Raw model (for completeness)
{
"meta": {
"id": "014dd327-579f-473e-ae14-d7df1f80d25b",
"sha1": "d3cc2a21fc0ad410281f91dc89ad885e3f426d9b",
"sha256": "373c471944a8a8da4ae2cac28011d403ef627c88db66559feb24869946bb231b",
"filenames": [
"mercilessmonsv0.6.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-09-25 14:20:21",
"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": "2018-09-25 14:20:21",
"file": {
"type": "PK3",
"size": 7125565,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d3cc2a21fc0ad410281f91dc89ad885e3f426d9b/d3cc2a21fc0ad410281f91dc89ad885e3f426d9b.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1701,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "Merciless Monsters v0.6",
"description": "Merciless Monsters v0.6 is a large-scale ZDoom-compatible monster replacement mod without new maps. It introduces a wide variety of challenging, heavily modified monsters with unique lighting effects and attack patterns, significantly increasing combat difficulty. The mod emphasizes intense, hitscanner-heavy encounters and boss-like threats, demanding precise resource management as ammo is generally tight and health is scarce. The visual theme is mixed, focusing on custom monster designs rather than traditional Doom textures or environments. Progression depends on existing maps, enhancing them with nonlinear, setpiece-style combat scenarios. It requires ZDoom or compatible source ports and does not include IWAD content or vanilla compatibility.",
"tags": [
"ammo_tight",
"boom_compatible",
"boss_encounters",
"hitscanner_heavy",
"large_megawad",
"mixed_theme",
"nonlinear",
"setpiece_focused",
"sparse_health",
"very_hard"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int mcm_playercount = 4;"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "pointlight PinkBallLight1 {\n\tcolor 1.0 0.75 0.8125\n\tsize 20\n}\n\npointlight PinkBallLight2 {\n\tcolor 1.0 0.75 0.8125\n\tsize 30\n}\n\npointlight PinkBallLight3 {\n\tcolor 1.0 0.75 0.8125\n\tsize 16\n}\n\npointlight PinkBallLight4 {\n\tcolor 1.0 0.75 0.8125\n\tsize 8\n}\n\nobject PinkBall {\n\tframe LMP1A { light PinkBallLight1 }\n\tframe LMP1B { light PinkBallLight1 }\n\tframe LMP1C { light PinkBallLight1 }\n\tframe LMP1D { light PinkBallLight1 }\n\n\tframe LMP1E { light PinkBallLight2 }\n\tframe LMP1F { light PinkBallLight3 }\n\tframe LMP1G { light PinkBallLight4 }\n}\n\nFlickerLight DraugrLight {\n\tColor 0.8 0 0\n\tSize 32\n\tSecondarySize 42\n\tChance 0.2\n}\n\nobject DraugrSeeker {\n\tframe NREBA { light DraugrLight }\n\tframe NREBB { light DraugrLight }\n}\n\nflickerlight EtherealLight {\n\tcolor 0.875 0.425 0\n\tsize 20\n\tsecondarysize 40\n\tchance 0.5\n}\n\nobject EtherealShot {\n\tframe WIBL { light EhterealLight }\n}\n\nflickerlight LurkerLight {\n color 0.33 0.33 1.0\n size 30\n secondarySize 48\n chance 0.5\n}\n\nobject MCM_Lurker {\n\tframe VULGG { light LurkerLight }\n}\n\nPointlight ApostlaBall1Light1 {\n\tColor 1.0 0.0 0.0\n\tSize 32\n}\n\nPointlight ApostlaBall1Light2 {\n\tColor 0.9 0.0 0.0\n\tSize 30\n}\n\nPointlight ApostlaBall1Light3 {\n\tColor 0.8 0.0 0.0\n\tSize 28\n}\n\nPointlight ApostlaBall1Light4 {\n\tColor 0.7 0.0 0.0\n\tSize 26\n}\n\nPointlight ApostlaBall1Light5 {\n\tColor 0.6 0.0 0.0\n\tSize 24\n}\n\nPointlight ApostlaBall1Light6 {\n\tColor 0.5 0.0 0.0\n\tSize 22\n}\n\nPointlight ApostlaBall1Light7 {\n\tColor 0.4 0.0 0.0\n\tSize 20\n}\n\nObject ApostleBall {\n\tFrame HPLBA { Light ApostlaBall1Light1 }\n\tFrame HPLBB { Light ApostlaBall1Light1 }\n\tFrame HPLBC { Light ApostlaBall1Light1 }\n\tFrame HPLBD { Light ApostlaBall1Light1 }\n\tFrame HPLBE { Light ApostlaBall1Light2 }\n\tFrame HPLBF { Light ApostlaBall1Light3 }\n\tFrame HPLBG { Light ApostlaBall1Light4 }\n\tFrame HPLBH { Light ApostlaBall1Light5 }\n\tFrame HPLBI { Light ApostlaBall1Light6 }\n\tFrame HPLBJ { Light ApostlaBall1Light7 }\n}\n\nPointlight ApostleBall2Light1 {\n\tColor 0.6 0.0 0.0\n\tSize 48\n}\n\nPointlight ApostleBall2Light2 {\n\tColor 0.8 0.0 0.0\n\tSize 56\n}\n\nPointlight ApostleBall2Light3 {\n\tColor 1.0 0.0 0.0\n\tSize 64\n}\n\nPointlight ApostleBall2Light4 {\n\tColor 0.8 0.0 0.0\n\tSize 48\n}\n\nPointlight ApostleBall2Light5 {\n\tColor 0.4 0.0 0.0\n\tSize 24\n}\n\nObject ApostleBall2 {\n\tFrame ANFBA { Light ApostleBall2Light1 }\n\tFrame ANFBB { Light ApostleBall2Light1 }\n\tFrame ANFBC { Light ApostleBall2Light1 }\n\tFrame ANFBD { Light ApostleBall2Light2 }\n\tFrame ANFBE { Light ApostleBall2Light3 }\n\tFrame ANFBF { Light ApostleBall2Light4 }\n\tFrame ANFBG { Light ApostleBall2Light5 }\n}\n\nPointLight GuardianExplode1\n{\nColor 1.0 0.6 0.2\nSize 64\nOffset 0 16 0\n}\n\nPointLight GuardianExplode2\n{\nColor 0.7 0.4 0.0\nSize 72\nOffset 0 16 0\n}\n\nPointLight GuardianExplode3\n{\nColor 0.6 0.3 0.0\nSize 72\nOffset 0 16 0\n}\n\nPointLight GuardianExplode4\n{\nColor 0.5 0.2 0.0\nSize 64\nOffset 0 16 0\n}\n\nObject SentinelCube\n{\nFrame CUBEF { Light GuardianExplode1 }\nFrame CUBEG { Light GuardianExplode2 }\nFrame CUBEH { Light GuardianExplode3 }\nFrame CUBEI { Light GuardianExplode4 }\n}\n\nObject SentinelCube_NoCount\n{\nFrame CUBEF { Light GuardianExplode1 }\nFrame CUBEG { Light GuardianExplode2 }\nFrame CUBEH { Light GuardianExplode3 }\nFrame CUBEI { Light GuardianExplode4 }\n}\n\nPointLight CubeShot1\n{\nColor 1.0 0.2 0.0\nSize 32\n}\n\nPointLight CubeShot2\n{\nColor 1.0 0.4 0.0\nSize 48\n}\n\nPointLight CubeShot3\n{\nColor 1.0 0.4 0.0\nSize 40\n}\n\nPointLight CubeShot4\n{\nColor 0.8 0.3 0.0\nSize 32\n}\n\nPointLight CubeShot5\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointLight CubeShot6\n{\nColor 0.5 0.1 0.0\nSize 16\n}\n\nObject CubeShot\n{\nFrame CBALA { Light CubeShot1 }\nFrame CBALB { Light CubeShot1 }\nFrame CBALC { Light CubeShot2 }\nFrame CBALD { Light CubeShot3 }\nFrame CBALE { Light CubeShot4 }\nFrame CBALF { Light CubeShot5 }\nFrame CBALG { Light CubeShot6 }\n}\n\nflickerlight LICHFIRE\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X1\n{\n color 0.9 0.4 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight LICHFIRE_X2\n{\n color 0.7 0.1 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X3\n{\n color 0.4 0.0 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nflickerlight LICHFIRE_X4\n{\n color 0.2 0.0 0.0\n size 32\n secondarySize 40\n chance 0.5\n}\n\nObject SentRmissile\n{\n frame SEF1A { light LICHFIRE }\n frame SEF1B { light LICHFIRE }\n frame SEF1C { light LICHFIRE }\n\n frame SEF1D { light LICHFIRE_X1 }\n frame SEF1E { light LICHFIRE_X2 }\n frame SEF1F { light LICHFIRE_X3 }\n frame SEF1G { light LICHFIRE_X4 }\n\tframe SEF1H { light LICHFIRE_X4 }\n}\n\nFlickerlight SentinelFire1\n{\nColor 0.0 1.0 0.0\nSize 24\nSecondarySize 32\nChance 0.3\nOffset 0 8 0\n}\n\nFlickerlight SentinelFire2\n{\nColor 0.0 1.0 0.0\nSize 40\nSecondarySize 48\nChance 0.3\nOffset 0 24 0\n}\n\nFlickerlight SentinelFire3\n{\nColor 0.0 1.0 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 32 0\n}\n\nFlickerlight SentinelFire4\n{\nColor 0.0 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 40 0\n}\n\nFlickerlight SentinelFire4\n{\nColor 0.0 0.8 0.0\nSize 64\nSecondarySize 72\nChance 0.3\nOffset 0 48 0\n}\n\nFlickerlight SentinelFire6\n{\nColor 0.0 0.6 0.0\nSize 48\nSecondarySize 56\nChance 0.3\nOffset 0 64 0\n}\n\nFlickerlight SentinelFire7\n{\nColor 0.0 0.4 0.0\nSize 32\nSecondarySize 40\nChance 0.3\nOffset 0 72 0\n}\n\nFlickerlight SentinelFire8\n{\nColor 0.0 0.2 0.0\nSize 16\nSecondarySize 24\nChance 0.3\nOffset 0 80 0\n}\n\nobject SentGmissile {\n\tframe CFX6A { light SentinelFire4 }\n\tframe CFX6BCDE { light SentinelFire6 }\n}\n\nObject GCSpawner\n{\n\tframe SEF2 { light SentinelFire1 }\n\n\tFrame FIREA { Light SentinelFire1 }\n\tFrame FIREB { Light SentinelFire2 }\n\tFrame FIREC { Light SentinelFire3 }\n\tFrame FIRED { Light SentinelFire4 }\n\tFrame FIREE { Light SentinelFire5 }\n\tFrame FIREF { Light SentinelFire6 }\n\tFrame FIREG { Light SentinelFire7 }\n\tFrame FIREH { Light SentinelFire8 }\n}\n\nPointlight ThrallShot1\n{\nColor 1.0 0.0 0.0\nSize 20\n}\n\nPointlight ThrallShot12\n{\nColor 1.0 0.0 0.0\nSize 25\n}\n\nPointlight ThrallShot13\n{\nColor 0.8 0.0 0.0\nSize 20\n}\n\nPointlight ThrallShot14\n{\nColor 0.6 0.0 0.0\nSize 15\n}\n\nPointlight ThrallShot15\n{\nColor 0.4 0.0 0.0\nSize 10\n}\n\nObject CultMysticShot\n{\n\tFrame CMYPA { Light ThrallShot1 }\n\tFrame CMYPB { Light ThrallShot1 }\n\tFrame CMYPC { Light ThrallShot12 }\n\tFrame CMYPD { Light ThrallShot13 }\n\tFrame CMYPE { Light ThrallShot14 }\n\tFrame CMYPF { Light ThrallShot15 }\n}\n\nPointlight ThrallShotB1\n{\nColor 0.2 0.2 1.0\nSize 20\n}\n\nPointlight ThrallShotB12\n{\nColor 0.2 0.2 1.0\nSize 25\n}\n\nPointlight ThrallShotB13\n{\nColor 0.15 0.15 0.8\nSize 20\n}\n\nPointlight ThrallShotB14\n{\nColor 0.1 0.1 0.6\nSize 15\n}\n\nPointlight ThrallShotB15\n{\nColor 0.05 0.05 0.4\nSize 10\n}\n\nObject CultAdeptShot\n{\nFrame CMYPA { Light ThrallShotB1 }\nFrame CMYPB { Light ThrallShotB1 }\nFrame CMYPC { Light ThrallShotB12 }\nFrame CMYPD { Light ThrallShotB13 }\nFrame CMYPE { Light ThrallShotB14 }\nFrame CMYPF { Light ThrallShotB15 }\n}\n\nflickerlight SERPENTBALL\n{\n color 1.0 0.95 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X1\n{\n color 1.0 0.95 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X2\n{\n color 0.8 0.8 0.0\n size 72\n secondarySize 80\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X3\n{\n color 0.5 0.5 0.0\n size 88\n secondarySize 96\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X4\n{\n color 0.2 0.2 0.0\n size 96\n secondarySize 104\n chance 0.5\n}\n\nobject GladiatorFireBall\n{\n frame FX14A { light SERPENTBALL }\n frame FX14B { light SERPENTBALL }\n frame FX14C { light SERPENTBALL }\n\n frame FX14D { light SERPENTBALL_X1 }\n frame FX14E { light SERPENTBALL_X2 }\n frame FX14F { light SERPENTBALL_X3 }\n frame FX14G { light SERPENTBALL_X4 }\n frame FX14H { light SERPENTBALL_X4 }\n}\n\nobject GladiatorFireBall_Explode\n{\n frame FX14A { light SERPENTBALL }\n frame FX14B { light SERPENTBALL }\n frame FX14C { light SERPENTBALL }\n\n frame FX14D { light SERPENTBALL_X1 }\n frame FX14E { light SERPENTBALL_X2 }\n frame FX14F { light SERPENTBALL_X3 }\n frame FX14G { light SERPENTBALL_X4 }\n frame FX14H { light SERPENTBALL_X4 }\n}\n\npointlight HFCannonEx1\n{\n\tcolor 0.8 0.2 0.0\n\tsize 48\n}\n\npointlight HFCannonEx2\n{\n\tcolor 0.8 0.2 0.0\n\tsize 40\n}\n\npointlight HFCannonEx3\n{\n\tcolor 0.8 0.2 0.0\n\tsize 32\n}\n\npointlight HFCannonEx4\n{\n\tcolor 0.8 0.2 0.0\n\tsize 24\n}\n\npointlight HFCannonEx5\n{\n\tcolor 0.8 0.2 0.0\n\tsize 16\n}\n\nobject AbominationAttack1\n{\n\tframe RIP1D { light HFCannonEx1 }\n\tframe RIP1E { light HFCannonEx2 }\n\tframe RIP1F { light HFCannonEx3 }\n\tframe RIP1G { light HFCannonEx4 }\n\tframe RIP1H { light HFCannonEx5 }\n}\n\nobject AbominationAttack2\n{\n\tframe RIP2C { light HFCannonEx2 }\n\tframe RIP2D { light HFCannonEx2 }\n\tframe RIP2E { light HFCannonEx3 }\n\tframe RIP2F { light HFCannonEx3 }\n\tframe RIP2G { light HFCannonEx4 }\n\tframe RIP2H { light HFCannonEx5 }\n}\n\npointlight VoidRedLight1\n{\n\tcolor 0.8 0.35 0.35\n\tsize 48\n}\n\npointlight VoidRedLight2\n{\n\tcolor 0.8 0.35 0.35\n\tsize 40\n}\n\nobject DarkZealotLightning {\n\tframe LFX1X { light VoidRedLight2 }\n\tframe LFX1Y { light VoidRedLight2 }\n\tframe LFX1Z { light VoidRedLight2 }\n\n\tframe DLITD { light VoidRedLight2 }\n\tframe DLITE { light VoidRedLight2 }\n\tframe DLITF { light VoidRedLight2 }\n\tframe DLITG { light VoidRedLight2 }\n\tframe DLITH { light VoidRedLight2 }\n\tframe DLITI { light VoidRedLight2 }\n\tframe DLITJ { light VoidRedLight2 }\n\tframe DLITK { light VoidRedLight2 }\n\tframe DLITL { light VoidRedLight2 }\n\tframe DLITM { light VoidRedLight2 }\n\tframe DLITN { light VoidRedLight2 }\n\tframe DLITO { light VoidRedLight2 }\n}\n\nobject DarkZealotPierce {\n\tframe HSPL { light VoidRedLight1 }\n\tframe HSP2 { light VoidRedLight1 }\n}\n\npulselight ZealotShieldLight {\n\tcolor 1.0 0.75 0.75\n\tsize 24\n\tsecondarysize 64\n\tinterval 0.75\n}\n\nobject ZealotShield {\n\tframe TXP2 { light ZealotShieldLight }\n}\n\nFlickerlight2 HadeslightningA\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 50\n SecondarySize 100\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningB\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 80\n SecondarySize 90\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningC\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 98\n SecondarySize 138\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningD\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 77\n SecondarySize 157\n Interval 0.005\n}\n\nFlickerlight2 HadeslightningE\n{\n Color 1.0 0.0 0.0\n Offset 0 0 0\n Size 72\n SecondarySize 132\n Interval 0.005\n}\n\nObject HadesBolt\n{\n Frame LFX2F { Light HadeslightningA }\n Frame LFX2G { Light HadeslightningB }\n Frame LFX2H { Light HadeslightningC }\n Frame LFX2I { Light HadeslightningD }\n Frame LFX2J { Light HadeslightningE }\n}\n\npointlight TchernoLight\n{\n\tcolor 0.2 0.3 0.8\n\tsize 32\n}\n\npointlight TchernoLight2\n{\n\tcolor 0.2 0.3 0.8\n\tsize 64\n}\n\npointlight TchernoLight3\n{\n\tcolor 0.2 0.3 0.8\n\tsize 48\n}\n\npointlight TchernoLight4\n{\n\tcolor 0.2 0.3 0.7\n\tsize 40\n}\n\nobject TchernobogMissile\n{\n\tframe TROKA { light TchernoLight }\n\tframe TROKB { light TchernoLight }\n\tframe TROKC { light TchernoLight }\n\tframe TROKD { light TchernoLight }\n\tframe TROKE { light TchernoLight }\n}\n\nobject TchernobogMissile2\n{\n\tframe TROKA { light TchernoLight }\n\tframe TROKB { light TchernoLight }\n\tframe TROKC { light TchernoLight }\n\tframe TROKD { light TchernoLight }\n\tframe TROKE { light TchernoLight }\n}\n\nobject TchernoExplosion\n{\n\tframe TEX2A { light TchernoLight2 }\n\tframe TEX2B { light TchernoLight2 }\n\tframe TEX2C { light TchernoLight2 }\n\tframe TEX2D { light TchernoLight3 }\n\tframe TEX2E { light TchernoLight3 }\n\tframe TEX2F { light TchernoLight3 }\n\tframe TEX2G { light TchernoLight3 }\n\tframe TEX2H { light TchernoLight3 }\n\tframe TEX2I { light TchernoLight4 }\n\tframe TEX2J { light TchernoLight4 }\n\tframe TEX2K { light TchernoLight4 }\n\tframe TEX2L { light TchernoLight4 }\n}\n\nobject TchernoExplosionHigh\n{\n\tframe TEX2A { light TchernoLight2 }\n\tframe TEX2B { light TchernoLight2 }\n\tframe TEX2C { light TchernoLight2 }\n\tframe TEX2D { light TchernoLight3 }\n\tframe TEX2E { light TchernoLight3 }\n\tframe TEX2F { light TchernoLight3 }\n\tframe TEX2G { light TchernoLight3 }\n\tframe TEX2H { light TchernoLight3 }\n\tframe TEX2I { light TchernoLight4 }\n\tframe TEX2J { light TchernoLight4 }\n\tframe TEX2K { light TchernoLight4 }\n\tframe TEX2L { light TchernoLight4 }\n}\n\npulselight GargoyleEyeBlastFlash\n{\n\tColor 0.2 0.4 1.0\n\tSize 48\n\tsecondarySize 64\n\tinterval 1\n}\n\npointlight GargoyleBallFlash\n{\n\tcolor 0.2 0.4 1.0\n\tsize 24\n}\n\nObject SplitParticleAfterLight\n{\n\tframe TNT1 { light GargoyleEyeBlastFlash }\n}\n\nobject SplitParticle1\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle2\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle3\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle4\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\nobject SplitParticle5\n{\n\tframe EYEBA { light GargoyleBallFlash }\n\tframe EYEBB { light GargoyleBallFlash }\n\tframe EYEBC { light GargoyleBallFlash }\n\tframe EYEBD { light GargoyleBallFlash }\n}\n\npointlight GOLGOTHPINKLIGHT {\n\tcolor 1.0 0.653 0.696\n\tsize 20\n}\n\nflickerlight GOLGOTHPINKLIGHT2 {\n\tcolor 1.0 0.653 0.696\n\tsize 64\n\tsecondarysize 84\n\toffset 0 48 0\n\tchance 0.5\n}\n\nobject GolgothPuff {\n\tframe TNT1 { light GOLGOTHPINKLIGHT }\n}\n\nobject GolgothPuff2 {\n\tframe TNT1 { light GOLGOTHPINKLIGHT }\n}\n\nobject GolgothFireBall {\n frame HIB1AB { light BasiliskLight1 }\n\n\tframe HIB1C { light BasiliskLight2 }\n\tframe HIB1D { light BasiliskLight3 }\n\tframe HIB1E { light BasiliskLight4 }\n\tframe HIB1F { light BasiliskLight5 }\n\tframe HIB1G { light BasiliskLight5 }\n}\n\nObject GolgothFlames {\n\tFrame FRFX { Light FlameThrowerFire }\n}\n\npulselight GolgothOrangeSoulLight {\n\tcolor 0.875 0.725 0.0\n\tsize 18\n\tsecondarysize 40\n\tinterval 1.5\n}\n\npointlight GolgothOrangeSoulLight1 {\n\tcolor 0.875 0.725 0.0\n\tsize 52\n}\n\npointlight GolgothOrangeSoulLight2 {\n\tcolor 0.875 0.725 0.0\n\tsize 64\n}\n\npointlight GolgothOrangeSoulLight3 {\n\tcolor 0.875 0.725 0.0\n\tsize 40\n}\n\npointlight GolgothOrangeSoulLight4 {\n\tcolor 0.875 0.725 0.0\n\tsize 24\n}\n\npointlight GolgothOrangeSoulLight5 {\n\tcolor 0.875 0.725 0.0\n\tsize 12\n}\n\nobject GolgothOrangeSoul {\n\tframe MOMPJ { light GolgothOrangeSoulLight }\n\n\tframe MOMPK { light GolgothOrangeSoulLight1 }\n\tframe MOMPL { light GolgothOrangeSoulLight2 }\n\tframe MOMPM { light GolgothOrangeSoulLight3 }\n\tframe MOMPN { light GolgothOrangeSoulLight4 }\n\tframe MOMPO { light GolgothOrangeSoulLight5 }\n}\n\nflickerlight GolgothMeteorLight1 {\n\tcolor 1.0 0.775 0.125\n\tsize 20\n\tsecondarysize 36\n\tchance 0.5\n}\n\npointlight GolgothMeteorLight2 {\n\tcolor 1.0 0.775 0.125\n\tsize 40\n}\n\npointlight GolgothMeteorLight3 {\n\tcolor 1.0 0.775 0.125\n\tsize 34\n}\n\npointlight GolgothMeteorLight4 {\n\tcolor 1.0 0.775 0.125\n\tsize 28\n}\n\npointlight GolgothMeteorLight5 {\n\tcolor 1.0 0.775 0.125\n\tsize 22\n}\n\npointlight GolgothMeteorLight6 {\n\tcolor 1.0 0.775 0.125\n\tsize 16\n}\n\nobject GolgothMeteor {\n\tframe MOMPA { light GolgothMeteorLight1 }\n\tframe MOMPB { light GolgothMeteorLight1 }\n\tframe MOMPC { light GolgothMeteorLight1 }\n\n\tframe MOMPD { light GolgothMeteorLight2 }\n\tframe MOMPE { light GolgothMeteorLight3 }\n\tframe MOMPF { light GolgothMeteorLight4 }\n\tframe MOMPG { light GolgothMeteorLight5 }\n\tframe MOMPH { light GolgothMeteorLight6 }\n}\n\nFlickerLight2 FlameThrowerFire {\n\tOffset 0 2 0\n\tColor 0.15 0.04 0.0\n\tSize 40\n\tSecondarySize 60\n\tInterval 2.0\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "Succubus/See\t\t\tSUCSEE\nSuccubus/Act\t\t\tSUCACT1\nSuccubus/Attack\t\t\tSUCATK1\nSuccubus/Pain1\t\t\tSUCPAIN1\nSuccubus/Pain2\t\t\tSUCPAIN2\nSuccubus/Pain3\t\t\tSUCPAIN3\nSuccubus/Pain4\t\t\tSUCPAIN4\n$random Succubus/Pain { Succubus/Pain1 Succubus/Pain2 Succubus/Pain3 Succubus/Pain4 }\nSuccubus/Die1\t\t\tSUCDIE1\nSuccubus/Die2\t\t\tSUCDIE2\nSuccubus/Die3\t\t\tSUCDIE3\nSuccubus/Die4\t\t\tSUCDIE4\nSuccubus/Die5\t\t\tSUCDIE5\n$random Succubus/Die { Succubus/Die1 Succubus/Die2 Succubus/Die3 Succubus/Die4 Succubus/Die5 }\n\nDraugr/See\t\t\t\tDRUGSEE\nDraugr/Pain\t\t\t\tDRUGPN\nDraugr/Act\t\t\t\tDRUGACT\nDraugr/SeekerExplode\tDRAUSEXP\nDraugr/Fade\t\t\t\tDRUGFAD\nDraugr/Die\t\t\t\tDRAUDIE\nDraugr/Melee\t\t\tDRAUHIT\nDraugr/Scream\t\t\tDRAUSCRM\n\nApostle/See\t\t\t\tAPOSSEE\nApostle/Pain\t\t\tAPOSPAIN\nApostle/Die\t\t\t\tAPOSDIE\nApostle/Act\t\t\t\tAPOSACT\nApostle/Fire\t\t\tAPOSFIR\nApostle/Hit\t\t\t\tAPOSHIT\nApostle/Volley\t\t\tAPOSVOL\nApostle/Exp1\t\t\tAPOSEXP1\nApostle/Exp2\t\t\tAPOSEXP2\n$limit Apostle/Exp1 0\n$volume Apostle/Exp1 0.35\n$limit Apostle/Exp2 0\n$volume Apostle/Exp2 0.35\n\nEthereal/See dswiksit\n$random Ethereal/Act\t\t{ Ethereal/Act1 Ethereal/Act2 }\nEthereal/Act1 dswikac1\nEthereal/Act2 dswikac2\nEthereal/Attack dswikatk\nEthereal/Pain dswikpai\nEthereal/Die dswikdth\nEthereal/Torso \t dstenpn1\nEthereal/TorsoLand dstenpn2\nweapons/firmfi dsfirmfi\nweapons/firex5\tdsfirex5\n$limit weapons/firex5 0\n\nLurker/See1\t\t\t\t\tLURSEE1\nLurker/See2\t\t\t\t\tLURSEE2\n$random Lurker/See { Lurker/See1 Lurker/See2 }\nLurker/Act\t\t\t\t\tLURACT\nLurker/Pain\t\t\t\t\tLURPAIN\nLurker/Die1\t\t\t\t\tLURDIE1\nLurker/Die2\t\t\t\t\tLURDIE2\n$random Lurker/Die { Lurker/Die1 Lurker/Die2 }\nLurker/DeathScream\t\t\tLURDSCR\nLurker/Fire\t\t\t\t\tLURFIRE\nLurker/Lightning\t\t\tLURLGTH\n$limit Lurker/Lightning 0\n\nDarkServant/Die\t\t\t\t\t\t\tDSERDIE\nDarkServant/Attack1\t\t\t\t\t\tSMLLITE\nDarkServant/Attack2\t\t\t\t\t\tBIGLITE\nDarkServant/Hit2\t\t\t\t\t\tBIGLITEH\nDarkServant/Teleport\t\t\t\t\tDSERTELE\nDarkServant/Pain1\t\t\t\t\t\tDSERPAN1\nDarkServant/Pain2\t\t\t\t\t\tDSERPAN2\n$random DarkServant/Pain { DarkServant/Pain1 DarkServant/Pain2 }\nDarkServant/See\t\t\t\t\t\t\tDSERSEE\nDarkServant/Act\t\t\t\t\t\t\tDSERACT\nDarkServant/Laugh1\t\t\t\t\t\tDSERLAF1\nDarkServant/Laugh2\t\t\t\t\t\tDSERLAF2\nDarkServant/Laugh3\t\t\t\t\t\tDSERLAF3\n$random DarkServant/Laugh { DarkServant/Laugh1 DarkServant/Laugh2 DarkServant/Laugh3 }\nDarkServant/Heal\t\t\t\t\t\tDSERHEAL\nDarkServant/Magic\t\t\t\t\t\tDSERMGC\nDarkServant/Lightning\t\t\t\t\tZAPPSHOT\nDarkServant/LightningBegin\t\t\t\tZAPPBEGN\nDarkServant/LightningHit\t\t\t\tZAPPHIT\nmonster/hadtel \t \t\tdshadtel\nmonster/hadsit \t\t\tdshadsit\n\nmonster/cubsit \t\t\t\t\tdscubsit\nweapons/bounc1 \t\t\t\t\tdsbounc1\nmonster/cubfly \t\t\t\t\tdscubfly\nmonster/cubdth \t\t\t\t\tdscubdth\nCube/Fire\t\t\t\t\t\tdsfirmfi\n$limit Cube/Fire 0\nmonster/sensit dssensit\nmonster/senact dssenact\nmonster/senpai HEDPAI\nmonster/sendth dssendth\n\nmonster/sensit dssensit\nmonster/senact dssenact\nmonster/senpai HEDPAI\nmonster/sendth dssendth\nweapons/boltfi dsboltfi\nmonster/disht1\t\t\t\t\tdsdisht1\nweapons/bigbrn dsbigbrn\nweapons/firex3 dsfirex3\nweapons/smlbrn dssmlbrn\n\nAbomination/See\t\t\t\t\tABOMSEE\nAbomination/Death\t\t\t\tABOMDIE\nAbomination/Pain\t\t\t\tABOMPAIN\nAbomination/Act\t\t\t\t\tABOMACT\nAbomination/Attack1\t\t\t\tABOMAT1\nAbomination/Attack2\t\t\t\tABOMAT2\n$random Abomination/Attack { Abomination/Attack1 Abomination/Attack2 }\nweapons/firex2 \t\tdsfirex2\nweapons/macefi \t\t\t\t\tdsmacefi\nweapons/maceex \t\t\t\t\tdsmaceex\n\nangel/sight\t\t\tdsangsit\nangel/active\t\tdssbact\nangel/pain dsangpai\nangel/death\t\t\tdsangdth\nangel/collapse\t dsgibcsh\n$random angeltracer/explode \t\t{ angeltracer/explode1 angeltracer/explode2 angeltracer/explode3 }\nangeltracer/explode1 ric01\nangeltracer/explode2 ric02\nangeltracer/explode3 ric03\nangeltracer/fire clank\n\n$random pipebomb/whoosh \t\t{ pipe/whoosh1 pipe/whoosh2 }\npipebomb/fire pipesh\npipebomb/explode boom1\npipebomb/whoosh1 pipe1\npipebomb/whoosh2 pipe2\n\nmonster/horshacksee\t\tHORSSIT\nmonster/horshackpain\tHORSPAIN\nmonster/horshackdie\t\tHORSDIE\nmonster/horshackact1\tHORSACT1\nmonster/horshackact2\tHORSACT2\n$random monster/horshackact { monster/horshackact1 monster/horshackact2 }\n\nDreamer/See\t\t\tDREAMSEE\nDreamer/Act\t\t\tDREAMACT\nDreamer/Pain\t\tDREAMPN\nDreamer/Cast\t\tDREAMCAS\n$limit Dreamer/Cast 0\nDreamer/Hoof\t\tDREAMHOF\nDreamer/Burn\t\tDREAMBUR\n$limit Dreamer/Burn 0\nDreamer/Die\t\t\tDREAMDIE\nDreamer/Blast\t\tDREAMBLS\nDreamer/BlastExp\tDREAMBEX\nDreamer/Soul\t\tDREAMSOL\nDreamer/Thunder\t\tDREAMTHN\n$limit Dreamer/Thunder 0\nCerberus/Fire\t\t\t\t\tCERBFIRE\nCerberus/Explode\t\t\t\tCERBEXP\nCerberus/MissileFly\t\t\t\tCERBFLY\n$limit Cerberus/Fire 0\n$limit Cerberus/Explode 0\n$limit Cerberus/MissileFly 0\n\nGolgoth/See\t\t\t\t\tGOLGSEE\nGolgoth/Act1\t\t\t\tGOLGACT1\nGolgoth/Act2\t\t\t\tGOLGACT2\n$random Golgoth/Act { Golgoth/Act1 Golgoth/Act2 }\nGolgoth/Die\t\t\t\t\tGOLGDIE\nGolgoth/Pain1\t\t\t\tGOLGPN1\nGolgoth/Pain2\t\t\t\tGOLGPN2\n$random Golgoth/Pain { Golgoth/Pain1 Golgoth/Pain2 }\nGolgoth/FireCircle\t\t\tGOLGFIRC\nGolgoth/Rail\t\t\t\tGOLGRAIL\nGolgoth/RailLoop\t\t\tGOLGRALL\nGolgoth/MeteorExplode\t\tGOLGMETX\nGolgoth/FireCircleGo\t\tGOLGFIRE\n$limit Golgoth/FireCircleGo 0\nGolgoth/Explode\t\t\t\tGOLGEXP\nlavdatk\t\t\t\t\t\tMETRFIRE\nH2SkullWizard/Fire\t\t\tSKWZFIRE\nH2SkullWizard/Hit\t\t\tSKWZHIT\nFlamethrower/Fire\t\t\tFMTRFIRE\nFlamethrower/Hit\t\t\tFMTRHIT\nweapons/basiliskfire2\t\tMETRFIRE\nweapons/basiliskexpl2\t\tdshadexp\nmonster/blur\t\t\t\tdsblur\n\nSoulEater/Die\t\tSOEDIE\nSoulEater/Pain\t\tSOEPN\nSoulEater/Act\t\tSOEACT\nSoulEater/See\t\tSOESEE\nweapons/bloodf dsbloodf\nweapons/bloodx dsbloodx\nmonster/sg2atk dssg2atk\n\nUndeadInitiate/Pain\t\t\tUNIPAIN\nUndeadInitiate/See \t\tUNISEE\nUndeadInitiate/Act\t\t\tUNIACT\nUndeadInitiate/Death\t\tUNIDTH\nmonster/culatk dsculatk\nmonster/cultre\tdscultre\n\nweapons/phoenixhit\tphohit\nGladiator/See\t\tGLADSEE\nGladiator/Pain1\t\tGLADPN1\nGladiator/Pain2\t\tGLADPN2\nGladiator/Pain3\t\tGLADPN3\n$random Gladiator/Pain { Gladiator/Pain1 Gladiator/Pain2 Gladiator/Pain3 }\nGladiator/Die1\t\tGLADDT1\nGladiator/Die2\t\tGLADDT2\n$random Gladiator/Die { Gladiator/Die1 Gladiator/Die2 }\nGladiator/Act1\t\tGLADACT1\nGladiator/Act2\t\tGLADACT2\n$random Gladiator/Act { Gladiator/Act1 Gladiator/Act2 }\nGladiator/Attack\tGLADATK"
},
{
"source": "pk3",
"name": "Actors/Common.txt",
"contents": "Actor MCM_Bool : Inventory {\n\tinventory.maxamount 1\n}\n\nActor MCM_BehaviorToggle : MCM_Bool { }\nActor MCM_IgnoreToggle : MCM_Bool { }\nActor MCM_HealthSet : MCM_Bool { }\n\nActor MCM_Activator : CustomInventory {\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n}\n\nActor MCM_MakeNoPain : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tStop\n\t}\n}\n\nActor MCM_MaxHealth : Inventory {\n\tinventory.maxamount 0x7FFFFFFF\n}\n\nActor BaseExplosionDamage\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\t+MISSILE\n\t+DONTBLAST\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+DONTSPLASH\n\t-TELESTOMP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SmokeFX {\n\t+MISSILE\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\tDamage 0\n\tRadius 2\n\tHeight 2\n\tBounceCount 3\n\tSpeed 4\n\trenderstyle translucent\n\tscale 0.8\n\talpha 0.5\n\t+clientsideonly\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tSMOK ABCDEFGHIJKLNOPQ 2 A_FadeOut(0.02)\n\t\tStop\n\t}\n}\n\nactor RedMagicSparkFX {\n Scale 0.35\n\tAlpha 0.925\n\tRenderStyle Add\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n States {\n\t\tSpawn:\n\t\t\tOGLP C 1 Bright\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_FadeTo(0, 0.035, 1)\n\t\t\tOGLP C 1 Bright A_SetScale(scalex - 0.015, scaley - 0.015)\n\t\tLoop\n }\n}\n\nACTOR Barbtrail\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 1 Bright\n SSFX ABCDEFG 2 Bright\n Stop\n }\n}\n\nACTOR RedPuff\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.85\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 3\n RPUF ABCDE 3 Bright\n Stop\n }\n}\n\nActor SoulUseEffect\n{\n\t+NoInteraction\n\t+CLIENTSIDEONLY\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor SoulEffectSpawner {\n\tHeight 1\n\tRadius 1\n\t+NoInteraction\n\t+CLIENTSIDEONLY\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor DarkHealEffectSpawner : SoulEffectSpawner {\n\tTranslation \"80:111=32:47\", \"5:5=47:47\"\n}\n\nActor DissipationEffect {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tMNSX ABCDEFGH 4\n\t\t\tMNSX IJKLMNOPQ 3 A_FadeOut(0.075)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Draugr.txt",
"contents": "ACTOR Draugr replaces Revenant {\n\tHealth 250\n\tRadius 20\n\tHeight 64\n\tMass 500\n\tSpeed 10\n\tPainChance 112\n\tMonster\n\t+FLOORCLIP\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tSeeSound \"Draugr/See\"\n\tPainSound \"Draugr/pain\"\n\tDeathSound \"Draugr/Die\"\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\tRenderstyle Translucent\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\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\tSee:\n\t\t\tSKE2 AABBCCDDEEFF 2 A_Chase\n\t\tLoop\n\t\tMelee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadeMelee\")\n\t\tMeleeCont:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSKE2 J 6 A_SkelWhoosh\n\t\t\tSKE2 K 6 A_FaceTarget\n\t\t\tSKE2 L 6 A_CustomMeleeAttack(random(26, 46), \"Draugr/Melee\", \"\")\n\t\tGoto See\n\t\tFadeMelee:\n\t\t\tTNT1 A 0 A_Jump(128, \"FadeAway\")\n\t\tGoto MeleeCont\n\t\tFadeAway:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DraugrFadeCooldown\", 1, \"MissileNoFade\")\n\t\t\tSKE2 J 6 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 A_FadeOut(0.1, 0)\n\t\t\tTNT1 AAAAA 0 A_CustomMissile(\"SmokeFX\", 0, 0, random(0, 360), 2, random(0, 180))\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX\", 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(\"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 1\n\t\tGoto See\n\n\t\tFadePain:\n\t\t\tTNT1 A 0 A_Jump(96, \"FadeAway\")\n\t\tGoto PainCont\n\t\tFadeChance:\n\t\t\tTNT1 A 0 A_JumpIfCloser(256, \"FadeChanceCont\")\n\t\tGoto MissileNoFade\n\t\tFadeChanceCont:\n\t\t\tTNT1 A 0 A_Jump(128, \"MissileNoFade\")\n\t\tGoto FadeAway\n\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\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadeChance\")\n\t\tMissileNoFade:\n\t\t\tSKE2 G 8 A_FaceTarget\n\t\t\tSKE2 H 7 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 A_FaceTarget\n\t\tGoto See\n\t\tAngryMissile:\n\t\t\tSKE2 G 6 A_FaceTarget\n\t\t\tSKE2 H 5 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 6 A_FaceTarget\n\t\t\tSKE2 G 8 A_FaceTarget\n\t\t\tSKE2 H 7 Bright A_CustomMissile(\"DraugrSeeker\", 60, -16)\n\t\t\tSKE2 I 8 A_FaceTarget\n\t\tGoto See\n\t\tPain:\n\t\t\tSKE2 M 4 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FadePain\")\n\t\tPainCont:\n\t\t\tSKE2 M 4\n\t\tGoto See\n\t\tDeath:\n\t\t\tSKE2 N 6\n\t\t\tSKE2 O 6 A_Scream\n\t\t\tSKE2 P 5 A_NoBlocking\n\t\t\tSKE2 QR 4\n\t\t\tSKE2 S -1\n\t\tStop\n\t\tRaise:\n\t\t\tSKE2 R 5\n\t\t\tSKE2 QPON 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tSKE2 S -1\n\t\tStop\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 AABBCCDDEE 1 Bright A_FadeOut(0.085)\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 (5 * random(3, 6))\n\tRadius 8\n\tHeight 12\n\tRenderstyle Add\n\tScale 0.5\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+DOOMBOUNCE\n\t+NODAMAGETHRUST\n\tBounceCount 2\n\tBounceFactor 1\n\tDecal RevenantScorch\n\tSeeSound \"Draugr/Scream\"\n\tDeathSound \"Draugr/SeekerExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(128,1,3,5,7,9)\n\t\t\tNREB ABABABABAB 2 Bright\n\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\t//TNT1 A 0\n\t\t\t//TNT1 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}"
},
{
"source": "pk3",
"name": "Actors/Ethereal.txt",
"contents": "Actor Ethereal replaces Cacodemon {\n\tHealth 150\n\tRadius 20\n\tHeight 60\n\tMass 200\n\tSpeed 10\n\tPainChance 128\n\tMonster\n\t+NoGravity\n\t+Float\n\tObituary \"%o got blasted by an Ethereal.\"\n\tSeeSound \"Ethereal/See\"\n\tPainSound \"Ethereal/Pain\"\n\tDeathSound \"Ethereal/Die\"\n\tActiveSound \"Ethereal/Act\"\n\tRenderstyle Translucent\n\tTag \"Ethereal\"\n\tScale 0.925\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\tIdleLoop:\n\t\t\tWICK ABCD 8 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0)\n\t\t\tWICK AABBCCDD 4 A_Chase\n\t\tSee2:\n\t\t\tWICK EEFFGGHH 2 A_Chase\n\t\t\tWICK E 0 A_Jump(96, \"See\")\n\t\tLoop\n\t\tMissile:\n\t\t\tWICK I 1 A_PlaySound(\"Ethereal/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(\"EtherealFireFX_1\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tTNT1 A 0 A_CustomMissile(\"EtherealShot\",60,0,0)\n\t\t\tWICK KKKKKKKK 1 BRIGHT A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, random(-6, 6))\n\t\t\tWICK L 5\n\t\tGoto See\n\t\tPain:\n\t\t\tWICK M 4\n\t\t\tWICK M 4 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Vanish\")\n\t\tGoto See\n\t\tVanish:\n\t\t\tWICK M 2 A_UnsetShootable\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tWICK J 1 A_FadeOut(0.2, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_1\", 0, 0, 0, 0, -6)\n\t\t\tTNT1 A 30\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tWICK K 1 A_FadeIn(0.1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, 6)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"EtherealFireFX_2\", 0, 0, 0, 0, -6)\n\t\tGoto See\n\t\tDeath:\n\t\t\tWICK N 5 A_Scream\n\t\t\tWICK OP 5\n\t\t\tWICK P 0 A_SpawnItemEX(\"EtherealTorso\",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\tRaise:\n\t\t\tWICT G 0 A_RemoveChildren(TRUE)\n\t\t\tWICK G 0 A_SpawnItemEx(\"EtherealTorsoRes\",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\tDeath.Corpse:\n\t\t\tWICT G -1\n\t\tStop\n\t}\n}\n\nActor EtherealFireFX_1 {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Translucent\n\tAlpha 0.0\n\tScale 0.925\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 EtherealFireFX_2 : EtherealFireFX_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 EtherealShot {\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage (5 * random(3, 5))\n\tRenderStyle Add\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 \"weapons/firex5\"\n\tDecal \"DoomImpScorch\"\n\tStates {\n\t\tSpawn:\n\t\t\tWIBL ABCDABCDABCDABCDABCDABCDABCD 1 Bright A_SpawnItemEx(\"EtherealFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t\t\tTNT1 AAAA 0 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 EtherealFX\n{\n Radius 2\n Height 2\n +NoBlockMap\n +NoGravity\n +DontSplash\n +ForceXYBillboard\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n WIBL EFGHI 3 BRIGHT\n Stop\n }\n}\n\nActor EtherealTorso\n{\n Mass 1000000\n Radius 1\n Height 1\n +IsMonster\n +Corpse\n Scale 0.925\n States\n {\n Spawn:\n WICK Q 5 NoDelay A_PlaySound(\"Ethereal/Torso\")\n WICK R 5\n Wait\n Crash:\n WICK S 1 A_SetFloorClip\n WICK S 4 A_PlaySound(\"Ethereal/TorsoLand\")\n WICK TUV 5\n WICK W -1\n Stop\n }\n}\n\nActor EtherealTorsoRes\n{\n Radius 24\n Height 24\n +NoGravity\n +NoBlockMap\n +NoClip\n +CLIENTSIDEONLY\n Scale 0.925\n States\n {\n Spawn:\n WICK WVUTSRQ 5\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Lurker.txt",
"contents": "Actor MCM_Lurker replaces DoomImp {\n\tMONSTER\n\tobituary \"%o was electrocuted by a Lurker.\"\n\thitobituary \"%o received 2000 Volts from a Lurker.\"\n\thealth 85\n\tradius 20\n\theight 56\n\tmass 144\n\tspeed 8\n\tpainchance 144\n\tMeleeRange 108\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+FLOORCLIP\n\tseesound \"Lurker/See\"\n\tpainsound \"Lurker/Pain\"\n\tdeathsound \"Lurker/Die\"\n\tactivesound \"Lurker/Act\"\n\tMaxTargetRange 408\n\tDamageFactor \"LurkerDmg\", 0\n\tTag \"Lurker\"\n\tSpecies \"Lurker\"\n\tconst float ang_var = 8.0;\n\tconst int lurker_dmg = 6;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tVULG AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tVULG A 3 A_Chase\n\t\t\tVULG A 2 A_Chase\n\t\t\tVULG B 3 A_Chase\n\t\t\tVULG B 2 A_Chase\n\t\t\tVULG C 3 A_Chase\n\t\t\tVULG C 2 A_Chase\n\t\t\tVULG D 3 A_Chase\n\t\t\tVULG D 2 A_Chase\n\t\tloop\n\t\tMelee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"MeleeCont\")\n\t\tGoto Missile\n\t\tMeleeCont:\n\t\t\tVULG E 5 A_FaceTarget\n\t\t\tVULG FF 4 A_FaceTarget\n\t\t\tVULG F 2\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\")\n\t\t\tTNT1 AAAAAAAA 0 A_CustomRailgun(lurker_dmg / 2, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 128, \"LurkerPuff\", 36, 16, 144, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tVULG G 8\n\t\tgoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Fire\", 7)\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tVULG E 5 Light(\"LurkerLight\") ACS_NamedExecuteAlways(\"Lurker Attack FX\")\n\t\t\tVULG F 4\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 6 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_SetAngle(angle + frandom(-ang_var, ang_var))\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 5 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Lurker/Lightning\", CHAN_AUTO)\n\t\t\tVULG G 6 A_CustomRailgun(lurker_dmg, 0, None, None, RGF_SILENT|RGF_NOPIERCING, 0, 64, \"LurkerPuff\", 0, 0, 484, 0, 14, 0, \"LurkerLightningTrail\")\n\t\tgoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tVULG H 3\n\t\t\tVULG H 2 A_Pain\n\t\tgoto See\n\t\tDeath:\n\t\t\tVULG I 6\n\t\t\tVULG J 5 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LurkerDeathScream\", 0, 0, 20)\n\t\t\tVULG KL 3\n\t\t\tVULG M 6 A_NoBlocking\n\t\t\tVULG N -1\n\t\tstop\n\t\tRaise:\n\t\t\tVULG ML 6\n\t\t\tVULG KJI 4\n\t\tgoto See\n\t\tDeath.Corpse:\n\t\t\tVULG N -1\n\t\tStop\n\t}\n}\n\nActor LurkerDeathScream {\n\tRENDERSTYLE ADD\n\tALPHA 0.7\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_PlaySound(\"Lurker/DeathScream\")\n\t\t\tSHGH ABCDEFG 4 Bright\n\t\tStop\n\t}\n}\n\nActor LurkerLightningTrail {\n\t+NOINTERACTION\n\tScale 0.16\n\tRenderStyle Add\n\tTranslation \"0:255=%[0,0,0]:[0.3,0.6,1.4]\"\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Warp(AAPTR_TARGET,x,y,z,0,WARPF_NOCHECKPOSITION|WARPF_USECALLERANGLE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ElectDrSpark\",0,0,0,frandom(-2.0, 2.0),frandom(-2.0, 2.0),frandom(-2.0, 2.0),0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION,224)\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"10\")\n\t\t1:\n\t\t\tHSP2 A 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t2:\n\t\t\tHSP2 B 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t3:\n\t\t\tHSP2 C 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t4:\n\t\t\tHSP2 D 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t5:\n\t\t\tHSP2 E 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t6:\n\t\t\tHSP2 F 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t7:\n\t\t\tHSP2 G 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t8:\n\t\t\tHSP2 H 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t9:\n\t\t\tHSP2 I 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t\t10:\n\t\t\tHSP2 J 1 BRIGHT A_FadeOut(0.125)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,cos(-pitch),8+frandom(-1,1),frandom(-1,1)+32+sin(-pitch),0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)\n\t\tLoop\n\t}\n}\n\nActor ElectDrSpark {\n\tTranslation \"0:255=%[0,0,0]:[0.75,0.75,2.0]\"\n\t+NOINTERACTION\n\tScale 0.08\n\tRenderStyle Add\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tAlpha 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay A_Jump(256, \"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\")\n\t\t1:\n\t\t\tx079 A 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t2:\n\t\t\tx079 B 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t3:\n\t\t\tx079 C 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t4:\n\t\t\tx079 D 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t5:\n\t\t\tx079 E 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t6:\n\t\t\tx079 F 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t7:\n\t\t\tx079 G 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t\t8:\n\t\t\tx079 H 1 Bright A_SetScale(ScaleX+0.0025)\n\t\t\tTNT1 A 0 A_FadeOut(0.07)\n\t\tLoop\n\t}\n}\n\nActor LurkerPuff {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\tDamageType \"LurkerDmg\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor LurkerFormFX {\n\tScale 0.125\n\tRenderstyle Add\n\tAlpha 0.01\n\tconst float ta = 0.875 / 3;\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tOGLP D 1 NoDelay A_FadeIn(ta)\n\t\t\tOGLP DD 1 A_FadeIn(ta)\n\t\tSpawnLoop:\n\t\t\tOGLP D 1 A_fadeOut(0.25)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Apostle.txt",
"contents": "Actor Apostle replaces BaronOfHell {\n\tHealth 1250\n\tRadius 24\n\tHeight 64\n\tMass 2048\n\tSpeed 8\n\tPainChance 24\n\tScale 1.15\n\tMonster\n\t+FLOORCLIP\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\t+BOSSDEATH\n\tSeeSound \"Apostle/See\"\n\tPainSound \"Apostle/pain\"\n\tDeathSound \"Apostle/Die\"\n\tActiveSound \"Apostle/Act\"\n\tHitObituary \"%o was torn limb from limb by an Apostle of Torment.\"\n\tObituary \"%o was murdered by an Apostle of Torment.\"\n\tTag \"Apostle of Torment\"\n\tSpecies \"Baron\"\n\tBloodColor \"DF 15 15\"\n\tconst int b2ang = 6;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tLOHS AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tLOHS AABBCCDD 3 Fast A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(96, \"Volley\")\n\t\tMissileCont:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tLOHS E 6 A_FaceTarget\n\t\t\tLOHS F 6 A_FaceTarget\n\t\t\tLOHS G 6 A_CustomComboAttack(\"ApostleBall\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tTNT1 A 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tOther:\n\t\t\tLOHS P 6 A_FaceTarget\n\t\t\tLOHS Q 6 A_FaceTarget\n\t\t\tLOHS R 6 A_CustomComboAttack(\"ApostleBall\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\tGoto See\n\t\tVolley:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"VolleyCont\")\n\t\tGoto MissileCont\n\t\tVolleyCont:\n\t\t\tLOHS P 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleWeakness\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Apostle Volley FX\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Apostle/Volley\", 7)\n\t\t\tLOHS PPPPPP 8 A_FaceTarget\n\t\t\tLOHS PP 7 A_FaceTarget\n\t\t\tLOHS Q 7 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 6 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 7 A_FaceTarget\n\t\t\tLOHS F 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 5 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 6 A_FaceTarget\n\t\t\tLOHS Q 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 4 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 5 A_FaceTarget\n\t\t\tLOHS F 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 3 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 4 A_FaceTarget\n\t\t\tLOHS Q 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 2 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 3 A_FaceTarget\n\t\t\tLOHS F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 3 A_FaceTarget\n\t\t\tLOHS Q 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tLOHS R 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS E 3 A_FaceTarget\n\t\t\tLOHS F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, -b2ang)\n\t\t\tLOHS G 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\t\tLOHS P 3 A_FaceTarget\n\t\t\tLOHS Q 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_GiveInventory(\"ApostleCircleSpawner\", 1)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleBall2\", 42, 0, b2ang)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tLOHS R 1 A_CustomComboAttack(\"ApostleBall2\", 42, 10 * random(3, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tLOHS H 5 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 0)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 1)\n\t\t\tLOHS H 5 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\t\tLOHS I 6 ACS_NamedExecuteAlways(\"Apostle FX Control\", 0, 0)\n\t\t\tLOHS J 6 A_Scream\n\t\t\tLOHS K 3\n\t\t\tLOHS K 3 A_Fall\n\t\t\tLOHS LMN 6\n\t\t\tLOHS O -1 A_BossDeath\n\t\tStop\n\t\tRaise:\n\t\t\tLOHS ONMLKJI 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tLOHS O -1\n\t\tStop\n\t}\n}\n\nActor ApostleBall {\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (8 * random(2, 4))\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+FORCEXYBILLBOARD\n\t+DONTBLAST\n\t+PIERCEARMOR\n\tSeeSound \"Apostle/Fire\"\n\tDeathSound \"Apostle/Hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tHPLB A 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB B 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB C 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tHPLB D 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",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 ApostleCircleSpawner : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 0, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 24, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 48, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 72, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 96, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 120, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 144, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 168, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 192, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 216, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 240, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 264, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 288, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 312, CMF_AIMDIRECTION)\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleFloorBall\", 8, 0, 336, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor ApostleFloorBall : ApostleBall {\n\tSpeed 8\n\tradius 5\n\theight 10\n\tscale 0.875\n\tDamage (5 * random(2, 3))\n\tStates {\n\t\tSpawn:\n\t\t\tHPLB A 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB B 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB C 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\t\tHPLB D 2 Bright A_SpawnItemEx(\"ApostleBallTrail\",0,0,0,0,0,0,0,128)\n\t\t\tTNT1 A 0 ThrustThing(angle * 256 / 360, 6, 0, 0)\n\t\t\tTNT1 A 0 A_SetAngle(angle + 24)\n\t\tLoop\n\t}\n}\n\nActor ApostleBallTrail {\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2 Bright\n\t\t\tHPLB KLMNOP 2 Bright\n\t\tStop\n\t}\n}\n\nActor Apostle_BreakFX : MCM_Bool { }\n\nActor ApostleBall2 {\n\tRadius 8\n\tHeight 16\n\tSpeed 32\n\tDamage (20)\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.925\n\tTranslation \"0:255=172:191\"\n\tDecal PlasmaScorchLower\n\tSeeSound \"Apostle/Fire\"\n\tDeathSound \"Apostle/Hit\"\n\tStates {\n\t\tSpawn:\n\t\t\tANFB AAA 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB BBB 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB CCC 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_CustomMissile(\"ApostleExplosion\", 0, 0)\n\t\t\tANFB AA 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB BB 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\t\tANFB CC 1 Bright A_SpawnItemEx(\"ApostleBall2Trail\", random(-5,5), 0, random(-8, 8))\n\t\tLoop\n\t\tDeath:\n\t\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor ApostleBall2Trail {\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\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 ApostleExplosion {\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+THRUACTORS\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.17,0.00,0.00]\"\n\tRenderStyle Add\n\tAlpha 0.925\n\tSeeSound \"Apostle/Exp1\"\n\tStates {\n\t\tSpawn:\n\t\t\tSTMX AB 4 Bright\n\t\t\tTNT1 A 0 A_Explode(16, 84, 0)\n\t\t\tSTMX CDE 4 Bright\n\t\t\tTNT1 A 0 A_PlaySound(\"Apostle/Exp2\")\n\t\t\tTNT1 A 0 A_Explode(32, 128, 0)\n\t\t\tSTMX FFGGHHIIJJKKLL 1 Bright A_SetScale(scalex - 0.075, scaley - 0.075)\n\t\tStop\n\t}\n}\n\nActor ApostleWeakness : PowerProtection {\n\tdamagefactor \"normal\", 1.333\n\tpowerup.duration -2\n}"
},
{
"source": "pk3",
"name": "Actors/Gladiator.txt",
"contents": "Actor MCM_Gladiator replaces HellKnight {\n\tHealth 450\n\tRadius 24\n\tHeight 64\n\tSpeed 11\n\tPainChance 64\n\tMass 1000\n\tMONSTER\n\t+FLOORCLIP\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\tTag \"Gladiator\"\n\tSpecies \"Baron\"\n\t+DONTHURTSPECIES\n\t+DONTHARMSPECIES\n\t+DONTBLAST\n\tconst int glad_dist = 320;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tGLAD AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSee\")\n\t\tSeeCont:\n\t\t\tGLAD AABBCCDD 4 A_Chase\n\t\tGoto See\n\t\tFastSee:\n\t\t\tTNT1 A 0 A_JumpIfCloser(glad_dist, \"FastSeeCont\")\n\t\tGoto SeeCont\n\t\tFastSeeCont:\n\t\t\tGLAD AABBCCDD 3 A_Chase\n\t\tGoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfCloser(glad_dist, \"FastMissile\")\n\t\tMissileCont:\n\t\t\tGLAD EF 8 A_FaceTarget\n\t\t\tGLAD G 8 A_CustomComboAttack(\"GladiatorFireBall\", 32, 8 * random(4, 6), \"baron/melee\")\n\t\tGoto See\n\t\tFastMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastMissileCont\")\n\t\tGoto MissileCont\n\t\tFastMissileCont:\n\t\t\tGLAD EF 6 A_FaceTarget\n\t\t\tGLAD G 1 A_SetAngle(angle + frandom(-12.0, 12.0))\n\t\t\tGLAD G 5 A_CustomComboAttack(\"GladiatorFireBall_Explode\", 32, 10 * random(4, 6), \"baron/melee\")\n\t\tGoto See\n\t\tMelee:\n\t\t\tGLAD E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tGLAD E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tGLAD F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tGLAD F 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tGLAD G 5 A_CustomComboAttack(\"GladiatorFireBall\", 32, 10 * random(5, 8), \"baron/melee\")\n\t\tGoto See\n\t\tPain:\n\t\t\tGLAD H 2 Fast\n\t\t\tGLAD H 2 Fast A_Pain\n\t\tGoto See\n\t\tDeath:\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\tRaise:\n\t\t\tGLAD NMLKJI 4\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tGLAD O -1\n\t\tStop\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\tSeeSound \"Gladiator/Attack\"\n\tDeathSound \"weapons/phoenixhit\"\n\tScale 0.85\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\n\t\t\tFX14 ABC 4 Bright\n\t\tLoop\n\t\tDeath:\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 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_Explode(12, 56, 0)\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_Explode(12, 56, 0)\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_Explode(12, 56, 0)\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_Explode(12, 56, 0)\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_Explode(12, 56, 0)\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_Explode(12, 56, 0)\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}"
},
{
"source": "pk3",
"name": "Actors/Sentinel.txt",
"contents": "actor DESentinel replaces PainElemental {\n\tobituary \"%o was blasted away by a sentinel.\"\n\thealth 750\n\tradius 31\n\theight 56\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\tMONSTER\n\tSpecies \"PainElemental\"\n\tTag \"Sentinel\"\n\t+DONTBLAST\n\t+DONTHURTSPECIES\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOBLOOD\n\t-DONTFALL\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tSENT A 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tSENT A 3 A_Chase\n\t\tloop\n\t\tMissile:\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 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 6 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\t\tSENT A 8 A_FaceTarget\n\t\t\tSENT C 0 A_CustomMissile(\"SentGMissile\",52,12,0,1,0)\n\t\t\tSENT C 8 Bright A_CustomMissile(\"SentGMissile\",52,-12,0,1,0)\n\t\tgoto See\n\t\tCube:\n\t\t\tSENT D 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tSENT E 0 A_CustomMissile(\"CubeShotSentinel\",52,12,0,1,0)\n\t\t\tSENT E 4 Bright A_CustomMissile(\"CubeShotSentinel\",52,-12,0,1,0)\n\t\t\tSENT D 1 A_SpidRefire\n\t\tgoto Cube+1\n\t\tRed:\n\t\t\tSENT D 4 A_FaceTarget\n\t\t\tSENT E 5 Bright A_FaceTarget\n\t\t\tSENT F 8 Bright A_CustomMissile(\"SentRMissile\",24,0,0,0)\n\t\tgoto See\n\t\tPain:\n\t\t\tSENT B 3\n\t\t\tSENT B 3 A_Pain\n\t\t\tSENT B 4 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SummonCubes\")\n\t\tGoto See\n\t\tSummonCubes:\n\t\t\tTNT1 A 0 A_Jump(128, \"ForReal\")\n\t\tGoto See\n\t\tForReal:\n\t\t\tSENT B 0 A_FaceTarget\n\t\t\tSENT B 0 A_CustomMissile(\"GCSpawner\",24,-5,-30,0)\n\t\t\tSENT B 2 A_CustomMissile(\"GCSpawner\",24,5,30,0)\n\t\t\tSENT B 1\n\t\tgoto See\n\t\tDeath:\n\t\t\tSENT G 8 Bright\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\tDeath.Corpse:\n\t\t\tSENT K -1\n\t\tStop\n\t\tRaise:\n\t\t\tSENT KJIHGML 4\n\t\tGoto See\n\t}\n}\n\nActor CubeShotSentinel : CubeShot {\n\tDamage (random(5, 10))\n\tDamageType Fire\n\tObituary \"%o got fried by a Sentinel.\"\n\tSpeed 24\n}\n\nACTOR SentGmissile\n{\n Radius 5\n Height 5\n Speed 20\n Damage (6 * random(4, 8))\n DamageType \"PainePoison\"\n RenderStyle ADD\n Alpha 0.75\n PROJECTILE\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/boltfi\"\n DeathSound \"monster/disht1\"\n States\n {\n Spawn:\n CFX6 A 1 Bright A_SpawnItem(\"Barbtrail\",0,0)\n loop\n Death:\n CFX6 BCDE 4 Bright\n Stop\n }\n}\n\nACTOR SentRmissile\n{\n Radius 5\n Height 5\n Speed 24\n Damage (8 * random(5, 6))\n DamageType \"PaineMagic\"\n RenderStyle ADD\n Alpha 0.85\n PROJECTILE\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/bigbrn\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n SEF1 AABBCC 1 Bright A_SpawnItemEx(\"RedPuff\",0,0,0,0,0,0,0,128,0)\n loop\n Death:\n SEF1 DEFG 5 Bright A_Explode(32, 64, 0)\n SEF1 H 5 Bright\n Stop\n }\n}\n\nACTOR GCSpawner {\n Radius 5\n Height 5\n Speed 12\n RenderStyle ADD\n Alpha 0.75\n PROJECTILE\n +THRUGHOST\n -NOGRAVITY\n +LOWGRAVITY\n +FORCEXYBILLBOARD\n +DONTBLAST\n Seesound \"weapons/smlbrn\"\n DeathSound \"vile/firecrkl\"\n Translation \"160:167=112:123\"\n States\n {\n Spawn:\n SEF2 AABBCCDD 1 Bright A_SpawnItemEx(\"BarbTrail\",0,0,0,0,0,0,0,128,0)\n loop\n Death:\n NFAB A 3 Bright\n NFAB B 3 Bright A_SpawnItem(\"SentinelCube_NoCount\",0,0)\n NFAB CDEFGH 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/LostSoul.txt",
"contents": "Actor SentinelCube replaces LostSoul {\n\tHealth 75\n\tRadius 16\n\tHeight 56\n\tMass 150\n\tSpeed 8\n\tPainChance 128\n\tMonster\n\tObituary \"%o got fried by a Sentinel Cube.\"\n\t+NoGravity\n\t+Float\n\t+DontFall\n\t+DontHurtSpecies\n\t+DONTBLAST\n\t+NOBLOOD\n\tSeeSound \"monster/sensit\"\n\tPainSound \"monster/senpai\"\n\tActiveSound \"monster/cubfly\"\n\tdeathsound \"monster/sendth\"\n\tTag \"Sentinel Cube\"\n\tSpecies \"SentinelCube\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tCUBE A 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tCUBE ABC 5 A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"MissileRepeat\")\n\t\t\tCUBE D 5 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tCUBE E 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 4 Bright A_FaceTarget\n\t\tGoto See\n\t\tMissileRepeat:\n\t\t\tCUBE D 3 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Cube/Fire\", 5)\n\t\t\tTNT1 A 0 A_CustomMissile(\"CubeShot\",10,4,0,1)\n\t\t\tCUBE E 4 Bright A_CustomMissile(\"CubeShot\",10,-4,0,1)\n\t\t\tCUBE D 2 A_CPosRefire\n\t\tLoop\n\t\tPain:\n\t\t\tCUBE D 3\n\t\t\tCUBE D 3 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\t\tCUBE E 0 A_NoBlocking\n\t\t\tCUBE E 0 A_SetFloorClip\n\t\t\tCUBE E 6 Bright A_Scream\n\t\t\tCUBE FGH 6 Bright\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor SentinelCube_NoCount : SentinelCube {\n\t-COUNTKILL\n}\n\nActor CubeShot {\n\tRadius 5\n\tHeight 5\n\tSpeed 18\n\tDamage (random(2, 8))\n\tDamageType Fire\n\tRenderStyle Add\n\tAlpha 0.85\n\tProjectile\n\tSeesound \"weapons/firsfi\"\n\tDeathSound \"weapons/maceex\"\n\tObituary \"%o got fried by a Sentinel Cube.\"\n\tStates {\n\t\tSpawn:\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\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tScale 1.0\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.67\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tCBAL HIJ 3 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Dreamer.txt",
"contents": "Actor DreamingGod replaces SpiderMastermind {\n\ttag \"The Dreaming God\"\n\tobituary \"%o was disintegrated for gazing upon The Dreaming God.\"\n\thealth 4750\n\tradius 60\n\theight 100\n\tProjectilePassHeight 144\n\tmass 16384\n\tspeed 5\n\tpainchance 8\n\tseesound \"Dreamer/See\"\n\tpainsound \"Dreamer/See\"\n\tdeathsound \"Dreamer/Die\"\n\tactivesound \"Dreamer/Act\"\n\tScale 0.85\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSS\n\t+BOSSDEATH\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\t+DONTBLAST\n\tconst int dreamer_burn = 3;\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MCM_HealthSet\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Set Max Health\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Dreamer Burn\", 0, dreamer_burn)\n\t\tIdle:\n\t\t\tTCHR A 10 A_Look\n\t\tloop\n\t\tSee:\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\tTNT1 A 0 A_PlaySound(\"Dreamer/Hoof\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DreamerStomp\")\n\t\tloop\n\t\tMissile:\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\", 92, 24, 0, CMF_AIMOFFSET)\n\t\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile\", 92, -24, 0, CMF_AIMOFFSET)\n\t\t\tTCHR J 6 Bright\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tNoBehaviorRedecide:\n\t\t\tTNT1 A 0 A_Jump(128, \"LongRange\")\n\t\tGoto MissileNormal\n\t\tLongRange:\n\t\t\tTNT1 A 0 A_Jump(64, \"SkipToLong\")\n\t\t\tTNT1 A 0 A_JumpIfCloser(416, \"MissileNormal\")\n\t\tSkipToLong:\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\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle2\", 92)\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\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle4\", 92)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTCHR J 3 Bright A_CustomMissile(\"SplitParticle5\", 92)\n\t\t\tTCHR G 5\n\t\tGoto See\n\t\tPortal:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"ContinuePortal\")\n\t\tGoto NoBehaviorRedecide\n\t\tContinuePortal:\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_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"ContinueCircleCheck\")\n\t\tGoto NoBehaviorRedecide\n\t\tContinueCircleCheck:\n\t\t\tTNT1 A 0 A_JumpIfCloser(520, \"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\tPain:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_NamedExecuteWithResult(\"Spawn Health Receive\") / 3, \"PainX\")\n\t\t\tTCHR L 11 A_Pain\n\t\tGoto See\n\t\tPainX:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SkipPainX\")\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\tSkipPainX:\n\t\t\tTNT1 A 0\n\t\tGoto See\n\t\tDeath:\n\t\t\tTCHR L 9 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTCHR LLLLLLL 17 A_SpawnItemEx(\"TchernoLightningFX\")\n\t\t\tTCHR M 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTCHR NO 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTCHR PQ 7\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -64, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 45, -45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", -45, 45)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, 64)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"TchernoLightningFX\", 0, -64)\n\t\t\tTCHR Q -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tTCHR Q -1\n\t\tStop\n\t}\n}\n\nActor TchernoLightningShooter : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2 * ACS_NamedExecuteWithResult(\"Spawn Health Receive\") / 3, \"Go\")\n\t\tStop\n\t\tGo:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"GoForReal\")\n\t\tStop\n\t\tGoForReal:\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 25\n\tRENDERSTYLE ADD\n\tdamage (24 * random(3, 5))\n\tPROJECTILE\n\t+DONTSPLASH\n\t+DONTBLAST\n\t+DONTREFLECT\n\tDamageType \"CyberExp\"\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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"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_SpawnItem(\"TFlyFX\")\n\t\tLoop\n\t}\n}\n\nActor DreamerBurnCount : Inventory {\n\tinventory.maxamount 32\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 {\n\t+FORCERADIUSDMG\n\t+NOGRAVITY\n\t+MISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 8 NoDelay A_Explode(128, 160, 0)\n\t\t\tTNT1 AAAAAA 4 A_Explode(28, 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\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\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\n\t\tStop\n\t}\n}\n\nActor DreamerDamager {\n\tHeight 1\n\tRadius 1\n\tDamageType Fire\n\t+NOGRAVITY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_Explode(2, 36, 0, 0, 36)\n\t\t\tTNT1 A 1 A_GiveInventory(\"DreamerBurnCount\", random(1, 3), AAPTR_TRACER)\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(-32, 32), frandom(-32, 32), frandom(0, 48), 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(-32, 32), frandom(-32, 32), frandom(0, 48), 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 : MCM_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Dreamer Burn FX\", 0, 17)\n\t\tStop\n\t}\n}\n\nActor TchernoExplosion\n{\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\tObituary \"%o was disemboweled by The Dreaming God.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Cerberus/Explode\")\n\t\t\tTEX2 A 3 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 A 2 Bright A_Explode(24, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 3 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 B 2 Bright A_Explode(48, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"TFlyFX\", 0, 32)\n\t\t\tTEX2 C 3 Bright A_Explode(96, 128, 0)\n\t\t\tTNT1 A 0 A_SpawnItem(\"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(36, 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{\n radius 1\n height 1\n Speed 10\n Scale 0.2\n PROJECTILE\n +NOBLOCKMAP\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n RENDERSTYLE ADD\n states\n {\n Spawn:\n EYEP A 0 bright\n EYEP A 10 bright\n EYEP A 200 bright A_LowGravity\n stop\n EYEP B 10 bright\n EYEP B 200 bright A_LowGravity\n stop\n EYEP C 10 bright\n EYEP C 200 bright A_LowGravity\n stop\n EYEP D 10 bright\n EYEP D 200 bright A_LowGravity\n stop\n EYEP E 10 bright\n EYEP E 200 bright A_LowGravity\n stop\n EYEP F 10 bright\n EYEP F 200 bright A_LowGravity\n stop\n Death:\n EYEP F 1\n stop\n }\n}\n\nactor SplitParticleAfterLight\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\t\tTNT1 A 1\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{\n\tHeight 12\n\tRadius 6\n\tPROJECTILE\n\tDamage (36)\n\tSpeed 40\n\tseesound \"Dreamer/Blast\"\n\tdeathsound \"Dreamer/BlastExp\"\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{\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_Explode(24, 96, 0, 0, 48)\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{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAA 0 A_Weave(1, 1, 2, 2)\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{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAA 0 A_Weave(1, 1, 2, 2)\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{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_Weave(1, 1, 2, 2)\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{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Weave(1, 1, 2, 2)\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\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 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 7\n\tDamage (5)\n\tBounceType Hexen\n\tBounceCount 6\n\tBounceFactor 0.9\n\tActiveSound \"Dreamer/Soul\"\n\tDeathSound \"whiteballbdeth\"\n\tReactionTime 20\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)\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\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_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 -18\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_Explode(48, 64, 0, 0, 40)\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}"
},
{
"source": "pk3",
"name": "Actors/Golgoth.txt",
"contents": "Actor Golgoth replaces Cyberdemon {\n\ttag \"Golgoth\"\n\tobituary \"%o was removed from existence by Golgoth.\"\n\thealth 4000\n\tradius 40\n\theight 110\n\tProjectilePassHeight 144\n\tmass 16384\n\tspeed 4\n\tpainchance 12\n\tseesound \"Golgoth/See\"\n\tpainsound \"Golgoth/Pain\"\n\tdeathsound \"Golgoth/Die\"\n\tactivesound \"Golgoth/Act\"\n\tDamageFactor \"GolgothRail\", 0\n\tScale 1.15\n\tMONSTER\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\tconst int golg_railrange = 3200;\n\t+BOSS\n\t+BOSSDEATH\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\t+DONTBLAST\n\t+LOOKALLAROUND\n\t+NODROPOFF\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_HealthSet\", 1, \"IdleLoop\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MCM_HealthSet\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Set Max Health\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Golgoth Health Check\")\n\t\tIdleLoop:\n\t\t\tMOMD A 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tMOMD AAAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\t\tMOMD AAAAAA 1 A_Chase\n\t\tloop\n\t\tMelee:\n\t\tGoto Missile\n\t\tFromMelee:\n\t\t\tTNT1 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\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_Bool\", 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(\"Golgoth Monster Shoot\", 0, 1)\n\t\t\tMOMD FE 2 A_FaceTarget\n\t\tGoto See\n\t\tDarkLance:\n\t\t\tTNT1 A 0 A_JumpIfCloser(golg_railrange, \"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(\"MCM_Bool\", 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\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff\", golg_railrange)\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\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 1, \"GolgothPuff\", golg_railrange)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 0, \"GolgothPuff\", golg_railrange)\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\tMOMD G 1 Light(\"GOLGOTHPINKLIGHT2\") A_CustomBulletAttack(0, 0, 1, 8, \"GolgothPuff2\", golg_railrange)\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(\"Golgoth Monster Shoot\", 0, 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_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"DecideForReal\")\n\t\tGoto MissileDecide\n\t\tDecideForReal:\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 0 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 0 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 0 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\tPain:\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\tDeath:\n\t\t\tTNT1 A 0 A_StopSound(7)\n\t\t\tMOMD L 16 A_Scream\n\t\t\tMOMD M 6\n\t\t\tTNT1 A 0 A_PlaySound(\"Golgoth/Explode\", CHAN_BODY)\n\t\t\tMOMD MMMMMNNNNN 1\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tMOMD OOOOPPPPQQQQRRRR 1\n\t\t\tMOMD T -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tMOMD T -1\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\t+HITTRACER\n\tDamageType \"GolgothRail\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"Golgoth Laser Trail Fake\", 0, ACS_NamedExecuteWithResult(\"MCM Get Target\"))\n\t\t\tTNT1 A 3 A_GiveInventory(\"GolgothSlow\", 1, AAPTR_TRACER)\n\t\tStop\n\t}\n}\n\nActor GolgothPuff2 : GolgothPuff {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay ACS_NamedExecuteAlways(\"Golgoth Laser Trail\", 0, ACS_NamedExecuteWithResult(\"MCM Get Target\"))\n\t\t\tTNT1 A 3 A_GiveInventory(\"GolgothWeaken\", 1, AAPTR_TRACER)\n\t\tStop\n\t}\n}\n\nACTOR GolgothWeaken : PowerProtection {\n DamageFactor \"Normal\", 1.5\n\tpowerup.color \"60 15 45\"\n\tpowerup.duration -5\n}\n\nACTOR GolgothSlow : PowerSpeed {\n\tSpeed 0.75\n\tpowerup.color \"60 15 45\"\n\tpowerup.duration -2\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 GolgothPuffy : Puffy {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tScale 1.15\n}\n\nActor GolgothMeteor {\n\tProjectile\n\tSpeed 28\n\tHeight 16\n\tRadius 8\n\tDamage(80)\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_Explode(64, 128)\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\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 GolgothFlames {\n\tPROJECTILE\n\tSpeed 30\n\tHeight 12\n\tRadius 6\n\tRenderstyle Add\n\tAlpha 1.0\n\tDamage(4)\n\tDamageType Fire\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_Explode(8, 16)\n\t\t\tFRFX EFG 2 bright A_Explode(10, 28)\n\t\t\tFRFX HIJ 2 bright A_Explode(12, 40)\n\t\t\tFRFX KLM 2 bright A_Explode(16, 52)\n\t\t\tFRFX NO 2 bright\n\t\tStop\n\t\tDeath:\n\t\t\tFRFX HIJ 2 bright A_Explode(12, 40)\n\t\t\tFRFX KLM 2 bright A_Explode(16, 52)\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\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\tHIB1 C 3 Bright\n\t\t\tHIB1 DEFG 3 Bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/AngelofDeath.txt",
"contents": "ACTOR AngelOfDeath replaces Arachnotron {\n\tObituary \"%o was raptured by an Angel of Death.\"\n\tHealth 600\n\tRadius 48\n\tHeight 64\n\tMass 1576\n\tSpeed 8\n\tPainchance 96\n\tScale 0.875\n\tSeeSound \"angel/sight\"\n\tPainsound \"angel/pain\"\n\tDeathsound \"angel/death\"\n\tActivesound \"angel/active\"\n\tMONSTER\n\tTag \"Angel of Death\"\n\tBloodColor \"80 16 80\"\n\t+DONTBLAST\n\t+FLOORCLIP\n\t+NOFEAR\n\t+BOSSDEATH\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tLMDA AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tLMDA AABBCCDD 3 A_Chase\n\t\tloop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"PipeBomb\")\n\t\tChaingun:\n\t\t\tLMDA E 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 bright A_CustomMissile (\"BulletPierce\", 56, 22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 bright A_CustomMissile (\"BulletPierce\", 56, -22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA F 3 bright A_CustomMissile (\"BulletPierce\", 56, 22, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"angeltracer/fire\", CHAN_WEAPON)\n\t\t\tLMDA G 3 bright A_CustomMissile (\"BulletPierce\", 56, -22, 0, 0)\n\t\t\tLMDA G 0 A_CPosRefire\n\t\tgoto Chaingun+1\n\t\tPipeBomb:\n\t\t\tTNT1 A 0 A_Jump(128, \"PipebombCont\")\n\t\tGoto Chaingun\n\t\tPipebombCont:\n\t\t\tLMDA I 8 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 10\n\t\t\tLMDA I 4 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 10\n\t\t\tLMDA H 0 A_Jump (127, \"Another\")\n\t\t\tGoto See\n\t\tAnother:\n\t\t\tLMDA I 6 A_FaceTarget\n\t\t\tLMDA J 3 bright A_CustomMissile (\"PipeBomb\", 56, 0)\n\t\t\tLMDA H 8\n\t\tGoto See\n\t\tPain:\n\t\t\tLMDA H 3\n\t\t\tLMDA H 3 A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Missile\")\n\t\tGoto See\n\t\tDeath:\n\t\t\tLMDA H 4 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tLMDA KLMNOPQ 5\n\t\t\tTNT1 A 0 A_PlaySound(\"angel/collapse\")\n\t\t\tLMDA RS 5\n\t\t\tLMDA TU 6\n\t\t\tLMDA V -1 A_BossDeath\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tLMDA V -1\n\t\tStop\n\t\tRaise:\n\t\t\tLMDA UTSRQPONMLKJ 3\n\t\tGoto See\n\t}\n}\n\nACTOR PipeBomb {\n\tRadius 8\n\tHeight 16\n\tSpeed 28\n\tDamage (4 * random(4, 5))\n\tDamageType \"BigSpider\"\n\tScale 1.35\n\tSeesound \"pipebomb/fire\"\n\tDeathsound \"pipebomb/explode\"\n\tProjectile\n\t+THRUGHOST\n\t+DONTBLAST\n\tStates {\n\t\tSpawn:\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_Explode(24, 72, 0)\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, 36)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 72)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0, 108)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,144)\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\",0,0,0,35,0,0,216)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,252)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,288)\n\t\t\tFBXP A 0 A_SpawnItemEx(\"BulletPierce\",0,0,0,35,0,0,324)\n\t\t\tTNT1 A 0 A_SetScale(0.925, 0.925)\n\t\t\tMACX A 2 Bright\n\t\t\tMACX BCDEFGHIJ 2 Bright\n\t\tstop\n\t}\n}\n\nACTOR BulletPierce {\n\tradius 3\n\theight 6\n\tspeed 32\n\tdamage (2 * random(1, 2))\n\tScale 0.875\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 2\n\tBounceFactor 1.0\n\tstates {\n\t\tSpawn:\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}"
},
{
"source": "pk3",
"name": "Actors/Abomination.txt",
"contents": "Actor Abomination replaces Fatso {\n\tHealth 600\n\tRadius 48\n\tHeight 64\n\tSpeed 12\n\tScale 1.1\n\tPainChance 48\n\tMass 2048\n\tSeeSound \"Abomination/See\"\n\tPainSound \"Abomination/Pain\"\n\tDeathSound \"Abomination/Death\"\n\tActiveSound \"Abomination/Active\"\n\tMonster\n\t+FloorClip\n\t+MissileMore\n\tSpecies \"Fatso\"\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\t+DONTBLAST\n\t+BOSSDEATH\n\tObituary \"%o was cremated by an Abomination.\"\n\tTag \"Abomination\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tFAT2 AAAAAAAAAABBBBBBBBBB 1 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tFAT2 ABC 6 A_Chase\n\t\t\tFAT2 DEF 6 A_Chase\n\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"Abomination/Attack\", \"SoundSlot6\", 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Missile2\")\n\t\tMissileCont:\n\t\t\tFAT2 GGGG 3 A_FaceTarget\n\t\tMisFire:\n\t\t\tFAT2 V 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, 41, 0)\n\t\t\tFAT2 IGG 3 A_FaceTarget\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\t\tFAT2 U 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, 0)\n\t\t\tFAT2 GI 3 A_FaceTarget\n\t\t\tFAT2 K 0 A_Jump(96, \"GiveUp\")\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\tGoto MisFire\n\t\tGiveUp:\n\t\t\tHECT K 0\n\t\tGoto See\n\t\tMissile2:\n\t\t\tTNT1 A 0 A_JumpIfCloser(384, \"Missile2Cont\")\n\t\tGoto MissileCont\n\t\tMissile2Cont:\n\t\t\tFAT2 GGGG 3 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 IGG 4 A_FaceTarget\n\t\t\tFAT2 H 0 A_CustomMissile(\"AbominationAttack1\", 24, 41, Random(-4, 2))\n\t\t\tFAT2 H 4 Bright A_CustomMissile(\"AbominationAttack1\", 24, -41, Random(-2, 4))\n\t\t\tFAT2 GI 4 A_FaceTarget\n\t\t\tFAT2 K 0 A_Jump(200, 2)\n\t\t\tFAT2 K 0 A_SpidReFire\n\t\tGoto Missile2\n\t\t\tFAT2 K 0\n\t\tGoto See\n\t\tPain:\n\t\t\tFAT2 J 10 A_Pain\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Missile\")\n\t\t\tFAT2 J 4\n\t\tGoto See\n\t\tDeath:\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\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_BossDeath\n\t\tStop\n\t\tRaise:\n\t\t\tFAT2 SRQPONMLK 6\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tFAT2 T -1\n\t\tStop\n\t}\n}\n\nACTOR AbominationAttack1 {\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage (5 * random(5, 7))\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+MTHRUSPECIES\n\t+FORCERADIUSDMG\n\t+DONTBLAST\n\t+FOILINVUL\n\tSeesound \"weapons/macefi\"\n\tDeathSound \"weapons/maceex\"\n\tStates {\n\t\tSpawn:\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_Explode(18, 96)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,0,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,60,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,120,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,180,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,240,0,0)\n\t\t\tRIP1 D 0 Bright A_SpawnItemEx(\"AbominationAttack2\",0,0,0,32,0,0,300,0,0)\n\t\t\tRIP1 DEFGH 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR AbominationAttack2Trail\n{\n Radius 5\n Height 5\n +FORCEXYBILLBOARD\n +NOINTERACTION\n +CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.5\n States\n {\n Spawn:\n RIP2 AB 2 Bright A_Fadeout(0.07)\n loop\n }\n}\n\nACTOR AbominationAttack2 {\n Radius 5\n Height 5\n Damage (2)\n PROJECTILE\n Speed 24\n +RIPPER\n +FORCEXYBILLBOARD\n +MTHRUSPECIES\n +DONTBLAST\n +FOILINVUL\n DeathSound \"weapons/firex2\"\n States {\n\t\tSpawn:\n\t\t\tRIP2 AAA 1 Bright A_SpawnItemEx(\"AbominationAttack2Trail\")\n\t\t\tRIP2 BBB 1 Bright A_SpawnItemEx(\"AbominationAttack2Trail\")\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 }\n}"
},
{
"source": "pk3",
"name": "Actors/GraveDigger.txt",
"contents": "Actor GraveDigger replaces Demon {\n\tHealth 185\n\tPainChance 96\n\tSpeed 16\n\tMass 1024\n\tRadius 30\n\tHeight 56\n\tMONSTER\n\tObituary \"%o had their grave dug up by a Gravedigger.\"\n\tHitObituary \"%o won't have an open casket funeral.\"\n\tSeeSound \"SoulEater/See\"\n\tAttackSound \"Monster/sg2atk\"\n\tPainSound \"SoulEater/Pain\"\n\tDeathSound \"SoulEater/Die\"\n\tActiveSound \"SoulEater/Act\"\n\tTag \"Gravedigger\"\n\tMaxTargetRange 264\n\tScale 1.15\n\tSpecies \"Demon\"\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tSAR3 AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SeeMissile\")\n\t\t\tSAR3 AABBCCDD 2 A_Chase(\"Melee\", \"\")\n\t\tLoop\n\t\tSeeMissile:\n\t\t\tSAR3 AABBCCDD 2 A_Chase(\"Melee\", \"Missile\")\n\t\tGoto See\n\t\tMelee:\n\t\t\tSAR3 EF 6 A_FaceTarget\n\t\t\tSAR3 G 6 A_CustomMeleeAttack(random(5, 10) * 4)\n\t\tGoto See\n\t\tMissile:\n\t\t\tSAR3 GE 5 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav\", 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 6 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Grav\", 27, 0)\n\t\t\tSAR3 F 7 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 A_CustomMissile(\"Bloodshot_Grav\", 27, 0, 4)\n\t\t\tSAR3 EG 6\n\t\tGoto See\n\t\tPain:\n\t\t\tSAR3 H 2\n\t\t\tSAR3 H 2 A_Pain\n\t\t\tTNT1 A 0 A_Jump(128, \"Retaliate\")\n\t\tGoto See\n\t\tDeath:\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\tDeath.Corpse:\n\t\t\tSAR3 N -1\n\t\tStop\n\t\tRaise:\n\t\t\tSAR3 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor Bloodshot\n{\n Radius 3\n Height 6\n Speed 20\n Damage (2 * random(3, 6))\n Projectile\n RenderStyle Translucent\n Alpha 0.80\n +ThruGhost\n +DONTBLAST\n DeathSound \"weapons/bloodx\"\n States\n {\n Spawn:\n FBLD A 2 Bright A_CStaffMissileSlither\n FBLD A 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n FBLD B 2 Bright A_CStaffMissileSlither\n FBLD B 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n Loop\n Death:\n FBLD CDE 3 Bright\n Stop\n }\n}\n\nActor Bloodtrail\n{\n Radius 1\n Height 1\n Projectile\n +DONTBLAST\n RenderStyle Translucent\n Alpha 0.67\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 3\n FBLD FGH 3 BRIGHT\n Stop\n }\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}"
},
{
"source": "pk3",
"name": "Actors/GraveDiggerG.txt",
"contents": "Actor GraveDigger_Ghost : GraveDigger replaces Spectre {\n\tTranslation \"Ice\"\n\tAlpha 0.5\n\tRenderstyle Add\n\tBloodColor \"36 36 99\"\n\t+GHOST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tSAR3 A 10 A_Look\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 B 10 A_Look\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"SeeMissile\")\n\t\t\tSAR3 AA 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 BB 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\t\tSAR3 CC 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 C 0 A_SpawnItemEX(\"GraveDiggerTrailC\")\n\t\t\tSAR3 DD 2 A_Chase(\"Melee\", \"\")\n\t\t\tSAR3 D 0 A_SpawnItemEX(\"GraveDiggerTrailD\")\n\t\tLoop\n\t\tSeeMissile:\n\t\t\tSAR3 AA 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 A 0 A_SpawnItemEX(\"GraveDiggerTrailA\")\n\t\t\tSAR3 BB 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 B 0 A_SpawnItemEX(\"GraveDiggerTrailB\")\n\t\t\tSAR3 CC 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 C 0 A_SpawnItemEX(\"GraveDiggerTrailC\")\n\t\t\tSAR3 DD 2 A_Chase(\"Melee\", \"Missile\")\n\t\t\tSAR3 D 0 A_SpawnItemEX(\"GraveDiggerTrailD\")\n\t\tLoop\n\t\tMissile:\n\t\t\tSAR3 GE 5 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 A_CustomMissile(\"Bloodshot_Grav_Icey\", 27, 0, frandom(-4, 4))\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tSAR3 F 5 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 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"Bloodshot_Icey\", 27, 0)\n\t\t\tSAR3 F 5 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 A_CustomMissile(\"Bloodshot_Icey\", 27, 0, 2)\n\t\t\tSAR3 EG 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\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 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 GraveDiggerTrailA {\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 GraveDiggerTrailB : GraveDiggerTrailA {\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 GraveDiggerTrailC : GraveDiggerTrailA {\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 GraveDiggerTrailD : GraveDiggerTrailA {\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/Succubus.txt",
"contents": "Actor Succubus replaces Shotgunguy {\n\tobituary \"%o was charmed by a Succubus.\"\n\tHealth 75\n\tRadius 20\n\tHeight 56\n\tSpeed 7\n\tMass 100\n\tPainChance 192\n\tSEESOUND \"succubus/see\"\n\tpainsound \"succubus/pain\"\n\tdeathsound \"succubus/die\"\n\tactivesound \"succubus/act\"\n\tDropItem \"Shotgun\"\n\tMONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\tTag \"Succubus\"\n\tstates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tSUCC AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastChase\")\n\t\t\tSUCC AB 3 A_Chase\n\t\tloop\n\t\tFastChase:\n\t\t\tSUCC AB 3 A_Chase\n\t\t\tSUCC B 1 A_FastChase\n\t\tLoop\n\t\tMissile:\n\t\t\tSUCC G 4 A_FaceTarget\n\t\t\tSUCC I 4\n\t\t\tTNT1 A 0 A_PlaySound(\"Succubus/Attack\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"Another\")\n\t\t\tSUCC J 5 A_FaceTarget\n\t\tGoto See\n\t\tAnother:\n\t\t\tTNT1 A 0 A_Jump(128, \"Skip\")\n\t\t\tSUCC J 1\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, -8)\n\t\t\tTNT1 A 0 A_CustomMissile (\"PinkBall\", 32, 0, 8)\n\t\tSkip:\n\t\t\tSUCC J 5 A_FaceTarget\n\t\tgoto See\n\t\tPain:\n\t\t\tSUCC H 2\n\t\t\tSUCC H 2 A_Pain\n\t\t\tSUCC GGG 2 A_FastChase\n\t\tGoto See\n\t\tDeath:\n\t\t\tSUC1 A 6 A_Scream\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SuccubusDeathFX\", 0, 0, 24)\n\t\t\tSUC1 BCG 6\n\t\t\tSUC1 HI 6\n\t\t\tSUC1 K -1\n\t\tStop\n\t\tDeath.Corpse:\n\t\t\tSUC1 K -1\n\t\tStop\n\t\tRaise:\n\t\t\tSUC1 IHGCBA 6\n\t\tGoto See\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\tLMP1 ABCD 1\n\t\tStop\n\t}\n}\n\nactor PinkBall {\n\tradius 4\n\theight 3\n\tspeed 21\n\tdamage (random(8, 16))\n\trenderstyle Add\n\tdeathsound \"imp/shotx\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tstates {\n\t\tSpawn:\n\t\t\tLMP1 ABCD 2 Bright A_SpawnItem(\"PinkBallTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tLMP1 EFG 6 bright\n\t\tstop\n\t}\n}\n\nActor SuccubusDeathFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tTranslation \"48:63=%[0.00,0.00,0.00]:[1.06,0.26,1.17]\",\n\t\t\t\t\"64:79=%[0.00,0.00,0.00]:[1.02,0.23,0.97]\",\n\t\t\t\t\"160:167=%[0.00,0.00,0.00]:[1.14,0.15,1.02]\",\n\t\t\t\t\"224:231=%[0.00,0.00,0.00]:[1.65,0.30,1.76]\",\n\t\t\t\t\"249:249=%[0.00,0.00,0.00]:[1.52,0.31,1.65]\"\n\tAlpha 1.0\n\tStates {\n\t\tSpawn:\n\t\t\tSCFX ABCDEFG 3 Bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/CultAdept.txt",
"contents": "Actor UndeadAdept replaces Chaingunguy {\n\tHealth 85\n\tRadius 20\n\tHeight 56\n\tSpeed 10\n\tScale 0.95\n\tPainChance 160\n\tMonster\n\t+FLOORCLIP\n SeeSound \"UndeadInitiate/See\"\n ActiveSound \"UndeadInitiate/Act\"\n painsound \"UndeadInitiate/Pain\"\n deathsound \"UndeadInitiate/Death\"\n\tObituary \"%o succumbed to a Undead Adept's magic.\"\n\tTag \"Undead Adept\"\n\tSpecies \"ChaingunGuy\"\n\tDropItem \"Chaingun\"\n\tMinMissileChance 64\n\tHealth 80\n\t+NODAMAGETHRUST\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NODROPOFF\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tCULT AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSee\")\n\t\t\tCULT A 2 A_Chase\n\t\t\tCULT A 3 A_Chase\n\t\tSeeCont:\n\t\t\tCULT B 2 A_Chase\n\t\t\tCULT B 3 A_Chase\n\t\t\tCULT C 2 A_Chase\n\t\t\tCULT C 3 A_Chase\n\t\t\tCULT D 2 A_Chase\n\t\t\tCULT D 3 A_Chase\n\t\tGoto See\n\t\tSeeNoAttack:\n\t\t\tCULT A 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"FastSeeNoAttack\")\n\t\t\tCULT A 2 A_Chase(\"\", \"\")\n\t\t\tCULT A 3 A_Chase(\"\", \"\")\n\t\tGoto SeeCont\n\t\tFastSeeNoAttack:\n\t\t\tCULT A 4 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto FastSeeCont\n\t\tFastSee:\n\t\t\tCULT A 4 A_FastChase\n\t\tFastSeeCont:\n\t\t\tCULT BCD 4 A_FastChase\n\t\tGoto FastSee\n\t\tMissile:\n\t\t\tCULT E 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"CheckFaster\")\n\t\tMissileCont:\n\t\t\tCULT F 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tCULT F 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 8 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"MissileCont\")\n\t\t\tGoto SeeNoAttack\n\t\tCheckFaster:\n\t\t\tTNT1 A 0 A_Jump(144, \"FasterCont\")\n\t\tGoto MissileCont\n\t\tFasterCont:\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tCULT E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tCULT E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,-5,0,1,0)\n\t\t\tTNT1 A 0 A_CustomMissile (\"CultAdeptShot\",40,5,0,1,0)\n\t\t\tCULT F 5 Bright A_PlaySound(\"monster/culatk\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, \"FasterCont\")\n\t\tGoto SeeNoAttack\n\t\tPain:\n\t\t\tCULT G 3\n\t\t\tCULT G 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tCULT H 6\n\t\t\tCULT I 6 A_PlayerScream\n\t\t\tCULT JK 6\n\t\t\tCULT L 6 A_NoBlocking\n\t\t\tCULT M -1\n\t\t\tStop\n\t\tRaise:\n\t\t\tCULT LKJIH 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tCULT M -1\n\t\tStop\n\t}\n}\n\nActor CultAdeptShotTrail : CultMysticShotTrail {\n\tTranslation \"0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]\"\n}\n\nActor CultAdeptShot : CultMysticShot {\n\tTranslation \"0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]\"\n\tSpeed 28\n\tDamage ((Random(7, 10)))\n\tScale 1.15\n\t+DONTBLAST\n\t+DONTREFLECT\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tCMYP AB 2 Bright A_SpawnItem(\"CultAdeptShotTrail\")\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/CultMystic.txt",
"contents": "Actor UndeadMage replaces Zombieman {\n\tHealth 50\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tScale 0.925\n\tPainChance 184\n\tMonster\n\t+FLOORCLIP\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\tTag \"Undead Mage\"\n\tDropItem \"Clip\"\n\t+NODAMAGETHRUST\n\t+DONTBLAST\n\t+NODROPOFF\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 NoDelay ACS_NamedExecuteAlways(\"MCM Give Monster TID\")\n\t\tIdle:\n\t\t\tCMYS AB 10 A_Look\n\t\tLoop\n\t\tCanRaiseSee:\n\t\t\tCMYS AABBCCDD 3 A_VileChase\n\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_IgnoreToggle\", 1, \"SeeCont\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"MCM_BehaviorToggle\", 1, \"CanRaiseSee\")\n\t\tSeeCont:\n\t\t\tCMYS AABBCCDD 3 A_FastChase\n\t\tLoop\n\t\tMissile:\n\t\t\tCMYS E 8 A_FaceTarget\n\t\t\tCMYS F 0 A_CustomMissile (\"CultMysticShot\",46,-5,0,1,0)\n\t\t\tCMYS F 0 A_CustomMissile (\"CultMysticShot\",46,5,0,1,0)\n\t\t\tCMYS F 8 Bright A_PlaySound(\"monster/culatk\")\n\t\tGoto See\n\t\tPain:\n\t\t\tCMYS G 3\n\t\t\tCMYS G 3 A_Pain\n\t\tGoto See\n\t\tHeal:\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 A_GiveInventory(\"MCM_IgnoreToggle\", 1)\n\t\t\tCMYS E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tGoto See\n\t\tDeath:\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\tXDeath:\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\tRaise:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoPain\",0)\n\t\t\tCMYS MLKJIH 5\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tCMYS N -1\n\t\tStop\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, 6))\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\tCMYP AB 2 Bright A_SpawnItem(\"CultMysticShotTrail\")\n\t\tloop\n\t\tDeath:\n\t\t\tCMYP CDEF 3 Bright\n\t\tstop\n\t}\n}"
}
]
},
"maps": []
}