Raw model (for completeness)
{
"meta": {
"id": "018406ba-db90-4d57-b8b2-eac696363aa3",
"sha1": "05a0ebd72039a93cdb7eeeb9a728ebd3fefa9cfc",
"sha256": "113c560cfe1db4020ac6337d0d610fa655ba42900cbe3ec28a3ab11ffbcfdc6f",
"filenames": [
"wrathofcronosr1_6a.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"HEXEN"
],
"filename": null,
"added": "2013-10-21 21:18:14",
"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": "2013-10-21 21:18:14",
"file": {
"type": "PK3",
"size": 15929061,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/05a0ebd72039a93cdb7eeeb9a728ebd3fefa9cfc/05a0ebd72039a93cdb7eeeb9a728ebd3fefa9cfc.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 5281,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"HEXEN"
]
},
"text_files": [
{
"source": "pk3",
"name": "ACCESSRY.txt",
"contents": "Actor AccessoryRandomSpawner : RandomSpawner\n{\n\tDropItem \"QuicksilverTreadsItem\"\n\tDropItem \"LivingSteelAmuletItem\"\n\tDropItem \"LichSkullItem\"\n\tDropItem \"MaskOfTerroritem\"\n\tDropItem \"PolymorphProtectionRuneItem\"\n\tDropItem \"TalismanOfTheDepthsItem\"\n\tDropItem \"RingOfFocusItem\"\n\tDropItem \"CharmOfSpiritItem\"\n\tDropItem \"BracersOfForceItem\"\n\tDropItem \"CloakOfShadowsItem\"\n}\n\nActor AccessorySlot : Inventory\n{\n\tInventory.MaxAmount 1\n\t+Inventory.Undroppable\n}\n\nActor AccessoryTypesItem : Inventory\n{\n\tInventory.MaxAmount 10\n\t+Inventory.Undroppable\n}\n\nActor AccessoryTypes2Item : AccessoryTypesItem {}\n\nActor AccessoryBaseItem : Inventory\n{\n\tInventory.MaxAmount 1\n\t+Inventory.Undroppable\n\t+FLOATBOB\n\tInventory.PickupSound \"pickup/accessory\"\n}\n\nActor NoAccessoryItem : AccessoryBaseItem {}\n\nActor QuickSilverTreadsItem : AccessoryBaseItem //0\n{\n\tInventory.PickupMessage \"QUICKSILVER TREADS\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS01 ABC 4 Bright\n\t\tLoop\n\t}\n}\n\nActor LivingSteelAmuletItem : AccessoryBaseItem //1\n{\n\tInventory.PickupMessage \"LIVING STEEL AMULET\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS02 A 4\n\t\tLoop\n\t}\n}\n\nActor LichSkullItem : AccessoryBaseItem //2\n{\n\tInventory.PickupMessage \"LICH SKULL\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS03 ABCD 3 Bright\n\t\tLoop\n\t}\n}\n\nActor MaskOfTerrorItem : AccessoryBaseItem //3\n{\n\tInventory.PickupMessage \"MASK OF TERROR\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS04 AAAAAAAAABCB 3 Bright\n\t\tLoop\n\t}\n}\n\nActor PolymorphProtectionRuneItem : AccessoryBaseItem //4\n{\n\tInventory.PickupMessage \"POLYMORPH PROTECTION RUNE\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS05 A 3 Bright\n\t\tLoop\n\t}\n}\n\nActor TalismanOfTheDepthsItem : AccessoryBaseItem //5\n{\n\tInventory.PickupMessage \"TALISMAN OF THE DEPTHS\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS06 A 3\n\t\tLoop\n\t}\n}\n\nActor RingOfFocusItem : AccessoryBaseItem //6\n{\n\tInventory.PickupMessage \"RING OF FOCUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS07 A 3\n\t\tLoop\n\t}\n}\n\nActor CharmOfSpiritItem : AccessoryBaseItem //7\n{\n\tInventory.PickupMessage \"CHARM OF SPIRIT\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS08 A 3\n\t\tLoop\n\t}\n}\n\nActor BracersOfForceItem : AccessoryBaseItem //8\n{\n\tInventory.PickupMessage \"BRACERS OF FORCE\"\n\tStates\n\t{\n\tSpawn:\n\t\tAS09 BCDEFGHI 3 Bright\n\t\tLoop\n\t}\n}\n\nActor CloakOfShadowsItem : AccessoryBaseItem //9\n{\n\tInventory.PickupMessage \"CLOAK OF SHADOWS\"\n\tRenderstyle Translucent\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tAS10 ABCD 4 Bright\n\t\tLoop\n\t}\n}\n\nActor QuickSilverTreadsTracker : AccessoryBaseItem {}\n\nActor LivingSteelAmuletTracker : AccessoryBaseItem {}\n\nActor LichSkullTracker : AccessoryBaseItem {}\n\nActor LichSkullDrainGiver : PowerupGiver\n{\n\tinventory.maxamount 0\n\tpowerup.type \"LichDrain\"\n\t+AUTOACTIVATE\n}\n\nActor PowerLichDrain : PowerDrain\n{\n\tPowerup.Duration 3\n}\n\nActor MaskOfTerrorTracker : AccessoryBaseItem {}\n\nActor MaskOfTerrorFearGiver : PowerupGiver\n{\n\tinventory.maxamount 0\n\tpowerup.type \"MaskOfTerrorFrightener\"\n\t+AUTOACTIVATE\n}\n\nActor PowerMaskOfTerrorFrightener : PowerFrightener\n{\n\tPowerup.Duration -10\n}\n\nActor PolymorphProtectionRuneTracker : AccessoryBaseItem {}\n\nActor PolymorphProtectionRuneON : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTMORPH\", 1)\n\t\tStop\n\t}\n}\n\nActor PolymorphProtectionRuneOFF : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTMORPH\", 0)\n\t\tStop\n\t}\n}\n\nActor PolymorphProtectionRuneGiver : PowerupGiver\n{\n\tinventory.maxamount 0\n\tpowerup.type \"PolymorphProtectionRune\"\n\t+AUTOACTIVATE\n}\n\nActor PowerPolymorphProtectionRune : PowerProtection\n{\n\tPowerup.Duration -5\n\tDamageFactor \"Normal\", 0.9\n\tDamageFactor \"Poison\", 1.0\n}\n\nActor TalismanOfTheDepthsTracker : AccessoryBaseItem {}\n\nActor TalismanOfTheDepthsGiver : PowerupGiver\n{\n\tinventory.maxamount 0\n\tpowerup.type \"TalismanOfTheDepths\"\n\t+AUTOACTIVATE\n}\n\nActor PowerTalismanOfTheDepths : PowerProtection\n{\n\tPowerup.Duration -5\n\tDamageFactor \"Drowning\", 0\n\tDamageFactor \"Ice\", 0.75\n}\n\nActor RingOfFocusTracker : AccessoryBaseItem {}\nActor CharmOfSpiritTracker : AccessoryBaseItem {}\nActor BracersOfForceTracker : AccessoryBaseItem {}\n\nActor BracersOfForceActivate : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BracersOfForceTracker\",1,1)\n\t\tGoto Dud\n\t\tTNT1 A 0 A_JumpIfInventory(\"BracersOfForceCooldown\",1,\"Dud\")\n\t\tTNT1 A 0 A_Jump(140,\"Dud\")\n\t\tTNT1 A 0 A_GiveInventory(\"BracersOfForceCooldown\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ArcaneBombMissile\",0,0)\n\t\tStop\n\tDud:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BracersOfForceCooldown : Powerup\n{\n\tPowerup.Duration -10\n}\n\nActor CloakOfShadowsTracker : AccessoryBaseItem {}\n\nActor CloakOfShadowsInvisibility : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n\tPowerup.Type CloakOfShadowsInvisibility\n}\n\nActor PowerCloakOfShadowsInvisibility : PowerGhost\n{\n\tPowerup.Duration -1000\n\t+CANTSEEK\n}\n\nActor CloakOfShadowsClearNoSeek : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"CANTSEEK\", 0)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "BLOOD.txt",
"contents": "actor GIBBER\n{\n radius 20\n height 20\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTELEPORT\n states\n {\n Spawn:\n TNT1 A 0 A_Gravity\n TNT1 A 0 A_CheckSight(\"Cheap\")\n TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n Stop\n Cheap:\n TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), random(2,6), 0, random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n Stop\n }\n}\n\nACTOR BOSSGIBBER\n{\n Radius 20\n Height 20\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTELEPORT\n states\n {\n Spawn:\n TNT1 A 0 A_Gravity\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), random(2,6), 0, random(0,360), 160)\n Stop\n }\n}\n\nactor BLUEDOOMGIBBER : GIBBER\n{\n\t Translation \"168:191=192:207\",\n\t\"16:47=192:207\",\n\t\"208:235=192:207\",\n\t\"160:167=192:207\",\n\t\"48:79=192:207\"\n}\n\nactor GREENDOOMGIBBER : GIBBER\n{\n\t Translation \"168:191=112:127\",\n\t\"16:47=112:127\",\n\t\"208:235=112:127\",\n\t\"160:167=112:127\",\n\t\"48:79=112:127\"\n}\n\nactor GIBBERORANGE : GIBBER\n{\n\t Translation \"164:185=203:210\"\n}\n\nactor GREENGIBBERS : GIBBER\n{\n\t Translation \"164:185=192:202\"\n}\n\nactor SMALLGIBBER\n{\n radius 20\n height 20\n +NOINTERACTION\n states\n {\n Spawn:\n TNT1 A 0 A_Gravity\n TNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n TNT1 A 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,18), random(2,6), random(2,6), 0, random(0,360), 160)\n Stop\n }\n}\n\nActor NashGore_SplatterBlood : BloodSplatter replaces BloodSplatter\n{\n\t+NOBLOCKMAP\n +CLIENTSIDEONLY\n +NOTELEPORT\n states\n {\n Spawn:\n BLUD C 0\n BLUD C 1 A_JumpIf(waterlevel > 1, 4)\n BLUD C 7\n BLUD B 8 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n BLUD A 7\n BLUD A 1\n stop\n }\n}\n\nactor NashGore_Blood : Blood replaces Blood\n{\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n +NOTELEPORT\n states\n {\n Spawn:\n Spray:\n BLUD C 0\n BLUD C 1 A_JumpIf(waterlevel > 1, 4)\n BLUD C 7\n BLUD B 8 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n BLUD A 7\n BLUD A 1\n stop\n }\n}\n\n// Blood sprite that flies outwards and leaves trails behind\nactor NashGore_FlyingBlood\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n -SOLID\n +CANNOTPUSH\n +NOCLIP\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n TNT1 A 0 A_CheckSight(\"Cheap\")\n FBLD A 1 A_SpawnItemEx(\"NashGore_FlyingBloodTrail\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n loop\n Cheap:\n FBLD A 8 A_SpawnItemEx(\"NashGore_FlyingBloodTrail\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n FBLD A 1 A_JumpIf(waterlevel > 1, \"Remove\")\n loop\n Crash:\n TNT1 A 1 A_SpawnItemEx(\"NashGore_BloodSpot\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n stop\n Remove: // Anti-Lag - Removes blood in water.\n TNT1 A 0\n stop\n }\n}\n\nactor NashGore_BloodSpot\n{\n radius 12\n height 2\n mass 1\n -SOLID\n +CANNOTPUSH\n +NOTELEPORT\n //+NOBLOCKMAP\n +NOCLIP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"gibbage/blood\")\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,5)\n TNT1 A 0 A_Jump(192,6)\n TNT1 A 0 A_Jump(255,7)\n // make the blood spots stay on the ground. 1500 is the default duration.\n BSPT A 350 A_JumpIf(waterlevel > 1, \"Remove\")\n BSPT A 1 A_FadeOut\n wait\n BSPT B 350 A_JumpIf(waterlevel > 1, \"Remove\")\n BSPT B 1 A_FadeOut\n wait\n BSPT C 350 A_JumpIf(waterlevel > 1, \"Remove\")\n BSPT C 1 A_FadeOut\n wait\n BSPT D 350 A_JumpIf(waterlevel > 1, \"Remove\")\n BSPT D 1 A_FadeOut\n wait\n Remove: // Anti-Lag - Removes blood in water.\n TNT1 A 0\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor NashGore_FlyingBloodTrail\n{\n game Doom\n scale 0.70\n mass 1\n -SOLID\n +LOWGRAVITY\n +CANNOTPUSH\n +NOCLIP\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n BTRL A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n BTRL B 4 A_JumpIf(waterlevel > 1, \"Remove\")\n BTRL C 4 A_JumpIf(waterlevel > 1, \"Remove\")\n BTRL D 4 A_JumpIf(waterlevel > 1, \"Remove\")\n stop\n Remove: // Anti-Lag - Removes blood in water.\n TNT1 A 0\n stop\n }\n}\n\nactor GIB1\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n +CANNOTPUSH\n -SOLID\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n\t+NOTELEPORT\n Radius 2\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xgib\"\n Speed 5\n States\n {\n Spawn:\n GIB1 A 0\n GIB1 A 0 A_Jump(64,\"Alt\")\n GIB1 A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n Alt:\n \tGIB1 A 0 A_SpawnItemEx (\"GIB1SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, 0)\n \tStop\n See:\n\t\tGIB1 A 1 A_JumpIf(waterlevel > 1, \"Death\")\n GIB1 A 4 A_SpawnItemEx(\"Blood\", 0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n GIB1 B 5 ThrustThingZ(0,6,1,1)\n GIB1 AB 5\n loop\n Death:\n GIB1 A 0 A_Jump (64,2)\n GIB1 A 0 A_Jump (128,3)\n GIB1 A 350\n\t\tGIB1 A 1 A_FadeOut\n Wait\n GIB1 B 350\n\t\tGIB1 B 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB2\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n +CANNOTPUSH\n -SOLID\n -NOBLOCKMAP\n +NOTELEPORT\n +CLIENTSIDEONLY\n Radius 2\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xgib\"\n Speed 5\n States\n {\n Spawn:\n GIB2 A 0\n GIB2 A 0 A_Jump(64,\"Alt\")\n GIB2 A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n Alt:\n \tGIB2 A 0 A_SpawnItemEx (\"GIB2SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, 0)\n \tStop\n See:\n\t\tGIB2 A 1 A_JumpIf(waterlevel > 1, \"Death\")\n GIB2 A 4 A_SpawnItemEx(\"Blood\", 0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n GIB2 B 5 ThrustThingZ(0,6,1,1)\n GIB2 C 5\n GIB2 ABC 5\n loop\n Death:\n GIB2 A 0 A_Jump (32,3)\n GIB2 A 0 A_Jump (64,4)\n GIB2 A 0 A_Jump (128,5)\n GIB2 A 350\n\t\tGIB2 A 1 A_FadeOut\n Wait\n GIB2 B 350\n GIB2 B 1 A_FadeOut\n Wait\n GIB2 C 350\n GIB2 C 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB3\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -SOLID\n +CANNOTPUSH\n -NOBLOCKMAP\n +NOTELEPORT\n +CLIENTSIDEONLY\n Radius 2\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xgib\"\n Speed 5\n States\n {\n Spawn:\n GIB1 A 0\n GIB1 A 0 A_Jump(64,\"Alt\")\n GIB1 A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n Alt:\n \tGIB1 A 0 A_SpawnItemEx (\"GIB3SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, 0)\n \tStop\n See:\n\t\tGIB3 A 1 A_JumpIf(waterlevel > 1, \"Death\")\n GIB3 A 4 A_SpawnItemEx(\"Blood\", 0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n GIB3 C 5 ThrustThingZ(0,6,1,1)\n GIB3 BC 5\n loop\n Death:\n GIB3 B 0 A_Jump (64,2)\n GIB3 B 0 A_Jump (128,3)\n GIB3 B 350\n\t\tGIB3 B 1 A_FadeOut\n Wait\n GIB3 C 350\n GIB3 C 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB4\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -SOLID\n -NOBLOCKMAP\n +CANNOTPUSH\n +NOTELEPORT\n +CLIENTSIDEONLY\n Radius 2\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xgib\"\n Speed 5\n States\n {\n Spawn:\n GIB1 A 0\n GIB1 A 0 A_Jump(64,\"Alt\")\n GIB1 A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n Alt:\n \tGIB1 A 0 A_SpawnItemEx (\"GIB4SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, 0)\n \tStop\n See:\n\t\tGIB4 A 1 A_JumpIf(waterlevel > 1, \"Death\")\n GIB4 A 4 A_SpawnItemEx(\"Blood\", 0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n GIB4 B 5 ThrustThingZ(0,6,1,1)\n GIB4 C 5\n GIB4 ABC 5\n loop\n Death:\n GIB4 A 0 A_Jump (32,3)\n GIB4 A 0 A_Jump (64,4)\n GIB4 A 0 A_Jump (128,5)\n GIB4 A 350\n\t\tGIB4 A 1 A_FadeOut\n Wait\n GIB4 B 350\n GIB4 B 1 A_FadeOut\n Wait\n GIB4 C 350\n GIB4 C 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB5\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n +CANNOTPUSH\n -SOLID\n -NOBLOCKMAP\n +NOTELEPORT\n +CLIENTSIDEONLY\n Radius 2\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xgib\"\n Speed 5\n States\n {\n Spawn:\n GIB1 A 0\n GIB1 A 0 A_Jump(64,\"Alt\")\n GIB1 A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n Alt:\n \tGIB1 A 0 A_SpawnItemEx (\"GIB5SPLAT\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, 0)\n \tStop\n See:\n\t\tGIB5 A 1 A_JumpIf(waterlevel > 1, \"Death\")\n GIB5 A 4 A_SpawnItemEx(\"Blood\", 0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n GIB5 B 5 ThrustThingZ(0,6,1,1)\n GIB5 C 5\n GIB5 ABC 5\n loop\n Death:\n GIB5 A 0 A_Jump (32,3)\n GIB5 A 0 A_Jump (64,4)\n GIB5 A 0 A_Jump (128,5)\n GIB5 A 350\n\t\tGIB5 A 1 A_FadeOut\n Wait\n GIB5 B 350\n GIB5 B 1 A_FadeOut\n Wait\n GIB5 C 350\n GIB5 C 1 A_FadeOut\n Wait\n }\n}\n\n// Gibs that go SPLAT instead of bounce.\n\nactor GIB1SPLAT : GIB1\n{\n\t-DOOMBOUNCE\n States\n {\n Spawn:\n GIB1 A 0\n goto See\n Death:\n\t\tGIB1 A 0 A_JumpIf(waterlevel > 1, 8)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n SPLT BCD 4\n SPLT D 350\n\t\tSPLT D 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB2SPLAT : GIB2\n{\n\t-DOOMBOUNCE\n States\n {\n Spawn:\n GIB1 A 0\n goto See\n Death:\n\t\tGIB1 A 0 A_JumpIf(waterlevel > 1, 8)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n SPLT BCD 4\n SPLT D 350\n SPLT D 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB3SPLAT : GIB3\n{\n\t-DOOMBOUNCE\n States\n {\n Spawn:\n GIB1 A 0\n goto See\n Death:\n\t\tGIB1 A 0 A_JumpIf(waterlevel > 1, 8)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n SPLT BCD 4\n SPLT D 350\n SPLT D 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB4SPLAT : GIB4\n{\n\t-DOOMBOUNCE\n States\n {\n Spawn:\n GIB1 A 0\n goto See\n Death:\n\t\tGIB1 A 0 A_JumpIf(waterlevel > 1, 8)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n SPLT BCD 4\n SPLT D 350\n SPLT D 1 A_FadeOut\n Wait\n }\n}\n\nactor GIB5SPLAT : GIB5\n{\n\t-DOOMBOUNCE\n States\n {\n Spawn:\n GIB1 A 0\n goto See\n Death:\n\t\tGIB1 A 0 A_JumpIf(waterlevel > 1, 8)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 0 A_SpawnItemEx(\"Blood\",0,0,0,0,0,0,0,SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n SPLT A 4 A_PlaySound(\"gibbage/xgibst\")\n SPLT BCD 4\n SPLT D 350\n SPLT D 1 A_FadeOut\n Wait\n }\n}\n\nACTOR Kaboom\n{\n Radius 10\n Height 10\n Speed 5\n PROJECTILE\n +CLIENTSIDEONLY\n +NOCLIP\n +NOINTERACTION\n Renderstyle \"Add\"\n States\n {\n Spawn:\n MISL B 2\n MISL B 2 BRIGHT A_PlaySound (\"weapons/rocklx\")\n MISL B 4 BRIGHT\n MISL C 6\n MISL D 4\n Stop\n }\n}\n\nACTOR KaGas\n{\n Radius 10\n Height 10\n Speed 5\n PROJECTILE\n +CLIENTSIDEONLY\n +NOCLIP\n +NOINTERACTION\n Renderstyle \"Add\"\n States\n {\n Spawn:\n D2FX GH 2 BRIGHT\n D2FX I 4 BRIGHT\n D2FX J 6 BRIGHT A_PlaySound (\"weapons/gasx\")\n D2FX K 4 BRIGHT\n\tD2FX L 2 BRIGHT\n Stop\n }\n}\n\nACTOR KaZap\n{\n Radius 10\n Height 10\n Speed 5\n PROJECTILE\n +CLIENTSIDEONLY\n +NOCLIP\n +NOINTERACTION\n Renderstyle Add\n States\n {\n Spawn:\n FX17 EF 2\n FX17 G 4\n FX17 H 6 BRIGHT A_PlaySound (\"weapons/zapx\")\n FX17 I 6 BRIGHT\n\tFX17 J 4\n\tFX17 KL 2\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "Credits for Wrath of Cronos Resources\n\nSprites:\nNeoworm\t- Burning Hammer, Timon's Axe (magical version), Potions,\nChainmail Ettin, Dragon Claw w/ Fighter Hands, Glacial Crossbow,\nLightbringer, Arbalest of the Ancients (w/ LilWhiteMouse & Xaser)\nMorning Star, Hunter Sprites, Raven Staff, Sickle\n\nTormentor667 - Blessing FX Sprites, Aura Effect Sprites\n\nVirtue - Ice Stalker\nEspi - Imp Warrior/Warlord, Dragon Familiar, Bat\nEriance - Vorpal Blade, Acolyte, Skullstaff, Hellfire Cannon, Lich Staff,\nArchon of Hell, Necromancer Sprites, Ghoul, Death Incarnate,\nDeath Knight, Bone Shower projectiles\n\nTormentor667 - Bormereth\nMaelstrom - Vampire\nCodenniumRed - Knight Archer, Jade Wand\nRavageFox - Knight Archer\nFury3 - Magma Serpent Sprites\nPopsoap - Afrit Recolors, Black Chaos Serpent Recolor\nIchor - Disciple\nGothic - Bow\nXaser - Machete\nNash - Nashgore\nBlizzard Entertainment - Skill Icons from World of Warcraft\nRaven Software (Heretic, Hexen)\nid Software (Doom 1/2)\nThe Ultimate Doomer - New Armor sprites\nTerminusEst13 - Tan flask caltrops effect, taken from his Ranger mod with slight recoloring by me\nBlox - Burning death sprites, outlines for Hellforge Cannon and Raven Staff\nDavidG - Baron alternate attack sprites\nVader - Shadow\nCaptain Toenail - Blot smoke puffs\nPresident People - Empty Flask sprite\n\nSounds:\nRaven Software (Heretic 1/2, Hexen 1/2)\nid Software (Doom 1/2, Quake 1/2)\nBlizzard Entertainment\n\nGraphics:\nBlue Shadow - HUD\nThe Ultimate Doomer - Fonts\n\nCode:\nWorst - Alchemy\nTheShooter7 - Snippets of his Legacy of Chaos Sphere II RPG code (Monster scaling)\nThe Ultimate Doomer - Menu Positions\nPopsoap - Making projectiles pass through players.\nHexadoken - Script allowing Experience to carry across levels.\nStrikerMan780 - Damage Indicators for monsters\nApothem - Monster Health Bar"
},
{
"source": "pk3",
"name": "DOOMMONS.txt",
"contents": "//Arachnotron\n\nActor NewArachnotron : Arachnotron replaces Arachnotron\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tBSPI A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBSPI A 0 ACS_ExecuteAlways(913,0,500,25,0)//increase health on higher difficulties\n\t\tBSPI AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBSPI AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tBSPI A 0 ACS_ExecuteAlways(914,0,55)\n\t\tBSPI J 0 A_Scream\n\t\tBSPI J 0 A_SpawnItemEx(\"GIB1\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB2SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB3\",0,0,34,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB5SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB4\", 0,0,25,0,0,random(3,6), 48, 128)\n\t\tBSPI K 7 A_NoBlocking\n\t\tBSPI LMNO 7\n\t\tBSPI P -1 A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBSPI P 5 ACS_ExecuteAlways(913,0,500,25,0)\n\t\tBSPI ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n\nActor NewArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\nACTOR NewStealthArachnotron : NewArachnotron replaces StealthArachnotron\n{\n Game Doom\n SpawnID 117\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHBABY\"\n}\n\n//Arch-Vile\n\nActor NewArchvile : Archvile Replaces Archvile\n{\n\t+NODAMAGETHRUST\n\t+DONTMORPH\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tStates\n\t{\n\tSpawn:\n\t\tVILE A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tVILE A 0 ACS_ExecuteAlways(913,0,700,35,0)//increase health on higher difficulties\n\t\tVILE AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tVILE AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tVILE G 0 A_UnSetInvulnerable\n\t\tVILE AABBCCDDEEFF 2 A_VileChase\n\t\tLoop\n\tPain:\n\t\tVILE Q 5\n\t\tVILE Q 5 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tVILE G 0 Bright A_Jump(128, \"Doom3Flame\", \"Teleportation\")\n\t\tVILE G 0 Bright A_VileStart\n\t\tVILE G 10 Bright A_FaceTarget\n\t\tVILE H 8 Bright A_VileTarget\n\t\tVILE IJKLM 8 Bright A_FaceTarget\n\t\tVILE N 8 Bright A_FaceTarget\n\t\tVILE N 0 Bright A_JumpIfTargetInLos(2,360)\n\t\tVILE N 0 Bright A_Jump(256,2)\n\t\tVILE N 0 Bright A_VileTarget(\"NewArchvileFire\")\n\t\tVILE O 8 Bright A_VileAttack\n\t\tVILE P 20 Bright\n\t\tGoto See\n\tTeleportation:\n\t\tVILE G 0 A_SetInvulnerable\n\t\tVILE G 0 A_SpawnItemEx(\"ArchvileTeleportFireReverse\")\n\t\tVILE GHIJKL 3 BRIGHT A_FaceTarget\n\t\tVILE M 5 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 A 2\n\t\tVILE M 0 A_FaceTarget\n\t\tVILE M 5 Bright A_SpawnItemEx(\"ArchvileTeleportFire\")\n\t\tVILE LKJIHG 3 A_FaceTarget\n\t\t//VILE MLKJIHG 5 Bright\n\t\tVILE G 0 A_UnSetInvulnerable\n\t\tGoto See\n\tDoom3Flame:\n\t\tVILE JKLMNO 4 BRIGHT A_FaceTarget\n\t\tVILE A 0 A_PlaySound(\"archvile/firewall\")\n\t\tVILE A 0 A_CustomMissile(\"Doom3ArchvileFlame\",0,0,0)\n\t\tVILF A 24 BRIGHT\n\t\tGoto see\n\tDeath:\n\t\tVILE A 0 ACS_ExecuteAlways(914,0,110)\n\t\tVILE QQ 1 A_SpawnItemEx(\"GIB2\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE Q 1 A_SpawnItemEx(\"GIB2SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tVILE Q 1 A_SpawnItemEx(\"GIB3\",0,0,25,0,0,random(3,6), 48, 128)\n\t\tVILE Q 1 A_Scream\n\t\tVILE R 1 A_SpawnItemEx(\"GIB3SPLAT\",0,0,36,0,0,random(3,6), 48, 128)\n\t\tVILE R 1 A_SpawnItemEx(\"GIB1\",0,0,24,0,0,random(3,6), 48, 128)\n\t\tVILE R 1 A_SpawnItemEx(\"GIB1SPLAT\",0,0,38,0,0,random(3,6), 48, 128)\n\t\tVILE RR 1 A_SpawnItemEx(\"GIB3\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE SS 1 A_SpawnItemEx(\"GIB4\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE S 1 A_SpawnItemEx(\"GIB4SPLAT\",0,0,40,0,0,random(3,6), 48, 128)\n\t\tVILE S 1 A_SpawnItemEx(\"GIB5SPLAT\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE S 1 A_NoBlocking\n\t\tVILE TT 1 A_SpawnItemEx(\"GIB2\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE T 1 A_SpawnItemEx(\"GIB3\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tVILE T 2\n\t\tVILE UVWXYXY 5\n\t\tVILE Z -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,110)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewArchvileFire : ArchvileFire\n{\n\tDamagetype \"Fire\"\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_Fire\n\tTNT1 A 1 Bright A_Explode(70+(ACS_ExecuteWithResult(912,8,0,0)),70,0)\n Stop\n\t}\n}\n\nACTOR ArchvileTeleportFire\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n FIRE A 1 Bright A_PlaySound(\"vile/firestrt\")\n FIRE BAB 1 Bright\n FIRE C 1 Bright A_FireCrackle\n FIRE BCBCDCDCDEDED 1 Bright\n FIRE E 1 Bright A_FireCrackle\n FIRE FEFEFGHGHGH 1 Bright\n Stop\n }\n}\n\nACTOR ArchvileTeleportFireReverse\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n FIRE H 1 Bright A_PlaySound(\"vile/firestrt\")\n FIRE GHG 1 Bright\n FIRE H 1 Bright A_FireCrackle\n FIRE GFEFEFEDEDEDC 1 Bright\n FIRE D 1 Bright A_FireCrackle\n FIRE CDCBCBCBABA 1 Bright\n Stop\n }\n}\n\nACTOR Doom3ArchvileFlame\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 20\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.5\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tDamagetype \"Fire\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 bright A_CustomMissile(\"Doom3ArchvileFlameTrail\",0,0,0)\n\t\tTNT1 A 0 bright A_Explode(35+ACS_ExecuteWithResult(912,3,0,0),70,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 17\n\t\tStop\n\t}\n}\n\nACTOR Doom3ArchvileFlameTrail\n{\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.7\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCBCDEFGH 2 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR NewStealthArchvile : NewArchvile replaces StealthArchvile\n{\n Game Doom\n SpawnID 118\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHVILE\"\n}\n\n// Baron Of Hell/Hellknight\nActor NewBaronOfHell : BaronOfHell Replaces BaronOfHell\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 78\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBOSS A 0 ACS_ExecuteAlways(913,0,1000,50,0)//increase health on higher difficulties\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,90)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\t//BOSS EF 8 A_FaceTarget\n\t\t//BOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\t//Goto See\n\tMissile:\n\t\tBOSS E 0 A_Jump(64, \"ComboAttack\")\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tComboAttack:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOSS XY 6 A_FaceTarget\n\t\tBOSS Z 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOSS PQ 8 A_FaceTarget\n\t\tBOSS R 0 A_JumpIfCloser(102, 5)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, 3)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, -3)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, -9)\n\t\tBOSS R 8 A_CustomMissile(\"BaronBall\", 32, 0, 9)\n\t\tGoto See\n\t\tBOSS R 0 A_CustomMeleeAttack((10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOSS R 8 A_CustomMeleeAttack((10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tDeath:\n\t\tBOSS A 0 ACS_ExecuteAlways(914,0,90)\n\t\tBOSS I 8\n\t\tBOSS J 8 A_Scream\n\t\tBOSS K 8 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS M 8\n\t\tBOSS N 8\n\t\tBOSS O -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,90)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOSS O 8 ACS_ExecuteAlways(913,0,1000,50,0)\n\t\tBOSS NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthBaron : NewBaronOfHell replaces StealthBaron\n{\n Game Doom\n SpawnID 100\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHBARON\"\n}\n\nActor NewHellknight : Hellknight Replaces Hellknight\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 72\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tStates\n\t{\n\tSpawn:\n\t\tBOS2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBOS2 A 0 ACS_ExecuteAlways(913,0,500,25,0)//increase health on higher difficulties\n\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,70)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBOS2 EF 8 A_FaceTarget\n\t\tBOS2 G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tDeath:\n\t\tBOS2 A 0 ACS_ExecuteAlways(914,0,70)\n\t\tBOS2 I 8\n\t\tBOS2 J 8 A_Scream\n\t\tBOS2 K 0 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOS2 K 8\n\t\tBOS2 L 8 A_NoBlocking\n\t\tBOS2 M 8\n\t\tBOS2 N 8\n\t\tBOS2 O -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,70)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOS2 O 8 ACS_ExecuteAlways(913,0,500,25,0)\n\t\tBOS2 NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthHellknight : NewHellknight replaces StealthHellknight\n{\n Game Doom\n SpawnID 101\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHKNIGHT\"\n}\n\nActor NewBaronBall : BaronBall replaces BaronBall\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(912,3,0,0)))\n\t+NODAMAGETHRUST\n}\n\n//Cacodemon\n\nActor NewCacodemon : Cacodemon Replaces Cacodemon\n{\n\tBloodColor \"Blue\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHEAD A 0 ACS_ExecuteAlways(913,0,400,20,0)//increase health on higher difficulties\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHEAD BC 5 A_FaceTarget\n\t\tHEAD D 5 A_CustomComboAttack(\"CacodemonBall\", 32, (10 * random(1, 6)) + (ACS_ExecuteWithResult(912,1,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tHEAD A 0 ACS_ExecuteAlways(914,0,40)\n\t\tHEAD G 8 A_Scream\n\t\tHEAD H 6\n\t\tHEAD H 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHEAD H 2\n\t\tHEAD I 5\n\t\t//HEAD I 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHEAD J 4 A_NoBlocking\n\t\tHEAD K 4\n\t\tHEAD L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHEAD L 0 ACS_ExecuteAlways(913,0,400,20,0)//increase health on higher difficulties\n\t\tHEAD L 8 A_UnSetFloorClip\n\t\tHEAD KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthCacodemon : NewCacodemon replaces StealthCacodemon\n{\n Game Doom\n SpawnID 119\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHCACO\"\n HitObituary \"$OB_STEALTHCACO\"\n}\n\nActor NewCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\n//Cyberdemon\nActor NewCyberdemon2 : Cyberdemon replaces Cyberdemon\n{\n\tHealth 6000\n\tDamageFactor \"DeathBlow\", 0\n\t-NORADIUSDMG\n\t+DONTHURTSPECIES\n\t+NODAMAGETHRUST\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tPainchance 0\n\tStates\n\t{\n\tSpawn:\n\t\tCYBR A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tCYBR A 0 ACS_ExecuteAlways(913,0,6000,300,0)//increase health on higher difficulties\n\t\tCYBR AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tCYBR AB 10 A_Look\n\t\tLoop\n\tMissile:\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tGoto See\n\tDeath:\n\t\tCYBR A 0 ACS_ExecuteAlways(914,0,600)\n\t\tCYBR H 60 A_Scream\n\t\tCYBR HHHHHHHHHH 1 A_SpawnItemEx(\"Kaboom\", 0, 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR H 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR HH 1 A_SpawnItemEx(\"Kaboom\", 0, 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR JJJJJJJJJJJJJJJ 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR J 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR JJJJJJJJJJJJ 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR KKKKKKKKK 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR KKKKKKKKKKK 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR LLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR L 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR LLLLLLLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR L 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR LLLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR NO 5\n\t\tCYBR P 30\n\t\tCYBR P 0 A_BossDeath\n\t\tCYBR P -1 A_NoBlocking\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,600)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor CyberRocket : Rocket\n{\n\tDamage ((random(1,8)*20)+(ACS_ExecuteWithResult(912,8,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 8 Bright A_Explode(128+(ACS_ExecuteWithResult(912,15,0,0)),128,0)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\n//Demon\n\nActor NewDemon : Demon replaces Demon\n{\n\tHealth 200\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tPainChance 0\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSARG A 0 ACS_ExecuteAlways(913,0,200,10,0)//increase health on higher difficulties\n\t\tSARG AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSARG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSARG EF 8 A_FaceTarget\n\t\tSARG G 8 A_CustomMeleeAttack((4 * random(1, 10)) + (ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tSARG A 0 ACS_ExecuteAlways(914,0,40)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSARG N 5 ACS_ExecuteAlways(913,0,200,10,0)\n\t\tSARG MLKJI 5\n\t\tGoto See\n\t}\n}\n\nACTOR PINKYHEAD\n{\n PROJECTILE\n +DOOMBOUNCE\n -NOBLOCKMAP\n\t+CLIENTSIDEONLY\n -NOTELEPORT\n\t-NOGRAVITY\n -SOLID\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.5\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PHED A 0\n PHED A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PHED A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PHED B 5 ThrustThingZ(0,6,1,1)\n PHED C 5\n PHED ABC 5\n loop\n Death:\n PHED C 0 A_Jump (128,3)\n\t PHED C 0 A_Jump (128,4)\n\t PHED C 0 A_Jump (128,5)\n PHED A 350\n PHED A 1 A_FadeOut\n\t wait\n PHED B 350\n PHED B 1 A_FadeOut\n\t wait\n PHED C 350\n PHED C 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR PINKYARM\n{\n\tPROJECTILE\n\t-NOBLOCKMAP\n +DOOMBOUNCE\n\t+CLIENTSIDEONLY\n -NOGRAVITY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SG2A A 0\n SG2A A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SG2A A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SG2A B 5 ThrustThingZ(0,6,1,1)\n SG2A CD 5\n loop\n Death:\n SG2A E 0 A_Jump (128,3)\n\t SG2A E 0 A_Jump (128,4)\n\t SG2A E 0 A_Jump (128,5)\n SG2A E 350\n SG2A E 1 A_FadeOut\n\t wait\n SG2A F 350\n SG2A F 1 A_FadeOut\n\t wait\n SG2A G 350\n SG2A G 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR PINKYLEG\n{\n\tPROJECTILE\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n +DOOMBOUNCE\n -NOGRAVITY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PLIM A 0\n PLIM A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PLIM A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PLIM B 5 ThrustThingZ(0,6,1,1)\n PLIM AB 5\n loop\n Death:\n PLIM B 0 A_Jump (128,2)\n\t PLIM B 0 A_Jump (128,3)\n PLIM A 350\n PLIM A 1 A_FadeOut\n\t wait\n PLIM B 350\n PLIM B 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthDemon : NewDemon replaces StealthDemon\n{\n Game Doom\n SpawnID 121\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHDEMON\"\n HitObituary \"$OB_STEALTHDEMON\"\n}\n\nACTOR NewSpectre : NewDemon replaces Spectre\n{\n Game Doom\n SpawnID 9\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n SeeSound \"spectre/sight\"\n AttackSound \"spectre/melee\"\n PainSound \"spectre/pain\"\n DeathSound \"spectre/death\"\n ActiveSound \"spectre/active\"\n HitObituary \"$OB_SPECTREHIT\" // \"%o was eaten by a spectre.\"\n}\n\nACTOR SPECTREHEAD\n{\n PROJECTILE\n +DOOMBOUNCE\n -NOBLOCKMAP\n\t+CLIENTSIDEONLY\n -NOTELEPORT\n\t-NOGRAVITY\n -SOLID\n\tRenderStyle OptFuzzy\n Alpha 0.5\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.5\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PHED A 0\n PHED A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PHED A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PHED B 5 ThrustThingZ(0,6,1,1)\n PHED C 5\n PHED ABC 5\n loop\n Death:\n PHED C 0 A_Jump (128,3)\n\t PHED C 0 A_Jump (128,3)\n\t PHED C 0 A_Jump (128,3)\n PHED A 350\n Stop\n PHED B 350\n Stop\n PHED C 350\n Stop\n }\n}\n\nACTOR SPECTREARM\n{\n\tPROJECTILE\n\t-NOBLOCKMAP\n +DOOMBOUNCE\n\t+CLIENTSIDEONLY\n -NOGRAVITY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n\tRenderStyle OptFuzzy\n\tAlpha 0.5\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SG2A A 0\n SG2A A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SG2A A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SG2A B 5 ThrustThingZ(0,6,1,1)\n SG2A CD 5\n loop\n Death:\n SG2A E 0 A_Jump (128,3)\n\t SG2A E 0 A_Jump (128,3)\n\t SG2A E 0 A_Jump (128,3)\n SG2A E 350\n Stop\n SG2A F 350\n Stop\n SG2A G 350\n Stop\n }\n}\n\nACTOR SPECTRELEG\n{\n\tPROJECTILE\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n +DOOMBOUNCE\n -NOGRAVITY\n -NOTELEPORT\n -SOLID\n\tRenderStyle OptFuzzy\n\tAlpha 0.5\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.4\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PLIM A 0\n PLIM A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PLIM A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PLIM B 5 ThrustThingZ(0,6,1,1)\n PLIM AB 5\n loop\n Death:\n PLIM B 0 A_Jump (128,2)\n\t PLIM B 0 A_Jump (128,2)\n PLIM A 350\n Stop\n PLIM B 350\n Stop\n }\n}\n\n//Chaingun Guy\n\nActor NewChaingunGuy : ChaingunGuy replaces ChaingunGuy\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 140\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tCPOS A 0 ACS_ExecuteAlways(913,0,140,7,0)//increase health on higher difficulties\n\t\tCPOS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tCPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,25)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tCPOS E 10 A_FaceTarget\n\t\tCPOS F 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tCPOS F 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tCPOS F 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tCPOS E 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tCPOS F 1 A_CPosRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tCPOS G 3\n\t\tCPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tCPOS A 0 ACS_ExecuteAlways(914,0,25)\n\t\tCPOS H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tCPOS HHHH 1 A_SpawnItemEx(\"Blood\", 0,0,0, 0,0,random(2,6), random(0,360), 128)\n\t\tCPOS H 1\n\t\tCPOS II 1 A_SpawnItemEx(\"Blood\", 0,0,0, 0,0,random(2,6), random(0,360), 128)\n\t\tCPOS I 3 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KLM 5\n\t\tCPOS N 1\n\t\tCPOS N -1\n\t\tstop\n\tBurn:\n\t\tCPOS A 0 ACS_ExecuteAlways(914,0,25)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tCPOS A 0 ACS_ExecuteAlways(914,0,25)\n\t\tCPOS O 5 A_SpawnItem(\"GIBBER\")\n\t\tCPOS P 5 A_XScream\n\t\tCPOS Q 5 A_NoBlocking\n\t\tCPOS RS 5\n\t\tCPOS T -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,25)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tCPOS N 5 ACS_ExecuteAlways(913,0,140,7,0)\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR CHAINGUNNERHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.6\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n CHED A 0\n CHED A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n CHED A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n CHED B 5 ThrustThingZ(0,6,1,1)\n CHED AB 5\n loop\n Death:\n CHED B 0 A_Jump (128,2)\n CHED B 0 A_Jump (128,3)\n CHED A 350\n CHED A 1 A_FadeOut\n\t wait\n CHED B 350\n CHED B 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthChaingunGuy : NewChaingunGuy replaces StealthChaingunGuy\n{\n Game Doom\n SpawnID 120\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHCHAINGUY\"\n}\n\nACTOR ZombieBulletTracer : FastProjectile\n{\n Damage ((Random(1, 3)*5) + (ACS_ExecuteWithResult(912,1,0,0))/2)\n Radius 1\n Height 1\n Mass 5\n Speed 250\n PROJECTILE\n +BLOODSPLATTER\n +NODAMAGETHRUST\n Renderstyle Normal\n Alpha 1.0\n decal BulletChip\n States\n {\n Spawn:\n TNT1 A 3\n loop\n XDeath:\n TNT1 A 1 //A_SpawnItem(\"bulletpuff\")\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"bulletpuff\")\n stop\n }\n}\n\n//Imp\n\nActor NewDoomImp : DoomImp replaces DoomImp\n{\n\tMeleerange 48\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 90\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tTROO A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tTROO A 0 ACS_ExecuteAlways(913,0,90,5,0)//increase health on higher difficulties\n\t\tTROO AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tTROO AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n\t\tGoto See\n\tMissile:\n\t\tTROO E 0 A_Jump(128, 2)\n\t\tTROO E 0 A_JumpIfCloser(200,\"Charge\")\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n\t\tGoto See\n\tCharge:\n\t\tTROO E 4 A_FaceTarget\n\t\tTROO E 0 ThrustThingZ(0,30,0,1)\n TROO E 0 A_FaceTarget\n TROO E 0 A_Recoil (-15)\n\t\tTROO FFFFFFFFGGGGGGGG 1 A_JumpIfCloser(64, \"MeleeStrike\")\n\t\tGoto See\n\tMeleeStrike:\n\t\tTROO G 0 A_FaceTarget\n\t\tTROO G 6 A_CustomMeleeAttack((3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n\t\tGoto See\n\tDeath:\n\t\tTROO A 0 ACS_ExecuteAlways(914,0,15)\n\t\tGoto Super::Death\n\tBurn:\n\t\tTROO A 0 ACS_ExecuteAlways(914,0,15)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tTROO A 0 ACS_ExecuteAlways(914,0,15)\n\t\tTROO N 5 A_SpawnItem(\"GIBBER\")\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tTROO M 0 ACS_ExecuteAlways(913,0,90,5,0)//increase health on higher difficulties\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t}\n}\n\nactor ZIMPHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n IMPH A 0\n IMPH A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n IMPH A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n IMPH B 5 ThrustThingZ(0,6,1,1)\n IMPH C 5\n IMPH ABC 5\n loop\n Death:\n IMPH C 0 A_Jump (32,3)\n\t IMPH C 0 A_Jump (64,4)\n\t IMPH C 0 A_Jump (128,5)\n IMPH A 350\n IMPH A 1 A_FadeOut\n\t wait\n IMPH B 350\n IMPH B 1 A_FadeOut\n\t wait\n IMPH C 350\n IMPH C 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthDoomImp : NewDoomImp replaces StealthDoomImp\n{\n Game Doom\n SpawnID 122\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHIMP\"\n HitObituary \"$OB_STEALTHIMP\"\n}\n\nactor IMPCLAW\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n IMPC A 0\n IMPC A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n IMPC A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n IMPC B 5 ThrustThingZ(0,6,1,1)\n IMPC C 5\n IMPC ABC 5\n loop\n Death:\n IMPC C 0 A_Jump (128,3)\n IMPC C 0 A_Jump (128,4)\n IMPC C 0 A_Jump (128,5)\n IMPC A 350\n\t\tIMPC A 1 A_FadeOut\n\t\twait\n\t\tIMPC B 350\n\t\tIMPC B 1 A_FadeOut\n\t\twait\n\t\tIMPC C 350\n\t\tIMPC C 1 A_FadeOut\n\t\twait\n }\n}\n\nActor NewDoomImpBall : DoomImpBall replaces DoomImpBall\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(912,1,0,0))\n\tDamagetype \"Fire\"\n\t+NODAMAGETHRUST\n}\n\n//Fatso\n\nActor NewFatso : Fatso replaces Fatso\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tFATT A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tFATT A 0 ACS_ExecuteAlways(913,0,600,30,0)//increase health on higher difficulties\n\t\tFATT AB 15 A_Look\n\t\tLoop\n\tIdle:\n\t\tFATT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,75)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tFATT A 0 ACS_ExecuteAlways(914,0,75)\n\t\tFATT KK 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT K 4 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT L 6 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT N 6\n\t\tFATT O 6\n\t\tFATT PPPPPPP 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT QQQQQQ 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT RRRRRR 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT S 6\n\t\tFATT T -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,75)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tFATT R 5 ACS_ExecuteAlways(913,0,600,30,0)\n\t\tFATT QPONMLK 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthFatso : NewFatso replaces StealthFatso\n{\n Game Doom\n SpawnID 123\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHFATSO\"\n}\n\nActor NewFatShot : FatShot replaces FatShot\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tDamagetype \"Fire\"\n\t+NODAMAGETHRUST\n}\n\n//Lost Soul\n\nActor NewLostSoul : LostSoul replaces LostSoul\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(912,1,0,0))\n\t+NOBLOOD\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tStates\n\t{\n\tSpawn:\n\t\tSKUL A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSKUL A 0 ACS_ExecuteAlways(913,0,100,5,0)//increase health on higher difficulties\n\t\tSKUL AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSKUL AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tSKUL A 0 ACS_ExecuteAlways(914,0,30)\n\t\tGoto Super::Death\n\t}\n}\n\n//Pain Elemental\n\nActor NewPainElemental : PainElemental replaces PainElemental\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tPAIN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tPAIN A 0 ACS_ExecuteAlways(913,0,400,20,0)//increase health on higher difficulties\n\t\tPAIN A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tPAIN A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tPAIN A 0 ACS_ExecuteAlways(914,0,40)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\n//Revenant\n\nActor NewRevenant : Revenant replaces Revenant\n{\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tHealth 300\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSKEL A 0 ACS_ExecuteAlways(913,0,300,15,0)//increase health on higher difficulties\n\t\tSKEL AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSKEL AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,45)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSKEL G 1 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\tSKEL I 6 A_CustomMeleeAttack(random(1,10)*6 + (ACS_ExecuteWithResult(912,1,0,0)),\"skeleton/melee\",\"none\")\n\t\tGoto See\n\tDeath:\n\t\tSKEL A 0 ACS_ExecuteAlways(914,0,45)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,45)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSKEL Q 5 ACS_ExecuteAlways(913,0,300,15,0)\n\t\tSKEL PONML 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthRevenant : NewRevenant replaces StealthRevenant\n{\n Game Doom\n SpawnID 124\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHUNDEAD\"\n HitObituary \"$OB_STEALTHUNDEAD\"\n}\n\nActor NewRevenantTracer : RevenantTracer replaces RevenantTracer\n{\n\tDamage ((random(1,8)*10)+(ACS_ExecuteWithResult(912,4,0,0)))\n\t+NODAMAGETHRUST\n}\n\n//Shotgun Guy\n\nActor NewShotgunGuy : ShotgunGuy replaces ShotgunGuy\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 60\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSPOS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSPOS A 0 ACS_ExecuteAlways(913,0,60,3,0)//increase health on higher difficulties\n\t\tSPOS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tPain:\n\t\tSPOS G 3\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS E 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPOS FF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS E 10\n\t\tGoto See\n\tDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(914,0,20)\n\t\tGoto Super::Death\n\tBurn:\n\t\tSPOS A 0 ACS_ExecuteAlways(914,0,20)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(914,0,20)\n\t\tSPOS M 5 A_SpawnItem(\"GIBBER\")\n\t\tSPOS N 5 A_XScream\n\t\tSPOS O 5 A_NoBlocking\n\t\tSPOS PQRST 5\n\t\tSPOS U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSPOS L 5 ACS_ExecuteAlways(913,0,60,3,0)\n\t\tSPOS KJIH 5\n\t\tGoto See\n\t}\n}\n\n//Shotgunguy Head\nACTOR ShotgunguyHead\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SGHD A 0\n SGHD A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SGHD A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SGHD B 5 ThrustThingZ(0,6,1,1)\n SGHD CABC 5\n loop\n Death:\n SGHD C 0 A_Jump (32,3)\n SGHD C 0 A_Jump (64,4)\n SGHD C 0 A_Jump (128,5)\n SGHD A 350\n SGHD A 1 A_FadeOut\n\t wait\n SGHD B 350\n SGHD B 1 A_FadeOut\n\t wait\n SGHD C 350\n SGHD C 1 A_FadeOut\n\t wait\n }\n}\n\n//Shotgunguy Arm\nACTOR ShotgunguyArm\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SARM A 0\n SARM A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SARM A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SARM B 5 ThrustThingZ(0,6,1,1)\n SARM CABC 5\n loop\n Death:\n SARM C 0 A_Jump (128,3)\n SARM C 0 A_Jump (128,4)\n SARM C 0 A_Jump (128,5)\n SARM A 350\n SARM A 1 A_FadeOut\n\t wait\n SARM B 350\n SARM B 1 A_FadeOut\n\t wait\n SARM C 350\n SARM C 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthShotgunGuy : NewShotgunGuy replaces StealthShotgunGuy\n{\n Game Doom\n SpawnID 103\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHSHOTGUNGUY\"\n}\n\n//Spider Mastermind\n\nActor NewSpiderMastermind : SpiderMastermind replaces SpiderMastermind\n{\n\tDamageFactor \"DeathBlow\", 0\n\t-NORADIUSDMG\n\tDamagefactor \"PoisonCloud\", 0.25\n\tPainChance 0\n\tHealth 5000\n\tDropItem \"AccessoryRandomSpawner\" 16\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSPID A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSPID A 0 ACS_ExecuteAlways(913,0,5000,250,0)//increase health on higher difficulties\n\t\tSPID AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSPID AB 10 A_Look\n\t\tLoop\n\tMissile:\n\t\tSPID A 20 Bright A_FaceTarget\n\t\tSPID G 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPID GG 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPID HH 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n\tDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(914,0,450)\n\t\tSPID J 20 A_Scream\n\t\tSPID K 10 A_NoBlocking\n\t\tSPID L 10\n\t\tSPID MMMMMMMM 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID M 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID MMM 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID NNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID N 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID NNNNNNNNN 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID O 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID O 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID P 5\n\t\tSPID QR 10\n\t\tSPID S -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,450)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewZombieman : Zombieman replaces Zombieman\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 40\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tPOSS A 0 ACS_ExecuteAlways(913,0,40,2,0)//increase health on higher difficulties\n\t\tPOSS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tPOSS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,10)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tPOSS E 10 A_FaceTarget\n\t\tPOSS E 0 A_PlaySound (\"grunt/attack\")\n\t\tPOSS F 8 A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tPOSS E 8\n\t\tGoto See\n\tPain:\n\t\tPOSS G 3\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tPOSS A 0 ACS_ExecuteAlways(914,0,10)\n\t\tGoto Super::Death\n\tBurn:\n\t\tBURN A 0 ACS_ExecuteAlways(914,0,10)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tPOSS A 0 ACS_ExecuteAlways(914,0,10)\n\t\tPOSS M 5 A_SpawnItem(\"GIBBER\")\n\t\tPOSS N 5 A_XScream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS PQRST 5\n\t\tPOSS U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,10)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tPOSS K 5 ACS_ExecuteAlways(913,0,40,2,0)\n\t\tPOSS JIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthZombieMan : NewZombieMan replaces StealthZombieMan\n{\n Game Doom\n SpawnID 102\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHZOMBIE\"\n}\n\nACTOR ZOMBIEMANHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n\t+CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PSHD A 0\n PSHD A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PSHD A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PSHD B 5 ThrustThingZ(0,6,1,1)\n PSHD CD 5\n PSHD ABCD 5\n loop\n Death:\n PSHD C 0 A_Jump (16,4)\n PSHD C 0 A_Jump (32,5)\n PSHD C 0 A_Jump (64,6)\n PSHD C 0 A_Jump (128,7)\n PSHD A 350\n PSHD A 1 A_FadeOut\n\t wait\n PSHD B 350\n PSHD B 1 A_FadeOut\n\t wait\n PSHD C 350\n PSHD C 1 A_FadeOut\n\t wait\n\t PSHD D 350\n PSHD D 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR ZOMBIEMANLEG\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n\t+CLIENTSIDEONLY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PLEG A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PLEG B 5 ThrustThingZ(0,6,1,1)\n PLEG C 5\n PLEG ABC 5\n loop\n Death:\n PLEG C 0 A_Jump (32,3)\n PLEG C 0 A_Jump (64,4)\n PLEG C 0 A_Jump (128,5)\n PLEG A 350\n PLEG A 1 A_FadeOut\n\t wait\n PLEG B 350\n PLEG B 1 A_FadeOut\n\t wait\n PLEG C 350\n PLEG C 1 A_FadeOut\n\t wait\n }\n}\n\nActor NewWolfensteinSS : WolfensteinSS replaces WolfensteinSS\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 120\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSSWV A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSSWV A 0 ACS_ExecuteAlways(913,0,120,6,0)//increase health on higher difficulties\n\t\tSSWV AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSSWV AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tPain:\n\t\tSSWV G 3\n\t\tSSWV G 3 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tSSWV E 10 A_FaceTarget\n\t\tSSWV F 10 A_FaceTarget\n\t\tSSWV E 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tSSWV G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSSWV F 6 A_FaceTarget\n\t\tSSWV E 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tSSWV G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSSWV F 1 A_CPosRefire\n\t\tGoto Missile+1\n\tDeath:\n\t\tSSWV A 0 ACS_ExecuteAlways(914,0,20)\n\t\tGoto Super::Death\n\tBurn:\n\t\tSSWV A 0 ACS_ExecuteAlways(914,0,20)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tSSWV A 0 ACS_ExecuteAlways(914,0,20)\n\t\tSSWV N 5 A_SpawnItem(\"GIBBER\")\n\t\tSSWV O 5 A_XScream\n\t\tSSWV P 5 A_NoBlocking\n\t\tSSWV QRSTU 5\n\t\tSSWV V -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSSWV M 5 ACS_ExecuteAlways(913,0,120,6,0)\n\t\tSSWV LKJI 5\n\t\tGoto See\n\t}\n}\n\nActor NewExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\t+NODAMAGETHRUST\n\tDamagetype \"Fire\"\n\tStates\n\t{\n\tDeath:\n BEXP A 5 Bright\n BEXP B 5 Bright A_Scream\n BEXP C 5 Bright\n BEXP D 5 Bright A_Explode(128+(ACS_ExecuteWithResult(912,15,0,0)),128)\n BEXP E 10 Bright\n BEXP E 1050 Bright A_BarrelDestroy\n BEXP E 5 A_Respawn\n Wait\n }\n}"
},
{
"source": "pk3",
"name": "doomdefs.txt",
"contents": "// ------------------------------------------------------\n// ------------------ DOOM GAME LIGHTS ------------------\n// ------------------------------------------------------\n\n// ------------------\n// -- Doom Weapons --\n// ------------------\n\n// 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 BulletPuff\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { 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 CyberRocket\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { 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 PlasmaBall\n{\n frame PLSSA { light PLASMABALL }\n frame PLSSB { light PLASMABALL }\n\n frame PLSEA { light PLASMA_X1 }\n frame PLSEB { light PLASMA_X2 }\n frame PLSEC { light PLASMA_X2 }\n frame PLSED { light PLASMA_X3 }\n frame PLSEE { light PLASMA_X4 }\n}\n\n// Beta Plasma 1\npointlight PLASMABALL1\n{\n color 0.1 1.0 0.0\n size 56\n}\n\nflickerlight PLASMA1_X1\n{\n color 0.2 1.0 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n color 0.2 0.8 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n color 0.1 0.5 0.1\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X4\n{\n color 0.0 0.2 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject PlasmaBall1\n{\n frame PLS1A { light PLASMABALL1 }\n frame PLS1B { light PLASMABALL1 }\n\n frame PLS1C { light PLASMA1_X1 }\n frame PLS1D { light PLASMA1_X2 }\n frame PLS1E { light PLASMA1_X2 }\n frame PLS1F { light PLASMA1_X3 }\n frame PLS1G { light PLASMA1_X4 }\n}\n\n// Beta Plasma 2\npointlight PLASMABALL2\n{\n color 1.0 0.1 0.0\n size 56\n}\n\nflickerlight PLASMA1_X1\n{\n color 0.9 0.2 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n color 0.2 0.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject PlasmaBall2\n{\n frame PLS2A { light PLASMABALL2 }\n frame PLS2B { light PLASMABALL2 }\n\n frame PLS2C { light PLASMA2_X1 }\n frame PLS2D { light PLASMA2_X2 }\n frame PLS2E { light PLASMA2_X3 }\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 BFGBall\n{\n frame BFS1A { light BFGBALL }\n frame BFS1B { light BFGBALL }\n\n frame BFE1A { light BFGBALL_X1 }\n frame BFE1B { light BFGBALL_X2 }\n frame BFE1C { light BFGBALL_X3 }\n frame BFE1D { light BFGBALL_X1 }\n frame BFE1E { light BFGBALL_X4 }\n frame BFE1F { light BFGBALL_X5 }\n}\n\nobject BFGExtra\n{\n frame BFE2A { light BFGBALL }\n frame BFE2B { light BFGBALL_X1 }\n frame BFE2C { light BFGBALL_X4 }\n frame BFE2D { light BFGBALL_X5 }\n}\n\n// ----------------------\n// -- Doom Decorations --\n// ----------------------\n\n// Barrel\npulselight BARREL\n{\n color 0.0 0.5 0.0\n size 20\n secondarySize 21\n interval 0.5\n offset 0 36 0\n\tdontlightself 1\n}\n\nobject NewExplosiveBarrel\n{\n frame BAR1 { light BARREL }\n\n frame BEXPC { light ROCKET_X1 }\n frame BEXPD { light ROCKET_X2 }\n frame BEXPE { light ROCKET_X3 }\n}\n\n// Floor lamp\npointlight LAMP\n{\n color 1.0 1.0 0.8\n size 56\n offset 0 44 0\n}\n\nobject Column\n{\n frame COLU { light LAMP }\n}\n\n// Short tech lamp\npulselight SMALLLAMP\n{\n color 0.8 0.8 1.0\n size 56\n secondarySize 58\n interval 0.4\n offset 0 44 0\n}\n\nobject TechLamp2\n{\n frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\npulselight BIGLAMP\n{\n color 0.8 0.8 1.0\n size 64\n secondarySize 66\n interval 0.4\n offset 0 72 0\n}\n\nobject TechLamp\n{\n frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nflickerlight2 BIGREDTORCH\n{\n color 1.0 0.3 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTorch\n{\n frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nflickerlight2 BIGGREENTORCH\n{\n color 0.0 1.0 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject GreenTorch\n{\n frame TGRN { light BIGGREENTORCH }\n}\n\n// Tall blue torch\nflickerlight2 BIGBLUETORCH\n{\n color 0.0 0.0 1.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueTorch\n{\n frame TBLU { light BIGBLUETORCH }\n}\n\n// Small red torch\nflickerlight2 SMALLREDTORCH\n{\n color 1.0 0.3 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortRedTorch\n{\n frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nflickerlight2 SMALLGREENTORCH\n{\n color 0.0 1.0 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortGreenTorch\n{\n frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nflickerlight2 SMALLBLUETORCH\n{\n color 0.0 0.0 1.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortBlueTorch\n{\n frame SMBT { light SMALLBLUETORCH }\n}\n\n// Burning barrel\nflickerlight2 FIREBARREL\n{\n color 1.0 0.9 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 32 0\n}\n\nobject BurningBarrel\n{\n frame FCAN { light FIREBARREL }\n}\n\n// Skulls w/candles\nflickerlight2 SKULLCANDLES\n{\n color 1.0 1.0 0.0\n size 32\n secondarySize 34\n interval 0.1\n offset 0 24 0\n}\n\nobject HeadCandles\n{\n frame POL3 { light SKULLCANDLES }\n}\n\n// Candle\npointlight CANDLE\n{\n color 1.0 1.0 0.0\n size 16\n offset 0 16 0\n}\n\nobject Candlestick\n{\n frame CAND { light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n color 1.0 1.0 0.0\n size 48\n offset 0 52 0\n}\n\nobject Candelabra\n{\n frame CBRA { light CANDELABRA }\n}\n\n// ----------------\n// -- Doom Items --\n// ----------------\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n color 0.0 0.0 1.0\n size 40\n secondarySize 42\n interval 2.0\n offset 0 16 0\n}\n\nobject SoulSphere\n{\n frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n color 0.0 1.0 0.0\n size 40\n secondarySize 42\n interval 2.0\n offset 0 16 0\n}\n\nobject InvulnerabilitySphere\n{\n frame PINV { light INVULN }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n color 1.0 0.0 0.0\n size 40\n offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n color 0.0 0.0 1.0\n size 32\n offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n color 0.0 0.0 1.0\n size 24\n offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n color 0.0 0.0 1.0\n size 16\n offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n color 0.0 0.0 1.0\n size 8\n offset 0 16 0\n}\n\nobject BlurSphere\n{\n frame PINS { light BLURSPHERE1 }\n\n frame PINSA { light BLURSPHERE2 }\n frame PINSB { light BLURSPHERE3 }\n frame PINSC { light BLURSPHERE4 }\n frame PINSD { light BLURSPHERE5 }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n color 0.0 0.0 0.6\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject HealthBonus\n{\n frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n color 0.0 0.6 0.0\n size 16\n secondarySize 14\n interval 1.0\n\tdontlightself 1\n}\n\nobject ArmorBonus\n{\n frame BON2 { light ARMORBONUS }\n}\n\n// Blue Keys\nobject BlueCard\n{\n frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkull\n{\n frame BSKU { light HEALTHPOTION }\n}\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n color 0.6 0.6 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject YellowCard\n{\n frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkull\n{\n frame YSKU { light YELLOWKEY }\n}\n\n// Red Keys\npulselight REDKEY\n{\n color 0.6 0.0 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject RedCard\n{\n frame RKEY { light REDKEY }\n}\n\nobject RedSkull\n{\n frame RSKU { light REDKEY }\n}\n\n// Green armour\npointlight GREENARMOR1\n{\n color 0.0 0.6 0.0\n size 48\n}\n\npointlight GREENARMOR2\n{\n color 0.0 0.6 0.0\n size 32\n}\n\nobject GreenArmor\n{\n frame ARM1A { light GREENARMOR1 }\n frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n color 0.0 0.0 0.6\n size 48\n}\n\npointlight BLUEARMOR2\n{\n color 0.0 0.0 0.6\n size 32\n}\n\nobject BlueArmor\n{\n frame ARM2A { light BLUEARMOR1 }\n frame ARM2B { light BLUEARMOR2 }\n}\n\n// ------------------\n// -- Doom Enemies --\n// ------------------\n\n// Zombies\nflickerlight2 ZOMBIEATK\n{\n color 1.0 0.8 0.2\n size 48\n secondarySize 56\n interval 1\n offset 0 40 0\n}\n\nflickerlight PHFIRE_FX1\n{\n color 1.0 0.75 0.0\n size 28\n secondarySize 32\n chance 0.3\n}\n\nflickerlight PHFIRE_FX2\n{\n color 1.0 0.7 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHFIRE_FX3\n{\n color 1.0 0.65 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHFIRE_FX4\n{\n color 1.0 0.55 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX5\n{\n color 1.0 0.5 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX6\n{\n color 1.0 0.55 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX7\n{\n color 1.0 0.6 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX8\n{\n color 1.0 0.5 0.0\n size 60\n secondarySize 68\n chance 0.3\n}\n\nflickerlight PHFIRE_FX9\n{\n color 1.0 0.4 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight PHFIRE_FX10\n{\n color 1.0 0.45 0.0\n size 44\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHFIRE_FX11\n{\n color 1.0 0.3 0.0\n size 36\n secondarySize 40\n chance 0.3\n}\n\nobject NewZombieMan\n{\n frame POSSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewShotgunGuy\n{\n frame SPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewChaingunGuy\n{\n frame CPOSE { light ZOMBIEATK }\n frame CPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewWolfensteinSS\n{\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject DoomPlayer\n{\n frame PLAYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\npointlight IMPBALL\n{\n color 1.0 0.5 0.0\n size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPBALL_X1\n{\n color 0.7 0.2 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight IMPBALL_X2\n{\n color 0.4 0.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight IMPBALL_X3\n{\n color 0.2 0.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nObject NewDoomImp\n{\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewDoomImpBall\n{\n frame BAL1A { light IMPBALL }\n frame BAL1B { light IMPBALL }\n\n frame BAL1C { light IMPBALL_X1 }\n frame BAL1D { light IMPBALL_X2 }\n frame BAL1E { light IMPBALL_X3 }\n}\n\npointlight SPECTRE\n{\n color 0.5 0.5 0.5\n size 48\n offset 0 24 0\n subtractive 1\n}\n\n/*\nobject Spectre\n{\n frame SARG { light SPECTRE }\n}\n*/\n\n// Cacodemon fireball\nflickerlight CACOBALL\n{\n color 1.0 0.2 0.6\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n color 0.9 0.1 0.4\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n color 0.6 0.0 0.1\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n color 0.3 0.0 0.0\n size 104\n secondarySize 112\n chance 0.25\n}\n\nobject NewCacodemonBall\n{\n frame BAL2A { light CACOBALL }\n frame BAL2B { light CACOBALL }\n\n frame BAL2C { light CACOBALL_X1 }\n frame BAL2D { light CACOBALL_X2 }\n frame BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\npointlight BARONBALL\n{\n color 0.0 1.0 0.0\n size 64\n}\n\nflickerlight BARONBALL_X1\n{\n color 0.0 0.7 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n color 0.0 0.4 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n color 0.0 0.2 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewBaronBall\n{\n frame BAL7A { light BARONBALL }\n frame BAL7B { light BARONBALL }\n\n frame BAL7C { light BARONBALL_X1 }\n frame BAL7D { light BARONBALL_X2 }\n frame BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n color 1.0 0.3 0.0\n size 56\n secondarysize 64\n chance 0.1\n}\n\nflickerlight LOSTSOUL_X1\n{\n color 0.8 0.3 0.0\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n color 0.6 0.2 0.0\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n color 0.4 0.1 0.0\n size 104\n secondarySize 112\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n color 0.2 0.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewLostSoul\n{\n frame SKULA { light LOSTSOUL }\n frame SKULB { light LOSTSOUL }\n frame SKULC { light LOSTSOUL }\n frame SKULD { light LOSTSOUL }\n frame SKULE { light LOSTSOUL }\n frame SKULF { light LOSTSOUL }\n frame SKULG { light LOSTSOUL }\n\n frame SKULH { light LOSTSOUL_X1 }\n frame SKULI { light LOSTSOUL_X2 }\n frame SKULJ { light LOSTSOUL_X3 }\n frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject NewFatShot\n{\n frame MANFA { light IMPBALL }\n frame MANFB { light IMPBALL }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\npointlight ARACHPLAS\n{\n color 0.6 1.0 0.0\n size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n color 0.6 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n color 0.4 0.4 0.0\n size 48\n secondarySize 32\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n color 0.2 0.2 0.0\n size 24\n secondarySize 16\n chance 0.3\n}\n\nobject NewArachnotronPlasma\n{\n frame APLSA { light ARACHPLAS }\n frame APLSB { light ARACHPLAS }\n\n frame APBXA { light ARACHPLAS_X1 }\n frame APBXB { light ARACHPLAS_X2 }\n frame APBXC { light ARACHPLAS_X2 }\n frame APBXD { light ARACHPLAS_X3 }\n frame APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\npointlight TRACER\n{\n color 1.0 0.3 0.0\n size 48\n}\n\nflickerlight TRACER_X1\n{\n color 1.0 0.2 0.0\n size 64\n secondarySize 72\n chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n color 0.6 0.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nobject NewRevenantTracer\n{\n frame FATBA { light TRACER }\n frame FATBB { light TRACER }\n\n frame FBXPA { light TRACER_X1 }\n frame FBXPB { light TRACER_X2 }\n frame FBXPC { light TRACER_X3 }\n}\n\n// Arch Vile Fire\nflickerlight ARCHFIRE1\n{\n color 1.0 1.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n offset 0 8 0\n}\n\nflickerlight ARCHFIRE2\n{\n color 1.0 1.0 0.0\n size 40\n secondarySize 48\n chance 0.3\n offset 0 24 0\n}\n\nflickerlight ARCHFIRE3\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 32 0\n}\n\nflickerlight ARCHFIRE4\n{\n color 0.8 0.8 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHFIRE5\n{\n color 0.8 0.8 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 48 0\n}\n\nflickerlight ARCHFIRE6\n{\n color 0.6 0.6 0.0\n size 48\n secondarySize 56\n chance 0.3\n offset 0 64 0\n}\n\nflickerlight ARCHFIRE7\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n offset 0 72 0\n}\n\nflickerlight ARCHFIRE8\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n offset 0 80 0\n}\n\nobject ArchvileFire\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFire\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFireReverse\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\npulselight D3ARCHFLAME\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n interval 6.0\n}\n\nobject Doom3ArchvileFlame\n{\n frame TNT1 { light D3ARCHFLAME }\n}\n\n// Arch-vile\nflickerlight ARCHATK1\n{\n color 1.0 1.0 0.0\n size 32\n secondarySize 48\n chance 0.3\n offset 0 80 0\n}\n\nflickerlight ARCHATK2\n{\n color 1.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n offset 0 80 0\n}\n\nflickerlight ARCHATK3\n{\n color 1.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n offset 0 64 0\n}\n\nflickerlight ARCHATK4\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 48 0\n}\n\nflickerlight ARCHATK5\n{\n color 1.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHATK6\n{\n color 0.7 0.7 0.0\n size 96\n secondarySize 104\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHATK7\n{\n color 0.3 0.3 0.0\n size 104\n secondarySize 112\n chance 0.3\n offset 0 40 0\n}\n\npulselight ARCHRES\n{\n color 0.6 0.0 0.0\n size 64\n secondarySize 70\n interval 0.5\n offset 0 36 0\n}\n\nobject NewArchvile\n{\n frame VILEH { light ARCHATK1 }\n frame VILEI { light ARCHATK2 }\n frame VILEJ { light ARCHATK3 }\n frame VILEK { light ARCHATK4 }\n frame VILEL { light ARCHATK4 }\n frame VILEM { light ARCHATK4 }\n frame VILEN { light ARCHATK5 }\n frame VILEO { light ARCHATK6 }\n frame VILEP { light ARCHATK7 }\n\tframe VILFA { light ARCHATK6 }\n\n frame VILE[ { light ARCHRES }\n frame VILE\\ { light ARCHRES }\n frame VILE] { light ARCHRES }\n}\n\n// ------------------\n// -- Doom Effects --\n// ------------------\n\n// Doom Teleport fog\nflickerlight DTFOG1\n{\n color 0.4 1.0 0.4\n size 56\n secondarySize 64\n chance 0.4\n}\n\nflickerlight DTFOG2\n{\n color 0.4 1.0 0.4\n size 40\n secondarySize 48\n chance 0.4\n}\n\nflickerlight DTFOG3\n{\n color 0.4 1.0 0.4\n size 24\n secondarySize 32\n chance 0.4\n}\n\nflickerlight DTFOG4\n{\n color 0.4 1.0 0.4\n size 10\n secondarySize 16\n chance 0.4\n}\n\nobject TeleportFog\n{\n frame TFOGA { light DTFOG1 }\n frame TFOGB { light DTFOG2 }\n frame TFOGC { light DTFOG2 }\n frame TFOGD { light DTFOG2 }\n frame TFOGE { light DTFOG3 }\n frame TFOGF { light DTFOG4 }\n frame TFOGI { light DTFOG4 }\n frame TFOGJ { light DTFOG3 }\n}\n\nGlow\n{\n\tFlats\n\t{\n\t BLOOD1\n\t\tBLOOD2\n\t\tBLOOD3\n\t\tRROCK01\n\t\tRROCK02\n\n\t\tRROCK05\n\t\tRROCK06\n\t\tRROCK07\n\t\tRROCK08\n\n\t\tNUKAGE1\n\t\tNUKAGE2\n\t\tNUKAGE3\n\t\tLAVA1\n\t\tLAVA2\n\t\tLAVA3\n\t\tLAVA4\n\t\tSLIME01\n\t\tSLIME02\n\t\tSLIME03\n\t\tSLIME04\n\t\tSLIME05\n\t\tSLIME06\n\t\tSLIME07\n\t\tSLIME08\n\t\tSLIME09\n\t\tSLIME10\n\t\tSLIME11\n\t\tSLIME12\n\t\t}\n}\n// ------------------\n// -- Items --\n// ------------------\n\n// Red armor\npointlight REDARMOR1\n{\n color 0.6 0.0 0.0\n size 48\n}\n\npointlight REDARMOR2\n{\n color 0.6 0.0 0.0\n size 32\n}\n\nobject RedArmor\n{\n frame ARM3A0 { light REDARMOR1 }\n frame ARM3B0 { light REDARMOR2 }\n}\n\n// ------------------\n// -- Weapons --\n// ------------------\n\n// BFG10K\npointlight BFG10kShot\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFG10KSHOT_X1\n{\n color 0.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFG10KSHOT_X2\n{\n color 0.0 1.0 0.0\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFG10KSHOT_X3\n{\n color 0.0 1.0 0.0\n size 120\n secondarySize 128\n chance 0.3\n}\n\nobject BFG10kShot\n{\n frame BFE1A0 { light BFG10KSHOT }\n frame BFE1B0 { light BFG10KSHOT }\n\n frame BFE1C0 { light BFG10KSHOT_X1 }\n frame BFE1D0 { light BFG10KSHOT_X2 }\n frame BFE1E0 { light BFG10KSHOT_X3 }\n}\n\n// ------------------\n// -- Monsters --\n// ------------------\n\n// Cacolantern fireball\nflickerlight CACOLANTERNBALL\n{\n color 0.0 0.0 1.0\n size 56\n secondarySize 64\n chance 0.25\n}\n\nflickerlight CACOLANTERNBALL_X1\n{\n color 0.0 0.0 0.9\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight CACOLANTERNBALL_X2\n{\n color 0.0 0.0 0.8\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight CACOLANTERNBALL_X3\n{\n color 0.0 0.0 0.7\n size 104\n secondarySize 112\n chance 0.25\n}\n\nobject NewCacolanternBall\n{\n frame BAL8A0 { light CACOLANTERNBALL }\n frame BAL8B0 { light CACOLANTERNBALL }\n\n frame BAL8C0 { light CACOLANTERNBALL_X1 }\n frame BAL8D0 { light CACOLANTERNBALL_X2 }\n frame BAL8E0 { light CACOLANTERNBALL_X3 }\n}\n\n// Abaddon fireball\nflickerlight ABADBALL\n{\n color 1.0 0.3 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight ABADBALL_X1\n{\n color 1.0 0.3 0.0\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight ABADBALL_X2\n{\n color 1.0 0.3 0.0\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight ABADBALL_X3\n{\n color 1.0 0.3 0.0\n size 104\n secondarySize 112\n chance 0.25\n}\n\nobject NewAbaddonBall\n{\n frame BAL3A0 { light ABADBALL }\n frame BAL3B0 { light ABADBALL }\n\n frame BAL3C0 { light ABADBALL_X1 }\n frame BAL3D0 { light ABADBALL_X2 }\n frame BAL3E0 { light ABADBALL_X3 }\n}\n\n// Dark Imp Fireball\npointlight DIBALL\n{\n color 0.5 0.0 1.2\n size 64\n}\n\n// Dark imp fireball explosion\nflickerlight DIBALL_X1\n{\n color 0.5 0.0 1.2\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight DIBALL_X2\n{\n color 0.3 0.0 0.9\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight DIBALL_X3\n{\n color 0.1 0.0 0.5\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewDarkImpBall\n{\n frame BAL4A0 { light DIBALL }\n frame BAL4B0 { light DIBALL }\n\n frame BAL4C0 { light DIBALL_X1 }\n frame BAL4D0 { light DIBALL_X2 }\n frame BAL4E0 { light DIBALL_X3 }\n}\n\nObject NewDarkImp\n{\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\n// Hectebus Fireball\npointlight HECTSHOT\n{\n color 0.0 1.0 0.0\n size 48\n}\nflickerlight HECTSHOT_X1\n{\n color 0.0 1.0 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight HECTSHOT_X2\n{\n color 0.0 0.5 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HECTSHOT_X3\n{\n color 0.0 0.3 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nobject NewHectShot\n{\n frame HECFA { light HECTSHOT }\n frame HECFB { light HECTSHOT }\n\n frame HECFC { light HECTSHOT_X1 }\n frame HECFD { light HECTSHOT_X2 }\n frame HECFE { light HECTSHOT_X3 }\n}\n\n// Belphegor Ball\npointlight BELPHEGORBALL\n{\n color 0.0 1.0 0.0\n size 64\n}\n\nflickerlight BELPHEGORBALL_X1\n{\n color 0.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight BELPHEGORBALL_X2\n{\n color 0.0 0.7 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight BELPHEGORBALL_X3\n{\n color 0.0 0.5 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewBelphegorBall\n{\n frame BAL7A { light BELPHEGORBALL }\n frame BAL7B { light BELPHEGORBALL }\n\n frame BAL7C { light BELPHEGORBALL_X1 }\n frame BAL7D { light BELPHEGORBALL_X2 }\n frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject NewSuperShotgunGuy\n{\n frame GPOSF { light ZOMBIEATK }\n}\n\n// ------------------\n// -- Lights --\n// ------------------\n\n// Small white torch\nflickerlight2 SMALLWHITETORCH\n{\n color 1.0 1.0 1.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortWhiteTorch\n{\n frame SMWT { light SMALLWHITETORCH }\n}\n\n// Small yellow torch\nflickerlight2 SMALLYELLOWTORCH\n{\n color 1.0 1.0 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortYellowTorch\n{\n frame SMYT { light SMALLYELLOWTORCH }\n}\n\n// Tall white torch\nflickerlight2 BIGWHITETORCH\n{\n color 1.0 1.0 1.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject WhiteTorch\n{\n frame TWHI { light BIGWHITETORCH }\n}\n\n// Tall yellow torch\nflickerlight2 BIGYELLOWTORCH\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject YellowTorch\n{\n frame TYEL { light BIGYELLOWTORCH }\n}\n\n// ------------------\n// -- Decor --\n// ------------------\n\n// Evil Eye Red\nflickerlight2 RedEvilEye\n{\n color 1.0 0.0 0.0\n size 30\n secondarySize 50\n interval 0.1\n offset 0 60 0\n}\n\nobject RedEvilEye\n{\n frame CEYR { light RedEvilEye }\n}\n\n// Evil Eye Blue\nflickerlight2 BlueEvilEye\n{\n color 0.0 0.0 1.0\n size 30\n secondarySize 50\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueEvilEye\n{\n frame CEYB { light BlueEvilEye }\n}\n\n// Red Candle Stick\nflickerlight2 RedCandleStick\n{\n color 1.0 0.0 0.0\n size 40\n secondarySize 60\n interval 0.1\n offset 0 60 0\n}\n\nobject RedCandleStick\n{\n frame CANR { light RedCandleStick }\n}\n\n// Blue Candle Stick\nflickerlight2 BlueCandleStick\n{\n color 0.0 0.0 1.0\n size 40\n secondarySize 60\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueCandleStick\n{\n frame CANB { light BlueCandleStick }\n}\n\n// Red Tech Lamp\nflickerlight2 RedTechLamp\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTechLamp\n{\n frame TLP3 { light RedTechLamp }\n}\n\n// Red Tech Lamp 2\nflickerlight2 RedTechLamp2\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTechLamp2\n{\n frame TLP4 { light RedTechLamp2 }\n}\n\n// Red Column\nflickerlight2 RedColumn\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedColumn\n{\n frame RCOL { light RedColumn }\n}\n\n// Blue Column\nflickerlight2 BlueColumn\n{\n color 0.0 0.0 1.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueColumn\n{\n frame BCOL { light BlueColumn }\n}\n\nobject Kaboom\n{\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\nflickerlight Telefog\n{\n color 0.2 1.0 0.2\n size 56\n secondarySize 64\n chance 0.4\n}\n\nobject TeleFogFlare\n{\n frame SPKG { light TELEFOG }\n}"
},
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "OptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Wrath of Cronos Options\", \"WOCOptions\"\n\tStaticText \" \"\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"WOCOptions\"\n{\n Title \"Wrath of Cronos Options\"\n Option \"Experience Loss on Death\", \"WoC_ExpDeath\", \"ExpLossType\"\n Slider \"Experience Loss Percentage\",\t\"Woc_ExpDeathAmount\", 0, 100, 1, 0\n StaticText \" \"\n Option \"Disable Killing Sprees\", \"Woc_DisableKillingSpree\", \"YesNo\"\n Option \"Disable Awards\", \"WoC_DisableAwards\", \"YesNo\"\n StaticText \" \"\n Option \"Jump Height Style\", \"WoC_JumpModifier\", \"WOCGameType\"\n StaticText \" \"\n StaticText \"The settings below will take effect on the next new map or hub\"\n StaticText \" \"\n Option \"Damage Indicator\", \"WoC_DamageIndicator\", \"OnOff\"\n Option \"Enemy Health Bars\", \"WoC_EnemyHealthBar\", \"OnOff\"\n}\n\nOptionValue ExpLossType\n{\n\t0, \"Off\"\n\t1, \"Lose Current Percentage\"\n\t2, \"Lose Maximum Percentage\"\n}\n\nOptionValue WOCGameType\n{\n\t0, \"Hexen\"\n\t1, \"Doom\"\n}"
},
{
"source": "pk3",
"name": "MONSTERS.txt",
"contents": "//-----------------------------Modified Monsters\n\nActor EttinSpotz : RandomSpawner replaces Ettin\n{\n\tGame Hexen\n\tSpawnID 4\n\tDropItem \"NewEttin\" 255 212\n\tDropItem \"ChainmailEttin\" 255 43\n\tDropItem \"Bormereth\" 255 1\n}\n\nActor NewEttin : Ettin// Replaces Ettin\n{\nspeed 13\nPainChance \"Convert\", 255\nPainchance \"EttinPower\", 255\ndropitem \"ArtiEmptyFlask\" 64\n dropitem \"ReagentRed\" 64\nMeleeRange 68\n+TELESTOMP\n//+BOSSDEATH\n+NEVERFAST\n+NODAMAGETHRUST\nHealth 180\nStates\n{\n\tPain.Convert:\n\tETTN I 5 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\tgoto See\n\tConvertMe:\n\tETTN I 0 ACS_ExecuteAlways(914,0,30)\n\tETTN I 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Spawn:\n\tETTN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n ETTN A 0 ACS_ExecuteAlways(913,0,180,9,0)//increase health on higher difficulties\n ETTN AA 10 A_Look\n Loop\n Melee:\n ETTN EF 6 A_FaceTarget\n ETTN G 8 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n Goto See\n Idle:\n\tETTN AA 10 A_Look\n Loop\n See:\n\tETTN ABCD 5 A_Chase\n Loop\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Death:\n\tETTN I 0 ACS_ExecuteAlways(914,0,20)\n\tETTN IJ 4\n\tETTN K 4 A_Scream\n\tETTN L 4 A_NoBlocking\n\tETTN M 4 A_QueueCorpse\n\tETTN NOP 4\n\tETTN Q -1 //A_BossDeath\n\tStop\n\tXDeath:\n\tETTB A 0 ACS_ExecuteAlways(914,0,20)\n\tETTB B 0 A_SpawnItemEx(\"GIBBER\")\n\tETTB B 4 A_Scream\n\tETTB B 4 A_CustomMissile(\"EttinMace\",2,0,-90,2)\n\tETTB D 4 A_NoBlocking\n\tETTB E 4 A_QueueCorpse\n\tETTB FGHIJK 4\n\tETTB L -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tETTN QPONMLKJI 4\n\tETTN I 0 A_Pain\n\tGoto See\n}\n}\n\nACTOR NewEttinMash : NewEttin replaces EttinMash\n{\n Game Hexen\n SpawnID 102\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor ChainmailEttin : Ettin\n{\n Health 300\n Radius 25\n Height 68\n Mass 175\n Speed 13\n Damage 3\n Painchance 35\n MeleeRange 68\n Monster\n +FLOORCLIP\n +TELESTOMP\n //+BOSSDEATH\n +NODAMAGETHRUST\n PainChance \"Convert\", 255\n SeeSound \"EttinSight\"\n AttackSound \"EttinAttack\"\n PainSound \"EttinPain\"\n DeathSound \"EttinDeath\"\n ActiveSound \"EttinActive\"\n HowlSound \"PuppyBeat\"\n Obituary \"%o was smashed by an Ettin Commander.\"\n dropitem \"ArtiEmptyFlask\" 64\n dropitem \"ReagentRed\" 64\n DropItem \"Armour1\" 8\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\tCETN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n CETN A 0 ACS_ExecuteAlways(913,0,300,15,0)//increase health on higher difficulties\n CETN AA 10 A_Look\n Loop\n Idle:\n\tCETN AA 10 A_Look\n Loop\n See:\n CETN ABCD 5 A_Chase\n Loop\n Pain:\n CETN H 7 A_Pain\n Goto See\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto See\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,35)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Melee:\n CETN EF 6 A_FaceTarget\n CETN G 8 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n Goto See\n Missile:\n\tCETN EF 6 A_FaceTarget\n\tCETN G 0 A_PlaySound(\"FighterHammerMiss\")\n\tCETN G 8 A_CustomMissile(\"ThrownMace\",52,0,0)\n\tGoto See\n Death:\n\tCETN I 0 ACS_ExecuteAlways(914,0,35)\n CETN IJ 4\n CETN K 4 A_Scream\n CETN L 4 A_NoBlocking\n CETN M 4 A_QueueCorpse\n CETN NOP 4\n CETN Q -1 //A_BossDeath\n Stop\n XDeath:\n\tCETN I 0 ACS_ExecuteAlways(914,0,35)\n CETB A 4 A_SpawnItemEx(\"GIBBER\")\n CETB B 4 A_NoBlocking\n CETB C 4 A_SpawnItemEx(\"EttinMace\", 0,0,8.5, random[DropMace](-128,127) * 0.03125, random[DropMace](-128,127) * 0.03125, 10 + random[DropMace](0,255) * 0.015625, 0, SXF_ABSOLUTEMOMENTUM)\n CETB D 4 A_Scream\n CETB E 4 A_QueueCorpse\n CETB FGHIJK 4\n ETTB L -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" I 0 ACS_ExecuteAlways(914,0,35)\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nACTOR ThrownMace\n{\n Speed 15\n Radius 6\n Height 8\n PROJECTILE\n +NOTELEPORT\n Damage ((Random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n\t+HEXENBOUNCE\n\t-NOGRAVITY\n\t+WINDTHRUST\n\t+THRUGHOST\n BounceCount 4\n BounceFactor 1\n WallBounceFactor 1\n DeathSound \"Fireball\"\n States\n {\n Spawn:\n\tAEMC ABCDEFG 3\n\tAEMC H 0 A_PlaySound(\"FighterHammerContinuous\")\n\tAEMC H 3\n\tLoop\n Death:\n\tCFCF Q 0 Bright A_SetTranslucent(1,1)\n\tCFCF Q 1 Bright A_NoGravity\n\tCFCF QQQ 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n\tCFCF RRR 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n\tCFCF SSSS 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n CFCF T 3 Bright\n CFCF U 4 Bright\n CFCF W 3 Bright\n CFCF X 4 Bright\n CFCF Z 3 Bright\n Stop\n }\n}\n\nACTOR Bormereth : Ettin\n{\n Health 1200\n Radius 25\n Height 64\n Speed 13\n PainChance 75\n Mass 2500\n MONSTER\n\tSpecies \"Ettin\"\n\tDropItem \"NewArtiBoostMana\" 128\n\tDropItem \"ArtiInvulnurability\" 128\n\tDropItem \"NewArtiSuperHealth\" 128\n\tDropItem \"ArtiOrangeFlask\" 128\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n\tDropItem \"AccessoryRandomSpawner\" 32\n\tDamageFactor \"Deathblow\", 0\n //Meleedamage 8\n +MISSILEEVENMORE\n +FLOORCLIP\n\t+NEVERRESPAWN\n\t//+BOSSDEATH\n\t+NODAMAGETHRUST\n\t+DONTMORPH\n SeeSound \"DMage/Attack\"\n PainSound \"DMage/Pain\"\n ActiveSound \"DMage/idle\"\n DeathSound \"DMage/death\"\n Obituary \"%o was incinerated by the rage of Bormereth.\"\n HitObituary \"%o was smashed by Bormereth.\"\n States\n {\n Spawn:\n\t\tBRMN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBRMN A 0 ACS_ExecuteAlways(913,0,1200,60,0)\n BRMN AA 10 A_Look\n Loop\n\tIdle:\n\t\tBRMN AA 10 A_Look\n Loop\n See:\n// BRMN AABBCCDD 4 A_VileChase //well, if you think he should... i removed that because he is already a bit hard.\n\t\tBRMN A 0 A_UnSetInvulnerable\n BRMN ABCD 5 A_Chase\n Loop\n Missile:\n\t TNT1 A 0 A_Jump(60,\"Missile2\")\n\n\t TNT1 A 0 A_Jump(128,17)\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t Goto see\n\n\t TNT1 A 0 A_Jump(128,9)\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 3 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN F 3 Bright A_CustomMissile(\"WraithFX12\",31,10,0)\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 3 Bright A_CustomMissile(\"WraithFX12\",28,5,0)\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 3 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t Goto see\n\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t BRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,20)\n\t BRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,0)\n\t BRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,-20)\n\t BRMN G 6 Bright\n\t Goto see\n Missile2:\n\t BRMN F 5 A_FaceTarget\n\t TNT1 A 0 A_PlaySoundEx(\"bormereth/missile2prepare\",\"SoundSlot5\")\n\t TNT1 A 0 A_SpawnItemEx(\"PossBRMFakeFireBall\",5,25,64,0,0,0,0,128)\n\t BRMN EEEEE 5 A_FaceTarget\n\t BRMN E 3 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"PossBRMFireBall\",64,25,0)\n\t BRMN F 5 A_FaceTarget\n\t BRMN G 5 A_FaceTarget\n\t goto see\n Melee:\n\t BRMN E 6 A_FaceTarget\n\t BRMN F 6 A_FaceTarget\n\t BRMN G 6 A_CustomMeleeAttack(Random(24,38)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t BRMN E 0 A_CPosRefire\n\t Goto see\n Pain:\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,0)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,90)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,180)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,270)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,45)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,135)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,-45)\n\t TNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,-135)\n BRMN H 2 //A_SetInvulnerable\n BRMN H 2 A_Pain\n\t\tBRMN H 0 A_SetInvulnerable\n BRMN H 20\n BRMN H 2 A_UnSetInvulnerable\n Goto See\n/* Death:\n BRMN I 5\n BRMN J 5 A_Scream\n BRMN K 5 A_NoBlocking\n BRMN L 5 A_Fall\n BRMN MNOP 5\n BRMN Q -1\n Stop\n*/\n Death:\t\t//I just like this death too much! :P\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t\tBRMB A 0 A_SpawnItemEx(\"GIBBER\")\n\t\tBRMB A 0 ACS_ExecuteAlways(914,0, 650)\n BRMB A 5 A_Scream\n BRMB B 5 A_SpawnItemEx(\"DBigEttinMace\", 0, 0, 32, 3, 0, 0, -90, 128)\n BRMB C 5 A_NoBlocking\n BRMB D 5\n BRMB EFGHIJK 5\n BRMB L -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" H 0 ACS_ExecuteAlways(914,0, 650)\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n Raise:\n BRMN QPONMLKJI 5\n Goto See\n }\n}\n\nactor DBigettinMace\n{\n +DOOMBOUNCE\n Speed 3\n States\n {\n Spawn:\n BRMB MNOPQR 5\n BRMB S -1\n Stop\n }\n}\n\nActor WraithFX12 : WraithFX1\n{\n\tDeathSound \"bormereth/missilesimpledeath\"\n\tScale 0.85\n\tDamage ((Random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tRenderstyle Add\n\tDecal DoomImpScorch\n}\n\nActor PossBRMFakeFireBall : WraithFX1\n{\n\t+NOCLIP\n\tDamage 0\n\tSpeed 0\n\tScale 1.1\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 1 Bright A_Settranslucent(0.1,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.15,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.2,1)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 1 Bright A_Settranslucent(0.25,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.3,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.35,1)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 1 Bright A_Settranslucent(0.4,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.45,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.5,1)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 1 Bright A_Settranslucent(0.55,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.6,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.65,1)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 1 Bright A_Settranslucent(0.7,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.75,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.8,1)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 1 Bright A_Settranslucent(0.85,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.9,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.95,1)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 3 Bright\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 3 Bright\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 3 Bright\n\t\tStop\n\t}\n}\n\nActor PossBRMFireBall: WraithFX1\n{\n\tDamage ((Random(1,8)*10)+(ACS_ExecuteWithResult(912,5,0,0)))\n\t+NODAMAGETHRUST\n\tScale 1.1\n\tSpeed 20\n\t+SEEKERMISSILE\n\tRenderstyle Add\n\tSeeSound \"bormereth/missile2fired\"\n\tDeathSound \"bormereth/missile2death\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"PEFBExplo\",0,0,0)\n\t\tTNT1 A 0 A_Explode(80+(ACS_ExecuteWithResult(912,10,0,0)),80,0)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX23\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL DEF 3 Bright\n\t\tWRBL GHI 3\n\t\tStop\n}\n}\n\nActor WraithFX22\n{\n\tProjectile\n\tDamage 0\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tWRBL KLKL 2 Bright\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tLoop\n\t\tWRBL MNOP 2 Bright\n\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor WraithFX23\n{\n\tProjectile\n\tDamage 0\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\tSpawn:\n\t\tWRBL KLKL 2 Bright\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tLoop\n\t\tWRBL MNOP 2 Bright\n\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PEFBExplo\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderstyle Add\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tFX58 ABCDEFGHIJKLMNOPQ 1 Bright\n\t\tStop\n\t}\n}\n\nActor PEFBTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderstyle Add\n\tRenderStyle Add\n\tScale 0.4\n\tAlpha 0.45\n\tStates\n\t{\n\tSpawn:\n\t\tFX50 ABCDEFG 1\n\t\tFX50 HIJKLMNOPQR 1\n\t\tStop\n\t}\n}\n\n//-------------------------------------------------------\nActor FirePillarStarter\n{\n\tProjectile\n\t+RIPPER\n\tSpeed 28\n\tDamage 0\n\t+NOTARGET\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3 A_CustomMissile(\"FirePillarBase\",-20,0,0,4)\n\t\tStop\n\t}\n}\n\nActor FirePillarBase\n{\n\tProjectile\n\tSpeed 0\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tStop\n\t}\n}\n\nActor FirePillarShot\n{\n\tProjectile\n\tSpeed 0\n\tRadius 4\n\tHeight 3\n\tDamage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\tDamageType Fire\n\tScale 0.5\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 0\n\t\tINFE ABCD 1 Bright ThrustThingZ(0,7,0,1)\n\t\tINFE EFGHIJKLMNOPQRST 1 Bright\n\t\tStop\n\t}\n}\n\nActor FirePillarShot2 : FirePillarShot\t//this one wont have light definition\n{\n\tAlpha 0.59\n}\n\n//////////////////////////////////////////////////////Afrits\nActor AfritSpotZ : RandomSpawner replaces FireDemon\n{\n\tGame Hexen\n\tSpawnID 5\n\tDropItem \"NewFireDemon\" 255 150\n\tDropItem \"FireDemonLeader\" 255 65\n\tDropItem \"FireDemonCommander\" 255 40\n\tDropItem \"FireDemonQueen\" 255 1\n}\n\nActor NewFireDemon : FireDemon\n{\nPainChance 25\nspeed 13\nSpecies \"Afrit\"\nPainChance \"Convert\", 255\n+TELESTOMP\n//+BOSSDEATH\n+LOOKALLAROUND\ndropitem \"ReagentRed\" 32\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,12)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto Chase\n\tChase:\n\t\tFDMN A 0 A_UnsetInvulnerable\n\t\tFDMN ABC 5 A_FireDChase\n\t\tLoop\n\tPain:\n\tFDMN A 0 A_UnsetInvulnerable\n FDMN D 6 Bright A_Pain\n Goto Chase\n\tSpawn:\n\t\tFDMN X 0 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t FDMN X 0 ACS_ExecuteAlways(913,0,80,4,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n\t FDMN X 5 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t FDMN E 0 ACS_ExecuteAlways(913,0,80,4,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDMN EFG 10 Bright A_Look\n Goto Spawn+3\n\tDeath:\n\tFDMN A 0 ACS_ExecuteAlways(914,0,12)\n\tFDMN D 4 A_FaceTarget\n\tFDMN L 4 A_Scream\n\tFDMN L 4 A_NoBlocking\n\tFDMN L 200 //A_BossDeath\n\tStop\n\tCrash:\n\tFDMN M 5 A_FaceTarget\n\tFDMN N 5 A_NoBlocking\n\tFDMN O 0 A_CustomMissile(\"FireDemonSplotch1\",2,0,Random(0,360),2)\n\tFDMN O 0 A_CustomMissile(\"FireDemonSplotch2\",2,0,Random(0,360),2)\n\tFDMN O 5 //A_BossDeath\n\tStop\n\tXDeath:\n\tFDMN A 0 ACS_ExecuteAlways(914,0,12)\n\tFDMN M 5 A_FaceTarget\n\tFDMN N 5 A_NoBlocking\n\tFDMN O 0 A_CustomMissile(\"FireDemonSplotch1\",2,0,Random(0,360),2)\n\tFDMN O 0 A_CustomMissile(\"FireDemonSplotch2\",2,0,Random(0,360),2)\n\tFDMN O 5 //A_BossDeath\n\tStop\n\tPain.Morale:\n\tFDMN G 0 A_JumpIfInTargetInventory(\"Warcry\",5,\"See\")\n\tFDMN G 2 ACS_ExecuteAlways(0,569,0,0,0)\n\tGoto Chase\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,12)\n\t\"----\" D 5 A_GenericFreezeDeath\n\t\"----\" D 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\nActor NewFireDemonMissile : FireDemonMissile replaces FireDemonMissile\n{\n\tDamage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n FDMB A 1 Bright A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t FDMB A 1 Bright A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n Loop\n\t}\n}\n\nACTOR FireDemonTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FDSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FDSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FDFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonLeader : FireDemon\n{\n Health 100\n ReactionTime 8\n PainChance 1\n Speed 13\n Radius 20\n Height 68\n Mass 75\n Damage 1\n Monster\n +DROPOFF\n +NOGRAVITY\n +FLOAT\n +FLOORCLIP\n +INVULNERABLE\n +TELESTOMP\n //+BOSSDEATH\n +LOOKALLAROUND\n Species \"Afrit\"\n PainChance \"Convert\", 255\n SeeSound \"FireDemonSpawn\"\n PainSound \"FireDemonPain\"\n DeathSound \"FireDemonDeath\"\n ActiveSound \"FireDemonActive\"\n Obituary \"%o tasted an Afrit Leader's fire.\"\n dropitem \"ReagentRed\" 32\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,18)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto Chase\n Spawn:\n\t\tFDNL X 0 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tFDNL X 0 ACS_ExecuteAlways(913,0,100,5,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNL X 5 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t FDNL E 0 ACS_ExecuteAlways(913,0,100,5,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNL EFG 10 Bright A_Look\n Goto Spawn +3\n See:\n FDNL E 8 Bright\n FDNL F 6 Bright\n FDNL G 5 Bright\n FDNL F 8 Bright\n FDNL E 6 Bright\n FDNL G 7 Bright A_FiredRocks\n FDNL HI 5 Bright\n FDNL J 5 Bright A_UnSetInvulnerable\n Chase:\n\t FDNL A 0 A_UnsetInvulnerable\n FDNL ABC 5 Bright A_FireDChase\n Loop\n Pain:\n\t FDNL A 0 A_UnsetInvulnerable\n FDNL D 6 Bright A_Pain\n Goto Chase\n Missile:\n FDNL K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n Goto Chase\n Crash:\n\t\tFDNL M 5 A_FaceTarget\n FDNL N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonLeaderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNL O 0 A_SpawnItemEx(\"FireDemonLeaderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNL O 5 //A_BossDeath\n Stop\n XDeath:\n\t\tFDNL M 0 ACS_ExecuteAlways(914,0,18)\n FDNL M 5 A_FaceTarget\n FDNL N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonLeaderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNL O 0 A_SpawnItemEx(\"FireDemonLeaderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNL O 5 //A_BossDeath\n\t Stop\n Death:\n\t\tFDNL M 0 ACS_ExecuteAlways(914,0,18)\n FDNL D 4 Bright A_FaceTarget\n FDNL L 4 Bright A_Scream\n FDNL L 4 Bright A_NoBlocking\n FDNL L 200 Bright //A_BossDeath\n Stop\n Ice:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,18)\n \"----\" D 5 A_GenericFreezeDeath\n \"----\" D 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor FireDemonLeaderMissile\n{\n Health 1000\n ReactionTime 8\n Speed 10\n Radius 10\n Height 6\n Mass 5\n Damage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n +SEEKERMISSILE\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDLB A 1 Bright A_CustomMissile(\"FireDemonLeaderTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDLB A 1 Bright A_CustomMissile(\"FireDemonLeaderTrail2\",0,0,0,0)\n Loop\n Death:\n FDLB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonLeaderTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FLSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FLSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonLeaderTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FLFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonLeaderSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNL P 3\n FDNL P 6 A_QueueCorpse\n FDNL Y -1\n Stop\n }\n}\n\nActor FireDemonLeaderSplotch2 : FireDemonLeaderSplotch1\n{\n States\n {\n Spawn:\n FDNL Q 3\n FDNL Q 6 A_QueueCorpse\n FDNL Z -1\n Stop\n }\n}\n\nActor FireDemonCommander : FireDemon\n{\n Health 120\n ReactionTime 8\n PainChance 1\n Speed 13\n Radius 20\n Height 68\n Mass 75\n Damage 1\n Species \"Afrit\"\n Monster\n +DROPOFF\n +NOGRAVITY\n +FLOAT\n +FLOORCLIP\n +INVULNERABLE\n +TELESTOMP\n //+BOSSDEATH\n +LOOKALLAROUND\n dropitem \"ReagentRed\" 32\n SeeSound \"FireDemonSpawn\"\n PainSound \"FireDemonPain\"\n DeathSound \"FireDemonDeath\"\n ActiveSound \"FireDemonActive\"\n Obituary \"%o tasted an Afrit Commander's fire.\"\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,25)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto Chase\n Spawn:\n\t\tFDNC X 0 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tFDNC X 0 ACS_ExecuteAlways(913,0,120,6,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNC X 5 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t FDNC E 0 ACS_ExecuteAlways(913,0,120,6,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNC EFG 10 Bright A_Look\n Goto Spawn +3\n See:\n FDNC E 8 Bright\n FDNC F 6 Bright\n FDNC G 5 Bright\n FDNC F 8 Bright\n FDNC E 6 Bright\n FDNC G 7 Bright A_FiredRocks\n FDNC HI 5 Bright\n FDNC J 5 Bright A_UnSetInvulnerable\n Chase:\n\t FDNC A 0 A_UnsetInvulnerable\n FDNC ABC 5 Bright A_FireDChase\n Loop\n Pain:\n\tFDNC A 0 A_UnsetInvulnerable\n FDNC D 6 Bright A_Pain\n Goto Chase\n Missile:\n FDNC K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n Goto Chase\n Crash:\n\t\tFDNC M 5 A_FaceTarget\n FDNC N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonCommanderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNC O 0 A_SpawnItemEx(\"FireDemonCommanderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNC O 5 //A_BossDeath\n\t Stop\n XDeath:\n\t FDNC M 0 ACS_ExecuteAlways(914,0,25)\n FDNC M 5 A_FaceTarget\n FDNC N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonCommanderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNC O 0 A_SpawnItemEx(\"FireDemonCommanderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNC O 5 //A_BossDeath\n Stop\n Death:\n\t FDNC M 0 ACS_ExecuteAlways(914,0,25)\n FDNC D 4 Bright A_FaceTarget\n FDNC L 4 Bright A_Scream\n FDNC L 4 Bright A_NoBlocking\n FDNC L 200 Bright //A_BossDeath\n Stop\n Ice:\n\t\t\"----\" D 0 ACS_ExecuteAlways(914,0, 25)\n \"----\" D 5 A_GenericFreezeDeath\n \"----\" D 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor FireDemonCommanderMissile\n{\n Health 1000\n ReactionTime 8\n Speed 15\n Radius 10\n Height 6\n Mass 5\n Damage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDCB A 1 Bright A_CustomMissile(\"FireDemonCommanderTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDCB A 1 Bright A_CustomMissile(\"FireDemonCommanderTrail2\",0,0,0,0)\n Loop\n Death:\n FDCB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonCommanderTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FCSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FCSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonCommanderTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FCFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonCommanderSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNC P 3\n FDNC P 6 A_QueueCorpse\n FDNC Y -1\n Stop\n }\n}\n\nActor FireDemonCommanderSplotch2 : FireDemonCommanderSplotch1\n{\n States\n {\n Spawn:\n FDNC Q 3\n FDNC Q 6 A_QueueCorpse\n FDNC Z -1\n Stop\n }\n}\n\nActor FireDemonQueen : FireDemon\n{\n Health 1000\n ReactionTime 8\n PainChance 1\n Speed 13\n Radius 20\n Height 68\n Mass 75\n Damage 1\n Monster\n +DROPOFF\n +NOGRAVITY\n +FLOAT\n +FLOORCLIP\n +INVULNERABLE\n +TELESTOMP\n +NEVERRESPAWN\n //+BOSSDEATH\n +LOOKALLAROUND\n +DONTMORPH\n Species \"Afrit\"\n SeeSound \"FireDemonSpawn\"\n PainSound \"FireDemonPain\"\n DeathSound \"FireDemonDeath\"\n ActiveSound \"FireDemonActive\"\n dropitem \"artipurpleflask\" 128\n dropitem \"artiredflask\" 128\n dropitem \"ArtiAquaFlask\" 128\n dropItem \"ArtiBlackFlask\" 128\n DropItem \"ArtiWhiteFlash\" 128\n DropItem \"ArtiYellowFlask\" 128\n Dropitem \"ArtiOrangeFlask\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Obituary \"%o tasted an Afrit Queen's fire.\"\n DamageFactor \"Deathblow\", 0\n States\n {\n Spawn:\n\t\tFDNQ X 0 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tFDNQ X 0 ACS_ExecuteAlways(913,0,1000,50,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNQ X 5 Bright\n\t FDNQ E 0 Bright A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t FDNQ E 0 ACS_ExecuteAlways(913,0,1000,50,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n FDNQ EFG 10 Bright A_Look\n Goto Spawn +3\n See:\n FDNQ E 8 Bright\n FDNQ F 6 Bright\n FDNQ G 5 Bright\n FDNQ F 8 Bright\n FDNQ E 6 Bright\n FDNQ G 7 Bright A_FiredRocks\n FDNQ HI 5 Bright\n FDNQ J 5 Bright A_UnSetInvulnerable\n Chase:\n\tFDNQ A 0 A_UnsetInvulnerable\n FDNQ ABC 5 Bright A_FireDChase\n Loop\n Pain:\n\tFDNQ A 0 A_UnsetInvulnerable\n FDNQ D 6 Bright A_Pain\n Goto Chase\n Missile:\n TNT1 A 0 A_Jump(48,28)\n FDNQ K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n Goto Chase\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_KillChildren\n TNT1 A 0 A_UnSetShootable\n FDNQ AAAAAAAAA 1 Bright A_FadeOut(0.10)\n FDNQ A 1 Bright A_SetTranslucent(0.0)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",-50,100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",50,-100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",100,100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",-100,-50,0,0,0,0,0,16)\n FDNQ AAAAAAAAAA 1 Bright A_FadeIn(0.10)\n TNT1 A 0 A_SetShootable\n Goto Chase\n Crash:\n\t FDNQ M 5 A_FaceTarget\n FDNQ N 5// A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNQ O 0 A_SpawnItemEx(\"FireDemonQueenSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNQ O 5 //A_BossDeath\n Stop\n XDeath:\n\t TNT1 A 0 A_KillChildren\n\t FDNQ D 0 Bright A_NoBlocking\n\t FDNQ D 0 Bright ACS_ExecuteAlways(914,0, 500)\n FDNQ M 5 A_FaceTarget\n FDNQ N 5\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNQ O 0 A_SpawnItemEx(\"FireDemonQueenSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNQ O 5 //A_BossDeath\n Stop\n Death:\n\t TNT1 A 0 A_KillChildren\n\t FDNQ D 0 Bright A_NoBlocking\n\t FDNQ D 0 Bright ACS_ExecuteAlways(914,0, 500)\n FDNQ D 4 Bright A_FaceTarget\n FDNQ L 4 Bright A_Scream\n FDNQ L 4 Bright\n FDNQ L 200 Bright //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 A_KillChildren\n\t \"----\" A 0 ACS_ExecuteAlways(914,0, 500)\n \"----\" A 5 A_GenericFreezeDeath\n \"----\" A 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nactor FireDemonQueenClone: FireDemonQueen\n{\n Health 1\n +NOBLOOD\n -COUNTKILL\n -TELESTOMP\n -INVULNERABLE\n +GHOST\n RenderStyle Translucent\n Alpha 0.0\n States\n {\n Spawn:\n FDNQ AAAAAAA 1 Bright A_FadeIn(0.10)\n Goto Chase\n Missile:\n FDNQ K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t Goto Chase\n Crash:\n XDeath:\n Death:\n FDNQ A 1 Bright A_FadeOut(0.10)\n\t Loop\n }\n}\n\nActor FireDemonQueenMissile\n{\n Health 1000\n ReactionTime 8\n Speed 15\n Radius 10\n Height 6\n Mass 5\n Damage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n +SEEKERMISSILE\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail2\",0,0,0,0)\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail2\",0,0,0,0)\n\tFDQB A 0 Bright A_SeekerMissile(14,14)\n Loop\n Death:\n FDQB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonQueenTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FQSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FQSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonQueenTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FQFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonQueenSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNQ P 3\n FDNQ P 6 A_QueueCorpse\n FDMN Y -1\n Stop\n }\n}\n\nActor FireDemonQueenSplotch2 : FireDemonQueenSplotch1\n{\n States\n {\n Spawn:\n FDNQ Q 3\n FDNQ Q 6 A_QueueCorpse\n FDMN Z -1\n Stop\n }\n}\n\nActor Demon1SpotZ : RandomSpawner replaces Demon1\n{\n\tGame Hexen\n\tSpawnID 3\n\tDropItem \"NewDemon1\" 255 170\n\tDropItem \"Demon3\" 255 85\n\tDropItem \"Demon5\" 255 1\n}\n\nActor Demon2SpotZ : RandomSpawner replaces Demon2\n{\n\tDropItem \"NewDemon2\" 255 170\n\tDropItem \"Demon4\" 255 85\n\tDropItem \"2Demon5\" 255 1\n}\n\nActor NewDemon1 : Demon1 //Replaces Demon1\n{\nspeed 12\nSpecies \"ChaosSerpent\"\nPainChance \"Convert\", 255\nDamageFactor ChaosSerpentFire, 0\n+TELESTOMP\n//+BOSSDEATH\n+NODAMAGETHRUST\ndropitem \"ReagentTan\" 32\nmeleerange 82\nHeight 64\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n\tSpawn:\n\t\tDEMN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \t \tDEMN A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n \tDEMN AA 10 A_Look\n \tLoop\n\tIdle:\n\t\tDEMN AA 10 A_Look\n \tLoop\n\tMelee:\n\t\tDEMN E 6 A_FaceTarget\n\t\tDEMN F 8 A_FaceTarget\n\t\tDEMN G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tDMN1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tDEMN H 0 A_SpawnItemEx(\"GIBBER\")\n\t\tDEMN HI 6\n\t\tDEMN J 6 A_Scream\n\t\tDEMN K 6 A_NoBlocking\n\t\tDEMN L 6 A_QueueCorpse\n\t\tDEMN MNO 6\n\t\tDEMN P -1 //A_BossDeath\n\t\tStop\n\tXDeath:\n\tDEMN A 0 ACS_ExecuteAlways(914,0,40)\n\t\tDEMN H 6 A_SpawnItemEx(\"GIBBER\")\n\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 6 A_SpawnItemEx(\"Demon1Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+4\n\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tDEMN PONMLKJIH 6\n\tDEMN H 0 A_Pain\n\tGoto See\n}\n}\n\nACTOR NewDemon1Mash : NewDemon1 replaces Demon1Mash\n{\n Game Hexen\n SpawnID 100\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor NewDemon1FX1 : Demon1FX1 replaces Demon1FX1\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n DMFX AABBCC 2 Bright A_spawnitemEx(\"Demon1FX1Trail\")\n Loop\n\t}\n}\n\nACTOR Demon1FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 0.3\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n States\n {\n Spawn:\n DMFX DEFGH 2 bright\n Stop\n }\n}\n\nActor Demon3 : Demon1\n{\n Health 250\n Painchance 50\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n +NODAMAGETHRUST\n meleerange 82\n dropitem \"ReagentRed\" 32\n DamageFactor ChaosSerpentFire, 0\n Species \"ChaosSerpent\"\n BloodColor \"Orange\"\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainChance \"Convert\", 255\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Obituary \"%o was blasted by a Magma Serpent.\"\n HitObituary \"%o was swallowed by a Magma Serpent.\"\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\tRDMN A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \tRDMN A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n RDMN AA 10 A_Look\n Loop\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Idle:\n\tRDMN AA 10 A_Look\n Loop\n See:\n RDMN ABCD 4 A_Chase\n Loop\n Pain:\n RDMN E 4\n RDMN E 4 A_Pain\n Goto See\n Melee:\n RDMN E 6 A_FaceTarget\n RDMN F 8 A_FaceTarget\n RDMN G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n Goto See\n Missile:\n RDMN E 5 A_FaceTarget\n RDMN F 6 A_FaceTarget\n RDMN G 5 A_CustomMissile(\"Demon3FX\",62,0,0,0)\n Goto See\n Death:\n\tRDMN A 0 ACS_ExecuteAlways(914,0,55)\n RDMN H 6 A_SpawnItemEx(\"GIBBERORANGE\")\n\tRDMN I 6\n RDMN J 6 A_Scream\n RDMN K 6 A_NoBlocking\n RDMN L 6 A_QueueCorpse\n RDMN MNO 6\n RDMN P -1 //A_BossDeath\n Stop\n XDeath:\n\tRDMN A 0 ACS_ExecuteAlways(914,0,55)\n RDMN H 6 A_SpawnItemEx(\"GIBBERORANGE\")\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n RDMN I 6 A_SpawnItemEx(\"Demon3Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+3\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,55)\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor Demon5 : Demon1\n{\n Health 1400\n Painchance 10\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n +NODAMAGETHRUST\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +DONTMORPH\n dropitem \"newartidarkservant\" 128\n dropitem \"NewArtiTorch\" 128\n dropitem \"NewArtiSpeedBoots\" 128\n dropItem \"NewArtiHealingRadius\" 128\n DropItem \"NewArtiPork\" 128\n DropItem \"NewArtiTeleport\" 128\n Dropitem \"NewArtiSuperHealth\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Renderstyle Add\n meleerange 82\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was blasted by a Spectral Chaos Serpent.\"\n States\n {\n Spawn:\n\tDEM5 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \tDEM5 A 0 ACS_ExecuteAlways(913,0,1400,70,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n DEM5 AA 10 A_Look\n Loop\n Idle:\n\tDEM5 AA 10 A_Look\n Loop\n See:\n DEM5 ABCD 4 A_Chase\n Loop\n Pain:\n DEM5 E 4\n DEM5 E 4 A_Pain\n Goto See\n Melee:\n\tDEM5 E 6 A_FaceTarget\n\tDEM5 F 8 A_FaceTarget\n\tDEM5 G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tGoto See\n Missile:\n DEM5 E 5 A_FaceTarget\n DEM5 F 6 A_FaceTarget\n\tDEM5 G 0 A_Jump(128,4)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, -10)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, 0)\n \tDEM5 G 5 A_CustomMissile (\"Demon5FX1\", 62, 0, 10)\n\tGoto See\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tGoto See\n Death:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,400)\n\t\"----\" H 0 A_NoBlocking\n\t\"----\" H 2 A_FadeOut\n Wait\n XDeath:\n\tStop\n Ice:\n\t\"----\" E 0 ACS_ExecuteAlways(914,0,400)\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor 2Demon5 : Demon2\n{\n Health 1400\n Painchance 10\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n +NODAMAGETHRUST\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +DONTMORPH\n dropitem \"newartidarkservant\" 128\n dropitem \"NewArtiTorch\" 128\n dropitem \"NewArtiSpeedBoots\" 128\n dropItem \"NewArtiHealingRadius\" 128\n DropItem \"NewArtiPork\" 128\n DropItem \"NewArtiTeleport\" 128\n Dropitem \"NewArtiSuperHealth\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Renderstyle Add\n meleerange 82\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was blasted by a Spectral Chaos Serpent.\"\n States\n {\n Spawn:\n\tDEM5 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \tDEM5 A 0 ACS_ExecuteAlways(913,0,1400,70,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n DEM5 AA 10 A_Look\n Loop\n Idle:\n\tDEM5 AA 10 A_Look\n Loop\n See:\n DEM5 ABCD 4 A_Chase\n Loop\n Pain:\n DEM5 E 4\n DEM5 E 4 A_Pain\n Goto See\n Melee:\n\tDEM5 E 6 A_FaceTarget\n\tDEM5 F 8 A_FaceTarget\n\tDEM5 G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tGoto See\n Missile:\n DEM5 E 5 A_FaceTarget\n DEM5 F 6 A_FaceTarget\n\tDEM5 G 0 A_Jump(128,4)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, -10)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, 0)\n\tDEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, -20)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 62, 0, 20)\n \tDEM5 G 5 A_CustomMissile (\"Demon5FX1\", 62, 0, 10)\n\tGoto See\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 62, 0)\n\tGoto See\n Death:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,400)\n\t\"----\" H 0 A_NoBlocking\n\t\"----\" H 2 A_FadeOut(0.025)\n Wait\n XDeath:\n\tStop\n Ice:\n\tStop\n }\n}\n\nACTOR Demon5FX1\n{\n Speed 15\n Radius 10\n Height 6\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n +NODAMAGETHRUST\n DamageType ManaDrain\n Projectile\n +SPAWNSOUNDSOURCE\n RenderStyle Add\n SeeSound \"DemonMissileFire\"\n DeathSound \"DemonMissileExplode\"\n States\n {\n Spawn:\n D5FX ABCDEF 4 Bright\n Loop\n Death:\n D5FX GHIJ 4 Bright\n D5FX KL 3 Bright\n Stop\n }\n}\n\nACTOR Demon5Jet\n{\n\t\tRadius 14\n\t\tHeight 12\n\t\tSpeed 16\n\t\tDamage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0)/5))\n\t\tPROJECTILE\n\t\t+RIPPER\n\t\t+BLOODLESSIMPACT\n\t\t+NODAMAGETHRUST\n\t\tRenderstyle Add\n\t\tAlpha 0.5\n\t\tSeeSound \"DemonMissileFire\"\n\t\tDeathSound \"FireBall\"\n\t\tDamageType ManaDrain\n\t\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tD5JT ABC 4 BRIGHT\n\t\t\tLoop\n\t\tDeath:\n\t\t\tD5JT DEFG 4 BRIGHT\n\t\t\tStop\n\t\t}\n}\n\nActor Demon3Chunk1 : DemonChunk\n{\n States\n {\n Spawn:\n RDMA A 4\n RDMA A 10 A_QueueCorpse\n RDMA A 20\n Wait\n Death:\n RDMA A -1\n Stop\n }\n}\n\nActor Demon3Chunk2 : DemonChunk\n{\n States\n {\n Spawn:\n RDMB A 4\n RDMB A 10 A_QueueCorpse\n RDMB A 20\n Wait\n Death:\n RDMB A -1\n Stop\n }\n}\n\nActor Demon3Chunk3 : DemonChunk\n{\n States\n {\n Spawn:\n RDMC A 4\n RDMC A 10 A_QueueCorpse\n RDMC A 20\n Wait\n Death:\n RDMC A -1\n Stop\n }\n}\n\nActor Demon3Chunk4 : DemonChunk\n{\n States\n {\n Spawn:\n RDMD A 4\n RDMD A 10 A_QueueCorpse\n RDMD A 20\n Wait\n Death:\n RDMD A -1\n Stop\n }\n}\n\nActor Demon3Chunk5 : DemonChunk\n{\n States\n {\n Spawn:\n RDME A 4\n RDME A 10 A_QueueCorpse\n RDME A 20\n Wait\n Death:\n RDME A -1\n Stop\n }\n}\n\nActor Demon3FX\n{\n Speed 15\n Radius 10\n Height 6\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n +NODAMAGETHRUST\n DamageType Fire\n Projectile\n +SPAWNSOUNDSOURCE\n RenderStyle Add\n SeeSound \"DemonMissileFire\"\n DeathSound \"DemonMissileExplode\"\n States\n {\n Spawn:\n\tRDFX AABBCC 2 Bright A_spawnitemEx(\"Demon3FX1Trail\")\n Loop\n Death:\n \tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n \tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n XPL1 A 4 BRIGHT A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n XPL1 B 4 BRIGHT //A_SpawnItemEx(\"RedDemonFXExplosion\")\n XPL1 CDEF 4 BRIGHT\n Stop\n }\n}\n\nACTOR Demon3FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 1.1\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\tRenderstyle Add\n States\n {\n Spawn:\n FBL1 CDEFG 4\n Stop\n }\n}\n\nACTOR HrVolcanoTBlast\n{\n Radius 8\n Height 6\n Speed 20\n Damage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n Gravity 0.825\n +NOBLOCKMAP\n +MISSILE\n +DROPOFF\n +NOTELEPORT\n Damagetype \"Fire\"\n Renderstyle Add\n States\n {\n Spawn:\n VTFB AB 4 BRIGHT\n Loop\n Death:\n SFFI CBABCDE 4 BRIGHT\n Stop\n }\n}\n\nActor RedDemonFXExplosion\n{\n DamageType ChaosSerpentFire\n +NODAMAGETHRUST\n States\n {\n Spawn:\n \tTNT1 A 0 A_Explode(32,52,0)\n Death:\n TNT1 A 0\n \tStop\n }\n}\n\nActor NewDemon2 : Demon2\n{\nDamageFactor ChaosSerpentFire, 0\nPainChance \"Convert\", 255\nSpecies \"ChaosSerpent\"\n+TELESTOMP\n//+BOSSDEATH\n+NODAMAGETHRUST\nmeleerange 82\ndropitem \"ReagentTan\" 32\nHeight 64\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n\tSpawn:\n\t\tDEM2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \t \tDEM2 A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n\t\t//Idle\n \tDEM2 AA 10 A_Look\n \tLoop\n\tIdle:\n\t\tDEM2 AA 10 A_Look\n \tLoop\n\tMelee:\n\t\tDEM2 E 6 A_FaceTarget\n\t\tDEM2 F 8 A_FaceTarget\n\t\tDEM2 G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t\tGoto See\n\tXDeath:\n\tDEM2 A 0 ACS_ExecuteAlways(914,0,40)\n\tDEM2 H 6 A_SpawnItemEx(\"GIBBER\")\n\tDEM2 I 0 A_CustomMissile(\"Demon2Chunk1\",2,0,Random(0,360),2)\n\tDEM2 I 0 A_CustomMissile(\"Demon2Chunk2\",2,0,Random(0,360),2)\n\tDEM2 I 0 A_CustomMissile(\"Demon2Chunk3\",2,0,Random(0,360),2)\n\tDEM2 I 0 A_CustomMissile(\"Demon2Chunk4\",2,0,Random(0,360),2)\n\tDEM2 I 0 A_CustomMissile(\"Demon2Chunk5\",2,0,Random(0,360),2)\n\tDEM2 I 6\n\tDEM2 J 6 A_Scream\n\tDEM2 K 6 A_NoBlocking\n\tDEM2 L 6 A_QueueCorpse\n\tDEM2 MNO 6\n\tDEM2 P -1 //A_BossDeath\n\tStop\n\tDeath:\n\tDEM2 A 0 ACS_ExecuteAlways(914,0,40)\n\tDEM2 H 0 A_SpawnItemEx(\"GIBBER\")\n DEM2 HI 6\n DEM2 J 6 A_Scream\n DEM2 K 6 A_NoBlocking\n DEM2 L 6 A_QueueCorpse\n DEM2 MNO 6\n DEM2 P -1 //A_BossDeath\n Stop\n XDeath:\n DEM2 A 0 ACS_ExecuteAlways(914,0,40)\n DEM2 H 6 A_SpawnItemEx(\"GIBBER\")\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 6 A_SpawnItemEx(\"Demon2Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+4\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,70)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tDEM2 PONMLKJIH 6\n\tDEM2 H 0 A_Pain\n\tGoto See\n}\n}\n\nACTOR NewDemon2Mash : NewDemon2 replaces Demon2Mash\n{\n Game Hexen\n SpawnID 101\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor Demon4 : Demon2\n{\n Health 250\n Painchance 50\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n +NODAMAGETHRUST\n meleerange 82\n BloodColor 00 80 00\n dropitem \"ReagentGreen\" 32\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n PainChance \"Convert\", 255\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was envenomed by a Serpent.\"\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Spawn:\n\tDEM4 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n \tDEM4 A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n DEM4 AA 10 A_Look\n Loop\n Idle:\n\tDEM4 AA 10 A_Look\n Loop\n See:\n DEM4 ABCD 4 A_Chase\n Loop\n Pain:\n DEM4 E 4\n DEM4 E 4 A_Pain\n Goto See\n Melee:\n\tDEM4 E 6 A_FaceTarget\n\tDEM4 F 8 A_FaceTarget\n\tDEM4 G 6 A_CustomMeleeAttack((Random(1, 8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tGoto See\n Missile:\n DEM4 E 5 A_FaceTarget\n DEM4 F 6 A_FaceTarget\n DEM4 G 5 A_CustomMissile(\"Demon4FX\", 62, 0)\n Goto See\n Death:\n\tDEM4 A 0 ACS_ExecuteAlways(914,0,55)\n\tDEM4 H 0 A_SpawnItemEx(\"GREENGIBBERS\")\n DEM4 HI 6\n DEM4 J 6 A_Scream\n DEM4 K 6 A_NoBlocking\n DEM4 L 6 A_QueueCorpse\n DEM4 MNO 6\n DEM4 P -1 //A_BossDeath\n Stop\n XDeath:\n\tDEM4 A 0 ACS_ExecuteAlways(914,0,55)\n DEM4 H 6 A_SpawnItemEx(\"GREENGIBBERS\")\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM4 I 6 A_SpawnItemEx(\"Demon4Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+4\n Ice:\n\t\"----\" E 0 ACS_ExecuteAlways(914,0,55)\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor Demon4Chunk1 : DemonChunk\n{\n States\n {\n Spawn:\n BDMA A 4\n BDMA A 10 A_QueueCorpse\n BDMA A 20\n Wait\n Death:\n BDMA A -1\n Stop\n }\n}\n\nActor Demon4Chunk2 : DemonChunk\n{\n States\n {\n Spawn:\n BDMB A 4\n BDMB A 10 A_QueueCorpse\n BDMB A 20\n Wait\n Death:\n BDMB A -1\n Stop\n }\n}\n\nActor Demon4Chunk3 : DemonChunk\n{\n States\n {\n Spawn:\n BDMC A 4\n BDMC A 10 A_QueueCorpse\n BDMC A 20\n Wait\n Death:\n BDMC A -1\n Stop\n }\n}\n\nActor Demon4Chunk4 : DemonChunk\n{\n States\n {\n Spawn:\n BDMD A 4\n BDMD A 10 A_QueueCorpse\n BDMD A 20\n Wait\n Death:\n BDMD A -1\n Stop\n }\n}\n\nActor Demon4Chunk5 : DemonChunk\n{\n States\n {\n Spawn:\n BDME A 4\n BDME A 10 A_QueueCorpse\n BDME A 20\n Wait\n Death:\n BDME A -1\n Stop\n }\n}\n\nActor Demon4FX\n{\n Speed 15\n Radius 10\n Height 6\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n +NODAMAGETHRUST\n PoisonDamage 60\n DamageType Poison\n Projectile\n +SPAWNSOUNDSOURCE\n RenderStyle Add\n Alpha 0.99\n SeeSound \"DemonMissileFire\"\n DeathSound \"DemonMissileExplode\"\n States\n {\n Spawn:\n D4FX AABB 2 Bright A_SpawnItemEx(\"BlackDemonTrail\", 0, 0,\n 0, 0, 0, 0, 0, 0)\n Loop\n Death:\n\tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n \tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n D4FX C 4 BRIGHT A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n D4FX DEFGH 4 BRIGHT\n Stop\n }\n}\n\nACTOR BlackDemonTrail\n{\n Radius 6\n Height 8\n Speed 10\n +NOBLOCKMAP\n +NOGRAVITY\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +CLIENTSIDEONLY\n +NOINTERACTION\n RenderStyle Add\n States\n {\n Spawn:\n D4TR DEFGH 4\n Stop\n }\n}\n\nActor PoisonVolcanoTBlast\n{\n Radius 8\n Height 6\n Speed 20\n Damage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n Gravity 0.825\n PoisonDamage 5\n DamageType Poison\n Obituary \"%o was envenomed by a Serpent.\"\n +NOBLOCKMAP\n +MISSILE\n +DROPOFF\n +NOTELEPORT\n Renderstyle Add\n States\n {\n Spawn:\n BPBL AB 4 BRIGHT\n Loop\n Death:\n BPBL EDCDEFG 4 BRIGHT\n Stop\n }\n}\n\n/*Actor NewDemon1Fx1 : Demon1FX1 replaces Demon1FX1\n{\n\tstates\n\t{\n Spawn:\n DMFX ABC 4 Bright A_SpawnItemEx(\"Demon1FX1Trail\")\n Loop\n}\n}\n\nActor Demon1FX1Trail\n{\n\tRadius 10\n Height 6\n Projectile\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n DMFX E 3 Bright\n DMFX FGH 3 Bright\n Stop\n }\n}*/\n\nActor NewDemon2Fx1 : Demon2FX1 replaces Demon2FX1\n{\n\tPoisonDamage 75\n\tDamagetype \"Poison\"\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewIceGuy : IceGuy Replaces IceGuy\n{\nPainChance \"Convert\", 255\nPainChance 0\n+TELESTOMP\n//+BOSSDEATH\ndropitem \"ReagentBlue\" 64\nHealth 280\nStates\n{\nSpawn:\n\tICEY A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tICEY A 0 ACS_ExecuteAlways(913,0,280,14,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n ICEY A 10 A_IceGuyLook\n Loop\nIdle:\n\tICEY A 10 A_IceGuyLook\n Loop\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto See\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,35)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n\tDeath:\n\tICEY A 0 ACS_ExecuteAlways(914,0,35)\n\tICEY A 1 A_IceGuyDie\n\tStop\n}\n}\n\nActor NewIceGuyFX : IceGuyFX replaces IceGuyFX\n{\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\t+WINDTHRUST\n\tStates\n\t{\n\tDeath:\n ICPR D 4 Bright\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 360, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 315, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 270, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 235, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 180, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 135, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 90, 6, 3)\n\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 45, 6, 3)\n ICPR E 4 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 0, 6, 3)\n ICPR FG 4 Bright\n ICPR H 3 Bright\n Stop\n\t}\n}\n\nActor NewIceGuyFX2 : IceGuyFX2 replaces IceGuyFX2\n{\n\tDamage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0)/6))\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\t+WINDTHRUST\n}\n\nACTOR NewMinotaur\n{\n Radius 28\n Height 100\n Speed 16\n Damage 7\n Monster\n +FLOORCLIP\n +DONTMORPH\n +NODROPOFF\n SeeSound \"minotaur/sight\"\n AttackSound \"minotaur/attack1\"\n PainSound \"minotaur/pain\"\n DeathSound \"minotaur/death\"\n ActiveSound \"minotaur/active\"\n health 500\n painchance 0\n meleerange 164\n mass 4000\n //+NOICEDEATH\n +QUICKTORETALIATE\n +MISSILEMORE\n +DONTMORPH\n Obituary \"%o was burnt to a crisp by the Maulotaur.\"\n HitObituary \"%o was crushed by the Maulotaur.\"\n states\n {\n Spawn:\n\tNMTR A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tNMTR A 0 ACS_ExecuteAlways(913,0,500,25,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n NMTR AB 10 A_Look\n Loop\n\tIdle:\n NMTR AB 10 A_Look\n Loop\n Melee:\n NMTR U 0 A_UnSetInvulnerable\n\tNMTR U 0 A_TakeInventory(\"Hammercheck\", 1)\n NMTR V 10 A_FaceTarget\n NMTR W 7 A_FaceTarget\n NMTR X 12 A_CustomMeleeAttack ((random(1,8)*7)+(ACS_ExecuteWithResult(912,6,0,0)), \"minotaur/melee\")\n Goto See\n Missile:\n NMTR U 0 A_UnSetInvulnerable\n NMTR V 0 A_Jump(51, 2)\n NMTR V 0 A_JumpIfCloser(800, \"Hammer\")\n\tNMTR V 0 A_TakeInventory(\"Hammercheck\", 1)\n \tNMTR V 0 A_Jump(104, 2)\n NMTR V 0 A_JumpIfCloser(2000, \"Charge\")\n NMTR V 10\n NMTR Y 4 A_FaceTarget\n\tNMTR Z 0 A_CustomMissile(\"MinotaurFX1\", 40, 0, 0)\n\tNMTR Z 0 A_CustomMissile(\"MinotaurFX1\", 40, 0, 2.8125)\n\tNMTR Z 0 A_CustomMissile(\"MinotaurFX1\", 40, 0, -2.8125)\n\tNMTR Z 0 A_CustomMissile(\"MinotaurFX1\", 40, 0, 5.625)\n\tNMTR Z 0 A_CustomMissile(\"MinotaurFX1\", 40, 0, -5.625)\n NMTR Z 9\n Goto See\n Hammer:\n NMTR U 0 A_UnSetInvulnerable\n \tNMTR V 0 A_JumpIfInventory(\"Hammercheck\", 1, \"Missile\")\n NMTR V 10 A_FaceTarget\n NMTR W 7 A_FaceTarget\n\tNMTR W 0 A_PlaySound(\"minotaur/attack3\", CHAN_VOICE)\n\tNMTR X 0 A_PlaySound(\"minotaur/attack1\", CHAN_WEAPON)\n NMTR X 12 A_CustomMissile(\"MinotaurFX2\", 0, 0, 0)\n\tNMTR V 0 A_Jump(192, \"HammerLoop\")\n Goto See\n HammerLoop:\n NMTR X 12 A_GiveInventory(\"Hammercheck\", 1)\n Goto Hammer\n Charge:\n\tNMTR U 0 A_SetInvulnerable\n NMTR U 0 A_FaceTarget\n NMTR U 0 A_SkullAttack(13)\n\tNMTR U 0 A_SpawnItemEx(\"MinoPuff\",0,0,0,0,0,2)\n\tNMTR U 0 A_FaceTarget\n\tNMTR U 2\n\tNMTR U 0 A_JumpIf(z - floorz >= 15, \"ChargeStop\")\n goto Charge+2\n ChargeStop:\n SPOS A 0 A_Stop\n goto See\n See:\n NMTR A 0 A_UnSetInvulnerable\n\t//NMTR A 0 A_PlaySound(\"gibbage/xbstep\")\n NMTR AB 5 A_Chase\n\t//NMTR C 0 A_PlaySound(\"gibbage/xbstep\")\n\tNMTR CD 5 A_Chase\n Loop\n Death:\n NMTR A 0 ACS_ExecuteAlways(914,0,400)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 // A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 //A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR G 5\n NMTR H 6 A_Scream\n NMTR I 5\n NMTR J 6\n NMTR K 5\n NMTR L 6\n NMTR M 5 A_NoBlocking\n NMTR N 6\n NMTR O 5\n NMTR P 6\n NMTR Q 5\n NMTR R 6\n NMTR S 5\n NMTR T -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,400)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\nACTOR MinoPuff : PhoenixPuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +CANNOTPUSH\n RenderStyle Translucent\n Alpha 0.4\n SeeSound \"\"\n DeathSound \"\"\n States\n {\n Spawn:\n FX04 BCDEF 4\n Stop\n }\n}\n\nACTOR HammerCheck : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CentaurSpotZ : RandomSpawner replaces Centaur\n{\n\tGame Hexen\n\tSpawnID 1\n\tDropItem \"NewCentaur\"\n\tDropItem \"ImpWarrior\"\n\tDropItem \"NewClink\"\n}\n\nActor NewCentaur : Centaur// Replaces Centaur\n{\nspeed 10\nPainChance \"Convert\", 255\nSpecies \"Centaur\"\n+TELESTOMP\n-DEFLECT\n//+BOSSDEATH\n+NODAMAGETHRUST\ndropitem \"ArtiEmptyFlask\" 64\n dropitem \"ArtiMaroonFlask\" 16\n dropitem \"ReagentRed\" 64\n Dropitem \"Armour2\" 8\n Damagefactor \"Electric\", 1\nmeleerange 60\nHealth 220\nStates\n{\nSpawn:\n\tCENT A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tCENT A 0 ACS_ExecuteAlways(913,0,220,11,1)//increase health on higher difficulties\n CENT AB 10 A_Look\n Loop\nIdle:\n\tCENT AB 10 A_Look\n Loop\n\tMelee:\n CENT H 5 A_FaceTarget\n CENT I 4 A_FaceTarget\n CENT J 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2))\n Goto See\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n See:\n\tCENT ABCD 5 A_Chase\n Loop\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain:\n CENT G 9 A_Pain\n CENT G 3 A_SetReflectiveInvulnerable\n CENT EEE 15 A_CentaurDefend\n CENT E 1 A_UnsetReflectiveInvulnerable\n Goto See\n\tDeath:\n\tCENT A 0 ACS_ExecuteAlways(914,0,40)\n\tCENT K 4\n\tCENT L 4 A_Scream\n\tCENT MN 4\n\tCENT O 4 A_NoBlocking\n\tCENT PQ 4\n\tCENT R 4 A_QueueCorpse\n\tCENT S 4\n\tCENT T -1 //A_BossDeath\n\tStop\n\tXDeath:\n\tCENT A 0 ACS_ExecuteAlways(914,0,40)\n\tCTXD A 0 A_SpawnItemEx(\"GIBBER\")\n\tCTXD B 4 A_NoBlocking\n\tCTXD C 0 A_SpawnItemEx(\"CentaurSword\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270)\n CTXD C 4 A_SpawnItemEx(\"CentaurShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90)\n\n\tCTXD D 3 A_Scream\n\tCTXD E 4 A_QueueCorpse\n\tCTXD F 3\n\tCTXD G 4\n\tCTXD H 3\n\tCTXD I 4\n\tCTXD J 3\n\tCTXD K -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tCENT TSRQPONMLK 4\n\tCENT K 0 A_Pain\n\tGoto See\n}\n}\n\nACTOR NewCentaurMash : NewCentaur replaces CentaurMash\n{\n Game Hexen\n SpawnID 103\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor ImpWarrior : Centaur\n{\n Health 200\n Radius 16\n Height 64\n\tScale 1.15\n Speed 8\n PainChance 128\n MONSTER\n +FLOORCLIP\n\t+TELESTOMP\n\t+NEVERFAST\n\t//+BOSSDEATH\n\t+NODAMAGETHRUST\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tSpecies \"Centaur\"\n SeeSound \"orc/sight\"\n PainSound \"orc/pain\"\n DeathSound \"orc/death\"\n ActiveSound \"orc/active\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ArtiBlackFlask\" 8\n\tdropitem \"ReagentRed\" 64\n\tDropItem \"Armour7\" 8\n\tDamagefactor \"Electric\", 1\n\t//AttackSound \"implord/macehit\"\n Obituary \"%o couldn't run from the imp warrior's fireball.\"\n HitObituary \"%o was beaten to death by an imp warrior.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tWARI A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tWARI A 0 ACS_ExecuteAlways(913,0,200,10,0)//increase health on higher difficulties\n WARI AB 10 A_Look\n Loop\n\tIdle:\n\t\tWARI A 0 A_UnSetInvulnerable\n\t\tWARI AB 10 A_Look\n Loop\n See:\n\t\tWARI A 0 A_UnSetInvulnerable\n WARI AABBCCDD 3 A_Chase\n Loop\n Melee:\n WARI E 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI F 4 A_FaceTarget\n WARI G 5 A_CustomMeleeAttack(random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3), \"implord/macehit\", \"none\")\n Goto See\n Missile:\n\t\tWARI G 0 A_Jump(38, 1)\n\t\tGoto See\n WARI GF 8 A_FaceTarget\n TNT1 A 0 A_Jump(128,2)\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, -30)\n Goto See\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, 30)\n Goto See\n Pain:\n WARI H 8 A_Pain\n\t WARI I 1\n TNT1 A 0 A_SetInvulnerable\n\t WARI IIIIII 4 A_FaceTarget\n WARI IIII 4 A_FaceTarget\n TNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n TNT1 A 0 A_SpawnItemEx(\"WarlordMace\", 0, 0, 32, 4, 0, 0, -90, 128)\n WARI R 8 A_SpawnItemEx(\"WarlordShield\", 0, 0, 32, 5, 0, 0, 90, 128)\n WARI S 8 A_Scream\n WARI T 6\n\t WARI U 6 A_NoBlocking\n WARI V -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n\tXDeath:\n\t\tStop\n }\n}\n\nActor NewClink : Centaur\n{\n Health 190\n Radius 20\n Height 56\n Mass 135\n Speed 14\n Painchance 32\n Monster\n +NOBLOOD\n +FLOORCLIP\n Species \"Centaur\"\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n //+BOSSDEATH\n +NODAMAGETHRUST\n HowlSound \"\"\n DropItem \"ForceCube\" 8\n SeeSound \"clink/sight\"\n AttackSound \"clink/attack\"\n PainSound \"clink/pain\"\n DeathSound \"clink/death\"\n ActiveSound \"clink/active\"\n Damagefactor \"Electric\", 1\n Damage (random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2))\n +NOTARGET\n +NOINFIGHTING\n +NEVERFAST\n Obituary \"$OB_CLINK\" // \"%o was slashed by a sabreclaw.\"\n MeleeRange 52\n States\n {\n Spawn:\n\tCLNK A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tCLNK A 0 ACS_ExecuteAlways(913,0,190,9,0)//increase health on higher difficulties\n CLNK AB 10 A_Look\n Loop\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 3 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 3 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK E 5 A_FaceTarget\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n Goto See\n Missile:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 0 A_CheckFloor(2)\n CLNK A 0 A_Jump(256, \"See\")\n CLNK A 1 A_JumpIfCloser(300, \"ChargeAttack\")\n Goto See\n ChargeAttack:\n CLNK A 3 A_FaceTarget\n\tCLNK A 0 A_SetInvulnerable\n CLNK A 0 A_SkullAttack(22)\n CLNK A 20\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 0 A_Gravity\n CLNK A 0 A_Stop\n Goto See\n Pain:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Death:\n\tCLNK I 0 ACS_ExecuteAlways(914,0,40)\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\t\tCLNK ONMLKJI 5\n\t\tGoto See\n\tXDeath:\n\t\tStop\n }\n}\n\nActor CentaurLeaderSpotZ : RandomSpawner replaces CentaurLeader\n{\n\tGame Hexen\n\tSpawnID 2\n\tDropItem \"NewCentaurLeader\"\n\tDropItem \"ImpWarlord\"\n\tDropitem \"Razreblade\"\n}\n\nActor ImpWarlord : CentaurLeader\n{\n Health 250\n Radius 16\n Height 64\n\tScale 1.15\n Speed 8\n PainChance 128\n MONSTER\n +FLOORCLIP\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t+NODAMAGETHRUST\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tDamagefactor \"Electric\", 1\n\tSpecies \"Centaur\"\n SeeSound \"orc/sight\"\n PainSound \"orc/pain\"\n DeathSound \"orc/death\"\n ActiveSound \"orc/active\"\n\tHowlSound \"\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ArtiBlackFlask\" 8\n\tdropitem \"ReagentRed\" 64\n\tDropitem \"ReagentGreen\" 64\n\tDropItem \"Armour7\" 8\n\tDropItem \"ForceCube\" 8\n Obituary \"%o couldn't run from the imp warlord's fireball.\"\n HitObituary \"%o was beaten to death by an imp warlord.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tWARI A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tWARI A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties\n WARI AB 10 A_Look\n Loop\n\tIdle:\n\t\tWARI A 0 A_UnSetInvulnerable\n\t\tWARI AB 10 A_Look\n Loop\n See:\n\t\tWARI A 0 A_UnSetInvulnerable\n WARI AABBCCDD 3 A_Chase\n Loop\n Melee:\n WARI E 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI F 4 A_FaceTarget\n WARI G 5 A_CustomMeleeAttack(random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3), \"implord/macehit\", \"none\")\n Goto See\n Missile:\n TNT1 A 0 A_Jump(38,23) //20% chance: jump to familiar drop\n TNT1 A 0 A_Jump(77,2) //30% chance: jump to heat seekers\n TNT1 A 0 A_Jump(128,11) //50% chance: jump to green fireballs\n Goto Missile+28 //Otherwise : jump to red fireball\n TNT1 A 0 A_SetInvulnerable\n WARI I 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/shieldshot\")\n WARI J 6 bright A_FaceTarget\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_CustomMissile(\"YellowSkullSeeker\", 36, 0, -45)\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 36, 0, 45)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 36, 0, 0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI L 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI M 5 A_FaceTarget\n //TNT1 A 0 A_PlayWeaponSound(\"imp/attack\")\n TNT1 A 0 A_Jump(128,3)\n\t\tTNT1 A 0 A_PlaySound(\"implord/poisonballfire\")\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 44, 0, -8, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 28, 0, 8, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 36, 0, 0, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 40, 0, -4, 1)\n WARI N 6 A_CustomMissile(\"GreenPoisonBall\", 32, 0, 4, 1)\n Goto See\n WARI GF 8 A_FaceTarget\n TNT1 A 0 A_Jump(128,2)\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, -30)\n Goto See\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, 30)\n Goto See\n TNT1 A 0 A_Jump(128,5)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI P 5 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 36, 0, 0)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n\t WARI P 5 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 36, 0, 0)\n Goto See\n Pain:\n WARI H 8 A_Pain\n\t WARI I 1\n TNT1 A 0 A_SetInvulnerable\n\t WARI IIIIII 4 A_FaceTarget\n WARI IIII 4 A_FaceTarget\n TNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SpawnItemEx(\"WarlordMace\", 0, 0, 32, 4, 0, 0, -90, 128)\n WARI R 8 A_SpawnItemEx(\"WarlordShield\", 0, 0, 32, 5, 0, 0, 90, 128)\n WARI S 8 A_Scream\n WARI T 6\n\t WARI U 6 A_NoBlocking\n WARI V -1 //A_BossDeath\n Stop\n\tXDeath:\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nActor YellowSkullSeeker\n{\n Radius 8\n Height 6\n Speed 9\n Damage ((random(1,8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n +SEEKERMISSILE\n PROJECTILE\n RenderStyle Add\n Scale 0.67\n Alpha 0.67\n DeathSound \"implord/shieldshothit\"\n Decal RevenantScorch\n States\n {\n Spawn:\n WLP2 ABCD 3 Bright A_SeekerMissile (5,10)\n Loop\n Death:\n WLP2 EFG 4 Bright\n Stop\n }\n}\n\nActor GreenPoisonBall\n{\n Radius 8\n Height 6\n Speed 10\n Damage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\t+NODAMAGETHRUST\n PROJECTILE\n RenderStyle Add\n\tDamagetype Poison\n\tPoisonDamage 15\n Alpha 0.67\n DeathSound \"impwar/poison\"\n States\n {\n Spawn:\n WLP1 ABCD 3\n Loop\n Death:\n WLP1 EFGH 4\n Stop\n }\n}\n\nActor FamiliarSpawner\n{\n +MISSILE\n +DOOMBOUNCE\n +BOUNCEONACTORS\n +BLOODLESSIMPACT\n +PAINLESS\n Speed 8\n DeathSound \"implord/familiarspawn\"\n States\n {\n Spawn:\n WLP3 ABCD 4\n Loop\n Death:\n WLP3 E 4\n WLP3 F 6\n TNT1 A 0 A_Jump(85,3)\n WLP3 G 8 A_SpawnItemEx(\"SummonedBatFamiliar\",0,0,32,0,0,0,0,SXF_SETMASTER)\n WLP3 H 350\n Stop\n WLP3 G 8 A_SpawnItemEx(\"DragonFamiliar\",0,0,32,0,0,0,0,SXF_SETMASTER)\n WLP3 H 350\n Stop\n }\n}\n\nActor RedSkullBall\n{\n Radius 8\n Height 6\n Speed 15\n Damage ((random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n PROJECTILE\n RenderStyle Add\n Alpha 0.67\n SeeSound \"impwar/skull\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n\t\tWLP4 A 1 Bright\n\t\tWLP4 A 5 Bright A_PlaySound(\"impwar/skull\")\n WLP4 BCB 5 Bright\n Goto Spawn+1\n Death:\n WLP4 DEFG 5 Bright\n Stop\n }\n}\n\nActor WarlordMace\n{\n +DOOMBOUNCE\n Speed 4\n States\n {\n Spawn:\n WLI2 ABCDEF 5\n WLI2 G -1\n Stop\n }\n}\n\nActor WarlordShield\n{\n +DOOMBOUNCE\n Speed 5\n States\n {\n Spawn:\n WLI1 ABCDEF 5\n WLI1 G -1\n Stop\n }\n}\n\nActor SummonedBatFamiliar\n{\n Health 10\n Radius 12\n Height 24\n Speed 14\n PainChance 200\n MONSTER\n\t+NODAMAGETHRUST\n +NOGRAVITY\n +FLOAT\n +NEVERRESPAWN\n SeeSound \"batfam/idle\"\n PainSound \"batfam/pain\"\n DeathSound \"batfam/death\"\n ActiveSound \"batfam/idle\"\n HitObituary \"%o was scratched by a bat familiar\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tBFAM A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBFAM A 0 ACS_ExecuteAlways(913,0,10,1,0)//increase health on higher difficulties\n BFAM ABCB 3 A_Look\n Loop\n\tIdle:\n\t\tBFAM ABCB 3 A_Look\n Loop\n See:\n BFAM ABCB 3 A_Chase\n Loop\n Melee:\n BFAM A 3 A_FaceTarget\n BFAM B 3 A_CustomMeleeAttack(random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3),\"batfam/idle\")\n BFAM CB 3 A_FaceTarget\n Goto See\n Pain:\n BFAM A 2\n BFAM A 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_Die\n TNT1 A 0 A_NoBlocking\n BFAM D 5 A_Scream\n BFAM E 5\n BFAM FDEF 5\n Goto Death+5\n Crash:\n TNT1 A 0 A_SetFloorClip\n BFAM G 6 A_PlaySound(\"batfam/crash\")\n BFAM H 7\n BFAM I 8\n BFAM J -1\n Stop\n }\n}\n\nActor DragonFamiliar\n{\n Health 25\n Radius 16\n Height 32\n Speed 10\n PainChance 200\n MaxTargetRange 78\n MONSTER\n\t+NODAMAGETHRUST\n +NOGRAVITY\n +FLOAT\n +STRIFEDAMAGE\n +NEVERRESPAWN\n SeeSound \"dragonfam/see\"\n PainSound \"dragonfam/pain\"\n DeathSound \"dragonfam/death\"\n ActiveSound \"dragonfam/idle\"\n Obituary \"%o was cooked by a dragon familiar.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tDFAM A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tDFAM A 0 ACS_ExecuteAlways(913,0,25,2,0)//increase health on higher difficulties\n DFAM ABCD 10 A_Look\n Loop\n\tIdle:\n\t\tDFAM ABCD 10 A_Look\n Loop\n See:\n DFAM AABBCCDD 3 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfCloser(270,2)\n\t Goto See\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n\t Goto Missile+3\n\t TNT1 A 0 A_PlaySound(\"dragonfam/attack\")\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuffNoDamage\", 12, 0, 0)\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuff\", 12, 0, Random(1,2))\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuff\", 12, 0, Random(-1,-2))\n Goto Missile+1\n Pain:\n DFAM F 2\n DFAM F 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_Die\n DFAM G 8 A_NoBlocking\n DFAM H 8 A_Scream\n DFAM I 6 A_SetFloorClip\n DFAM JKL 6\n DFAM M -1\n Stop\n }\n}\n\nActor MiniFirePuff\n{\n Radius 6\n Height 10\n Speed 7\n Damage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0))/6)\n\t+NODAMAGETHRUST\n PROJECTILE\n\tDamagetype Fire\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n DFFP ABCDEFGH 2 Bright\n Death:\n DFFP IJKLMNOPQR 2 Bright\n Stop\n }\n}\n\nActor MiniFirePuffNoDamage : MiniFirePuff\n{\n Damage 0\n}\n\nActor NewCentaurLeader : CentaurLeader\n{\nSpecies \"Centaur\"\nPainChance \"Convert\", 255\n+TELESTOMP\n-DEFLECT\n//+BOSSDEATH\n+NODAMAGETHRUST\nmeleerange 74\ndropitem \"ArtiEmptyFlask\" 32\n dropitem \"ArtiBlueFlask\" 32\n dropitem \"ReagentRed\" 64\n DropItem \"Armour2\" 8\n Damagefactor \"Electric\", 1\n Health 300\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nSpawn:\n\tCENT A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tCENT A 0 ACS_ExecuteAlways(913,0,300,15,1)//increase health on higher difficulties\n\t//Idle\n CENT AB 10 A_Look\n Loop\nIdle:\n\tCENT AB 10 A_Look\n Loop\n\tPain:\n\tCENT G 9 A_Pain\n\tCENT G 3 A_SetReflectiveInvulnerable\n\tCENT G 0 A_Jump(128,5)\n\tCENT E 10 A_FaceTarget\n\tCENT F 8 Bright A_CustomMissile(\"CentaurFX\", 45, 0, 0, CMF_AIMOFFSET)\n\tCENT E 6 A_FaceTarget\n\tCENT E 0 A_Jump(256,4)\n\tCENT EEE 15 A_CentaurDefend\n\tCENT E 1 A_UnsetReflectiveInvulnerable\n\tGoto See\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\nSee:\n\tCENT ABCD 5 A_Chase\n Loop\n\tMelee:\n CENT H 5 A_FaceTarget\n CENT I 4 A_FaceTarget\n CENT J 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2))\n Goto See\n Flee:\n CENT ABCD 5 A_ChangeFlag(\"FRIGHTENED\", 1)\n\tgoto See\n\tDeath:\n\tCENT A 0 ACS_ExecuteAlways(914,0,55)\n\tCENT K 4\n\tCENT L 4 A_Scream\n\tCENT MN 4\n\tCENT O 4 A_NoBlocking\n\tCENT PQ 4\n\tCENT R 4 A_QueueCorpse\n\tCENT S 4\n\tCENT T -1\n\tStop\n\tXDeath:\n\tCENT A 0 ACS_ExecuteAlways(914,0,55)\n\tCTXD A 0 A_SpawnItemEx(\"GIBBER\")\n\tCTXD B 4 A_NoBlocking\n\tCTXD C 0 A_SpawnItemEx(\"CentaurSword\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270)\n CTXD C 4 A_SpawnItemEx(\"CentaurShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90)\n\tCTXD D 3 A_Scream\n\tCTXD E 4 A_QueueCorpse\n\tCTXD F 3\n\tCTXD G 4\n\tCTXD H 3\n\tCTXD I 4\n\tCTXD J 3\n\tCTXD K -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,55)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\nActor NewCentaurFX : CentaurFX replaces CentaurFX\n{\n\tRadius 6\n\tDamage ((random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tHeight 8\n\tStates\n\t{\n\tSpawn:\n CTFX A 1 Bright A_SpawnItemEx(\"CentaurTrailFX\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), 0, 138)\n Loop\n\t}\n}\n\nActor CentaurTrailFX\n{\n\tRadius 6\n\tHeight 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.5\n\t+PAINLESS\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\tCTFX A 0 Bright\n\tCTFX A 1 Bright A_FadeOut(0.05)\n\tLoop\n\t}\n}\n\nActor RazreBlade : CentaurLeader\n{\n Health 240\n Radius 20\n Height 56\n Mass 135\n Speed 14\n Painchance 32\n Monster\n +NOBLOOD\n +FLOORCLIP\n Species \"Centaur\"\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n //+BOSSDEATH\n +NODAMAGETHRUST\n SeeSound \"clink/sight\"\n AttackSound \"clink/attack\"\n PainSound \"clink/pain\"\n DeathSound \"clink/death\"\n ActiveSound \"clink/active\"\n Damagefactor \"Electric\", 1\n HowlSound \"\"\n Damage (random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2))\n +NOTARGET\n +NOINFIGHTING\n Obituary \"%o was slashed by a razreblade.\"\n HitObituary \"%o was slashed by a razreblade.\"\n MeleeRange 52\n States\n {\n Spawn:\n\tCLNK A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tCLNK A 0 ACS_ExecuteAlways(913,0,240,12,0)//increase health on higher difficulties\n CLNK AB 10 A_Look\n Loop\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 3 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 3 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK E 5 A_FaceTarget\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n Goto See\n Missile:\n\tCLNK A 0 A_UnSetInvulnerable\n\tCLNK A 0 A_Jump(128, \"AxeMissile\")\n CLNK A 0 A_CheckFloor(2)\n CLNK A 0 A_Jump(256, \"See\")\n CLNK A 1 A_JumpIfCloser(300, \"ChargeAttack\")\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n AxeMissile:\n\tCLNK E 5 A_FaceTarget\n\tCLNK F 5 A_FaceTarget\n\tCLNK G 5 A_CustomMissile(\"ClinkAxe\",30,0,0)\n\tGoto See\n ChargeAttack:\n CLNK A 3 A_FaceTarget\n\tCLNK A 0 A_SetInvulnerable\n CLNK A 0 A_SkullAttack(22)\n CLNK A 20\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 0 A_Gravity\n CLNK A 0 A_Stop\n Goto See\n Pain:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Death:\n\tCLNK I 0 ACS_ExecuteAlways(914,0,55)\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,55)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n XDeath:\n\tStop\n }\n}\n\nACTOR ClinkAxe\n{\n Radius 10\n Height 8\n Speed 25\n Damage ((random(1,8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n Projectile\n +NODAMAGETHRUST\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n +THRUGHOST\n +WINDTHRUST\n Renderstyle Add\n Scale 0.6\n DeathSound \"hknight/hit\"\n States\n {\n Spawn:\n CLAX A 3 Bright A_PlaySound(\"hknight/axewhoosh\")\n CLAX BC 3 Bright\n Loop\n Death:\n CLAX DEF 6 Bright\n Stop\n }\n}\n\nActor SerpentSpotZ : RandomSpawner replaces Serpent\n{\n\tGame Hexen\n\tSpawnID 6\n\tDropItem \"NewSerpent\" 255 160\n\tDropItem \"IceStalker\" 255 86\n}\n\nActor NewSerpent : Serpent\n{\n+TELESTOMP\n//meleerange 72\n//+BOSSDEATH\n+NODAMAGETHRUST\nDropitem \"ReagentGreen\" 64\nHealth 130\nStates\n{\nSpawn:\nSSPT H 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tSSPT H 0 ACS_ExecuteAlways(913,0,130,7,0)//increase health on higher difficulties\n\tSSPT H 10 A_Look\n Loop\nIdle:\n\tSSPT H 10 A_Look\n Loop\nIdle:\nSSPT H 10 A_Look\n Loop\n\tMeleeAttack:\n SSPT N 5 A_CustomMeleeAttack((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n Goto Dive\n\tDeath:\n\tSSPT A 0 ACS_ExecuteAlways(914,0,30)\n\tSSPT O 4\n\tSSPT P 4 A_Scream\n\tSSPT Q 4 A_NoBlocking\n\tSSPT RSTUVWXYZ 4\n\tSSPT Z 0 //A_BossDeath\n\tStop\n\tXDeath:\n\tSSPT A 0 ACS_ExecuteAlways(914,0,30)\n\tSSXD A 4\n\tSSXD B 0 A_CustomMissile(\"SerpentHead\",45,0,0,2)\n\tSSXD B 4\n\tSSXD C 4 A_NoBlocking\n\tSSXD DE 4\n\tSSXD FG 3\n\tSSXD H 0 A_CustomMissile(\"SerpentGib1\",6,0,0,2)\n\tSSXD H 0 A_CustomMissile(\"SerpentGib2\",6,0,0,2)\n\tSSXD H 0 A_CustomMissile(\"SerpentGib3\",6,0,0,2)\n\tSSXD H 3 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,30)\n\t\"----\" L 5 A_GenericFreezeDeath\n\t\"----\" L 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\nACTOR iceStalker : serpent\n{\n\tHealth 180\n\tSpeed 10\n\tMonster\n\t//MeleeRange 72\n\tdamagetype ice\n\t-SHOOTABLE\n\t+NOBLOOD\n\t+CANTLEAVEFLOORPIC +NONSHOOTABLE\n\t+STAYMORPHED +DONTBLAST +NOTELEOTHER\n\t+INVISIBLE\n\t+NOICEDEATH\n\t//+BOSSDEATH\n\t+NODAMAGETHRUST\n\tDropitem \"ReagentBlue\" 64\n Obituary \"%o caught a chill from an ice stalker.\"\n HitObituary \"%o caught a chill from an ice stalker.\"\n\tStates\n\t{\n\tSpawn:\n\t\tISPT H 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tISPT H 0 ACS_ExecuteAlways(913,0,180,9,0)\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tSee:\n\t\tISPT HH 1 A_Chase(\"Melee\", \"None\", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE)\n\t\tISPT H 2 A_SerpentHumpDecide\n\t\tLoop\n\tPain:\n\t\tISPT L 5\n\t\tISPT L 5 A_Pain\n\tDive:\n\t\tISDV ABC 4\n\t\tISDV D 4 A_UnSetShootable\n\t\tISDV E 3 A_PlaySoundEx(\"SerpentActive\", \"Body\")\n\t\tISDV F 3\n\t\tISDV GH 4\n\t\tISDV I 3\n\t\tISDV J 3 A_SerpentHide\n\t\tGoto See\n\tMelee:\n\t\tISPT A 1 A_UnHideThing\n\t\tISPT A 1 A_PlaySoundEx(\"SerpentBirth\", \"Voice\")\n\t\tISPT B 3 A_SetShootable\n\t\tISPT C 3\n\t\tISPT D 4 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tDeath:\n\t\tISPT A 0 ACS_ExecuteAlways(914,0,55)\n\t\tISPT A 0 //A_BossDeath\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tXDeath:\n\t\tISPT A 0 ACS_ExecuteAlways(914,0,55)\n\t\tISPT A 0 //A_BossDeath\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tIce:\n\t\tSTOP\n\tWalk:\n\t\tISPT IJI 5 A_Chase(\"Attack\", \"None\", CHF_NIGHTMAREFAST)\n\t\tISPT J 5 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tHump:\n\t\tISPT H 3 A_SerpentUnHide\n\t\tISPT EFGEF 3 A_SerpentRaiseHump\n\t\tISPT GEF 3\n\t\tISPT GEFGE 3 A_SerpentLowerHump\n\t\tISPT F 3 A_SerpentHide\n\t\tGoto See\n\tAttack:\n\t\tISPT K 6 A_FaceTarget\n\t\tISPT L 5 A_SerpentChooseAttack\n\t\tGoto MeleeAttack\n\tMeleeAttack:\n\t\tISPT N 5 A_CustomMeleeAttack((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto Dive\n\t}\n}\n\nActor SerpentLeaderSpotZ : RandomSpawner replaces SerpentLeader\n{\n\tGame Hexen\n\tSpawnID 7\n\tDropItem \"NewSerpentLeader\" 255 160\n\tDropItem \"IceStalkerLeader\" 255 86\n}\n\nActor NewSerpentLeader : SerpentLeader\n{\n+TELESTOMP\n//meleerange 72\n//+BOSSDEATH\n+NODAMAGETHRUST\nDropitem \"ReagentGreen\" 64\nHealth 130\nStates\n{\nSpawn:\n\tSSPT H 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tSSPT H 0 ACS_ExecuteAlways(913,0,130,7,0)//increase health on higher difficulties\n\tSSPT H 10 A_Look\n Loop\nIdle:\n SSPT H 10 A_Look\n Loop\nIdle:\n\tSSPT H 10 A_Look\n Loop\n\tMeleeAttack:\n SSPT N 5 A_CustomMeleeAttack((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n Goto Dive\n\tDeath:\n\tSSPT A 0 ACS_ExecuteAlways(914,0,50)\n\tSSPT O 4\n\tSSPT P 4 A_Scream\n\tSSPT Q 4 A_NoBlocking\n\tSSPT RSTUVWXYZ 4\n\tSSPT Z 0 //A_BossDeath\n\tStop\n\tXDeath:\n\tSSPT A 0 ACS_ExecuteAlways(914,0,50)\n\tSSXD A 4\n\tSSXD B 0 A_CustomMissile(\"SerpentHead\",45,0,0,2)\n\tSSXD B 4\n\tSSXD C 4 A_NoBlocking\n\tSSXD DE 4\n\tSSXD FG 3\n\tSSXD H 0 A_CustomMissile(\"SerpentGib1\",6,0,0,2)\n\tSSXD H 0 A_CustomMissile(\"SerpentGib2\",6,0,0,2)\n\tSSXD H 0 A_CustomMissile(\"SerpentGib3\",6,0,0,2)\n\tSSXD H 3 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,50)\n\t\"----\" L 5 A_GenericFreezeDeath\n\t\"----\" L 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\n//Ice Stalker created by Ben2k9/Virtue\n\nACTOR iceStalkerLeader : serpentleader\n{\n\tHealth 160\n\tSpeed 10\n\tMonster\n\tMeleerange 72\n\tdamagetype ice\n\t-SHOOTABLE\n\t+NOBLOOD\n\t+CANTLEAVEFLOORPIC +NONSHOOTABLE\n\t+STAYMORPHED +DONTBLAST +NOTELEOTHER\n\t+INVISIBLE\n\t+NOICEDEATH\n\t//+BOSSDEATH\n\t+NODAMAGETHRUST\n\tDropitem \"ReagentBlue\" 64\n\tDropitem \"ArtiAquaFlask\" 4\n Obituary \"%o caught a chill from an ice stalker.\"\n HitObituary \"%o caught a chill from an ice stalker.\"\n\tStates\n\t{\n\tSpawn:\n\t\tISPT H 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tISPT H 0 ACS_ExecuteAlways(913,0,160,8,0)\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tSee:\n\t\tISPT HH 1 A_Chase(\"Melee\", \"None\", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE)\n\t\tISPT H 2 A_SerpentHumpDecide\n\t\tLoop\n\tPain:\n\t\tISPT L 5\n\t\tISPT L 5 A_Pain\n\tDive:\n\t\tISDV ABC 4\n\t\tISDV D 4 A_UnSetShootable\n\t\tISDV E 3 A_PlaySoundEx(\"SerpentActive\", \"Body\")\n\t\tISDV F 3\n\t\tISDV GH 4\n\t\tISDV I 3\n\t\tISDV J 3 A_SerpentHide\n\t\tGoto See\n\tMelee:\n\t\tISPT A 1 A_UnHideThing\n\t\tISPT A 1 A_PlaySoundEx(\"SerpentBirth\", \"Voice\")\n\t\tISPT B 3 A_SetShootable\n\t\tISPT C 3\n\t\tISPT D 4 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tMissile:\n\t\tISPT N 0 A_CustomMissile(\"iceguyFX\", 32, 0)\n\t\tISPT N 5 A_CustomMissile(\"iceguyFX\", 32, 0)\n\t\tGoto Dive\n\tDeath:\n\t\tISPT A 0 ACS_ExecuteAlways(914,0,60)\n\t\tISPT A 0 //A_BossDeath\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tXDeath:\n\t\tISPT A 0 ACS_ExecuteAlways(914,0,60)\n\t\tISPT A 0 //A_BossDeath\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tIce:\n\t\tSTOP\n\tWalk:\n\t\tISPT IJI 5 A_Chase(\"Attack\", \"None\", CHF_NIGHTMAREFAST)\n\t\tISPT J 5 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tHump:\n\t\tISPT H 3 A_SerpentUnHide\n\t\tISPT EFGEF 3 A_SerpentRaiseHump\n\t\tISPT GEF 3\n\t\tISPT GEFGE 3 A_SerpentLowerHump\n\t\tISPT F 3 A_SerpentHide\n\t\tGoto See\n\tAttack:\n\t\tISPT K 6 A_FaceTarget\n\t\tISPT L 5 A_SerpentChooseAttack\n\t\tGoto MeleeAttack\n\tMeleeAttack:\n\t\tISPT N 5 A_CustomMeleeAttack((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto Dive\n\t}\n}\n\nActor NewSerpentFX : SerpentFX replaces SerpentFX\n{\n\tPoisonDamage 40\n\tDamagetype Poison\n\tDamage ((random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n SSFX A 0\n SSFX A 0 Bright A_PlaySoundEx(\"SerpentFXContinuous\", \"Body\", 1)\n SSFX AAABBBAAABBB 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,8)\n Goto Spawn+1\n\t}\n}\n\nActor NewHeresiarch : Heresiarch Replaces Heresiarch\n{\nHealth 30000\n+TELESTOMP\n+NEVERRESPAWN\nPainChance 0\nDamagefactor \"PoisonCloud\", 0.25\nDamageFactor \"Deathblow\", 0\nDropItem \"NewArtiBoostMana\"\nDropItem \"NewArtiSuperHealth\"\nDropItem \"AccessoryRandomSpawner\" 32\nStates\n{\n\tSpawn:\n\tSORC A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n SORC A 0 ACS_ExecuteAlways(913,0,30000,0,1)\n SORC A 5 A_SorcSpinBalls\n Idle:\n SORC A 10 A_Look\n Wait\n\tDeath:\n\tSORC A 0 ACS_ExecuteAlways(914,0,20000)\n\tSORC H 5\n\tSORC I 5 Bright A_FaceTarget\n\tSORC I 5 A_Scream\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tSORC J 5 //A_Scream\n\tSORC KLMNOPQRST 5\n\tSORC U 5 A_NoBlocking\n\tSORC VWXY 5\n\tSORC Z -1\n\tStop\n}\n}\n\nActor NewSorcBall1 : SorcBall1 replaces SorcBall1\n{\n\tStates\n\t{\n\tDeath:\n\t\tSBS4 D 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\tSBS4 D 5 A_Explode(255+(ACS_ExecuteWithResult(912,30,0,0)), 255)\n\t\tSBS4 E 5\n\t\tSBS4 FGH 6\n\t\tStop\n\t}\n}\n\nActor NewSorcBall2 : SorcBall2 replaces SorcBall2\n{\n\tStates\n\t{\n\tDeath:\n\t\tSBS3 D 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\tSBS3 D 5 A_Explode(255+(ACS_ExecuteWithResult(912,30,0,0)), 255)\n\t\tSBS3 E 5\n\t\tSBS3 FGH 6\n\t\tStop\n\t}\n}\n\nActor NewSorcBall3 : SorcBall3 replaces SorcBall3\n{\n\tStates\n\t{\n\tDeath:\n\t\tSBS3 D 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\tSBS3 D 5 A_Explode(255+(ACS_ExecuteWithResult(912,30,0,0)), 255)\n\t\tSBS3 E 5\n\t\tSBS3 FGH 6\n\t\tStop\n\t}\n}\n\nACTOR NewClericBoss : ClericBoss Replaces ClericBoss\n{\n Health 8000\n +NODAMAGETHRUST\n +BOSS\n +TELESTOMP\n +NEVERRESPAWN\n +NOTELEOTHER\n\t+NOTARGET\n PainChance 0\n DropItem \"Armour2\"\n DropItem \"NewArtiSuperHealth\"\n DamageFactor \"Deathblow\", 0\n Damagefactor \"PoisonCloud\", 0.25\n DropItem \"AccessoryRandomSpawner\" 32\n States\n {\n\tSpawn:\n CLER A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n CLER A 3 ACS_ExecuteAlways(913,0,8000,0,1)\n\tCLER A 5 A_Look\n Loop\n Idle:\n CLER A 5 A_Look\n Loop\n Death:\n CLER I 6\n CLER K 6 A_Scream\n CLER LL 6\n\tCLER A 0 ACS_ExecuteAlways(914,0,1000)\n CLER M 6 A_NoBlocking\n CLER NOP 6\n CLER Q -1\n Stop\n XDeath:\n\tCLER R 0 A_SpawnItemEx(\"GIBBER\")\n CLER R 5 A_Scream\n CLER S 5\n\tCLER A 0 ACS_ExecuteAlways(914,0,1000)\n CLER T 5 A_NoBlocking\n CLER UVWXYZ 5\n CLER \"[\" -1\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,1000)\n\t\"----\" \"\\\" 5 A_GenericFreezeDeath\n \"----\" \"\\\" 1 A_FreezeDeathChunks\n Wait\n Burn:\n CLER C 5 Bright A_PlaySound(\"PlayerClericBurnDeath\")\n FDTH D 4 Bright\n FDTH G 5 Bright\n FDTH H 4 Bright A_Scream\n FDTH I 5 Bright\n FDTH J 4 Bright\n FDTH K 5 Bright\n FDTH L 4 Bright\n FDTH M 5 Bright\n FDTH N 4 Bright\n FDTH O 5 Bright\n FDTH P 4 Bright\n FDTH Q 5 Bright ACS_ExecuteAlways(914,0,1000)\n FDTH R 4 Bright\n FDTH S 5 Bright A_NoBlocking\n FDTH T 4 Bright\n FDTH U 5 Bright\n FDTH V 4 Bright\n Stop\n }\n}\nACTOR NewFighterBoss : FighterBoss Replaces FighterBoss\n{\n Health 8000\n+TELESTOMP\nPainChance 0\nDropItem \"Armour1\"\nDropItem \"Armour3\"\nDropItem \"Armour5\"\n+NODAMAGETHRUST\n+BOSS\n+NEVERRESPAWN\n+NOTELEOTHER\n\t+NOTARGET\nDamageFactor \"Deathblow\", 0\nDamagefactor \"PoisonCloud\", 0.25\nDropItem \"AccessoryRandomSpawner\" 32\n States\n {\n Spawn:\n PLAY A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n PLAY A 3 ACS_ExecuteAlways(913,0,8000,0,1)\n PLAY A 5 A_Look\n Loop\n Idle:\n\tPLAY A 5 A_Look\n Loop\n Melee:\n Missile:\n PLAY E 8 A_FaceTarget\n\tPLAY F 0 A_PlaySound(\"FighterSwordFire\")\n\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, 11.25)\n\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, 5.625)\n\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, -11.25)\n\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, -5.625)\n PLAY F 8 A_CustomMissile(\"BossFSwordMissile\", 32, 0)\n Goto See\n Death:\n PLAY H 6\n\tPLAY A 0 ACS_ExecuteAlways(914,0,1000)\n PLAY I 6 A_Scream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY M 6\n PLAY N -1\n Stop\n XDeath:\n\tPLAY O 0 A_SpawnItemEx(\"GIBBER\")\n PLAY A 0 ACS_ExecuteAlways(914,0,1000)\n PLAY O 5 A_Scream\n PLAY P 5 A_SkullPop\n PLAY R 5 A_NoBlocking\n PLAY STUV 5\n PLAY W -1\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,1000)\n \"----\" X 5 A_GenericFreezeDeath\n \"----\" X 1 A_FreezeDeathChunks\n Wait\n Burn:\n FDTH A 5 Bright A_PlaySound(\"PlayerFighterBurnDeath\")\n FDTH B 4 Bright\n\tPLAY A 0 ACS_ExecuteAlways(914,0,1000)\n FDTH G 5 Bright\n FDTH H 4 Bright A_Scream\n FDTH I 5 Bright\n FDTH J 4 Bright\n FDTH K 5 Bright\n FDTH L 4 Bright\n FDTH M 5 Bright\n FDTH N 4 Bright\n FDTH O 5 Bright\n FDTH P 4 Bright\n FDTH Q 5 Bright\n FDTH R 4 Bright\n FDTH S 5 Bright A_NoBlocking\n FDTH T 4 Bright\n FDTH U 5 Bright\n FDTH V 4 Bright\n Stop\n }\n}\n\nActor BossFSwordMissile : FSwordMissile\n{\n\tDamage (random(1,8)*8+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n FSFX ABC 3 Bright A_CustomMissile(\"FSwordFireTrail\",0,0,0,6)\n Loop\n\tDeath:\n FSFX D 3 Bright\n FSFX E 2 Bright A_FSwordFlames\n FSFX F 3 Bright A_Explode(64+ACS_ExecuteWithResult(912,1,0,0), 128, 0)\n FSFX G 2 Bright\n FSFX H 3 Bright\n FSFX I 2 Bright\n FSFX J 3 Bright\n FSFX KLM 2 Bright\n Stop\n\t}\n}\n\nACTOR NewMageBoss : MageBoss replaces MageBoss\n{\n Health 8000\n\t+TELESTOMP\n\t+NODAMAGETHRUST\n\t+BOSS\n\tPainChance 0\n\tDropItem \"Armour4\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"AccessoryRandomSpawner\" 32\n\t+NEVERRESPAWN\n\tDamageFactor \"Deathblow\", 0\n\t+NOTELEOTHER\n\t+NOTARGET\n\tDamagefactor \"PoisonCloud\", 0.25\n States\n {\n Spawn:\n MAGE A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n MAGE A 3 ACS_ExecuteAlways(913,0,8000,0,1)\n MAGE A 5 A_Look\n Loop\n Idle:\n\tMAGE A 5 A_Look\n Loop\n Melee:\n Missile:\n MAGE E 8 A_FaceTarget\n\tMAGE F 0 A_CustomMissile(\"BossMageStaffFX2\", 40, 0, -5)\n\tMAGE F 0 A_CustomMissile(\"BossMageStaffFX2\", 40, 0, 5)\n MAGE F 8 Bright A_CustomMissile(\"BossMageStaffFX2\", 40, 0)\n Goto See\n Death:\n MAGE A 0 ACS_ExecuteAlways(914,0,1000)\n MAGE H 6\n MAGE I 6 A_Scream\n MAGE JK 6\n MAGE L 6 A_NoBlocking\n MAGE M 6\n MAGE N -1\n Stop\n XDeath:\n\tMAGE O 0 A_SpawnItemEx(\"GIBBER\")\n MAGE O 5 A_Scream\n\tMAGE A 0 ACS_ExecuteAlways(914,0,1000)\n MAGE P 5\n MAGE R 5 A_NoBlocking\n MAGE S 5\n MAGE T 5\n MAGE U 5\n MAGE V 5\n MAGE W 5\n MAGE X -1\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,1000)\n \"----\" Y 5 A_GenericFreezeDeath\n \"----\" Y 1 A_FreezeDeathChunks\n Wait\n Burn:\n FDTH E 5 Bright A_PlaySound(\"PlayerMageBurnDeath\")\n FDTH F 4 Bright\n\tMAGE A 0 ACS_ExecuteAlways(914,0,1000)\n FDTH G 5 Bright\n FDTH H 4 Bright A_Scream\n FDTH I 5 Bright\n FDTH J 4 Bright\n FDTH K 5 Bright\n FDTH L 4 Bright\n FDTH M 5 Bright\n FDTH N 4 Bright\n FDTH O 5 Bright\n FDTH P 4 Bright\n FDTH Q 5 Bright\n FDTH R 4 Bright\n FDTH S 5 Bright A_NoBlocking\n FDTH T 4 Bright\n FDTH U 5 Bright\n FDTH V 4 Bright\n Stop\n }\n}\n\nActor BossMageStaffFX2 : MageStaffFX2\n{\nDamage (Random(1,8)*4+(ACS_ExecuteWithResult(912,1,0,0)))\n+NODAMAGETHRUST\nStates\n {\n Spawn:\n\tMSP2 A 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 A 1 Bright A_MStaffTrack\n\tMSP2 A 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 A 1 Bright\n\tMSP2 B 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 B 1 Bright A_MStaffTrack\n\tMSP2 B 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 B 1 Bright\n\tMSP2 C 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 C 1 Bright A_MStaffTrack\n\tMSP2 C 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 C 1 Bright\n\tMSP2 D 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 D 1 Bright A_MStaffTrack\n\tMSP2 D 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n MSP2 D 1 Bright\n Loop\n Death:\n\tMSP2 E 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 1)\n MSP2 E 4 Bright A_SetTranslucent(1,1)\n MSP2 F 5 Bright A_Explode(80+(ACS_ExecuteWithResult(912,1,0,0)), 192, 0)\n MSP2 GH 5 Bright\n MSP2 I 4 Bright\n Stop\n}\n}\n\nActor WraithSpotZ : RandomSpawner replaces Wraith\n{\n\tGame Hexen\n\tSpawnID 8\n\tDropItem \"NewWraith\" 255 150\n\tDropItem \"Ghostie\" 255 53\n\tDropItem \"PoisonWraith\" 255 53\n}\n\nActor WraithBuredSpotZ : RandomSpawner replaces WraithBuried\n{\n\tGame Hexen\n\tSpawnID 9\n\tDropItem \"NewWraithBuried\" 255 150\n\tDropItem \"GhostieBuried\" 255 53\n\tDropItem \"PoisonWraithBuried\" 255 53\n}\n\nActor NewWraithFX1 : WraithFX1 replaces WraithFX1\n{\n\tRenderstyle Add\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\n/*Actor NewWraith : Wraith// Replaces Wraith\n{\n\tRenderstyle Add\n\tSpecies \"Wraith\"\n\tdropitem \"ArtiWhiteFlask\" 8\n\tdropitem \"ArtiBlackFlask\" 8\n\tDropitem \"Armour1\" 16\n\t+TELESTOMP\nStates\n{\n\tSpawn:\n\tWRTH A 0\n\tWRTH A 0 ACS_ExecuteAlways(913,0,135,15,0)\n WRTH A 10\n WRTH B 5 A_WraithInit\n Goto Look\n\tLook:\n\tWRTH A 0\n\tWRTH A 0 ACS_ExecuteAlways(913,0,135,15,0)\n WRTH AB 15 A_Look\n Loop\n\tIdle:\n\tWRTH AB 15 A_Look\n Loop\n\tDeath:\n\tWRTH A 0 ACS_ExecuteAlways(914,0,60)\n\tWRTH I 4\n\tWRTH J 4 A_Scream\n\tWRTH KL 4\n\tWRTH M 4 A_NoBlocking\n\tWRTH N 4 A_QueueCorpse\n\tWRTH O 4\n\tWRTH PQ 5\n\tWRTH R -1\n\tStop\n\tXDeath:\n\tWRT2 A 0\n\tWRT2 A 0 ACS_ExecuteAlways(914,0,60)\n\tWRT2 A 5\n\tWRT2 B 5 A_Scream\n\tWRT2 CD 5\n\tWRT2 E 5 A_NoBlocking\n\tWRT2 F 5 A_QueueCorpse\n\tWRT2 G 5\n\tWRT2 H -1\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n}\n}*/\n\nActor NewWraith : Wraith\n{\n Health 240\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n dropitem \"ArtiWhiteFlask\" 8\n\tdropitem \"ArtiBlackFlask\" 8\n\tDropitem \"Armour1\" 16\n\tSpecies \"Wraith\"\n HitObituary \"%o had %p life stolen by a Reiver.\"\n Obituary \"%o was charred by a Reiver.\"\n States\n {\n Spawn:\n WRTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n WRTH A 10 ACS_ExecuteAlways(913,0,240,12,0)\n WRTH B 5 A_WraithInit\n Goto Look\n Look:\n WRTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tWRTH A 0 ACS_ExecuteAlways(913,0,240,12,0)\n WRTH AB 15 A_Look\n Loop\n Idle:\n WRTH AB 15 A_Look\n\tLoop\n See:\n WRTH ABCD 4 A_WraithChase\n Loop\n Pain:\n WRTH A 2\n WRTH H 6 A_Pain\n Goto See\n Death:\n\tWRTH A 0 ACS_ExecuteAlways(914,0,60)\n\tWRTH I 4\n\tWRTH J 4 A_Scream\n\tWRTH KL 4\n\tWRTH M 4 A_NoBlocking\n\tWRTH N 4 A_QueueCorpse\n\tWRTH O 4\n\tWRTH PQ 5\n\tWRTH R -1 //A_BossDeath\n\tStop\n XDeath:\n\tWRT2 A 0\n\tWRT2 A 0 ACS_ExecuteAlways(914,0,60)\n\tWRT2 A 5\n\tWRT2 B 5 A_Scream\n\tWRT2 CD 5\n\tWRT2 E 5 A_NoBlocking\n\tWRT2 F 5 A_QueueCorpse\n\tWRT2 G 5\n\tWRT2 H -1 //A_BossDeath\n\tStop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\nActor NewWraithBuried : WraithBuried\n{\n Height 68\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n Health 240\n PainChance 0\n States\n {\n Spawn:\n\tWRTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n WRTH A 0 ACS_ExecuteAlways(913,0,240,12,0)\n Goto Look\n Look:\n\tWRTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tWRTH A 0 ACS_ExecuteAlways(913,0,240,12,0)\n WRTH AB 15 A_Look\n Loop\n Idle:\n WRTH AB 15 A_Look\n\tLoop\n See:\n WRTH A 2 A_WraithRaiseInit\n WRTH A 2 A_WraithRaise\n WRTH A 2 A_FaceTarget\n WRTH BB 2 A_WraithRaise\n Goto See+1\n Chase:\n WRTH ABCD 4 A_WraithChase\n Loop\n Melee:\n WRTH E 6 A_FaceTarget\n WRTH F 6 A_WraithFX3\n WRTH G 6 A_WraithMelee\n Goto Chase\n Missile:\n WRTH E 6 A_FaceTarget\n WRTH F 6\n WRTH G 6 A_CustomMissile(\"WraithFX1\", 32, 0)\n Goto Chase\n Pain:\n WRTH A 2\n WRTH H 6 A_Pain\n Goto Chase\n Death:\n\tWRTH A 0 ACS_ExecuteAlways(914,0,60)\n\tWRTH I 4\n\tWRTH J 4 A_Scream\n\tWRTH KL 4\n\tWRTH M 4 A_NoBlocking\n\tWRTH N 4 A_QueueCorpse\n\tWRTH O 4\n\tWRTH PQ 5\n\tWRTH R -1 //A_BossDeath\n\tStop\n XDeath:\n\tWRT2 A 0\n\tWRT2 A 0 ACS_ExecuteAlways(914,0,60)\n\tWRT2 A 5\n\tWRT2 B 5 A_Scream\n\tWRT2 CD 5\n\tWRT2 E 5 A_NoBlocking\n\tWRT2 F 5 A_QueueCorpse\n\tWRT2 G 5\n\tWRT2 H -1 //A_BossDeath\n\tStop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\nActor PoisonWraith : Wraith\n{\n Health 250\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n BloodColor \"33 99 33\"\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n Species \"Wraith\"\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n HitObituary \"%o had %p life stolen by a Poison Reiver.\"\n Obituary \"%o was poisoned by a Poison Reiver.\"\n States\n {\n Spawn:\n PWTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n PWTH A 10 ACS_ExecuteAlways(913,0,250,13,0)\n PWTH B 5 A_WraithInit\n Goto Look\n Look:\n\tPWTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tPWTH A 0 ACS_ExecuteAlways(913,0,250,13,0)\n PWTH AB 15 A_Look\n Loop\n Idle:\n PWTH AB 15 A_Look\n\tLoop\n See:\n PWTH ABCD 4 A_WraithChase\n Loop\n Pain:\n PWTH A 2\n PWTH H 6 A_Pain\n Goto See\n Melee:\n PWTH E 6 A_FaceTarget\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15)\n\tTNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PoisonWraithFX3\",Random(-4,4),Random(-4,4),1,0,0,0,0)\n PWTH F 6\n PWTH G 6 A_WraithMelee\n Goto See\n Missile:\n PWTH E 6 A_FaceTarget\n PWTH F 6\n PWTH G 6 A_CustomMissile(\"PoisonWraithFX1\", 32, 0)\n Goto See\n Death:\n PWTH I 4 ACS_ExecuteAlways(914,0,70)\n PWTH J 4 A_Scream\n PWTH KL 4\n PWTH M 4 A_NoBlocking\n PWTH N 4 A_QueueCorpse\n PWTH O 4\n PWTH PQ 5\n PWTH R -1 //A_BossDeath\n Stop\n XDeath:\n PWT2 A 5 ACS_ExecuteAlways(914,0,70)\n PWT2 B 5 A_Scream\n PWT2 CD 5\n PWT2 E 5 A_NoBlocking\n PWT2 F 5 A_QueueCorpse\n PWT2 G 5\n PWT2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,70)\n \"----\" I 5 A_FreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor PoisonWraithBuried : WraithBuried\n{\n Height 68\n Health 250\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n Species \"Wraith\"\n BloodColor \"33 99 33\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n HitObituary \"%o had %p life stolen by a Poison Reiver.\"\n Obituary \"%o was poisoned by a Poison Reiver.\"\n PainChance 0\n States\n {\n Spawn:\n\tPWTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n PWTH A 0 ACS_ExecuteAlways(913,0,250,13,0)\n Goto Look\n Look:\n\tPWTH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tPWTH A 0 ACS_ExecuteAlways(913,0,250,13,0)\n PWTH AB 15 A_Look\n Loop\n Idle:\n PWTH AB 15 A_Look\n\tLoop\n See:\n PWTH A 2 A_WraithRaiseInit\n PWTH A 2 A_WraithRaise\n PWTH A 2 A_FaceTarget\n PWTH BB 2 A_WraithRaise\n Goto See+1\n Chase:\n PWTH ABCD 4 A_WraithChase\n Loop\n Pain:\n PWTH A 2\n PWTH H 6 A_Pain\n Goto Chase\n Melee:\n PWTH E 6 A_FaceTarget\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15)\n\tTNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PoisonWraithFX3\",Random(-4,4),Random(-4,4),1,0,0,0,0)\n PWTH F 6\n PWTH G 6 A_WraithMelee\n Goto Chase\n Missile:\n PWTH E 6 A_FaceTarget\n PWTH F 6\n PWTH G 6 A_CustomMissile(\"PoisonWraithFX1\", 32, 0)\n Goto Chase\n Death:\n PWTH I 4 ACS_ExecuteAlways(914,0,70)\n PWTH J 4 A_Scream\n PWTH KL 4\n PWTH M 4 A_NoBlocking\n PWTH N 4 A_QueueCorpse\n PWTH O 4\n PWTH PQ 5\n PWTH R -1 //A_BossDeath\n Stop\n XDeath:\n PWT2 A 5 ACS_ExecuteAlways(914,0,70)\n PWT2 B 5 A_Scream\n PWT2 CD 5\n PWT2 E 5 A_NoBlocking\n PWT2 F 5 A_QueueCorpse\n PWT2 G 5\n PWT2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,70)\n \"----\" I 5 A_FreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor PoisonWraithFX1\n{\n Speed 14\n Radius 10\n Height 6\n Mass 5\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n +NODAMAGETHRUST\n PoisonDamage 20\n DamageType \"Poison\"\n Projectile\n +FLOORCLIP\n +PIERCEARMOR\n SeeSound \"WraithMissileFire\"\n DeathSound \"WraithMissileExplode\"\n Renderstyle Add\n States\n {\n Spawn:\n PWRB A 3 Bright\n TNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n PWRB B 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n PWRB C 3 Bright\n Loop\n Death:\n PWRB D 4 Bright\n TNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n PWRB E 4 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n PWRB F 4 Bright\n TNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n WRBL G 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n TNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n WRBL H 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n WRBL I 3 Bright\n Stop\n }\n}\n\nActor PoisonWraithFX2\n{\n Radius 2\n Height 5\n Mass 5\n +NOBLOCKMAP\n +DROPOFF\n +FLOORCLIP\n +NOTELEPORT\n States\n {\n Spawn:\n PWRB JKLMNOP 4 Bright\n Stop\n }\n}\n\nActor PoisonWraithFX3\n{\n Radius 2\n Height 5\n Mass 5\n +NOBLOCKMAP\n +DROPOFF\n +MISSILE\n +FLOORCLIP\n +NOTELEPORT\n DeathSound \"Drip\"\n States\n {\n Spawn:\n PWRB QRS 4 Bright\n Loop\n Death:\n PWRB S 4 Bright\n Stop\n }\n}\n\nActor Ghostie : Wraith\n{\n Health 280\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n BloodColor \"white\"\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n +GHOST\n +SHADOW\n Species \"Wraith\"\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n HitObituary \"%o had %p life stolen by a Wraith.\"\n Obituary \"%o was drained by a Wraith.\"\n DamageType ManaDrain\n Renderstyle Add\n DropItem \"ArtiWhiteFlask\" 16\n States\n {\n Spawn:\n GOST A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n GOST A 10 ACS_ExecuteAlways(913,0,280,14,0)\n GOST B 5 A_WraithInit\n Goto Look\n Idle:\n GOST AB 15 A_Look\n\tLoop\n Look:\n\tGOST A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tGOST A 0 ACS_ExecuteAlways(913,0,280,14,0)\n GOST AB 15 A_Look\n Loop\n See:\n GOST ABCD 4 A_WraithChase\n Loop\n Pain:\n GOST A 2\n GOST H 6 A_Pain\n Goto See\n Melee:\n\tStop\n Missile:\n GOST E 6 A_FaceTarget\n GOST F 6\n\tGOST G 0 A_CustomMissile(\"WVSpell1\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell2\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell3\", 32, 0)\n GOST G 6 A_CustomMissile(\"WVSpell4\", 32, 0)\n Goto See\n Death:\n GOST I 4 ACS_ExecuteAlways(914,0,70)\n GOST J 4 A_Scream\n GOST KL 4\n GOST M 4 A_NoBlocking\n GOST N 4 A_QueueCorpse\n GOST O 4\n GOST PQ 5\n GOST R -1 //A_BossDeath\n Stop\n XDeath:\n GOS2 A 5 ACS_ExecuteAlways(914,0,70)\n GOS2 B 5 A_Scream\n GOS2 CD 5\n GOS2 E 5 A_NoBlocking\n GOS2 F 5 A_QueueCorpse\n GOS2 G 5\n GOS2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,70)\n \"----\" I 5 A_FreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor GhostieBuried : WraithBuried\n{\n Height 68\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n +NODAMAGETHRUST\n +GHOST\n +SHADOW\n Species \"Wraith\"\n BloodColor \"White\"\n PainChance 0\n DamageType ManaDrain\n Renderstyle Add\n DropItem \"ArtiWhiteFlask\" 16\n HitObituary \"%o had %p life stolen by a Wraith.\"\n Obituary \"%o was drained by a Wraith.\"\n Health 280\n States\n {\n Spawn:\n\tGOST A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n GOST A 0 ACS_ExecuteAlways(913,0,280,14,0)\n Goto Look\n Idle:\n GOST AB 15 A_Look\n\tLoop\n Look:\n\tGOST A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tGOST A 0 ACS_ExecuteAlways(913,0,280,14,0)\n GOST AB 15 A_Look\n Loop\n See:\n GOST A 2 A_WraithRaiseInit\n GOST A 2 A_WraithRaise\n GOST A 2 A_FaceTarget\n GOST BB 2 A_WraithRaise\n Goto See+1\n Chase:\n GOST ABCD 4 A_WraithChase\n Loop\n Pain:\n GOST A 2\n GOST H 6 A_Pain\n Goto Chase\n Melee:\n\tStop\n Missile:\n GOST E 6 A_FaceTarget\n GOST F 6\n\tGOST G 0 A_CustomMissile(\"WVSpell1\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell2\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell3\", 32, 0)\n GOST G 6 A_CustomMissile(\"WVSpell4\", 32, 0)\n Goto Chase\n Death:\n GOST I 4 ACS_ExecuteAlways(914,0,70)\n GOST J 4 A_Scream\n GOST KL 4\n GOST M 4 A_NoBlocking\n GOST N 4 A_QueueCorpse\n GOST O 4\n GOST PQ 5\n GOST R -1 //A_BossDeath\n Stop\n XDeath:\n GOS2 A 5 ACS_ExecuteAlways(914,0,70)\n GOS2 B 5 A_Scream\n GOS2 CD 5\n GOS2 E 5 A_NoBlocking\n GOS2 F 5 A_QueueCorpse\n GOS2 G 5\n GOS2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 ACS_ExecuteAlways(914,0,70)\n \"----\" I 5 A_FreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nACTOR WVSpell1\n{\n Speed 20\n Damagetype \"ManaDrain\"\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n Scale 0.35\n Radius 6\n Height 12\n RenderStyle Add\n Alpha 0.75\n PROJECTILE\n //+SEEKERMISSILE\n\t+NODAMAGETHRUST\n +EXTREMEDEATH\n +DONTREFLECT\n SeeSound \"whiteballbsee\"\n DeathSound \"whiteballbdeth\"\n States\n {\n Spawn:\n\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM D 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM D 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM E 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM E 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM F 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tPSMM F 1 Bright A_SeekerMissile(25,10)\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+33\n Death:\n\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\tStop\n }\n}\n\nACTOR WVSpell2 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+48\n }\n}\n\nACTOR WVSpell3 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+36\n }\n}\n\nACTOR WVSpell4 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+72\n }\n}\n\nACTOR SLM2Trail\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n Damage 0\n RenderStyle Add\n Alpha 0.45\n Scale 0.9\n States\n {\n Spawn:\n\tTNT1 A 2\n\tPUF2 BDFHJLNPRTVXZ 1\n\tPUF3 B 1 A_FadeOut(0.2)\n\tWait\n }\n}\n\nActor BishopSpotZ : RandomSpawner Replaces Bishop\n{\n\tDropItem \"NewBishop\" 255 99\n\tDropItem \"Priest\" 255 66\n\tDropItem \"Disciple\" 255 49\n\tDropItem \"Vampire\" 255 41\n}\n\nActor NewBishop : Bishop// Replaces Bishop\n{\nSpecies \"Bishop\"\nPainChance \"Convert\", 255\ndropitem \"ArtiOrangeFlask\" 32\nDropItem \"Armour4\" 8\n dropitem \"ReagentGreen\" 64\n+TELESTOMP\n//+BOSSDEATH\n+NODAMAGETHRUST\nHealth 160\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n\tSpawn:\n\tBISH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tBISH A 0 ACS_ExecuteAlways(913,0,160,8,0)//increase health on higher difficulties\n\t//Idle\n BISH A 10 A_Look\n Loop\nIdle:\n\tBISH A 10 A_Look\n Loop\nSee:\n BISH A 2 A_Chase\n BISH A 2 A_BishopChase\n BISH A 2 A_BishopDecide\n BISH B 2 A_BishopChase\n BISH B 2 A_Chase\n BISH B 2 A_BishopChase\n BISH A 1 A_BishopDecide\n Loop\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,30),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,65)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n\tDeath:\n\tBISH A 0 ACS_ExecuteAlways(914,0,65)\n\tBISH G 6\n\tBISH H 6 BRIGHT A_Scream\n\tBISH I 5 BRIGHT A_NoBlocking\n\tBISH J 5 BRIGHT A_Explode(random(25, 40) + (ACS_ExecuteWithResult(912,2,0,0)),128,1)\n\tBISH K 5 BRIGHT\n\tBISH LM 4 BRIGHT\n\tBISH N 4 A_CustomMissile(\"BishopPuff\",40,0,0,2)\n\tBISH O 4 A_QueueCorpse\n\tBISH P -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,65)\n\t\"----\" C 5 A_GenericFreezeDeath\n\t\"----\" C 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\nActor NewBishopFX : BishopFX replaces BishopFX\n{\n\tDamage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0)/6))\n\t+NODAMAGETHRUST\n}\n\n//Acolyte\n\nActor Priest : Bishop// replaces Bishop\n{\n Health 160\n Radius 22\n Height 65\n Speed 10\n PainChance 110\n Species \"Bishop\"\n Monster\n +FLOAT\n +NOTARGET\n +NOGRAVITY\n +NOBLOOD\n +TELESTOMP\n +DONTOVERLAP\n +NOTARGETSWITCH\n +TELESTOMP\n //+BOSSDEATH\n +NODAMAGETHRUST\n SeeSound \"BishopSight\"\n AttackSound \"BishopAttack\"\n PainSound \"BishopPain\"\n DeathSound \"BishopDeath\"\n ActiveSound \"BishopActiveSounds\"\n Obituary \"%o succumbed to a Acolyte's dark power.\"\n dropitem \"ArtiOrangeFlask\" 32\n dropitem \"ReagentRed\" 64\n DropItem \"Armour8\" 16\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\tACOL A 0 A_JumpIf(Acs_ExecuteWithResult(542),3)\n\tACOL A 0 A_GiveInventory(\"FriendlyInDisguise\")\n\tACOL A 0 ACS_ExecuteAlways(913,0,160,8,0)//increase health on higher difficulties\n ACOL A 10 A_Look\n Loop\n Idle:\n\t\tACOL A 10 A_Look\n Loop\n See:\n\t\tACOL A 0 A_ChangeFlag (\"Friendly\", 1)\n ACOL A 2 A_Chase\n\t ACOL A 2 A_BishopChase\n ACOL A 2 A_BishopDecide\n ACOL B 2 A_BishopChase\n ACOL B 2 A_Chase\n ACOL B 2 A_BishopChase\n\t ACOL A 1 A_BishopDecide\n\t Loop\n Blur:\n\t ACOL A 2 A_BishopDoBlur\n\t ACOL AAA 4 A_SpawnItem(\"AcolyteBlur\")\n\t TNT1 A 0 A_Jump(256,1,2,3)\n\t ACOL AA 4 A_SpawnItem(\"AcolyteBlur\")\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_SpawnItem(\"AcolyteBlur\")\n\t //TNT1 A 0 A_Jump(97,\"Missile\")\n\t Goto See\n Missile:\n\t ACOL A 3 A_FaceTarget\n\t ACOL DE 3 A_FaceTarget\n\t ACOL F 3 A_PlaySound(\"BishopAttack\")\n\t TNT1 A 0 A_Jump(256,2,4,6,8)\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t ACOL F 0 Acs_ExecuteAlways(607,0,Acs_executewithresult(912,4,0,0))\n\t ACOL F 0 A_ClearTarget\n Goto See\n Pain:\n ACOL C 6 A_Pain\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t ACOL C 6 A_SpawnItemEx(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t ACOL C 6 A_SpawnItemEx(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t ACOL C 6 A_SpawnItemEX(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n Goto See\n Death:\n ACOL G 6 ACS_ExecuteAlways(914,0,65)\n\t ACOL H 6 Bright A_Scream\n ACOL I 5 Bright A_NoBlocking\n ACOL J 5 Bright A_Explode(random(25, 40) + (ACS_ExecuteWithResult(912,2,0,0)),128,1)\n ACOL K 5 Bright\n ACOL LM 4 Bright\n ACOL N 4 A_SpawnItemEx(\"BishopPuff\", 0,0,40, 0,0,0.5)\n ACOL O 4 A_QueueCorpse\n ACOL P -1 //A_BossDeath\n Stop\n\t Ice:\n\t\t\"----\" C 0 Bright ACS_ExecuteAlways(914,0,65)\n\t\t\"----\" C 5 A_GenericFreezeDeath\n \"----\" C 1 A_FreezeDeathChunks\n Wait\n\n //Ice:\n\t //BISH X 5 A_FreezeDeath\n //BISH X 1 A_FreezeDeathChunks\n //Wait\n }\n}\n\nActor AcolytePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n ACOL C 8\n Stop\n }\n}\n\nActor AcolyteBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n ACOL A 16\n ACOL A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nActor AcolyteFX\n{\n Radius 10\n Height 6\n Speed 10\n Damagetype \"AcolyteHealing\"\n Projectile\n +SEEKERMISSILE\n +FOILINVUL\n +NODAMAGETHRUST\n +PAINLESS\n RenderStyle Add\n Alpha 0.67\n DeathSound \"BishopMissileExplode\"\n States\n {\n Spawn:\n CFX1 AB 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(90,90)\n\t CFX1 AB 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(90,90)\n loop\n Death:\n CFX1 CDEF 4 Bright\n\t CFX1 GH 3 Bright\n stop\n }\n}\n\nACTOR Vampire : Bishop\n{\nHealth 200\nPainChance 170\nSeeSound \"vampire/see\"\nDeathSound \"vampire/death\"\nPainSound \"vampire/pain\"\nMONSTER\n+DONTHURTSPECIES\n+TELESTOMP\n//+BOSSDEATH\n+NODAMAGETHRUST\ndropitem \"ArtiOrangeFlask\" 32\n dropitem \"ArtiBlackFlask\" 8\nPainChance \"Convert\", 255\nSpecies \"Bishop\"\nObituary \"A Vampire drained all of %o's life.\"\nStates\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tVAM1 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tVAM1 A 0 ACS_ExecuteAlways(913,0,200,10,0)//increase health on higher difficulties\n VAM1 AB 10 A_Look\n Loop\n\t Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,30),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,70)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n\tIdle:\n\t\tVAM1 AB 10 A_Look\n Loop\n See:\n VAM1 A 2 A_Chase\n\t VAM1 A 2 A_BishopChase\n VAM1 A 2 A_BishopDecide\n VAM1 B 2 A_BishopChase\n VAM1 B 2 A_Chase\n VAM1 B 2 A_BishopChase\n\t VAM1 A 1 A_BishopDecide\n\t Loop\n Blur:\n\t VAM1 A 2 A_BishopDoBlur\n\t VAM1 AAA 4 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 A_Jump(256,1,2,3)\n\t VAM1 AA 4 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 A_Jump(97,\"Missile\")\n\t Goto See\n Missile:\n\t TNT1 A 0 A_JumpIfCloser(64,1)\n\t Goto Missile+5\n\t VAM1 ADE 3 Bright A_FaceTarget\n\t VAM1 F 3 Bright A_BishopAttack\n\t Goto See\n\t VAM1 X 1 Bright A_Jump(96,26)\n VAM1 X 8 Bright A_FaceTarget\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VampCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t TNT1 AAAAAAAAA 0 A_CustomMissile(\"BatAttack\",Random(8,64),Random(-32,32),Random(20,-20),1)\n\t VAM1 Y 8 Bright A_CustomMissile(\"BatAttack\",Random(8,64),Random(-32,32),Random(20,-20),1)\n Goto See\n VAM1 E 8 Bright A_FaceTarget\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n VAM1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 Bright A_CustomMissile(\"VampireRoundBeam\",32,0,0,1)\n Goto See\n Pain:\n VAM1 C 6 A_Pain\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEx(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEx(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEX(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n Goto See\n Death:\n VAM1 G 1 ACS_ExecuteAlways(914,0,70)\n VAM1 G 8 A_Scream\n VAM1 H 5 Bright\n VAM1 I 5 Bright A_NoBlocking\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VampCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n VAM1 J 5 Bright\n VAM1 KLM 5 Bright\n VAM1 N 5\n VAM1 O 5\n VAM1 P -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" C 0 ACS_ExecuteAlways(914,0,70)\n\t\t\"----\" C 5 A_GenericFreezeDeath\n\t\t\"----\" C 1 A_FreezeDeathChunks\n\t\tWait\n Raise:\n VAM1 PONMLKJIHG 5\n Goto See\n }\n}\n\nActor VampirePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n VAM1 C 8\n Stop\n }\n}\n\nActor VampireBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n VAM1 A 16\n VAM1 A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nACTOR VampireRoundBeam\n{\n Radius 2\n Height 4\n Speed 10\n Damage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0)/6))\n +NODAMAGETHRUST\n Scale 0.50\n PROJECTILE\n +FLOATBOB\n Renderstyle Add\n +SeekerMissile\n States\n {\n Spawn:\n VAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t VAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t VAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t VAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t VAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n VAM2 A 1 Bright A_CStaffMissileSlither\n VAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n VAM2 A 1 Bright A_CStaffMissileSlither\n VAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n VAM2 A 1 Bright A_CStaffMissileSlither\n VAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n VAM2 A 1 Bright A_CStaffMissileSlither\n VAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n VAM2 A 0 Bright A_SeekerMissile(5,5)\n loop\n Death:\n VAM2 CDEFGH 3 Bright\n stop\n }\n}\n\nACTOR VampireRoundBeamTrail\n{\n Radius 8\n Height 16\n RENDERSTYLE ADD\n ALPHA 0.67\n Scale 0.50\n PROJECTILE\n +Clientsideonly\n +FLOATBOB\n +NOINTERACTION\n +DONTSPLASH\n SeeSound \"monster/acosht\"\n DeathSound \"monster/acohit\"\n States\n {\n Spawn:\n VAM2 A 2 Bright\n VAM2 A 2 Bright\n VAM2 A 2 Bright\n VAM2 A 2 Bright\n VAM2 A 0 Bright\n goto death\n Death:\n VAM2 A 1 Bright A_SetTranslucent(0.60)\n\t VAM2 A 1 Bright A_SetTranslucent(0.50)\n\t VAM2 A 1 Bright A_SetTranslucent(0.40)\n\t VAM2 A 1 Bright A_SetTranslucent(0.30)\n\t VAM2 A 1 Bright A_SetTranslucent(0.20)\n\t VAM2 A 1 Bright A_SetTranslucent(0.10)\n\t VAM2 A 1 Bright A_SetTranslucent(0.00)\n stop\n }\n}\n\nactor VampireBloodBoom\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n +CORPSE\n +Clientsideonly\n +NOTELEPORT\n +NOBLOCKMAP\n states\n {\n Spawn:\n TNT1 A 0\n VAB1 A 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 A 1\n VAB1 A 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 A 1\n VAB1 B 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 B 1\n VAB1 B 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 B 1\n VAB1 C 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 C 1\n VAB1 C 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 C 1\n VAB1 D 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 D 1\n VAB1 D 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 D 1\n loop\n Crash:\n TNT1 A 1 A_SpawnItemEx(\"VampireBloodSpot\",0,0,0,1,0,0,0,128)\n stop\n }\n}\n\nactor VampireBloodSpot\n{\n game Doom\n radius 12\n height 2\n mass 1\n +NOTELEPORT\n -NOBLOCKMAP\n +Clientsideonly\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"vampireblood\")\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n VAB3 A 750\n stop\n VAB3 B 750\n stop\n VAB3 C 750\n stop\n VAB3 D 750\n stop\n }\n}\n\nactor VampireBloodTrail\n{\n game Doom\n scale 0.70\n mass 1\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n +Clientsideonly\n states\n {\n Spawn:\n VAB2 A 4\n VAB2 B 4\n VAB2 C 4\n VAB2 D 4\n stop\n }\n}\n\nACTOR BatAttack\n{\n Radius 8\n Height 16\n Speed 12\n Damage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n +NODAMAGETHRUST\n PROJECTILE\n +Randomize\n +NoGravity\n //+Float\n seesound \"vampire/bats\"\n states\n {\n Spawn:\n VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n Goto death\n Death:\n TNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n VAM4 A 2 A_SetTranslucent(0.9)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.8)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.7)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.6)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.5)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.3)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.2)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nACTOR BatTrail\n{\n Radius 8\n Height 16\n RenderStyle Add\n Alpha 0.8\n Scale 0.3\n PROJECTILE\n +Randomize\n +Clientsideonly\n +NoGravity\n +Float\n states\n {\n Spawn:\n VAM5 ABCDEFGHI 3 BRIGHT\n Goto death\n Death:\n\tVAM5 I 1\n Stop\n }\n}\n\nActor VampCloudSpawner\n{\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +Clientsideonly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"VampCloud\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))\n Stop\n }\n}\n\nActor VampCloud\n{\n renderstyle translucent\n alpha 0.9\n Scale 0.5\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +Clientsideonly\n States\n {\n Spawn:\n VAM6 A 0\n VAM6 A 0 A_Jump(128, 6)\n VAM6 ABCDE 3 A_FadeOut(0.05)\n Goto Spawn+1\n VAM6 F 0 A_Jump(128, 6)\n VAM6 FGHIJ 3 A_FadeOut(0.05)\n Goto Spawn+7\n VAM6 KLMNO 3 A_FadeOut(0.05)\n Goto Spawn+12\n }\n}\n\nActor BatCloudSpawner\n{\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +Clientsideonly\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"BatCloud\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))\n Stop\n }\n}\n\nActor BatCloud\n{\n renderstyle translucent\n alpha 0.9\n Scale 0.2\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +Clientsideonly\n +NONSHOOTABLE\n States\n {\n Spawn:\n VAM6 A 0\n VAM6 A 0 A_Jump(128, 6)\n VAM6 ABCDE 3 A_FadeOut(0.10)\n Goto Spawn+1\n VAM6 F 0 A_Jump(128, 6)\n VAM6 FGHIJ 3 A_FadeOut(0.10)\n Goto Spawn+7\n VAM6 KLMNO 3 A_FadeOut(0.10)\n Goto Spawn+12\n }\n}\n\nACTOR BatAttackSafe\n{\n Radius 8\n Height 16\n Speed 15\n Damage 0\n PROJECTILE\n +Randomize\n +NoGravity\n +Float\n seesound \"vampire/bats\"\n states\n {\n Spawn:\n VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n Goto death\n Death:\n TNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n VAM4 A 2 A_SetTranslucent(0.9)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.8)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.7)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.6)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.5)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.3)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.2)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor Disciple : Bishop\n{\n Health 220\n Radius 22\n Height 65\n Speed 10\n PainChance 110\n Monster\n +FLOAT\n +NOGRAVITY\n +NOBLOOD\n +TELESTOMP\n +DONTOVERLAP\n +NOTARGETSWITCH\n //+BOSSDEATH\n +NODAMAGETHRUST\n Species \"Bishop\"\n SeeSound \"BishopSight\"\n AttackSound \"BishopAttack\"\n PainSound \"BishopPain\"\n DeathSound \"BishopDeath\"\n ActiveSound \"BishopActiveSounds\"\n dropitem \"ArtiOrangeFlask\" 32\n dropitem \"ArtiPurpleFlask\" 8\n Obituary\"%o succumbed to a Disciple's dark power.\"\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tHDIS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHDIS A 0 ACS_ExecuteAlways(913,0,220,11,0)//increase health on higher difficulties\n HDIS A 10 A_Look\n Loop\n Idle:\n\t\tHDIS A 10 A_Look\n Loop\n See:\n HDIS A 2 A_Chase\n\t HDIS A 2 A_BishopChase\n HDIS A 2 A_BishopDecide\n HDIS B 2 A_BishopChase\n HDIS B 2 A_Chase\n HDIS B 2 A_BishopChase\n\t HDIS A 1 A_BishopDecide\n\t Loop\n Blur:\n\t HDIS A 2 A_BishopDoBlur\n\t HDIS AAA 4 A_SpawnItem(\"DiscipleBlur\")\n\t TNT1 A 0 A_Jump(256,1,2,3)\n\t HDIS AA 4 A_SpawnItem(\"DiscipleBlur\")\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_SpawnItem(\"DiscipleBlur\")\n\t TNT1 A 0 A_Jump(97,\"Missile\")\n\t Goto See\n Missile:\n\t HDIS A 3 A_FaceTarget\n\t HDIS DE 3 A_FaceTarget\n\t TNT1 A 0 A_JumpIfCloser(64,1)\n\t Goto Missile+5\n\t HDIS F 3 A_BishopAttack\n\t Goto See\n\t HDIS F 3 A_PlaySound(\"BishopAttack\")\n\t TNT1 A 0 A_Jump(256,1,4,7,10)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t TNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t HDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n Goto See\n Pain:\n HDIS C 6 A_Pain\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t HDIS C 6 A_SpawnItemEx(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t HDIS C 6 A_SpawnItemEx(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t HDIS C 6 A_SpawnItemEX(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n Goto See\n Death:\n HDIS G 6 ACS_ExecuteAlways(914,0,70)\n\t HDIS H 6 Bright A_Scream\n HDIS I 5 Bright A_NoBlocking\n HDIS J 5 Bright A_Explode(random(25, 40) + (ACS_ExecuteWithResult(912,2,0,0)),128,1)\n HDIS K 5 Bright\n HDIS LM 4 Bright\n HDIS N 4 A_SpawnItemEx(\"BishopPuff\", 0,0,40, 0,0,0.5)\n HDIS O 4 A_QueueCorpse\n HDIS P -1 //A_BossDeath\n Stop\n Ice:\n\t\t\"----\" C 0 ACS_ExecuteAlways(914,0,70)\n\t \"----\" C 5 A_GenericFreezeDeath\n \"----\" C 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor DisciplePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n HDIS C 8\n Stop\n }\n}\n\nActor DiscipleBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n HDIS A 16\n HDIS A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nActor DiscipleFX\n{\n Radius 10\n Height 6\n Speed 10\n Damage (random(1,4)+(ACS_ExecuteWithResult(912,1,0,0)/6))\n Projectile\n +NODAMAGETHRUST\n +SEEKERMISSILE\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n +STRIFEDAMAGE\n RenderStyle Add\n DeathSound \"BishopMissileExplode\"\n States\n {\n Spawn:\n HDFX ABAB 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,3)\n loop\n Death:\n HDFX CDEF 4 Bright\n\t HDFX GH 3 Bright\n stop\n }\n}\n\nActor DiscipleSpreadFX : DiscipleFX\n{\n States\n {\n Spawn:\n HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(1,9)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,9)\n HDFX ABAB 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(1,3)\n Goto Spawn+16\n Death:\n HDFX CDEF 4 Bright\n\t HDFX GH 3 Bright\n stop\n }\n}\n\nACTOR NewDragon : Dragon Replaces Dragon\n{\nHealth 4800\n+TELESTOMP\nDamageFactor \"Deathblow\", 0\n+NOTARGET\nDamagefactor \"PoisonCloud\", 0.25\nDropItem \"AccessoryRandomSpawner\" 16\n States\n {\n Spawn:\n\tDRAG D 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tDRAG D 0 ACS_ExecuteAlways(913,0,4800,0,0)\n\tDRAG D 10 A_Look\n Loop\n Idle:\n DRAG D 10 A_Look\n Loop\n Crash:\n DRAG A 0 ACS_ExecuteAlways(914,0,750)\n DRAG KL 5\n DRAG M -1\n Stop\n }\n}\n\nActor NewDragonFireBall : DragonFireBall replaces DragonFireball\n{\n\tDamage ((random(1,8)*6)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewDragonExplosion : DragonExplosion replaces DragonExplosion\n{\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n CFCF Q 1 Bright\n CFCF Q 4 Bright A_UnHideThing\n CFCF R 3 Bright A_Scream\n CFCF S 4 Bright\n CFCF T 3 Bright A_Explode(80+(ACS_ExecuteWithResult(912,10,0,0)), 128, 0)\n CFCF U 4 Bright\n CFCF V 3 Bright\n CFCF W 4 Bright\n CFCF X 3 Bright\n CFCF Y 4 Bright\n CFCF Z 3 Bright\n Stop\n }\n}\n\nActor NewDart : Dart replaces Dart\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t+NODAMAGETHRUST\n}\n\nActor NewPoisonDart : PoisonDart replaces PoisonDart\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\tDamagetype \"Poison\"\n\t+NODAMAGETHRUST\n}\n\nActor NewProjectileBlade : ProjectileBlade replaces ProjectileBlade\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t+NODAMAGETHRUST\n}\n\nActor NewRipperBall : RipperBall replaces RipperBall\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t+NODAMAGETHRUST\n\tStates\n {\n Death:\n CFCF Q 4 Bright A_SetTranslucent(1,1)\n CFCF R 3 Bright\n CFCF S 4 Bright\n CFCF T 3 Bright\n CFCF U 4 Bright\n CFCF V 3 Bright\n CFCF W 4 Bright\n CFCF X 3 Bright\n CFCF Y 4 Bright\n CFCF Z 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "PLAYERS.txt",
"contents": "//----------------------------MODIFIED CLASSES\nActor NewFighterPlayer : FighterPlayer Replaces FighterPlayer\n{\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DisplayName \"Fighter\"\n\tPlayer.MaxHealth 9999\n\tHealth 115\n\tPlayer.StartItem \"CurrentMaxHealth\", 115\n\tPlayer.StartItem \"CurrentMaxArmor\", 120\n\tPlayer.StartItem \"ImAFighter\"\n\tPlayer.StartItem \"SpikedGauntlets\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",22\n\tPlayer.StartItem \"Rolling\", 6\n\tPlayer.StartItem \"Strength\",15\n\tPlayer.StartItem \"Agility\",12\n\tPlayer.StartItem \"Constitution\",15\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",5\n\tPlayer.StartItem \"Intellect\",5\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.85\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\tStates\n {\n Spawn:\n\tPLAY A 1 //ACS_ExecuteAlways(556,0,0,0,0)\n\tLoop\n See:\n PLAY ABCD 4\n Goto Spawn\n Missile:\n Melee:\n\tPLAY E 0 A_GiveInventory(\"BracersOfForceActivate\")\n PLAY EF 8\n Goto Spawn\n Pain:\n\tPLAY G 0 A_JumpIfInventory(\"Concentration\", 1, 2)\n\tPLAY G 0 A_Jump(256,4)\n\tPLAY G 0 A_Jump(200-(Acs_ExecuteWithResult(571)*10),3)\n\tPLAY G 0 A_GiveInventory(\"Mana1\", Acs_ExecuteWithResult(571))\n PLAY G 0 A_GiveInventory(\"Mana2\", Acs_ExecuteWithResult(571))\n\tPLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Pain.ManaDrain:\n\tPLAY G 0 A_TakeInventory(\"Mana1\", 5)\n \tPLAY G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n Death:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY M 6\n PLAY N -1\n Stop\n XDeath:\n\tPLAY O 0 A_SpawnItem(\"GIBBER\")\n PLAY O 5 A_PlayerScream\n PLAY P 5 //A_SkullPop\n PLAY R 5 A_NoBlocking\n PLAY STUV 5\n PLAY W -1\n Stop\n Ice:\n TNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\tTNT1 A 1 A_SpawnItemEx(\"BarbarianIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 AA -1\n\tStop\n Burn:\n FDTH A 5 BRIGHT A_PlaySound(\"*burndeath\")\n FDTH B 4 BRIGHT\n FDTH G 5 BRIGHT\n FDTH H 4 BRIGHT A_PlayerScream\n FDTH I 5 BRIGHT\n FDTH J 4 BRIGHT\n FDTH K 5 BRIGHT\n FDTH L 4 BRIGHT\n FDTH M 5 BRIGHT\n FDTH N 4 BRIGHT\n FDTH O 5 BRIGHT\n FDTH P 4 BRIGHT\n FDTH Q 5 BRIGHT\n FDTH R 4 BRIGHT\n FDTH S 5 BRIGHT A_NoBlocking\n FDTH T 4 BRIGHT\n FDTH U 5 BRIGHT\n FDTH V 4 BRIGHT\n ACLO E 35 A_CheckPlayerDone\n Wait\n ACLO E 8\n Stop\n\tDeathBlow:\n\t\"----\" A 0 A_JumpIfInventory(\"DeathBlowing\", 1, \"Spawn\")\n\t\"----\" A 0 A_JumpIfInventory(\"MP\", 15, 1)\n\tGoto BlowRefund\n\t\"----\" A 0 A_TakeInventory(\"MP\", 15)\n\t\"----\" A 0 A_AlertMonsters\n \t\"----\" A 0 A_GiveInventory(\"DeathBlowing\",1)\n\tGoto Spawn\n\tMightyBlow:\n\t\"----\" A 0 A_JumpIfInventory(\"MightyBlowing\", 1, \"Spawn\")\n\t\"----\" A 0 A_JumpIfInventory(\"MP\", 2+acs_executewithresult(516,11)/4, 1)\n\tGoto BlowRefund\n\t\"----\" A 0 A_TakeInventory(\"MP\", 2+acs_executewithresult(516,11)/4)\n\t\"----\" A 0 A_AlertMonsters\n \t\"----\" A 0 A_GiveInventory(\"MightyBlowing\",1)\n\tGoto Spawn\n\tStomp:\n\t\"----\" A 0 A_PlaySound(\"Fighter/Stomp\")\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 ACS_ExecuteAlways(507,0,0,0,0)\n\tGoto Spawn\n\tBloodRush:\n\t\"----\" A 0 A_GiveInventory(\"Powerbloodrush\")\n\t\"----\" A 0 A_PlaySound(\"ability/BloodRush\")\n\t\"----\" A 0 ACS_ExecuteAlways(512,0,0,0,0)\n\tGoto Spawn\n\tDeflection:\n\t\"----\" A 0 A_JumpIfInventory(\"PowerDeflectionIcon\",1,\"Spawn\")\n\t\"----\" A 0 ACS_ExecuteAlways(513,0,0,0,0)\n\tGoto Spawn\n\tWarcry:\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 A_GiveInventory(\"UseWarCry\")\n\tGoto Spawn\n\tHookShot:\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 A_GiveInventory(\"UseHookShot\")\n\tGoto Spawn\n\tBeserk:\n\t\"----\" A 0 A_JumpIfInventory(\"Beserking\",1,3)\n\t\"----\" A 0 A_Print(\"Berserk activated\")\n\t\"----\" A 0 ACS_ExecuteAlways(511,0,0,0,0)\n\tGoto Spawn\n\t\"----\" A 0 A_Print(\"Berserk deactivated\")\n\t\"----\" A 0 A_TakeInventory(\"Beserking\",1)\n\tgoto spawn\n\tBattleShout:\n\t\"----\" A 0 ACS_ExecuteAlways(514,0,0,0,0)\n\tGoto Spawn\n\tCharge:\n\t\"----\" A 0 A_GiveInventory(\"Chargeing\",1)\n\t\"----\" A 0 ACS_ExecuteAlways(558,0,0,0,0)\n\tGoto Spawn\n\tBlowRefund:\n\t\"----\" A 0 A_Print(\"Not Enough Magick!\")\n\tGoto Spawn\n }\n}\n\nActor BarbarianIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY G 0\n\t\tPLAY G 0 A_Die(\"Ice\")\n\t\tPLAY G 1 A_IceGuyDie\n\t\tPLAY G -1\n\t\tStop\n\tIce:\n\t\tPLAY G 5 A_GenericFreezeDeath\n\t\tPLAY G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewClericPlayer : ClericPlayer Replaces ClericPlayer\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\t+QUICKTORETALIATE\n\t+THRUSPECIES\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Cleric\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 100\n\tPlayer.StartItem \"CurrentMaxArmor\", 100\n\tHealth 100\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImACleric\"\n\tPlayer.StartItem \"MaceOfContrition\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",37\n\tPlayer.StartItem \"Strength\",12\n\tPlayer.StartItem \"Agility\",8\n\tPlayer.StartItem \"Constitution\",13\n\tPlayer.StartItem \"Willpower\",14\n\tPlayer.StartItem \"Wisdom\",8\n\tPlayer.StartItem \"Intellect\",7\n\tPlayer.StartItem \"LvlUp\",1\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.9\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"CrusaderIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tCLER G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tCLER G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tPain:\n\t\tCLER H 0 A_JumpIfInventory(\"Retribution\", random(1,10), 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_CustomMissile(\"RetributionBall\")//A_TakeInventory(\"ClericArmorBonus\", 1)\n\t\tCLER H 4\n\t\tCLER H 4 A_Pain\n\t\tGoto Spawn\n\tSee:\n\t\tCLER ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tCLER E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tCLER EFG 6\n\t\tGoto Spawn\n\tXDeath:\n\t\tCLER R 0 A_SpawnItem(\"GIBBER\")\n\t\tCLER R 5 A_PlayerScream\n\t\tCLER S 5\n\t\tCLER T 5 A_NoBlocking\n\t\tCLER UVWXYZ 5\n\t\tCLER [ -1\n\t\tStop\n\tCurse:\n\t\t\"----\" A 0 A_GiveInventory(\"UseCurse\",1)//A_CustomMissile(\"CurseMissile\",20,0,0)//A_FireCustomMissile(\"CurseMissile\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tHolyShield:\n\t\t\"----\" A 0 A_PlaySound(\"holyshield/start\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseHolyShield\",1)\n\t\tgoto spawn\n\tConsecration:\n\t\t\"----\" A 0 A_GiveInventory(\"ConsecrationTimer\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\t\"----\" A 0 A_GiveInventory(\"UseConsecration\",1)\n\t\tgoto spawn\n\tPreserveranceAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHavePreserverance\",1,\"PreserveranceAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_Print(\"Preserverance Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(515,0,0,0,0)\n\t\tgoto spawn\n\tPreserveranceAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_Print(\"Preserverance Aura Deactivated\")\n\t\tGoto Spawn\n\tProtectAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHaveProtect\",1,\"ProtectAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_Print(\"Protect Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(508,0,0,0,0)\n\t\tgoto spawn\n\tProtectAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_Print(\"Protect Aura Deactivated\")\n\t\tGoto Spawn\n\tBlessing:\n\t\t\"----\" A 0 Acs_executealways(503)\n\t\t\"----\" A 0 A_PlaySound(\"pickup/health\")\n\t\tGoto spawn\n\tSummonAncestors:\n\t\t\"----\" A 0 A_GiveInventory(\"UseSummonAncestors\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto spawn\n\tSacrifice:\n\t\t\"----\" A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(526,0,0,0),\"NoHealth\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(525,0,0,0,0)\n\t\t\"----\" A 0 A_GiveInventory(\"PowerSacrifice\")\n\t\t\"----\" A 0 A_GiveInventory(\"SacrificeSplash\")\n\t\tgoto spawn\n\tFireCurse:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFireCurse\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonLegend:\n\t\t\"----\" A 0 ACS_ExecuteAlways(530,0,0,0,0)//A_SpawnItem (\"HolyLegend\", 60, 40)\n\t\t\"----\" A 0 //A_TakeInventory(\"MP\",20)\n\t\tgoto spawn\n\tDivinePunishment:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDivinePunishment\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFuryAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHaveFury\",1,\"FuryAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_Print(\"Fury Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(546,0,0,0,0)//A_SpawnItem (\"HolyLegend\", 60, 40)\n\t\t\"----\" A 0 //A_TakeInventory(\"MP\",40)\n\t\tgoto spawn\n\tFuryAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_Print(\"Fury Aura Deactivated\")\n\t\tGoto Spawn\n\tVisions:\n\t\t\"----\" A 0 A_GiveInventory(\"UseVisions\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tNoHealth:\n\t\t\"----\" A 0 A_Print(\"Not Enough Health!\")\n\t\tgoto spawn\n\t}\n}\n\nActor CrusaderIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tCLER H 0\n\t\tCLER H 0 A_Die(\"Ice\")\n\t\tCLER H 1 A_IceGuyDie\n\t\tCLER H -1\n\t\tStop\n\tIce:\n\t\tCLER H 5 A_GenericFreezeDeath\n\t\tCLER H 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewMagePlayer : MagePlayer Replaces MagePlayer\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.MaxHealth 9999\n\tPlayer.StartItem \"CurrentMaxHealth\", 55\n\tPlayer.StartItem \"CurrentMaxArmor\", 40\n\tHealth 55\n\tPlayer.StartItem \"ImAMage\"\n\tPlayer.StartItem \"SapphireWand\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",100\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"Strength\",7\n\tPlayer.StartItem \"Agility\",7\n\tPlayer.StartItem \"Constitution\",7\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",14\n\tPlayer.StartItem \"Intellect\",15\n\tPlayer.StartItem \"LvlUp\",1\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.95\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"MageIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tSee:\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tMAGE E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tMAGE EF 8\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tMAGE G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tMAGE G 0 A_TakeInventory(\"Mana2\", 5)\n \tGoto Pain\n\tPain:\n\t\tMAGE G 4 //A_TakeInventory(\"MageArmorBonus\", 1)\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tXDeath:\n\t\tMAGE O 0 A_SpawnItem(\"GIBBER\")\n\t\tMAGE O 5 A_PlayerScream\n\t\tMAGE P 5\n\t\tMAGE R 5 A_NoBlocking\n\t\tMAGE STUVW 5\n\t\tMAGE X -1\n\t\tStop\n\tTelekinesis:\n\t\t//\"----\" A 0 A_TakeInventory(\"MP\",4)\n\t\t\"----\" A 0 ACS_ExecuteAlways(502,0,0,0,0)\n\t\tgoto spawn\n\tFireTrap:\n\t\t\"----\" A 0 A_SpawnItemEx(\"FireTrapEffects\", cos(-pitch)*141, 0, 40+(sin(-pitch))*40)//ACS_ExecuteAlways(534,0,0,0,0)////A_SpawnItem(\"FireTrapEffects\",151,40,0)\n\t\t\"----\" A 0 A_PlaySound(\"ability/firetrap\")\n\t\tgoto spawn\n\tManaCharge:\n\t\t\"----\" A 0 A_JumpIfInventory(\"ManaChargeing\",1,3)\n\t\t\"----\" A 0 A_Print(\"Mana Charge activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(509,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Mana Charge deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"ManaChargeing\",1)\n\t\tgoto spawn\n\tSpark:\n\t\t\"----\" A 0 A_GiveInventory(\"Sparking\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tDeepFreeze:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDeepFreeze\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPolyMorph:\n\t\t\"----\" A 0 A_PlaySound (\"PigActive1\")\n\t\t\"----\" A 0 A_GiveInventory(\"UsePolyMorph\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFireball:\n\t\t\"----\" A 0 A_GiveInventory(\"UseMFireBall\")//ACS_ExecuteAlways(515,0,0,0,0)//A_FireCustomMissile(\"FireballFX\",0,0,0,42)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tMeteor:\n\t\t\"----\" A 0 A_GiveInventory(\"UseMeteor\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFade:\n\t\t\"----\" A 0 ACS_ExecuteAlways(972,0,0,0,0)\n\t\tgoto spawn\n\tPillarOfFlame:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePillarOfFlame\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFroststorm:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFrostStorm\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tEnergyAbsorb:\n\t\t\"----\" A 0 A_PlaySound(\"MageLightningContinuous\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(561,0,0,0,0)//gives charge to lightning dependent on Energy Absorb level\n\t\tgoto spawn\n\tThunderStorm:\n\t\t\"----\" A 0 A_JumpIfInventory(\"ThunderStorming\",1,\"TSDeactivate\")\n\t\t\"----\" A 0 A_Print(\"Thunderstorm activated\")\n\t\t\"----\" A 0 A_GiveInventory(\"ThunderStorming\",1)\n\t\t\"----\" A 0 ACS_ExecuteAlways(506,0,0,0,0)\n\t\tGoto Spawn\n\tTSDeactivate:\n\t\t\"----\" A 0 A_Print(\"Thunderstorm deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Thunderstorming\",1)\n\t\tGoto spawn\n\tBlizzard:\n\t\t\"----\" A 0 A_GiveInventory(\"UseBlizzard\", 1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto Spawn\n\tIceBolt:\n\t\t\"----\" A 0 A_GiveInventory(\"UseIceBolt\", 1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto Spawn\n\t}\n}\n\nActor MageIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE G 0\n\t\tMAGE G 0 A_Die(\"Ice\")\n\t\tMAGE G 1 A_IceGuyDie\n\t\tMAGE G -1\n\t\tStop\n\tIce:\n\t\tMAGE G 5 A_GenericFreezeDeath\n\t\tMAGE G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewHunterPlayer : PlayerPawn\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 85\n\tPlayer.StartItem \"CurrentMaxArmor\", 80\n\tHealth 85\n\tRadius 16\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n Height 64\n Speed 1\n +NOSKIN\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 48\n\tPlayer.SoundClass \"Hunter\"\n\tPainSound \"HUNTPN2\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImAHunter\"\n\tPlayer.StartItem \"Machete\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",54\n\tPlayer.StartItem \"Strength\",10\n\tPlayer.StartItem \"Agility\",14\n\tPlayer.StartItem \"Constitution\",10\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",10\n\tPlayer.StartItem \"Intellect\",8\n\tPlayer.StartItem \"LvlUp\",1\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.9\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tPlayer.ColorRange 51, 66\n\t//Player.Portrait P_HWALK1\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HunterIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tHUNT G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tHUNT G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tSpawn:\n\t\tHUNT A -1\n\t\tStop\n\tSee:\n\t\tHUNT ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tHUNT E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tHUNT EE 8\n\t\tGoto Spawn\n\tPain:\n\t\tHUNT F 4 //A_TakeInventory(\"HunterArmorBonus\", 1)\n\t\tHUNT F 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tHUNT H 6\n HUNT I 6 A_PlayerScream\n HUNT JK 6\n HUNT L 6 A_NoBlocking\n HUNT MN 6\n HUNT O -1\n Stop\n\tXDeath:\n\t\tHUNT O 0 A_SpawnItem(\"GIBBER\")\n HUNT Q 5 A_XScream\n HUNT R 0 A_NoBlocking\n HUNT R 5\n HUNT STUVW 5\n HUNT Y -1\n Stop\n\tBurn:\n\t\tHUNT X 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\tBearTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"BearTrapItemLayer\")\n\t\tgoto spawn\n\tRavenCompanion:\n\t\t\"----\" A 0 ACS_ExecuteAlways(520,0,0,0,0)\n\t\tgoto spawn\n\tFanOfKnives:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFanOfKnives\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tTripBomb:\n\t\t\"----\" A 0 A_GiveInventory(\"UseTripBomb\")\n\t\tgoto spawn\n\tFireArrow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"FireSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"FireSpellInv\")\n\t\tgoto spawn\n\tBlock:\n\t\t\"----\" A 0 A_JumpIfInventory(\"BlockingItem\", 1, \"Spawn\")\n\t\t\"----\" A 0 A_JumpIfInventory(\"MP\", acs_executewithresult(925), 1)\n\t\tGoto BlockRefund\n\t\t\"----\" A 0 A_TakeInventory(\"MP\", acs_executewithresult(925))\n\t\t\"----\" A 0 acs_executealways(501)\n\t\t\"----\" A 0 A_GiveInventory(\"BlockingItem\")\n\t\tgoto spawn\n\tSpikeTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"SpikeTrapItemLayer\")\n\t\tgoto spawn\n\tIceArrow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"IceSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"IceSpellInv\")\n\t\tgoto spawn\n\tNoxiousTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"NoxiousTrapItemLayer\")\n\t\tgoto spawn\n\tLightningArrow:\n\t \"----\" A 0 A_JumpIfInventory(\"ThunderSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"ThunderSpellInv\")\n\t\tgoto spawn\n\tSpellBreaker:\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\tGoto Spawn\n\tPrecision:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Precisioning\",1,3)\n\t\t\"----\" A 0 A_Print(\"Precision activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(917,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Precision deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Precisioning\",1)\n\t\tgoto spawn\n\tSprint:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Sprinting\",1,3)\n\t\t\"----\" A 0 A_Print(\"Sprint activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(518,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Sprint deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Sprinting\",1)\n\t\tgoto spawn\n\tCamoflauge:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Stealthing\",1,3)\n\t\t\"----\" A 0 A_Print(\"Camoflauge activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(519,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Camoflauge deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Stealthing\",1)\n\t\tgoto spawn\n\tBlockRefund:\n\t\t\"----\" A 0 A_Print(\"Not Enough Magick!\")\n\t\tGoto Spawn\n\t}\n}\n\nActor HunterIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tHUNT F 0\n\t\tHUNT F 0 A_Die(\"Ice\")\n\t\tHUNT F 1 A_IceGuyDie\n\t\tHUNT F -1\n\t\tStop\n\tIce:\n\t\tHUNT F 5 A_GenericFreezeDeath\n\t\tHUNT F 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewNecromancerPlayer : PlayerPawn\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Necromancer\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 70\n\tPlayer.StartItem \"CurrentMaxArmor\", 60\n\tHealth 70\n\tRadius 16\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tHeight 64\n\tSpeed 1\n\t+NOSKIN\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 48\n\tPlayer.SoundClass \"Mage\"\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImAWarlock\"\n\tPlayer.StartItem \"Sickle\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",75\n\tPlayer.StartItem \"Strength\",8\n\tPlayer.StartItem \"Agility\",10\n\tPlayer.StartItem \"Constitution\",8\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",12\n\tPlayer.StartItem \"Intellect\",14\n\tPlayer.StartItem \"LvlUp\",1\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.95\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tPlayer.ColorRange 146, 163\n\t//Player.Portrait P_NWALK1\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"NecromancerIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tNECR G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tNECR G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tSpawn:\n\t\tNECR A -1\n\t\tLoop\n\tSee:\n\t\tNECR ABCD 4\n\t\tGoto Spawn\n\tMelee:\n\tMissile:\n\t\tNECR E 8 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tNECR F 8 Bright\n\t\tGoto Spawn\n\tPain:\n\t\tNECR G 4\n\t\tNECR G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tNECR H 8\n\t\tNECR I 8 A_PlayerScream\n\t\tNECR J 4\n\t\tNECR K 4 A_NoBlocking\n\t\tNECR L 4\n\t\tNECR M -1\n\t\tStop\n\tXDEATH:\n\t\tNECR N 5 A_SpawnItem(\"GIBBER\")\n\t\tNECR O 5 A_PlayerScream\n\t\tNECR P 5 A_NoBlocking\n\t\tNECR QR 5\n\t\tNECR S 5\n\t\tNECR TUV 5\n\t\tNECR W -1\n\t\tStop\n\tBurn:\n\t\tFDTH G 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\tEnfeeble:\n\t\t\"----\" A 0 A_PlaySound(\"ability/enfeeble\")\n\t\t\"----\" A 0 A_GiveInventory(\"useEnfeeble\")//ACS_ExecuteAlways(970,0,0,0,0)\n\t\tgoto spawn\n\tSummonShadow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"Shadow/active\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(971,0,0,0,0)\n\t\tgoto spawn\n\tBlight:\n\t\t\"----\" A 0 A_PlaySound(\"PoisonShroomDeath\")\n\t\t\"----\" A 0 A_GiveInventory(\"useBlight\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tTerrify:\n\t\t\"----\" A 0 A_PlaySound(\"whiteballbsee\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseTerrify\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonGhoul:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/ghlsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(974,0,0,0,0)\n\t\tgoto spawn\n\tDarkness:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDarkness\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPoisonBlast:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonBlast\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tChaos:\n\t\t\"----\" A 0 A_PlaySound(\"ability/chaos\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseChaos\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonRevenant:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/incsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(976,0,0,0,0)\n\t\tgoto spawn\n\tPoisonNova:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonNova\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tMiasma:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Miasmaing\",1,\"MiasmaDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Miasmaing\",1)\n\t\t\"----\" A 0 A_Print(\"Miasma activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(977,0,0,0,0)\n\t\tGoto Spawn\n\tMiasmaDeactivate:\n\t\t\"----\" A 0 A_Print(\"Miasma deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Miasmaing\",1)\n\t\tGoto spawn\n\tDrain:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Sapping\",1,\"DrainDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Sapping\",1)\n\t\t\"----\" A 0 A_Print(\"Drain activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(978,0,0,0,0)\n\t\tGoto Spawn\n\tBoneShower:\n\t\t\"----\" A 0 A_GiveInventory(\"UseBoneShower\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tDrainDeactivate:\n\t\t\"----\" A 0 A_Print(\"Drain deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Sapping\",1)\n\t\tGoto spawn\n\tSummonDeathKnight:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/dknsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(979,0,0,0,0)\n\t\tgoto spawn\n\tMetamorph:\n\t\t\"----\" A 0 ACS_ExecuteAlways(980,0,0,0,0)\n\t\tGoto Spawn\n\t}\n}\n\nACTOR NewMetamorphesisPlayer : PlayerPawn\n{\n\tSpeed 0.4\n\tHealth 1500\n\tRadius 16\n\tHeight 64\n\tMass 2000\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 48\n\tPlayer.ColorRange 0, 0\n\tPlayer.DisplayName \"Bruiser\"\n\tplayer.damagescreencolor \"33 FF 00\"\n\tplayer.morphweapon \"BruiserWeapon\"\n\tDamageFactor \"BruiserAttack\",0\n\tPlayer.SoundClass \"Mage\"\n\t+NOSKIN\n\t-TELESTOMP\n\t+THRUSPECIES\n\tSpecies \"Player\"\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.45\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tBOS4 A 1\n\t\tLoop\n\tSee:\n\t\tBOS4 ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tBOS4 E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tBOS4 EFG 6\n\t\tGoto Spawn\n\tPain:\n\t\tBOS4 Q 4\n\t\tBOS4 Q 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tBOS4 R 6 Bright\n\t\tBOS4 S 6 Bright A_Scream\n\t\tBOS4 T 6 Bright\n\t\tBOS4 U 6 Bright\n\t\tBOS4 VW 6 Bright\n\t\tBOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n\t\tBOS4 YZ 6 Bright\n\t\tBOZ4 Z -1 Bright\n\t\tStop\n\tEnfeeble:\n\t\t\"----\" A 0 A_PlaySound(\"ability/enfeeble\")\n\t\t\"----\" A 0 A_GiveInventory(\"useEnfeeble\")//ACS_ExecuteAlways(970,0,0,0,0)\n\t\tgoto spawn\n\tSummonShadow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"Shadow/active\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(971,0,0,0,0)\n\t\tgoto spawn\n\tBlight:\n\t\t\"----\" A 0 A_PlaySound(\"PoisonShroomDeath\")\n\t\t\"----\" A 0 A_GiveInventory(\"useBlight\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tTerrify:\n\t\t\"----\" A 0 A_PlaySound(\"whiteballbsee\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseTerrify\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonGhoul:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/ghlsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(974,0,0,0,0)\n\t\tgoto spawn\n\tDarkness:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDarkness\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPoisonBlast:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonBlast\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tChaos:\n\t\t\"----\" A 0 A_PlaySound(\"ability/chaos\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseChaos\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonRevenant:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/incsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(976,0,0,0,0)\n\t\tgoto spawn\n\tPoisonNova:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonNova\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tMiasma:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Miasmaing\",1,\"MiasmaDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Miasmaing\",1)\n\t\t\"----\" A 0 A_Print(\"Miasma activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(977,0,0,0,0)\n\t\tGoto Spawn\n\tMiasmaDeactivate:\n\t\t\"----\" A 0 A_Print(\"Miasma deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Miasmaing\",1)\n\t\tGoto spawn\n\tDrain:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Sapping\",1,\"DrainDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Sapping\",1)\n\t\t\"----\" A 0 A_Print(\"Drain activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(978,0,0,0,0)\n\t\tGoto Spawn\n\tBoneShower:\n\t\t\"----\" A 0 A_GiveInventory(\"UseBoneShower\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tDrainDeactivate:\n\t\t\"----\" A 0 A_Print(\"Drain deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Sapping\",1)\n\t\tGoto spawn\n\tSummonDeathKnight:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/dknsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(979,0,0,0,0)\n\t\tgoto spawn\n\tMetamorph:\n\t\t\"----\" A 0 ACS_ExecuteAlways(980,0,0,0,0)\n\t\tGoto Spawn\n\t}\n}\n\nActor NecromancerIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tNECR G 0\n\t\tNECR G 0 A_Die(\"Ice\")\n\t\tNECR G 1 A_IceGuyDie\n\t\tNECR G -1\n\t\tStop\n\tIce:\n\t\tNECR G 5 A_GenericFreezeDeath\n\t\tNECR G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewMana1 : Mana1 replaces Mana1\n{\n\tInventory.PickupSound \"pickup/mana\"\n\tStates\n\t{\n\tSpawn:\n\t\tMAN1 ABCDEFGHI 4 Bright\n\t\tLoop\n\t}\n}\n\nActor NewMana2 : Mana2 replaces Mana2\n{\n\tInventory.PickupSound \"pickup/mana\"\n\tStates\n\t{\n\tSpawn:\n\t\tMAN2 ABCDEFGHIJKLMNOP 4 Bright\n\t\tLoop\n\t}\n}\n\nActor NewMana3 : Mana3 replaces Mana3\n{\n\tInventory.PickupSound \"pickup/mana\"\n}"
},
{
"source": "pk3",
"name": "PUZZLES.txt",
"contents": "Actor NewPuzzBook1 : PuzzBook1 replaces PuzzBook1\n{\n\tTag \"Daemon Codex\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzBook2 : PuzzBook2 replaces PuzzBook2\n{\n\tTag \"Liber Obscura\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzCWeapon : PuzzCWeapon replaces PuzzCWeapon\n{\n\tTag \"Holy Relic\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzFlameMask : PuzzFlameMask replaces PuzzFlameMask\n{\n\tTag \"Flame Mask\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzFWeapon : PuzzFWeapon replaces PuzzFWeapon\n{\n\tTag \"Glaive Seal\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear1 : PuzzGear1 replaces PuzzGear1\n{\n\tTag \"Iron gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear2 : PuzzGear2 replaces PuzzGear2\n{\n\tTag \"Brass gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear3 : PuzzGear3 replaces PuzzGear3\n{\n\tTag \"Brass and iron gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear4 : PuzzGear4 replaces PuzzGear4\n{\n\tTag \"Silver and brass gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBig : PuzzGemBig replaces PuzzGemBig\n{\n\tTag \"Heart of D'Sparil\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBlue1 : PuzzGemBlue1 replaces PuzzGemBlue1\n{\n\tTag \"Sapphire Planet (1)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBlue2 : PuzzGemBlue2 replaces PuzzGemBlue2\n{\n\tTag \"Sapphire Planet (2)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemGreen1 : PuzzGemGreen1 replaces PuzzGemGreen1\n{\n\tTag \"Emerald Planet (1)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemGreen2 : PuzzGemGreen2 replaces PuzzGemGreen2\n{\n\tTag \"Emerald Planet (2)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemRed : PuzzGemRed replaces PuzzGemRed\n{\n\tTag \"Ruby Planet\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzMWeapon : PuzzMWeapon replaces PuzzMWeapon\n{\n\tTag \"Sigil of the Magus\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzSkull : PuzzSkull replaces PuzzSkull\n{\n\tTag \"Yorick's Skull\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "height 0;\nmonospacefonts true, \"0\";\n//resolution 640, 400;\ninterpolatehealth false;\ninterpolatearmor false;\n\nstatusbar fullscreen, fullscreenoffsets\n{\n // Health ---------------------------------------------------------------------------------------------\n\n drawimage \"H_BGLEFT\", 10, -90; // Left background\n drawimage \"H_ICNHP\", 79, -78; // Health icon\n\tPlayerClass Fighter\n\t{\n\tdrawimage \"FITEBODY\", 23, -84;//drawimage \"FITEFACE\", 24, -75;\n\t}\n\tPlayerClass Cleric\n\t{\n\tdrawimage \"CLERBODY\", 23, -83;//drawimage \"CLERFACE\", 30, -75;\n\t}\n\tPlayerClass Mage\n\t{\n\tdrawimage \"MAGEBODY\", 26, -82;//drawimage \"MAGEFACE\", 28, -74;\n\t}\n\tPlayerClass Hunter\n\t{\n\tdrawimage \"HUNTBODY\", 22, -83;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\tPlayerClass Necromancer\n\t{\n\tdrawimage \"NECRBODY\", 26, -82;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\n //drawimage \"H_HPFC01\", 98, -79; // Glowing red-colored bar frame\n //drawbar \"H_BRFILR\", \"H_BRFBGR\", health, horizontal, 101, -76; // Red-colored health bar\n\n drawimage \"H_BRFRMX\", 98, -79; // Normal-colored bar frame\n drawbar \"H_BRFILR\", \"H_BRFBGR\", health currentmaxhealth, horizontal, 101, -76; // Normal-colored health bar\n\t//drawbar \"ARMORBAR\", \"BLANKBAR\", basicarmor, horizontal, 101, -76; // Transparent-colored armor bar\n\n\tdrawimage \"H_BGTLY2\", 148, -110; // Bottom tally background\n\tdrawimage \"H_ICNARR\", 151, -107; // \"Armor\" label\n\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, armor, 204, -103; // \"Secrets\" counter\n\tdrawstring NC_CONFDIGITS, untranslated, \"/\", 214, -104;\n\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, currentmaxarmor, 247, -103; // \"Total Secrets\" counter\n\n\t//drawbar \"ARMORBAR\", \"BLANKBAR\", basicarmor, horizontal, 101, -76; // Normal-colored health bar\n // Health amount; display the digits in red if health is less than 25, in blue if health is greater than 100,\n // and in darkgray otherwise\n drawnumber 5, HUDFONT2_DOOM, untranslated, health, 247, -78, 0;\n\n // EXP ----------------------------------------------------------------------------------------------\n\n drawimage \"CONCARXP\", 79, -49; // EXP icon\n\n drawimage \"H_BRFRMX\", 98, -53; // ... otherwise, draw normal bar frame\n\n drawbar \"H_BRFILW\", \"H_BRFBGW\", XP, horizontal, 101, -50; // EXP bar\n\n // Level\n drawnumber 5, HUDFONT2_DOOM, DarkGray, Level, 247, -52, 0;\n\n // Keys -----------------------------------------------------------------------------------------------\n\n drawkeybar 12, horizontal, 18, 83, -23, 0, 12, auto;\n\n // Current Ammo ---------------------------------------------------------------------------------------\n\n \tdrawimage \"H_BGRIT\", -194, -82; // Current ammo and arms background\n\n\t/*weaponammo Mana1 && Mana2\n\t{\n\t\tweaponammo Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMB\", -146, -76;\n\t\t}\n\t\tweaponammo not Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -76;\n\t\t}\n\t\tweaponammo Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMG\", -146, -60;\n\t\t}\n\t\tweaponammo not Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -60;\n\t\t}\n\t}*/\n\n\tPlayerClass Fighter\n\t{\n\tIsSelected SpikedGauntlets { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected \"Timon'sAxe\", DragonClaw { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected HammerOfRetribution, VorpalBlade { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Quietus { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Cleric\n\t{\n\tIsSelected MaceOfContrition { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected SerpentStaff, MorningStar { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected Firestorm, Lightbringer { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Wraithverge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Mage\n\t{\n\tIsSelected SapphireWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected FrostShards, JadeWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected ArcofDeath, Skullstaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Bloodscourge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Hunter\n\t{\n\tIsSelected Machete { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected EnchantedBow, GlacialCrossbow { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected EtherealCrossbow, Blunderbuss { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected HellforgeCannon { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Necromancer\n\t{\n\tIsSelected Sickle, BruiserWeapon { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected HeartOfYorick, GauntletsOfTheNecromancer { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected LichStaff, BloodScepter { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected RavenStaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\t//drawimage \"H_BRFRMX\", -146, -76;\n\t//drawimage \"H_BRFRMX\", -146, -60;\n\tInInventory Not RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldown, horizontal, reverse, -146, -44;\n\t}\n\n\tInInventory RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldownShort, horizontal, reverse, -146, -44;\n\t}\n\n\tdrawnumber 4, HUDFONT2_DOOM, Yellow, mp, -149, -43; // Current ammo amount\n drawbar \"H_BRFILY\", \"H_BRFBGY\", mp, horizontal, reverse, -143, -41; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, Green, mana2, -149, -59; // Current ammo amount\n drawbar \"H_BRFILG\", \"H_BRFBGG\", mana2, horizontal, reverse, -143, -57; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, NCBlue, mana1, -149, -75; // Current ammo amount\n drawbar \"H_BRFILX\", \"H_BRFBGX\", mana1, horizontal, reverse, -143, -73; // Ammo bar\n\n //usesammo not { drawimage \"H_BGWP\", -194, -25; } // Otherwise, draw only the arms background\n\n //drawnumber 3, HUDFONT2_DOOM, DarkGray, ammo1, -151, -48; // Current ammo amount\n\n // Arms -----------------------------------------------------------------------------------------------\n\n drawswitchableimage weaponslot 1, \"\", \"CONDIGT1\", -188, -20;\n drawswitchableimage weaponslot 2, \"\", \"CONDIGT2\", -170, -20;\n drawswitchableimage weaponslot 3, \"\", \"CONDIGT3\", -152, -20;\n drawswitchableimage weaponslot 4, \"\", \"CONDIGT4\", -135, -20;\n drawswitchableimage weaponslot 5, \"\", \"CONDIGT5\", -116, -20;\n drawswitchableimage weaponslot 6, \"\", \"CONDIGT6\", -95, -20;\n drawswitchableimage weaponslot 7, \"\", \"CONDIGT7\", -77, -20;\n drawswitchableimage weaponslot 8, \"\", \"CONDIGT8\", -59, -20;\n drawswitchableimage weaponslot 9, \"\", \"CONDIGT9\", -41, -20;\n drawswitchableimage weaponslot 0, \"\", \"CONDIGT0\", -23, -20;\n\n PlayerClass Fighter\n {\n IsSelected SpikedGauntlets { drawstring NC_CONFDIGITS, Green, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected \"Timon'sAxe\" { drawstring NC_CONFDIGITS, Green, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected HammerOfRetribution { drawstring NC_CONFDIGITS, Green, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Quietus { drawstring NC_CONFDIGITS, Green, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected DragonClaw { drawstring NC_CONFDIGITS, Green, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected VorpalBlade { drawstring NC_CONFDIGITS, Green, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Cleric\n {\n IsSelected MaceOfContrition { drawstring NC_CONFDIGITS, NCBlueC, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected SerpentStaff { drawstring NC_CONFDIGITS, NCBlueC, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected Firestorm { drawstring NC_CONFDIGITS, NCBlueC, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Wraithverge { drawstring NC_CONFDIGITS, NCBlueC, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected MorningStar { drawstring NC_CONFDIGITS, NCBlueC, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Lightbringer { drawstring NC_CONFDIGITS, NCBlueC, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Mage\n {\n IsSelected SapphireWand { drawstring NC_CONFDIGITS, Red, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected FrostShards { drawstring NC_CONFDIGITS, Red, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected ArcOfDeath { drawstring NC_CONFDIGITS, Red, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Bloodscourge { drawstring NC_CONFDIGITS, Red, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected Jadewand { drawstring NC_CONFDIGITS, Red, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Skullstaff { drawstring NC_CONFDIGITS, Red, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Hunter\n {\n IsSelected Machete { drawstring NC_CONFDIGITS, Yellow, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected EnchantedBow { drawstring NC_CONFDIGITS, Yellow, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected EtherealCrossbow { drawstring NC_CONFDIGITS, Yellow, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected HellforgeCannon { drawstring NC_CONFDIGITS, Yellow, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected GlacialCrossbow { drawstring NC_CONFDIGITS, Yellow, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Blunderbuss { drawstring NC_CONFDIGITS, Yellow, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Necromancer\n {\n IsSelected Sickle { drawstring NC_CONFDIGITS, Purple, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected HeartOfYorick { drawstring NC_CONFDIGITS, Purple, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected LichStaff { drawstring NC_CONFDIGITS, Purple, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected RavenStaff { drawstring NC_CONFDIGITS, Purple, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected GauntletsOfTheNecromancer { drawstring NC_CONFDIGITS, Purple, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected BloodScepter { drawstring NC_CONFDIGITS, Purple, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n // Skills Display -------------------------------------------------------------------------------------------\n\n PlayerClass Fighter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIMB\", 10, -124; }// Current ammo amount}\n InInventory SkillSlot1, 1 { drawimage \"ARTICS\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIWARC\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISTOM\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIAXEM\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIBESE\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIRUSH\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAR\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIHAM\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIADRN\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIADRE\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIHOOK\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTISWRD\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIRFCT\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIDBLW\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIMB\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICS\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIWARC\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISTOM\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIAXEM\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIBESE\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIRUSH\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAR\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIHAM\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIADRN\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIADRE\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIHOOK\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTISWRD\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIRFCT\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIDBLW\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIMB\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICS\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIWARC\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISTOM\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIAXEM\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIBESE\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIRUSH\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAR\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIHAM\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIADRN\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIADRE\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIHOOK\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTISWRD\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIRFCT\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIDBLW\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIMB\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICS\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIWARC\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISTOM\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIAXEM\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIBESE\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIRUSH\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAR\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIHAM\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIADRN\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIADRE\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIHOOK\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTISWRD\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIRFCT\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIDBLW\", 112, -124; }\n }\n\n PlayerClass Cleric\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIBL\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTICU\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIMACE\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISHLD\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFC\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIANCE\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTISACR\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIPROT\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICNSC\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTILEGE\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIRETR\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIREGN\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDIVP\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIVISI\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIHF\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIBL\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICU\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIMACE\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISHLD\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFC\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIANCE\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTISACR\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIPROT\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICNSC\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTILEGE\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIRETR\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIREGN\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDIVP\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIVISI\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIHF\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIBL\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICU\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIMACE\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISHLD\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFC\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIANCE\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTISACR\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIPROT\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICNSC\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTILEGE\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIRETR\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIREGN\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDIVP\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIVISI\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIHF\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIBL\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICU\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIMACE\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISHLD\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFC\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIANCE\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTISACR\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIPROT\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICNSC\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTILEGE\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIRETR\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIREGN\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDIVP\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIVISI\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIHF\", 112, -124; }\n }\n\n PlayerClass Mage\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIDFBA\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTITK\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIICBO\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPAR\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFT\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIMCHA\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIFREE\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIABSO\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIMETE\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIFADE\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIBLIZ\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTITHST\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIFPIL\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIPOLY\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIFSTM\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIDFBA\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTITK\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIICBO\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPAR\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFT\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIMCHA\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIFREE\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIABSO\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIMETE\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIFADE\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIBLIZ\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTITHST\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIFPIL\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIPOLY\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIFSTM\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIDFBA\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTITK\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIICBO\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPAR\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFT\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIMCHA\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIFREE\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIABSO\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIMETE\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIFADE\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIBLIZ\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTITHST\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIFPIL\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIPOLY\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIFSTM\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIDFBA\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTITK\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIICBO\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPAR\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFT\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIMCHA\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIFREE\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIABSO\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIMETE\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIFADE\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIBLIZ\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTITHST\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIFPIL\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIPOLY\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIFSTM\", 112, -124; }\n }\n\n PlayerClass Hunter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIRNGE\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTIBLMA\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBEAR\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPRT\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFRAR\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIPREC\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIBLCK\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTISPTR\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICAMO\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIICAR\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIKNIF\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIGLYP\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIRAVN\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTILIAR\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTINOXS\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIRNGE\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTIBLMA\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBEAR\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPRT\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFRAR\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIPREC\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIBLCK\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTISPTR\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICAMO\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIICAR\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIKNIF\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIGLYP\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIRAVN\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTILIAR\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTINOXS\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIRNGE\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTIBLMA\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBEAR\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPRT\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFRAR\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIPREC\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIBLCK\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTISPTR\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICAMO\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIICAR\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIKNIF\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIGLYP\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIRAVN\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTILIAR\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTINOXS\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIRNGE\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTIBLMA\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBEAR\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPRT\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFRAR\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIPREC\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIBLCK\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTISPTR\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICAMO\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIICAR\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIKNIF\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIGLYP\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIRAVN\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTILIAR\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTINOXS\", 112, -124; }\n }\n\n PlayerClass Necromancer\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIENFE\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTISHAD\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBLTE\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTITERR\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIGHOL\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIDRKN\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIPBOL\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAO\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIREVE\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIPNOV\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIMIAS\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIDRAN\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDKGT\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIBNST\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIMTRF\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIENFE\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTISHAD\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBLTE\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTITERR\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIGHOL\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIDRKN\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIPBOL\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAO\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIREVE\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIPNOV\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIMIAS\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIDRAN\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDKGT\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIBNST\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIMTRF\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIENFE\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTISHAD\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBLTE\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTITERR\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIGHOL\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIDRKN\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIPBOL\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAO\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIREVE\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIPNOV\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIMIAS\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIDRAN\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDKGT\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIBNST\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIMTRF\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIENFE\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTISHAD\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBLTE\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTITERR\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIGHOL\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIDRKN\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIPBOL\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAO\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIREVE\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIPNOV\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIMIAS\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIDRAN\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDKGT\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIBNST\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIMTRF\", 112, -124; }\n }\n\n // Inventory ------------------------------------------------------------------------------------------\n\n //drawselectedinventory alternateonempty, center, NC_CONFDIGITS, -119, -106, -102, -93, NCYellowC2 {}\n\tdrawinventorybar Doom, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;\n //else { drawimage \"ARTIBOX\", -137, -124; }\n}\n\n//statusbar inventoryfullscreen {}\n//statusbar inventory {}//\n//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }\n//statusbar automap {} // Dont' draw an automap statusbar"
},
{
"source": "pk3",
"name": "textcolo.txt",
"contents": "NCBlue { #001b30 #0090ff }\n\n// These color was made specifically for the custom NC_CONFDIGITS font\nNCBlueC { #007fe0 #41acff }\nNCGrayC { #505050 #707070 }\nNCGreenC { #00e030 #41ff65 }\nNCYellowC { #cb9b00 #ffdb00 }\nNCYellowC2 { #cb9b40 #ffdb50 } // A little less saturated than NCYellowC\nNCRedC { #cb0000 #ff0000 }"
},
{
"source": "pk3",
"name": "Compat/Viscerus.txt",
"contents": "// DISCIPLES\n\nACTOR SOVDiscipleRed : Wizard 10085\n{\n\tTranslation \"231:239=164:185\" // Purple (Magic Glow) to Red\n\n\tHealth 25000\n\tSpeed 15\n\tPainChance 0\n\tMass 200\n\tSeeSound \"wizard/laugh\"\n\tPainSound \"wizard/pain\"\n\tDeathSound \"wizard/death\"\n\tActiveSound \"wizard/active\"\n\tObituary \"%o met his end at the Disciple of Fire.\"\n\t+NOBLOOD\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD A 0\n\t\t\tWZRD A 0 ACS_ExecuteAlways(913,0,25000,0,0)\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_StartFire\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 7 Bright A_VileTarget(\"SOVDiscipleRedFire\")\n\t\t\tWZRD CCCCCCCC 7 Bright A_FaceTarget\n\t\t\tWZRD D 12 Bright A_VileAttack\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleRedCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-30)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedBlur\n{\n\tTranslation \"231:239=164:185\" // Purple (Magic Glow) to Red\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedFire\n{\n\tRenderStyle Add\n\tAlpha 1\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFIRE A 2 Bright A_StartFire\n\t\t\tFIRE BAB 2 Bright A_Fire\n\t\t\tFIRE C 2 Bright A_FireCrackle\n\t\t\tFIRE BCBCDCDCDEDED 2 Bright A_Fire\n\t\t\tFIRE E 2 Bright A_FireCrackle\n\t\t\tFIRE FEFEFGHGHGH 2 Bright A_Fire\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=164:185\" // Blue to Red\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleRedCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreen : SOVDiscipleRed 10086\n{\n\tTranslation \"231:239=211:216\", \"164:185=192:202\" // Purple (Magic Glow) to Green, Red Trim to Green\n\n\tObituary \"%o met his end at the Disciple of Disease.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"ClericCStaffFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CStaffMissile\",32,-20,0)\n\t\t\tWZRD D 7 Bright A_CustomMissile(\"CStaffMissile\",32,20,0)\n\t\t\tWZRD D 7 A_MonsterRefire(128, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleGreenCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,50)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,30)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,10)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,20)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenBlur\n{\n\tTranslation \"231:239=211:216\",\"164:185=192:202\" // Purple (Magic Glow) to Green, Red Trim to Green\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=211:216\" // Blue to Green\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleGreenCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenPod\n{\n\tSpeed 20\n\tRadius 8\n\tHeight 16\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+NOTELEPORT\n\t+HEXENBOUNCE\n\t+EXPLODEONWATER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS3 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tSBS3 A 4 Bright A_SpawnItemEx(\"SOVDiscipleGreenCloud\", 0, 0, 28, 0, 0, 0, 0, 0)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenCloud : NewPoisonCloud\n{\n\tObituary \"%o choked on the Disciple of Disease's wrath.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSBG D 1\n\t\tPSBG D 1 A_Scream\n\t\tPSBG DEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tGoto Death\n\t}\n}\n\nACTOR SOVDiscipleBlue : SOVDiscipleRed 10087\n{\n\tTranslation \"231:239=217:223\",\"164:185=146:163\" // Purple (Magic Glow) to Blue, Red Trim to Blue\n\tSpeed 20\n\tObituary \"%o met his end at the Disciple of Physics.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Blink\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Blink\")\n\t\t\tLoop\n\t\tBlink:\n\t\t\tWZRD F 0 Bright A_Stop\n\t\t\tWZRD F 0 Bright A_UnSetSolid\n\t\t\tWZRD F 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD H 4 Bright\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 1 A_Wander\n\t\t\tWZRD H 0 Bright A_Stop\n\t\t\tWZRD H 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD F 4 Bright\n\t\t\tWZRD A 4 A_SetSolid\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 17 Bright A_FaceTarget\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 3 Bright A_CustomMissile(\"SOVDiscipleBlueBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 A_MonsterRefire(0, \"See\")\n\t\t\tWZRD D 3 A_Jump(16, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleBlueCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Blink\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleBlueCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueBall : SorcFX4\n{\n\tTranslation \"231:239=217:223\", \"164:185=217:223\"\n\tSpeed 15\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueLCeil : NewLightningCeiling\n{\n\t}\n\nACTOR SOVDiscipleBlueLFloor : NewLightningFloor\n{\n\t}\n\nACTOR SOVDisciplePurple : SOVDiscipleRed 10088\n{\n\tTranslation \"164:185=231:239\" // Red Trim to Purple\n\tPainChance 0\n\tObituary \"%o met his end at the Disciple of Death.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright ACS_Execute(300) // Call spawning of dead guys\n\t\t\tWZRD D 12 Bright A_FaceTarget\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDisciplePurpleCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\tMissile3Repeat:\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tWZRD D 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,random(0,90)-45)\n\t\t\tWZRD D 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Dash\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 0 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD F 6 Bright A_KillChildren\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBlur\n{\n\tTranslation \"164:185=231:239\" // Red Trim to Purple\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleWraith : NewWraithBuried\n{\n\t+FLOORHUGGER\n\t}\n\nACTOR SOVDisciplePurpleSpirit : NewHolySpirit\n{\n\tTranslation \"1:32=235:239\"\n\t}\n\nACTOR SOVDisciplePurpleChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=231:239\" // Blue to Purple\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDisciplePurpleCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBall : SorcFX4\n{\n\tTranslation \"164:185=231:239\"\n\tSpeed 20\n\t+RANDOMIZE\n\tObituary \"%o was blasted by the Disciple of Death.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\n// VISCERUS\n\nACTOR Viscerus 10082\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 20\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC F 0 Bright A_SetReflectiveInvulnerable\n\t\t\tSORC F 175 Bright\n\t\t\tSORC F 0 Bright A_UnSetReflectiveInvulnerable\n\t\tRegularSee:\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tGoto See+3\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 6 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"CentaurFX\", 36, 0, -5)\n\t\t\tSORC E 4 Bright A_CustomMissile(\"CentaurFX\", 36, 0, 5)\n\t\t\tGoto RegularSee\n\t\tMissile2:\n\t\t\tSORC F 18 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\tMissile2A:\n\t\t\tSORC E 5 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -10)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 5)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -5)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC FFFFF 7 Bright A_FaceTarget\n\t\tMissile3A:\n\t\t\tSORC F 10 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tSORC E 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto RegularSee\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Second stage of Viscerus's fury!\nACTOR Viscerus2\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile3\")\n\t\t\tGoto Missile4\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 4 Bright A_PlaySound(\"BishopAttack\")\n\t\tMissile2A:\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"BishopFX\", 36, 10, 0)\n\t\t\tSORC E 6 Bright A_CustomMissile(\"BishopFX\", 36, -10, 0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 45)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -45)\n\t\t\tGoto See\n\t\tMissile4:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 29 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, -10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, 0)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"PorkFX\", 36, 0, 10)\n\t\t\tGoto See\n\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Third stage of Viscerus's fury!\nACTOR Viscerus3\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisBallFX\", 36, 0, 64)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisBallFX\", 36, 0, -64)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 18 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3A:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 17 Bright\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"DragonFireball\",33,0,24)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Fourth stage of Viscerus's fury!\nACTOR Viscerus4\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererDeathScream\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 12)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 20)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 35 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3Repeat:\n\t\t\tSORC E 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,20)\n\t\t\tSORC E 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,-20)\n\t\t\tSORC E 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC H 5 Bright ACS_ExecuteAlways(914,0, 20000)\n\t\t\tSORC I 5 Bright A_FaceTarget\n\t\t\tSORC J 5 Bright A_Scream\n\t\t\tSORC KLMNOPQRST 5 Bright\n\t\t\tSORC U 5 Bright A_NoBlocking\n\t\t\tSORC VWXY 5 Bright\n\t\t\tSORC Z -1 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisBallFX : SorcFX1\n{\n\tSpeed 7\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\tBounceFactor 1.0\n\t+HEXENBOUNCE\n\tSeeSound \"SorcererBallBounce\"\n\tDeathSound \"SorcererHeadScream\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 Bright A_GetHurt\n\t\t\tSBS1 BCD 3 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCFCF Q 1 Bright\n\t\t\tCFCF Q 4 Bright A_UnHideThing\n\t\t\tCFCF R 3 Bright A_Scream\n\t\t\tCFCF S 4 Bright\n\t\t\tCFCF T 3 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tCFCF U 4 Bright\n\t\t\tCFCF V 3 Bright\n\t\t\tCFCF W 4 Bright\n\t\t\tCFCF X 3 Bright\n\t\t\tCFCF Y 4 Bright\n\t\t\tCFCF Z 3 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathWave\n{\n\tSpeed 10\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 15\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile(\"VisDeathBlast\",0,random(-64,64))\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tGoto Spawn2\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathBlast\n{\n\tSpeed 0\n\tRadius 8\n\tHeight 8\n\tDamage 0\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tSBS4 D 0 A_Jump(128,1)\n\t\t\tSBS4 D 0 A_PlaySound(\"SorcererBallExplode\")\n\t\t\tSBS4 D 5\n\t\t\tSBS4 E 5 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)),128)\n\t\t\tSBS4 FGH 6\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow1\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow2\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC B 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow3\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC C 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow4\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC D 12\n\t\t\tStop\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "Compat/HoC.txt",
"contents": "ACTOR FuzzClink : NewClinkHeretic 7000\n{\n\tRenderStyle FUZZY\n\tObituary \"%o was sliced up by a Stealth Clink.\"\n}\n\nACTOR DoomImpHOC : NewDoomImp 7001\n{\n\tHitObituary \"%o was slashed by an imp.\"\n\tObituary \"%o was burned by an imp.\"\n}\n\nACTOR LostSoulHOC : NewLostSoul 7002\n{\n\tObituary \"%o was spooked by a lost soul.\"\n}\n\nACTOR PainElementalHOC : NewPainElemental 7003\n{\n\t+DONTMORPH\n}\n\nACTOR CacodemonHOC : NewCacodemon 7004\n{\n\tHitObituary \"%o got too close to a Cacodemon.\"\n\tObituary \"%o was smitten by a Cacodemon.\"\n}\n\nACTOR BaronOfHellHOC : NewBaronOfHell 7005\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHitObituary \"%o was ripped open by a Baron of Hell.\"\n\tObituary \"%o was bruised by a Baron of Hell.\"\n}\n\nACTOR CentaurHOC : NewCentaur 7006\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o got a taste of %p own medicine.\"\n}\n\nACTOR CentaurLeaderHOC : NewCentaurLeader 7007\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o was blasted by a Centaur.\"\n}\n\nACTOR BishopHOC : NewBishop 7008\n{\n\tHitObituary \"%o was blown away by a Dark Bishop.\"\n\tObituary \"%o was damned by a Dark Bishop.\"\n}\n\nACTOR ArchvileHOC : NewArchvile 7009 // heresiarch in HOC 3\n{\n\t+FIREDAMAGE\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tObituary \"%o was incinerated by an Archvile.\"\n}\n\nACTOR SerpentHOC : NewSerpent 7010\n{\n\tObituary \"%o was surprised by a Stalker.\"\n}\n\nACTOR SerpentLeaderHOC : NewSerpentLeader 7011\n{\n\tHitObituary \"%o was surprised by a Stalker.\"\n\tObituary \"%o got slimed by a Stalker.\"\n}\n\nACTOR WendigoHOC : NewIceGuy 7020\n{\n\t+DONTMORPH\n\n\tObituary \"%o was iced by a Wendigo.\"\n}\n\nACTOR HeresiarchHOC : NewHeresiarch 7030\n{\n\tObituary \"%o had no chance against a Heresiarch.\"\n}\n\nACTOR NightmareClink : NewClink 7035\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHEALTH 100\n\tSPEED 26\n\tMELEEDAMAGE 80\n\n SeeSound \"NightmareClinkSight\"\n ActiveSound \"NightmareClinkActive\"\n\n\tRenderStyle FUZZY\n\tObituary \"%o was massacred by a Nightmare Clink.\"\n}\n\nACTOR OmegaDsparil 7050\n{\n\tSCALE 3.0\n\tRADIUS 95\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 110000\n\tSPEED 14\n\tPAINCHANCE 8\n\n MONSTER\n +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n SeeSound \"dsparil/sight\"\n ActiveSound \"dsparil/active\"\n\tAttackSound \"dsparil/attack\"\n PainSound \"dsparil/pain\"\n DeathSound \"bigDsparilDeath\"\n\n\tMISSILETYPE OmegaDsparilShot\n\tMISSILEHEIGHT 140\n\n\tObituary \"%o was pwned by Omega D'Sparil.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSOR2 M 0\n\t\t\tSOR2 M 0 ACS_ExecuteAlways(913,0,110000,0,0)//increase health on higher difficulties\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSOR2 MMNNOOPP 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 4 A_MissileAttack\n\t\t\tSOR2 T 4 A_CustomMissile(\"OmegaDsparilSpawner\", 140, 0, 0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tSOR2 Q 2\n\t\t\tSOR2 Q 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSDTH A 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tSDTH A 8 A_Scream\n\t\t\tSDTH B 8\n\t\t\tSDTH C 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH G 7\n\t\t\tSDTH H 7\n\t\t\tSDTH I 20\n\t\t\tSDTH J 6\n\t\t\tSDTH K 6\n\t\t\tSDTH L 6\n\t\t\tSDTH M 6\n\t\t\tSDTH N 6\n\t\t\tSDTH O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaDsparilShot : Sorcerer2FX1\n{\n\tDAMAGE ((random(1,8)*400)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaDsparilSpawner : Sorcerer2FX2\n{\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaBaron 7051\n{\n\tSCALE 3.0\n\tRADIUS 88\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 75000\n\tSPEED 10\n\tPAINCHANCE 4\n\n MONSTER\n +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n SeeSound \"baron/sight\"\n ActiveSound \"baron/active\"\n\tAttackSound \"baron/attack\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n\n\tMISSILETYPE OmegaBaronShot\n\tMISSILEHEIGHT 80\n\n\tObituary \"%o was mangled by an omega baron\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBOSS A 0\n\t\t\tBOSS A 0 ACS_ExecuteAlways(913,0,75000,0,0)//increase health on higher difficulties\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tBOSS AABBCCDD 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -30)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 30)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -5)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 5)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tBOSS H 2\n\t\t\tBOSS H 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tBOSS I 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tBOSS I 8 A_Scream\n\t\t\tBOSS J 8\n\t\t\tBOSS K 8\n\t\t\tBOSS L 8\n\t\t\tBOSS M 8\n\t\t\tBOSS N 8\n\t\t\tBOSS O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaBaronShot : BaronBall\n{\n\tDAMAGE ((random(1,8)*100)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 16\n}"
},
{
"source": "pk3",
"name": "Compat/Skulltag.txt",
"contents": "//=================================================================================================\n//\n// DarkImp\n//\n//=================================================================================================\n\nactor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience\n{\n game Doom\n spawnid 155 // [RT] I think this is the right Spawnid, change if it isn't\n obituary \"$OB_DARKIMP\"\n hitobituary \"$OB_DARKIMP_MELEE\"\n health 120\n missiletype DarkImpBall\n meleedamage 3\n meleesound \"imp/melee\"\n states\n {\n Spawn:\n DIMP AB 10 A_Look\n loop\n See:\n DIMP AABBCCDD 3 A_Chase\n loop\n Melee:\n Missile:\n DIMP EF 8 A_FaceTarget\n DIMP G 6 A_ComboAttack // See DarkImpBall\n goto See\n Pain:\n DIMP H 2\n DIMP H 2 A_Pain\n goto See\n Death:\n DIMP I 8\n DIMP J 8 A_Scream\n DIMP K 6\n DIMP L 6 A_NoBlocking\n DIMP M -1\n stop\n XDeath:\n DIMP N 5\n DIMP O 5 A_XScream\n DIMP P 5\n DIMP Q 5 A_NoBlocking\n DIMP RST 5\n DIMP U -1\n stop\n Raise:\n DIMP ML 8\n DIMP KJI 6\n goto See\n }\n}\n\nactor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience.\n{\n game Doom\n spawnid 218\n Speed 20\n damage 3 // [RT] I think this is right, change if neccesary.\n states\n {\n Spawn:\n BAL4 AB 4 bright\n loop\n Death:\n BAL4 CDE 6 bright\n stop\n }\n}\n\n//=================================================================================================\n//\n// Cacolantern\n//\n//=================================================================================================\n\nACTOR Cacolantern : Cacodemon 5006\n{\n\tSpawnID 159\n\tHealth 800\n\tObituary \"$OB_CACOLANTERN\"\n\tHitObituary \"$OB_CACOLANTERN_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"CacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED2 G 8 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR CacolanternBall\n{\n\tSpawnID 219\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL8 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL8 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Abaddon\n//\n//=================================================================================================\n\nACTOR Abaddon : Cacolantern 5015\n{\n\tSpawnID 220\n\tHealth 1200\n\tSpeed 12\n\tPainChance 40\n\tObituary \"$OB_ABADDON\"\n\tHitObituary \"$OB_ABADDON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED3 E 3\n\t\tHED3 E 3 A_Pain\n\t\tHED3 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED3 G 8 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR AbaddonBall\n{\n\tSpawnID 221\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 10\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL3 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL3 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Belphegor\n//\n//=================================================================================================\n\nACTOR Belphegor : HellKnight 5008\n{\n\tSpawnID 215\n\tHealth 1500\n\tPainChance 25\n\tSeeSound \"baron/sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"baron/death\"\n\tActiveSound \"baron/active\"\n\tObituary \"$OB_BELPHEGOR\"\n\tHitObituary \"$OB_BELPHEGOR_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tBOS3 H 2\n\t\tBOS3 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR BelphegorBall : BaronBall\n{\n\tSpawnID 222\n\tSpeed 20\n}\n\n//=================================================================================================\n//\n// BloodDemon\n//\n//=================================================================================================\n\nACTOR BloodDemon : Demon 5004\n{\n\tSpawnID 156\n\tHealth 300\n\tObituary \"$OB_BLOODDEMON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRG2 AABBCCDD 2 A_Chase\n\t\tLoop\n\tPain:\n\t\tSRG2 H 2\n\t\tSRG2 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 M 4\n\t\tSRG2 N -1\n\t\tStop\n\tRaise:\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\n//=================================================================================================\n//\n// Hectebus\n//\n//=================================================================================================\n\nACTOR Hectebus : Fatso 5007\n{\n SpawnID 158\n Health 1200\n PainChance 20\n Obituary \"$OB_HECTEBUS\"\n States\n {\n Spawn:\n HECT AB 15 A_Look\n Loop\n See:\n HECT AABBCCDDEEFF 4 A_Chase\n Loop\n Pain:\n HECT J 3\n HECT J 3 A_Pain\n Goto See\n Missile:\n //These Next 2 states replace A_FatRaise and A_HectRaise\n HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n HECT G 20 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n Goto See\n Death:\n HECT K 6\n HECT L 6 A_Scream\n HECT M 6 A_NoBlocking\n HECT NOPQRS 6\n HECT T -1\n Stop\n Raise:\n HECT RQPONMLK 5\n Goto See\n }\n}\n\nACTOR HectShot : FatShot\n{\n Speed 22\n Damage 12\n States\n {\n Spawn:\n HECF AB 4 BRIGHT\n Loop\n Death:\n HECF C 8 BRIGHT\n HECF D 6 BRIGHT\n HECF E 4 BRIGHT\n Stop\n }\n}\n\n//=================================================================================================\n//\n// SuperShotgunGuy\n//\n//=================================================================================================\n\nACTOR SuperShotgunGuy 5005\n{\n Game Doom\n SpawnID 157\n Health 120\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 170\n SeeSound \"chainguy/sight\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"ssgguy/attack\"\n MONSTER\n +FLOORCLIP\n Obituary \"$OB_SSGGUY\"\n DropItem \"SuperShotgun\"\n States\n {\n Spawn:\n GPOS AB 10 A_Look\n Loop\n See:\n GPOS AABBCCDD 4 A_Chase\n Loop\n Missile:\n GPOS E 10 A_FaceTarget\n GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, \"BulletPuff\")\n GPOS E 8\n Goto See\n Pain:\n GPOS G 3\n GPOS G 3 A_Pain\n Goto See\n Death:\n GPOS H 5\n GPOS I 5 A_Scream\n GPOS J 5 A_NoBlocking\n GPOS KLM 5\n GPOS N -1\n Stop\n XDeath:\n GPOS O 5\n GPOS P 5 A_XScream\n GPOS Q 5 A_NoBlocking\n GPOS RS 5\n GPOS T -1\n Stop\n Raise:\n GPOS LKJIH 5\n Goto See\n }\n}\n\n//=================================================================================================\n//\n// Minigun\n//\n//=================================================================================================\n\nACTOR Minigun : Weapon 5014\n{\n\tGame Doom\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoUse 1\n\tWeapon.Selectionorder 700\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_MINIGUN\"\n\tObituary \"$OB_MINIGUN\"\n\tAttackSound \"weapons/minigun\"\n\tSpawnID 214\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tMNGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMNGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMNGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG B 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG A 2 A_ReFire\n\t\tMNGG B 2\n\t\tMNGG A 4\n\t\tMNGG B 4\n\t\tMNGG A 8\n\t\tMNGG B 8\n\t\tgoto Ready\n\tFlash:\n\t\tMNGF A 3 BRIGHT A_Light1\n\t\tMNGF B 3 BRIGHT A_Light0\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// RailGun\n//\n//=================================================================================================\n\nACTOR RailGun : DoomWeapon 5012\n{\n\tGame Doom\n\tSpawnID 164\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 100\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tInventory.Pickupmessage \"$PICKUP_RAILGUN\"\n\tObituary \"$OB_RAILGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRLGG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tRLGG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tRLGG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tRLGG E 12 A_FireRailgun\n\t\tRLGG F 6 //A_CheckRailReload\n\t\tRLGG G 6\n\t\tRLGG H 6\n\t\tRLGG I 6\n\t\tRLGG J 6\n\t\tRLGG K 6\n\t\tRLGG L 6\n\t\tRLGG A 6\n\t\tRLGG M 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 5 bright A_Light1\n\t\tTNT1 A 5 bright A_Light2\n\t\tTNT1 A 0 bright A_Light0\n\t\tGoto LightDone\n\tSpawn:\n\t\tRAIL A -1\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K\n//\n//=================================================================================================\n\nACTOR BFG10K : DoomWeapon 5013\n{\n\tGame Doom\n\tSpawnID 165\n\tRadius 20\n\tHeight 20\n\tWeapon.Selectionorder 2800\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.Kickback 100\n\tInventory.Pickupmessage \"$PICKUP_BFG10K\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tSpawn:\n\t\tBFG2 A -1\n\t\tstop\n\tReady:\n\t\tBG2G A 0 A_PlaySound (\"weapons/bfg10kidle\")\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tBG2G E 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tBG2G E 1 A_Raise\n\t\tloop\n\tFire:\n\t\tBG2G E 20 A_PlaySound (\"weapons/bfg10kf\")\n\t\tBG2G F 4\n\t\tBG2G G 1\n\t\tBG2G H 1\n\t\tBG2G I 1\n\t\tBG2G J 1\n\t\tgoto Hold\n\tHold:\n\t\tBG2G K 2 A_GunFlash\n\t\tBG2G L 2 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n\t\tBG2G M 2\n\t\tBG2G N 0 A_ReFire\n\t\tBG2G O 35 A_PlaySound (\"weapons/bfg10kcool\")\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 2 bright A_Light1\n\t\tTNT1 A 3 bright\n\t\tGoto LightDone\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K explosive shot\n//\n//=================================================================================================\n\nACTOR BFG10kShot\n{\n\tGame Doom\n\tSpawnID 217\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 160\n\tDamageType BFG10k\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+NOTELEPORT\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/bfg10kx\"\n\tAttackSound \"weapons/bfg10kx\"\n\tObituary \"$OB_BFG10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFE1 A 0 bright\n\t\tBFE1 A 3 bright A_Detonate\n\t\tBFE1 BCDEF 3 bright\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// GrenadeLauncher\n//\n//=================================================================================================\n\nACTOR GrenadeLauncher : DoomWeapon 5011\n{\n\tGame Doom\n\tSpawnID 163\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 2500\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_GRENADELAUNCHER\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tGLAU A -1\n\t\tstop\n\tReady:\n\t\tGRLG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGRLG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGRLG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tGRLG B 8 A_GunFlash\n\t\tGRLG B 12 A_FireCustomMissile ( \"Grenade\", 0, 1, 0, 0, 0, 6.328125 )\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tGRLF A\t3 bright A_Light1\n\t\tGRLF B\t4 bright\n\t\tGRLF C 4 bright A_Light2\n\t\tGRLF D 4 bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\n//=================================================================================================\n//\n// Red Armor\n//\n//=================================================================================================\n\nACTOR RedArmor : BasicArmorPickup 5040\n{\n\tGame Doom\n\tSpawnID 168\n\tRadius 20\n\tHeight 16\n\tArmor.Savepercent 66.66666\n\tArmor.Saveamount 200\n\tInventory.Icon \"ARM3A0\"\n\tInventory.Pickupmessage \"$PICKUP_REDARMOR\"\n\tDamageFactor \"Fire\", 0.125\n\tDamageFactor \"Rocket\", 0.125\n\tDamageFactor \"Grenade\", 0.125\n\tStates\n\t{\n\tSpawn:\n\t\tARM3 A 6\n\t\tARM3 B 6 bright\n\t\tgoto Spawn\n\t}\n}\n\n//=================================================================================================\n//\n// Max. armor bonus\n//\n//=================================================================================================\n\nACTOR MaxArmorBonus : BasicArmorBonus 5091\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 167\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$PICKUP_MAXARMORBONUS\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 1\n\tArmor.Maxsaveamount 200\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6\n\t\tloop\n\t}\n}\n\nACTOR MaxHealthBonus : CustomInventory 5090\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 166\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tHealth 200\n\tInventory.PickupMessage \"$PICKUP_MAXHEALTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON3 ABCDCB 6\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Compat/SkulltagR.txt",
"contents": "Actor NewDarkImp : DarkImp replaces DarkImp\n{\n\tMeleerange 48\n\tStates\n\t{\n\tSpawn:\n\t\tDIMP A 0\n\t\tDIMP A 0 ACS_ExecuteAlways(913,0,120,8,0)//increase health on higher difficulties\n\t\tDIMP AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tDIMP AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,25)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tDIMP EF 8 A_FaceTarget\n\t\tDIMP G 6 A_CustomComboAttack(\"DarkImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n\t\tGoto See\n\tDeath:\n\t\tDIMP A 0 ACS_ExecuteAlways(914,0,25)\n\t\tGoto Super::Death\n\tBurn:\n\t\tBURN A 0 ACS_ExecuteAlways(914,0,25)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tDIMP A 0 ACS_ExecuteAlways(914,0,25)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"ZDARKIMPHEAD\",0, 0, 50, random(4,6), random(4,6), random(4,6), random(0,360), 128)\n\t\tTNT1 A 1 A_SpawnItem(\"GIBBER\")\n\t\tTNT1 AA 1 A_SpawnItemEx(\"DARKIMPCLAW\",0, 0, 50, random(4,6), random(4,6), random(4,6), random(0,360), 128)\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,25)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nactor NewDarkImpBall : DarkImpBall replaces DarkImpBall\n{\n\tDamage ((3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)))\n}\n\nactor ZDARKIMPHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n +NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n DIMH A 0\n DIMH A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n DIMH A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n DIMH B 5 ThrustThingZ(0,6,1,1)\n DIMH C 5\n DIMH ABC 5\n loop\n Death:\n DIMH C 0 A_Jump (32,3)\n DIMH C 0 A_Jump (64,3)\n DIMH C 0 A_Jump (128,3)\n DIMH A 1050\n Stop\n DIMH B 1050\n Stop\n DIMH C 1050\n Stop\n }\n}\n\nactor DARKIMPCLAW\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n +NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n DIMC A 0\n DIMC A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n DIMC A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n DIMC B 5 ThrustThingZ(0,6,1,1)\n DIMC C 5\n DIMC ABC 5\n loop\n Death:\n DIMC C 0 A_Jump (128,3)\n DIMC C 0 A_Jump (128,3)\n DIMC C 0 A_Jump (128,3)\n DIMC A 1050\n Stop\n DIMC B 1050\n Stop\n DIMC C 1050\n Stop\n }\n}\n\nActor NewCacolantern : Cacolantern Replaces Cacolantern\n{\n\tBloodColor \"Blue\"\n\tMeleerange 84\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 0\n\t\tHED2 A 0 ACS_ExecuteAlways(913,0,800,20,0)//increase health on higher difficulties\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,60)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 A_CustomComboAttack(\"NewCacolanternBall\", 32, (8 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tHED2 A 0 ACS_ExecuteAlways(914,0,60)\n\t\tHED2 G 8 A_Scream\n\t\tHED2 H 6\n\t\tHED2 H 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHED2 H 2\n\t\tHED2 I 5\n\t\t//HED2 I 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHED2 J 4 A_NoBlocking\n\t\tHED2 K 4\n\t\tHED2 L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewCacolanternBall : CacolanternBall replaces CacolanternBall\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n}\n\nActor NewAbaddon : Abaddon Replaces Abaddon\n{\n\tMeleerange 84\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 0\n\t\tHED3 A 0 ACS_ExecuteAlways(913,0,1200,25,0)//increase health on higher difficulties\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,85),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 A_CustomComboAttack(\"NewAbaddonBall\", 32, (8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 A_CustomComboAttack(\"NewAbaddonBall\", 32, (8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tHED3 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tHED3 G 8 A_Scream\n\t\tHED3 H 6\n\t\tHED3 H 0 A_SpawnItem(\"GIBBER\")\n\t\tHED3 H 2\n\t\tHED3 I 5\n\t\t//HED3 I 0 A_SpawnItem(\"GIBBER\")\n\t\tHED3 J 4 A_NoBlocking\n\t\tHED3 K 4\n\t\tHED3 L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,80)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewAbaddonBall : AbaddonBall replaces AbaddonBall\n{\n\tDamage ((random(1,8)*10)+(ACS_ExecuteWithResult(912,4,0,0)))\n}\n\nActor NewBelphegor : Belphegor Replaces Belphegor\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 84\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 0\n\t\tBOS3 A 0 ACS_ExecuteAlways(913,0,1500,60,0)//increase health on higher difficulties\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tDeath:\n\t\tBOS3 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 0 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 M 8\n\t\tBOS3 N 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,120)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewBelphegorBall : BelphegorBall replaces BelphegorBall\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(912,3,0,0)))\n}\n\nActor NewBloodDemon : BloodDemon replaces BloodDemon\n{\n\tMeleerange 76\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 A 0\n\t\tSRG2 A 0 ACS_ExecuteAlways(913,0,300,13,0)//increase health on higher difficulties\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_CustomMeleeAttack((4 * random(1, 10)) + (ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tSRG2 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,50)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewHectebus : Hectebus replaces Hectebus\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHECT A 0\n\t\tHECT A 0 ACS_ExecuteAlways(913,0,1200,25,0)//increase health on higher difficulties\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tIdle:\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,110)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tHECT A 0 ACS_ExecuteAlways(914,0,110)\n\t\tHECT KK 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT K 4 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT L 6 A_Scream\n\t\tHECT M 6 A_NoBlocking\n\t\tHECT N 6\n\t\tHECT O 6\n\t\tHECT PPPPPPP 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT QQQQQQ 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT RRRRRR 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT S 6\n\t\tHECT T -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,110)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewHectShot : HectShot replaces HectShot\n{\n\tDamage ((random(1,8)*12)+(ACS_ExecuteWithResult(912,4,0,0)))\n}\n\nActor NewSuperShotgunGuy : SuperShotgunGuy replaces SuperShotgunGuy\n{\n\tDropItem \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tGPOS A 0\n\t\tGPOS A 0 ACS_ExecuteAlways(913,0,120,8,0)//increase health on higher difficulties\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS E 0 bright A_PlaySound(\"ssgguy/attack\", CHAN_WEAPON)\n\t\tGPOS FFFFFF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS E 10\n\t\tGoto See\n\tDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 A_SpawnItem(\"GIBBER\")\n\t\tGoto Super::XDeath\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,30)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewRedArmorSpot : CustomInventory replaces RedArmor\n{\n\tGame Doom\n\tSpawnID 168\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewMaxHealthBonusSpot : RandomSpawner replaces MaxHealthBonus\n{\n\tGame Doom\n\tSpawnID 166\n\tDropitem \"ArtiGreenFlask\"\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n}\n\nActor NewMaxArmorBonusSpot : RandomSpawner replaces MaxArmorBonus\n{\n\tGame Doom\n\tSpawnID 167\n\tDropitem \"NewArtiBlastRadius\"\n}\n\nActor NewMinigunSpot : CustomInventory replaces Minigun //Mana1(2)\n{\n\tGame Doom\n\tSpawnID 214\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"MorningStarRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"GlacialCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DragonClawRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"JadeWandRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"NecroGauntletsRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewGrenadeLauncherSpot : CustomInventory replaces GrenadeLauncher //Mana2(1)\n{\n\tGame Doom\n\tSpawnID 163\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"FirestormRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"EtherealCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HammerOfRetributionRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"ArcOfDeathRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"LichStaffRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewRailgunSpot : CustomInventory replaces Railgun //Mana2(2)\n{\n\tGame Doom\n\tSpawnID 164\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"LightbringerRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BlunderbussRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"VorpalBladeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"SkullstaffRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DarkPhoenixRodRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewBFG10KSpot : CustomInventory replaces BFG10K //Ultimates\n{\n\tGame Doom\n\tSpawnID 165\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WraithVergeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HFCannonRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"QuietusRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BloodScourgeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"RavenStaffGiverRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}"
}
]
},
"maps": []
}