555_d4taddonv2.pk3

PK3 696 KiB 0 map(s)

Counts

endoom0
graphics0
lumps64
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "012efb43-343e-4402-b68b-ea6607856fc1",
    "sha1": "cbbbd8fd53d70814fe9b2b6f06fcf9a7234b60d1",
    "sha256": "c5c9a17dcad9560218171c70dcfe161eac131d4a9162c0024dc80e737b14673f",
    "filenames": [
      "555_d4taddonv2.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:16:02",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-03-28 00:16:02",
    "file": {
      "type": "PK3",
      "size": 713182,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/cbbbd8fd53d70814fe9b2b6f06fcf9a7234b60d1/cbbbd8fd53d70814fe9b2b6f06fcf9a7234b60d1.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 64,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "555Stuff",
      "description": "This WAD is a small PK3 addon with no traditional maps included, focusing instead on custom actor and monster replacements for ZDoom-compatible engines. It introduces new enemy variants with unique attack patterns and sounds, emphasizing modded gameplay elements rather than map-based progression. The content centers on enhanced monster behavior and custom scripting, without defined level structure or resource balancing. The theme is technical and mod-oriented, relying on ZDoom features and not designed for vanilla or Boom compatibility. There are no standard Doom or Doom II maps, so no typical combat or environment themes apply.",
      "tags": [
        "custom_monsters",
        "mod",
        "no_maps",
        "scripted",
        "technical",
        "zdoom_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "parkmore\n555Stuff"
      },
      {
        "source": "pk3",
        "name": "Actors/Commonus.txt",
        "contents": "Actor D4Commonus : D4Zombieman replaces FlemoidusCommonus\n{\n\tHealth 50\n\tSeeSound \"grunt/sight\"\n\tAttackSound \"grunt/attack\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tObituary \"$OB_ZOMBIE\"\n\tTag \"Flemoidus Commonus\"\n\tBloodColor \"Green\"\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS A 0 NODELAY A_SetUserVar(user_bigmonstersound,0)\n\t\tGoto Idle\n\tIdle:\n\t\tPOSS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tPOSS AABBCCDD 3 A_Chase\n\t\tLoop\n\n\t//------------------------\n\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"Doom4/Monsters/Grunt/AttackOneInEight\",CHAN_AUTO,1.0,false,1.2)\n\t\tPOSS E 10 A_FaceTarget\n\t\tPOSS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tPOSS E 5 A_FaceTarget\n\t\tPOSS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tPOSS E 5 A_FaceTarget\n\t\tPOSS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tPOSS E 5 A_FaceTarget\n\t\tPOSS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tPOSS E 5 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t\tPOSS G 3\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"SituationalPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tPOSS H 4\n\t\tPOSS I 4 A_Scream\n\t\tPOSS J 4 A_NoBlocking\n\t\tPOSS K 4\n\t\tPOSS L -1\n\t\tStop\n\n\tRaise:\n\t\tPOSS LK 3\n\t\tPOSS JIH 3\n\t\tGoto See\n\n\t//-------------------------\n\t// Regular chainsaw kill\n\tDeath.ChainsawKill:\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\t//-------------------------\n\t// Chainsaw execution\n\tDeath.ChainsawPinata:\n\t\tTNT1 A 0 A_GiveToTarget(\"SuccessfulExecutionToken\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawExecutionPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t//-------------------------\n\t// BerserkKill\n\tDeath.BerserkKill:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\n\t//------------------------------------------------------------------------\n\t// Start of Stagger / Glory Kill states\n\t//------------------------------------------------------------------------\n\tWound:\n\t\tPOSS G 0 A_SetUserVar(user_healto,20)\n\t\tGoto WoundStagger\t// see MonsterBase.AED\n\n\tDeath.GloryKill:\n\t\tPOSS G 0\n\t\tGoto GloryKillGeneric // see MonsterBase.AED\n\n\tGloryEnd:\t//depending on the monster, is what and how much will spawn\n\t\tTNT1 A 1 A_SpawnItemEx(\"GloryKillPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t}\n}\n\n//----------------------------------------\nActor FlemExploder128 : PlasmaExploder128\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDD 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\n\tStopTravel:\n\t\tTNT1 A 0 A_Stop\n\t\t//DB19 ABCDEFGHIJKL 2 Bright Light(\"OrangeMediumFlicker1\")\n\t\tDB19 ABCDEFGH 2 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto ExplodeTimer\n\tExplosionEnd:\n\t\tTNT1 A 0 A_PlaySound(\"Doom4/Monsters/BigPlasmaExplo\",CHAN_AUTO,1.0,false,0.9)\n\t\tTNT1 A 2 Light(\"GreenBigFlicker3\") A_SpawnItemEx(\"FlemBombExplo\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATIoN)\n\t\tTNT1 A 2 Light(\"GreenMediumFlicker2\")\n\t\tTNT1 A 2 Light(\"GreenMediumFlicker3\")\n\t\tTNT1 A 2 Light(\"GreenSmallFlicker1\")\n\t\tTNT1 A 2 Light(\"GreenSmallFlicker2\")\n\t\tTNT1 A 2 Light(\"GreenSmallFlicker3\")\n\t\tStop\n\t}\n}\n\nActor FlemBombExplo : PlasmaBombExplo\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n}\n\nActor FlemExploder192 : PlasmaExploder192\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFF 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder256 : PlasmaExploder256\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHH 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder320 : PlasmaExploder320\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJ 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder384 : PlasmaExploder384\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLL 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder448 : PlasmaExploder448\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLLMMNN 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder512 : PlasmaExploder512\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHHHIIJJKKLLMMNNOO 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder576 : PlasmaExploder576\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHII 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tDB19 AABBCCDDEEFFGGHHII 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder640 : PlasmaExploder640\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJ 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tDB19 AABBCCDDEEFFGGHHIIJJ 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder704 : PlasmaExploder704\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKK 1 Bright Light(\"OrangeMediumFlicker1\")\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKK 1 Bright Light(\"OrangeMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder768 : PlasmaExploder768\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLL 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLL 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\nActor FlemExploder832 : PlasmaExploder832\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLLMM 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tDB19 AABBCCDDEEFFGGHHIIJJKKLLMM 1 Bright Light(\"GreenMediumFlicker1\")\n\t\tGoto StopTravel\n\t}\n}\n\n//----------------------------------------\nActor FlemPlasmaBall : ZombiemanPlasmaBall\n{\n\tSeeSound \"grunt/attack\"\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tDecal \"D4PlasmaMonster\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NODELAY\n\t\tGoto Looper\n\tLooper:\n\t\tSPIR P 4 Bright Light(\"GreenSmallPoint2\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlemPlasmaBallPuff\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 3 Light(\"GreenSmallPoint1\")\n\t\tTNT1 A 3 Light(\"GreenSmallPoint2\")\n\t\tTNT1 A 3 Light(\"GreenSmallPoint3\")\n\t\tStop\n\t}\n}\n\nActor FlemPlasmaBallPuff : ZombiePlasmaBallPuff\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Jump(255,\"Type1\",\"Type2\",\"Type3\",\"Type4\",\"Type5\",\"Type6\",\"Type7\",\"Type8\")\n\t\tGoto Type1\n\tType1:\n\t\tDB21 ABCDEFGHI 1 Bright\n\t\tStop\n\tType2:\n\t\tDB21 JKLMNOPQR 1 Bright\n\t\tStop\n\tType3:\n\t\tDB22 ABCDEFGHI 1 Bright\n\t\tStop\n\tType4:\n\t\tDB22 JKLMNOPQR 1 Bright\n\t\tStop\n\tType5:\n\t\tDB23 ABCDEFGHI 1 Bright\n\t\tStop\n\tType6:\n\t\tDB23 JKLMNOPQR 1 Bright\n\t\tStop\n\tType7:\n\t\tDB24 ABCDEFGHI 1 Bright\n\t\tStop\n\tType8:\n\t\tDB24 JKLMNOPQR 1 Bright\n\t\tStop\n\t}\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\n//================================================================================================================\n//================================================================================================================\n\nActor D4CommonusND : D4Commonus\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Possessed Solider (pistol)\"\n\tDropItem \"\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Bipedicus.txt",
        "contents": "//-----------------------------------------------------------------\n//-----------------------------------------------------------------\n// Bipedicus\n//-----------------------------------------------------------------\n//-----------------------------------------------------------------\nActor D4Bipedicus : D4ShotgunGuy replaces FlemoidusBipedicus\n{\n\tHealth 50\n\tSeeSound \"shotguy/sight\"\n\tAttackSound \"shotguy/attack\"\n\tPainSound \"shotguy/pain\"\n\tDeathSound \"shotguy/death\"\n\tActiveSound \"shotguy/active\"\n\tObituary \"$OB_SHOTGUY\"\n\tTag \"Flemoidus Bipedicus\"\n\tTranslation \"\"\n\tBloodColor \"Green\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPOS A 0 NODELAY A_SetUserVar(user_bigmonstersound,0)\n\t\tGoto Idle\n\tIdle:\n\t\tSPOS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSPOS AABBCCDD 3 A_Chase\n\t\tLoop\n\n\t//------------------------\n\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"Doom4/Monsters/Grunt/AttackOneInEight\",CHAN_AUTO,1.0,false,1.2)\n\t\tTNT1 A 0 A_Jump(200,\"PlasmaBurst\") // most of the time will do the plasma 4shot\n\n\t//------------------------\n\tPlasmaBomb:\n\t\tTNT1 A 0 A_JumpIfCloser(64,\"PlasmaBurst\")\t//if too close, goes to plasmaburst anyway\n\t\tSPOS E 0 A_PlaySound(\"Doom4/Other/ZombieChargeAtt\",CHAN_AUTO,1.0,false,1.0)\n\t\tSPOS EEEEEEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"PlasmaExplo128\")\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"PlasmaExplo192\")\n\t\tTNT1 A 0 A_JumpIfCloser(256,\"PlasmaExplo256\")\n\t\tTNT1 A 0 A_JumpIfCloser(320,\"PlasmaExplo320\")\n\t\tTNT1 A 0 A_JumpIfCloser(384,\"PlasmaExplo384\")\n\t\tTNT1 A 0 A_JumpIfCloser(448,\"PlasmaExplo448\")\n\t\tTNT1 A 0 A_JumpIfCloser(512,\"PlasmaExplo512\")\n\t\tTNT1 A 0 A_JumpIfCloser(576,\"PlasmaExplo576\")\n\t\tTNT1 A 0 A_JumpIfCloser(640,\"PlasmaExplo640\")\n\t\tTNT1 A 0 A_JumpIfCloser(704,\"PlasmaExplo704\")\n\t\tTNT1 A 0 A_JumpIfCloser(768,\"PlasmaExplo768\")\n\t\tTNT1 A 0 A_JumpIfCloser(832,\"PlasmaExplo832\")\n\n\t\tPlasmaExplo128:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder128\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo192:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder192\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo256:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder256\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo320:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder320\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo384:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder384\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo448:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder448\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo512:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder512\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo576:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder576\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo640:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder640\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo704:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder704\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo768:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder768\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\t\tPlasmaExplo832:\n\t\t\tTNT1 A 0 A_CustomMissile(\"FlemExploder832\",35,0,0)\n\t\t\tGoto FinishPlasmaExplo\n\n\tFinishPlasmaExplo:\n\t\tTNT1 A 0 A_PlaySound(\"Doom4/Monsters/ZombieBigPlasmaShoot\",CHAN_AUTO,1.0,false,0.9)\n\t\tSPOS F 5 Bright\n\t\tSPOS E 15\n\t\tGoto See\n\n\t//------------------------\n\tPlasmaBurst:\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tSPOS E 5 A_FaceTarget\n\t\tSPOS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tSPOS E 5 A_FaceTarget\n\t\tSPOS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tSPOS E 5 A_FaceTarget\n\t\tSPOS F 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tSPOS E 5 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t\tSPOS G 3\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"SituationalPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tSPOS H 4\n\t\tSPOS I 4 A_Scream\n\t\tSPOS J 4 A_NoBlocking\n\t\tSPOS K 4\n\t\tSPOS L -1\n\t\tStop\n\n\tRaise:\n\t\tSPOS LK 3\n\t\tSPOS JIH 3\n\t\tGoto See\n\n\t//-------------------------\n\t// Regular chainsaw kill\n\tDeath.ChainsawKill:\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\t//-------------------------\n\t// Chainsaw execution\n\tDeath.ChainsawPinata:\n\t\tTNT1 A 0 A_GiveToTarget(\"SuccessfulExecutionToken\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawExecutionPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t//-------------------------\n\t// BerserkKill\n\tDeath.BerserkKill:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\n\t//------------------------------------------------------------------------\n\t// Start of Stagger / Glory Kill states\n\t//------------------------------------------------------------------------\n\tWound:\n\t\tSPOS G 0 A_SetUserVar(user_healto,20)\n\t\tGoto WoundStagger\t// see MonsterBase.AED\n\n\tDeath.GloryKill:\n\t\tSPOS G 0\n\t\tGoto GloryKillGeneric // see MonsterBase.AED\n\n\tGloryEnd:\t//depending on the monster, is what and how much will spawn\n\t\tTNT1 A 1 A_SpawnItemEx(\"GloryKillPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t}\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\n//================================================================================================================\n//================================================================================================================\n\nActor D4BipedicusND : D4Bipedicus\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Possessed Solider (pistol)\"\n\tDropItem \"\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/BipedicusArmor.txt",
        "contents": "ACTOR D4ArmoredBipedicus : D4DoomImp replaces ArmoredFlemoidusBipedicus\n{\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\tBloodColor \"Green\"\n\tStates\n\t{\n\tSpawn:\n\t\tTROO A 0 NODELAY A_SetUserVar(user_bigmonstersound,0)\n\t\tGoto Idle\n\tIdle:\n\t\tTROO A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTROO AABBCCDD 2 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfCloser(1024,\"FireBall\")\t//if too far away, will always use the big ball\n\n\t\tFireBall:\n\t\t\tTNT1 A 0 A_Jump(64,\"FireBallhuge\")\t//yet, if close enough, it will still use sometimes the big ball\n\t\t\tTROO EE 4 Light(\"ImpPrepareAttackSmall\") A_FaceTarget\n\t\t\tTROO F 6 A_CustomMissile(\"D4ArmoredBipedicusBall\",35,5,0)\n\t\t\tTROO G 4\n\t\t\tGoto See\n\t\tFireBallhuge:\n\t\t\tTROO EEEEEEEEEE 4 Light(\"ImpPrepareAttackBig\") A_FaceTarget\n\t\t\tTROO G 0 A_PlaySound(\"Doom4/Monsters/Imp/Attack\",CHAN_AUTO,1.0,false,1.3)\n\t\t\tTROO F 6 A_CustomMissile(\"D4ArmoredBipedicusBallHuge\",35,5,0)\n\t\t\tTROO G 4\n\t\t\tGoto See\n\n\tPain:\n\t\tTROO H 2\n\t\tTROO H 2 A_Pain\n\t\tGoto See\n\n\tDeath:\n\t\t\"####\" \"#\" 0  A_SpawnItemEx(\"SituationalPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTROO N 4\n\t\tTROO O 4 A_Scream\n\t\tTROO P 4\n\t\tTROO QRST 4 A_NoBlocking\n\t\tTROO U -1\n\t\tStop\n\n\tRaise:\n\t\tTROO TSRQPON 4\n\t\tGoto See\n\n\t//-------------------------\n\t// Regular chainsaw kill\n\tDeath.ChainsawKill:\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\t//-------------------------\n\t// Chainsaw execution\n\tDeath.ChainsawPinata:\n\t\tTNT1 A 0 A_GiveToTarget(\"SuccessfulExecutionToken\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawExecutionPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t//-------------------------\n\t// BerserkKill\n\tDeath.BerserkKill:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\n\t//------------------------------------------------------------------------\n\t// Start of Stagger / Glory Kill states\n\t//------------------------------------------------------------------------\n\tWound:\n\t\tTROO H 0 A_SetUserVar(user_healto,30)\n\t\tGoto WoundStagger\t// see MonsterBase.AED\n\n\tDeath.GloryKill:\n\t\tTROO H 0\n\t\tGoto GloryKillGeneric // see MonsterBase.AED\n\n\tGloryEnd:\t//depending on the monster, is what and how much will spawn\n\t\tTNT1 A 1 A_SpawnItemEx(\"GloryKillPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t}\n}\n\n//Why did i have to create this? Imps are so common that 1/255 gets you still a lot of these upgrades\n//So I made another imp identical, but that will not drop it. In \"Spawners.AED\", i declare how frequently\n//this \"noupgrade\" imp will replace the normal version. This gives me more refined control over the drops\n//for static rifle. Seriously, i'd get fully upgraded SR in the first 3 levels of Doom2\nActor D4ArmoredBipedicusNoUpgradeDrop : D4ArmoredBipedicus\n{\n\tDropItem \"DemonGrenadeDrop\", 5\n}\n\n//*********************************************\nACTOR D4ArmoredBipedicusBall : D4DoomImpBall\n{\n\tDecal \"FireballScorch\"\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB58 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 BRIGHT Light(\"GreenMediumFlicker3\")\n\t\tLoop\n\tDeath:\n\t\tHIBI A 0 A_SetScale(0.4)\n\t\tDB59 AB 1 BRIGHT Light(\"GreenSmallFlicker1\")\t//had to separate\n\t\tDB59 CD 1 BRIGHT Light(\"GreenMediumFlicker3\")\n\t\tDB59 EF 1 BRIGHT Light(\"GreenMediumFlicker3\")\n\t\tDB59 GH 1 BRIGHT Light(\"GreenSmallFlicker1\")\n\t\tDB59 IJ 1 BRIGHT Light(\"GreenSmallFlicker1\")\n\t\tDB59 KL 1 BRIGHT Light(\"GreenSmallFlicker2\")\n\t\tDB59 MN 1 BRIGHT Light(\"GreenSmallFlicker2\")\n\t\tDB59 OP 1 BRIGHT Light(\"GreenSmallFlicker3\")\n\t\tDB59 QR 1 BRIGHT Light(\"GreenSmallFlicker3\")\n\t\tDB59 ST 1 BRIGHT Light(\"GreenSmallFlicker3\")\n\t\tStop\n\t}\n}\n//*********************************************\nACTOR D4ArmoredBipedicusBallHuge : D4DoomImpBallHuge\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n\tDecal \"FireballScorchBig\"\n\tStates\n\t{\n\tSpawn:\n\t\tDB57 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1  BRIGHT Light(\"GreenMediumFlicker2\") A_SpawnItemEx(\"ArmoredBipedicusBallFlamelet\",random(-2,-8),random(8,-8),random(8,-8),0,0,frandom(0,0.6),0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION,100)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SetScale(0.8)\n\t\tDB07 ABC 1 Bright Light(\"GreenMediumFlicker3\")\n\t\tDB07 DEF 1 Bright Light(\"GreenMediumFlicker2\")\n\t\tDB07 GHI 1 Bright Light(\"GreenMediumFlicker2\")\n\t\tDB07 JKL 1 Bright Light(\"GreenMediumFlicker3\")\n\t\tDB07 MNO 1 Bright Light(\"GreenSmallFlicker1\")\n\t\tDB07 PQR 1 Bright Light(\"GreenSmallFlicker2\")\n\t\tDB07 STU 1 Bright Light(\"GreenSmallFlicker3\")\n\t\tDB07 VWX 1 Bright Light(\"GreenSmallFlicker3\")\n\t\tStop\n\t}\n}\n\nActor ArmoredBipedicusBallFlarePrepare : DoomImpBallFlarePrepare\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n}\n\nActor ArmoredBipedicusBallFlamelet : ImpBallFlamelet\n{\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[0.00,2.00,0.00]\"\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\n//================================================================================================================\n//================================================================================================================\n\nActor D4ArmoredBipedicusND : D4ArmoredBipedicus\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Imp\"\n\tDropItem \"\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Stridicus.txt",
        "contents": "ACTOR D4Stridicus : D4Demon replaces FlemoidusCycloptisCommonus\n{\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"demon/active\"\n\tObituary \"$OB_STRIDICUS\"\n\tTag \"Stridicus\"\n\tBloodColor \"Green\"\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 0 NODELAY A_SetUserVar(user_bigmonstersound,1)\n\t\tGoto Idle\n\tIdle:\n\t\tSARG A 10 A_Look\n\t\tWait\n\tSee:\n\t\tSARG A 0 A_JumpIf(user_chargecooldown<1,\"RegularChase\")\n\n\t\tChaseNoCharge:\n\t\t\tSARG AABBCCDD 2 A_Chase(\"Melee\",\"\")\n\t\t\tSARG A 0 A_SetUserVar(user_chargecooldown,user_chargecooldown-1)\n\t\t\tGoto See\n\n\t\tRegularChase:\n\t\t\tSARG AABBCCDD 2 A_Chase\n\t\t\tSARG A 0 A_SetUserVar(user_chargecooldown,user_chargecooldown-1)\n\t\t\tLoop\n\n\tMissile:\n\t\tSARG A 0 A_SetUserVar(user_accelerator,3)\n\t\tSARG A 0 A_SetUserVar(user_chargecooldown,5)\n\t\tSARG A 0 A_PlaySound(\"demon/sight\",1.0,false,1.2)\n\t\tSARG AB 4 A_FaceTarget\n\t\tSARG A 0 A_Recoil(-user_accelerator-2)\n\t\t// full acceleration round 1\n\t\tSARG A 4 A_Recoil(-user_accelerator)\n\t\tTNT1 A 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 A 0 A_SetUserVar(user_accelerator,user_accelerator+2)\n\t\tSARG B 4 A_Recoil(-user_accelerator)\n\t\tTNT1 B 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 B 0 A_SetUserVar(user_accelerator,user_accelerator+2)\n\t\tSARG C 4 A_Recoil(-user_accelerator)\n\t\tTNT1 C 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 C 0 A_SetUserVar(user_accelerator,user_accelerator+2)\n\t\tSARG D 4 A_Recoil(-user_accelerator)\n\t\tTNT1 D 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 D 0 A_SetUserVar(user_accelerator,user_accelerator+2)\n\t\t// full acceleration round 2\n\t\tSARG A 4 A_Recoil(-user_accelerator)\n\t\tTNT1 A 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tSARG B 4 A_Recoil(-user_accelerator)\n\t\tTNT1 B 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tSARG C 4 A_Recoil(-user_accelerator)\n\t\tTNT1 C 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tSARG D 4 A_Recoil(-user_accelerator)\n\t\tTNT1 D 0 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\t//slowing down\n\t\tSARG A 4 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 A 0 A_ChangeVelocity(velx*0.8,vely*0.8,velz*0.8,CVF_REPLACE)\n\t\tSARG B 4 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 B 0 A_ChangeVelocity(velx*0.8,vely*0.8,velz*0.8,CVF_REPLACE)\n\t\tSARG C 4 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 C 0 A_ChangeVelocity(velx*0.8,vely*0.8,velz*0.8,CVF_REPLACE)\n\t\tSARG D 4 A_JumpIf(velx==0 && vely==0,\"CrashedSomewhere\")\n\t\tTNT1 D 0 A_ChangeVelocity(velx*0.8,vely*0.8,velz*0.8,CVF_REPLACE)\n\t\tGoto See\n\n\t\tCrashedSomewhere:\n\t\t\tSARG A 0 A_PlaySound(\"Doom4/Monsters/PinkyCrash\",7,0.8,0,2.0)\n\t\t\tSARG A 0 A_SpawnItemEx(\"PinkyDustCloud\",20,0,32,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\tSARG A 0 A_SetDamageType(\"PinkieRam\")\n\t\t\tSARG A 0 A_Explode(30,50,XF_NOTMISSILE,0,50)\n\t\t\tSARG A 0 A_SetDamageType(\"Normal\")\n\t\t\tSARG A 20 A_Quake(sqrt(user_accelerator),user_accelerator/2,0,256)\n\t\t\tGoto See\n\n\tMelee:\n\t\tSARG E 0 A_PlaySound(\"demon/melee\",7,1.0,false,1.2)\n\t\tSARG F 4 A_FaceTarget\n\t\tSARG G 20 A_SargAttack\n\t\tGoto See\n\n\tPain:\n\t\tSARG H 2\n\t\tSARG H 2  A_Pain\n\t\tGoto See\n\n\tDeath:\n\t\t\"####\" \"#\" 0  A_SpawnItemEx(\"SituationalPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tSARG N -1\n\t\tStop\n\tXDeath:\n\t\t\"####\" \"#\" 0 A_BossDeath\n\t\tGoto Super::XDeath\n\n\tRaise:\n\t\tSARG N 5\n\t\tSARG MLKJI 5\n\t\tGoto See\n\n\t//-------------------------\n\t// Regular chainsaw kill\n\tDeath.ChainsawKill:\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\t//-------------------------\n\t// Chainsaw execution\n\tDeath.ChainsawPinata:\n\t\tTNT1 A 0 A_GiveToTarget(\"SuccessfulExecutionToken\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawExecutionPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t//-------------------------\n\t// BerserkKill\n\tDeath.BerserkKill:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\n\t//------------------------------------------------------------------------\n\t// Start of Stagger / Glory Kill states\n\t//------------------------------------------------------------------------\n\tWound:\n\t\tSARG H 0 A_SetUserVar(user_healto,60)\n\t\tGoto WoundStagger\t// see MonsterBase.AED\n\n\tDeath.GloryKill:\n\t\tSARG H 0\n\t\tGoto GloryKillGeneric // see MonsterBase.AED\n\n\tGloryEnd:\t//depending on the monster, is what and how much will spawn\n\t\tTNT1 A 1 A_SpawnItemEx(\"GloryKillPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t}\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\n//================================================================================================================\n//================================================================================================================\n\nActor D4StridicusND : D4Stridicus\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Demon\"\n\tDropItem \"\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Cycloptis.txt",
        "contents": "Actor D4Cycloptis : D4Demon replaces FlemoidusCycloptisCommonusV3\n{\n\tHealth 50\n\tSeeSound \"spectre/sight\"\n\tAttackSound \"spectre/melee\"\n\tPainSound \"spectre/pain\"\n\tDeathSound \"spectre/death\"\n\tActiveSound \"spectre/active\"\n\tObituary \"$OB_CYCLOPTIS\"\n\tTag \"Flemoidus Cyclopticus\"\n\t+MISSILEMORE\n\tTranslation \"\"\n\tBloodColor \"Green\"\n\tStates\n\t{\n\tSpawn:\n\t\tCYCL A 0 NODELAY A_SetUserVar(user_bigmonstersound,0)\n\t\tGoto Idle\n\tIdle:\n\t\tCYCL A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCYCL AABBCCDD 3 A_Chase\n\t\tLoop\n\n\t//------------------------\n\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"Doom4/Monsters/Grunt/AttackOneInEight\",CHAN_AUTO,1.0,false,1.2)\n\t\tCYCL EF 5 A_FaceTarget\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,-3)\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,-3)\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,-2)\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,-2)\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,1)\n\t\tCYCL G 0 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,-1)\n\t\tCYCL G 5 Bright A_CustomMissile(\"FlemPlasmaBall\",31,7,0)\n\t\tCYCL F 5 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t\tCYCL H 3\n\t\tCYCL H 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"SituationalPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tCYCL I 4\n\t\tCYCL J 4 A_Scream\n\t\tCYCL K 4 A_NoBlocking\n\t\tCYCL LM 4\n\t\tCYCL N -1\n\t\tStop\n\n\tRaise:\n\t\tCYCL MLK 3\n\t\tCYCL JI 3\n\t\tGoto See\n\n\t//-------------------------\n\t// Regular chainsaw kill\n\tDeath.ChainsawKill:\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\t//-------------------------\n\t// Chainsaw execution\n\tDeath.ChainsawPinata:\n\t\tTNT1 A 0 A_GiveToTarget(\"SuccessfulExecutionToken\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChainsawExecutionPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t//-------------------------\n\t// BerserkKill\n\tDeath.BerserkKill:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"D4PinataHealth\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,5),0,SXF_NOCHECKPOSITION)\n\t\tGoto XDeath\n\n\t//------------------------------------------------------------------------\n\t// Start of Stagger / Glory Kill states\n\t//------------------------------------------------------------------------\n\tWound:\n\t\tCYCL H 0 A_SetUserVar(user_healto,20)\n\t\tGoto WoundStagger\t// see MonsterBase.AED\n\n\tDeath.GloryKill:\n\t\tCYCL H 0\n\t\tGoto GloryKillGeneric // see MonsterBase.AED\n\n\tGloryEnd:\t//depending on the monster, is what and how much will spawn\n\t\tTNT1 A 1 A_SpawnItemEx(\"GloryKillPinata\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tGoto XDeath\n\t}\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\n//================================================================================================================\n//================================================================================================================\n\nActor D4CycloptisND : D4Cycloptis\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Possessed Solider (pistol)\"\n\tDropItem \"\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/FlemMine.txt",
        "contents": "ACTOR D4FlemMine : D4LostSoul replaces D4ChexSoul\n{\n\tHealth 40\n\tSeeSound \"skull/sight\"\n\tAttackSound \"skull/melee\"\n\tPainSound \"skull/pain\"\n\tDeathSound \"skull/death\"\n\tActiveSound \"skull/active\"\n\tObituary \"$OB_FLEMMINE\"\n\t+DONTCORPSE\n\tTag \"Flem Mine\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKUL A 0 NODELAY A_SetUserVar(user_cooldown,4) //gives a bit of time so that it doesnt attack immediately after spawning\n\tIdle:\n\t\tSKUL AB 1 BRIGHT\n\t\tSKUL A 0 A_Look\n\t\tLoop\n\tSee:\n\t\tSKUL A 0 A_JumpIf(user_cooldown>=0,\"Wander\")\n\t\tSKUL A 2 BRIGHT A_Chase\n\t\tSKUL B 2 BRIGHT A_Chase(\"\",\"\")\n\t\tLoop\n\tWander:\n\t\tSKUL A 0 A_Chase(\"Melee\",\"\",CHF_DONTMOVE)\n\t\tSKUL A 2 BRIGHT A_Wander\n\t\tSKUL A 0 A_Chase(\"Melee\",\"\",CHF_DONTMOVE)\n\t\tSKUL B 2 BRIGHT A_Wander\n\t\tSKUL A 0 A_SetUserVar(user_cooldown,user_cooldown-1)\n\t\tGoto See\n\n\tMelee:\n\t\tSKUL A 0 A_Die(\"SkullExplo\")\n\t\tGoto Death\n\tMissile:\n\t\tSKUL A 0 A_FaceTarget\n\t\tSKUL A 0 A_PlaySound(\"skull/melee\",CHAN_AUTO,0.6,false,1.15)\n\t\tSKUL ABABABABABABABA 2 BRIGHT\n\t\tSKUL B 0 BRIGHT A_SkullAttack(24)\t//attack frame\n\t\tSKUL A 0 A_SetUserVar(user_cooldown,26)\t//sets the cooldown timer, about 3 sec\n\t\tSKUL B 2 BRIGHT\n\t\tWait\n\tPain:\n\t\tSKUL EE 2 BRIGHT\n\t\tSKUL E 0 A_Pain\n\t\tSKUL E 2 BRIGHT\n\t\tGoto See\n\n\tDeath.SkullExplo:\n\t\t//SKUL A 0 A_Explode(40,64,0)\n\t\tSKUL A 0 A_CustomMissile(\"LostSoulExploder\",0,0,0)\n\t\tGoto Death\n\tXDeath:\n\tDeath:\n\t\tSKUL F 0 A_ChangeFlag(THRUACTORS,true)\n\t\tSKUL F 0 A_Scream\n\t\tSKUL F 0 A_NoBlocking\n\t\tSKUL F 0 A_SpawnItemEx(\"LostSoulExploParticle\",0,0,25,frandom(-2,2),frandom(-2,2),frandom(-2,2),random(0,359),SXF_NOCHECKPOSITION)\n\t\tTNT1 A 2 Light(\"YellowMediumFlicker1\")\n\t\tTNT1 A 2 Light(\"YellowMediumFlicker2\")\n\t\tTNT1 A 1 Light(\"YellowMediumFlicker3\")\n\t\tTNT1 A 1 Light(\"YellowSmallFlicker1\")\n\t\tTNT1 A 1 Light(\"YellowSmallFlicker2\")\n\t\tTNT1 A 1 Light(\"YellowSmallFlicker3\")\n\t\tStop\n\t}\n}\n\n//================================================================================================================\n//================================================================================================================\n//\n//\t\"No drops\" version\n//\tExcatly the same as regular, but oh well\n//================================================================================================================\n//================================================================================================================\n\nActor D4FlemMineND : D4FlemMine\n{\n\t//$Angled\n\t//$Category \"D4T Monsters (No Drops)\"\n\t//$Color 12\n\t//$Title \"Lost Soul\"\n\tDropItem \"\"\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.