bright A_FadeOut(0.125)\n\t\tLoop\n\t}\n}\n\nActor AbaxothRocketExp : BaseExplosionDamage {\n\tDamageType \"Explosive\"\n\tStamina 4\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tTNT1 A 3 A_Explode(20, 64, 0, 0, 16)\n\t\tStop\n\t}\n}\n\nActor AbaxothRocket {\n\tPROJECTILE\n\tSpeed 20\n\tDamage (20)\n\tDamageType \"Explosive\"\n\tStamina 4\n\tSeeSound \"weapons/tp_fire\"\n\tDeathSound \"weapons/heavyrlexp\"\n\tHeight 10\n\tRadius 5\n\tWeaveIndexXY 32\n\t+SEEKERMISSILE\n\t+THRUGHOST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\tSpawnLoop:\n\t\t\tMICM A 2 Bright A_SpawnItemEx(\"DnD_RocketTrail\", -12, 0, 5)\n\t\t\tTNT1 A 0 A_SeekerMissile(5, 5)\n\t\t\tTNT1 A 0 A_Weave(2, 2, 2, 2)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"AbaxothRocketExp\")\n\t\t\tMACX ABCDEFGHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor AbaxothRocketL : AbaxothRocket {\n\tWeaveIndexXY 0\n}\n\nACTOR AbaxothHammer : CacodemonBall {\n\tDamage (20)\n\tDamageType \"Melee\"\n\tStamina 1\n\tSpeed 0\n\tObituary \"%o fell victim to Abaxoth the End of All That Is.\"\n\tSeeSound \"\"\n\tDeathSound \"Abaxoth/Walk\"\n\tRenderstyle Normal\n\t+RIPPER\n\t-NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Pierce Check\")\n\t\t\tUP24 ABC 3\n\t\tSpawnLoop:\n\t\t\tUP24 D 3\n\t\tLoop\n\t\tDeath:\n\t\tCrash:\n\t\t\tUP24 EFG 3\n\t\t\tUP24 G -1\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Zombieman.txt",
        "contents": "Actor ZombieManGray : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n    GibHealth -10\n\tDropItem \"DroppedClip\"\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tPainChance 200\n\tSeeSound \"grunt/sight\"\n\tAttackSound \"grunt/attack\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tObituary \"$OB_ZOMBIE\" // \"%o was killed by a zombieman.\"\n\tMass 100\n\tTag \"Zombieman\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEGRAY)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZHR2 V 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZHR2 AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZHR2 E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tZHR2 F 8 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5))\n\t\t\tZHR2 E 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tZHR2 G 3 Fast\n\t\t\tZHR2 G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tZHR2 H 5\n\t\t\tZHR2 I 5 A_Scream\n\t\t\tZHR2 J 5 A_NoBlocking\n\t\t\tZHR2 K 5\n\t\t\tZHR2 L -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tZHR2 K 5\n\t\t\tZHR2 JIH 5\n\t\tGoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZHR2 M 5\n\t\t\tZHRF N 5 A_XScream\n\t\t\tZHR2 O 5 A_NoBlocking\n\t\t\tZHR2 PQRST 5\n\t\t\tZHR2 U -1\n\t\tStop\n\t}\n}\n\nActor RangerBullet : ZombieBullet {\n\tDamage (random(1,5) * 2)\n}\n\nactor FormerRanger : DnD_BaseRangedMonster {\n\tobituary \"%o was hunted down by a Ranger.\"\n\tGibHealth -10\n\tHealth 0x7FFFFFFF\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 8\n\tpainchance 170\n\tDecal \"BulletChip\"\n\tseesound \"grunt/sight\"\n\tattacksound \"grunt/attack\"\n\tpainsound \"grunt/pain\"\n\tdeathsound \"grunt/death\"\n\tactivesound \"grunt/active\"\n\tDropItem \"DroppedClip\"\n\tDropItem \"DroppedClip\", 128\n\tTag \"Zombie Ranger\"\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIERANGER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tBPOS AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tBPOS AABBCCDD 3 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tBPOS E 10 Fast A_FaceTarget\n\t\tgoto WhichMissileType\n\t\tWhichMissileType:\n\t\t\tBPOS E 0 A_JumpIfCloser(768, \"BurstFire\")\n\t\t\tBPOS E 0 A_Jump(64, \"SnipeFire2\")\n\t\tgoto SnipeFire\n\t\tSnipeFire:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tBPOS F 4 Fast bright A_CustomMissile(\"RangerBullet\", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))\n\t\t\tBPOS E 10 Fast A_CPosRefire\n\t\tgoto WhichMissileType\n\t\tSnipeFire2:\n\t\t\tBPOS EE 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tBPOS F 4 Fast bright A_CustomMissile(\"RangerBullet\", 32, 0, frandom(-8.0, 8.0), 0, frandom(-1.0, 1.0))\n\t\t\tBPOS E 10 Fast A_CPosRefire\n\t\tgoto WhichMissileType\n\t\tBurstFire:\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tBPOS F 4 Fast bright A_CustomMissile(\"RangerBullet\", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))\n\t\t\tBPOS E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tBPOS F 4 Fast bright A_CustomMissile(\"RangerBullet\", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))\n\t\t\tBPOS E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound (\"grunt/attack\", CHAN_WEAPON)\n\t\t\tBPOS F 4 Fast bright A_CustomMissile(\"RangerBullet\", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))\n\t\t\tBPOS E 10 Fast A_CPosRefire\n\t\tgoto WhichMissileType\n\t\tPainState:\n\t\t\tBPOS G 3 Fast\n\t\t\tBPOS G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tBPOS H 5\n\t\t\tBPOS I 5 A_Scream\n\t\t\tBPOS J 5 A_NoBlocking\n\t\t\tBPOS K 5\n\t\t\tBPOS L -1\n\t\tstop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tBPOS M 5\n\t\t\tBPOS N 5 A_XScream\n\t\t\tBPOS O 5 A_NoBlocking\n\t\t\tBPOS PQRST 5\n\t\t\tBPOS U -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tBPOS LKJIH 5\n\t\tgoto See\n  }\n}\n\nActor SMGZombieBullet : ZombieBullet {\n\tDamage (random(1,3) * 2)\n}\n\nACTOR SMGGuy : DnD_BaseRangedMonster {\n\tobituary \"%o was shredded by SMG zombie.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -15\n\tdropitem \"SMGPickup\"\n\tTranslation \"112:127=[146,67,51]:[7,0,0]\"\n\tTag \"SMG Zombie\"\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tPainChance 200\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tAttackSound \"weapons/smg\"\n\t+ISMONSTER\n\tMass 100\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIESMG)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tPDWP AB 10 Fast A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tPDWP AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tPDWP E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/smg\", CHAN_WEAPON)\n\t\t\tPDWP F 3 Fast  bright A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-10.0, 10.0), 0, frandom(-10.0, 10.0))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tPDWP E 2 Fast A_CPosRefire\n\t\tgoto MissileState + 1\n\t\tPainState:\n\t\t\tPDWP G 3 Fast\n\t\t\tPDWP G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\tPDWP H 5\n\t\t\tPDWP I 5 A_Scream\n\t\t\tPDWP J 5 A_NoBlocking\n\t\t\tPDWP KLM 5\n\t\t\tPDWP N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tPDWP O 5\n\t\t\tPDWP P 5 A_XScream\n\t\t\tPDWP Q 5 A_NoBlocking\n\t\t\tPDWP RSTUV 5\n\t\t\tPDWP W -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tPDWP NMLKJIH 5\n\t\tgoto See\n\t}\n}\n\nActor RapidFireBullet : ZombieBullet {\n\tDamage (random(1,3) * 3)\n}\n\nACTOR RapidFireTrooper : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -10\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tPainChance 200\n\tDropItem \"DroppedClip\"\n\tSeeSound \"grunt/sight\"\n\tAttackSound \"grunt/attack\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tObituary \"%o was surprised by the zombie's weaponry.\"\n\tTag \"Rapid Fire Zombie\"\n\t+ISMONSTER\n\tDecal BulletChip\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIERAPID)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tRFTR AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tRFTR AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tRFTR E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tRFTR F 5 Fast Bright A_CustomMissile(\"RapidFireBullet\", 32, 0, frandom(-3.6, 3.6), 0, frandom(-3.6, 3.6))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tRFTR E 5 Fast A_CPosRefire\n\t\tGoto MissileState + 1\n\t\tPainState:\n\t\t\tRFTR G 3 Fast\n\t\t\tRFTR G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tRFTR H 5\n\t\t\tRFTR I 5 A_Scream\n\t\t\tRFTR J 5 A_Fall\n\t\t\tRFTR K 5\n\t\t\tRFTR L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tRFTR M 5\n\t\t\tRFTR N 5 A_XScream\n\t\t\tRFTR N 5\n\t\t\tRFTR P 5 A_Fall\n\t\t\tRFTR QRST 5\n\t\t\tRFTR U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tRFTR KJ 5\n\t\t\tRFTR IH 5\n\t\tGoto See\n\t}\n}\n\nACTOR ZombieMarine : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -15\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 200\n    OBITUARY \"%o was killed by A Zombie Marine!\"\n    SEESOUND \"grunt/sight\"\n    ATTACKSOUND \"grunt/attack\"\n    PAINSOUND \"grunt/pain\"\n    DEATHSOUND \"grunt/death\"\n    ACTIVESOUND \"grunt/active\"\n\tDropItem \"DroppedClip\"\n\tDropItem \"DroppedClip\"\n    Decal Bulletchip\n\tTag \"Zombie Marine\"\n\t+ISMONSTER\n    states {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEMARINE)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tUDM2 AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tUDM2 AABBCCDD 4 Fast A_Chase\n\t\tGoto see\n\t\tMissileState:\n\t\t\tUDM2 E 3 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tUDM2 F 3 Fast BRIGHT A_CustomMissile(\"SMGZombieBullet\", 32, 0, frandom(-3.6, 3.6), 0, frandom(-3.6, 3.6))\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tUDM2 E 3 Fast A_CPosRefire\n\t\tLoop\n\t\tPainState:\n\t\t\tUDM2 G 5\n\t\t\tUDM2 G 3 A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tUDM2 H 5\n\t\t\tUDM2 I 5 A_Scream\n\t\t\tUDM2 J 5 A_Fall\n\t\t\tUDM2 KLM 5\n\t\t\tUDM2 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tUDM2 O 5\n\t\t\tUDM2 P 5 A_XScream\n\t\t\tUDM2 Q 5 A_Fall\n\t\t\tUDM2 RSTU 5\n\t\t\tUDM2 V -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tUDM2 NMLKJIH 5\n\t\tGoto See\n    }\n}\n\nACTOR LOSZombieMan : DnD_BaseRangedMonster {\n\tHealth 0x7FFFFFFF\n\tGibHealth -10\n\tTag \"Armored Zombieman\"\n\tRadius 20\n\tHeight 56\n\tDropItem \"DroppedClip\"\n\tSpeed 8\n\tPainChance 200\n\tSeeSound \"grunt/sight\"\n\tAttackSound \"grunt/attack\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tObituary \"$OB_ZOMBIE\" // \"%o was killed by a zombieman.\"\n\tMass 100\n\t+ISMONSTER\n\tStates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIELOS)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tZSEX AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tZSEX AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tZSEX E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_Playsound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tZSEX F 8 Fast BRIGHT A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))\n\t\t\tZSEX E 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tZSEX G 3\n\t\t\tZSEX G 3 A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tZSEX H 5\n\t\t\tZSEX I 5 A_Scream\n\t\t\tZSEX J 5 A_NoBlocking\n\t\t\tZSEX J 5\n\t\t\tZSEX L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZSEX G 3 A_XScream\n\t\t\tZSEX G 1 A_NoBlocking\n\t\t\tTNT1 A 3 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tStop\n\t\tRaiseState:\n\t\t\tZSEX KJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR PistolZombie : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -15\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 200\n    SeeSound \"grunt/sight\"\n    AttackSound \"Weapons/NewPist\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o was killed by a zombieman.\"\n\tDropItem \"DroppedClip\"\n\tTag \"Pistol Zombie\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEPISTOL)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tPOSP AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tPOSP AABBCCDD 4 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tPOSP E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NewPist\", CHAN_WEAPON)\n\t\t\tPOSP F 8 Fast A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-22.5, 22.5), 0, 0)\n\t\t\tPOSP E 8 Fast\n\t\tGoto See\n\t\tPainState:\n\t\t\tPOSP G 3\n\t\t\tPOSP G 3 A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tPOSP H 5\n\t\t\tZHRF I 5 A_Scream\n\t\t\tZHRF J 5 A_Fall\n\t\t\tZHRF K 5\n\t\t\tZHRF L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tPOSP M 5\n\t\t\tZHRF N 5 A_XScream\n\t\t\tZHRF O 5 A_Fall\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tZHRF PQRST 5\n\t\t\tZHRF U -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tZHRF KJIH 5\n\t\tGoto See\n    }\n}\n\nACTOR QuakeZombie : DnD_BaseRangedMonster {\n    Health 0x7FFFFFFF\n\tGibHealth -15\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 200\n    SeeSound \"SSGUNER/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"QuakeZombie/pain\"\n    DeathSound \"QuakeZombie/die\"\n    ActiveSound \"SSGUNER/idle\"\n    Obituary \"%o was killed by an enforcer.\"\n\tDropItem \"DroppedClip\"\n\tDropItem \"DroppedClip\"\n\tTag \"Enforcer\"\n\t+ISMONSTER\n    States {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEQUAKE1)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tQZOM AB 10 A_Look\n\t\tLoop\n\t\tSeeState:\n\t\t\tQZOM AABBCCDD 4 A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tQZOM E 10 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tQZOM F 8 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-12.8, 12.8), 0, 0)\n\t\t\tQZOM E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tQZOM F 8 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-12.8, 12.8), 0, 0)\n\t\t\tQZOM E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"grunt/attack\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"DnD On Monster Attack\", 0)\n\t\t\tQZOM F 8 Fast Bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-12.8, 12.8), 0, 0)\n\t\t\tQZOM E 8 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\tQZOM G 3 Fast\n\t\t\tQZOM G 3 Fast A_Pain\n\t\tGoto See\n\t\tDeathState:\n\t\t\tQZOM H 5\n\t\t\tQZOM I 5 A_Scream\n\t\t\tQZOM J 5 A_Fall\n\t\t\tQZOM K 5\n\t\t\tQZOM L -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tQZOM M 5\n\t\t\tQZOM N 5 A_XScream\n\t\t\tQZOM O 5 A_Fall\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\tQZOM PQR 5\n\t\t\tQZOM S -1\n\t\tStop\n\t\tRaiseState:\n\t\t\tQZOM KJIH 5\n\t\tGoto See\n    }\n}\n\nActor UndeadInitiateBullet : ZombieBullet {\n\tDamage (random(1,3) * 4)\n}\n\nactor UndeadHunter : DnD_BaseHybridMonster {\n\tobituary \"%o was bagged by an undead hunter.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -15\n\tgibhealth 10\n\tradius 20\n\theight 56\n\tmass 125\n\tspeed 8\n\tpainchance 30\n\tDropItem \"DroppedClip\"\n\tdecal BulletChip\n\tSeeSound \"UndeadInitiate/See\"\n\tActiveSound \"UndeadInitiate/Act\"\n\tpainsound \"UndeadInitiate/Pain\"\n\tdeathsound \"UndeadInitiate/Death\"\n\tTag \"Undead Hunter\"\n\t+ISMONSTER\n\t+NODROPOFF\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_ZOMBIEHUNTER)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\t1175 A 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\t1175 A 0 A_Jump (32, \"Run\")\n\t\t\t1175 AA 3 Fast A_Chase\n\t\t\t1175 BB 3 Fast A_FastChase\n\t\t\t1175 CC 3 Fast A_FastChase\n\t\t\t1175 DD 3 Fast A_Chase\n\t\tGoto See\n\t\tRun:\n\t\t\t1175 A 0 A_Jump (24, \"See\")\n\t\t\t1175 AA 2 A_Chase\n\t\t\t1175 BB 2 A_Chase\n\t\t\t1175 CC 2 A_Chase\n\t\t\t1175 DD 2 A_Chase\n\t\tLoop\n\t\tMeleeState:\n\t\tMissileState:\n\t\t\t1175 E 8 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"UndeadInitiate/Shoot\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\t1175 F 5 Fast bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))\n\t\t\t1175 E 6 Fast A_FaceTarget\n\t\tGoto See\n\t\tPainState:\n\t\t\t1175 G 3 Fast\n\t\t\t1175 G 3 Fast A_Pain\n\t\tgoto See\n\t\tDeathState:\n\t\t\t1175 H 7\n\t\t\t1175 I 7 A_Scream\n\t\t\t1175 JK 7\n\t\t\t1175 L 7 A_NoBlocking\n\t\t\t1175 M 7\n\t\t\t1175 N -1\n\t\tStop\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib9\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib10\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnDebris(\"NashGore_Gib11\",0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low_Delayed\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\t\t1175 O 5 A_Scream\n\t\t\t1175 P 5\n\t\t\t1175 R 5 A_NoBlocking\n\t\t\t1175 STUVW 5\n\t\t\t1175 X -1\n\t\tStop\n\t\tRaiseState:\n\t\t\t1175 NMLKJIH 6\n\t\tgoto See\n\t}\n}\n\nactor Prophet : DnD_BaseRangedMonster {\n\tobituary \"%o couldn't stand against the prophecy.\"\n\tHealth 0x7FFFFFFF\n\tGibHealth -15\n\tradius 20\n\theight 56\n\tmass 100\n\tspeed 6\n\tRenderStyle Translucent\n\tAlpha 0.33\n\tpainchance 184\n\tDecal \"BulletChip\"\n\tSeeSound \"ZSpecOps/Sight\"\n\tActiveSound \"ZSpecOps/Sight\"\n\tPainSound \"ZSpecOps/Pain\"\n\tDeathSound \"ZSpecOps/Death\"\n\tAttackSound \"Weapons/NewPist\"\n\tDropItem \"DroppedClip\"\n\tDropItem \"DroppedClip\", 128\n\tTag \"Prophet\"\n\t+ISMONSTER\n\t+GHOST\n\tstates {\n\t\tSetInfo:\n\t\t\tTNT1 A 0 A_SetArg(0, DND_PROPHET)\n\t\tGoto SpawnSetup\n\n\t\tIdle:\n\t\t\tPRPH AB 10 A_Look\n\t\tloop\n\t\tSeeState:\n\t\t\tPRPH AABBCCDD 2 Fast A_Chase\n\t\tGoto See\n\t\tMissileState:\n\t\t\tPRPH E 4 Fast A_FaceTarget\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"pistolcasing\", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/NewPist\", CHAN_WEAPON)\n\t\t\tPRPH F 4 Fast bright A_CustomMissile(\"ZombieBullet\", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))\n\t\t\tPRPH E 3 Fast\n\t\tgoto See\n\t\tPainState:\n\t\t\tPRPH G 3 Fast\n\t\t\tPRPH G 3 Fast A_Pain\n\t\tgoto See\n\t\tXDeathState:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GenericGibber_Low\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\t\tDeathState:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tPRPH H 5\n\t\t\tPRPH I 5 A_Scream\n\t\t\tPRPH J 5 A_NoBlocking\n\t\t\tPRPH K 5\n\t\t\tPRPH L -1\n\t\tstop\n\t\tRaiseState:\n\t\t\tPRPH LKJIH 5\n\t\tgoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Spawners/ArachnoSpawner.txt",
        "contents": "Actor ArachnoSpawner : DnD_MonsterSpawner replaces Arachnotron {\n\tHealth 0x7FFFFFFF\n\tHeight 0\n\tRadius 0\n\t-COUNTKILL\n\t-SOLID\n\t+NOCLIP\n\t+NOTDMATCH\n\t+BOSSDEATH\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"DnD Monster Spawner\", 0, DND_ARACHNOTRONID)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 1\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 1 A_BossDeath\n\t\tstop\n\t\tVanilla:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Arachno2\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FusionSpider\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RailArachnotron\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar3:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HellforgeSpider\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar4:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Vore\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar5:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BabyDemolisher\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar6:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChaingunGeneral\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar7:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ChaingunCommando\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar8:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Legionnaire\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tVar9:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Manticore\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t\tUnique:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Thorax\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_SETMASTER |SXF_TRANSFERSPECIAL)\n\t\tGoto SpawnLoop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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