Raw model (for completeness)
{
"meta": {
"id": "016401f0-ca10-451c-b930-a0d2bae5e47f",
"sha1": "ecde6f13b48d854d22dee155c72a110904fd15cc",
"sha256": "d6fe7de0f4478d2e7c8b01f50d3e755d181d56346b1d5afdf67b2e6ea49b79af",
"filenames": [
"samsara-v0.355-beta.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-07-25 00:09:35",
"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": "2016-07-25 00:09:35",
"file": {
"type": "PK3",
"size": 42828682,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ecde6f13b48d854d22dee155c72a110904fd15cc/ecde6f13b48d854d22dee155c72a110904fd15cc.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 7101,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "Samsara v0.355 Beta",
"description": "Samsara is a large, complex WAD distributed as a PK3 file designed for ZDoom-compatible engines. It contains no traditional Doom maps but instead offers extensive scripted content and custom gameplay elements, emphasizing a narrative-driven, mission-style experience with heavy use of dialogue and voice strings. The WAD features modern mechanics and a strong focus on exploration and combat against human-like enemies, with a tactical, guerilla warfare theme rather than classic demon hordes. Resource balance and difficulty are not directly inferable from map data due to the absence of standard maps. The visual and thematic style leans toward a military/espionage setting with no typical Doom textures or hellish environments. Progression is non-linear and heavily scripted, relying on ZDoom's advanced features rather than vanilla or Boom compatibility.",
"tags": [
"challenge_wad",
"exploration_heavy",
"large_megawad",
"military_theme",
"no_maps",
"nonlinear",
"scripted",
"zdoom_only"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "BJCHAT.txt",
"contents": "[IntroStrings]\n\"Agent Blazkowicz here. Beginning the operation.\"\n\"Once more into the breach. Let's go.\"\n\"Another group of fresh recruits. Let me show you how it's done.\"\n\"The things I do for my country.\"\n\"Obviously this mission calls for a professional.\"\n\"Time to raise some hell, men.\"\n\n[FragStrings]\n\"I only regret that you have but one life to give.\"\n\"Didn't sign up for wetwork, but I'm not complaining.\"\n\"Clean shot, clean kill.\"\n\"Shame your fancy gun doesn't fire worth a damn.\"\n\"One less hostile to account for.\"\n\"I can't tell if you were trying to fight back or not.\"\n\"They sure don't make solders here like they do back home.\"\n\"No time for your excuses, I've got more work to do.\"\n\"I don't know what game you're playing, but this is war.\"\n\"You're not the biggest coward I've killed, but you're skirting the line.\"\n\n[KilledStrings]\n\"You've officially done what the Reich couldn't.\"\n\"Congratulations, you shoot better than a Nazi.\"\n\"Reporting casualties. Ow.\"\n\"Give a boy a weapon and he thinks he's a soldier.\"\n\"You call that a kill? I've been tortured worse!\"\n\"You realize of course that this means war.\"\n\"I've got a surplus GI beating put aside just for you.\"\n\"Next time it'll be my foot versus your throat.\"\n\"You should feel honored, getting to kill a real American hero.\"\n\n[RoamingStrings]\n\"Unfamiliar territory. Better fan out and explore.\"\n\"Nothing like pounding pavement. Now, where are those hostiles...\"\n\"Don't worry, I'm coming to get you. I just have to find you first.\"\n\"Ugh, here comes the boring part. C'mon, show yourselves already.\"\n\"I think I hear footsteps...who's that I spy?\"\n\"Figures, you can't fight worth a damn but you sure can hide.\"\n\"You're lucky I can't stab you in the back right now.\"\n\"I hate it when they run. Come on and fight like a soldier.\"\n\"I've got a history of hunting and killing. You don't have the advantage.\"\n\"Guerilla warfare? You're fighting the wrong man, pal.\"\n\"Nothing like a little cardio to pump me up before a fight.\"\n\"I can go for miles, buddy. I've got time to find you.\"\n\"That's right, keep running. I want to see if I can hit you across the room.\"\n\"I don't expect insults to draw you out. I'd rather do that to your face. C'mere.\"\n\"That gun of yours better be ready to fire. I'm gonna shoot first.\"\n\"Going AWOL ain't any way to win a fight, soldier. Take your punishment.\"\n\"You know all this effort to catch you means I'm gonna drop the hammer harder.\"\n\"I like the thrill of the chase. It's just icing on the cake, you know?\"\n\"I spy with my little eye...nothing. Yet. Show yourself.\"\n\"Stop dragging out the war, buddy. Let's get this over with.\"\n\"You think you know the battlefield better than me? We'll see about that.\"\n\"You'd better not be huddling in a corner, hiding. That's what the Nazis did.\"\n\"Running for reinforcements isn't going to help. I'll take them on, too.\"\n\"Time for a little in-field recon. Ready and loaded.\"\n\"Not sure if you're neutralized or not...let's take a look around.\"\n\"Anyone still breathing? C'mere, I can fix that.\"\n\"I'll go over every foot with a fine-toothed comb until I found you.\"\n\n[RareRoamingStrings]\n\"You're damned lucky I can't read my map and shoot you at the same time.\"\n\"It'd be nice if the Wheel would turn back. I want to shoot Hitler again.\"\n\"Why the hell does everything have to be a maze around here?\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"Agent Blazkowicz reporting in. Mission accomplished.\"\n\"Nothing more than another completed mission. Time for the next one.\"\n\"There are two elements to a good victory: Careful planning and solid execution.\"\n\"Time to reap the spoils of war.\"\n\"Don't worry, I don't shoot POWs. Your cell is gonna be tiny though.\"\n\"The only thing that would make this better is a Dutch cigar.\"\n\n[LoseStrings]\n\"This is not an acceptable outcome.\"\n\"You may have won the battle, but I can still win the war.\"\n\"Damn it to hell. Retreat! Fall back!\"\n\"Should've bought more war bonds.\"\n\"Where's that lousy cyanide pill...\"\n\"If you think we're done here, you're dead wrong.\"\n\n[FrustratedStrings] // Spammer!\n\"Enough already, air strikes aren't fair!\"\n\"You missin' a leg, relying so hard on that crutch?!\"\n\"Overkill? Real original, let's see you use a real weapon.\"\n\"Yeah, laugh now, wait until it's my turn.\"\n\"Why the hell are you wasting this on me? There's other jerks to kill!\"\n\n[EnragedStrings] // You fail it!\n\"That's it! The gloves are off! Time for a war crime.\"\n\"I hope you're prepared for a slow death, scumbag.\"\n\"You're gonna get a taste of what I gave der Fuhrer!\"\n\"Hope you're still feeling cocky after I snap your neck.\"\n\"I am gonna whup your ass like it's Eva Braun's!\"\n\n[DemoralizedStrings] // Your skill is not enough!\n\"Jesus, I feel like a French beach.\"\n\"Ugh...did anyone get that tank's serial number?\"\n\"Okay, I give up, you've got what it takes to serve with me.\"\n\"Come on, at least the Nazis would take breaks while beating me!\"\n\"I haven't been beaten this bad since boot camp.\"\n\n[PissedStrings] // Llama!\n\"Figures that the only language you understand is violence. Let's chat.\"\n\"Now that's just disrespectful, interrupting a superior officer like that.\""
},
{
"source": "pk3",
"name": "BOTINFO.txt",
"contents": "{\nname = \"\\cdDoomguy\"\nscript = DFULTBOT\nchatlump = DOOMCHAT\ngender = male\nrevealed = true\nclass = \"Doomguy\"\ncolor = \"00 F0 00\"\naccuracy = 3\nintellect = 3\nevade = 2\nanticipation = 4\nreactiontime = 1\nperception = 4\nchatfrequency = 10\nfavoriteweapon = \"Super Shotgun\"\n}\n\n{\nname = \"\\cqCorvus\"\nscript = DFULTBOT\nchatlump = CORVCHAT\ngender = male\nrevealed = true\nclass = \"Corvus\"\ncolor = \"771100\"\naccuracy = 2\nintellect = 4\nevade = 2\nanticipation = 1\nreactiontime = 1\nperception = 4\nchatfrequency = 30\nfavoriteweapon = \"Dragon Claw\"\n}\n\n{\nname = \"\\clParias\"\nscript = DFULTBOT\nchatlump = PARSCHAT\ngender = male\nrevealed = true\nclass = \"Parias\"\ncolor = \"FF0000\"\naccuracy = 2\nintellect = 4\nevade = 3\nanticipation = 2\nreactiontime = 2\nperception = 3\nchatfrequency = 25\nfavoriteweapon = \"Firestorm\"\n}\n\n{\nname = \"\\chFred Chexter\"\nscript = DFULTBOT\nchatlump = CHEXCHAT\ngender = male\nrevealed = true\nclass = \"ChexWarrior\"\ncolor = \"0000FF\"\naccuracy = 2\nintellect = 3\nevade = 2\nanticipation = 3\nreactiontime = 4\nperception = 2\nchatfrequency = 25\nfavoriteweapon = \"Zorch Propulsor\"\n}\n\n{\nname = \"\\cjB.J. Blazkowicz\"\nscript = DFULTBOT\nchatlump = BJCHAT\ngender = male\nrevealed = true\nclass = \"Blazkowicz\"\ncolor = \"737373\"\naccuracy = 3\nintellect = 1\nevade = 4\nanticipation = 2\nreactiontime = 3\nperception = 3\nchatfrequency = 30\nfavoriteweapon = \" Chaingun \"\n}\n\n{\nname = \"\\c[m1]Duke Nukem\"\nscript = DFULTBOT\nchatlump = DUKECHAT\ngender = male\nrevealed = true\nclass = \"Duke\"\ncolor = \"FF 00 00\"\naccuracy = 3\nintellect = 0\nevade = 3\nanticipation = 3\nreactiontime = 2\nperception = 4\nchatfrequency = 50\nfavoriteweapon = \" Shotgun \"\n}\n\n{\nname = \"\\cnSecurity Officer\"\nscript = DFULTBOT\nchatlump = SOCHAT\ngender = male\nrevealed = true\nclass = \"SecurityOfficer\"\ncolor = \"007FFF\"\naccuracy = 4\nintellect = 0\nevade = 4\nanticipation = 1\nreactiontime = 2\nperception = 2\nchatfrequency = 30\nfavoriteweapon = \"MA-75B Assault Rifle\"\n}\n\n{\nname = \"\\csRanger\"\nscript = DFULTBOT\nchatlump = RANGCHAT\ngender = male\nrevealed = true\nclass = \"Ranger\"\ncolor = \"CC 99 00\"\naccuracy = 2\nintellect = 1\nevade = 3\nanticipation = 4\nreactiontime = 4\nperception = 3\nchatfrequency = 20\nfavoriteweapon = \" Rocket Launcher \" // We'll need to decide what to do with these weapon names later.\n}"
},
{
"source": "pk3",
"name": "CHEXCHAT.txt",
"contents": "[IntroStrings]\n\"All right! Good luck, everyone.\"\n\"Hello, folks, how's it going?\"\n\"This'll be fun.\"\n\"Everyone ready for a fair and friendly match?\"\n\"May the best man, woman, or thing from beyond win.\"\n\"I'm from Chex Squadron, and I volunteer for battle!\"\n\n[FragStrings]\n\"Don't worry, just relax. You'll respawn shortly.\"\n\"Don't give up yet!\"\n\"I'm sure you can do better than that.\"\n\"Oh, don't take it personally. Not everyone wins.\"\n\"You'll be fine. I didn't even hurt you.\"\n\"Zorched!\"\n\"I wonder where you'll end up?\"\n\"Have a nice trip.\"\n\"Don't get lost wandering back, now.\"\n\n[KilledStrings]\n\"Hold the party mix! I'm not finished yet!\"\n\"Oh, wow, great shot.\"\n\"You would do well in the IFC.\"\n\"Nice. I'll have to do better next time.\"\n\"It's not over yet.\"\n\"I still have plenty of fight left in me!\"\n\"You'll go from cadet to sergeant in no time.\"\n\"Oof. I don't often feel that.\"\n\"Eeehhh, give me a bit. I'll be back soon.\"\n\n[RoamingStrings]\n\"This arena looks pretty nice. Some good architecture.\"\n\"Aah, one second. Gotta clean slime off my boot.\"\n\"Gonna have to try some of those other weapons sometime.\"\n\"From the Halls of Montezuma...hmm hmm hmm...\"\n\"Haven't seen environments this bloody in a long, long time.\"\n\"I wonder how Chex Squadron is doing.\"\n\"The mission continues...\"\n\"I wonder if I'll get called back into action again.\"\n\"Hah, if only General Mills could see me now.\"\n\"So, you guys ready for another round?\"\n\"Come on, hide and seek is over. Olly olly oxen free.\"\n\"Let's get out and get the guns blazing again.\"\n\"This is a great subsitute for target practice.\"\n\"Surrender is not an option. There's no exit before it's over!\"\n\"Gonna need to log this area down...\"\n\"This is going to go well. I can feel it.\"\n\"Most don't last this long. You're doing great so far.\"\n\"Hmm. I think I can turn up the heat now.\"\n\"I'm going to have to restock on supplies after this.\"\n\n[RareRoamingStrings]\n\"Hey, you guys wanna head to the Chex Diner after this? My treat.\"\n\"Aahhh, a Golden Reggie Award is nice, but here in the field is where I belong!\"\n\"It's been a long time since I last wielded any ballistic weapons. I've gotten fond of the zorchers.\"\n\"I wonder if the Wheel turns for the villains as well as for us?\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"All right, good game, everybody.\"\n\"Everyone up for another match?\"\n\"The best man won.\"\n\"Maybe next time, guys. You can't win 'em all.\"\n\"All right, keep the language clean, guys. You can try next time.\"\n\n[LoseStrings]\n\"All right, good game, everybody.\"\n\"Everyone up for another match?\"\n\"The best man won.\"\n\"I don't mind losing. Sometimes the fun is just in fighting, not in winning.\"\n\"Not bad, not bad. A good trigger finger means a long life.\"\n\n//[FrustratedStrings] // Spammer!\n\n//[EnragedStrings] // You fail it!\n\n//[DemoralizedStrings] // Your skill is not enough!\n\n[PissedStrings] // Llama!\n\"Okay, not cool.\""
},
{
"source": "pk3",
"name": "CORVCHAT.txt",
"contents": "[IntroStrings]\n\"I have slain demons, zombies, and beasts. You will be next.\"\n\"Beg for a quick death. Maybe I shall oblige.\"\n\"The last thing you will hear will be my laughter.\"\n\"I will personally turn this arena into a graveyard.\"\n\"Tremble, humans. Tremble more if you survive.\"\n\"I will face you with honor.\"\n\n[FragStrings]\n\"I've paved the way to the Hells for you.\"\n\"Your body is but one of many.\"\n\"Struggle all you want. I will slay you anyway.\"\n\"You lived and died as a true coward.\"\n\"And the ground is stained yet again.\"\n\"Rise again. I haven't killed you enough yet.\"\n\"You fought with honor. It was a pleasure killing you.\"\n\"Only a child should cry like that.\"\n\n[KilledStrings]\n\"By the gods.\"\n\"I end in fire. As it should be.\"\n\"My enemies would honor you for this achievement.\"\n\"For a brief moment, you were a true fighter.\"\n\"For just a moment, I felt something like peace.\"\n\"I cannot rest. Not while there is more to slay.\"\n\"I fell with honor. I will rest satisfied in that.\"\n\"Do not rejoice. I am not downed forever.\"\n\"Forward, I march towards oblivion. ...No, not yet.\"\n\n[RoamingStrings]\n\"Make it challenging.\"\n\"I grow weary of waiting.\"\n\"If you had any honor, you would face me as a man.\"\n\"Any time not spent fighting is time I care little for.\"\n\"My people will not be avenged with wandering around hallways.\"\n\"I have just enough ammo remaining to kill the rest of you.\"\n\"There is no shame with retreating. Run and hide from me.\"\n\"I deliberately take my time, to give you time to cower.\"\n\"This is intoxicating, seeing people hide as I approach.\"\n\"Never give up, always continue to try. I will be there to stomp each attempt.\"\n\"There is no hole deep enough for you to hide in.\"\n\"My lust for battle has made me immortal. Come test me.\"\n\"Perhaps I should turn my weapons on the walls, so as to sate my boredom.\"\n\"Cry little about your fate. I will bring you to meet it.\"\n\"When will you learn to give up when I approach?\"\n\"Facing death, your retreat is understandable.\"\n\"I ache to fire at more things. My finger twitches.\"\n\"Is there enough room for gravestones here?\"\n\"This arena would be prettier bathed in red.\"\n\"I am eager to demonstrate my furor.\"\n\"Ten more seconds, and you will set a new survival record.\"\n\"Can anyone offer me a challenge?\"\n\"Come forth and meet your destiny.\"\n\"Worthy, unworthy, I slay whatever is in my path.\"\n\"There is no turning away from my path.\"\n\"Patience is what separates the good from the great. I can wait.\"\n\"In one encounter, or piece by piece...I can slay either way.\"\n\"I have no need for tracking or hunting. I simply find and fight.\"\n\"Ashes to ashes, dust to dust.\"\n\n[RareRoamingStrings]\n\"Beasts, undead, demons, enemies...they all bleed the same, in the end.\"\n\"My weapons are starting to wear and fray. Soon, I will need to kill with my hands alone.\"\n\"The Wheel must turn more. This lull in action bores me.\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"It was best to call it now, rather than let the massacre continue.\"\n\"This is my one mercy to you.\"\n\"Weigh your worth carefully in my shadow.\"\n\"This is how a true warrior does battle.\"\n\"There are yet many more steps I must scale.\"\n\"Over so soon? How tragic.\"\n\"Call the chambermaid. I have left an unfortunate mess for her.\"\n\n[LoseStrings]\n\"What? No! The match is not over yet!\"\n\"I have wasted too much time sating the lessers' egos.\"\n\"Your deceptions of grandeur will not elevate you.\"\n\"Alas, if you only understood the truth: I fell asleep at the weapon.\"\n\"One victory does not make a hero.\"\n\"You are not a warrior. You are merely lucky, and luck does not hold.\"\n\"What have you truly won?\"\n\"If this battle was of life or death, then the outcome would be very different.\"\n\n//[FrustratedStrings] // Spammer!\n\n//[EnragedStrings] // You fail it!\n\n//[DemoralizedStrings] // Your skill is not enough!\n\n[PissedStrings] // Llama!\n\"I will teach you manners, even if I must do so over your cold body.\""
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server int samsara_cvarinfo = 0;\n\n// serverside\nserver int samsara_banjetpack = 0;\nserver int samsara_banwolfmove = 0;\nserver int samsara_nocustomgravity = 0;\nserver int samsara_jumpmod = 0;\nserver int samsara_permault = 0;\nserver int samsara_lmslife = 0;\nserver int samsara_lmsult = 0;\nserver int samsara_uniquestart = 0;\nserver int samsara_chainsawstart = 0;\nserver int samsara_peoplediewhentheyarekilled = 0;\nserver int samsara_punchdrunk = 0;\nserver int samsara_punchdrunkuniques = 0;\nserver int samsara_punchdrunksaws = 0;\nserver int samsara_armormode = 0;\nserver int samsara_nohealthcap = 0;\nserver int samsara_noult = 0;\nserver int samsara_nomonologues = 0;\nserver int samsara_backpackstart = 0;\nserver int samsara_classiclaz = 0;\nserver int samsara_allcanrj = 0;\nserver int samsara_nounique = 0;\nserver int samsara_noinvuln = 0;\nserver int samsara_dukesoundboard = 0;\nserver int samsara_pistolammo = 0;\n\nserver int samsara_bandoomguy = 0;\nserver int samsara_bancorvus = 0;\nserver int samsara_banbj = 0;\nserver int samsara_banparias = 0;\nserver int samsara_banduke = 0;\nserver int samsara_banso = 0;\nserver int samsara_banranger = 0;\nserver int samsara_banchex = 0;\n\nserver int samsara_lmsrules = 0;\n\nserver int samsara_doomguydamage = 0;\nserver int samsara_corvusdamage = 0;\nserver int samsara_bjdamage = 0;\nserver int samsara_pariasdamage = 0;\nserver int samsara_dukedamage = 0;\nserver int samsara_sodamage = 0;\nserver int samsara_rangerdamage = 0;\nserver int samsara_chexdamage = 0;\n\nserver int samsara_doomguydefence = 0;\nserver int samsara_corvusdefence = 0;\nserver int samsara_bjdefence = 0;\nserver int samsara_pariasdefence = 0;\nserver int samsara_dukedefence = 0;\nserver int samsara_sodefence = 0;\nserver int samsara_rangerdefence = 0;\nserver int samsara_chexdefence = 0;\n\nserver int samsara_permaquad = 0;\nserver int samsara_nohealth = 0;\n\nserver int samsara_superturboturkeypuncher3000 = 0;\nserver int samsara_superturboturkeylimit = 0;\nserver int samsara_superturboturkeyfrequency = 35;\n\nserver int samsara_pistolstart = 0;\n\n// clientside\nuser int samsara_cl_printpickup = 0;\nuser int samsara_cl_expparticles = 0;\nuser int samsara_cl_norecoil = 0;\nuser int samsara_cl_sinerecoil = 0;\nuser int samsara_cl_weaponhud = 1;\nuser int samsara_cl_vanilladoom = 0;\nuser int samsara_cl_vanillaquake = 0;\nuser int samsara_cl_wolfmove = 0;\nuser int samsara_cl_ballgag = 0;\nuser int samsara_cl_moremessages = 0;\n\n// for checking what stupid port you have\nserver int samsara_runninginzandro = 0;\nserver int samsara_runninginzdoom = 0;\n\n// supposed to be clientside, but apparently actually not. awesome. great.\nuser int samsara_cl_pickupmode = 0;\nuser int samsara_cl_bloodyhell = 0;\nuser int samsara_cl_bloodypersistent = 0;\n\nserver int samsara_zd_pickupmode = 0;\nserver int samsara_zd_bloodyhell = 0;\nserver int samsara_zd_bloodypersistent = 0;"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "// Doom plasma rifle\n\ndecal DoomPlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal DoomPlasmaScorch1\n{\n\tpic DPLMA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal DoomPlasmaScorchLower1\n}\n\ndecal DoomPlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal DoomPlasmaScorch2\n{\n\tpic DPLMB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal DoomPlasmaScorchLower2\n}\n\ndecalgroup DoomPlasmaScorchLower\n{\n\tDoomPlasmaScorchLower1\t1\n\tDoomPlasmaScorchLower2\t1\n}\n\ndecalgroup DoomPlasmaScorch\n{\n\tDoomPlasmaScorch1\t1\n\tDoomPlasmaScorch2\t1\n}\n\n// Chex plasma rifle\n\ndecal ChexPlasmaScorch1\n{\n\tpic CLSSA0\n\tadd 0.5\n\tfullbright\n\tanimator GoAway\n}\n\ndecal ChexPlasmaScorch2\n{\n\tpic CLSSB0\n\tadd 0.5\n\tfullbright\n\tanimator GoAway\n}\n\ndecalgroup ChexPlasmaScorch\n{\n\tChexPlasmaScorch1\t1\n\tChexPlasmaScorch2\t1\n}\n\n// Generators\n\ngenerator DoomImpBall2\t\t\tDoomImpScorch\ngenerator ArachnotronPlasma2\tArachnotronScorch\ngenerator CyberRocket\t\t\tScorch\ngenerator CacodemonBall2\t\tCacoScorch\ngenerator FatShot2\t\t\t\tScorch\ngenerator SpiderMastermind2\t\tBulletChip\n\ngenerator BeastBall2\t\t\tDoomImpScorch\ngenerator SnakeProjA2\t\t\tSnakeScorch1\ngenerator SnakeProjB2\t\t\tSnakeScorch2\ngenerator HeadFX12\t\t\t\tSnakeScorch2\ngenerator HeadFX32\t\t\t\tCacoScorch\ngenerator Sorcerer2FX3\t\t\tSorcererLightning\ngenerator HereticImpBall2\t\tHImpScorch\ngenerator MummyFX2\t\t\t\tMummyScorch\ngenerator WizardFX2\t\t\t\tWizardScorch\n\ngenerator SerpentFX2\t\t\tDoomImpScorch\ngenerator CentaurFX2\t\tCentaurScorch\ngenerator Demon1FX2\t\t\tRevenantScorch\ngenerator Demon2FX2\t\t\tDemon2Scorch\ngenerator BishopFX2\t\t\tBishopScorch\ngenerator WraithFX6\t\t\tDemon2Scorch\ngenerator SorcFX12\t\t\tRevenantScorch\ngenerator SorcFX42\t\t\tRevenantScorch\ngenerator FSwordMissile2\tSwordLightning\ngenerator MageStaffFX22\t\tScorch\n\ngenerator Acolyte2\t\t\tBulletChip\ngenerator AcolyteTan2\t\tBulletChip\ngenerator AcolyteRed2\t\tBulletChip\ngenerator AcolyteRust2\t\tBulletChip\ngenerator AcolyteGray2\t\tBulletChip\ngenerator AcolyteDGreen2\tBulletChip\ngenerator AcolyteGold2\t\tBulletChip\ngenerator AcolyteLGreen2\tBulletChip\ngenerator AcolyteBlue2\t\tBulletChip\ngenerator AcolyteShadow2\tBulletChip\ngenerator RebelB\t\t\tBulletChip\ngenerator Rebel1B\t\t\tBulletChip\ngenerator Rebel2B\t\t\tBulletChip\ngenerator Rebel3B\t\t\tBulletChip\ngenerator Rebel4B\t\t\tBulletChip\ngenerator Rebel5B\t\t\tBulletChip\ngenerator Macil2B\t\t\tBulletChip\ngenerator SentinelFX3\t\tPlasmaScorchLower\ngenerator Templar2\t\t\tRailScorchLower\ngenerator Reaver2\t\t\tBulletChip\ngenerator CeilingTurret2\tBulletChip"
},
{
"source": "pk3",
"name": "DEHACKED.txt",
"contents": "Patch File for DeHackEd v3.0\n# Created with WhackEd2 0.60 build 214\n\n# General version information\nDoom version = 21\nPatch format = 6\n\nAmmo 1 (Shells)\nMax ammo = 100\n#Per ammo = 10"
},
{
"source": "pk3",
"name": "DOOMCHAT.txt",
"contents": "[IntroStrings]\n\"Hm.\"\n\n[FragStrings]\n\"Heh.\"\n\n[KilledStrings]\n\"...\"\n\n[RareRoamingStrings]\n\"Where's the fucking red keycard?!\"\n\"Hey, found a secret area.\\n\\cdDoomguy\\c-: Ah, just a health bonus. Nevermind.\"\n\"From Hell on Earth to the Arena Eternal to the Wheel. What a life.\"\n\"Might makes light, and I feel mighty.\"\n\"It's always something.\"\n\"Here comes the night train.\"\n\"C'mere, boys. I've got somethin' to say.\"\n//\"Never figured out how the plasma grenade went through the shield.\"\n//\n//\n\n[WinStrings]\n\"Heh.\"\n\n[LoseStrings]\n\"Huh.\""
},
{
"source": "pk3",
"name": "DUKECHAT.txt",
"contents": "[IntroStrings]\n\"The king has entered the building.\"\n\"I'm Duke Nukem. Nothing more needs to be said!\"\n\"Always bet on Duke. Always.\"\n\"That's right, boys and girls, the Duke is here to win another round!\"\n\"You can start quakin' in your boots now, kids. I'm here.\"\n\"I win. Let's get to the next map already.\"\n\"The Wheel turns again, but every turn has to have me.\"\n\n[FragStrings]\n\"Tough break, kid, but this is what I do.\"\n\"Stop screamin', it doesn't make you look good.\"\n\"Let me wipe my boots on your ass real quick.\"\n\"Right in the dick. You weren't usin' it anyway.\"\n\"Go on. Cry. Cry and ragequit. Go on, do it.\"\n\"I win. I always win.\"\n\"It was funny watchin' you scramble away!\"\n\"I love the smell of fried assholes in the morning.\"\n\"If you can't take it, why'd you sign up?\"\n\"This is my job, bitch, so sit down and take it.\"\n\"Out of all the death screams I've heard, that was one of the worst.\"\n\n[KilledStrings]\n\"Take a moment to reflect on your achievement, kid.\"\n\"Awww, did I hurt your feelings?\"\n\"Well, that's one way to open up to someone.\"\n\"You know, you've got a real attitude problem.\"\n\"Fancy seeing you here. Small world.\"\n\"Feel better now, kid?\"\n\"Shut up, punk. I won't hear your gloating.\"\n\"Brag all you want. Go on, you've earned it.\"\n\"Take every cheap shot you want, punk. It won't be enough.\"\n\"Get your slimy hands off me!\"\n\"I'm not impressed.\"\n\n[RoamingStrings]\n\"You're just stallin' the inevitable, kid.\"\n\"You're runnin' like you drank straight from the tap!\"\n\"Come on, come on, I'm ready to go!\"\n\"I'd kill you fast, boys, if I wasn't laughin' so hard at your asses!\"\n\"Point your gun the other way, punk, maybe you'll start shootin' better.\"\n\"Don't make me come find you, kid.\"\n\"You useless shits. Gonna make me come find you, huh?\"\n\"You're hidin' 'cause you know you can't fight me. Smart.\"\n\"Go run and patch up your boo-boos, baby boy. I'll wait.\"\n\"What, are you waiting for the planets to align or something?\"\n\"You can't beat me. Get it through your head, little shit.\"\n\"This is a waste of time. Let's get going already!\"\n\"Time to stop pissin' around and get this big guy back into action!\"\n\"I can see you flailing around, desperately aiming.\"\n\"You're hilarious when you think you've got a chance.\"\n\"You might think I'm just talkin' shit, but I'm preaching the truth.\"\n\"Your bones'll make great gravel once I'm through with you.\"\n\"All the sex appeal of a dog's shrivelled dick.\"\n\"I could be gettin' laid now, instead I'm beatin' bitches!\"\n\"Don't worry, I'm not shooting at you. You can breathe easy.\"\n\"You made a bad decision, wanting a piece of me.\"\n\"Get back here, I wanna finish what I've started.\"\n\"I'm not paid enough to put up with this kinda shit.\"\n\"I'll be done with you and still be back in time for Oprah!\"\n\"I wonder if my shows recorded properly.\"\n\"Pay attention, kids. I'm about to make this shit look good.\"\n\"Got any ammo left after that, kid? You're gonna need it.\"\n\"Let's speed this up. I've got shit to do.\"\n\"When I get in this field, I play to for the top. Who's my next stepping stone?\"\n\"Go on, bastards, try and take me. I'll drag you to hell.\"\n\"There's a reason nobody's survived tangling with me.\"\n\"I've got a lot of love to spread around. C'mere and get some.\"\n\"Can't help wallowing around in the pit of shit, someone's gotta shine.\"\n\"Clowns to the left, jokers to the right...\"\n\n[RareRoamingStrings]\n\"Hah hah, and here I thought I'd never get back in action again. Then comes the Wheel.\"\n\"I waited forever before, and look how that turned out.\"\n\"Get out in the open! This ain't some Call of Duty cover-based shit!\"\n\"Your health isn't gonna regenerate, no matter how long you hide.\"\n\n//[LosingRoamingStrings]\n\n[WinStrings]\n\"It's good to be the king.\"\n\"This is my natural position...on top!\"\n\"The difference between me and everyone else is that I win.\"\n\"This was determined from the outset! Only Duke wins!\"\n\"I win. Get used to hearing that. That's the only thing you'll hear.\"\n\"The moment you think you can beat Duke is the moment you lose.\"\n\"I could've won long ago, I just wanted to draw it out.\"\n\"Everyone lined up for a free bitch-slapping. I just obliged.\"\n\"Hail to the king, baby!\"\n\n[LoseStrings]\n\"Bullshit!\"\n\"Next time, scum.\"\n\"The king needs his throne, but you can keep it warm for me.\"\n\"I don't care what the scoreboard says! Duke doesn't lose!\"\n\"Man, and here I thought I'd go easy on you.\"\n\"Looks like my ammo had an expiration date.\"\n\"Don't push me, punk. I'm well and ready to go another round.\"\n\"Come on, pussy, try me again. I'll take you on as many times as I need to.\"\n\n//[FrustratedStrings] // Spammer!\n\n//[EnragedStrings] // You fail it!\n\n//[DemoralizedStrings] // Your skill is not enough!\n\n//[PissedStrings] // Llama!"
},
{
"source": "pk3",
"name": "FONTDEFS.txt",
"contents": "DOOMHUDF\n{\n\t0 DOMNUM0\n\t1 DOMNUM1\n\t2 DOMNUM2\n\t3 DOMNUM3\n\t4 DOMNUM4\n\t5 DOMNUM5\n\t6 DOMNUM6\n\t7 DOMNUM7\n\t8 DOMNUM8\n\t9 DOMNUM9\n\t- DOMMINUS\n}\n\nWOLFHUDF\n{\n\t0 WOLFNUM0\n\t1 WOLFNUM1\n\t2 WOLFNUM2\n\t3 WOLFNUM3\n\t4 WOLFNUM4\n\t5 WOLFNUM5\n\t6 WOLFNUM6\n\t7 WOLFNUM7\n\t8 WOLFNUM8\n\t9 WOLFNUM9\n\t- WOLFMNUS\n}\n\nCHEXHUDF\n{\n\t0 CHXNUM0\n\t1 CHXNUM1\n\t2 CHXNUM2\n\t3 CHXNUM3\n\t4 CHXNUM4\n\t5 CHXNUM5\n\t6 CHXNUM6\n\t7 CHXNUM7\n\t8 CHXNUM8\n\t9 CHXNUM9\n\t- CHXMINUS\n}\n\nHEREHUDF\n{\n\t0 HERENUM0\n\t1 HERENUM1\n\t2 HERENUM2\n\t3 HERENUM3\n\t4 HERENUM4\n\t5 HERENUM5\n\t6 HERENUM6\n\t7 HERENUM7\n\t8 HERENUM8\n\t9 HERENUM9\n\t- HEREMNUS\n}\n\nHEREHUDF2\n{\n\t0 HERNUM0\n\t1 HERNUM1\n\t2 HERNUM2\n\t3 HERNUM3\n\t4 HERNUM4\n\t5 HERNUM5\n\t6 HERNUM6\n\t7 HERNUM7\n\t8 HERNUM8\n\t9 HERNUM9\n}\n\nDUKEHUDF\n{\n\t0 DUKENUM0\n\t1 DUKENUM1\n\t2 DUKENUM2\n\t3 DUKENUM3\n\t4 DUKENUM4\n\t5 DUKENUM5\n\t6 DUKENUM6\n\t7 DUKENUM7\n\t8 DUKENUM8\n\t9 DUKENUM9\n\t- DUKEMNUS\n}\n\nMARAHUDF\n{\n\t0 MARNUM0\n\t1 MARNUM1\n\t2 MARNUM2\n\t3 MARNUM3\n\t4 MARNUM4\n\t5 MARNUM5\n\t6 MARNUM6\n\t7 MARNUM7\n\t8 MARNUM8\n\t9 MARNUM9\n\t- MARMINUS\n}\n\nQUAKHUDF\n{\n\t0 QUAKNUM0\n\t1 QUAKNUM1\n\t2 QUAKNUM2\n\t3 QUAKNUM3\n\t4 QUAKNUM4\n\t5 QUAKNUM5\n\t6 QUAKNUM6\n\t7 QUAKNUM7\n\t8 QUAKNUM8\n\t9 QUAKNUM9\n\t- QUAMINUS\n}\n\nQUA3HUDF\n{\n\t0 QUA3NUM0\n\t1 QUA3NUM1\n\t2 QUA3NUM2\n\t3 QUA3NUM3\n\t4 QUA3NUM4\n\t5 QUA3NUM5\n\t6 QUA3NUM6\n\t7 QUA3NUM7\n\t8 QUA3NUM8\n\t9 QUA3NUM9\n}"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "#include \"gldefs/keys.txt\"\n\n#include \"gldefs/doom.txt\"\n#include \"gldefs/chex.txt\"\n#include \"gldefs/heretic.txt\"\n#include \"gldefs/hexen.txt\"\n#include \"gldefs/quake.txt\"\n#include \"gldefs/enemies.txt\"\n\n#include \"gldefs/core_ammo.txt\"\n#include \"gldefs/core_health.txt\"\n#include \"gldefs/core_armor.txt\"\n\n// from medi\n#include \"gldefs/blazdefs.txt\"\n#include \"gldefs/dukedefs.txt\"\n#include \"gldefs/maradefs.txt\""
},
{
"source": "pk3",
"name": "gldefs/BLAZDEFS.txt",
"contents": "//----------------------------------------------------------------------------\n// Player\n//----------------------------------------------------------------------------\nobject WolfenPlayer\n{\n frame BJBLF { light ZOMBIEATK }\n}\n\n//----------------------------------------------------------------------------\n// Rocket Launcher\n//----------------------------------------------------------------------------\nobject WolfRocket\n{\n frame WMSLA { light MNADE }\n\n frame WFLBC { light BLAZF_X1 }\n frame WFLBD { light BLAZF_X2 }\n frame WFLBE { light BLAZF_X3 }\n}\n\nobject WolfRocketRJ\n{\n frame WMSLA { light MNADE }\n\n frame WFLBC { light BLAZF_X1 }\n frame WFLBD { light BLAZF_X2 }\n frame WFLBE { light BLAZF_X3 }\n}\n\nflickerlight BLAZF_X1\n{\n color 1.0 0.2 0.0\n size 56\n secondarySize 72\n chance 0.4\n}\n\nflickerlight BLAZF_X2\n{\n color 0.4 0.0 0.0\n size 58\n secondarySize 88\n chance 0.4\n}\n\nflickerlight BLAZF_X3\n{\n color 0.2 0.0 0.0\n size 60\n secondarySize 72\n chance 0.4\n}\n\n//----------------------------------------------------------------------------\n// Flamethrower\n//----------------------------------------------------------------------------\nobject WolfenFire\n{\n frame WFLBA { light BLAZFBALL }\n frame WFLBB { light BLAZFBALL }\n\n frame WFLBC { light BLAZF_X1 }\n frame WFLBD { light BLAZF_X2 }\n frame WFLBE { light BLAZF_X3 }\n}\n\nobject WolfenFire2\n{\n frame WFLBA { light BLAZFBALL }\n frame WFLBB { light BLAZFBALL }\n\n frame WFLBC { light BLAZF_X1 }\n frame WFLBD { light BLAZF_X2 }\n frame WFLBE { light BLAZF_X3 }\n}\n\npointlight BLAZFBALL\n{\n color 1.0 0.1 0.0\n size 56\n}\n\n//----------------------------------------------------------------------------\n// Spear of Destiny\n//----------------------------------------------------------------------------\n\nobject SpearBolt\n{\n frame SPB1A { light SPEARBALL }\n frame SPB1B { light SPEARBALL }\n\n frame SPX1A { light SPEARBALL_X1 }\n frame SPX1B { light SPEARBALL_X2 }\n frame SPX1C { light SPEARBALL_X3 }\n frame SPX1D { light SPEARBALL_X1 }\n frame SPX1E { light SPEARBALL_X4 }\n frame SPX1F { light SPEARBALL_X5 }\n}\n\nobject SpearBoltDM\n{\n frame SPB1A { light SPEARBALL }\n frame SPB1B { light SPEARBALL }\n\n frame SPX1A { light SPEARBALL_X1 }\n frame SPX1B { light SPEARBALL_X2 }\n frame SPX1C { light SPEARBALL_X3 }\n frame SPX1D { light SPEARBALL_X1 }\n frame SPX1E { light SPEARBALL_X4 }\n frame SPX1F { light SPEARBALL_X5 }\n}\n\nobject SpectralSpearBolt\n{\n frame SPB1A { light SPEARBALL }\n frame SPB1B { light SPEARBALL }\n\n frame SPX1A { light SPEARBALL_X1 }\n frame SPX1B { light SPEARBALL_X2 }\n frame SPX1C { light SPEARBALL_X3 }\n frame SPX1D { light SPEARBALL_X1 }\n frame SPX1E { light SPEARBALL_X4 }\n frame SPX1F { light SPEARBALL_X5 }\n}\n\npointlight SPEARBALL\n{\n color 1.0 1.0 0.0\n size 80\n}\n\nflickerlight SPEARBALL_X1\n{\n color 1.0 1.0 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight SPEARBALL_X2\n{\n color 1.0 1.0 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight SPEARBALL_X3\n{\n color 1.0 1.0 0.5\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight SPEARBALL_X4\n{\n color 0.7 0.7 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight SPEARBALL_X5\n{\n color 0.3 0.1 0.1\n size 48\n secondarySize 56\n chance 0.3\n}"
},
{
"source": "pk3",
"name": "gldefs/chex.txt",
"contents": "// Zorch teleport fog\npointlight ZORCH1\n{\n color 1.0 0.3 0.3\n size 34\n}\n\npointlight ZORCH2\n{\n color 1.0 0.3 0.3\n size 28\n}\n\npointlight ZORCH3\n{\n color 1.0 0.3 0.3\n size 22\n}\n\npointlight ZORCH4\n{\n color 1.0 0.3 0.3\n size 16\n}\n\nobject ZorchEffectSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\nobject ZorchEffectBossSmall\n{\n frame ZFOGA { light ZORCH4 }\n frame ZFOGB { light ZORCH3 }\n frame ZFOGC { light ZORCH3 }\n frame ZFOGD { light ZORCH2 }\n frame ZFOGE { light ZORCH1 }\n frame ZFOGF { light ZORCH1 }\n frame ZFOGG { light ZORCH2 }\n frame ZFOGH { light ZORCH3 }\n frame ZFOGI { light ZORCH3 }\n frame ZFOGJ { light ZORCH4 }\n}\n\npointlight ZORCH5\n{\n color 1.0 0.3 0.3\n size 24\n}\n\npointlight ZORCH6\n{\n color 1.0 0.3 0.3\n size 20\n}\n\npointlight ZORCH7\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH8\n{\n color 1.0 0.3 0.3\n size 12\n}\n\nobject ZorchEffectTiny\n{\n frame ZFOGA { light ZORCH8 }\n frame ZFOGB { light ZORCH7 }\n frame ZFOGC { light ZORCH7 }\n frame ZFOGD { light ZORCH6 }\n frame ZFOGE { light ZORCH5 }\n frame ZFOGF { light ZORCH5 }\n frame ZFOGG { light ZORCH6 }\n frame ZFOGH { light ZORCH7 }\n frame ZFOGI { light ZORCH7 }\n frame ZFOGJ { light ZORCH8 }\n}\n\npointlight ZORCH10\n{\n color 1.0 0.3 0.3\n size 16\n}\n\npointlight ZORCH11\n{\n color 1.0 0.3 0.3\n size 14\n}\n\npointlight ZORCH12\n{\n color 1.0 0.3 0.3\n size 11\n}\n\npointlight ZORCH13\n{\n color 1.0 0.3 0.3\n size 8\n}\n\nobject ZorchEffectSuperTiny\n{\n frame ZFOGA { light ZORCH13 }\n frame ZFOGB { light ZORCH12 }\n frame ZFOGC { light ZORCH12 }\n frame ZFOGD { light ZORCH11 }\n frame ZFOGE { light ZORCH10 }\n frame ZFOGF { light ZORCH10 }\n frame ZFOGG { light ZORCH11 }\n frame ZFOGH { light ZORCH12 }\n frame ZFOGI { light ZORCH12 }\n frame ZFOGJ { light ZORCH13 }\n}\n\npointlight ZORCH14\n{\n color 1.0 0.3 0.3\n size 46\n}\n\npointlight ZORCH15\n{\n color 1.0 0.3 0.3\n size 38\n}\n\npointlight ZORCH16\n{\n color 1.0 0.3 0.3\n size 30\n}\n\npointlight ZORCH17\n{\n color 1.0 0.3 0.3\n size 22\n}\n\nobject ZorchEffectBig\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectWide\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\nobject ZorchEffectHuge2\n{\n frame ZFOGA { light ZORCH17 }\n frame ZFOGB { light ZORCH16 }\n frame ZFOGC { light ZORCH16 }\n frame ZFOGD { light ZORCH15 }\n frame ZFOGE { light ZORCH14 }\n frame ZFOGF { light ZORCH14 }\n frame ZFOGG { light ZORCH15 }\n frame ZFOGH { light ZORCH16 }\n frame ZFOGI { light ZORCH16 }\n frame ZFOGJ { light ZORCH17 }\n}\n\npointlight ZORCH20\n{\n color 1.0 0.3 0.3\n size 61\n}\n\npointlight ZORCH21\n{\n color 1.0 0.3 0.3\n size 50\n}\n\npointlight ZORCH22\n{\n color 1.0 0.3 0.3\n size 39\n}\n\npointlight ZORCH23\n{\n color 1.0 0.3 0.3\n size 28\n}\n\nobject ZorchEffectHuge\n{\n frame ZFOGA { light ZORCH23 }\n frame ZFOGB { light ZORCH22 }\n frame ZFOGC { light ZORCH22 }\n frame ZFOGD { light ZORCH21 }\n frame ZFOGE { light ZORCH20 }\n frame ZFOGF { light ZORCH20 }\n frame ZFOGG { light ZORCH21 }\n frame ZFOGH { light ZORCH22 }\n frame ZFOGI { light ZORCH22 }\n frame ZFOGJ { light ZORCH23 }\n}\n\n// Zorch puff\nflickerlight CPUFF1\n{\n color 0.5 0.0 0.0\n size 12\n secondarySize 16\n chance 0.8\n}\n\nflickerlight CPUFF2\n{\n color 0.5 0.0 0.0\n size 9\n secondarySize 12\n chance 0.8\n}\n\nobject ChexPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexPuff2\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\nobject ChexSpoonPuff\n{\n frame CMISD { light CPUFF1 }\n frame CMISC { light CPUFF2 }\n frame CMISB { light CPUFF2 }\n}\n\n// Chex Rocket\npointlight CROCKET\n{\n color 1.0 0.0 0.0\n size 56\n}\n\nflickerlight CROCKET_X1\n{\n color 1.0 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight CROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight CROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject ChexRocket\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\nobject ChexRocket2\n{\n frame CMISA { light CROCKET }\n\n frame CMISB { light CROCKET_X1 }\n frame CMISC { light CROCKET_X2 }\n frame CMISD { light CROCKET_X3 }\n}\n\n// Phasing Zorch\npointlight PHASEBALL\n{\n color 0.8 0.0 0.0\n size 56\n}\n\nflickerlight PHASE_X1\n{\n color 1.0 0.2 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X2\n{\n color 0.8 0.2 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PHASE_X3\n{\n color 0.5 0.1 0.1\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PHASE_X4\n{\n color 0.2 0.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject ChexPlasma\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\nobject SLZorcherBolt\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject SLZorcherBoltCoop\n{\n frame SLZRA { light PHASEBALL }\n frame SLZRB { light PHASEBALL }\n\n\tframe SLZDA { light PHASE_X1 }\n frame SLZDB { light PHASE_X2 }\n frame SLZDC { light PHASE_X2 }\n frame SLZDD { light PHASE_X3 }\n frame SLZDE { light PHASE_X3 }\n frame SLZDF { light PHASE_X4 }\n}\n\nobject ChexPlasma2\n{\n frame CLSSA { light PHASEBALL }\n frame CLSSB { light PHASEBALL }\n\n frame CLSEA { light PHASE_X1 }\n frame CLSEB { light PHASE_X2 }\n frame CLSEC { light PHASE_X2 }\n frame CLSED { light PHASE_X3 }\n frame CLSEE { light PHASE_X4 }\n}\n\n// LAZ Device\npointlight LAZBALL\n{\n color 1.0 0.0 0.0\n size 80\n}\n\nflickerlight LAZBALL_X1\n{\n color 1.0 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight LAZBALL_X2\n{\n color 1.0 0.3 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight LAZBALL_X3\n{\n color 1.0 0.4 0.4\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight LAZBALL_X4\n{\n color 0.8 0.2 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight LAZBALL_X5\n{\n color 0.4 0.1 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject ChexBFGBall\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}\n\nobject ChexBFGBall2\n{\n frame CFS1A { light LAZBALL }\n frame CFS1B { light LAZBALL }\n\n frame CFE1A { light LAZBALL_X1 }\n frame CFE1B { light LAZBALL_X2 }\n frame CFE1C { light LAZBALL_X3 }\n frame CFE1D { light LAZBALL_X1 }\n frame CFE1E { light LAZBALL_X4 }\n frame CFE1F { light LAZBALL_X5 }\n}"
},
{
"source": "pk3",
"name": "gldefs/core_ammo.txt",
"contents": "//----------------------------------------------------------------------------\n// Small Ammo\n//----------------------------------------------------------------------------\nobject Ammo1Small\n{\n frame AMSMA { light SMAMMO1 }\n frame CLIPA { light SMAMMO1 }\n}\n\nobject Ammo2Small\n{\n frame AMSMB { light SMAMMO2 }\n frame SHELB { light SMAMMO2 }\n}\n\nobject Ammo3Small\n{\n frame AMSMC { light SMAMMO3 }\n frame ROCKA { light SMAMMO3 }\n}\n\nobject Ammo4Small\n{\n frame AMSMD { light SMAMMO4 }\n frame CELLA { light SMAMMO4 }\n}\n\npulselight SMAMMO1\n{\n color 0.5 0.5 0.0\n size 8\n secondarySize 10\n interval 1\n}\n\npulselight SMAMMO2\n{\n color 0.5 0.0 0.0\n size 8\n secondarySize 10\n interval 1\n}\n\npulselight SMAMMO3\n{\n color 0.5 0.2 0.0\n size 8\n secondarySize 10\n interval 1\n}\n\npulselight SMAMMO4\n{\n color 0.0 0.2 0.5\n size 8\n secondarySize 10\n interval 1\n}\n\n//----------------------------------------------------------------------------\n// Large Ammo\n//----------------------------------------------------------------------------\n\nobject Ammo1Big\n{\n frame AMMBA { light LGAMMO1 }\n}\n\nobject Ammo2Big\n{\n frame AMMBB { light LGAMMO2 }\n}\n\nobject Ammo3Big\n{\n frame AMMBC { light LGAMMO3 }\n}\n\nobject Ammo4Big\n{\n frame AMMBD { light LGAMMO4 }\n}\n\npulselight LGAMMO1\n{\n color 0.5 0.5 0.0\n size 32\n secondarySize 35\n interval 1\n}\n\npulselight LGAMMO2\n{\n color 0.5 0.0 0.0\n size 32\n secondarySize 35\n interval 1\n}\n\npulselight LGAMMO3\n{\n color 0.5 0.2 0.0\n size 32\n secondarySize 35\n interval 1\n}\n\npulselight LGAMMO4\n{\n color 0.0 0.2 0.5\n size 32\n secondarySize 35\n interval 1\n}\n\n//----------------------------------------------------------------------------\n// Heretic Ammo Definitions\n//----------------------------------------------------------------------------\n\npulselight HSMAMMO1\n{\n color 0.5 0.5 0.0\n size 16\n secondarySize 18\n interval 1\n\toffset 0 16 0\n}\n\npulselight HSMAMMO2\n{\n color 0.5 0.0 0.0\n size 16\n secondarySize 18\n interval 1\n\toffset 0 16 0\n}\n\npulselight HSMAMMO3\n{\n color 0.5 0.2 0.0\n size 16\n secondarySize 18\n interval 1\n\toffset 0 16 0\n}\n\npulselight HSMAMMO4\n{\n color 0.0 0.2 0.5\n size 16\n secondarySize 18\n interval 1\n\toffset 0 16 0\n}\n\nobject HereticAmmo1Small\n{\n frame AMSMG { light HSMAMMO1 }\n}\n\nobject HereticAmmo2Small\n{\n frame AMSMH { light HSMAMMO2 }\n}\n\nobject HereticAmmo3Small\n{\n frame AMSMI { light HSMAMMO3 }\n}\n\nobject HereticAmmo4Small\n{\n frame AMSMJ { light HSMAMMO4 }\n}\n\npulselight HLGAMMO1\n{\n color 0.5 0.5 0.0\n size 24\n secondarySize 26\n interval 1\n\toffset 0 16 0\n}\n\npulselight HLGAMMO2\n{\n color 0.5 0.0 0.0\n size 24\n secondarySize 26\n interval 1\n\toffset 0 16 0\n}\n\npulselight HLGAMMO3\n{\n color 0.5 0.2 0.0\n size 24\n secondarySize 26\n interval 1\n\toffset 0 16 0\n}\n\npulselight HLGAMMO4\n{\n color 0.0 0.2 0.5\n size 24\n secondarySize 26\n interval 1\n\toffset 0 16 0\n}\n\nobject HereticAmmo1Big\n{\n frame AMMBF { light HLGAMMO1 }\n}\n\nobject HereticAmmo2Big\n{\n frame AMMBG { light HLGAMMO2 }\n}\n\nobject HereticAmmo3Big\n{\n frame AMMBH { light HLGAMMO3 }\n}\n\nobject HereticAmmo4Big\n{\n frame AMMBI { light HLGAMMO4 }\n}\n\nobject GoldWandAmmo2\n{\n frame AMG1 { light SWANDAMMO }\n}\n\nobject CrossbowAmmo2\n{\n frame AMC1 { light ETHARROWS }\n}\n\nobject CrossbowAmmo3\n{\n frame AMC1 { light ETHARROWS }\n}\n\nobject BlasterAmmo2\n{\n frame AMB1 { light SCLAWAMMO }\n}\n\nobject SkullRodAmmo2\n{\n frame AMS1 { light SSTAFFAMMO }\n}\n\nobject PhoenixRodAmmo2\n{\n frame AMP1 { light SRODAMMO }\n}\n\nobject PhoenixRodAmmo3\n{\n frame AMP1 { light SRODAMMO }\n}\n\n// Ammo Backpack\n\npulselight AMMOPACKPACK1\n{\n color 0.0 0.6 0.0\n size 32\n secondarySize 24\n interval 1\n\toffset 0 8 0\n}\n\nobject AmmoBackpack\n{\n\tframe AMPK { light AMMOPACKPACK1 }\n}\n\nobject HereticAmmoBackpack\n{\n\tframe AMPK { light AMMOPACKPACK1 }\n}\n\nobject HexenAmmoBackpack\n{\n\tframe AMPK { light AMMOPACKPACK1 }\n}\n\nobject HexenAmmoBackpack2\n{\n\tframe AMPK { light AMMOPACKPACK1 }\n}\n\nobject HexenAmmoBackpack3\n{\n\tframe AMPK { light AMMOPACKPACK1 }\n}\n\n// Fuck A Hexen!\n\npointlight SMAMMO1POINT\n{\n color 0.5 0.5 0.0\n size 8\n\toffset 0 16 0\n}\n\npointlight SMAMMO2POINT\n{\n color 0.5 0.0 0.0\n size 10\n\toffset 0 16 0\n}\n\npointlight SMAMMO3POINT\n{\n color 0.5 0.2 0.0\n size 8\n offset 0 16 0\n}\n\npointlight SMAMMO4POINT\n{\n color 0.0 0.2 0.5\n size 10\n\toffset 0 16 0\n}"
},
{
"source": "pk3",
"name": "gldefs/core_armor.txt",
"contents": "// Health/Armor Crumbs\n// ===================\n\npulselight ARMORCRUMB1\n{\n color 0.5 0.5 0.5\n size 9\n secondarySize 11\n interval 1\n\toffset 0 13 0\n}\n\nobject ArmorScrap\n{\n frame BON2 { light ARMORCRUMB1 }\n}\n\nobject HereticArmorDump\n{\n frame BON2 { light ARMORCRUMB1 }\n}\n\nobject HereticArmorDump\n{\n frame BON3 { light ARMORCRUMB1 }\n}\n\n// Green Armor\n// ===========\n\npulselight ARMORGREEN1\n{\n color 0.0 0.6 0.0\n size 32\n secondarySize 24\n interval 1\n\toffset 0 16 0\n}\n\nobject ArmorPack1\n{\n frame RMR1 { light ARMORGREEN1 }\n}\n\nobject QuakeGreenArmor\n{\n frame RMR7 { light ARMORGREEN1 }\n}\n\nobject GreenArmorNoDrop\n{\n frame RMR1 { light ARMORGREEN1 }\n}\n\n// Blue Armor\n// ==========\n\npulselight ARMORBLUE1\n{\n color 0.0 0.0 0.6\n size 32\n secondarySize 24\n interval 1\n\toffset 0 16 0\n}\n\nobject ArmorPack2\n{\n frame RMR2 { light ARMORBLUE1 }\n}\n\nobject BlueArmorNoDrop\n{\n frame RMR2 { light ARMORBLUE1 }\n}\n\n// Red Armor\n// ==========\n\npulselight ARMORRED1\n{\n color 0.6 0.0 0.0\n size 32\n secondarySize 24\n interval 1\n\toffset 0 16 0\n}\n\nobject ArmorPack3\n{\n frame RMR3 { light ARMORRED1 }\n}\n\nobject QuakeRedArmor\n{\n frame RMR3 { light ARMORRED1 }\n}\n\n// Yellow Armor\n// ============\n\npulselight ARMORYELLOW1\n{\n color 0.6 0.6 0.0\n size 32\n secondarySize 24\n interval 1\n\toffset 0 16 0\n}\n\nobject SamsaraYellowArmor\n{\n frame RMR5 { light ARMORYELLOW1 }\n}\n\nobject QuakeYellowArmor\n{\n frame RMR5 { light ARMORYELLOW1 }\n}\n\n// Silver Armor\n// ============\n\npulselight ARMORSILVER1\n{\n color 0.6 0.6 0.6\n size 32\n secondarySize 24\n interval 1\n\toffset 0 16 0\n}\n\nobject SamsaraSilverArmor\n{\n frame RMR6 { light ARMORSILVER1 }\n}"
},
{
"source": "pk3",
"name": "gldefs/core_health.txt",
"contents": "// Health/Armor Crumbs\n// ===================\npulselight HEALTHCRUMB1\n{\n color 0.5 0.5 0.5\n size 8\n secondarySize 10\n interval 1\n\toffset 0 12 0\n}\n\nobject HealPack0\n{\n frame MEDI { light HEALTHCRUMB1 }\n}\n\nobject HereticHealPack0\n{\n frame MEDI { light HEALTHCRUMB1 }\n}\n\nobject HereticStuffDump\n{\n frame MEDI { light HEALTHCRUMB1 }\n}\n\n// Green Health\n// ============\npulselight HEALTHCRUMB2\n{\n color 0.2 0.5 0.2\n size 9\n secondarySize 11\n interval 1\n\toffset 0 13 0\n}\n\nobject HealPack1\n{\n frame MED2 { light HEALTHCRUMB2 }\n}\n\nobject HereticHealPack1\n{\n frame MED2 { light HEALTHCRUMB2 }\n}\n\n// Red Health\n// ==========\n\npulselight HEALTHCRUMB3\n{\n color 0.5 0.0 0.0\n size 10\n secondarySize 12\n interval 1\n\toffset 0 13 0\n}\n\nobject HealPack2\n{\n frame MED3 { light HEALTHCRUMB3 }\n}\n\nobject HereticHealPack2\n{\n frame MED3 { light HEALTHCRUMB3 }\n}\n\n// Super Health\n// ============\n\npulselight HEALTHSUPER\n{\n color 0.0 0.0 1.0\n size 18\n secondarySize 20\n interval 1\n\toffset 0 20 0\n}\n\nobject SuperHealth\n{\n frame SOUL { light HEALTHSUPER }\n}\n\n// Mega Pack\n// =========\n\npulselight HEALTHMEGA\n{\n color 0.2 0.2 1.0\n size 18\n secondarySize 20\n interval 1\n\toffset 0 16 0\n}\n\nobject MegaPack\n{\n frame FELD { light HEALTHMEGA }\n}"
},
{
"source": "pk3",
"name": "gldefs/doom.txt",
"contents": "// Bullet puff\nflickerlight BPUFF1\n{\n color 0.5 0.5 0.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight BPUFF2\n{\n color 0.5 0.5 0.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nobject DoomBulletPuff\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\nobject DoomBulletPuff2\n{\n frame DPFFA { light BPUFF1 }\n frame DPFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n color 1.0 0.7 0.0\n size 56\n}\n\nflickerlight ROCKET_X1\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject DoomRocket\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\nobject DoomRocket2\n{\n frame DMSLA { light ROCKET }\n\n frame DMSLB { light ROCKET_X1 }\n frame DMSLC { light ROCKET_X2 }\n frame DMSLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n color 0.0 0.1 1.0\n size 56\n}\n\nflickerlight PLASMA_X1\n{\n color 0.2 0.2 1.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n color 0.2 0.2 0.8\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n color 0.1 0.1 0.5\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n color 0.0 0.0 0.2\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject DoomPlasmaBall\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\nobject DoomPlasmaBall2\n{\n frame DPLMA { light PLASMABALL }\n frame DPLMB { light PLASMABALL }\n\n frame DPLEA { light PLASMA_X1 }\n frame DPLEB { light PLASMA_X2 }\n frame DPLEC { light PLASMA_X2 }\n frame DPLED { light PLASMA_X3 }\n frame DPLEE { light PLASMA_X4 }\n}\n\n// BFG\npointlight BFGBALL\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFGBALL_X1\n{\n color 0.2 1.0 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n color 0.3 1.0 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n color 0.5 1.0 0.5\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n color 0.2 0.7 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n color 0.1 0.3 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject DoomBFGBall\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGBall2\n{\n frame DBFSA { light BFGBALL }\n frame DBFSB { light BFGBALL }\n\n frame DBFEA { light BFGBALL_X1 }\n frame DBFEB { light BFGBALL_X2 }\n frame DBFEC { light BFGBALL_X3 }\n frame DBFED { light BFGBALL_X1 }\n frame DBFEE { light BFGBALL_X4 }\n frame DBFEF { light BFGBALL_X5 }\n}\n\nobject DoomBFGSplash\n{\n frame DBFPA { light BFGBALL }\n frame DBFPB { light BFGBALL_X1 }\n frame DBFPC { light BFGBALL_X4 }\n frame DBFPD { light BFGBALL_X5 }\n}\n\n// Barrel\nobject DoomExplosiveBarrel\n{\n\tframe BAR1 { light BARREL }\n\n\tframe BEXPC { light ROCKET_X1 }\n\tframe BEXPD { light ROCKET_X2 }\n\tframe BEXPE { light ROCKET_X3 }\n}"
},
{
"source": "pk3",
"name": "gldefs/DUKEDEFS.txt",
"contents": "// i guess medi hasn't started on this yet\n\n// so here's the samsara_ex-ha1 gldef as a placeholder/starting point\n\nflickerlight DN3DNormalFlash__\n{\n\tcolor 2.4 1.4 0.8\n size 50\n\tsecondarysize 60\n\tchance 0.3\n}\n\npointlight DN3DRPGGlow\n{\n\tcolor 1.0 0.7 0.0\n size 50\n}\n\npointlight DN3DDevaGlow\n{\n\tcolor 1.0 0.7 0.0\n size 16\n}\n\nflickerlight DN3DFlashPlayer__\n{\n\tcolor 1.6 1.0 1.0\n size 60\n\tsecondarysize 50\n\tchance 0.3\n}\n\nflickerlight DN3DEX1__\n{\n color 1.6 0.8 0.0\n size 50\n\tsecondarysize 40\n\tchance 0.3\n}\n\nflickerlight DN3DEX2__\n{\n color 2.28 1.20 0.56\n size 50\n\tsecondarysize 40\n\tchance 0.1\n}\n\nflickerlight DN3DEX3__\n{\n color 2.48 2.16 1.4\n size 40\n\tsecondarysize 40\n\tchance 0.6\n}\n\nflickerlight DN3DEX4__\n{\n color 2.4 1.84 1.0\n size 40\n\tsecondarysize 40\n\tchance 0.5\n}\n\nflickerlight DN3DEX5__\n{\n color 2.4 1.72 0.92\n size 40\n\tsecondarysize 40\n\tchance 0.4\n}\n\nflickerlight DN3DEX6__\n{\n color 2.28 1.20 0.56\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nflickerlight DN3DEX7__\n{\n color 2.28 1.20 0.56\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nflickerlight DN3DEX8__\n{\n color 2.4 1.72 0.92\n size 40\n\tsecondarysize 40\n\tchance 0.4\n}\n\nflickerlight DN3DEX9__\n{\n color 1.74 0.72 0.0\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nflickerlight DN3DEXSHOT1__\n{\n color 2.55 1.94 1.53\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nflickerlight DN3DEXSHOT2__\n{\n color 2.55 2.04 0.51\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nflickerlight DN3DEXSHOT3__\n{\n color 2.55 2.39 0.17\n size 40\n\tsecondarysize 40\n\tchance 0.8\n}\n\nObject DukeRocket\n{\n\tframe RPGXA { light DN3DRPGGlow }\n}\n\nObject DukeRocketCoop\n{\n\tframe RPGXA { light DN3DRPGGlow }\n}\n\nObject DukeDevastatorRocket\n{\n\tframe RPGXA { light DN3DDevaGlow }\n}\n\nObject DukeDevastatorRocketCoop\n{\n\tframe RPGXA { light DN3DDevaGlow }\n}\n\npulselight DN3DExplosion\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 0\n interval 2\n}\n\nObject RPGExplosion\n{\n\tframe RPGX { light DN3DExplosion }\n}\n\n/*\n\tframe RPGXB { light DN3DEX1__ }\n\tframe RPGXC { light DN3DEX2__ }\n\tframe RPGXD { light DN3DEX3__ }\n\tframe RPGXE { light DN3DEX4__ }\n\tframe RPGXF { light DN3DEX5__ }\n\tframe RPGXG { light DN3DEX6__ }\n\tframe RPGXH { light DN3DEX5__ }\n\tframe RPGXI { light DN3DEX6__ }\n\tframe RPGXJ { light DN3DEX5__ }\n\tframe RPGXK { light DN3DEX3__ }\n\tframe RPGXL { light DN3DEX4__ }\n\tframe RPGXM { light DN3DEX3__ }\n\tframe RPGXN { light DN3DEX2__ }\n\tframe RPGXO { light DN3DEX1__ }\n\tframe RPGXP { light DN3DEX2__ }\n\tframe RPGXQ { light DN3DEX1__ }\n\tframe RPGXR { light DN3DEX2__ }\n\tframe RPGXS { light DN3DEX7__ }\n\tframe RPGXT { light DN3DEX8__ }\n\tframe RPGXU { light DN3DEX9__ }\n*/\n\npulselight DN3DDevaExplosion\n{\n color 1.0 0.7 0.0\n size 24\n secondarySize 0\n interval 2\n}\n\nObject DevastatorExplosion\n\n{\n\tframe RPGX { light DN3DDevaExplosion }\n}\n\nflickerlight2 DN3DDeathFireGlow\n{\n color 1.0 0.7 0.0\n size 32\n\tsecondarysize 50\n\tinterval 0.01\n}\n\nObject BurnDeathDuke\n\n{\n\tframe DKBRA { light DN3DDeathFireGlow }\n\tframe DKBRB { light DN3DDeathFireGlow }\n\tframe DKBRC { light DN3DDeathFireGlow }\n\tframe DKBRD { light DN3DDeathFireGlow }\n\tframe DKBRE { light DN3DDeathFireGlow }\n\tframe DKBRF { light DN3DDeathFireGlow }\n\tframe DKBRG { light DN3DDeathFireGlow }\n\tframe DKBRH { light DN3DDeathFireGlow }\n\tframe DKBRI { light DN3DDeathFireGlow }\n\tframe DKBRJ { light DN3DDeathFireGlow }\n\tframe DKBRK { light DN3DDeathFireGlow }\n\tframe DKBRL { light DN3DDeathFireGlow }\n\tframe DKBRM { light DN3DDeathFireGlow }\n\tframe DKBRN { light DN3DDeathFireGlow }\n\tframe DKBRO { light DN3DDeathFireGlow }\n\tframe DKBRP { light DN3DDeathFireGlow }\n\tframe DKBRQ { light DN3DDeathFireGlow }\n}\n\n/*\n\tframe DKBRA { light DN3DEX1__ }\n\tframe DKBRB { light DN3DEX2__ }\n\tframe DKBRC { light DN3DEX3__ }\n\tframe DKBRD { light DN3DEX4__ }\n\tframe DKBRE { light DN3DEX5__ }\n\tframe DKBRF { light DN3DEX6__ }\n\tframe DKBRG { light DN3DEX5__ }\n\tframe DKBRH { light DN3DEX6__ }\n\tframe DKBRI { light DN3DEX5__ }\n\tframe DKBRJ { light DN3DEX3__ }\n\tframe DKBRK { light DN3DEX4__ }\n\tframe DKBRL { light DN3DEX3__ }\n\tframe DKBRM { light DN3DEX2__ }\n\tframe DKBRN { light DN3DEX1__ }\n\tframe DKBRO { light DN3DEX7__ }\n\tframe DKBRP { light DN3DEX8__ }\n\tframe DKBRQ { light DN3DEX9__ }\n*/\n\nObject Dukeplayer\n\n{\n//\tframe DUKEF { light DN3DFlashPlayer__ }\n}\n\nObject DukeExplosiveShotgunBullet\n{\n\tframe DKSXA { light DN3DEXSHOT1__ }\n\tframe DKSXB { light DN3DEXSHOT2__ }\n\tframe DKSXC\t{ light DN3DEXSHOT3__ }\n\tframe DKSXD\t{ light DN3DEXSHOT1__ }\n\tframe DKSXE\t{ light DN3DEXSHOT2__ }\n\tframe DKSXF\t{ light DN3DEXSHOT3__ }\n\tframe DKSXG\t{ light DN3DEXSHOT1__ }\n\tframe DKSXH\t{ light DN3DEXSHOT2__ }\n\tframe DKSXI\t{ light DN3DEXSHOT3__ }\n\tframe DKSXJ\t{ light DN3DEXSHOT1__ }\n\tframe DKSXK\t{ light DN3DEXSHOT2__ }\n\tframe DKSXL\t{ light DN3DEXSHOT3__ }\n\tframe DKSXM\t{ light DN3DEXSHOT1__ }\n\tframe DKSXN { light DN3DEXSHOT2__ }\n\tframe DKSXO { light DN3DEXSHOT1__ }\n\tframe DKSXP { light DN3DEXSHOT2__ }\n\tframe DKSXQ { light DN3DEXSHOT3__ }\n}\n\n/*\n\tframe DKSXA { light DN3DEXSHOT1__ }\n\tframe DKSXB { light DN3DEXSHOT2__ }\n\tframe DKSXC\t{ light DN3DEXSHOT3__ }\n\tframe DKSXD\t{ light DN3DEXSHOT1__ }\n\tframe DKSXE\t{ light DN3DEXSHOT2__ }\n\tframe DKSXF\t{ light DN3DEXSHOT3__ }\n\tframe DKSXG\t{ light DN3DEXSHOT1__ }\n\tframe DKSXH\t{ light DN3DEXSHOT2__ }\n\tframe DKSXI\t{ light DN3DEXSHOT3__ }\n\tframe DKSXJ\t{ light DN3DEXSHOT1__ }\n\tframe DKSXK\t{ light DN3DEXSHOT2__ }\n\tframe DKSXL\t{ light DN3DEXSHOT3__ }\n\tframe DKSXM\t{ light DN3DEXSHOT1__ }\n\tframe DKSXN { light DN3DEXSHOT2__ }\n\tframe DKSXO { light DN3DEXSHOT1__ }\n\tframe DKSXP { light DN3DEXSHOT2__ }\n\tframe DKSXQ { light DN3DEXSHOT3__ }\n*/\n\nObject DukeExplosiveShotgunPuff\n{\n\tframe DKSX { light DN3DExplosion }\n}\n\nObject DukeExplosiveShotgunPuffSP\n{\n\tframe DKSX { light DN3DExplosion }\n}\n\nobject DukeBulletPuff\n{\n frame DKPFE { light BPUFF1 }\n\tframe DKPFF { light BPUFF1 }\n frame DKPFG { light BPUFF2 }\n\tframe DKPFH { light BPUFF2 }\n}\n\npointlight DN3DFreezeBall\n{\n color 0.0 0.1 1.0\n size 56\n}\n\nobject FreezethrowerBolt\n{\n frame FRZX { light DN3DFreezeBall }\n}\n\nobject FreezethrowerBoltCoop\n{\n frame FRZX { light DN3DFreezeBall }\n}\n\npulselight DN3DFreezeDeath\n{\n color 0.5 0.5 1.0\n size 48\n secondarySize 0\n interval 0.5\n}\n\nobject FreezethrowerDeath\n{\n frame FRZX { light DN3DFreezeDeath }\n}"
},
{
"source": "pk3",
"name": "gldefs/enemies.txt",
"contents": "///////////////////////////////////////\n// Dynamic Lights for Vanilla Actors //\n///////////////////////////////////////\n\n//////////\n// DOOM //\n//////////\n\n// Zombies\nobject ZombieMan2\n{\n\tframe POSSF { light ZOMBIEATK }\n\tframe 12DGB { light ZOMBIEATK }\n\tframe 12DGD { light ZOMBIEATK }\n}\n\nobject ShotgunGuy2\n{\n\tframe SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2\n{\n\tframe CPOSE { light ZOMBIEATK }\n\tframe CPOSF { light ZOMBIEATK }\n}\n\nobject DoomguyPlayer\n{\n\tframe DGUYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\nobject DoomImpBall2\n{\n\tframe BAL1A { light IMPBALL }\n\tframe BAL1B { light IMPBALL }\n\n\tframe BAL1C { light IMPBALL_X1 }\n\tframe BAL1D { light IMPBALL_X2 }\n\tframe BAL1E { light IMPBALL_X3 }\n}\n\n// Cacodemon fireball\nobject CacodemonBall2\n{\n\tframe BAL2A { light CACOBALL }\n\tframe BAL2B { light CACOBALL }\n\n\tframe BAL2C { light CACOBALL_X1 }\n\tframe BAL2D { light CACOBALL_X2 }\n\tframe BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\nobject BaronBall2\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\nobject BaronBall3\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nobject LostSoul2\n{\n\tframe SKULA { light LOSTSOUL }\n\tframe SKULB { light LOSTSOUL }\n\tframe SKULC { light LOSTSOUL }\n\tframe SKULD { light LOSTSOUL }\n\tframe SKULE { light LOSTSOUL }\n\tframe SKULF { light LOSTSOUL }\n\tframe SKULG { light LOSTSOUL }\n\n\tframe SKULH { light LOSTSOUL_X1 }\n\tframe SKULI { light LOSTSOUL_X2 }\n\tframe SKULJ { light LOSTSOUL_X3 }\n\tframe SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject FatShot2\n{\n\tframe MANFA { light IMPBALL }\n\tframe MANFB { light IMPBALL }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\nobject ArachnotronPlasma2\n{\n\tframe APLSA { light ARACHPLAS }\n\tframe APLSB { light ARACHPLAS }\n\n\tframe APBXA { light ARACHPLAS_X1 }\n\tframe APBXB { light ARACHPLAS_X2 }\n\tframe APBXC { light ARACHPLAS_X2 }\n\tframe APBXD { light ARACHPLAS_X3 }\n\tframe APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\nobject RevenantTracerDumbfire\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\nobject RevenantTracerHoming\n{\n\tframe FATBA { light TRACER }\n\tframe FATBB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\n// Arch-vile\nobject Archvile2\n{\n\tframe VILEH { light ARCHATK1 }\n\tframe VILEI { light ARCHATK2 }\n\tframe VILEJ { light ARCHATK3 }\n\tframe VILEK { light ARCHATK4 }\n\tframe VILEL { light ARCHATK4 }\n\tframe VILEM { light ARCHATK4 }\n\tframe VILEN { light ARCHATK5 }\n\tframe VILEO { light ARCHATK6 }\n\tframe VILEP { light ARCHATK7 }\n\n\tframe VILE[ { light ARCHRES }\n\tframe VILE\\ { light ARCHRES }\n\tframe VILE] { light ARCHRES }\n}\n\n// Cyber Rocket\nobject CyberRocket\n{\n\tframe MISLA { light ROCKET }\n\n\tframe MISLB { light ROCKET_X1 }\n\tframe MISLC { light ROCKET_X2 }\n\tframe MISLD { light ROCKET_X3 }\n}\n\n/////////////\n// HERETIC //\n/////////////\n\n// Heretic imp fireball\nobject HereticImpBall2\n{\n\tframe FX10A { light HIMPBALL }\n\tframe FX10B { light HIMPBALL }\n\tframe FX10C { light HIMPBALL }\n\n\tframe FX10D { light HIMPBALL }\n\tframe FX10E { light HIMPBALL_X1 }\n\tframe FX10F { light HIMPBALL_X2 }\n\tframe FX10G { light HIMPBALL_X3 }\n}\n\n// Mummy\nobject MummyLeader2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\nobject MummyLeaderGhost2\n{\n\tframe MUMMY { light MUMMYATK }\n}\n\n// Mummy fireball\nobject MummyFX2\n{\n\tframe FX15A { light MUMMYBALL }\n\tframe FX15B { light MUMMYBALL }\n\tframe FX15C { light MUMMYBALL }\n\n\tframe FX15D { light MUMMYBALL_X1 }\n\tframe FX15E { light MUMMYBALL_X2 }\n\tframe FX15F { light MUMMYBALL_X3 }\n}\n\n// Green flying axe\nobject KnightAxe2\n{\n\tframe SPAXA { light GREENAXE }\n\tframe SPAXB { light GREENAXE }\n\tframe SPAXC { light GREENAXE }\n\n\tframe SPAXD { light GREENAXE_X1 }\n\tframe SPAXE { light GREENAXE_X2 }\n\tframe SPAXF { light GREENAXE_X3 }\n}\n\n// Red flying axe\nobject RedAxe2\n{\n\tframe RAXEA { light REDAXE }\n\tframe RAXEB { light REDAXE }\n\n\tframe RAXEC { light REDAXE_X1 }\n\tframe RAXED { light REDAXE_X2 }\n\tframe RAXEE { light REDAXE_X3 }\n}\n\n// Disciple fireball\nobject WizardFX2\n{\n\tframe FX11A { light DISCIPLEBALL }\n\tframe FX11B { light DISCIPLEBALL }\n\tframe FX11C { light DISCIPLEBALL }\n\n\tframe FX11D { light DISCIPLEBALL }\n\tframe FX11E { light DISCIPLEBALL }\n\tframe FX11F { light DISCIPLEBALL_X1 }\n\tframe FX11G { light DISCIPLEBALL_X2 }\n}\n\n// Clinker death explosion\nobject Clink2\n{\n\tframe CLNKK { light CLINK_X1 }\n\tframe CLNKL { light CLINK_X2 }\n\tframe CLNKM { light CLINK_X3 }\n\tframe CLNKN { light CLINK_X4 }\n}\n\n// Weredragon\nobject Beast2\n{\n\tframe BEASI { light BEASTATK }\n}\n\n// Weredragon fireball\nobject BeastBall2\n{\n\tframe FRB1A { light BEASTBALL }\n\tframe FRB1B { light BEASTBALL }\n\tframe FRB1C { light BEASTBALL }\n\n\tframe FRB1D { light BEASTBALL_X1 }\n\tframe FRB1E { light BEASTBALL_X2 }\n\tframe FRB1F { light BEASTBALL_X3 }\n\tframe FRB1G { light BEASTBALL_X4 }\n}\n\n// Small ophidian shot\nobject SnakeProjA2\n{\n\tframe SNFXA { light SNAKESHOT1 }\n\tframe SNFXB { light SNAKESHOT1 }\n\tframe SNFXC { light SNAKESHOT1 }\n\tframe SNFXD { light SNAKESHOT1 }\n\n\tframe SNFXE { light SNAKESHOT1_X1 }\n\tframe SNFXF { light SNAKESHOT1_X2 }\n\tframe SNFXG { light SNAKESHOT1_X3 }\n\tframe SNFXH { light SNAKESHOT1_X4 }\n}\n\n// Large ophidian shot\nobject SnakeProjB2\n{\n\tframe SNFXJ { light SNAKESHOT2 }\n\tframe SNFXK { light SNAKESHOT2 }\n\n\tframe SNFXL { light SNAKESHOT2_X1 }\n\tframe SNFXM { light SNAKESHOT2_X2 }\n\tframe SNFXN { light SNAKESHOT2_X3 }\n}\n\n// Iron lich death explosion\nobject Ironlich2\n{\n\tframe LICHD { light IRONLICH1 }\n\tframe LICHE { light IRONLICH2 }\n\tframe LICHF { light IRONLICH3 }\n\tframe LICHG { light IRONLICH4 }\n}\n\n// IronLich frost ball\nobject HeadFX12\n{\n\tframe FX05A { light FROSTBALL }\n\tframe FX05B { light FROSTBALL }\n\tframe FX05C { light FROSTBALL }\n\n\tframe FX05D { light FROSTBALL_X1 }\n\tframe FX05E { light FROSTBALL_X2 }\n\tframe FX05F { light FROSTBALL_X3 }\n\tframe FX05G { light FROSTBALL_X4 }\n}\n\n// Frost shard (spawned by frost ball)\nobject HeadFX22\n{\n\tframe FX05H { light FROSTSHARD }\n\tframe FX05I { light FROSTSHARD }\n\tframe FX05J { light FROSTSHARD }\n}\n\n// Ironlich fire wall\nobject HeadFX32\n{\n\tframe FX06A { light LICHFIRE }\n\tframe FX06B { light LICHFIRE }\n\tframe FX06C { light LICHFIRE }\n\n\tframe FX06D { light LICHFIRE_X1 }\n\tframe FX06E { light LICHFIRE_X2 }\n\tframe FX06F { light LICHFIRE_X3 }\n\tframe FX06G { light LICHFIRE_X4 }\n}\n\n// D'Sparil blue bolt\nobject Sorcerer2FX3\n{\n\tframe FX16A { light DSPARILBALL }\n\tframe FX16B { light DSPARILBALL }\n\tframe FX16C { light DSPARILBALL }\n\n\tframe FX16G { light DSPARILBALL_X1 }\n\tframe FX16H { light DSPARILBALL_X2 }\n\tframe FX16I { light DSPARILBALL_X3 }\n\tframe FX16J { light DSPARILBALL_X4 }\n\tframe FX16K { light DSPARILBALL_X5 }\n\tframe FX16L { light DSPARILBALL_X5 }\n}\n\n// D'Sparil\nobject Sorcerer4\n{\n\tframe SOR2R { light DSPARILATK }\n\tframe SOR2S { light DSPARILATK }\n\tframe SOR2T { light DSPARILATK }\n}\n\n///////////\n// HEXEN //\n///////////\n\n// Fire gargoyle\nobject FireDemon2\n{\n\tframe FDMNA { light FGARG }\n\tframe FDMNB { light FGARG }\n\tframe FDMNC { light FGARG }\n\tframe FDMND { light FGARG }\n\tframe FDMNH { light FGARG }\n\tframe FDMNI { light FGARG }\n\tframe FDMNJ { light FGARG }\n\n\tframe FDMNK { light FGARGATK }\n}\n\n// Green Chaos Serpent fireball\nobject Demon1FX2\n{\n\tframe DMFXA { light SERPENTBALL }\n\tframe DMFXB { light SERPENTBALL }\n\tframe DMFXC { light SERPENTBALL }\n\n\tframe DMFXD { light SERPENTBALL_X1 }\n\tframe DMFXE { light SERPENTBALL_X2 }\n\tframe DMFXF { light SERPENTBALL_X3 }\n\tframe DMFXG { light SERPENTBALL_X4 }\n\tframe DMFXH { light SERPENTBALL_X4 }\n}\n\n// Brown Chaos Serpent gasball\nobject Demon2FX2\n{\n\tframe D2FXA { light CSGASBALL }\n\tframe D2FXB { light CSGASBALL }\n\tframe D2FXC { light CSGASBALL }\n\tframe D2FXD { light CSGASBALL }\n\tframe D2FXE { light CSGASBALL }\n\tframe D2FXF { light CSGASBALL }\n\n\tframe D2FXG { light CSGASBALL_X1 }\n\tframe D2FXH { light CSGASBALL_X2 }\n\tframe D2FXI { light CSGASBALL_X2 }\n\tframe D2FXJ { light CSGASBALL_X3 }\n\tframe D2FXK { light CSGASBALL_X4 }\n\tframe D2FXL { light CSGASBALL_X4 }\n}\n\n// Centaur fireball\nobject CentaurFX2\n{\n\tframe CTFXA { light TAURBALL }\n\n\tframe CTFXB { light TAURBALL_X1 }\n\tframe CTFXC { light TAURBALL_X2 }\n\tframe CTFXD { light TAURBALL_X3 }\n\tframe CTFXE { light TAURBALL_X4 }\n\tframe CTFXF { light TAURBALL_X4 }\n}\n\n// Wendigo\nobject IceGuy2\n{\n\tframe ICEYG { light ICEGUYATK }\n}\n\n// Stalker slimeball\nobject SerpentFX2\n{\n\tframe SSFXA { light STALKERSLIME }\n\tframe SSFXB { light STALKERSLIME }\n\n\tframe SSFXC { light STALKERSLIME_X1 }\n\tframe SSFXD { light STALKERSLIME_X2 }\n\tframe SSFXE { light STALKERSLIME_X3 }\n\tframe SSFXF { light STALKERSLIME_X3 }\n\tframe SSFXG { light STALKERSLIME_X4 }\n\tframe SSFXH { light STALKERSLIME_X4 }\n}\n\n// Bishop fireball\nobject BishopFX2\n{\n\tframe BPFXA { light BISHOPBALL }\n\tframe BPFXB { light BISHOPBALL }\n\n\tframe BPFXC { light BISHOPBALL_X1 }\n\tframe BPFXD { light BISHOPBALL_X2 }\n\tframe BPFXE { light BISHOPBALL_X2 }\n\tframe BPFXF { light BISHOPBALL_X3 }\n\tframe BPFXG { light BISHOPBALL_X3 }\n\tframe BPFXH { light BISHOPBALL_X4 }\n}\n\n// Reaver fireball\nobject WraithFX6\n{\n\tframe WRBLA { light REAVERBALL }\n\tframe WRBLB { light REAVERBALL }\n\tframe WRBLC { light REAVERBALL }\n\n\tframe WRBLD { light REAVERBALL_X1 }\n\tframe WRBLE { light REAVERBALL_X2 }\n\tframe WRBLF { light REAVERBALL_X3 }\n}\n\n// Zedek\nobject FSwordMissile2\n{\n\tframe FSFXA { light SWORDSHOT }\n\tframe FSFXB { light SWORDSHOT }\n\tframe FSFXC { light SWORDSHOT }\n\n\tframe FSFXD { light SWORDSHOT_X1 }\n\tframe FSFXE { light SWORDSHOT_X2 }\n\tframe FSFXF { light SWORDSHOT_X2 }\n\tframe FSFXG { light SWORDSHOT_X2 }\n\tframe FSFXH { light SWORDSHOT_X3 }\n\tframe FSFXI { light SWORDSHOT_X3 }\n\tframe FSFXJ { light SWORDSHOT_X4 }\n\tframe FSFXK { light SWORDSHOT_X5 }\n\tframe FSFXL { light SWORDSHOT_X5 }\n}\n\n// Menelkir\nobject MageStaffFX22\n{\n\tframe MSP2A { light BSBALL }\n\tframe MSP2B { light BSBALL }\n\tframe MSP2C { light BSBALL }\n\tframe MSP2D { light BSBALL }\n\n\tframe MSP2E { light BSBALL_X1 }\n\tframe MSP2F { light BSBALL_X2 }\n\tframe MSP2G { light BSBALL_X3 }\n\tframe MSP2H { light BSBALL_X4 }\n}\n\n// Heresiarch\nobject SorcFX12\n{\n\tframe SBS1 { light HARCHHEAD }\n}\n\nobject SorcFX42\n{\n\tframe SBS4A { light HARCHPURCUBE }\n\tframe SBS4B { light HARCHPURCUBE }\n\n\tframe SBS4C { light HARCHBALL_X1 }\n\tframe SBS4D { light HARCHBALL_X2 }\n\tframe SBS4E { light HARCHBALL_X3 }\n}\n\nobject Heresiarch2\n{\n\tframe SORCE { light HARCHATK }\n\tframe SORCF { light HARCHATK }\n}\n\n// Korax\nobject Korax2\n{\n\tframe KORXF { light HARCHATK }\n\tframe KORXG { light HARCHATK }\n}\n\n////////////\n// STRIFE //\n////////////\n\n// Acolytes\nobject Acolyte2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteTan2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRed2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteRust2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGray2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteDGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteGold2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteLGreen2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteBlue2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\nobject AcolyteShadow2\n{\n\tframe AGRDF { light HUMNDATK }\n}\n\n// Rebels\nobject RebelB\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel1B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel2B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel3B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel4B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel5B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\nobject Rebel6B\n{\n\tframe HMN1F { light HUMNDATK }\n}\n\n// Macil\nobject Macil2B\n{\n\tframe LEADF { light HUMNDATK }\n}\n\n// Ceiling Turret\nobject CeilingTurret2\n{\n\tframe TURTB { light CTURRETATK1 }\n\tframe TURTD { light CTURRETATK2 }\n\n\tframe BALLA { light CTURRETDTH1 }\n\tframe BALLB { light CTURRETDTH2 }\n\tframe BALLC { light CTURRETDTH3 }\n\tframe BALLD { light CTURRETDTH4 }\n\tframe BALLE { light CTURRETDTH5 }\n}\n\n// Stalker\nobject Stalker2\n{\n\tframe STLKM { light STLKATK }\n\n\tframe STLKQ { light STLKDTH1 }\n\tframe STLKR { light STLKDTH1 }\n\tframe STLKS { light STLKDTH1 }\n\tframe STLKT { light STLKDTH2 }\n\tframe STLKU { light STLKDTH3 }\n\tframe STLKV { light STLKDTH4 }\n\tframe STLKW { light STLKDTH5 }\n\tframe STLKX { light STLKDTH6 }\n\tframe STLKY { light STLKDTH7 }\n\tframe STLKZ { light STLKDTH8 }\n\tframe STLK[ { light STLKDTH9 }\n}\n\n// Sentinel\nobject Sentinel2\n{\n\tframe SEWRG { light SNTNLDTH1 }\n\tframe SEWRH { light SNTNLDTH2 }\n}\n\nobject SentinelFX3\n{\n\tframe SHT1A { light SNTNL_FX1 }\n\tframe SHT1B { light SNTNL_FX2 }\n\n\tframe POW1F { light SNTNL_FX3 }\n\tframe POW1G { light SNTNL_FX4 }\n\tframe POW1H { light SNTNL_FX5 }\n\tframe POW1I { light SNTNL_FX6 }\n\tframe POW1J { light SNTNL_FX7 }\n}\n\n// Reaver\nobject Reaver2\n{\n\tframe ROB1F { light HUMNDATK }\n\n\tframe ROB1K { light REAV_X1 }\n\tframe ROB1L { light REAV_X2 }\n\tframe ROB1M { light REAV_X3 }\n\tframe ROB1N { light REAV_X4 }\n\tframe ROB1O { light REAV_X5 }\n\tframe ROB1P { light REAV_X6 }\n\tframe ROB1Q { light REAV_X7 }\n}\n\n// Crusader\nobject Crusader2\n{\n\tframe ROB2H { light CRSDRDTH1 }\n\tframe ROB2I { light CRSDRDTH2 }\n\tframe ROB2J { light CRSDRDTH3 }\n\tframe ROB2K { light CRSDRDTH4 }\n\tframe ROB2L { light CRSDRDTH5 }\n\tframe ROB2M { light CRSDRDTH4 }\n\tframe ROB2N { light CRSDRDTH3 }\n\tframe ROB2O { light CRSDRDTH2 }\n}\n\n// Templar\nobject Templar2\n{\n\tframe PGRDG { light TEMPATK }\n\n\tframe PGRDI { light TEMP_X1 }\n\tframe PGRDJ { light TEMP_X2 }\n\tframe PGRDK { light TEMP_X3 }\n\tframe PGRDL { light TEMP_X4 }\n\tframe PGRDM { light TEMP_X5 }\n\tframe PGRDN { light TEMP_X6 }\n}\n\n// Inquisitor\nobject Inquisitor2\n{\n\tframe ROB3F { light INQATK1 }\n\tframe ROB3J { light INQATK2 }\n\n\tframe ROB3H { light INQFLY1 }\n\tframe ROB3I { light INQFLY2 }\n\n\tframe ROB3M { light INQDTH1 }\n\tframe ROB3N { light INQDTH2 }\n\tframe ROB3O { light INQDTH3 }\n\tframe ROB3P { light INQDTH4 }\n\tframe ROB3Q { light INQDTH5 }\n\tframe ROB3R { light INQDTH6 }\n\tframe ROB3S { light INQDTH6 }\n\tframe ROB3T { light INQDTH6 }\n\tframe ROB3U { light INQDTH7 }\n\tframe ROB3V { light INQDTH8 }\n\tframe ROB3W { light INQDTH6 }\n\tframe ROB3X { light INQDTH6 }\n\tframe ROB3Y { light INQDTH9 }\n\tframe ROB3Z { light INQDTH10 }\n\tframe ROB3[ { light INQDTH11 }\n\tframe ROB3\\ { light INQDTH12 }\n\tframe RBB3] { light INQDTH13 }\n\tframe RBB3A { light INQDTH12 }\n\tframe RBB3B { light INQDTH13 }\n\tframe RBB3C { light INQDTH14 }\n}\n\n// Programmer\nobject Programmer2\n{\n\tframe PRGRH { light PROGATK1 }\n\tframe PRGRI { light PROGATK2 }\n\tframe PRGRJ { light PROGATK3 }\n\n\tframe PRGRN { light PROGDTH1 }\n\tframe PRGRO { light PROGDTH2 }\n}\n\n// Bishop\nobject StrifeBishop2\n{\n\tframe MLDRE { light BISHOP }\n}\n\n//////////////\n// SKULLTAG //\n//////////////\n\n// Dark Imp Fireball\npointlight DARKIMPBALL\n{\n\tcolor 0.1 0.1 1.0\n\tsize 64\n}\n\n// Dark imp fireball explosion\nflickerlight DARKIMPBALL_X1\n{\n\tcolor 0.07 0.07 0.7\n\tsize 80\n\tsecondarySize 88\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X2\n{\n\tcolor 0.0 0.0 0.4\n\tsize 96\n\tsecondarySize 104\n\tchance 0.25\n}\n\nflickerlight DARKIMPBALL_X3\n{\n\tcolor 0.0 0.0 0.2\n\tsize 112\n\tsecondarySize 120\n\tchance 0.25\n}\n\nobject DarkImpBall\n{\n\tframe BAL1A { light DARKIMPBALL }\n\tframe BAL1B { light DARKIMPBALL }\n\n\tframe BAL1C { light DARKIMPBALL_X1 }\n\tframe BAL1D { light DARKIMPBALL_X2 }\n\tframe BAL1E { light DARKIMPBALL_X3 }\n}\n\n// Zombies\nobject SuperShotgunGuy\n{\n\tframe CPOSF { light ZOMBIEATK }\n}\n\n// Hectebus Fireball\nobject HectShot\n{\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}"
},
{
"source": "pk3",
"name": "gldefs/heretic.txt",
"contents": "// Gauntlet puffs\nflickerlight GAUNTLET1\n{\n color 0.2 1.0 0.2\n size 6\n secondarySize 10\n chance 0.3\n}\n\nflickerlight GAUNTLET2\n{\n color 1.0 0.0 0.0\n size 6\n secondarySize 10\n chance 0.3\n}\n\nobject GauntletPuff1\n{\n frame PUF1A { light GAUNTLET1 }\n frame PUF1B { light GAUNTLET1 }\n frame PUF1C { light GAUNTLET1 }\n frame PUF1D { light GAUNTLET1 }\n}\n\nobject GauntletPuff2\n{\n frame PUF1E { light GAUNTLET2 }\n frame PUF1F { light GAUNTLET2 }\n frame PUF1G { light GAUNTLET2 }\n frame PUF1H { light GAUNTLET2 }\n}\n\n// Wand puffs\npointlight WANDPUFF1\n{\n color 1.0 1.0 0.0\n size 32\n}\n\npointlight WANDPUFF2\n{\n color 0.7 0.7 0.0\n size 24\n}\n\npointlight WANDPUFF3\n{\n color 0.4 0.4 0.0\n size 16\n}\n\npointlight WANDPUFF4\n{\n color 0.2 0.2 0.0\n size 8\n}\n\nobject GoldWandPuff3\n{\n frame PUF2A { light WANDPUFF1 }\n frame PUF2B { light WANDPUFF2 }\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\nobject GoldWandPuff4\n{\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\n// Tomed wand projectile\npointlight WANDBALL\n{\n color 1.0 1.0 0.0\n size 24\n}\n\npointlight WANDBALL_X1\n{\n color 0.8 0.8 0.0\n size 32\n}\n\npointlight WANDBALL_X2\n{\n color 0.6 0.6 0.0\n size 34\n}\n\npointlight WANDBALL_X3\n{\n color 0.4 0.4 0.0\n size 36\n}\n\npointlight WANDBALL_X4\n{\n color 0.2 0.2 0.0\n size 38\n}\n\nobject GoldWandFX3\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\nobject GoldWandFX32\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\n// Crossbow secondary projectile\npointlight SMALLBOWBOLT\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight SMALLBOWBOLT_X1\n{\n color 0.0 0.7 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X2\n{\n color 0.0 0.4 0.0\n size 40\n secondarySize 44\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X3\n{\n color 0.0 0.2 0.0\n size 32\n secondarySize 36\n chance 0.3\n}\n\nobject CrossbowFX3B\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\n//object CrossbowFX3Duke\n//{\n// frame FX03A { light SMALLBOWBOLT }\n\n// frame FX03C { light SMALLBOWBOLT_X1 }\n// frame FX03D { light SMALLBOWBOLT_X2 }\n// frame FX03E { light SMALLBOWBOLT_X3 }\n//}\n\nobject CrossbowFX32\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\n// Crossbow primary proectile\npointlight BIGBOWBOLT\n{\n color 0.7 1.0 0.0\n size 64\n}\n\nflickerlight BIGBOWBOLT_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 74\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X2\n{\n color 0.4 0.6 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X3\n{\n color 0.2 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject CrossbowFX1B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n//object CrossbowFX1Duke\n//{\n// frame FX03B { light BIGBOWBOLT }\n//\n// frame FX03H { light BIGBOWBOLT_X1 }\n// frame FX03I { light BIGBOWBOLT_X2 }\n// frame FX03J { light BIGBOWBOLT_X3 }\n//}\n\nobject CrossbowFX12\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow projectile\nobject CrossbowFX2B\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\nobject CrossbowFX22\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow trail (slows down too much :P)\npointlight BOWTRAIL1\n{\n color 0.0 1.0 0.0\n size 24\n}\n\npointlight BOWTRAIL2\n{\n color 0.0 0.7 0.0\n size 16\n}\n\n//object CrossbowFX4\n//{\n //frame FX03F { light BOWTRAIL1 }\n //frame FX03G { light BOWTRAIL2 }\n//}\n\n// Claw puff\npointlight CLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 32\n}\n\npointlight CLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 24\n}\n\npointlight CLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 16\n}\n\npointlight CLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 8\n}\n\nobject BlasterPuff2\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}\n\n// Tomed claw puff\npointlight BIGCLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 56\n}\n\npointlight BIGCLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 48\n}\n\npointlight BIGCLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 40\n}\n\npointlight BIGCLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 32\n}\n\npointlight BIGCLAWPUFF5\n{\n color 0.0 0.0 0.2\n size 24\n}\n\nobject BlasterFX1B\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject BlasterFX1C\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\nobject StaffPuff4\n{\n frame PUF4A { light BIGCLAWPUFF1 }\n frame PUF4B { light BIGCLAWPUFF1 }\n frame PUF4C { light BIGCLAWPUFF2 }\n frame PUF4D { light BIGCLAWPUFF3 }\n frame PUF4E { light BIGCLAWPUFF4 }\n frame PUF4F { light BIGCLAWPUFF5 }\n}\n\n// Hellstaff bolt\npointlight HELLSTAFFBALL\n{\n color 1.0 0.2 0.2\n size 56\n}\n\nflickerlight HELLSTAFFBALL_X1\n{\n color 1.0 0.4 0.4\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X2\n{\n color 0.8 0.3 0.3\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X3\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X4\n{\n color 0.4 0.1 0.1\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X5\n{\n color 0.2 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject HellstaffShot\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HellstaffShot2\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2A\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\n// Tomed hellstaff rain\npointlight REDRAIN\n{\n color 1.0 0.0 0.0\n size 32\n}\n\npointlight REDRAIN_X1\n{\n color 1.0 0.4 0.4\n size 48\n}\n\npointlight REDRAIN_X2\n{\n color 0.8 0.3 0.3\n size 40\n}\n\npointlight REDRAIN_X3\n{\n color 0.5 0.1 0.1\n size 32\n}\n\npointlight REDRAIN_X4\n{\n color 0.3 0.0 0.0\n size 24\n}\n\nobject RainPillar\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\nobject HellstaffRain\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\n// Phoenix rod shot\npointlight PHOENIXSHOT\n{\n color 1.0 0.6 0.0\n size 64\n}\n\nflickerlight PHOENIX_X1\n{\n color 1.0 0.8 0.4\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight PHOENIX_X2\n{\n color 1.0 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight PHOENIX_X3\n{\n color 0.8 0.6 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight PHOENIX_X4\n{\n color 0.6 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHOENIX_X5\n{\n color 0.4 0.2 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHOENIX_X6\n{\n color 0.2 0.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n}\n\nobject PhoenixShot\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\nobject PhoenixShot2\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\n// Phoenix rod flamethrower\nflickerlight PHOENIXFLAME\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME2\n{\n color 0.5 0.2 0.0\n size 24\n secondarySize 32\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME3\n{\n color 0.3 0.1 0.0\n size 16\n secondarySize 24\n chance 0.5\n}\n\nobject PhoenixFX2\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\nobject PhoenixFX2A\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\n// Mace ball explosion\nflickerlight MACEBALL_X1\n{\n color 0.8 0.8 0.2\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight MACEBALL_X2\n{\n color 0.6 0.6 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MACEBALL_X3\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MACEBALL_X4\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n}\n\nobject MaceFX12\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX22\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX1Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX2Coop\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX32\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX42\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\n// Pod\nobject Pod2\n{\n\tframe PPODC { light POD_X1 }\n\tframe PPODD { light POD_X2 }\n\tframe PPODE { light POD_X3 }\n\tframe PPODF { light POD_X4 }\n}\n\n// Dragon Claw Coop Puff\nobject DragonBullet\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}\n\n// Timebombs\n\nflickerlight TIMEBOMB_X1\n{\n color 1.0 0.6 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X2\n{\n color 0.8 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X3\n{\n color 0.6 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X4\n{\n color 0.4 0.0 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X5\n{\n color 0.2 0.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nobject TimeBombOfTheAncients\n{\n frame FBMBF { light TIMEBOMB_X1 }\n frame FBMBG { light TIMEBOMB_X2 }\n frame FBMBH { light TIMEBOMB_X3 }\n frame FBMBI { light TIMEBOMB_X4 }\n frame FBMBJ { light TIMEBOMB_X5 }\n frame FBMBK { light TIMEBOMB_X5 }\n}\n\nobject TimeBombOfTheAncientsSP\n{\n frame FBMBF { light TIMEBOMB_X1 }\n frame FBMBG { light TIMEBOMB_X2 }\n frame FBMBH { light TIMEBOMB_X3 }\n frame FBMBI { light TIMEBOMB_X4 }\n frame FBMBJ { light TIMEBOMB_X5 }\n frame FBMBK { light TIMEBOMB_X5 }\n}\n\nobject RemoteOfTheAncients\n{\n frame FBMBF { light TIMEBOMB_X1 }\n frame FBMBG { light TIMEBOMB_X2 }\n frame FBMBH { light TIMEBOMB_X3 }\n frame FBMBI { light TIMEBOMB_X4 }\n frame FBMBJ { light TIMEBOMB_X5 }\n frame FBMBK { light TIMEBOMB_X5 }\n}\n\nobject RemoteOfTheAncientsSP\n{\n frame FBMBF { light TIMEBOMB_X1 }\n frame FBMBG { light TIMEBOMB_X2 }\n frame FBMBH { light TIMEBOMB_X3 }\n frame FBMBI { light TIMEBOMB_X4 }\n frame FBMBJ { light TIMEBOMB_X5 }\n frame FBMBK { light TIMEBOMB_X5 }\n}"
}
]
},
"maps": []
}