Raw model (for completeness)
{
"meta": {
"id": "01d87b5c-4f3e-45d9-b295-331321614378",
"sha1": "7d07e4e1ec175c6dea16295633680836e503f2c1",
"sha256": "c3154002b5fc24706b707e373f910d2aee07544a1be11cae79ed610d59dcb15c",
"filenames": [
"iconoclasm_v13.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2016-02-04 14:31:01",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2016-02-04 14:31:01",
"file": {
"type": "PK3",
"size": 1767858,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7d07e4e1ec175c6dea16295633680836e503f2c1/7d07e4e1ec175c6dea16295633680836e503f2c1.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 490,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//\n//Base files needs by the entire wad\n\n#include \"Base/Modules.txt\"\n#include \"Base/Modules2.txt\"\n#include \"Base/Modules3.txt\"\n#include \"Base/Ammo.txt\"\n#include \"Base/Attacks.txt\"\n#include \"Base/Replace.txt\"\n#include \"Base/Natives.txt\"\n#include \"Base/Natives2.txt\"\n#include \"Base/Monsters.txt\"\n#include \"Base/RandomSpawn.txt\"\n//\n//Director List\n//\n#include \"Directors/EnergyPack.txt\"\n#include \"Directors/ShieldPack.txt\"\n#include \"Directors/Supresspack.txt\"\n#include \"Directors/WeaponAI.txt\"\n#include \"Directors/ShiftPack.txt\"\n#include \"Weapons/Director.txt\"\n#include \"Weapons/Psionics.txt\"\n#include \"Directors/AmmoDirect.txt\"\n//\n//Class Decorate Files\n//\n#include \"Classes/Anarchist/WeaponTrackv1.txt\"\n#include \"Classes/Anarchist/LevelTrackv1.txt\"\n#include \"Classes/Anarchist/Class.txt\"\n//\n//Class Decorate Files\n//\n#include \"Classes/Guardian/WeaponTrackv2.txt\"\n#include \"Classes/Guardian/LevelTrackv2.txt\"\n#include \"Classes/Guardian/Class.txt\"\n//\n//Class Decorate Files\n//\n#include \"Classes/Occultist/WeaponTrackv3.txt\"\n#include \"Classes/Occultist/LevelTrackv3.txt\"\n#include \"Classes/Occultist/Class.txt\"//\n//Class Decorate Files\n//\n#include \"Classes/AllRounder/WeaponTrackv4.txt\"\n#include \"Classes/AllRounder/LevelTrackv4.txt\"\n#include \"Classes/AllRounder/Class.txt\"\n//\n//UnModable Weapons\n//\"\n#include \"Weapons/Tier 3/LaserRifle.txt\"\n#include \"Weapons/Tier 1/Blaster.txt\"\n#include \"Weapons/Tier 2/CasterRifle.txt\"\n//\n//Pump Action Shotgun\n//\n#include \"Weapons/Tier 1/PumpAction/Attacks.txt\"\n#include \"Weapons/Tier 1/PumpAction/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 1/PumpAction/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 1/PumpAction/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 1/PumpAction/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 1/PumpAction/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 1/PumpAction/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 1/PumpAction/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 1/PumpAction/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 1/PumpAction/LockDown/AmmoFour.txt\"\n#include \"Weapons/Tier 1/PumpAction/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 1/PumpAction/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 1/PumpAction/Ice/AmmoFour.txt\"\n//\n//Plasma Sprayer\n//\n#include \"Weapons/Tier 2/Sprayer/Attacks.txt\"\n#include \"Weapons/Tier 2/Sprayer/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/Sprayer/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 2/Sprayer/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 2/Sprayer/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/Sprayer/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 2/Sprayer/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 2/Sprayer/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/Sprayer/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 2/Sprayer/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 2/Sprayer/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/Sprayer/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 2/Sprayer/LockDown/AmmoFour.txt\"\n//\n//Plasma Gun\n//\n#include \"Weapons/Tier 2/PlasmaGun/Attacks.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/LockDown/AmmoFour.txt\"\n//\n//SMG\n//\n#include \"Weapons/Tier 2/SMG/Attacks.txt\"\n#include \"Weapons/Tier 2/SMG/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/SMG/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 2/SMG/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 2/SMG/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/SMG/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 2/SMG/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 2/SMG/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/SMG/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 2/SMG/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 2/SMG/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 2/SMG/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 2/SMG/LockDown/AmmoFour.txt\"\n//\n//ATCS\n//\n#include \"Weapons/Tier 3/ATCS/Attacks.txt\"\n#include \"Weapons/Tier 3/ATCS/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ATCS/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ATCS/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ATCS/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ATCS/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ATCS/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ATCS/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ATCS/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ATCS/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ATCS/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ATCS/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ATCS/LockDown/AmmoFour.txt\"\n//\n//ChainGun\n//\n#include \"Weapons/Tier 3/ChainGun/Attacks.txt\"\n#include \"Weapons/Tier 3/ChainGun/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ChainGun/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ChainGun/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ChainGun/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ChainGun/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ChainGun/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ChainGun/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ChainGun/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ChainGun/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 3/ChainGun/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/ChainGun/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 3/ChainGun/LockDown/AmmoFour.txt\"\n//\n//Canister Rifle\n//\n#include \"Weapons/Tier 3/CanisterRifle/Attacks.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/LockDown/AmmoFour.txt\"\n//\n//SMG\n//\n#include \"Weapons/Tier 3/SpinFusor/Attacks.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Normal/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Normal/AmmoThree.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Normal/AmmoFour.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Ice/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Ice/AmmoThree.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Ice/AmmoFour.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Splash/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Splash/AmmoThree.txt\"\n#include \"Weapons/Tier 3/SpinFusor/Splash/AmmoFour.txt\"\n#include \"Weapons/Tier 3/SpinFusor/LockDown/AmmoTwo.txt\"\n#include \"Weapons/Tier 3/SpinFusor/LockDown/AmmoThree.txt\"\n#include \"Weapons/Tier 3/SpinFusor/LockDown/AmmoFour.txt\"\n\n//Shiftpack deprecated with inventory item version\n//#include \"Weapons/ShiftBack.txt\"\n//Repeater Deprecated by module replacement\n//#include \"Weapons/Repeater.txt\"\n\n//Not Used Currently\n#include \"Weapons/Extras/Summons.txt\"\n#include \"Weapons/Extras/Cylinder.txt\"\n//#include \"Weapons/Extras/Pulse.txt\"\n//#include \"Weapons/Extras/Sword.txt\"\n\n//Balancing DamageTypes\nactor NativeBonus : PowerDamage\n{\n+INVENTORY.UNDROPPABLE\ndamagefactor \"normal\", 2\ninventory.icon \"NULLB0\"\n}\n\nACTOR MikuTestSwitch : SwitchableDecoration 90\n{\n\n\tRadius 10\n\tHeight 30\n\t-SOLID\n\t+USESPECIAL\n\tActivation THINGSPEC_Switch\n Scale 0.5\n\tStates\n\t{\n\tActive:\n\t\tTLMP A 0 A_PlaySound(\"switches/normbutn\")\n MIKU Z 1 A_SpawnItem(\"SlotTwo\",1)\n MIKU Z 1 A_ChangeFlag(\"USESPECIAL\",0)\n MIKU Z 100\n MIKU Y 10\n\tLit:\n MIKU Z 1 A_ChangeFlag(\"USESPECIAL\",1)\n\t\tloop\n\tInactive:\n\t\tTLMP E 0 A_PlaySound(\"switches/exitbutn\")\n\t\t// Fall through\n\tSpawn:\n\t\tMiku Y -1\n\t\tStop\n\t}\n}\n\n//makes blast radius invisible to players with hexen resources in skins folder\nACTOR ArtiBlastRadius2 : ArtiBlastRadius\n{\nRenderstyle None\n}\nACTOR TactRocket : Rocket\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n+NOEXTREMEDEATH\n}\nACTOR IsLiving : PowerTargeter\n{\n Powerup.Duration -99999999999999999999\n +INVENTORY.HUBPOWER\n States\n {\n Targeter:\n jtar A -1\n Stop\n null a -1\n Stop\n jtar b -1\n Stop\n }\n}\n\nActor BonusGiver : CustomInventory\n{\nInventory.MaxAmount 1\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n+INVENTORY.UNDROPPABLE\n-INVBAR\nStates\n{\nUse:\nNULL B 1\nNULL B 1 A_GiveInventory(\"ArmorBonus\",1)\nstop\n}\n}\n\nActor Reloader : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_GiveInventory(\"Reloading\",1)\nfail\n}\n}\n\nActor Reloading : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor IsAlive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor WeaponRemover : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_GiveInventory(\"WeaponRemoving\",1)\nfail\n}\n}\n\nActor WeaponRemoving : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor ZoomIcon : CustomInventory\n{\nInventory.MaxAmount 1\n+INVBAR\n Inventory.Icon \"ARTIZOOM\"\n +INVENTORY.INVBAR\n +INVENTORY.ALWAYSPICKUP\n +inventory.undroppable\n Inventory.pickupmessage \"Zoom Icon?\"\nStates\n{\n Spawn:\n ARZM A 10\n loop\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"ZoomActive\",1,\"Deactivate\")\nTNT1 A 0 A_GiveInventory(\"ZoomActive\",1)\nfail\nDeactivate:\nTNT1 A 1\nTNT1 A 0 A_takeInventory(\"ZoomActive\",100)\nfail\n//\n}\n}\n\nActor ZoomActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor NoWarning : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"WarningOff\",1,\"WarnOn\")\nTNT1 A 0 A_GiveInventory(\"WarningOff\",1)\nfail\n\nWarnOn:\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"WarningOff\",1)\nfail\n}\n}\n\nActor WarningOff: Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor NoFootSteps : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"FootShush\",1,\"WarnOn\")\nTNT1 A 0 A_GiveInventory(\"FootShush\",1)\nfail\n\nWarnOn:\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"FootShush\",1)\nfail\n}\n}\n\nActor FootShush: Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nACTOR StepAlert\n{\n Game Doom\n SpawnID 51\n Radius 2\n Height 2\n Speed 25\n Damage 5\n Projectile\n +DONTBLAST\n +RANDOMIZE\n +NOCLIP\n RenderStyle none\n Alpha 0.75\n SeeSound \"\"\n DeathSound \"\"\n Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PLSS A 1\n PLSS AAAAAAAAAAAAAAAAAAAA 1 A_AlertMonsters\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "base Doom;\nInterpolateHealth true, 6;\nHeight 0;\nstatusbar Fullscreen, fullscreenoffsets // ZDoom HUD\n{\n\n//Health and Shield Bars\n drawbar \"HDBRHP2\", \"HDBRHP5\", Health, Vertical, 10, -85;\n drawbar \"HDBRSH2\", \"HDBRHP5\", Armor, Vertical, 10, -85;\n//Health and Shield Numbers\n drawnumber 5, SMALLFONT, white, health, drawshadow, 68, -17;\n drawnumber 5, SMALLFONT, white, armor, drawshadow, 68, -37;\n\n//energy\n drawbar \"HDBREN2\", \"HDBRHP5\", ammo SuitEnergy, Vertical, 80, -85;\n\n//Soul Count\n drawnumber 5, SMALLFONT, Red, SoulCount, drawshadow, 140, -17;\n\n//Inventory box not drawn in fullscreen\n// drawbar \"HDBRHP1\", \"HDBRHP1\", Health, Vertical, -210, -85;\n\n//ammo two\n drawbar \"HDBRAM1\", \"HDBRHP5\", CoolDown1, Vertical, -140, -85;\n drawbar \"HDBRAM2\", \"HDBRHP5\", CoolDown2, Vertical, -140, -85;\n drawnumber 5, SMALLFONT, white, CoolDown1, drawshadow, -78, -17;\n drawnumber 5, SMALLFONT, Orange, CoolDown2, drawshadow, -78, -37;\n\n//ammo one\n drawbar \"HDBRAM5\", \"HDBRAM5\", ammo1, Vertical, -70, -85;\n drawnumber 5, SMALLFONT, Red, AmmoTwo, drawshadow, -10, -75;\n drawnumber 5, SMALLFONT, Yellow, AmmoThree, drawshadow, -10, -55;\n drawnumber 5, SMALLFONT, Black, AmmoFour, drawshadow, -10, -35;\n drawnumber 5, SMALLFONT, White, IconoclasmCount, drawshadow, -10, -15;\n DrawImage AmmoIcon1, -30, -90;\n//Skill\n DrawSwitchableImage AbsoluteModuleActive, \"NULLA0\", \"I_ABDE\", 10, -110;\n DrawSwitchableImage EdenModuleActive, \"NULLA0\", \"I_EDEN\", 40, -110;\n DrawSwitchableImage CloakModuleActive, \"NULLA0\", \"I_CLOK\", 70, -110;\n DrawSwitchableImage RepeatModuleActive, \"NULLA0\", \"I_PLRP\", 130, -110;\n DrawSwitchableImage TrapModuleActive, \"NULLA0\", \"I_Trap\", 100, -108;\n\n//Pack\n DrawSwitchableImage EnergyModuleActive, \"NULLA0\", \"I_ENGY\", 158, -10;\n DrawSwitchableImage ShieldModuleActive, \"NULLA0\", \"I_SHLD\", 158, -30;\n DrawSwitchableImage RegenModActive, \"NULLA0\", \"I_REGN\", 158, -50;\n DrawSwitchableImage AmmoModActive, \"NULLA0\", \"I_SRVL\", 158, -70;\n//Info Boxes\n DrawSwitchableImage DisplayInfo1, \"NULLA0\", \"DRGHA0\", -765, 225;\n DrawSwitchableImage DisplayInfo2, \"NULLA0\", \"SURHA0\", -765, 225;\n\n drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -175, -27, -190, -27, untranslated;\n\n gamemode deathmatch\n {\n drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n }\n}\n\n//############## CLONE OF THE FULLSCREEN BAR############\nstatusbar normal, fullscreenoffsets // Standard Doom Status bar\n{\n\n//Health and Shield Bars\n drawbar \"HDBRHP2\", \"HDBRHP5\", Health, Vertical, 10, -85;\n drawbar \"HDBRSH2\", \"HDBRHP5\", Armor, Vertical, 10, -85;\n//Health and Shield Numbers\n drawnumber 5, SMALLFONT, white, health, drawshadow, 36, -17;\n drawnumber 5, SMALLFONT, white, armor, drawshadow, 36, -37;\n\n//energy\n drawbar \"HDBREN2\", \"HDBRHP5\", ammo SuitEnergy, Vertical, 80, -85;\n\n//Soul Count\n drawnumber 5, SMALLFONT, Red, SoulCount, drawshadow, 140, -17;\n\n//Inventory box not drawn in fullscreen\n// drawbar \"HDBRHP1\", \"HDBRHP1\", Health, Vertical, -210, -85;\n\n//ammo two\n drawbar \"HDBRAM1\", \"HDBRHP5\", CoolDown1, Vertical, -140, -85;\n drawbar \"HDBRAM2\", \"HDBRHP5\", CoolDown2, Vertical, -140, -85;\n drawnumber 5, SMALLFONT, white, CoolDown1, drawshadow, -102, -17;\n drawnumber 5, SMALLFONT, Orange, CoolDown2, drawshadow, -102, -37;\n\n//ammo one\n drawbar \"HDBRAM5\", \"HDBRAM5\", ammo1, Vertical, -70, -85;\n drawnumber 5, SMALLFONT, Red, AmmoTwo, drawshadow, -10, -75;\n drawnumber 5, SMALLFONT, Yellow, AmmoThree, drawshadow, -10, -55;\n drawnumber 5, SMALLFONT, Black, AmmoFour, drawshadow, -10, -35;\n DrawImage AmmoIcon1, -30, -90;\n\n//Pack\n DrawSwitchableImage EnergyModuleActive, \"NULLA0\", \"I_ENGY\", 158, -30;\n DrawSwitchableImage ShieldModuleActive, \"NULLA0\", \"I_SHLD\", 158, -30;\n\n drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -175, -27, -190, -27, untranslated;\n\n gamemode deathmatch\n {\n drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n }\n gamemode singleplayer, cooperative, teamgame\n {\n drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n }\n}\n\n//########## NO TOUCHY#######################\nstatusbar inventory // Standard bar overlay (ZDoom Addition)\n{\n drawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nmugshot \"Normal\", health2\n{\n\t{DWLL, DWLL, DWLL} 17;\n}\n\nmugshot \"Pain\", healthspecial, directional\n{\n\t{DWLL, DWLL, DWLL} 35;\n}\n\nmugshot \"Rampage\", health\n{\n\tDWLL 1;\n}\n\nmugshot \"Ouch\", health\n{\n\tDWLL 35;\n}\n\nmugshot \"Grin\", health\n{\n\tDWLL 70;\n}\n\nmugshot \"God\"\n{\n\tDWLL -1;\n}\n\nmugshot \"GodAnimated\"\n{\n\t{DWLL, DWLL, DWLL} 17;\n}\n\nmugshot \"Death\"\n{\n\tdwll -1;\n}\n\nmugshot \"XDeath\"\n{\n\tDWLL 10;\n\tDWLL -1;\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "$random misc/chat { sound/chat1 sound/chat2 sound/chat3 }\n$random misc/chat2 { sound/chat1 sound/chat2 sound/chat3 }\nTarget/Freeze\t\tDVIC2\nAbsoluteDefense\tAbsDef\nStarCraft/NoEnergy\tGNOENER\nBurn/Shit\t\tHERLASS\nDisrupt/Active\t\tS01541\nDrone/Death\t\tKATMDTH0\nDrone/See\t\tKATMOTNT\nDrone/Active\t\tDSPTHEAL\nMage/ShotgunPellet\tAIHBM\nMageStealth/Cast\tDVDR3\nMSMG/AirSling\tDVFIRESC\nTurretSummon\tPSIAS\nTMage/WeakZap\tEGLOVEU\nFuser/Reload\tDISCRELO\nFuser/Spin\tDISCloop\nFuser/Fire\tDISKFIRE\nFuser/Boom\tROCKEXP\nsound/chat1 combin1\nsound/chat2 combin2\nsound/chat3 combin3\nPlayerWalk1\tDSWALK1\nPlayerWalk2\tDSWALK2\nPlayer/Upgrade\tKUPDONE\nPlayer/LevelUp\tDSKBEEP\nPlayer/Research\tDSRESERC\nPlayer/Addon\tDSADDON\nPlayer/Choose\tCHOOSE\nMiku/Sing\toddshort\nMiku/Sing2\tNOTHANKY\nBulletShock\tWEPELE2\nBulletFreeze\tSHARDS1B\nFrostShock\tWOOSH3\nweapon/ttbolt\t\tdsthnsh\nSpecialRail/Report\t\tWRAILSHT\nYouMadeAChoice\t\t\tTADUPD03\nassassin/sonicboom\t\tDSSGLHIT\nShopResearch\t\t\tTADUPD02\nEpicBook/Fear\t\t\tBOOKFEAR\nEpicBook/Poison\t\t\tBOOKPOIS\nEpicBook/Light\t\t\tBOOKSHAD\nEpicBook/Wind\t\t\tBOOKWIND\nEpicBook/Water\t\t\tBOOKWATE\nEpicBook/Fire\t\t\tBOOKFIRE\nEpicBook/Energy\t\t\tBOOKENER\nWeSpawnedTemplar\t\tPTERDY00\nWeSpawnedMarine\t\t\tTGHWHT01\nMechCreate\t\t\tTIMEDEAT\nProphet/ManKind\t\t\tBLASTR\nProphet/WeakFire\t\tP_FIRE\nProphet/StrongFire\t\tDVF2\nProphet/ScatterFire\t\tTRXTRX\nProphet/Morphing\t\tDVDR3\nProphet/Shield\t\t\tDVFEEDBK\nTimePoof\t\t\tTIMEPOOF\nPhaseBeep\t\t\tDSBEEP\nSnowCold\t\t\tTRXCOLD\nSnowBless\t\t\tDVIC\nBloodBite\t\t\tDVSP2\nBloodCast\t\t\tDVIC2\nBloodScream\t\t\tPDAYES03\nBloodSummon\t\t\tS32041\nBotwalk1\t\t\tMetal3\nBotwalk2\t\t\tMetal4\nBotMove\t\t\t\tDSTDROC2\nweapons/Lmainfire\t\tDSPLASM4\nweapons/Lsecc\t\t\tPHOFIR00\nweapons/LChar\t\t\tTGHLAS00\nMechAntiMatter/Alt\t\tTPHFI201\nMechAntiMatter/main\t\tTTAFI200\nTemplar/noenergy\t\tPADERR06\nTemplar/upgraded\t\tPADUPD06\nTemplar/OverDrive \t\tPARWHT03\nDarkTemplar/PsiBlade\t\tUZEFIR00\nTemplar/PsiStorm\t\tPTESTO00\nTemplar/PsiBall\t\t\tPSilasr\nMortarCannon/up\t\t\tDSMRTRUP\nTrail/Death\t\t\tS32741\nTrail/Attack\t\t\tDSTrail\nshopbutton1\t\t\tUbutt1\nshopbutton2\t\t\tUbutt2\nshopbutton3\t\t\tubutt3\nyo/goodjob\t\t\tgoodjob\nPortal/RepelGoo\t\t\tDSSplat3\nPortal/ProGoo\t\t\tDSsplat4\nShop/Fail\t\t\tWahwah\nOrdain/Purify\t\t\tVSTAFFT2\nMechBot/Cloak\t\t\tPPWRDOWN\nMysticFire/Hand\t\t\tP_fire\nTrickSter/Swing\t\t\tTRXSwing\nSword/Slicing\t\t\tTRXSLIC1\nTrickSter/Slice1\t\tTRXSLIC1\nTrickSter/Slice2\t\tTRXSLIC2\nTrickSter/Slice3\t\tTRXSLIC3\nTrickster/Slicemiss\t\tTRXSLIC4\nweapons/PortalHHeal\t\tHEARTB\nmisc/p_pkup\t\t\tART1\nmisc/invuse\t\t\tARTACT\nminotaur/sight\t\t\tminsit\nminotaur/melee\t\t\tstfhit\nminotaur/attack1\t\tminat1\nminotaur/attack2\t\tminat2\nminotaur/attack3\t\tminat3\nminotaur/pain\t\t\tminpai\nminotaur/death\t\t\tmindth\nminotaur/active\t\t\tminact\nminotaur/fx2hit\t\t\tphohit\nminotaur/fx3hit\t\t\tphohit\nmisc/invuse\t\t\tartiact1\nCleric/Heal\t\t\tDVMINDC\nMageWandFire\t\t\tWAND4\nBow/Fired\t\tDSBOWFIR\nBow/Pull\t\tDSBOWPUL\nASASSIN/KNIFE\t\t\tDSASSNST\nRifle/Report\t\t\tWHUNTSHT\nRifle/zoom\t\t\tWZoom\nRifle/clipout\t\t\tWHUNTOUT\nRifle/clipin\t\t\tWHUNTIN\nRifle/cliplock\t\t\tWHUNTLOC\nRifle/slideforward\t\tWHUNTbli\nCrawl/Chaos\t\t\tVHANDT2\nChaosDischarge/Scream\t\tDVEC\nMysticFire/Destoryer\t\tDSSGLHIT\nCleric/StarterPack\t\tVMMMISS\nOccult/ShieldScream\t\tPDAYES03\nOccult/Shield\t\t\tPurifica\nOrdain/Summon2\t\t\tORDSum3\nOrdain/SummonFinal\t\tE32711\nOrdain/Destoy\t\t\tDVDR3\nOccult/Destory\t\t\tDVSTUNH\nHellYeah\t\t\tOhYea\nArchVile/AttackStart\t\tDSVILATK\nArchVile/Attack\t\t\tStrike3\nArchVile/AttackFinish\t\tDSFlame\nweapons/dualpistol\t\tDualPis\nKatWalk1\t\t\tDSKATW1\nKatWalk2\t\t\tDSKATW2\n\n$playersound\tGho \tmale\t*death\t\tGhDTH00\n$playersound\tGho \tmale\t*Xdeath\t\tGhDTH00\n$playersound\tGho \tmale\t*gibbed\t\tghDTH00\n$playersound\tGho\tmale\t*pain100\tGhDTH00\n$playersound\tGho\tmale\t*pain75\t\tGhDTH00\n$playersound\tGho\tmale\t*pain50\t\tGhDTH00\n$playersound\tGho\tmale\t*pain25\t\tGhDTH00\n$playersound\tGho\tmale\t*grunt\t\tdsilent\n$playersound\tGho\tmale\t*land\t\tfeet4\n$playersound\tGho\tmale\t*jump\t\tdsilent\n$playersound\tGho\tmale\t*fist\t\tdsilent\n$playersound\tGho\tmale\t*usefail\tdsilent\n$playeralias GHO male *taunt GHOMTAUNT\n$random GHOMTAUNT { ghno ghpain gtaunt gmale}\nghno\tghno\nghpain\tghpain\ngtaunt\tgtaunt\ngmale\tgmale\n\n$playersound\tTemplar \tmale\t*death\t\tPTEDTH00\n$playersound\tTemplar \tmale\t*Xdeath\t\tPTEDTH00\n$playersound\tTemplar \tmale\t*gibbed\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain100\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain75\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain50\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain25\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*grunt\t\tdsilent\n$playersound\tTemplar\t\tmale\t*land\t\tfeet4\n$playersound\tTemplar\t\tmale\t*jump\t\tdsilent\n$playersound\tTemplar\t\tmale\t*fist\t\tdsilent\n$playersound\tTemplar\t\tmale\t*usefail\tdsilent\n$playeralias Templar male *taunt TMPMTAUNT\n$random TMPMTAUNT { tpno tppain ttaunt tmale}\ntpno\tPTEPSS00\ntppain\tPTEWHT01\nttaunt\tPTEYES03\ntmale\tPTEPSS01\n\n$playersound\tDTrooper \tmale\t*death\t\tDSILENT\n$playersound\tDTrooper \tmale\t*Xdeath\t\tDSILENT\n$playersound\tDTrooper\tmale\t*grunt\t\tDSILENT\n$playersound\tDTrooper \tmale\t*gibbed\t\tghDTH00\n$playersound\tDTrooper\tmale\t*pain100\tDSILENT\n$playersound\tDTrooper\tmale\t*pain75\t\tDSILENT\n$playersound\tDTrooper\tmale\t*pain50\t\tDSILENT\n$playersound\tDTrooper\tmale\t*pain25\t\tDSILENT\n$playersound\tDTrooper\tmale\t*land\t\tfeet4\n$playersound\tDTrooper\tmale\t*jump\t\tDSILENT\n$playersound\tDTrooper\tmale\t*fist\t\tDSILENT\n$playersound\tDTrooper\tmale\t*usefail\tDSILENT\n$playersound\tDTrooper\tmale\t*taunt\t\tDSILENT\n\n$playersound\tDTrooper \tfemale\t*death\t\tDSILENT\n$playersound\tDTrooper \tfemale\t*Xdeath\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*grunt\t\tDSILENT\n$playersound\tDTrooper \tfemale\t*gibbed\t\tKDTH00\n$playersound\tDTrooper\tfemale\t*pain100\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain75\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain50\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain25\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*land\t\tfeet4\n$playersound\tDTrooper\tfemale\t*jump\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*fist\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*usefail\tDSILENT\n$playersound\tDTrooper\tfemale\t*taunt\t\tDSILENT\n\n//#### Weapons #####\nGun/Empty\tGUNEMPTY\nweapons/chngun \t\tdualpis\n//## Pistol ##\nUp/Pistol\tPISTOLUP\nheritageDualPistol/out\tDULOUT\nheritageDualPistol/in\tDULIN\nweapons/dualpistol \tdualpis\n//## Shotgun ##\nheritage/sht1\t \tHERTsht1\nPumpAction/open\t\tWAUTOLBC\nPumpAction/load\t\tWAUTOLd1\nPumpAction/close\tWAUTObfw\n//## ChainGun ##\nChaingun/Fire\t\tDualpis\n//## ATAR ##\nweapons/AtarOpen\t\tpistolin\nweapons/Atarload\t\tmp5_slid\nweapons/AtarClose\t\tpistlout\n//## PlasmaGun ##\nweapons/plasmareload\t\tDSplsrld\nweapons/plasmagunshot\t\tDSHERTPL\n//## Rod Shotgun ##\nweapons/RodShotgunOpen\t\tWAUTOBFW\nweapons/RodShotgunClose\t\tWAUTOLBC\nweapons/RodShotgunLoad\t\tWAUTOLD2\nweapons/RodShotgunfire\t\tWshtgn1\nweapons/plasmavapor\t\tEGLOVEU\nweapons/plasmaShotgun\t\tADMFIRE\nweapons/plasmaShotgunpulse\tQUARTER\n//## Weapon Up ##\nUp/SMG\t\t\t\tMP5_SLID\nUp/Rifle\t\t\tDSDFWUP\nUp/HeavyGun\t\t\tDSMRTRUP\nUp/Vapor\t\t\tDSGLIFTR\n//## Plasma Repeater ##\nweapons/repeatershot\t\trepblast\n//## explosive Shot ##\nweapons/GunExplode\t\tMISSILE1\n//## Leedlegun ##\nLeedleup\tLeedleIn\nLeedling\tLeedle\n//## Fog Of Sorrow ##\nSorrow/Scream\t\t\tKORACT\n\n;===========================================================================\n;\n; PLAYER SOUNDS\n;\n;===========================================================================\n\n; Various death sounds\n;PlayerWimpyDeath plrwdth ; no longer used\n\nPlayerFighterNormalDeath fgtddth\nPlayerFighterCrazyDeath fgtcdth\nPlayerFighterExtreme1Death fgtxdth1\nPlayerFighterExtreme2Death fgtxdth2\nPlayerFighterExtreme3Death fgtxdth3\n\nPlayerClericNormalDeath plrdth\nPlayerClericCrazyDeath plrcdth\nPlayerClericExtreme1Death clxdth1\nPlayerClericExtreme2Death clxdth2\nPlayerClericExtreme3Death clxdth3\n\nPlayerMageNormalDeath mgdth\nPlayerMageCrazyDeath mgcdth\nPlayerMageExtreme1Death mgxdth1\nPlayerMageExtreme2Death mgxdth2\nPlayerMageExtreme3Death mgxdth3\n\nPlayerFighterPain fgtpain\nPlayerClericPain plrpain3\nPlayerMagePain mgpain\n\nPlayerFighterGrunt fgtgrunt\nPlayerClericGrunt grunt1\nPlayerMageGrunt mggrunt\n\nPlayerLand feet4\nPlayerPoisonCough pois2\n\nPlayerFighterFallingScream fgtfall\nPlayerClericFallingScream fall1\nPlayerMageFallingScream mgfall\n\nPlayerFallingSplat fallhit\n\nPlayerFighterBurnDeath plrburn\nPlayerClericBurnDeath plrburn\nPlayerMageBurnDeath plrburn\n\nPlayerFighterFailedUse fgtgrunt\nPlayerClericFailedUse grunt1\nPlayerMageFailedUse mggrunt\n\n;\n; Fighter\n;\n\nFighterPunchMiss punchmis\nFighterPunchHitWall punch8\nFighterPunchHitThing mumpun5\nFighterAxeHitThing axe5\nFighterHammerMiss hammis2\nFighterHammerHitWall hamwal1\nFighterHammerHitThing hmhit1a\nFighterHammerContinuous hamfly1\nFighterHammerExplode impact3\nFighterSwordFire sword2\nFighterSwordExplode impact3\nFighterGrunt gntmis1\n\n; Cleric\n\nClericCStaffFire spell1\nClericCStaffExplode glbhit4\nClericCStaffHitThing vamp5\nClericFlameFire strike3\nClericFlameExplode strike1\nClericFlameCircle firedhit\nHolySymbolFire holy3\nSpiritActive spirt7\nSpiritAttack spirt5\nSpiritDie spirts1\n\n;\n; Mage\n;\n\nMageWandFire wand4\nMageLightningFire lite2\nMageLightningContinuous gntpow\nMageLightningReady wepele2\nMageLightningZap gntact1\nMageShardsFire cone3\nMageShardsExplode shards1b\nMageStaffFire mage4\nMageStaffExplode mageball\n\n; Pig\n\nPigActive1 pigrunt1\nPigActive2 squeal1\nPigPain pigpain2\nPigAttack bite4\nPigDeath pigdth2\n\n;===========================================================================\n;\n; MONSTER SOUNDS\n;\n;===========================================================================\n\n; Bishop\n\nBishopSight syab2d\nBishopActive stb1d\nBishopPain bshpn1\nBishopAttack pop\nBishopDeath bishdth1\nBishopMissileExplode bshhit2\nBishopBlur blur6\n\n; Centaur\n\nCentaurSight taur1\nCentaurActive taur2\nCentaurPain taur4\nCentaurAttack centhit2\nCentaurDeath cntdth1\nCentaurLeaderAttack cntshld4\nCentaurMissileExplode impact3\n\n; Serpent\n\nSerpentSight wtrcrt7\nSerpentActive srfc3\nSerpentPain serppn1\nSerpentAttack wtrswip\nSerpentMeleeHit wtrhit\nSerpentDeath srpdth1\nSerpentBirth srfc1\nSerpentFXContinuous glbhiss1\nSerpentFXHit glbhit4\n\n; Demon\n\nDemonSight sbtsit5\nDemonActive sbtsit5\nDemonPain minact1\nDemonAttack dematk2\nDemonDeath sbtdth3\nDemonMissileFire impfire2\nDemonMissileExplode impact3\n\n; Wraith\n\nWraithSight raith5a\nWraithActive raith3\nWraithPain raith4a\nWraithAttack raith1b\nWraithDeath rathdth2\nWraithMissileFire impfire2\nWraithMissileExplode impact3\n\n; Maulator\nMaulatorSight minsit1\nMaulatorActive minact2\nMaulatorPain minpain4\nMaulatorHamSwing hamblo8a\nMaulatorHamHit hamfir1\nMaulatorMissileHit impact3\nMaulatorDeath mindth4\n\n; Ettin\nEttinSight cent2\nEttinActive cent2\nEttinPain cent1\nEttinAttack ethit1\nEttinDeath cntdth1\n\n; Fire Demon\nFireDemonSpawn spawn3\nFireDemonActive fired5\nFireDemonPain fired2\nFireDemonAttack spit6\nFireDemonMissileHit firedhit\nFireDemonDeath fired3\n\n; Ice Guy\nIceGuySight frosty1\nIceGuyActive frosty1\nIceGuyAttack frosty2\nIceGuyMissileExplode shards1b\n\n; Sorcerer Boss\nSorcererSight sorboss1\nSorcererActive sorboss2\nSorcererPain sorboss3\nSorcererSpellCast woosh3\nSorcererBallWoosh balls1\nSorcererDeathScream sordie2\nSorcererBishopSpawn bishapp\nSorcererBallPop cork\nSorcererBallBounce bounce2\nSorcererBallExplode impact3\nSorcererBigBallExplode sorblexp\nSorcererHeadScream sorblexp\n\n; Dragon\nDragonSight dragsit1\nDragonActive dragsit1\nDragonWingflap wing1\nDragonAttack mage4\nDragonPain dragpn2\nDragonDeath dragdie2\nDragonFireballExplode mageball\n\n; Korax\nKoraxSight korsit\nKoraxActive koract\nKoraxPain korpn1\nKoraxAttack koratk\nKoraxCommand korcom\nKoraxDeath kordth1\nKoraxStep step\n\n; Korax Voice sounds\nKoraxVoiceGreetings grtngs1\nKoraxVoiceReady ready1\nKoraxVoiceBlood blood1\nKoraxVoiceGame game1\nKoraxVoiceBoard board1\nKoraxVoiceWorship wrship1\nKoraxVoiceMaybe maybe1\nKoraxVoiceStrong strong1\nKoraxVoiceFace face1\n\n; Alternate monster pain sound (in gas cloud, lightning zapped, wraithverged)\nPuppyBeat pup4\n\n;===========================================================================\n;\n; WORLD SOUNDS\n;\n;===========================================================================\n\n;\n;\n; Platform Sounds\n;\n\nPlatformStart dorstp3\nPlatformStartMetal mtlstrt1\nPlatformStop dorstp1b\nStoneMove stnmv4\nMetalMove mtlmv3\n\n;\n; Door Sounds\n;\n\nDoorOpen drltch3a\nDoorLocked locked\n\nDoorOpenMetal stmdr1\nDoorCloseMetal drstp2\nDoorCloseLight dorstp4\nDoorCloseHeavy drstp7\nDoorCreak drcrk5a\n\nLavaMove lava2\nWaterMove brook1\nIceStartMove icemv2\nEarthStartMove quake2\n\n;===========================================================================\n;\n; MISCELLANEOUS SOUNDS\n;\n;===========================================================================\n\nPickupWeapon sample11\nPickupArtifact art1\nPickupKey keys2a\nPickupItem picup5\nPickupPiece piece1 ; Pickup part of the final weapon\nWeaponBuild sample11 ; Built the final weapon\nUseArtifact artact1\nRespawn respawn\nPuzzleFailFighter fgthmm\nPuzzleFailCleric clhmm\nPuzzleFailMage mghmm\nPuzzleSuccess puzslv\nChat chat3\nBatScream bats\nClockTick tictoc\nEtherealTeleport\tethport1\nMysticIncant\t\tpuzslv\t\t; attached to each player affected\n\nSwitch1 chnswch8\nSwitch2 swtch6\nSwitchOtherLevel puzslv1\nValveTurn swtchv4\nRopePull swtchrp1\n\nBlastRadius blastr\nFlyBuzz fly3\nEarthquake quake2\n\nBellRing bellrng\nTreeBreak treebrk\nTreeExplode treeburn\nSuitofArmorBreak armorexp\nPoisonShroomPain stretch3\nPoisonShroomDeath puff1\n\nIgnite torch2\nFireball impact3 ; generic fireball projectile\n\nGlassShatter glass5\nFlechetteBounce flech4\nFlechetteExplode firedhit\n\nThunderCrash thndr1\nTeleport tport1\nPotteryExplode potbrk1\nDrip blddrp1\nWind wind3\nThrustSpikeRaise spike3\nThrustSpikeLower spike2\n\nFreezeDeath icedth1\nFreezeShatter icebrk1a\n\nWaterSplash gloop1\nLavaSizzle acid5\nSludgeGloop muck5\nStartupTick tick\n\n; Ambient sounds\n\nAmbient1 insects1\nAmbient2 crkets\nAmbient3 crkets1\nAmbient4 katydid\nAmbient5 frogs\nAmbient6 owl\nAmbient7 bird\nAmbient8 shlurp\nAmbient9 bubble\nAmbient10 drop2\nAmbient11 rocks\nAmbient12 chains\nAmbient13 gong\nAmbient14 steel1\nAmbient15 steel2\n\nmisc/invuse\t\t\tartiact1\nstarwars/maskin\t\t\tDSD010\nstarwars/maskout\t\tDSD011\nstarwars/Railer\t\t\tDSD009\nstarwars/concussionshot\t\tconcuss5\nstarwars/concussionblast\tDSD005\n\nDtrooper/walk DSTDROC\nDtrooper/walk2 DSTDROC2\nWeapons/Fswing\t\t DSswing\nWeapons/punch\t\t DSpunhh\nWeapons/TDBOOM\t\t DSTDEX\nWeapons/TDBEEP\t\t DSBEEP\nWeapons/TDBOUN\t\t DSBOUN\nweapons/TDL2 DSINCNDF\nweapons/mask1 MASK1\nweapons/mask2 MASK2\nweapons/concuss CONCUSS5\nweapons/excon EXCON\nweapons/Dpst1blast PISTOO\nweapons/altmissile MISSILE1\nweapons/plasma3 dsplasm4\nweapons/reprif\t\tRepRIP\nweapons/sabh\t\tDSDHBhit\nweapons/sabi\t\tDSDHBREI\nweapons/sabu\t\tDSDHBREU\nweapons/fuzz\t\tfusion1\nweapons/ddblast\t\tpistoo\nweapons/sabide\t\tDSDHBREi\nweapons/sabact\t\tDSDHBREu\nweapons/sabswi\t\tDSDHBhit\nweapons/fireballd2 dsflmd\nweapons/fireballd1 dsflam\nWeapons/Lightbringer/Bounce\tLTBRBNCE\nWeapons/Lightbringer/Charge\tLTBRCHRG\nWeapons/Lightbringer/Fire\tLTBRFIRE\nWeapons/Lightbringer/Fire2\tLTBRFIR2\nWeapons/Lightbringer/Loop\tLTBRLOOP\nWeapons/Lightbringer/Meltdown\tLTBRMELT\nWeapons/Lightbringer/Recharge\tLTBRRCHG\nweapons/JadeFire\tJADEFIRE\nweapons/JadeHit \tJADEHIT\nmenu/activate\t\t\tUButt1\t// Activate a new menu\nmenu/backup\t\t\tUButt1\t// Backup to previous menu\nmenu/prompt\t\t\tUButt1\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tUButt3\t\t// Move cursor up/down\nmenu/change\t\t\tUButt3\t// Select new value for option\nmenu/invalid\t\t\tUButt1\t\t// Menu not available\nmenu/dismiss\t\t\tUButt1\t// Dismiss a prompt message\nmenu/choose\t\t\tUButt2\t// Choose a menu item\nmenu/clear\t\t\tUButt3\t// Close top menu\nchainguy/attack\t\t\tDSPISTOL\nSkillCloak/one\tGCLOAK1\nSkillCloak/zero\tGCLOAK0"
},
{
"source": "pk3",
"name": "patchnotes.txt",
"contents": "Changelog Version 12\nDecember 23rd 2015\n\nVersion 13 Changes:\n\n*MAJOR CHANGE*\n-Level Up system has now been added and is explained in game.\n\n-Classes have now been added.\n\n-Elemental Weapons have been Re-added\n\n-Fixed a bug where mutliple weapon box checks resulted in no weapon\n\n-All Modules checking items are undroppable\n\n-the Trap module was added.\nCreates a field of particles on crossair that freezes enemies\n\n-New Damage type Specialice was added\n\tProperites:\n\tThis element has an extended pain state that lasts just over 1 second\n\tThis element will also instant kill spectres and lost souls.\n\tthis only occurs if the enemy enters its pain state\n\n-Lockdown Damage type changed\n\tProperites:\n\tThis element does 200% damage to enemies with eletronic parts\n\tThis element does 50% damage to enemies with no electronic parts\n\tthese properites to do not apply to enemies foreign to this pack\n\n-Pump Action Shotgun Changed\n\tProperites:\n\teach shell now rolls for a number between 2 and 20\n\tgiving it a massive damage range of 14~140 per shot\n\n-Universal Module Changes:\n\tAll modules take 10 of every others actives instead of 1\n\n-Plasma Module Changed:\n\tProperites:\n\tevery time the same module is used min and max damage of PRpeaterBullets\n\tgoes up by 1\n\n-Cloak Module Changed:\n\tProperites:\n\tevery time the same module is used cooldown2 is recovered faster.\n\tIf stacked 10 times cloak stops using cooldown\n\n-Counter Attack Module Changed:\n\tProperites:\n\tevery time damage increases my 10% of targets max health\n\n-Absolute Defense Module Changed:\n\tProperites:\n\tevery time the same module is used\n\tyou can walk 10% faster while defending\n\tfor a total of 90% normal speed at level 10\n\n-Trap Module Changed:\n\tProperites:\n\tEvery time the same module is used\n\tthe death state loops 1 additional time after altfire is released"
},
{
"source": "pk3",
"name": "You Seek Knowledge.txt",
"contents": "so you have opened this file seeking information...\n\nNormal Mode Fact Sheet:\n\nHealth: 100\nSpeed: 100%\nResistance: normal\nWeight Limit: 10\nRole: Free Choice\n\nLoadOut:\n-All of Phase Shift\n-Scatter Blaser\n-All five modules\n-Level 0\n-SoulCount 0\n\nRestrictions:\n-None\n\nDescription:\nThe game the way it was meant to be played.\n\n**************************************************\nOffense Mode Fact Sheet: \"DestoryerKey\"\nHealth: 80\nSpeed: 120%\nResistance: -20%\nWeight Limit: 12\nRole: Damage/Mobility\n\nLoadOut:\n-Listen Mode\n-EnergyModuleActive\n-L2 Pump Action\n-S4 Chain Gun\n-5 weight\n-PlasmaModule level 2\n-Level 10\n-SoulCount 0\n\nRestrictions:\n-No phase shift\n\n-no portalgun\n\n-Cannot Learn Absolute, Cloak, or Trap\n\n-Cannot Use Shield Module, or regen module\n\n-no Resistance bonus while leveling up\n\n-Can't use scoped weapons\n\n-Can't use Ice Module\n\nDescription:\nDesigned to be damage heavy and lacks basic defenses\nhard class for vet players\n**************************************************\nDefense Mode Fact Sheet: \"GuardKey\"\nHealth: 200\nSpeed: 85%\nResistance: +20%\nWeight Limit: 20\nRole: Tank/Defense\n\nLoadOut:\n-All of Phase Shift\n-ShieldModuleActive\n-N4 Atar\n-Summon cylinder\n*-2 weight\n-AbsoluteModule level 2\n-Level 30\n-SoulCount 0\n\nRestrictions:\n-No portalgun\n\n-no Tier 3\n\n-Cannot learn any skill\n\n-Cannot Use Hp or Ammo Regen\n\n-No Damage bonus while leveling up\n\n-Can't use scoped weapons\n\nDescription:\nFor the player that likes to be strong rather then a swift killer.\nEasy defensive class that struggles to wrack up the kills\n**************************************************\nTactical Mode Fact Sheet: \"MageKey\"\nHealth: 120\nSpeed: 90%\nResistance: normal\nWeight Limit: 6\nRole: Healer/Support\n\nLoadOut:\n-Caster Rifle\n-AmmoModActive\n-Absolute, Eden, Cloak,Trap modules active level 2\n-Psionics\n-Psionics Key One\n-Psionics Key Two\n-Level 0\n-SoulCount 0\n-Blink to players\n\nRestrictions:\n-No portalgun\n\n-No PhaseShift\n\n-no Tier 3\n\n-Cannot Use Energy or Shield Pack\n\n-Cannot directly use skill modules\n\n-Cannot use splash module\n\nDescription:\nA very hard class that gives the player a universal utility role.\nFor players that prefer tactics over damage."
},
{
"source": "pk3",
"name": "Admins/UNUSED.txt",
"contents": "#include \"Unused/ARC.txt\"\n#include \"Unused/DIGITAL.txt\"\n#include \"Unused/DOD.txt\"\n#include \"Unused/DRKSOUL.txt\"\n#include \"Unused/FOGS.txt\"\n#include \"Unused/HOLYSHI.txt\"\n#include \"Unused/MANABOOK.txt\"\n#include \"Unused/OPSHIELD.txt\"\n#include \"Unused/PLASMA.txt\"\n#include \"Unused/PSICONTR.txt\"\n#include \"Unused/PSLOT4.txt\"\n#include \"Unused/PUMPACTI.txt\"\n#include \"Unused/REBUKE.txt\"\n#include \"Unused/SIDEARM.txt\"\n#include \"Unused/SWORD.txt\"\n#include \"Unused/THUNDER.txt\"\n#include \"Unused/TRAIL.txt\"\n#include \"Unused/VAPOR.txt\""
},
{
"source": "pk3",
"name": "Base/Ammo.txt",
"contents": "//\n//\n//\n//\n//\nActor CurrentLevelCheckStop : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor CurrentLevel : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 99999\nInventory.InterHubAmount 99999\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nactor \"AmmoCheck2\" : ammo replaces shell\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 2\n Inventory.PickupMessage \"Small Box of Ammo Two.\"\n Inventory.Icon \"AMM2A0\"\n\n States\n {\n Spawn:\n AMM2 a -1\n Stop\n }\n}\n\nactor \"AmmoCheck2Box\" : \"AmmoCheck2\" replaces shellbox\n{\n Scale 0.8\n Inventory.Amount 2\n}\n\nactor \"AmmoCheck3\" : ammo Replaces RocketAmmo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 2\n Inventory.PickupMessage \"Small box of Ammo Three\"\n Inventory.Icon \"AMM3A0\"\n\n States\n {\n Spawn:\n AMM3 a -1\n Stop\n }\n}\nactor \"AmmoCheck3Box\" : \"AmmoCheck3\" Replaces RocketBox\n{\n Scale 0.8\n Inventory.Amount 2\n}\n\nactor \"AmmoCheck4\" : ammo replaces clip\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 2\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 2\n Inventory.PickupMessage \"Small box of Ammo Four\"\n Inventory.Icon \"AMM4A0\"\n\n States\n {\n Spawn:\n AMM4 a -1\n Stop\n }\n}\n\nactor \"AmmoCheck4Box\" : \"AmmoCheck4\" replaces clipbox\n{\n Scale 0.8\n Inventory.Amount 2\n}\n\nactor \"WeaponCount\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 3\n Inventory.PickupMessage \"Weapon Count\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\nactor \"SoulCount\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 9999\n Inventory.PickupMessage \"Kill Count\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\nactor \"DisruptionDamage\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.PickupMessage \"Cooldown one\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"GhostCheck\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.PickupMessage \"Ghost Check\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"Cooldown5\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 250\n Inventory.PickupMessage \"Cooldown one\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"Cooldown1\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 250\n Inventory.PickupMessage \"Cooldown one\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"Cooldown2\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 250\n Inventory.PickupMessage \"Cooldown Two\"\n Inventory.Icon \"NULLB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"Cooldown3\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 250\n Inventory.PickupMessage \"Cooldown one\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"Cooldown4\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.PickupMessage \"Cooldown one\"\n Inventory.Icon \"NullB0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"AmmoOne\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 10\n Inventory.MaxAmount 200\n Ammo.BackpackAmount 10\n Ammo.BackpackMaxAmount 400\n Inventory.PickupMessage \"Ammo One Small Box\"\n Inventory.Icon \"AMM1A0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\nactor \"AmmoOneBox\" : AmmoOne\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 40\n Inventory.PickupMessage \"Ammo One Big Box\"\n Inventory.Icon \"AMM1A0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"AmmoTwo\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1000\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 1000\n Inventory.PickupMessage \"Ammo Two Small Box\"\n Inventory.Icon \"AMM2A0\"\n\n States\n {\n Spawn:\n AMM2 a -1\n Stop\n }\n}\n\nactor \"AmmoTwoBox\" : AmmoTwo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.PickupMessage \"Ammo Two Big Box\"\n Inventory.Icon \"AMM2A0\"\n\n States\n {\n Spawn:\n AMM2 a -1\n Stop\n }\n}\n\nactor \"AmmoThree\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1000\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 1000\n Inventory.PickupMessage \"Ammo Three Small Box\"\n Inventory.Icon \"AMM3A0\"\n\n States\n {\n Spawn:\n AMM3 a -1\n Stop\n }\n}\n\nactor \"AmmoThreeBox\" : AmmoThree\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.PickupMessage \"Ammo Three Big Box\"\n Inventory.Icon \"AMM3A0\"\n\n States\n {\n Spawn:\n AMM3 a -1\n Stop\n }\n}\n\nactor \"AmmoFour\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1000\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 1000\n Inventory.PickupMessage \"Ammo Four Small Box\"\n Inventory.Icon \"AMM4A0\"\n\n States\n {\n Spawn:\n AMM4 a -1\n Stop\n }\n}\n\nactor \"AmmoFourBox\" : AmmoFour\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 20\n Inventory.PickupMessage \"Ammo Four Big Box\"\n Inventory.Icon \"AMM4A0\"\n\n States\n {\n Spawn:\n AMM4 a -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Base/Attacks.txt",
"contents": "ACTOR MeleeBullet : BulletPuff\n{\nDamagetype Melee\n +DONTBLAST\n +FORCEPAIN\n SeeSound \"TrickSter/Slice1\"\n AttackSound \"TrickSter/Slice2\"\n}\n//Parent Bullet\nACTOR newbullets : FastProjectile\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n+NOEXTREMEDEATH\n +DONTBLAST\n-NOBLOOD\n-BLOODLESSIMPACT\n Radius 2\n Height 2\n Speed 400\n Damage (Random(5,10))\n Projectile\n -ROCKETTRAIL\n SeeSound \"\"\n DeathSound \"\"\n scale 0.8\n Obituary \"%o Gave %k's bullets a new home.\"\n Damagetype Bullet\n States\n {\n Spawn:\n Null b 1 Bright\n Loop\n Crash:\n Death:\n Null b 1 Bright\n Null b 0 Bright A_Jump(64,\"Die1\")\n Null b 0 Bright A_Jump(64,\"Die2\")\n Null b 0 Bright A_Jump(64,\"Die3\")\n loop\n Die1:\n Null b 1 Bright A_PlaySound(\"BulletMiss1\")\n goto Die\n Die2:\n Null b 1 Bright A_PlaySound(\"BulletMiss2\")\n goto Die\n Die3:\n Null b 1 Bright A_PlaySound(\"BulletMiss3\")\n goto Die\n Die:\n BULP ABCDEFGHIJK 1 BRIGHT\n Stop\n XDeath:\n NULL B 1 A_SpawnItem(\"blood\")\n stop\n }\n}\n\nACTOR ChainGunSmokeA\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n +CLIENTSIDEONLY\n Height 2\n Radius 2\n Damage 0\n Projectile\n +DONTBLAST\n -ROCKETTRAIL\n Speed 10\n SeeSound \"\"\n DeathSound \"\"\n scale 0.2\n Renderstyle normal\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 2\n Death:\n NULL B 1\n NULL B 0 BRIGHT A_CustomMissile(\"ChainGunSmokedA\",6)\n stop\n}\n}\nACTOR ChainGunSmokedA\n{\n Height 2\n Radius 2\n Damage 0\n +DONTBLAST\n Projectile\n +CLIENTSIDEONLY\n -ROCKETTRAIL\n Speed 0\n SeeSound \"\"\n DeathSound \"\"\n Renderstyle Normal\n scale 0.4\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 1\n Death:\n CHNS A 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeB\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n Height 2\n Radius 2\n Damage 0\n Projectile\n +DONTBLAST\n +CLIENTSIDEONLY\n -ROCKETTRAIL\n Speed 10\n SeeSound \"\"\n DeathSound \"\"\n scale 0.2\n Renderstyle normal\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 2\n Death:\n NULL B 1\n NULL B 0 A_CustomMissile(\"ChainGunSmokedB\",6)\n stop\n}\n}\nACTOR ChainGunSmokedB\n{\n Height 2\n Radius 2\n Damage 0\n +DONTBLAST\n Projectile\n +CLIENTSIDEONLY\n -ROCKETTRAIL\n Speed 0\n SeeSound \"\"\n DeathSound \"\"\n Renderstyle Normal\n scale 0.4\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 1\n Death:\n CHNS B 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeC\n{\n Species Player\n +THRUSPECIES\n +DONTBLAST\n +MTHRUSPECIES\n +CLIENTSIDEONLY\n Height 2\n Radius 2\n Damage 0\n Projectile\n -ROCKETTRAIL\n Speed 10\n SeeSound \"\"\n DeathSound \"\"\n scale 0.2\n Renderstyle normal\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 2\n Death:\n NULL B 1\n NULL B 0 A_CustomMissile(\"ChainGunSmokedC\",6)\n stop\n}\n}\nACTOR ChainGunSmokedC\n{\n Height 2\n Radius 2\n Damage 0\n +DONTBLAST\n Projectile\n +CLIENTSIDEONLY\n -ROCKETTRAIL\n Speed 0\n SeeSound \"\"\n DeathSound \"\"\n Renderstyle Normal\n scale 0.4\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 1\n Death:\n CHNS C 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeD\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n +DONTBLAST\n +CLIENTSIDEONLY\n Height 2\n Radius 2\n Damage 0\n Projectile\n -ROCKETTRAIL\n Speed 10\n SeeSound \"\"\n DeathSound \"\"\n scale 0.4\n Renderstyle normal\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 2\n Death:\n NULL B 1\n NULL B 0 A_CustomMissile(\"ChainGunSmokedD\",6)\n stop\n}\n}\nACTOR ChainGunSmokedD\n{\n Height 2\n Radius 2\n Damage 0\n Projectile\n -ROCKETTRAIL\n +DONTBLAST\n +CLIENTSIDEONLY\n Speed 0\n SeeSound \"\"\n DeathSound \"\"\n Renderstyle Normal\n scale 0.4\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 1\n Death:\n CHNS D 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeE\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n Height 2\n Radius 2\n Damage 0\n +DONTBLAST\n Projectile\n -ROCKETTRAIL\n +CLIENTSIDEONLY\n Speed 10\n SeeSound \"\"\n DeathSound \"\"\n scale 0.2\n Renderstyle normal\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 2\n Death:\n NULL B 1\n NULL B 0 A_CustomMissile(\"ChainGunSmokedE\",6)\n stop\n}\n}\nACTOR ChainGunSmokedE\n{\n Height 2\n Radius 2\n +DONTBLAST\n Damage 0\n Projectile\n -ROCKETTRAIL\n +CLIENTSIDEONLY\n Speed 0\n SeeSound \"\"\n DeathSound \"\"\n Renderstyle Normal\n scale 0.4\n -NOBLOCKMAP\n +NOCLIP\n Health 9999999\n Obituary \"%o Killed by a MagicCircle?\"\n States\n {\n Spawn:\n NULL B 1\n Death:\n CHNS E 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}"
},
{
"source": "pk3",
"name": "Base/List.txt",
"contents": "Doom2Item/Replacement\n\nChainSaw/WeaponRandomizer\nSuperShotgun/WeaponRandomizer\nRocketlauncher/WeaponRandomizer\nPlasmaRifle/WeaponRandomizer\nBFG9000/Weapon/Module Randomizer\nBlurSphere/Weapon/Health Randomizer\nBerserk/Health/Shield Randomizer\n\nMegaSphere/VitalityKit\nRadSuit/EnvironmentalSuit\nGreenArmor/MShieldPack\nBlueArmor/LShieldPack\nSoulSphere/XLShieldPack\nAllMap/MapScanner\nBackPack/RandomSpawner\n\nStimPack/Stim Randomspawner\nMedikit/Medkit Randomspawner\nInvulnerabilitySphere/Shield RandomSpawner\n\nInfrared/Nothing\nHealthBonus/Nothing\n\n//Dummies literally just don't exist at all.\nArmorBonus/Dummy\nShotgun/Dummy\nChaingun/Dummy"
},
{
"source": "pk3",
"name": "Base/MONSTERS.txt",
"contents": "//\"DisruptionDamage\"\nACTOR ZombieManFaker : ZombieMan replaces ZombieMan\n{\n -THRUSPECIES\n -MTHRUSPECIES\n SeeSound \"\"\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n DropItem \"ZmanDrop\" 255 1\n States\n {\n Forgetit:\n POSS A 1 A_ClearTarget\n Spawn:\n POSS AB 10 A_Look\n POSS AB 10 A_Look\n POSS AB 10 A_Look\n POSS AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n POSS AABBCCDD 4 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Death:\n POSS H 5\n POSS I 5 A_Scream\n POSS J 5 A_NoBlocking\n POSS K 5\n POSS L 1\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n POSS L -1\n Stop\n//\"SoulCount\"\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n POSS M 5\n POSS N 5 A_XScream\n POSS O 5 A_NoBlocking\n POSS PQRST 5\n POSS U 1\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n POSS U -1\n Stop\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Pain.LockDown:\n POSS G 14\n POSS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto See\n\n Missile:\n POSS E 10 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n POSS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n POSS F 8 A_PosAttack\n POSS E 8\n Goto See\n\n Burn:\n Death.Laser:\n FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n FDTH H 3 BRIGHT A_Scream\n FDTH I 3 BRIGHT A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FDTH JKLMNOPQRSTUV 3 BRIGHT\n Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n Null A 0 A_SpawnItem(\"SplashModule\")\n Stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n}\n}\nACTOR ShotgunGuyFaker : ShotgunGuy replaces ShotgunGuy\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n DropItem \"SmanDrop\" 255 1\n States\n {\n Forgetit:\n SPOS A 1 A_ClearTarget\n Spawn:\n SPOS AB 10 A_Look\n SPOS AB 10 A_Look\n SPOS AB 10 A_Look\n SPOS AB 10 A_Look\n SPOS AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPOS AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Death:\n SPOS H 5\n SPOS I 5 A_Scream\n SPOS J 5 A_NoBlocking\n SPOS K 5\n SPOS L 1\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SPOS L -1\n Stop\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n SPOS M 5\n SPOS N 5 A_XScream\n SPOS O 5 A_NoBlocking\n SPOS PQRST 5\n SPOS U 1\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SPOS U -1\n Stop\n\n Missile:\n SPOS E 10 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPOS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SPOS F 10 Bright A_SPosAttackUseAtkSound\n SPOS E 10\n Goto See\n\n CloakMissile:\n SPOS EEE 10 A_FaceTarget\n SPOS F 10 Bright A_SPosAttackUseAtkSound\n SPOS E 10\n Goto See\n\n Pain.LockDown:\n SPOS G 14\n SPOS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto Missile\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Burn:\n Death.Laser:\n FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n FDTH H 3 BRIGHT A_Scream\n FDTH I 3 BRIGHT A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FDTH JKLMNOPQRSTUV 3 BRIGHT\n Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n Null A 0 A_SpawnItem(\"SplashModule\")\n Stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n}\n}\n\nACTOR TacticalWolfensteinSS : WolfensteinSS replaces WolfensteinSS\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 116\n Health 50\n Radius 20\n Height 56\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n PainSound \"wolfss/pain\"\n DeathSound \"wolfss/death\"\n ActiveSound \"wolfss/active\"\n AttackSound \"wolfss/attack\"\n Obituary \"$OB_WOLFSS\"\n DropItem \"ZmanDrop\" 255 1\n +STEALTH\n RenderStyle Translucent\n States\n {\n Forgetit:\n SSWV A 1 A_ClearTarget\n Spawn:\n SSWV AB 10 A_Look\n SSWV AB 10 A_Look\n SSWV AB 10 A_Look\n SSWV AB 10 A_Look\n SSWV AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SSWV AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n SSWV E 5 A_FaceTarget\n SSWV F 5 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 6 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 1 A_CPosRefire\n Goto Missile+1\n Pain:\n SSWV H 3\n SSWV H 3 A_Pain\n Goto See\n\n Pain.LockDown:\n SSWV H 14\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SSWV H 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto see\n\n Death:\n SSWV I 5\n SSWV J 5 A_Scream\n SSWV K 5 A_NoBlocking\n SSWV L 5\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SSWV M -1\n Stop\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n SSWV N 5\n SSWV O 5 A_XScream\n SSWV P 5 A_NoBlocking\n SSWV QRSTU 5\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SSWV V -1\n Stop\n Raise:\n SSWV M 5\n SSWV LKJI 5\n Goto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Missile:\n SSWV E 10 A_FaceTarget\n SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SSWV G 4 Bright A_CPosAttack\n SSWV F 10 A_FaceTarget\n SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SSWV G 4 Bright A_CPosAttack\n SSWV F 6 A_FaceTarget\n SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SSWV G 4 Bright A_CPosAttack\n SSWV F 1 A_CPosRefire\n Goto Missile+1\n\n CloakMissile:\n SSWV EE 10 A_FaceTarget\n SSWV FF 10 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 18 A_FaceTarget\n SSWV G 4 Bright A_CPosAttack\n SSWV F 1 A_CPosRefire\n Goto Missile+1\n\n Burn:\n Death.Laser:\n FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n FDTH H 3 BRIGHT A_Scream\n FDTH I 3 BRIGHT A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FDTH JKLMNOPQRSTUV 3 BRIGHT\n Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n Null A 0 A_SpawnItem(\"SplashModule\")\n Stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR TacticalChaingunGuy : ChaingunGuy Replaces ChaingunGuy\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 2\n Health 70\n Radius 20\n Height 56\n Mass 100\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"chainguy/attack\"\n Obituary \"$OB_CHAINGUY\"\n DropItem \"CmanDrop\" 255 1\n States\n {\n Forgetit:\n CPOS A 1 A_ClearTarget\n Spawn:\n CPOS A 1\n CPOS A 1\n Spawn2:\n CPOS AB 10 A_Look\n CPOS AB 10 A_Look\n CPOS AB 10 A_Look\n CPOS AB 10 A_Look\n Loop\n\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CPOS AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n\n Missile:\n CPOS E 5 A_FaceTarget\n CPOS E 0 A_PlaySound(\"weapons/dualpistol\")\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CPOS E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CPOS F 4 Bright A_CPosAttack\n CPOS F 0 A_PlaySound(\"weapons/dualpistol\")\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CPOS E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CPOS F 4 Bright A_CPosAttack\n CPOS F 1 A_CPosRefire\n Goto Missile+1\n\n Pain:\n CPOS G 3\n CPOS G 3 A_Pain\n Goto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Pain.LockDown:\n CPOS G 14\n CPOS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto Missile\n\n Death:\n CPOS H 5\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n CPOS N -1\n Stop\n\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n CPOS O 5\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n CPOS T -1\n Stop\n\n Raise:\n CPOS N 5\n CPOS MLKJIH 5\n Goto See\n\n Missile:\n CPOS E 10 A_FaceTarget\n CPOS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CPOS FE 4 Bright A_CPosAttack\n CPOS F 1 A_CPosRefire\n Goto Missile+1\n\n Burn:\n Death.Laser:\n FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n FDTH H 3 BRIGHT A_Scream\n FDTH I 3 BRIGHT A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FDTH JKLMNOPQRSTUV 3 BRIGHT\n Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n Null A 0 A_SpawnItem(\"SplashModule\")\n Stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR TacticalDoomImp : DoomImp Replaces DoomImp\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 5\n Health 60\n Radius 20\n Height 56\n Mass 100\n Speed 16\n PainChance 200\n Monster\n +FLOORCLIP\n PainSound \"imp/pain\"\n DeathSound \"imp/death\"\n ActiveSound \"imp/active\"\n HitObituary \"$OB_IMPHIT\"\n Obituary \"$OB_IMP\"\n DropItem \"ImpDrop\" 255 1\n States\n {\n Forgetit:\n TROO A 1 A_ClearTarget\n Spawn:\n TROO A 1\n TROO A 1\n Spawn2:\n TROO AB 10 A_Look\n TROO AB 10 A_Look\n TROO AB 10 A_Look\n TROO AB 10 A_Look\n Loop\n\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n TROO AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Melee:\n Missile:\n TROO EF 4 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n TROO F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n TROO G 6 A_TroopAttack\n Goto See\n Pain:\n TROO H 2\n TROO H 2 A_Pain\n Goto See\n Pain.LockDown:\n TROO H 35\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n TROO H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n goto Missile\n Death:\n TROO I 8\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n TROO M -1\n Stop\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n TROO N 5\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n TROO RST 5\n TROO U -1\n Stop\n Raise:\n TROO MLKJI 8\n Goto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Missile:\n TROO E 1 A_FaceTarget\n TROO E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n TROO EF 8 A_FaceTarget\n TROO G 6 A_TroopAttack\n Goto See\n\n Burn:\n Death.Laser:\n FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n FDTH H 3 BRIGHT A_Scream\n FDTH I 3 BRIGHT A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FDTH JKLMNOPQRSTUV 3 BRIGHT\n Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n Null A 0 A_SpawnItem(\"SplashModule\")\n Stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\nACTOR TacticalDemon : Demon replaces Demon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n speed 25\n States\n{\n Forgetit:\n SARG A 1 A_ClearTarget\n Spawn:\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SARG AABBCCDD 2 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n\n Melee:\n SARG EF 8 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n Null A 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SARG G 8 A_SargAttack\n Goto See\n Pain:\n SARG H 2\n SARG H 2 A_Pain\n Goto See\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n SARG I 8\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SARG N -1\n Stop\n Raise:\n SARG N 5\n SARG MLKJI 5\n Goto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n}\n}\n\nACTOR TacticalSpectre : Spectre replaces Spectre\n{\n DamageFactor Bullets, 1\n DamageFactor Fire, 1\n DamageFactor LockDown, 1\n\n SeeSound \"\"\n speed 25\nStates\n{\n Forgetit:\n SARG A 1 A_ClearTarget\n Spawn:\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n SARG AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SARG AABBCCDD 2 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n\n Melee:\n SARG EF 8 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n Null A 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SARG G 8 A_SargAttack\n Goto See\n Pain:\n SARG H 2\n SARG H 2 A_Pain\n Goto See\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n SARG I 8\n SARG J 8 A_Scream\n SARG K 4\n SARG L 4 A_NoBlocking\n SARG M 4\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SARG N -1\n Stop\n Raise:\n SARG N 5\n SARG MLKJI 5\n Goto See\n\n Pain.SpecialIce:\n\tNULL A 0 Thing_Damage (0, 99999, 18)\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n}\n}\nACTOR DoomImpBall2 : DoomImpBall replaces DoomImpBall\n{\nspeed 30\nFastSpeed 30\n}\nACTOR ArachnotronTactical : Arachnotron replaces Arachnotron\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Health 500\n Radius 64\n Height 64\n Mass 600\n Speed 12\n PainChance 128\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"baby/pain\"\n DeathSound \"baby/death\"\n ActiveSound \"baby/active\"\n Obituary \"$OB_BABY\"\n DropItem \"ArachnoDrop\" 255 1\n DropItem \"ArachnoDrop\" 255 1\n States\n {\n Forgetit:\n BSPI A 1 A_ClearTarget\n Spawn:\n BSPI AB 10 A_Look\n BSPI AB 10 A_Look\n BSPI AB 10 A_Look\n BSPI AB 10 A_Look\n BSPI AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BSPI A 3 A_BabyMetal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BSPI ABBCC 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BSPI D 3 A_BabyMetal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BSPI DEEFF 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n BSPI A 1 Bright\n BSPI A 3 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BSPI A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n BSPI G 3 Bright A_BspiAttack\n BSPI H 3 Bright\n BSPI H 0 Bright A_SpidRefire\n Goto Missile+1\n\n Pain:\n BSPI I 3 A_Jump(128,\"pain2\")\n BSPI I 1 A_ChangeFlag(\"NOBLOOD\",1)\n BSPI I 3 A_Pain\n Goto See+1\n Pain2:\n BSPI I 3 A_ChangeFlag(\"NOBLOOD\",0)\n BSPI I 3 A_Pain\n Goto See+1\n\n Pain.LockDown:\n BSPI I 35\n BSPI I 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tgoto Spawn\n Death:\n BSPI J 20 A_Scream\n BSPI K 7 A_NoBlocking\n BSPI LMNO 7\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n BSPI P -1 A_BossDeath\n Stop\n Raise:\n BSPI P 5\n BSPI ONMLKJ 5\n Goto See+1\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 5, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR ArchvileTactical : Archvile Replaces Archvile\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 111\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 15\n PainChance 10\n Monster\n MaxTargetRange 896\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"$OB_VILE\"\n DamageFactor PsiControl, 0\n DamageFactor LockDown, 0\n DropItem \"VileDrop\" 255 1\n States\n {\n Forgetit:\n VILE A 1 A_ClearTarget\n Spawn:\n VILE AB 10 A_Look\n VILE AB 10 A_Look\n VILE AB 10 A_Look\n VILE AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n VILE AABBCCDDEEFF 2 A_VileChase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n VILE A 1\n VILE G 0 Bright A_VileStart\n VILE G 8 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n VILE H 6 Bright A_VileTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n VILE IJKLMN 6 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n VILE O 6 Bright A_VileAttack\n VILE P 18 Bright\n Goto See\n\n Heal:\n VILE \"[\\]\" 10 Bright\n Goto See\n Pain:\n VILE Q 5\n VILE Q 5 A_Pain\n Goto See\n\tX10Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n\tgoto Spawn\n Death:\n VILE Q 7\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z 1\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n VILE Z -1\n Stop\n SuperVile:\n VILE Z 2000\n VILE YXWVUT 3\n VILE S 3\n VILE R 3 A_Scream\n VILE Q 3\n VILE \"[\\]\" 10 Bright\n NULL B 1 A_SpawnItem(\"SupervileTactical\")\n stop\n\n Pain.LockDown:\n VILE Q 35\n VILE Q 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n goto Missile\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 35, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR SupervileTactical : ArchvileTactical\n{\n DamageFactor Normal, 0.7\n Health 1000\n States\n {\n Death:\n VILE Q 7\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z 1 A_Jump(180,\"SuperVile\")\n VILE Z -1\n Stop\n}\n}\nACTOR BaronOfHellTactical : BaronOfHell replaces BaronOfHell\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 3\n Health 1000\n Radius 24\n Height 64\n Mass 1000\n Speed 12\n PainChance 50\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n Obituary \"$OB_BARON\"\n HitObituary \"$OB_BARONHIT\"\n DamageFactor PsiControl, 0\n DropItem \"BaronDrop\" 255 1\n DropItem \"BaronDrop\" 255 1\n States\n {\n Forgetit:\n BOSS A 1 A_ClearTarget\n Spawn:\n BOSS AB 10 A_Look\n BOSS AB 10 A_Look\n BOSS AB 10 A_Look\n BOSS AB 10 A_Look\n BOSS AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOSS AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Melee:\n Missile:\n BOSS E 1\n BOSS EF 4 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOSS F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n BOSS G 4 A_BruisAttack\n BOSS EF 4 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOSS F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n BOSS G 4 A_BruisAttack\n Goto See\n Pain:\n BOSS H 2\n BOSS H 2 A_Pain\n Goto See\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n\tgoto Spawn\n Death:\n BOSS I 8\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n BOSS O -1 A_BossDeath\n Stop\n Raise:\n BOSS O 8\n BOSS NMLKJI 8\n Goto See\n\n Pain.LockDown:\n BOSS H 35\n BOSS H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n goto Missile\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 10, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR HellKnightTactical : BaronOfHellTactical replaces HellKnight\n{\n SeeSound \"\"\n Game Doom\n SpawnID 113\n Health 700\n -BOSSDEATH\n ActiveSound \"knight/active\"\n PainSound \"knight/pain\"\n DeathSound \"knight/death\"\n HitObituary \"$OB_KNIGHTHIT\"\n Obituary \"$OB_KNIGHT\"\n\n DropItem \"HellKDrop\" 255 1\n DropItem \"HellKDrop\" 255 1\n States\n {\n Forgetit:\n BOS2 A 1 A_ClearTarget\n Spawn:\n BOS2 AB 10 A_Look\n BOS2 AB 10 A_Look\n BOS2 AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOS2 AABBCCDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Melee:\n Missile:\n BOS2 E 1\n BOS2 EF 6 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOS2 F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n BOS2 G 6 A_BruisAttack\n Goto See\n Pain:\n BOS2 H 2\n BOS2 H 2 A_Pain\n Goto See\n\n Pain.LockDown:\n BOS2 H 35\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n BOS2 H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tgoto Spawn\n Death:\n BOS2 I 8\n BOS2 J 8 A_Scream\n BOS2 K 8\n BOS2 L 8 A_NoBlocking\n BOS2 MN 8\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n BOS2 O -1\n Stop\n Raise:\n BOS2 O 8\n BOS2 NMLKJI 8\n Goto See\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 7, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\n\nACTOR CacodemonTactical : Cacodemon replaces Cacodemon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 19\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 12\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Obituary \"$OB_CACO\"\n HitObituary \"$OB_CACOHIT\"\n DamageFactor PsiControl, 0\n DropItem MedicalKit 2 1\n DropItem AmmoFour 64 10\n DropItem AmmoTwo 64 5\n DropItem AmmoThree 64 1\n DropItem \"CacoDrop\" 255 1\n States\n {\n Forgetit:\n HEAD A 1 A_ClearTarget\n Spawn:\n HEAD A 5 A_Look\n HEAD A 5 A_Look\n HEAD A 5 A_Look\n HEAD A 5 A_Look\n HEAD A 5 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD A 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD A 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD A 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD A 3 A_Chase\n loop\n Missile:\n HEAD B 1\n HEAD BC 5 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD C 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n HEAD D 5 Bright A_HeadAttack\n Goto See\n Pain:\n HEAD E 3\n HEAD E 3 A_Pain\n HEAD F 6\n Goto See\n\n Pain.LockDown:\n HEAD E 14\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n HEAD E 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n\tgoto Spawn\n Death:\n HEAD G 8\n HEAD H 8 A_Scream\n HEAD IJ 8\n HEAD K 8 A_NoBlocking\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n HEAD L -1 A_SetFloorClip\n Stop\n Raise:\n HEAD L 8 A_UnSetFloorClip\n HEAD KJIHG 8\n Goto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",0)\n GRIC B 3 BRIGHT Thing_Damage (0, 4, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",1)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\n\nACTOR CyberdemonTactical : CyberDemon Replaces CyberDemon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 114\n Health 6000\n Radius 40\n Height 110\n Mass 1000\n Speed 20\n PainChance 0\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n PainSound \"cyber/pain\"\n DeathSound \"cyber/death\"\n ActiveSound \"cyber/active\"\n Obituary \"$OB_CYBORG\"\n DamageFactor PsiControl, 0\n DropItem \"CyberDemonDrop\" 255 1\n DropItem \"CyberDemonDrop\" 255 1\n DropItem \"CyberDemonDrop\" 255 1\n States\n {\n Forgetit:\n CYBR A 1 A_ClearTarget\n Spawn:\n CYBR AB 8 A_Look\n CYBR AB 8 A_Look\n CYBR AB 8 A_Look\n CYBR AB 8 A_Look\n CYBR AB 8 A_Look\n CYBR AB 8 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR A 3 A_Hoof\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR ABBCC 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR D 3 A_Metal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR D 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n CYBR E 6 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CYBR F 8 A_CyberAttack\n CYBR E 6 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CYBR F 8 A_CyberAttack\n CYBR E 6 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n CYBR F 8 A_CyberAttack\n Goto See\n\n CloakMissile:\n CYBR EEE 6 A_FaceTarget\n CYBR F 8 A_CyberAttack\n CYBR EEEE 6 A_FaceTarget\n CYBR F 8 A_CyberAttack\n CYBR EEEE 6 A_FaceTarget\n CYBR F 8 A_CyberAttack\n Goto See\n Pain:\n CYBR G 0 A_Jump(236,\"Missile\")\n CYBR G 10 A_Pain\n Goto See\n\n Pain.SpecialIce:\n CYBR G 0 A_PlaySound(\"target/Freeze\")\n CYBR G 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 60, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n CYBR G 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n\tgoto Spawn\n\n Death:\n CYBR H 1\n CYBR H 10\n CYBR I 10 A_Scream\n CYBR JKL 10\n CYBR M 10 A_NoBlocking\n CYBR NO 10\n Null A 0 A_GiveToTarget(\"SoulCount\",100)\n CYBR P -1 A_BossDeath\n Stop\n\n TacticalDeath:\n CYBR H 10 A_NoBlocking\n CYBR I 10 A_Scream\n CYBR JKL 10\n CYBR M 10 A_ChangeFlag(\"Solid\",0)\n CYBR NO 10\n CYBR P 30 A_BossDeath\n CYBR P 100\n CYBR P 30\n CYBR ON 10\n CYBR M 10 A_ChangeFlag(\"Solid\",1)\n CYBR LKJ 10\n CYBR I 10 A_PlaySound(\"cyber/active\")\n CYBR H 8\n Null A 0 A_GiveToTarget(\"SoulCount\",100)\n CYBR H 0 A_BossDeath\n CYBR H 0 A_SpawnItem(\"CyberdemonTactical\",4)\n CYBR H 1\n stop\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\n\nACTOR FatsoTactical : Fatso Replaces Fatso\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 2.0\n\n SeeSound \"\"\n Game Doom\n SpawnID 112\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n PainChance 80\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"$OB_FATSO\"\n DropItem \"FatsoDrop\" 255 1\n States\n {\n Forgetit:\n FATT A 1 A_ClearTarget\n Spawn:\n FATT AB 10 A_Look\n FATT AB 10 A_Look\n FATT AB 10 A_Look\n FATT AB 10 A_Look\n FATT AB 10 A_Look\n FATT AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n FATT AABBCCDDEEFF 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n FATT G 1\n FATT G 10 A_FatRaise\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n FATT H 8 Bright A_FatAttack1\n FATT IG 4\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n FATT H 8 Bright A_FatAttack2\n FATT IG 4\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n FATT H 8 Bright A_FatAttack3\n FATT IG 4\n Goto See\n Pain:\n FATT J 3\n FATT J 3 A_Pain\n Goto See\n\n Pain.LockDown:\n FATT J 14\n FATT J 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n\tgoto Spawn\n Death:\n FATT K 6\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n FATT T -1 A_BossDeath\n Stop\n Raise:\n FATT R 5\n FATT QPONMLK 5\n Goto See\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 6, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR LostSoulTactical : LostSoul Replaces LostSoul\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 110\n Health 100\n Radius 16\n Height 56\n Mass 50\n Speed 10\n Damage 3\n PainChance 256\n Monster\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n Obituary \"$OB_SKULL\" // \"%o was spooked by a lost soul.\"\n DamageFactor PsiControl, 0\n States\n {\n Forgetit:\n SKUL A 1 A_ClearTarget\n Spawn:\n SKUL AB 6 Bright A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKUL AB 4 Bright A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Missile:\n SKUL C 8 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKUL C 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n SKUL D 3 Bright A_SkullAttack\n SKUL CD 3 Bright\n Goto Missile+2\n\n CloakMissile:\n SKUL C 8 Bright A_FaceTarget\n SKUL D 3 Bright A_SkullAttack\n SKUL CD 3 Bright A_ClearTarget\n Goto Missile\n Pain:\n SKUL E 3 Bright\n SKUL E 3 Bright A_Pain\n Goto See\n\n Pain.LockDown:\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n SKUL F 6 Bright\n SKUL G 6 Bright A_Scream\n SKUL H 6 Bright\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SKUL I 6 Bright A_NoBlocking\n SKUL J 6\n SKUL K 6\n Stop\n\n Pain.SpecialIce:\n\tNULL A 0 Thing_Damage (0, 99999, 18)\n Goto Death\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\n\nACTOR PainElementalTactical : PainElemental replaces PainElemental\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 115\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 8\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n PainSound \"pain/pain\"\n DeathSound \"pain/death\"\n ActiveSound \"pain/active\"\n DamageFactor PsiControl, 0\n DropItem \"PainDrop\" 255 1\n States\n {\n Forgetit:\n PAIN A 1 A_ClearTarget\n Spawn:\n PAIN A 10 A_Look\n PAIN A 10 A_Look\n PAIN A 10 A_Look\n PAIN A 10 A_Look\n PAIN A 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n PAIN AABBCC 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n goto Spawn\n Missile:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n PAIN D 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n PAIN D 5 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n PAIN E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n PAIN E 5 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n PAIN E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n PAIN F 4 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n PAIN F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n PAIN F 1 Bright A_PainAttack\n goto see\n Pain:\n PAIN G 6\n PAIN G 6 A_Pain\n Goto See\n\n Pain.LockDown:\n PAIN G 3 A_Pain\n PAIN G 14\n PAIN G 3 A_Pain\n PAIN G 14\n PAIN G 3 A_Pain\n PAIN G 14\n PAIN G 3 A_Pain\n PAIN G 14\n Goto Missile\n\n Death:\n PAIN H 8 Bright\n PAIN I 8 Bright A_Scream\n PAIN JK 8 Bright\n PAIN L 8 Bright A_PainDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n PAIN M 8 Bright A_Jump(10,\"Raise\")\n Stop\n\n DisruptXDeath:\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death.Laser:\n PAIN H 8 Bright\n PAIN I 8 Bright A_Scream\n PAIN JK 8 Bright\n PAIN L 8 Bright\n PAIN M 8 BRIGHT\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n NULL B 300\n stop\n\n Raise:\n NULL B 500\n PAIN MLKJIH 8 BRIGHT\n PAIN H 8 BRIGHT A_Scream\n PAIN H 1\n\tgoto See\n\n Pain.SpecialIce:\n GRIC B 0 A_PlaySound(\"target/Freeze\")\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",0)\n GRIC B 3 BRIGHT Thing_Damage (0, 4, 18)\n GRIC B 40 SetPlayerProperty (0, 1, 0)\n GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",1)\n GRIC B 3\n GRIC B 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\nACTOR RevenantTracerTactical : RevenantTracer replaces RevenantTracer\n{\n+StrifeDamage\n}\n\nACTOR RevenantTactical : Revenant Replaces Revenant\n{\n DamageFactor Bullets, 1\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 20\n Health 300\n Radius 20\n Height 56\n Mass 500\n Speed 10\n PainChance 100\n Monster\n MeleeThreshold 196\n +MISSILEMORE\n +FLOORCLIP\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"$OB_UNDEADHIT\" // \"%o was punched by a revenant.\"\n Obituary \"$OB_UNDEAD\" // \"%o couldn't evade a revenant's fireball.\"\n DropItem \"ReveDrop\" 255 1\n States\n {\n Forgetit:\n SKEL A 1 A_ClearTarget\n Spawn:\n SKEL AB 10 A_Look\n SKEL AB 10 A_Look\n SKEL AB 10 A_Look\n SKEL AB 10 A_Look\n SKEL AB 10 A_Look\n SKEL AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL AABBCCDDEEFF 2 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n loop\n Melee:\n SKEL G 1 A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL J 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL G 6 A_SkelWhoosh\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL J 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL H 6 A_FaceTarget\n SKEL I 6 A_SkelFist\n Goto See\n Missile:\n SKEL J 1\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL J 1 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL J 9 Bright A_FaceTarget\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL K 10 A_SkelMissile\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SKEL K 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SKEL K 10 A_FaceTarget\n Goto See\n Pain:\n SKEL L 5\n SKEL L 5 A_Pain\n Goto See\n\n Pain.LockDown:\n SKEL L 14\n SKEL L 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n\tgoto Spawn\n\n Death:\n SKEL LM 7\n SKEL N 7 A_Scream\n SKEL O 7 A_NoBlocking\n SKEL P 7\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n SKEL Q -1\n Stop\n Raise:\n SKEL Q 5\n SKEL PONML 5\n Goto See\n\n Pain.SpecialIce:\n GICE A 0 A_PlaySound(\"target/Freeze\")\n GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 3, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n\n }\n}\n\nACTOR SpiderMastermindTactical : SpiderMastermind Replaces SpiderMastermind\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 7\n Health 5000\n Radius 100\n Height 100\n Mass 1000\n Speed 12\n PainChance 0\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n AttackSound \"spider/attack\"\n PainSound \"spider/pain\"\n DeathSound \"spider/death\"\n ActiveSound \"spider/active\"\n Obituary \"$OB_SPIDER\"\n DropItem \"MasterMindDrop\" 255 1\n DropItem \"MasterMindDrop\" 255 1\n DropItem \"MasterMindDrop\" 255 1\n States\n {\n Forgetit:\n SPID A 1 A_ClearTarget\n Spawn:\n SPID AB 10 A_Look\n SPID AB 10 A_Look\n SPID AB 10 A_Look\n SPID AB 10 A_Look\n SPID AB 10 A_Look\n Loop\n See:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID A 3 A_Metal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID ABB 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID C 3 A_Metal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID CDD 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID E 3 A_Metal\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID EFF 3 A_Chase\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n Goto Spawn\n Missile:\n SPID A 10 Bright A_FaceTarget\n Spam:\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SPID G 4 Bright A_SPosAttackUseAtkSound\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SPID H 4 Bright A_SPosAttackUseAtkSound\n NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n SPID H 1 Bright A_SpidRefire\n Goto Spam\n Pain:\n SPID I 1 A_Jump(216,\"Missile\")\n SPID I 3\n SPID I 3 A_Pain\n Goto See\n\n Pain.SpecialIce:\n CYBR G 0 A_PlaySound(\"target/Freeze\")\n CYBR G 0 A_ChangeFlag(\"NOPAIN\",1)\n GICE A 3 BRIGHT Thing_Damage (0, 50, 18)\n GICE A 40 SetPlayerProperty (0, 1, 0)\n CYBR G 0 A_ChangeFlag(\"NOPAIN\",0)\n GICE A 3\n GICE A 1 SetPlayerProperty (0, 0, 0)\n Goto See\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n\tgoto spawn\n Death:\n SPID J 20 A_Scream\n SPID K 10 A_NoBlocking\n SPID LMNOPQR 10\n SPID S 30\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_GiveToTarget(\"ShieldModule\",1)\n Null A 0 A_GiveToTarget(\"EnergyModule\",1)\n SPID S -1 A_BossDeath\n Stop\n\n CloakMissile:\n SPID AAA 10 Bright A_FaceTarget\n SPID G 6 Bright A_SPosAttackUseAtkSound\n SPID H 6 Bright A_SPosAttackUseAtkSound\n SPID H 2 Bright A_SpidRefire\n Goto Missile+1\n\n Death.Suicide:\n Death.SpecialIce:\n NULL A 1 A_IceGuyDie\n Null A 0 A_GiveToTarget(\"SoulCount\",1)\n Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n Null A 0 A_SpawnItem(\"IceModule\")\n Stop\n\n Death.Lockdown:\n Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n Null A 0 A_SpawnItem(\"LockdownModule\")\n Goto Death\n }\n}\n\n//## Projectiles ##\nACTOR CacodemonBall2 : CacodemonBall replaces CacodemonBall\n{\nspeed 25\nFastSpeed 25\n}\n\nACTOR BaronBall2 : BaronBall replaces BaronBall\n{\nspeed 35\nFastSpeed 30\n}\n\nACTOR ArachnotronPlasma2 : ArachnotronPlasma replaces ArachnotronPlasma\n{\nSpeed 40\nFastSpeed 40\n}"
},
{
"source": "pk3",
"name": "Base/Natives.txt",
"contents": "Actor Slot1Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot2Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot3Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot4Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot5Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor DirectorRoll : Inventory\n{\nInventory.MaxAmount 4\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\n//\n//\n//\n//\n//\nActor IsTechMage : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\nActor \"Disruption\" : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nACTOR StepShield\n{\n Game Doom\n SpawnID 51\n Radius 2\n Height 2\n Speed 25\n Damage 5\n Projectile\n +DONTBLAST\n +RANDOMIZE\n +NOCLIP\n RenderStyle none\n Alpha 0.75\n SeeSound \"\"\n DeathSound \"\"\n Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PLSS A 1\n PLSS A 1 A_PlaySound(\"ShieldDamage\")\n PLSE A 10 Bright\n Stop\n }\n}\n\nActor ScopeHeritage : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nactor \"SuitEnergy\" : ammo\n{\n Scale 0.4\n +INVENTORY.UNDROPPABLE\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 100\n Inventory.PickupMessage \"Suit Energy\"\n Inventory.Icon \"AMM1A0\"\n\n States\n {\n Spawn:\n AMM1 a -1\n Stop\n }\n}\n\nactor \"SlotOne\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box One\"\n Inventory.Icon \"WEPSA0\"\n -invbar\n\n States\n {\n Spawn:\n WEPS b -1\n Stop\n }\n}\n\nactor \"SlotTwo\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Two\"\n Inventory.Icon \"WEPSB0\"\n -invbar\n\n States\n {\n Spawn:\n WEPS c -1\n Stop\n }\n}\n\nactor \"SlotThree\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Three\"\n Inventory.Icon \"WEPSC0\"\n -invbar\n\n States\n {\n Spawn:\n WEPS d -1\n Stop\n }\n}\n\nactor \"SlotFour\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Four\"\n Inventory.Icon \"WEPSD0\"\n -invbar\n\n States\n {\n Spawn:\n WEPS e -1\n Stop\n }\n}\n\nactor \"SlotFive\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Five\"\n Inventory.Icon \"WEPSE0\"\n -invbar\n\n States\n {\n Spawn:\n WEPS f -1\n Stop\n }\n}\n\nactor \"Slotsix\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Six\"\n Inventory.Icon \"WEPSF0\"\n -invbar\n\n States\n {\n Spawn:\n Weps G -1\n Stop\n }\n}\n\nactor \"SlotSeven\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 5\n Inventory.PickupMessage \"Opened Box Seven\"\n Inventory.Icon \"WEPSG0\"\n -invbar\n\n States\n {\n Spawn:\n Weps H -1\n Stop\n }\n}\n\nactor \"PulseCheck\" : ammo\n{\n Scale 0.8\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n Inventory.PickupMessage \"Pulse unlocked\"\n Inventory.Icon \"WEPSG0\"\n -invbar\n\n States\n {\n Spawn:\n Weps H -1\n Stop\n }\n}\n\nactor \"Ammo2Up\" : ammo\n{\n Scale 0.5\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 9\n Inventory.PickupMessage \"Ammo Two capacity Increased by 100!\"\n Inventory.Icon \"AMM2A0\"\n\n States\n {\n Spawn:\n AMM2 B -1\n Stop\n }\n}\n\nactor \"Ammo3Up\" : ammo\n{\n Scale 0.5\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 9\n Inventory.PickupMessage \"Ammo Three capacity Increased by 100!\"\n Inventory.Icon \"AMM3A0\"\n\n States\n {\n Spawn:\n AMM3 B -1\n Stop\n }\n}\n\nactor \"Ammo4Up\" : ammo\n{\n Scale 0.5\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 9\n Inventory.PickupMessage \"Ammo Four capacity Increased by 100!\"\n Inventory.Icon \"AMM4A0\"\n\n States\n {\n Spawn:\n AMM4 B -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Base/Natives2.txt",
"contents": "Actor IconoclasmCount : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 900\nInventory.InterHubAmount 900\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor IconoclasmRewarding : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.InterHubAmount 0\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\n\nactor \"IconoclasmBox\" : ammo\n{\n Scale 1.1\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9000\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 9000\n Inventory.PickupMessage \"You open the box...\"\n Inventory.Icon \"RWEPB0\"\n -invbar\n\n States\n {\n Spawn:\n RWEP B -1\n Stop\n }\n}\nactor \"IconBox1\" : IconoclasmBox\n{\n Inventory.Amount 1\n}\nactor \"IconBox2\" : IconoclasmBox\n{\n Inventory.Amount 2\n}\nactor \"IconBox3\" : IconoclasmBox\n{\n Inventory.Amount 3\n}\nactor \"IconBox4\" : IconoclasmBox\n{\n Inventory.Amount 4\n}\nactor \"IconBox5\" : IconoclasmBox\n{\n Inventory.Amount 5\n}\nactor \"IconBox6\" : IconoclasmBox\n{\n Inventory.Amount 6\n}\nactor \"IconBox7\" : IconoclasmBox\n{\n Inventory.Amount 7\n}\nactor \"IconBox8\" : IconoclasmBox\n{\n Inventory.Amount 8\n}\nactor \"IconBox9\" : IconoclasmBox\n{\n Inventory.Amount 9\n}\nactor \"IconBox10\" : IconoclasmBox\n{\n Inventory.Amount 10\n}\nactor \"IconBox11\" : IconoclasmBox\n{\n Inventory.Amount 11\n}\nactor \"IconBox12\" : IconoclasmBox\n{\n Inventory.Amount 12\n}\nactor \"IconBox13\" : IconoclasmBox\n{\n Inventory.Amount 13\n}\nactor \"IconBox14\" : IconoclasmBox\n{\n Inventory.Amount 14\n}\nactor \"IconBox15\" : IconoclasmBox\n{\n Inventory.Amount 15\n}\nactor \"IconBox16\" : IconoclasmBox\n{\n Inventory.Amount 16\n}\nactor \"IconBox17\" : IconoclasmBox\n{\n Inventory.Amount 17\n}\nactor \"IconBox18\" : IconoclasmBox\n{\n Inventory.Amount 18\n}\nactor \"IconBox19\" : IconoclasmBox\n{\n Inventory.Amount 19\n}\nactor \"IconBox20\" : IconoclasmBox\n{\n Inventory.Amount 20\n}\nactor \"IconBox21\" : IconoclasmBox\n{\n Inventory.Amount 21\n}\nactor \"IconBox22\" : IconoclasmBox\n{\n Inventory.Amount 22\n}\nactor \"IconBox23\" : IconoclasmBox\n{\n Inventory.Amount 23\n}\nactor \"IconBox24\" : IconoclasmBox\n{\n Inventory.Amount 24\n}\nactor \"IconBox25\" : IconoclasmBox\n{\n Inventory.Amount 25\n}\nactor \"IconBox26\" : IconoclasmBox\n{\n Inventory.Amount 26\n}\nactor \"IconBox27\" : IconoclasmBox\n{\n Inventory.Amount 27\n}\nactor \"IconBox28\" : IconoclasmBox\n{\n Inventory.Amount 28\n}\nactor \"IconBox29\" : IconoclasmBox\n{\n Inventory.Amount 29\n}\nactor \"IconBox30\" : IconoclasmBox\n{\n Inventory.Amount 30\n}\nactor \"IconBox31\" : IconoclasmBox\n{\n Inventory.Amount 31\n}\nactor \"IconBox32\" : IconoclasmBox\n{\n Inventory.Amount 32\n}\nactor \"IconBox33\" : IconoclasmBox\n{\n Inventory.Amount 33\n}\nactor \"IconBox34\" : IconoclasmBox\n{\n Inventory.Amount 34\n}\nactor \"IconBox35\" : IconoclasmBox\n{\n Inventory.Amount 35\n}\nactor \"IconBox36\" : IconoclasmBox\n{\n Inventory.Amount 36\n}\nactor \"IconBox37\" : IconoclasmBox\n{\n Inventory.Amount 37\n}\nactor \"IconBox38\" : IconoclasmBox\n{\n Inventory.Amount 38\n}\nactor \"IconBox39\" : IconoclasmBox\n{\n Inventory.Amount 39\n}\nactor \"IconBox40\" : IconoclasmBox\n{\n Inventory.Amount 40\n}\nactor \"IconBox41\" : IconoclasmBox\n{\n Inventory.Amount 41\n}\nactor \"IconBox42\" : IconoclasmBox\n{\n Inventory.Amount 42\n}\nactor \"IconBox43\" : IconoclasmBox\n{\n Inventory.Amount 43\n}\nactor \"IconBox44\" : IconoclasmBox\n{\n Inventory.Amount 44\n}\nactor \"IconBox45\" : IconoclasmBox\n{\n Inventory.Amount 45\n}\nactor \"IconBox46\" : IconoclasmBox\n{\n Inventory.Amount 46\n}\nactor \"IconBox47\" : IconoclasmBox\n{\n Inventory.Amount 47\n}\nactor \"IconBox48\" : IconoclasmBox\n{\n Inventory.Amount 48\n}\nactor \"IconBox49\" : IconoclasmBox\n{\n Inventory.Amount 49\n}\nactor \"IconBox50\" : IconoclasmBox\n{\n Inventory.Amount 50\n}"
},
{
"source": "pk3",
"name": "Base/REPLACE.txt",
"contents": "//\n//\n//Doom2 Preservation Actors\n//\n//\nActor \"Chain Saw\" : chainsaw\n{\n +INVENTORY.UNDROPPABLE\n}\n\nActor \"Pistol \" : Pistol\n{\n Weapon.AmmoType \"AmmoOne\"\n}\nActor \"Shotgun \" : shotgun\n{\n Weapon.AmmoType \"AmmoTwo\"\n}\n\nActor \"SuperShotgun \" : SuperShotgun\n{\n Weapon.AmmoType \"AmmoTwo\"\n}\n\nActor \"Chaingun \" : chaingun\n{\n Weapon.AmmoType \"AmmoOne\"\n}\n\nActor \"Rocket Launcher\" : rocketlauncher\n{\n Weapon.AmmoType \"AmmoThree\"\n}\n\nActor \"PlasmaRifle \" : PlasmaRifle\n{\n Weapon.AmmoType \"AmmoFour\"\n}\n\nActor \"BFG-9000\" : BFG9000\n{\n Weapon.AmmoType \"AmmoFour\"\n}\n//Replaced Actors, see List.txt for a list top to bottom\n\nACTOR \"DummyPickUp1\" : CustomInventory\n{\nRenderStyle None\n+INVENTORY.UNDROPPABLE\n-FLOATBOB\nscale .9\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupMessage \"Black Weapon Sphere\"\n-INVBAR\n Inventory.pickupmessage \"\"\n+Pickup\n scale 0.6\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp2\" : DummyPickUp1 replaces armorbonus\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp2345\" : DummyPickUp1 replaces healthbonus\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nactor CheckSpawnerCell : RandomSpawner replaces Cell\n{\n DropItem \"AmmoCheck2\" 256 40\n DropItem \"AmmoCheck3\" 256 40\n DropItem \"AmmoCheck4\" 256 40\n}\n\nactor CheckSpawnerCellPack : RandomSpawner replaces CellPack\n{\n DropItem \"AmmoCheck2\" 256 40\n DropItem \"AmmoCheck3\" 256 40\n DropItem \"AmmoCheck4\" 256 40\n}\n\nACTOR \"DummyPickUp17\" : DummyPickUp1 replaces Shotgun\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp19\" : DummyPickUp1 Replaces Chaingun\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp24\" : DummyPickUp1 replaces Pistol\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp31\" : DummyPickUp1 replaces Fist\n{\nStates\n{\n\n Spawn:\n HALI B 10\n loop\n PickUp:\n HALI B 10\n Fail\nUse:\nNull B 1\nstop\n}\n}\nACTOR \"RadiationSuit\" : EnvironmentalSuit replaces RadSuit\n{\nInventory.MaxAmount 2\nInventory.InterHubAmount 2\n}\n\nACTOR AllMap2 : AllMap\n{\n+INVENTORY.UNDROPPABLE\n}\nACTOR Medikit2 : Medikit\n{\n}\nACTOR StimPack2 : StimPack\n{\n}\n\nactor HealthSpawner : RandomSpawner replaces medikit\n{\n DropItem \"Medikit2\" 256 75\n DropItem \"MedicalKit\" 256 25\n}\n\nactor StimSpawner : RandomSpawner replaces stimpack\n{\n DropItem \"Stimpack2\" 256 75\n DropItem \"MedPatch\" 256 25\n}\n\nactor GodModeSpawner : RandomSpawner replaces InvulnerabilitySphere\n{\n DropItem \"InsaneShieldPack\" 256 10\n DropItem \"EnergyModule\" 256 40\n DropItem \"ShieldModule\" 256 40\n DropItem \"RegenModule\" 256 40\n DropItem \"SurviveModule\" 256 40\n}\n\n//Needs Update\nactor BonusSpawner1 : RandomSpawner replaces Blursphere\n{\n DropItem \"VitalityModule\" 256 10\n DropItem \"MapScanner\" 256 10\n DropItem \"Ammo4Up\" 256 13\n DropItem \"Ammo3Up\" 256 13\n DropItem \"Ammo2Up\" 256 13\n DropItem \"Ammo4Module\" 256 5\n DropItem \"Ammo3Module\" 256 5\n DropItem \"Ammo2Module\" 256 5\n}\n\n//Needs Update\nactor BonusSpawner2 : RandomSpawner replaces berserk\n{\n DropItem \"VitalityModule\" 256 10\n DropItem \"MapScanner\" 256 10\n DropItem \"Ammo4Module\" 256 5\n DropItem \"Ammo3Module\" 256 5\n DropItem \"Ammo2Module\" 256 5\n}\n\nactor PackSpawner : RandomSpawner replaces backpack\n{\n DropItem \"VitalityModule\" 256 10\n DropItem \"MapScanner\" 256 10\n DropItem \"Ammo4Up\" 256 13\n DropItem \"Ammo3Up\" 256 13\n DropItem \"Ammo2Up\" 256 13\n}\n\nactor SawSpawner : RandomSpawner replaces ChainSaw\n{\n DropItem \"IconBox1\" 255 1\n DropItem \"IconBox2\" 255 1\n DropItem \"IconBox3\" 255 1\n DropItem \"IconBox4\" 255 1\n DropItem \"IconBox5\" 255 1\n DropItem \"IconBox6\" 255 1\n DropItem \"IconBox7\" 255 1\n DropItem \"IconBox8\" 255 1\n DropItem \"IconBox9\" 255 1\n DropItem \"IconBox10\" 255 1\n DropItem \"IconBox11\" 255 1\n DropItem \"IconBox12\" 255 1\n DropItem \"IconBox13\" 255 1\n DropItem \"IconBox14\" 255 1\n DropItem \"IconBox15\" 255 1\n DropItem \"IconBox16\" 255 1\n DropItem \"IconBox17\" 255 1\n DropItem \"IconBox18\" 255 1\n DropItem \"IconBox19\" 255 1\n DropItem \"IconBox20\" 255 1\n DropItem \"IconBox21\" 255 1\n DropItem \"IconBox22\" 255 1\n DropItem \"IconBox23\" 255 1\n DropItem \"IconBox24\" 255 1\n DropItem \"IconBox25\" 255 1\n DropItem \"IconBox26\" 255 1\n}\n\nactor SSGSpawner : RandomSpawner replaces SuperShotgun\n{\n DropItem \"IconBox1\" 255 1\n DropItem \"IconBox2\" 255 1\n DropItem \"IconBox3\" 255 1\n DropItem \"IconBox4\" 255 1\n DropItem \"IconBox5\" 255 1\n DropItem \"IconBox6\" 255 1\n DropItem \"IconBox7\" 255 1\n DropItem \"IconBox8\" 255 1\n DropItem \"IconBox9\" 255 1\n DropItem \"IconBox10\" 255 1\n DropItem \"IconBox11\" 255 1\n DropItem \"IconBox12\" 255 1\n DropItem \"IconBox13\" 255 1\n DropItem \"IconBox14\" 255 1\n DropItem \"IconBox15\" 255 1\n DropItem \"IconBox16\" 255 1\n DropItem \"IconBox17\" 255 1\n DropItem \"IconBox18\" 255 1\n DropItem \"IconBox19\" 255 1\n DropItem \"IconBox20\" 255 1\n DropItem \"IconBox21\" 255 1\n DropItem \"IconBox22\" 255 1\n DropItem \"IconBox23\" 255 1\n DropItem \"IconBox24\" 255 1\n DropItem \"IconBox25\" 255 1\n DropItem \"IconBox26\" 255 1\n}\n\nactor RocketLauncherSpawner : RandomSpawner replaces RocketLauncher\n{\n DropItem \"IconBox1\" 255 1\n DropItem \"IconBox2\" 255 1\n DropItem \"IconBox3\" 255 1\n DropItem \"IconBox4\" 255 1\n DropItem \"IconBox5\" 255 1\n DropItem \"IconBox6\" 255 1\n DropItem \"IconBox7\" 255 1\n DropItem \"IconBox8\" 255 1\n DropItem \"IconBox9\" 255 1\n DropItem \"IconBox10\" 255 1\n DropItem \"IconBox11\" 255 1\n DropItem \"IconBox12\" 255 1\n DropItem \"IconBox13\" 255 1\n DropItem \"IconBox14\" 255 1\n DropItem \"IconBox15\" 255 1\n DropItem \"IconBox16\" 255 1\n DropItem \"IconBox17\" 255 1\n DropItem \"IconBox18\" 255 1\n DropItem \"IconBox19\" 255 1\n DropItem \"IconBox20\" 255 1\n DropItem \"IconBox21\" 255 1\n DropItem \"IconBox22\" 255 1\n DropItem \"IconBox23\" 255 1\n DropItem \"IconBox24\" 255 1\n DropItem \"IconBox25\" 255 1\n DropItem \"IconBox26\" 255 1\n}\n\nactor PlasmaRifleSpawner : RandomSpawner replaces PlasmaRifle\n{\n DropItem \"IconBox1\" 255 1\n DropItem \"IconBox2\" 255 1\n DropItem \"IconBox3\" 255 1\n DropItem \"IconBox4\" 255 1\n DropItem \"IconBox5\" 255 1\n DropItem \"IconBox6\" 255 1\n DropItem \"IconBox7\" 255 1\n DropItem \"IconBox8\" 255 1\n DropItem \"IconBox9\" 255 1\n DropItem \"IconBox10\" 255 1\n DropItem \"IconBox11\" 255 1\n DropItem \"IconBox12\" 255 1\n DropItem \"IconBox13\" 255 1\n DropItem \"IconBox14\" 255 1\n DropItem \"IconBox15\" 255 1\n DropItem \"IconBox16\" 255 1\n DropItem \"IconBox17\" 255 1\n DropItem \"IconBox18\" 255 1\n DropItem \"IconBox19\" 255 1\n DropItem \"IconBox20\" 255 1\n DropItem \"IconBox21\" 255 1\n DropItem \"IconBox22\" 255 1\n DropItem \"IconBox23\" 255 1\n DropItem \"IconBox24\" 255 1\n DropItem \"IconBox25\" 255 1\n DropItem \"IconBox26\" 255 1\n}\n\nactor BFGSpawner : RandomSpawner replaces BFG9000\n{\n DropItem \"IconBox1\" 255 1\n DropItem \"IconBox2\" 255 1\n DropItem \"IconBox3\" 255 1\n DropItem \"IconBox4\" 255 1\n DropItem \"IconBox5\" 255 1\n DropItem \"IconBox6\" 255 1\n DropItem \"IconBox7\" 255 1\n DropItem \"IconBox8\" 255 1\n DropItem \"IconBox9\" 255 1\n DropItem \"IconBox10\" 255 1\n DropItem \"IconBox11\" 255 1\n DropItem \"IconBox12\" 255 1\n DropItem \"IconBox13\" 255 1\n DropItem \"IconBox14\" 255 1\n DropItem \"IconBox15\" 255 1\n DropItem \"IconBox16\" 255 1\n DropItem \"IconBox17\" 255 1\n DropItem \"IconBox18\" 255 1\n DropItem \"IconBox19\" 255 1\n DropItem \"IconBox20\" 255 1\n DropItem \"IconBox21\" 255 1\n DropItem \"IconBox22\" 255 1\n DropItem \"IconBox23\" 255 1\n DropItem \"IconBox24\" 255 1\n DropItem \"IconBox25\" 255 1\n DropItem \"IconBox26\" 255 1\n}"
},
{
"source": "pk3",
"name": "Base/RandomSpawn.txt",
"contents": "actor ZmanDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor SmanDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor CmanDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor ImpDrop : RandomSpawner\n{\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor CacoDrop : RandomSpawner\n{\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor PainDrop : RandomSpawner\n{\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n DropItem \"Ammo2Module\" 64 1\n DropItem \"Ammo3Module\" 64 1\n DropItem \"Ammo4Module\" 64 1\n}\n\nactor ReveDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MediumShieldPack\" 64 1\n DropItem \"MapScanner\" 255 10\n DropItem \"MedicalKit\" 45 1\n}\n\nactor FatsoDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"largeShieldPack\" 64 1\n DropItem \"MedPatch\" 45 1\n DropItem \"MapScanner\" 255 10\n DropItem \"MedicalKit\" 45 1\n}\n\nactor ArachnoDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"ExtraLargeShieldPack\" 64 1\n DropItem \"MedPatch\" 45 1\n DropItem \"MapScanner\" 255 10\n DropItem \"MedicalKit\" 45 1\n}\n\nactor HellKDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n}\n\nactor BaronDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n DropItem \"Ammo2Module\" 64 1\n DropItem \"Ammo3Module\" 64 1\n DropItem \"Ammo4Module\" 64 1\n}\n\nactor VileDrop : RandomSpawner\n{\n DropItem \"AmmoCheck2\" 64 100\n DropItem \"AmmoCheck3\" 64 100\n DropItem \"AmmoCheck4\" 64 100\n DropItem \"MedPatch\" 45 1\n DropItem \"MedicalKit\" 45 1\n DropItem \"Ammo2Module\" 64 1\n DropItem \"Ammo3Module\" 64 1\n DropItem \"Ammo4Module\" 64 1\n}\nactor MasterMindDrop : RandomSpawner\n{\n DropItem \"ExtraLargeShieldPack\" 64 1\n DropItem \"InsaneShieldPack\" 64 1\n DropItem \"Ammo4Module\" 64 1\n DropItem \"Ammo3Module\" 64 1\n DropItem \"Ammo2Module\" 64 1\n DropItem \"AmmoModule\" 64 1\n DropItem \"RegenModule\" 64 1\n DropItem \"EnergyModule\" 64 1\n}\n\nactor CyberDemonDrop : RandomSpawner\n{\n DropItem \"InsaneShieldPack\" 64 1\n DropItem \"ShieldModule\" 64 1\n DropItem \"AmmoModule\" 64 1\n DropItem \"RegenModule\" 64 1\n}"
},
{
"source": "pk3",
"name": "Base/Modules.txt",
"contents": "Actor EnergyModule : CustomInventory\n{\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_ENGY\"\nTag \"Energy Pack\"\nInventory.PickupMessage \"EnergyPack! Deactivates other packs when used.\"\nStates\n{\nSpawn:\nENGY A 10\nENGY A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"MageKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"EnergyModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Increases Energy Production, use again to activate\")\nTNT1 A 0 A_GiveInventory(\"EnergyModulePrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"EnergyModuleActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor EnergyModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor EnergyModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//########################################\nActor ShieldModule : CustomInventory\n{\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SHLD\"\nTag \"Shield Pack\"\nInventory.PickupMessage \"ShieldPack! Activate for Details\"\nStates\n{\nSpawn:\nSLDP A 10\nSLDP A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"DestoryerKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"MageKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Enables Shield usage, use again to activate\")\nTNT1 A 0 A_GiveInventory(\"ShieldModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldModuleActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor ShieldModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor ShieldModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor AbsoluteModule : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_ABDE\"\nInventory.InterHubAmount 5\nTag \"Absolute Defense Skill Module\"\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nABDE A 10\nABDE A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"AbsoluteModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Absolute Defense\")\nTNT1 A 0 A_GiveInventory(\"AbsoluteModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"AbsoluteModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor AbsoluteModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor ShieldCheck : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\nActor AbsoluteModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor EdenModule : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_EDEN\"\nTag \"Counter Attack Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nEDEN A 10\nEDEN A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"EdenModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Counter Attack\")\nTNT1 A 0 A_GiveInventory(\"EdenModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_Print(\"Use Wisely every kill adds cooldown.\")\nTNT1 A 0 A_GiveInventory(\"EdenModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor EdenModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor EdenModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor TrapModule : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_Trap\"\nTag \"Trap Sphere Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nTRAP A 10\nTRAP A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"TrapModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Trap Sphere\")\nTNT1 A 0 A_GiveInventory(\"TrapModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"TrapModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor TrapModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor TrapModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor CloakModule : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_CLOK\"\nTag \"Cloaking Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nCLOK A 10\nCLOK A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"CloakModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Cloaking Device\")\nTNT1 A 0 A_GiveInventory(\"CloakModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"CloakModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor CloakModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor CloakModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor PlasmaModule : CustomInventory\n{\n +INVENTORY.UNDROPPABLE\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_PLRP\"\nTag \"Plasma Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nPLRP Z 10\nPLRP Z 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"RepeatModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables current skill, Alt Fire Selects Plasma Repeater\")\nTNT1 A 0 A_GiveInventory(\"RepeatModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"RepeatModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor RepeatModuleActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RepeaterMode : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RepeatModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor VitalityModule : CustomInventory replaces megasphere\n{\nScale 0.7\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 100\nInventory.InterHubAmount 100\nInventory.Icon \"I_FULL\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"Vitality Kit!\"\nTag \"Vitality Module\"\nStates\n{\nSpawn:\nFULL B 10\nFULL A 10\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"HealthModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"HP restored to full and max health raised by 1!\")\nTNT1 A 0 A_GiveInventory(\"HealthModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"UpgradeStamina\",1)\nTNT1 A 0 A_GiveInventory(\"VitalCount\",1)\nStop\n}\n}\n\nActor HealthModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor VitalCount : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 20\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 20\n-INVBAR\n}\n\nActor VitalDeathKey : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 1\n-INVBAR\n}\nActor VitalCheck : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 20\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 20\n-INVBAR\n}\n//########################################\nActor MapScanner : CustomInventory replaces AllMap\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_PMUP\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"Map Scanner!\"\nTag \"Map Scanner\"\nStates\n{\nSpawn:\nPMUP B 10\nPMUP A 10\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ScannerModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Reveals Map, Keys, and Other Actors for a time.\")\nTNT1 A 0 A_GiveInventory(\"ScannerModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"MapRevealer\")\nTNT1 A 0 A_GiveInventory(\"PowerScannerModule\")\nStop\n}\n}\n\nActor ScannerModulePrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\nACTOR PowerScannerModule : PowerScanner\n{\n +INVENTORY.UNDROPPABLE\n Powerup.Duration -160\n +INVENTORY.HUBPOWER\n +INVENTORY.PERSISTENTPOWER\n}\n\n//########################################\nActor MediumShieldPack : CustomInventory replaces GreenArmor\n{\nScale 0.6\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHB\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"A medium shield battery.\"\nTag \"Medium Shield Battery\"\nStates\n{\nSpawn:\nNSHB A 10\nNSHB A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack1Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack1Activate : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor LargeShieldPack : CustomInventory replaces BlueArmor\n{\nScale 0.8\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHC\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"A large shield battery.\"\nTag \"Large Shield Battery\"\nStates\n{\nSpawn:\nNSHC A 10\nNSHC A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack2Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack2Activate : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor ExtraLargeShieldPack : CustomInventory replaces SoulSphere\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHD\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"An Extra large shield battery.\"\nTag \"Extra Large Shield Battery\"\nStates\n{\nSpawn:\nNSHD A 10\nNSHD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack2Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack3Activate : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor InsaneShieldPack : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHE\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"What kind of shield is this?! it works without a module.\"\nTag \"Insanity Shield Battery\"\nStates\n{\nSpawn:\nNSHD A 5 BRIGHT\nNSHC A 5\nNSHB A 5 BRIGHT\nNSHD A 5\nNSHC A 5 BRIGHT\nNSHB A 5\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_GiveInventory(\"InsanityPackActivate\")\nStop\n\n}\n}\n\nActor InsanityPackActivate : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}"
},
{
"source": "pk3",
"name": "Base/Modules2.txt",
"contents": "//####################################################\nActor SplashModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SPLH\"\nTag \"Spark Mod\"\nInventory.PickupMessage \"Spark Weapon Mod!\"\nStates\n{\nSpawn:\nSPLH A 10\nSPLH A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"MageKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"SplashModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Spark(Fire) Damage\")\nTNT1 A 0 A_GiveInventory(\"SplashModPrompt\",1)\nFail\nUse2:\nTNT1 A 1 A_JumpIfInventory(\"SplashModPrompt\",1,\"Use2\")\nTNT1 A 0 A_GiveInventory(\"SplashModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor SplashModActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor SplashModPrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n//####################################################\nActor LockDownModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_LCKD\"\nTag \"Lockdown Mod\"\nInventory.PickupMessage \"LockDown Weapon Mod!\"\nStates\n{\nSpawn:\nLCKD A 10\nLCKD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"LockDownModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Lockdown Damage\")\nTNT1 A 0 A_GiveInventory(\"LockDownModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"LockDownModActive\",1)\nStop\n}\n}\n\nActor LockDownModActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor LockDownModPrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n//####################################################\nActor IceModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_IDCD\"\nTag \"Ice Mod\"\nInventory.PickupMessage \"ice Weapon Mod!\"\nStates\n{\nSpawn:\nIDCD A 10\nIDCD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"DestoryerKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"IceModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Ice Damage\")\nTNT1 A 0 A_GiveInventory(\"IceModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"IceModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor IceModActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor IceModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n\n//####################################################\nActor RegenModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_REGN\"\nTag \"Health Regeneration Mod\"\nInventory.PickupMessage \"Regeneration Mod!\"\nStates\n{\nSpawn:\nREGN A 10\nREGN A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"GuardKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"DestoryerKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"RegenModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"You will now Regenerate health\")\nTNT1 A 0 A_GiveInventory(\"RegenModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"RegenModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor RegenModActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RegenModPrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n\n//####################################################\nActor AmmoModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SRVL\"\nTag \"Ammo Regeneration Mod\"\nInventory.PickupMessage \"Ammo Mod!\"\nStates\n{\nSpawn:\nSRVL A 10\nSRVL A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"GuardKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"AmmoModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"You will now regeneration all ammo types\")\nTNT1 A 0 A_GiveInventory(\"AmmoModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"AmmoModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor AmmoModActive : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor AmmoModPrompt : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################"
},
{
"source": "pk3",
"name": "Base/Modules3.txt",
"contents": "//####################################################\nActor Ammo2Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM2D\"\nTag \"Ammo2 Mod\"\nInventory.PickupMessage \"Ammo 2 Weapon Mod!\"\nStates\n{\nSpawn:\nAM2D A 10\nAM2D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use ammo2\n//TNT1 A 1 A_JumpIfInventory(\"Ammo2ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo2ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Two, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo2ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo2ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo2ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo2ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\nActor Ammo3Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM3D\"\nTag \"AmmoThree Mod\"\nInventory.PickupMessage \"Ammo Three Weapon Mod!\"\nStates\n{\nSpawn:\nAM3D A 10\nAM3D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use Ammo3\n//TNT1 A 1 A_JumpIfInventory(\"Ammo3ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo3ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Three, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo3ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo3ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo3ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo3ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\nActor Ammo4Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM4D\"\nTag \"Ammo Four Mod\"\nInventory.PickupMessage \"Ammo Four Weapon Mod!\"\nStates\n{\nSpawn:\nAM4D A 10\nAM4D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use Ammo4\n//TNT1 A 1 A_JumpIfInventory(\"Ammo4ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo4ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Four, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo4ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo4ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo4ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo4ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//####################################################\nActor BlinkModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_LCKD\"\nTag \"Blink Mod\"\nInventory.PickupMessage \"Blink Mod!\"\nStates\n{\nSpawn:\nLCKD A 10\nLCKD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"timepoof\")\nTNT1 A 1 A_JumpIfInventory(\"BlinkPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Alt Fire will Teleport you a short distance\")\nTNT1 A 0 A_GiveInventory(\"BlinkPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"BlinkActive\",1)\nStop\n}\n}\n\nActor BlinkActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor BlinkPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}"
},
{
"source": "pk3",
"name": "Classes/Anarchist/Class.txt",
"contents": "// Player.StartItem \"PsionicControl\"\n// Player.StartItem \"GuardturretDeploy\"\n// Player.StartItem \"PsionicMine\"\n// Player.StartITem \"ZoomIcon\"\n\nActor DestoryerKey : Inventory\n{\n +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nACTOR \"DamageRoll\" : PlayerPawn\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n +DONTBLAST\n Speed 1.2\n Health 80\n Player.MaxHealth 80\n Radius 16\n Height 56\n Mass 999\n PainChance 256\n -CANBLAST\n -pushable\n DamageFactor Normal, 1.2\n Player.DisplayName \"Anarchist: Damage Mode\"\n Player.StartItem \"Reloader\"\n Player.StartItem \"WeaponRemover\"\n Player.StartItem \"DestoryerKey\"\n Player.StartItem \"TeamShiftModule\"\n Player.StartItem \"PumpShell\", 6\n Player.StartItem \"PumpClip\", 30\n Player.StartItem \"PumpClip2\", 50\n Player.StartItem \"SuitEnergy\", 100\n Player.StartItem \"AmmoTwo\", 100\n Player.StartItem \"AmmoThree\",100\n Player.StartItem \"AmmoFour\", 100\n Player.StartItem \"(L2)Pump Action Shotgun\"\n Player.StartItem \"(S4)Chain Gun\"\n Player.StartItem \"IconoclasmCount\",5\n Player.StartItem \"EnergyModuleActive\"\n Player.StartItem \"RepeatModuleActive\",2\n Player.StartItem \"CurrentLevel\",10\n player.soundclass \"Gho\"\n Player.ColorRange 112, 127\n -NOSKIN\n Scale 0.95\n Player.DamageScreenColor Teal\n States\n {\n Spawn:\n NPLA A 1\n NPLA A 1\n Spawn2:\n\tNPLA A 10\n\tNPLA A 1 A_GiveInventory(\"IsAlive\")\n NPLA A 0 A_SpawnItem(\"DamageLevelMonitor\")\n NPLA A 0 A_SpawnItem(\"DamageWeaponDirector\")\n NPLA A 0 A_SpawnItem(\"EnergyRecharger\")\n NPLA A 0 A_SpawnItem(\"ShieldRechargev2\")\n NPLA A 0 A_SpawnItem(\"AmmoChecker\")\n goto spawn2\n See:\n NPLA AB 5 A_GiveInventory(\"IsAlive\")\n NPLA A 0 A_SpawnItem(\"DamageLevelMonitor\")\n NPLA A 0 A_SpawnItem(\"DamageWeaponDirector\")\n NPLA A 0 A_SpawnItem(\"EnergyRecharger\")\n NPLA A 0 A_SpawnItem(\"ShieldRechargev2\")\n NPLA A 0 A_SpawnItem(\"AmmoChecker\")\n NPLA CD 6 A_GiveInventory(\"IsAlive\")\n goto Spawn\n Missile:\n NPLA EF 6\n NPLA A 0 A_SpawnItem(\"DamageLevelMonitor\")\n NPLA A 0 A_SpawnItem(\"DamageWeaponDirector\")\n NPLA A 0 A_SpawnItem(\"EnergyRecharger\")\n NPLA A 0 A_SpawnItem(\"ShieldRechargev2\")\n NPLA A 0 A_SpawnItem(\"AmmoChecker\")\n goto Spawn\n Melee:\n NPLA EF 6 BRIGHT\n NPLA A 0 A_SpawnItem(\"DamageLevelMonitor\")\n NPLA A 0 A_SpawnItem(\"DamageWeaponDirector\")\n NPLA A 0 A_SpawnItem(\"EnergyRecharger\")\n NPLA A 0 A_SpawnItem(\"ShieldRechargev2\")\n NPLA A 0 A_SpawnItem(\"AmmoChecker\")\n goto Spawn\n Pain:\n NPLA G 1\n// NPLA G 0 A_JumpIfInventory(\"SurviveModActive\",1,\"HealthCheck\")\n PainFinish:\n NPLA G 0 a_Jump(180,\"spawn\")\n NPLA G 1 a_SpawnItem(\"StepShield\",36)\n NPLA G 1 A_Pain\n NPLA G 0 A_TakeInventory(\"PhaseKeyActivate\")\n goto Spawn\n\n HealthCheck:\n NPLA G 0\n NPLA G 0 A_JumpIfHealthLower(20,\"HealthReward\")\n\tGoto PainFinish\n HealthReward:\n NPLA G 0\n NPLA G 0 Thing_ChangeTID (0, 7919)\n NPLA G 0 A_GiveInventory(\"PhaseKeyActivate\")\n NPLA G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n NPLA G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n NPLA G 0 A_JumpIfInventory(\"AmmoFour\",2,\"HealthReward03\")\n\tGoto HealthReward2\n HealthReward01:\n NPLA G 0\n NPLA G 0 a_GiveInventory(\"Health\",1)\n NPLA G 0 A_TakeInventory(\"AmmoTwo\",2)\n NPLA G 0 A_JumpIfHealthLower(100,\"HealthReward2\")\n\tGoto PainFinish\n HealthReward2:\n NPLA G 0\n NPLA G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n NPLA G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n NPLA G 0 A_JumpIfInventory(\"AmmoFour\",2,\"HealthReward03\")\n\tGoto HealthReward3\n HealthReward02:\n NPLA G 0\n NPLA G 0 a_GiveInventory(\"Health\",1)\n NPLA G 0 A_TakeInventory(\"AmmoThree\",2)\n NPLA G 0 A_JumpIfHealthLower(100,\"HealthReward3\")\n\tGoto PainFinish\n HealthReward3:\n NPLA G 0\n NPLA G 0 A_JumpIfInventory(\"Ammofour\",2,\"HealthReward03\")\n NPLA G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n NPLA G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n\tGoto PainFinish\n HealthReward03:\n NPLA G 0\n NPLA G 0 a_GiveInventory(\"Health\",1)\n NPLA G 0 A_TakeInventory(\"AmmoFour\",2)\n NPLA G 0 A_JumpIfHealthLower(100,\"HealthReward\")\n\tGoto PainFinish\n\n Death:\n Death1:\n XDeath:\n XDeath1:\n AltSkinDeath:\n AltSkinXDeath:\n NPLA H 1 A_GiveInventory(\"VitalDeathKey\")\n NPLA H 1 A_TakeInventory(\"IsAlive\")\n NPLA H 1 Thing_ChangeTID (7919, 0)\n NPLA H 5 Thing_ChangeTID (7919, 0)\n NPLA I 5 A_PlayerScream\n NPLA J 5 A_NoBlocking\n NPLA KLM 5\n NPLA N -1\n Stop\n\n Death.Suicide:\n NPLA H 1 A_GiveInventory(\"VitalDeathKey\")\n NPLA H 1 A_TakeInventory(\"IsAlive\")\n NPLA H 1 Thing_ChangeTID (7919, 0)\n NPLA H 5 Thing_ChangeTID (7919, 0)\n NPLA I 5 A_PlaySound(\"Goodjob\")\n NPLA J 5 A_NoBlocking\n NPLA KLM 5\n NPLA N -1\n Stop\n//\n Burn:\n NULL B 1 A_GiveInventory(\"VitalDeathKey\")\n FDTH A 1 Bright A_TakeInventory(\"IsAlive\")\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\n }\n}"
},
{
"source": "pk3",
"name": "Classes/Anarchist/LevelTrackV1.txt",
"contents": "ACTOR DamageLevelMonitor\n{\n Game Doom\n SpawnID 51\n Radius 2\n Height 2\n Speed 25\n Damage 5\n Projectile\n +RANDOMIZE\n +NOCLIP\n +DONTBLAST\n RenderStyle none\n Alpha 0.75\n SeeSound \"\"\n DeathSound \"\"\n Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PLSE A 1 Bright\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevelCheckStop\",1,\"IgnoreDeath\")\n PLSE A 1 A_GiveToTarget(\"CurrentLevelCheckStop\",1)\n //level 150\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",150,\"SpecialLevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",59000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",58000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",57000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",56000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",55000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",54000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",53000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",52000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",51000,\"LevelUp2\")\n //level 140\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",140,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",50000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",49000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",48000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",47000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",46000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",45000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",44000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",43000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",42000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",41000,\"LevelUp2\")\n //level 130\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",130,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",40000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",39000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",38000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",37000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",36000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",35000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",34000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",33000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",32000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",31000,\"LevelUp2\")\n //level 120\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",120,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",30000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",29000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",28000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",27000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",26000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",25000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",24000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",23000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",22000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",21000,\"LevelUp2\")\n //level 110\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",110,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",20000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",19000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",18000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",17000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",16000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",15000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",14000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",13000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",12000,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",11000,\"LevelUp2\")\n //level 100\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",100,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",10000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9100,\"LevelUp2\")\n //level 90\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",90,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",9000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8100,\"LevelUp2\")\n //level 80\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",80,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",8000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7100,\"LevelUp2\")\n //level 70\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",70,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",7000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6100,\"LevelUp2\")\n //level 60\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",60,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",6000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5100,\"LevelUp2\")\n //level 50\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",50,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",5000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4100,\"LevelUp2\")\n //level 40\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",40,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",4000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3100,\"LevelUp2\")\n //level 30\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",30,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",3000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2100,\"LevelUp2\")\n //level 20\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",20,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",2000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1100,\"LevelUp2\")\n //level 10\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"Currentlevel\",10,\"LevelCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",1000,\"LevelUp3\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",900,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",800,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",700,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",600,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",500,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",400,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",300,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",200,\"LevelUp2\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",100,\"LevelUp\")\n goto LevelCheck\n LevelUp:\n PLSE A 1 Bright\n PLSE A 1 Bright A_Print(\"You Grow Stronger.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"You can now select a skill module.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"selecting the same skill as a previous level,\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"Will improve the skill slightly.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"Selecting a new skill, will remove the previous skill.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"And any upgrades it may of had.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"you can do this once every 10 levels.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"You also gain 5% damage every 10 levels\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"and 5% resistance every 10 levels\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"This message only appears on level one, you will not see it again this play through.\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"You may notice your level is not displayed, that is because there is no limit to leveling\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"Although you will stop gaining damage and defense at level 150, (but who's counting)\")\n PLSE A 120 Bright\n PLSE A 1 Bright A_Print(\"Also be sure to check custom controls for any content the mod does not directly mention.\")\n PLSE A 0 A_GiveToTarget(\"EdenModule\",1)\n PLSE A 0 A_GiveToTarget(\"TrapModule\",1)\n PLSE A 0 A_GiveToTarget(\"CloakModule\",1)\n PLSE A 0 A_GiveToTarget(\"PlasmaModule\",1)\n LevelUp2:\n PLSE A 1\n PLSE A 1 Bright A_Print(\"You Grow Stronger.\")\n PLSE A 0 A_GiveToTarget(\"VitalityModule\",1)\n PLSE A 0 A_GiveToTarget(\"CurrentLevel\",1)\n goto LevelCheck\n LevelUp3:\n PLSE A 1\n PLSE A 1 Bright A_Print(\"You Grow Stronger, a new module set has been obtained\")\n PLSE A 0 A_GiveToTarget(\"EdenModule\",1)\n PLSE A 0 A_GiveToTarget(\"TrapModule\",1)\n PLSE A 0 A_GiveToTarget(\"CloakModule\",1)\n PLSE A 0 A_GiveToTarget(\"PlasmaModule\",1)\n PLSE A 0 A_GiveToTarget(\"VitalityModule\",1)\n PLSE A 0 A_GiveToTarget(\"CurrentLevel\",1)\n goto LevelCheck\n\n//Defense Check\n SpecialLevelCheck:\n PLSE A 0 Bright A_TakeFromTarget(\"SoulCount\",99999)\n LevelCheck:\n PLSE A 1\n goto DamageCheck\n\n //no defense bonus for you\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",150,\"Defense150\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",140,\"Defense140\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",130,\"Defense130\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",120,\"Defense120\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",110,\"Defense110\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",100,\"Defense100\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",90,\"Defense90\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",80,\"Defense80\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",70,\"Defense70\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",60,\"Defense60\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",50,\"Defense50\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",40,\"Defense40\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",30,\"Defense30\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",20,\"Defense20\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",10,\"Defense10\")\n goto DamageCheck\n\n Defense150:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense150\",1)\n goto DamageCheck\n Defense140:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense140\",1)\n goto DamageCheck\n Defense130:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense130\",1)\n goto DamageCheck\n Defense120:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense120\",1)\n goto DamageCheck\n Defense110:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense110\",1)\n goto DamageCheck\n Defense100:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense100\",1)\n goto DamageCheck\n Defense90:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense90\",1)\n goto DamageCheck\n Defense80:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense80\",1)\n goto DamageCheck\n Defense70:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense70\",1)\n goto DamageCheck\n Defense60:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense60\",1)\n goto DamageCheck\n Defense50:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense50\",1)\n goto DamageCheck\n Defense40:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense40\",1)\n goto DamageCheck\n Defense30:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense30\",1)\n goto DamageCheck\n Defense20:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense20\",1)\n goto DamageCheck\n Defense10:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"PowerDefense10\",1)\n goto DamageCheck\n\n DamageCheck:\n PLSE A 1\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",15,\"PowerLevel15\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",14,\"PowerLevel14\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",13,\"PowerLevel13\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",12,\"PowerLevel12\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",11,\"PowerLevel11\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",10,\"PowerLevel10\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",9,\"PowerLevel9\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",8,\"PowerLevel8\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",7,\"PowerLevel7\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",6,\"PowerLevel6\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",5,\"PowerLevel5\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",4,\"PowerLevel4\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",3,\"PowerLevel3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",2,\"PowerLevel2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",1,\"PowerLevel1\")\n goto Death\n\n Powerlevel15:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel70\",1)\n goto Death\n\n Powerlevel14:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel65\",1)\n goto Death\n\n Powerlevel13:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel60\",1)\n goto Death\n\n Powerlevel12:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel55\",1)\n goto Death\n\n Powerlevel11:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel50\",1)\n goto Death\n\n Powerlevel10:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel45\",1)\n goto Death\n\n Powerlevel9:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel40\",1)\n goto Death\n\n Powerlevel8:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel35\",1)\n goto Death\n\n Powerlevel7:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel30\",1)\n goto Death\n\n Powerlevel6:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel25\",1)\n goto Death\n\n Powerlevel5:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel20\",1)\n goto Death\n\n Powerlevel4:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel15\",1)\n goto Death\n\n Powerlevel3:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel10\",1)\n goto Death\n\n Powerlevel2:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel5\",1)\n goto Death\n\n Powerlevel1:\n PLSE A 1\n PLSE A 0 Bright A_GiveToTarget(\"Powerlevel1\",1)\n goto Death\n\n Death:\n PLSE A 1 Bright\n PLSS A 0 A_TakeFromTarget(\"CurrentLevelCheckStop\",1)\n stop\n\n IgnoreDeath:\n PLSE A 1 Bright\n stop\n\n }\n}\nactor Powerlevel1 : PowerDamage\n{\ndamagefactor \"normal\", 1.01\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel2 : PowerDamage\n{\ndamagefactor \"normal\", 1.02\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel3 : PowerDamage\n{\ndamagefactor \"normal\", 1.03\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel4 : PowerDamage\n{\ndamagefactor \"normal\", 1.04\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel5 : PowerDamage\n{\ndamagefactor \"normal\", 1.05\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel6 : PowerDamage\n{\ndamagefactor \"normal\", 1.06\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel7 : PowerDamage\n{\ndamagefactor \"normal\", 1.07\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel8 : PowerDamage\n{\ndamagefactor \"normal\", 1.08\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel9 : PowerDamage\n{\ndamagefactor \"normal\", 1.09\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel10 : PowerDamage\n{\ndamagefactor \"normal\", 1.10\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel11 : PowerDamage\n{\ndamagefactor \"normal\", 1.11\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel12 : PowerDamage\n{\ndamagefactor \"normal\", 1.12\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel13 : PowerDamage\n{\ndamagefactor \"normal\", 1.13\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel14 : PowerDamage\n{\ndamagefactor \"normal\", 1.14\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel15 : PowerDamage\n{\ndamagefactor \"normal\", 1.15\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel16 : PowerDamage\n{\ndamagefactor \"normal\", 1.16\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel17 : PowerDamage\n{\ndamagefactor \"normal\", 1.17\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel18 : PowerDamage\n{\ndamagefactor \"normal\", 1.18\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel19 : PowerDamage\n{\ndamagefactor \"normal\", 1.19\ninventory.icon \"NULLA0\"\n}actor Powerlevel20 : PowerDamage\n{\ndamagefactor \"normal\", 1.20\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel21 : PowerDamage\n{\ndamagefactor \"normal\", 1.21\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel22 : PowerDamage\n{\ndamagefactor \"normal\", 1.22\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel23 : PowerDamage\n{\ndamagefactor \"normal\", 1.23\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel24 : PowerDamage\n{\ndamagefactor \"normal\", 1.24\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel25 : PowerDamage\n{\ndamagefactor \"normal\", 1.25\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel26 : PowerDamage\n{\ndamagefactor \"normal\", 1.26\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel27 : PowerDamage\n{\ndamagefactor \"normal\", 1.27\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel28 : PowerDamage\n{\ndamagefactor \"normal\", 1.28\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel29 : PowerDamage\n{\ndamagefactor \"normal\", 1.29\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel30 : PowerDamage\n{\ndamagefactor \"normal\", 1.30\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel31 : PowerDamage\n{\ndamagefactor \"normal\", 1.31\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel32 : PowerDamage\n{\ndamagefactor \"normal\", 1.32\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel33 : PowerDamage\n{\ndamagefactor \"normal\", 1.33\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel34 : PowerDamage\n{\ndamagefactor \"normal\", 1.34\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel35 : PowerDamage\n{\ndamagefactor \"normal\", 1.35\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel36 : PowerDamage\n{\ndamagefactor \"normal\", 1.36\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel37 : PowerDamage\n{\ndamagefactor \"normal\", 1.37\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel38 : PowerDamage\n{\ndamagefactor \"normal\", 1.38\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel39 : PowerDamage\n{\ndamagefactor \"normal\", 1.39\ninventory.icon \"NULLA0\"\n}actor Powerlevel40 : PowerDamage\n{\ndamagefactor \"normal\", 1.40\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel41 : PowerDamage\n{\ndamagefactor \"normal\", 1.41\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel42 : PowerDamage\n{\ndamagefactor \"normal\", 1.42\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel43 : PowerDamage\n{\ndamagefactor \"normal\", 1.43\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel44 : PowerDamage\n{\ndamagefactor \"normal\", 1.44\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel45 : PowerDamage\n{\ndamagefactor \"normal\", 1.45\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel46 : PowerDamage\n{\ndamagefactor \"normal\", 1.46\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel47 : PowerDamage\n{\ndamagefactor \"normal\", 1.47\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel48 : PowerDamage\n{\ndamagefactor \"normal\", 1.48\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel49 : PowerDamage\n{\ndamagefactor \"normal\", 1.49\ninventory.icon \"NULLA0\"\n}actor Powerlevel50 : PowerDamage\n{\ndamagefactor \"normal\", 1.50\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel51 : PowerDamage\n{\ndamagefactor \"normal\", 1.51\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel52 : PowerDamage\n{\ndamagefactor \"normal\", 1.52\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel53 : PowerDamage\n{\ndamagefactor \"normal\", 1.53\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel54 : PowerDamage\n{\ndamagefactor \"normal\", 1.54\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel55 : PowerDamage\n{\ndamagefactor \"normal\", 1.55\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel56 : PowerDamage\n{\ndamagefactor \"normal\", 1.56\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel57 : PowerDamage\n{\ndamagefactor \"normal\", 1.57\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel58 : PowerDamage\n{\ndamagefactor \"normal\", 1.58\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel59 : PowerDamage\n{\ndamagefactor \"normal\", 1.59\ninventory.icon \"NULLA0\"\n}actor Powerlevel60 : PowerDamage\n{\ndamagefactor \"normal\", 1.60\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel61 : PowerDamage\n{\ndamagefactor \"normal\", 1.61\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel62 : PowerDamage\n{\ndamagefactor \"normal\", 1.62\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel63 : PowerDamage\n{\ndamagefactor \"normal\", 1.63\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel64 : PowerDamage\n{\ndamagefactor \"normal\", 1.64\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel65 : PowerDamage\n{\ndamagefactor \"normal\", 1.65\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel66 : PowerDamage\n{\ndamagefactor \"normal\", 1.66\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel67 : PowerDamage\n{\ndamagefactor \"normal\", 1.67\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel68 : PowerDamage\n{\ndamagefactor \"normal\", 1.68\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel69 : PowerDamage\n{\ndamagefactor \"normal\", 1.69\ninventory.icon \"NULLA0\"\n}actor Powerlevel70 : PowerDamage\n{\ndamagefactor \"normal\", 1.70\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel71 : PowerDamage\n{\ndamagefactor \"normal\", 1.71\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel72 : PowerDamage\n{\ndamagefactor \"normal\", 1.72\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel73 : PowerDamage\n{\ndamagefactor \"normal\", 1.73\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel74 : PowerDamage\n{\ndamagefactor \"normal\", 1.74\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel75 : PowerDamage\n{\ndamagefactor \"normal\", 1.75\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel76 : PowerDamage\n{\ndamagefactor \"normal\", 1.76\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel77 : PowerDamage\n{\ndamagefactor \"normal\", 1.77\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel78 : PowerDamage\n{\ndamagefactor \"normal\", 1.78\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel79 : PowerDamage\n{\ndamagefactor \"normal\", 1.79\ninventory.icon \"NULLA0\"\n}actor Powerlevel80 : PowerDamage\n{\ndamagefactor \"normal\", 1.80\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel81 : PowerDamage\n{\ndamagefactor \"normal\", 1.81\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel82 : PowerDamage\n{\ndamagefactor \"normal\", 1.82\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel83 : PowerDamage\n{\ndamagefactor \"normal\", 1.83\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel84 : PowerDamage\n{\ndamagefactor \"normal\", 1.84\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel85 : PowerDamage\n{\ndamagefactor \"normal\", 1.85\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel86 : PowerDamage\n{\ndamagefactor \"normal\", 1.86\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel87 : PowerDamage\n{\ndamagefactor \"normal\", 1.87\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel88 : PowerDamage\n{\ndamagefactor \"normal\", 1.88\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel89 : PowerDamage\n{\ndamagefactor \"normal\", 1.89\ninventory.icon \"NULLA0\"\n}actor Powerlevel90 : PowerDamage\n{\ndamagefactor \"normal\", 1.90\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel91 : PowerDamage\n{\ndamagefactor \"normal\", 1.91\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel92 : PowerDamage\n{\ndamagefactor \"normal\", 1.92\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel93 : PowerDamage\n{\ndamagefactor \"normal\", 1.93\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel94 : PowerDamage\n{\ndamagefactor \"normal\", 1.94\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel95 : PowerDamage\n{\ndamagefactor \"normal\", 1.95\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel96 : PowerDamage\n{\ndamagefactor \"normal\", 1.96\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel97 : PowerDamage\n{\ndamagefactor \"normal\", 1.97\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel98 : PowerDamage\n{\ndamagefactor \"normal\", 1.98\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel99 : PowerDamage\n{\ndamagefactor \"normal\", 1.99\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel100 : PowerDamage\n{\ndamagefactor \"normal\", 2.00\ninventory.icon \"NULLA0\"\n}\nACTOR PowerDefense1 : PowerProtection\n{\n DamageFactor \"Normal\", 1.00\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense10 : PowerProtection\n{\n DamageFactor \"Normal\", 0.95\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense20 : PowerProtection\n{\n DamageFactor \"Normal\", 0.90\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense30 : PowerProtection\n{\n DamageFactor \"Normal\", 0.85\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense40 : PowerProtection\n{\n DamageFactor \"Normal\", 0.85\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense50 : PowerProtection\n{\n DamageFactor \"Normal\", 0.80\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense60 : PowerProtection\n{\n DamageFactor \"Normal\", 0.75\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense70 : PowerProtection\n{\n DamageFactor \"Normal\", 0.70\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense80 : PowerProtection\n{\n DamageFactor \"Normal\", 0.65\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense90 : PowerProtection\n{\n DamageFactor \"Normal\", 0.60\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense100 : PowerProtection\n{\n DamageFactor \"Normal\", 0.55\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense110 : PowerProtection\n{\n DamageFactor \"Normal\", 0.50\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense120 : PowerProtection\n{\n DamageFactor \"Normal\", 0.45\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense130 : PowerProtection\n{\n DamageFactor \"Normal\", 0.40\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense140 : PowerProtection\n{\n DamageFactor \"Normal\", 0.35\n Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense150 : PowerProtection\n{\n DamageFactor \"Normal\", 0.30\n Inventory.Icon \"Nulla0\"\n}\n//yes I stopped at 150, game not fucking easy enough for you? not sick of the wad your playing yet?"
},
{
"source": "pk3",
"name": "Classes/Anarchist/WeaponTrackV1.txt",
"contents": "//Rolls dice for a weapon from each box\nACTOR DamageWeaponDirector\n{\n Game Doom\n SpawnID 51\n Radius 2\n Height 2\n Speed 25\n Damage 5\n Projectile\n +DONTBLAST\n +RANDOMIZE\n +NOCLIP\n +DONTBLAST\n RenderStyle none\n AlphA 1.75\n SeeSound \"\"\n DeathSound \"\"\n Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n States\n {\n Spawn:\n PLSE A 10 Bright\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"IconoClasmRewarding\",1,\"IgnoredDeath\")\n PLSE A 1 Bright A_GiveToTarget(\"IconoClasmRewarding\",1)\n RequireOne:\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoclasmCount\",12,\"Death3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",27,\"TrollMe\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",26,\"Box26\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",25,\"Box25\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",24,\"Box24\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",23,\"Box24\")\n RequireTwo:\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoclasmCount\",11,\"Death3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",22,\"Box22\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",21,\"Box21\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",20,\"Box20\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",19,\"Box20\")\n RequireThree:\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoclasmCount\",10,\"Death3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",18,\"Box18\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",17,\"Box17\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",16,\"Box16\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",15,\"Box15\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",14,\"Box14\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",13,\"Box13\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",12,\"Box12\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",11,\"Box11\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",10,\"Box10\")\n RequireFour:\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoclasmCount\",9,\"Death3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",9,\"Box6\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",8,\"Box5\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",7,\"Box4\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",6,\"Box6\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",5,\"Box5\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",4,\"Box4\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",3,\"Box3\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",2,\"Box2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",1,\"Box1\")\n PLSE A 1 Bright\n Goto Death\n\n Box19:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"Laser Rifle\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"Laser Rifle\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",2)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box23:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"Caster Rifle\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"Caster Rifle\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",1)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box24:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)Pump Action Shotgun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",1)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box25:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)Pump Action Shotgun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",1)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box26:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)Pump Action Shotgun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)Pump Action Shotgun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",1)\n PLSE A 1\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n goto Death\n\n Box10:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)Plasma Sprayer\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)Plasma Sprayer\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box11:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)Plasma Sprayer\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)Plasma Sprayer\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box12:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)Plasma Sprayer\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)Plasma Sprayer\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)Plasma Sprayer\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box13:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)PlasmaGun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)PlasmaGun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box14:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)PlasmaGun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)PlasmaGun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box15:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)PlasmaGun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)PlasmaGun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)PlasmaGun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box20:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)ATAR-M26\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)ATAR-M26\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",2)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box21:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)ATAR-M26\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)ATAR-M26\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",2)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box22:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)ATAR-M26\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)ATAR-M26\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)ATAR-M26\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",2)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box16:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)ATCS-2024\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)ATCS-2024\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box17:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)ATCS-2024\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)ATCS-2024\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box18:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)ATCS-2024\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)ATCS-2024\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)ATCS-2024\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",3)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box1:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)Chain Gun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)Chain Gun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box2:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)Chain Gun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)Chain Gun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box3:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)Chain Gun\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)Chain Gun\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)Chain Gun\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box4:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)SpinFusor\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)SpinFusor\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box5:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)SpinFusor\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)SpinFusor\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)SpinFusor\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box6:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)SpinFusor\",1,\"Death\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)SpinFusor\",1,\"Death\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)SpinFusor\",1,\"Death\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)SpinFusor\",1,\"Death\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)SpinFusor\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box7:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N2)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I2)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S2)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L2)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N2)C-10 Canister Rifle\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box8:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N3)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I3)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S3)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L3)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N3)C-10 Canister Rifle\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n\n Box9:\n PLSE A 1 Bright\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(N4)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(I4)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(S4)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 0 Bright A_JumpIfInTargetInventory(\"(L4)C-10 Canister Rifle\",1,\"Death2\")\n PLSE A 1 Bright A_GiveToTarget(\"(N4)C-10 Canister Rifle\",1)\n PLSE A 1 Bright A_GiveToTarget(\"IconoclasmCount\",4)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1\n goto Death\n Death3:\n PLSE A 1 Bright\n goto Death\n TrollMe:\n PLSE A 1 Bright\n PLSE A 1 Bright A_Print(\"Wait Between boxes, you get nothing.\")\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n goto Death\n Death2:\n PLSE A 1 Bright\n PLSE A 1 Bright A_Print(\"You Already Had this item.\")\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n Death:\n PLSE A 1 Bright\n PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmRewarding\",1)\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalDeathKey\",1,\"HpCheck\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalDeathKey\",1,\"HpCheck\")\n Stop\n IgnoredDeath:\n PLSE A 1 Bright\n stop\n\n HpCheck:\n PLSE A 1 Bright A_TakeFromTarget(\"VitalDeathKey\",1)\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"WaitLife\")\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"WaitLife\")\n Stop\n\n WaitLife:\n PLSE A 15\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"IsAlive\",1,\"ReturnHP\")\n Goto WaitLife\n\n ReturnHP:\n PLSE A 1 Bright A_GiveToTarget(\"UpgradeStamina\",1)\n PLSE A 1 Bright A_TakeFromTarget(\"VitalCount\",1)\n PLSE A 1 Bright A_GiveToTarget(\"VitalCheck\",1)\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"ReturnHP\")\n PLSE A 1\n goto ReturnHP2\n\n ReturnHP2:\n PLSE A 1 Bright A_GiveToTarget(\"VitalCount\",1)\n PLSE A 1 Bright A_TakeFromTarget(\"VitalCheck\",1)\n PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCheck\",1,\"ReturnHP2\")\n PLSE A 1\n goto Death\n }\n}"
}
]
},
"maps": []
}