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": []
}