horrorentities-v1.1.pk3

PK3 1.0 MiB 0 map(s)

Counts

endoom0
graphics0
lumps95
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "013230e2-3454-442e-bbdb-f889232c639c",
    "sha1": "c681707bc3b32e5c703e0751cab030bade3ec0b5",
    "sha256": "90de45030c736440fe27a9eae05ec804226908c9fe0fd69d50c8af7f334786f1",
    "filenames": [
      "horrorentities-v1.1.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/12/27 18:33:57",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021/12/27 18:33:57",
    "file": {
      "type": "PK3",
      "size": 1057730,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c681707bc3b32e5c703e0751cab030bade3ec0b5/c681707bc3b32e5c703e0751cab030bade3ec0b5.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 95,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "kagenui:\n\t- \"]jqVrmq\" a.k.a Bloodeye sprites and sounds (they're probably ripped from somewhere, but I extracted the resources from MUGEN\n\t- Corrupt spawn sound, attack sound, and pain sound\n\nkanata:\n\t- sin-genjitsu fullscreen sprite\n\nIrisu Syndrome:\n\t- various music jingles used for sin-genjitsu"
      },
      {
        "source": "pk3",
        "name": "Actors/SpookyDingy.txt",
        "contents": "ACTOR SpookyDingy\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 20\n\tTNT1 A 10 A_Jump(GetCVar(\"he_spawnchance\"),\"bloodeye\",\"corrupt\",\"singenjitsu\")\n\tStop\n  bloodeye:\n\tTNT1 A 0\n\t\t{\n\t\tA_SpawnItemEx(\"bloodeye\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION);\n\t\tif(GetCVar(\"he_spawnsound\") == 1)\n\t\t\t{\n\t\t\tA_PlaySound(\"bloodeye/spawn\",1,1.0,0,ATTN_NONE);\n\t\t\t}\n\t\t}\n\tStop\n  corrupt:\n\tTNT1 A 0\n\t\t{\n\t\tA_SpawnItemEx(\"corrupt\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION);\n\t\tif(GetCVar(\"he_spawnsound\") == 1)\n\t\t\t{\n\t\t\tA_PlaySound(\"corrupt/spawn\",1,1.0,0,ATTN_NONE);\n\t\t\t}\n\t\t}\n\tStop\n  singenjitsu:\n\tTNT1 A 0\n\t\t{\n\t\tA_SpawnItemEx(\"sin-genjitsu\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION);\n\t\tif(GetCVar(\"he_spawnsound\") == 1)\n\t\t\t{\n\t\t\tA_PlaySound(\"Genjitsu/spawn\",1,1.0,0,ATTN_NONE);\n\t\t\t}\n\t\t}\n\tStop\n\t}\n}\n\nACTOR GenericSpooky\n{\n  Monster\n  Health 0x7FFFFFFF\n  Mass 0x7FFFFFFF\n  Radius 20\n  Height 62\n  Scale 0.7\n  +LOOKALLAROUND\n  +FLOORCLIP\n  +BOSS\n  +DONTMORPH\n  +NOTIMEFREEZE\n  +NOTELEFRAG\n  +NODAMAGE\n  +NOCLIP\n  +BRIGHT\n  +FORCERADIUSDMG\n  +QUICKTORETALIATE\n  -COUNTKILL\n  +NOTARGET\n  +NOINFIGHTING\n  -SHOOTABLE\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Bloodeye.txt",
        "contents": "ACTOR bloodeye : GenericSpooky\n{\n  Scale 0.35\n  Speed 25\n  Painchance 40\n  Renderstyle Add\n  SeeSound \" \"\n  PainSound \"Bloodeye/Pain\"\n  Tag \"]jqVrmq\"\n  var int user_seeloop;\n  var int user_missile;\n  States\n  {\n  Spawn:\n    TNT1 A 1\n\t\t{\n\t\tA_Look;\n\t\tA_Wander;\n\t\t}\n\tLoop\n/*  See:\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_JumpIf(user_seeloop >= 350,\"ChaseLoop\")\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",user_seeloop+1)\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tLoop\n  ChaseLoop:\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1500,0,360,\"Appear\")\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tLoop*/\n  See:\n\tTNT1 A 1\n\t\t{\n\t\tA_UnSetShootable;\n\t\tif(user_seeloop >= GetCVar(\"he_bloodeyeteleporttime\"))\n\t\t\t{\n\t\t\tA_ChangeFlag(\"FRIGHTENED\",0);\n\t\t\tA_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1500,0,360,\"Appear\");\n\t\t\t}\n\t\tA_SetUserVar(\"user_seeloop\",user_seeloop+1);\n\t\tA_Chase(\"\",\"\");\n\t\t}\n\tLoop\n  Appear:\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",0)\n\tTNT1 A 0 A_Jump(128,\"OrMaybeIWont\")\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_Jump(GetCVar(\"he_bloodeyerandomattackchance\"),\"Attack\")\n\tTNT1 A 0 A_JumpIfCloser(150,\"Melee\")\n\tTNT1 A 0 A_JumpIfCloser(GetCVar(\"he_bloodeyeguaranteedattackrange\"),\"Attack\")\n\tTNT1 A 0 A_PlaySound(\"bloodeye/appear\")\n\tBLE1 ABCDEFGHIJKLMNOPQRSTABCDEFGHIJKLMNOPQRSTABCDEFGHIJKLMNOPQRST 1\n\tGoto See\n  OrMaybeIWont:\n\tTNT1 A 35 A_PlaySound(\"bloodeye/appear\")\n\tGoto See\n  Attack:\n\tTNT1 A 0 A_PlaySound(\"bloodeye/attack\")\n\tBLE2 ABCDEFGHIJKLMNOABCDEFGHIJKLMNO 1\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AttackLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 ABC 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 DEF 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 GHI 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 JKL 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 MNO 1\n\tLoop\n  Melee:\n\tTNT1 A 0 A_PlaySound(\"bloodeye/attack\")\n\tBLE2 ABCDEFGHIJKLMNO 1\n\tTNT1 A 0 A_RadiusGive(\"BloodeyeFuckery\",180,RGF_PLAYERS|RGF_CORPSES)\n\tBLE2 ABCDEFGHIJKLMNOABCDEFGHIJKLMNO 1\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_Unsetshootable\n\tTNT1 A 35 A_Pain\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tGoto See\n\t}\n}\n\nACTOR BloodeyeProjectile\n{\n  Radius 5\n  Speed 15\n  Height 6\n  Damage 12\n  Projectile\n  Bouncetype Doom\n  BounceFactor 1.2\n  WallBounceFactor 1.2\n  BounceCount 5\n  +BRIGHT\n  SeeSound \"Bloodeye/Shoot\"\n  BounceSound \"Bloodeye/Bounce\"\n  DeathSound \"Bloodeye/BallHit\"\n  States\n  {\n  Spawn:\n    BLEY ABCDEFGHIJKLMNOPQRSTUVWX 3\n    Loop\n  Death:\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"Blood\",0,0,0,frandom(-3,3),frandom(-3,3),frandom(-3,3))\n\tTNT1 A 1\n    Stop\n  }\n}\n\nActor BloodeyeFuckery : CustomInventory\n{\n  -COUNTITEM\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  Inventory.Amount 1\n  Inventory.maxAmount 0\n  States\n  {\n  Pickup:\n\tTNT1 A 25 A_SetBlend(\"Black\",1.0,80)\n\tTNT1 A 0 A_PlaySound(\"Bloodeye/Hit\",7,1.0,0,0.5)\n\tTNT1 A 0 Thing_Damage(0,random(GetCVar(\"he_bloodeyeminimummeleedamage\"),GetCVar(\"he_bloodeyemaximummeleedamage\")),0)\n\tTNT1 A 1\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Corrupt.txt",
        "contents": "ACTOR corrupt : GenericSpooky\n{\n  Health 1\n  Painchance 50\n  Speed 5\n  Renderstyle None\n  +NOGRAVITY\n  +FLOAT\n  PainSound \"Corrupt/Pain\"\n  Tag \"corrupt\"\n  var int user_script;\n  var int user_appear;\n  var int user_runloop;\n  var int user_attacktimer;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"CorruptScript\")\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIf(user_appear == 1,\"SpawnAppear\")\n    TNT1 A 1\n\t\t{\n\t\tA_Look;\n\t\tA_Wander;\n\t\t}\n\tLoop\n  SpawnAppear:\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseActive\",1,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 1 Light(\"CorruptLight\")\n\t\t{\n\t\tA_Look;\n\t\tA_Wander;\n\t\t}\n\tLoop\n  See:\n\tTNT1 A 0 A_JumpIf(user_appear == 1,\"SeeAppear\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 1 A_Chase(\"\",\"\",CHF_RESURRECT)\n\tLoop\n  SeeAppear:\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseActive\",1,1.0,1)\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",user_attacktimer+1)\n\tTNT1 A 0 A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 1 Light(\"CorruptLight\") A_Chase(\"\",\"Missile\",CHF_RESURRECT)\n\tTNT1 A 0 A_Jump(12,\"Rush\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",user_attacktimer+1)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"SeeAppear\")\n\tTNT1 AAAAA 0 A_Chase(\"\",\"\")\n\tTNT1 A 1 Light(\"CorruptLight\") A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tLoop\n  Missile:\n\tTNT1 A 0 A_JumpIf(user_attacktimer < GetCVar(\"he_corruptattacktime\"),\"SeeAppear\")\n\tTNT1 A 0 A_JumpIfCloser(GetCVar(\"he_corruptattackrange\"),\"Attack\")\n\tGoto SeeAppear\n  Attack:\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",0)\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseChase\",1,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tTNT1 A 1 Light(\"RedCorruptLight\") A_SkullAttack(GetCVar(\"he_corruptchargespeed\"))\n\tTNT1 A 0 A_JumpIfCloser(100,\"Attack2\")\n\tGoto Attack+2\n  Attack2:\n\tTNT1 A 0 A_RadiusGive(\"CorruptFuckery\",120,RGF_PLAYERS|RGF_CORPSES)\n\tGoto SeeAppear //RunAway  For some reason it just runs away forever, so this'll have to do I guess\n  Pain:\n\tTNT1 A 0 A_Pain\n\tTNT1 AAAAAAAAAA 1 Light(\"RedCorruptLight\") A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tGoto RunAway\n  RunAway:\n\tTNT1 A 0 A_SetUserVar(\"user_runloop\",0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tTNT1 A 0 A_JumpIf(user_runloop >= 300,\"SeeAppear\")\n\tTNT1 A 0 A_SetUserVar(\"user_runloop\",user_runloop+1)\n\tTNT1 AAAAA 0 A_Chase(\"\",\"\")\n\tTNT1 A 1 Light(\"RedCorruptLight\") A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tGoto RunAway+2\n  Heal:\n\tTNT1 A 1 Light(\"CorruptLight\") A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetUserVar(\"user_appear\",1)\n\tTNT1 A 0 A_RadiusGive(\"CorruptResurrectFuckery\",1000,RGF_MONSTERS)\n\tTNT1 A 0 A_RadiusGive(\"CorruptHealthMessup\",100,RGF_MONSTERS)\n\tGoto See\n  }\n}\n\nActor CorruptResurrectFuckery : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IHaveAlreadyBeenCorruptedBitch\",1,\"Nope\")\n\tTNT1 A 0 A_GiveInventory(\"IHaveAlreadyBeenCorruptedBitch\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CorruptResurrect\")\n\tStop\n  Nope:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor CorruptHealthMessup : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"MyHealthAlreadyBroke\",1,\"Nope\")\n\tTNT1 A 0 A_GiveInventory(\"MyHealthAlreadyBroke\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CorruptHealth\")\n\tStop\n  Nope:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor IHaveAlreadyBeenCorruptedBitch : Inventory { Inventory.MaxAmount 1 }\nActor MyHealthAlreadyBroke : Inventory { Inventory.MaxAmount 1 }\n\nActor CorruptFuckery : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\tTNT1 A 25 A_SetBlend(\"Black\",1.0,80)\n\tTNT1 A 0 A_PlaySound(\"Corrupt/Hit\",7,1.0,0,0.5)\n\tTNT1 A 0 Thing_Damage(0,random(GetCVar(\"he_corruptminimummeleedamage\"),GetCVar(\"he_corruptmaximummeleedamage\")),0)\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor CorruptFlame\n{\n  +NOINTERACTION\n  +ROLLSPRITE\n  +FORCEXYBILLBOARD\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    FIW1 A 1 Bright\n\tGoto Spawn2\n  Spawn2:\n\t\"####\" \"#\" 1 Bright\n\t\t{\n\t\tA_SetRoll(roll+30,SPF_INTERPOLATE);\n\t\tA_FadeOut(0.07);\n\t\tA_SetScale(ScaleX-0.02);\n\t\t}\n    Loop\n  }\n}\n\nACTOR RedCorruptFlame : CorruptFlame\n{\nScale 1.0\nStates\n  {\n  Spawn:\n    FIRR A 1 Bright\n\tGoto Spawn2\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/sin-genjitsu.txt",
        "contents": "ACTOR sin-genjitsu : GenericSpooky\n{\n  Speed 25\n  Renderstyle Normal\n  Tag \"\\c[t7]s\\c[n6]i\\c[j8]n\\c[c6]-\\c[k5]g\\c[e6]e\\c[d3]n\\c[v0]j\\c[a4]i\\c[g2]tsu\\c-\"\n  var int user_seeloop;\n  var int user_attackloop;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_Wander\n    TNT1 A 1 A_Look\n\tLoop\n  See:\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_JumpIf(user_seeloop >= GetCVar(\"he_genjitsuteleporttime\"),\"ChaseLoop\")\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",user_seeloop+1)\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tLoop\n  ChaseLoop:\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"ChaseLoop\",120)\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,50,GetCVar(\"he_genjitsumaxrange\"),0,360,\"Appear\")\n\tLoop\n  Appear:\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_attackloop\",0)\n\tTNT1 A 0 A_JumpIf(user_attackloop >= 50,\"TryToGoAway\")\n\tTNT1 A 0 A_SetUserVar(\"user_attackloop\",user_attackloop+1)\n\tTNT1 A 0 A_JumpIfInTargetLOS(2,100)\n\tTNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0 A_GiveToTarget(\"SinGenjitsuTokenGiver\")\n\tSING A 6 A_SetTics(GetCVar(\"he_genjitsublinktime\"))\n\tGoto Appear+3\n  TryToGoAway:\n\tTNT1 A 0 A_JumpIfInTargetLOS(2,100)\n\tTNT1 A 0 A_Jump(256,\"See\")\n\tTNT1 A 0 A_GiveToTarget(\"SinGenjitsuTokenGiver\")\n\tSING A 6\n\tLoop\n\t}\n}\n\nActor SinGenjitsuTokenGiver : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\t//TNT1 A 1 A_JumpIfInventory(\"SinGenjitsuDeadToken\",1,2)\n\tTNT1 A 1 A_JumpIfInventory(\"SinGenjitsuDeathToken\",(GetCVar(\"he_genjitsumaxblinks\")-1),2)\n\tTNT1 A 0 A_SetBlend(\"Black\",1.0,6)\n\tTNT1 A 0 A_GiveInventory(\"SinGenjitsuDeathToken\")\n\tStop\n\t}\n}\n\nActor SinGenjitsuDeathToken : Inventory { Inventory.MaxAmount 40 }\nActor SinGenjitsuDeadToken : Inventory { Inventory.MaxAmount 40 }"
      }
    ]
  },
  "maps": []
}

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