Raw model (for completeness)
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"added": "2018-05-26 15:30:04",
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"WILYINC"
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{
"source": "pk3",
"name": "Readme.txt",
"contents": "===========================================================================\nArchive Maintainer : Megaman94\nAdvanced engine needed : Zandronum\nPrimary purpose : Deathmatch\n===========================================================================\nTitle : Wily Incorporated\nFilename \t\t: WilyInc.v3k.pk3\nRelease date : 5/23/2018\nAuthor : Megaman94\nEmail Address : joshuahepworth94@gmail.com\n\nDescription : It is the year 20XX and all is peaceful. However,\n things are not what they seem. The evil scientist\n Dr. Wily has built a robot factory that he will use\n to produce new robots and weaponry. It is up to you\n to explore Wily's factory and stop his latest plan\n before it is too late.\n\nAdditional Credits to : //BruiserDemon\n Submitted: Tormentor667\n Decorate: Vader\n GLDEFs: Ghastly Dragon, Keksdose, Sandypaper\n (Brightmaps)\n Sounds: Id Software, Blizzard\n Sprites: Id Software\n Sprite Edit: Vader\n\n //Afrit\n Submitted: Tormentor667\n Decorate: Nanami, Ghastly_dragon\n GLDEFs: Keksdose, Herculine (Brightmaps)\n Sounds: Id Software\n Sprites: Id Software\n Sprite Edit: Espi, Ebola\n\n // SnakeImp\n Submitted: Tormentor667\n Decorate: Cyb\n GLDEFs: Dreadopp\n Sounds: Id Software, Raven Software\n Sprites: Id Software, Raven Software\n Sprite Edit: Cyb, Vader, ItsNatureToDie\n\n //Ice Stalker\n Submitted: Virtue\n Decorate: Zdoom, modified by Virtue\n Sounds: Hexen\n Sprites: Hexen\n Sprite Edit: Stalker, recoloured by Virtue\n Idea Base: Cold levels in Hexen where there's\n water.\n\n Description:\n The Ice Stalker lives in the coldest regions of the\n sea, its skin has adapted a hard coating of ice to\n protect itself, naturally it is totally\n immune to the cold so its best attacked with fire.\n It attacks with deadly ice projectiles that will\n freeze anything that gets in its way.\n\n //Ice Golem\n Decorate: Ghastly\n Sprites: Raven Software\n Sprite Edit: Ghastly\n Idea Base: Maelstrom's Frozen Imp\n\n //Ice Lich\n Submitted: Ichor\n Decorate: Fury3\n Sounds: Raven Software\n Sprites: Raven Software\n Sprite Edit: Fury3\n Idea Base: Carnage Galore 3\n\n //Archon of Hell\n Submitted: Tormentor667\n Decorate: Eriance\n GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)\n Sounds: Id Software, Eriance\n Sprites: Id Software, Midway, Eriance\n Sprite Edit: Eriance\n Idea Base: Hellstorm Archon of Hell\n\n //Apprentice of D'Sparil\n Decorate: Bouncy\n GLDefs: Ghastly Dragon, Sandypaper (Brightmaps)\n Sounds: Raven Software\n Sprites: Raven Software\n Sprite Edit: Tormentor667\n\n //Cybruiser\n Decorate: Eriance\n GLDefs: Dreadopp, SandyPaper (Brightmaps)\n Sounds: id Software, Eriance\n Sprites: id Software, Raven Software, Wolfendoom\n Sprite Edit: Eriance\n Idea Base: Doom 2 Cyberdemon\n\n //Annihilator\n Decorate: Eriance\n GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)\n Sounds: Id Software, Midway\n Sprites: Id Software, Raven Software, Wolfendoom\n Sprite Edit: Eriance\n Idea Base: Doom Cyberdemon\n\n //Thamuz\n Decorate: DBThanatos\n GLDEFs: Dreadopp, Virtue (Brightmaps)\n Sounds: Blizzard (Diablo)\n Sprites: Id Software\n Sprite Edit: Jimmy\n\n //Hell's Apprentice\n Submitted: Tormentor667\n Decorate: Eriance\n GLDEFs: Ghastly Dragon\n Sounds: Raven Software\n Sprites: Raven Software\n Sprite Edit: Eriance\n Idea Base: Diablo 2 Hellforge Smith Demon, Heretic\n Maulotaur\n\n //Inferno Demon\n Submitted: Maelstrom\n Decorate: Maelstrom\n GLDefs: StarScream\n Sounds: Blizzard Entertainment, ID Software, Raven\n Software.\n Sprites: ID Software, Raven Software, 3D Realms,\n Nanami, Eriance, Keksdose, Jimmy91(Or is it Jimmy\n now).\n Sprite Edit: StarScream, Maelstrom\n\n //Terminator\n Decorate: Vader\n GLDEFs: Dreadopp, Sandypaper (Brightmaps)\n Sounds: Id Software, Blizzard Entertainment, Vader\n Sprites: Vader, Eriance (cannon base)\n\n Robot Master Mugshots and Hallway Markers- Superjustinbros\n\n\t\t\t\t\t\t Wily Inc. Sign made by MegaboyX7/SharpBuster\n\n\t\t\t\t\t\t Mega Man V Room Textures - NemZ\n\n Pokemon Sound Effects - Celebi\n\n\t\t\t\t\t\tMegaman Killer room's textures from gameboymappackv1a.pk3\n\n\t\t\t\t\t\tVVA1 - Volcano Valley Act 1 - Sonic 3D Blast\n\t\t\t\t\t\tVVA2 - Volcano Valley Act 2 - Sonic 3D Blast\n\t\t\t\t\t\tRRA1 - Rusty Ruin Act 1 - Sonic 3D Blast\n\t\t\t\t\t\tRRA2 - Rusty Ruin Act 2 - Sonic 3D Blast\n\t\t\t\t\t\tDDA1 - Diamond Dust Act 1 - Sonic 3D Blast\n\t\t\t\t\t\tDDA2 - Diamond Dust Act 2 - Sonic 3D Blast\n\t\t\t\t\t\tGGA1 - Gene Gadget Act 1 - Sonic 3D Blast\n\t\t\t\t\t\tGGA2 - Gene Gadget Act 2 - Sonic 3D Blast\n\t\t\t\t\t\tPPA1 - Panic Puppet Act 1 - Sonic 3D Blast\n\t\t\t\t\t\tPPA2 - Panic Puppet Act 2 - Sonic 3D Blast\n\t\t\t\t\t\tFF - Final Fight - Sonic 3D Blast\n\t\t\t\t\t\tBOSS1 - - Sonic 3D Blast\n\t\t\t\t\t\tBOSS2 - - Sonic 3D Blast\n\t\t\t\t\t\tFINALBOS - Final Boss - Sonic 3\n\t\t\t\t\t\tEXTRABOS - The Doomsday Zone - Sonic and Knuckles\n\t\t\t\t\t\tSEWERS - Toxic Caves - Sonic Spinball\n\t\t\t\t\t\t- COPYRIGHT (C) SEGA\n\t\t\t\t\t\tARENABOS - F-Zero: Climax - Illusion - Remixed by Betasword\n\n\t\t\t\t\t\tSounds PAST, FUTURE, C0_A, C0_B, 4B, 4C, 4D, 53, 5F, 5E, 6E, 70, B2, 8F, CB, DC, E9 - COPYRIGHT (C) SEGA\n\n\t\t\t\t\t\tGHOSTLY - Gradius II (NES) - Stage 8 Something Ghostly\n\n\t\t\t\t\t\tMETTATON - Metal Crusher - Undertale created by Toby Fox\n\n\t\t\t\t\t\tSound SCORE - COPYRIGHT (C) CAPCOM\n\n\t\t\t\t\t\tMegaJosh sprites done by SonicGMan\n===========================================================================\n* What is included *\n\nNew levels : 3\nSounds : Yes\nMusic : Yes\nGraphics : Yes\nDehacked/BEX Patch : No\nDemos : No\nOther : No\nOther files required : None\n\n* Play Information *\n\nGame : Doom 2\nMap # : WILYINC, PLANW, BOSSRUSH\nSingle Player : Designed for\nCooperative 2-4 Player : Designed for\nDeathmatch 2-4 Player : Designed for\nOther game styles : Last Man Standing, Team Last Man Standing\nDifficulty Settings : Not implemented\n\n* Construction *\n\nBase : New from scratch\nEditor(s) used : Doom Builder 2, SLADE3\nMay Not Run With : ZDoom\nTested With : Zandronum 3.0\n\n* Copyright / Permissions *\n\nThis work is licensed under the Creative Commons\nAttribution-NonCommercial-NoDerivatives 4.0 International License. To view a\ncopy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/\n\nYou are free to copy and redistribute the material in any medium or format.\nIf you do so, you must give appropriate credit, provide a link to the\nlicense, and indicate if changes were made. You may do so in any reasonable\nmanner, but not in any way that suggests the licensor endorses you or your\nuse. You may not use the material for commercial purposes. If you remix,\ntransform, or build upon the material, you may not distribute the modified\nmaterial.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors\nWeb sites: http://allfearthesentinel.net/wads"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "user bool WI_MusicSwitching = TRUE;\nserver bool WI_FakeWilyDefeated = false;\nserver bool WI_TimeCycle = TRUE;"
},
{
"source": "pk3",
"name": "DOOMDEFS.txt",
"contents": "//Mace\nflickerlight DRAGONBALL_X1\n{\n color 0.8 0.8 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight DRAGONBALL_X2\n{\n color 0.6 0.6 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nflickerlight DRAGONBALL_X3\n{\n color 0.4 0.4 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight DRAGONBALL_X4\n{\n color 0.2 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nobject HexenMace\n{\n frame MACXD { light DRAGONBALL_X1 }\n frame MACXE { light DRAGONBALL_X2 }\n frame MACXF { light DRAGONBALL_X2 }\n frame MACXG { light DRAGONBALL_X2 }\n frame MACXH { light DRAGONBALL_X3 }\n frame MACXI { light DRAGONBALL_X3 }\n frame MACXJ { light DRAGONBALL_X4 }\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "BOSSKILL DC\nmisc/sun SUNNY\nmisc/rain RAINY\nmisc/ice ICY\nmisc/sand SAND\nmisc/fire 70\nBOSSTELE 4B\nmisc/pew 4D\nmisc/laser 5E\nmisc/dooropen 8F\nmisc/buzzer B2\nitem/score SCORE\nmisc/future FUTURE\nmisc/past PAST\nSIREN2 53\nMACHINE1 c0_a\nMACHINE2 c0_b\nQUAKE1 cb\nSLAM1 5f\nBOSSHIT 6e\nHEXENFIREBALL1 hexfbal1\nHEXENFIREBALL2 hexfbal2\nHEXENFIREBALL3 hexfbal3\nHEXENFIREBALL4 hexfbal4\nHEXENFIREBALL5 hexfbal5\nCHINK chink\n$AMBIENT 21 BOSSKILL SURROUND CONTINUOUS 1.0\n$AMBIENT 23 MACHINE1 POINT CONTINUOUS 1.0\n$AMBIENT 24 MACHINE2 POINT CONTINUOUS 1.0\n$AMBIENT 25 QUAKE1 SURROUND CONTINUOUS 1.0\n$AMBIENT 4 misc/fire POINT periodic 9.4 1.0\n$AMBIENT 40 misc/pew POINT CONTINUOUS 1.0\n$AMBIENT 41 misc/protowhistle POINT CONTINUOUS 4.0\n$AMBIENT 42 weapon/centaurflash POINT CONTINUOUS 4.0\n$random menu/quit3 { weapon/hyperbomb weapon/timestopper weapon/waterballoon weapon/rminestick misc/aciddrip2 misc/mm3explosion item/beat misc/devilfire }\n// Afrit\nAfrit/CometFire FRITCMFR\nAfrit/CometHit\tFRITCMHT\nAfrit/Hellfire\tFRITFIRE\n// Ice Golem\nmummy/sight\t\t\tmumsit\nmummy/attack1\t\t\tmumat1\nmummy/attack2\t\t\tmumat2\nmummy/pain\t\t\tmumpai\nmummy/death\t\t\tmumdth\nmummy/active\t\t\tmumsit\n// Ice Lich\nironlich/sight\t\t\thedsit\nironlich/attack2\t\thedat2\nironlich/pain\t\t\thedpai\nironlich/active\t\t\thedact\n\nFrostBreath\t\tFROSTB\n\nIceGuyAttack frosty2\nIceGuyMissileExplode shards1b\n// Bruiser Demon\nsuperbaron/scream dssbsit\nsuperbaron/pain dssbpain\nsuperbaron/death dssbdth\nsuperbaron/act dssbact\nimp/attack\t\t\tdsfirsht\nimp/shotx\t\t\tdsfirxpl\n//Apprentice of Dsparil\nAoD/Ghost\t\t\t\tAODSCRM\nWizard2/Sight\t\t\tWIZ2SIT\nWizard2/Attack\t\t\tWIZ2ATK\nWizard2/Death\t\t\tWIZ2DTH\nWizard2/Pain\t\t\tWIZ2PAI\nWizard2/Active1\t\t\tWIZ2ACT\n$Random Wizard/Active \t{ Wizard2/Sight Wizard2/Active1 }\nFireBlast/Explode\t\tDSFREXP\nSuperFireBlast/Explode\tDSHELLEX\n//Cybruiser\nmonster/brusit dsbrusit\n\nmonster/brudth dsbrudth\n\nmonster/bruwlk dsbruwlk\nmonster/brufir dsbrufir\nweapons/hellex dshellex\nbaron/pain\t\t\tdsdmpain\nbaron/melee\t\t\tdsclaw\n//Annihilator\nmonster/annsit dsannsit\n\nmonster/anndth dsanndth\n\nmonster/anhoof dsanhoof\n\nweapons/hrlexp dshrlexp\nweapons/hrlfir dshrlfir\n\nweapons/rocklx\t\t\tdsbarexp\nweapons/rocklf\t\t\tdsrlaunc\n$limit weapons/rocklf 0\t\t// because normal running is almost as fast as a rocket\n$limit weapons/rocklx 0\t\t// and the cyberdemon shoots 3 at once\n//Thamuz\nApocalypse/cast\t\t\tapocast\n\nThamuz/Attack\t\t\tnakrula2\nThamuz/death\t\t\tnakruld2\nThamuz/Pain\t\t\t\tnakrulh2\n$random Thamuz/Idlesight\t{ Thamuz/Idle1 Thamuz/Idle2 }\nThamuz/Idle1\t\t\tnakruls1\nThamuz/Idle2\t\t\tnakruls2\nThamuz/death2\t\t\tmegad1\n\nq2weapon/bfgball\t\t\tbfg_fire\nq2weapon/bfgballexplo\t\tbfg__x1b\nq2weapon/rocketlauncherfire\trocklf1a\nq2weapon/rocketexplo\t\tq2roklx1\nh2necromancer/magiccast\t\th2ncmagh\ncomet/explosion\t\t\tcometexp\n// Hell Apprentice\nweapons/hellfi\t\t dshellfi\nweapons/hellex\t dshellex\nweapons/firex3 dsfirex3\nweapons/suldth dssuldth\nweapons/diasht dsdiasht\nweapons/bigbrn dsbigbrn\nmonster/smiths dssmiths\nmonster/smitha dssmitha\nmonster/smitht dssmitht\nmonster/smithp dssmithp\nmonster/smithd dssmithd\nmonster/smithr dssmithr\nmonster/smithw dssmithw\nmonster/hamswg dshamswg\nmonster/hamflr dshamflr\nmonster/hamhit dshamhit\nmonster/hamsht dshamsht\nmonster/dash dshdash\n\n// Archon Of Hell\nmonster/ar2sit dsar2sit\n\nmonster/ar2dth dsar2dth\n\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\n\n// Inferno Demon\nInferno/Alert\tINFRALRT\nInferno/Walk\tINFRWALK\nInferno/Die\t\tINFRDEAD\nInferno/Active\tINFRACTV\nApocalypse/Meteor COMETLNC\nApocalypse/Death COMETEXP\nMeteor/Call DFATTACK\nweapons/firmfi dsfirmfi\nweapons/firex3 dsfirex3\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\nweapons/justfi dsjustfi\nmonster/bomb FIREBALL\nmonster/firebeamdeath IMPFIRE2\nmonster/firebeamstart DARKFLAM\npyro/explosion DSPIPEX1\nGlyph/Start FLAMESTR\nharvester/ghost shghscrm\n\nInfdem/see BE-SPOT1\nInfdem/active BE-GROWL\nInfdem/pain BE-PAIN1\nInfdem/death DYING\n\nKoraxStep step//this is present in Hexen, but needs to be defined for Doom or Heretic\n\n//Guts Man's Ass\nmisc/ass GUTSBUTT\n\n//SnakeImp\n$random imp/sight\t\t{ imp/sight1 imp/sight2 }\n$random imp/death\t\t{ imp/death1 imp/death2 }\nimp/sight1\t\t\tdsbgsit1\nimp/sight2\t\t\tdsbgsit2\nimp/active\t\t\tdsbgact\nimp/pain\t\t\tdspopain\nimp/melee\t\t\tdsclaw\nimp/death1\t\t\tdsbgdth1\nimp/death2\t\t\tdsbgdth2\nimp/attack\t\t\tdsfirsht\nimp/shotx\t\t\tdsfirxpl\n$limit imp/active 6\n\n////////////////////////\n// Terminator sounds //\n////////////////////////\n\nmonster/termsit tsight\nmonster/termpin tpain1\nmonster/termdth tdeath\nmonster/brufir dsbrufir\nweapons/hellex dshellex\n\n$random Terminator/termact { termact1 termact2 }\ntermact1\t\tdsteract\ntermact2\t\tdsteact2\n$random Terminator/terstepA { terstep1 terstep2 }\nterstep1\t\t dststep1\nterstep2\t\t dststep2\nTerminator/terstepB dststep3\nTerminator/tershotA dstshot1\nTerminator/tershotB dstshot2\n\n//Evil Energy\nMisc/Emerald E9"
},
{
"source": "pk3",
"name": "Changelog.txt",
"contents": "Changelog\nV3k:\nGeneral:\n- Changed a few strings for Zandronum\n- Moved controls for Plan W and Wily Inc to the controls list\n- Cybruiser's weaknesses does more damage to him\n- Added a melee obituary for MegaJosh\nWily Inc:\n- Redid Megajosh fight\n- Added a variable that turns off the day and night cycle that the server owner can adjust\n- Fixed \"How did someone found my secret lab!?\" error in Wily's dialog in the Roboenza lab\n- Music changing can be toggled with a key\n- Expanded unground aquatic cave\n-Added a second MegaJosh boss fight\n-Added a TV to the break room\n-Moved Arrow Buster upgrade from underground aquatic cave to Search Man's room\n-Added Lighting Bolt to underground aquatic cave\nPlan W:\n- Wily Inc's map card is no longer shown at the start of the map\n- Reworked bad ending and good ending a little\n- Inferno Demon can not be telefragged\nBoss Rush:\n- Wily Inc's map card is no longer shown at the start of the map\n- Inferno Demon can not be telefragged\n\nv3j:\nGeneral:\n- Added menu to set controls for Plan W\n- Variable to toggle music switching is a user variable again and it is archived in the .ini file\n- Fixed Wily Actor's spawn and see state to make his walking look better\n- Added weapon givers for cheat servers\n- Removed duplicate sound and sprites\nWily Inc.:\n- Added Mega Man Killer Props to their respective rooms\n- Added Mega Josh Prop to Wily's office\n- Added Dialogue for Mega Josh, Guts Man, Ice Man, Time Man, Galaxy Man, Enker, Punk, and Ballade\n- Rewrote music changing script to work as intended.\n- Readded Shade Man's secret\n- Expanded parking lot a little on the west side and added an entrance\n- Replaced Terminator boss, but Terminator is still fightable in Arena (No, not another Doom monster)\nPlan W:\n- Moved Evil Energy in Jade Island act 2 to new location\n- Fixed ceiling in Jade Island Act 2 that raised when it was not supposed to\n- Changed former Cybruiser room to Gravity and platforming section\n- Added hints for secrets\n- Fixed teleporter in W-Tank secret in Crystal Ice Act 2\n\nV3ihotfix:\n- The arena's wall and floor textures no longer change\n- Floor of Roboenza lab changed\n- Bosses attacks nerfed more\n- Floor texture of elevator to Wily's office changed\n- Terminator can no longer leave arena\n- Fixed bug where Terminator's health and boss' health for arena would not display at the same time\n- Added pain states for the weaknesses of the Terminator and Apprentice of Hell\n- Hitting the Ice Golem with an Ice weapon heals him\nV3i:\nGeneral:\n- Some Scripts are now named scripts, which lessens the chance that a script will interfere with another script from a differnt mod.\n- Fixed Terminator's attack having the same sprite code as Star Crash\n- Bosses nerfed\n - Bruiser's attacks nerfed\n - Apprentice of D'Sparil's attacks nerfed\n - Cybruiser's attacks nerfed\n - Annihilator's attacks and health nerfed\n - Thamuz's attacks and health nerfed\n - Apprentice's attacks nerfed\n - Afrit's attacks nerfed\n - Afrit's fire no longer does wilyfire type damage\n - Archon of Hell's attacks nerfed\n - Inferno Demon's attacks nerfed\n -Inferno Demon's weakness changed\n - Terminator's attacks and health nerfed\n - Bosses will enter their pain state more often when hit with their weakness\nWily Inc:\n- Fixed bug where Terminator's health would not display at the same time as Cybruiser's health\n- Added a training room\n- Fixed bathroom message from \"sexual orientation\" to \"sexual identity\"\n- Door to Wily boss moved to Terminator's arena\n- It is now possible to back track from Terminator\n- Path to Terminator is shortened and less metools spawn.\n- Typo on sign fixed\n- Added health near Terminator fight\n- Added upper and lower unpegged to textures that were missing them\n- Picket Men knocked down more of the wall to Mega Man 10 Hallway\nPlan W:\n- Changed flags in Plan W and Boss Rush to disallow item dropping\n- Changed layout of Wily Machine Zone Act 1\n- Added Jade Island Zone from Plan X to Plan W\n- Added sound test to spawning room\nBoss Rush:\n- Corrected order of the bosses to match Plan W\n- Fixed teleporter at spawn messing up during Ice Stalker fight.\n\nV3ha:\n- Fixed bug where platform in Roboenza lab that would not lower when stepped on\n- Fixed bug where you would teleport into Crash Man Prop in Aqua Man's secret\n- Fixed bug where you could not call the elevator to Wily's office from the outside\n- Removed unneeded sprites from file\n- Fixed platform in sewers\n- Slightly changed Underground aquatic cave's layout\n- Fixed Evil Energy actor\n- Added damage factor to bosses for Jupiter, Mercury, and Nitro Man\n\nV3h:\n- Slightly redisgned area after Cybrusier\n- Moved Telly Spawner in Heat Man's room\n- Changed Music Changing variable from user variable to server variable\n- Removed delays before music changes in some scripts\n- Lights in Terminator area should go out when Bright Man's secret is activated\n- Nerfed M445 Omega's health from 1200 to 120\n- Fixed bug where you could not go into Crystal Ice act 2 from the teleporter after defeating the boss\n- Replaced Arrow Buster in Mega Water S' room with a W-Tank\n- Removed unused Instagib Hard Knuckle actor from file\n- Replaced Sonic music whith .vgz versions of the songs\n - LEVELSEL is now called PPA1\n - Underground Cave's music is now from Rusty Ruin Zone\n - Act 1 is RRA1\n - Act 2 is RRA2\n - Wily Station's music is now Final Fight\n - Music code is FF\n - Act 1 bosses' music is now BOSS1\n - Act 2 bosses' music is now BOSS2\n - Maze of Death's music is now Panic Puppet Act 2\n - Music code is PPA2\n - Roboenza lab's music is now pick at random\n - Underground aquatic cave's music is now picked at random\n- Spring Man's secret removed\n- Air Man's secret removed\n- TV, NES, and couch removed from electrical area\n- Evil Energy added to Plan W\n - If you don't collect all the Evil Energy, then you get a bad ending\n - If you collect all the Evil Energy, then you get a good ending\n - Inferno Demon only fightable when all Evil Energy is collected\n- Roll's dialog varies on the current weather.\n- Fixed Inferno Demon not spawning in the Maze of Death\n- Move dialog to one script and gave Fire Man, Magma Man, Bass, Dr. Wily, and Dr. Light dialog\n- Added Circut board prop to Dr Wily's office\n- Added 5DW1MUS to the list of day music\n- Added 4DW1MUS and 6DW1MUS to the list of night music\n- Fixed HUD mugshots being wrong with CBM\n- Fixed Terminator's arm appearing in the HUD when using Toad Man in CBM\n- Removed MetalPressWI actor\n\nV3g:\n- Removed and replaced Metool boss\n- Removed and replaced Cacodemon\n- Removed and replaced Envy\n- Concrete man moved and dialog removed\n- Added variable to disable day and night music and music change on respawn.\n- Ground in first Maze of Death boss will change depending on the weather\n- You can no longer change the weather when the first Maze of Death Boss is active\n- Tagged door in Roboenza lab as 'Repeatable Action'\n- Fixed Maze of Death bosses' health display.\n- Peng in Ice Man's room moved\n- Changed Thunder Beam trap before Cybruiser to Fire Storm\n\nV3f:\n- Bosses encountered in the Maze of Death depend on the current weather\n- Roboenza lab extended with two bosses added\n- Underground aquatic cave added\n- Robot in electrical area is now chosen at random between Elec Man and Plug Man\n- After coming to Wily Inc for the first tme, a variable is stored in the ini file. If you join again after you visited at least once, the welcoming message will be different.\n- Put health and energy capsules on the tables in the cafeteria.\n- Replaced Dondonpa cannons in secret factory with shootable ones\n- Moved Yashichi back inside the map\n- Ground Man's secret removed\n- Fixed Bubble Man's muggshot for CBM\n- Removed \"We must continue with Plan X!\" dialog\n\nV3eb:\n- Removed Instagib and Buckshot secret\n- Fixed not getting health from health capsules with CBM\n- Music will change when hitting the teleporting button in the lab\n- zacompatflags will automatically be set to 32 upon loading WILYINC\n\nV3e:\n- Apprentice has two new attacks\n - He can summon a doppleganger\n - He can absorb his doppleganger's health and add it to his own health\n- Apprentice of D'sparil arena was made bigger\n- Conveyor Belt in electricity storing room was removed\n- Mega Ball moved to Astro Man's room\n- Item 2 moved to Air Man's room\n- Fixed teleporter bug in Guts's Man's secret\n- Fixed camera 2 breaking due to it being removed.\n- Process to get to final area of Maze of Death was shortened\n- Rearraged spikes in the Maze of Death to make it a little bit easier.\n- Enemy Room from v2h re-added\n- Changed floor in Frost Man's room due to floor changing from weather changing script\n- Weaknesses for boss edited\n - Corrected Duo Fist's Damage Factor\n - Damage Factor added for Sakugarne\n - Added Damage Factors for cbmex classes\n - Hell's Apprentice is now weak to Dangan Man's homing attack\n - Apprentice of D'sparil is now weak to Aircon Man and Fan's wind attack\n - Ice Lich and Ice Golems now weak to Fan's fire attack\n - Thamuz is now weak to Fan's soil attack, Quake Woman, and Duo Fist\n - Bruiser now weak to Fan's water attack\n - Cacodemon and Archeon of Hell now weak to Waltz\n - Annihilator now weak to Bass Buster\n- Ice Lich and Apprentice of D'sparil's health moved so they do not over lap with each other\n- Added Instagib Hard Knuckle\n- Removed custom health due to Classes being able to go over maxium amount of health for class\n- Mega Health removed from Jupiter's secret\n- Teleporter out of Jupiter's secret goes to same area as the exit portal from Guts Man's secret.\n\nV3d:\n- Added secret lab\n- Door behind Roll can be opened again (Not by Time Man though)\n- Pan in kitchen will not dissapear when Light's robots are removed\n- Fixed invisible Gemini Man clone with classes mod\n- Reduced Lava to do damage anywhere from 5 to 20 damage\n- Added sign to front of Wily Inc.\n- Mega Ball room is now accessable by teleporter and Mega Ball is replaced by Laser Buster upgrade\n- Factory extension and space ship extension removed and pit after crushers in boiler room lead you to factory\n- Teleporting pit in Maze of Death removed and ladder was added instead\n- Rush Jet moved to Needle Man's room\n- Changed text from \"We have to execute Plan X!\" to \"We must continue with Plan X!\"\n- DMFLAGS and DMFLAGS2 for Plan W and Boss Rush are changed.\n- Fixed Health display of Archeon of Hell's rematch\n- Changed mugshot for Mega Man?\n\nV3c:\n- Expanded sewers\n- Added Electricity Storing Area to Wily Inc.\n - Moved Plug Man's prop to Electricity Storing Area\n- Changed Item 1 in the past after Cybruiser fight to Item 2\n- Fixed Guts Man and Jupiter's secrets not teleporting activator after activating secret\n- Added Doom Virus to replace Doom Sphere\n- Apprentice of D'sparil's effects are now visible to all players at the bottom of the screen\n- Splash Woman will appear either outside in the lake or in her room depending on the weather\n- Added Mercury and Lava drops\n - Mercury does about 25 damage\n - Lava drops will do anywhere from 5 to 25 damage plus set you on fire a la Wily Capsule effect\n- Added on to Fake Man's Room\n- Fake Man and Wily groveling behind bars will appear after hitting the button in the factory\n- Removed \"Psych!\" fake out troll\n- The teleporter at the end of Jupiter's secret will activate Script 104 (Teleporter out of Wood Man's secret)\n- Added Mega Health to end of Jupiter's secret\n- Wily Inc. map now playable in Terminator, Team Possession, Possession, and Duel\n- Game mode text switched from OPEN to ENTER\n- Dr. Wily, Quint, and Bass props will appear if Dr. Light does not own the building\n- Changed Fan Fiend prop to a Thunder Lord prop\n- Added Bubble Spawner and Spike to Wave Man's room\n- Moved Beat Support to Wave Man's room\n- Gravity Man's room now has low gravity\n- Concrete Man and Plug Man now have dialog\n- Combined Script 103 (Teleport to Maze of Death Extension) and Script 106 (Music change to ANDONUTS)\n- Combined Script 726 (Teleport to Secret Lab Extension) and Script 727 (Music change to GHOSTLY)\n- Combined Script 109 (Teleport to Space Ship Extension) and Script 728 (Music change)\n- Added Bunby Catcher to Galaxy Man's room\n- Removed Archon of Hell and Time Man's secret\n- Added Boss Rush to PK3\n- Added weapon energy to boss arenas in Plan W and Boss Rush\n- Deathmatch flags are now automatically set when the map opens\n- Added missing Flame Blast to Plan W\n- Added damage factor to bosses for Solar Blaze\n- Nerfed Thamuz's attacks\n - Slightly increased Thamuz's damage from his weaknesses\n- Fixed \"Cacodemon's's\" spelling error\n- Plan W and Boss Rush selectable from main menu\n- Every 1st act of each Zone has a hidden E-Tank and ever 2nd act of each Zone has a hidden W-Tank\n\nV3b:\n- Fixed skybox going dark after hitting Bright Man's secret\n- Crash Man ladder can be climbed\n- Fixed underwater rooms' floor from burning and turning into oil afterwards\n- Fixed Tengo assist from not appearing in Pluto's room\n- Fixed pit in boiler room that would not teleport after hitting the floor\n- Fixed floor texture for pit in maze of death\n- Cafeteria no longer affected by Cold and Ground Man's secrets\n- Break room no longer affected by Cold and Ground Man's secrets\n- Fixed music not playing for Cybruiser fight\n- Shadow Man's platform can now be reached\n- Fixed pointy couch in lobby\n- Fixed missing texture near Maze of Death teleporter\n\nV3:\n- Rooms made bigger\n- Rush Marine moved to Shadow Man's room\n- Rush Coil replaces Rush Marine in Doc Robot's room\n- Changed textures for Ring Man's room\n- Replaced Wall textures in Gyro Man's room and textures now scroll like Cloud Man and Tengu Man's rooms.\n- Replaced wall textures in Sword Man's Room\n- Added a cafeteria to Wily Inc.\n- Mega Man 9 Props will also spawn after beating secret factory\n- Mega Man 9 rooms finished\n- Tengo added to Pluto's room\n- Removed Pluto's music due to it interfering with Plug Man's theme. (both are called PLUMUS)\n- Removed Clown Man's secret\n- Added some Mega Man 9 themes to the list of day and night themes\n- Added Mega Man 9 weapons to Plan W\n- Added damage factors to bosses for Mega Man 9 Weapons\n- Fixed error where Crystal Ice Act 2's boss would play act 1's boss theme\n\nV2na:\n- Replaced Duo with Cybruisier\n- Extended past of secret factory\n- Added Archon of Hell to Wily Inc. past parking lot\n- It is no longer possible to fly past Apprentice of D'sparil's boss\n- Added portraits for MM9 Rooms\n- You no longer need a floor hugger weapon to open door in the basement\n- Secret door at the Maze of Death stays open a second (35 tics) longer\n- Flash Stopper is replaced with Centaur Flash at the end of the Maze of Death\n- Added room and portrait for Fake Man\n- Removed elevators in the boiler room and added ladders in their place\n- Extended Flaming Lab Act 2 a little bit.\n- Score ball no longer drops upon beating Flaming Lab Act 2's boss\n- Removed class restriction from weapons room\n\nV2n:\n- Added sign for Mega Man 9 Hall way\n- Added sign for Mega Man 10 Hall way\n- Added NOBLOOD flag to Gockroach\n- Reduced amount of spikes in the Maze of Death\n- Changed script number to fix Ice Wall glitch with Classes Mod\n- Removed Mancubus\n - Moved Bruiser Demon to Flaming Lab Act 1's boss and added Archon Of Hell to Wily Machine Act 1\n- Thamuz's weaknesses does more damage\n - Added weakness to Super Arm\n- Fixed teleporter to Underground Cave Zone Act 1 in stage select.\n- when Plan W is beaten in single player, dialogue appears like in Doom 2\n- Replaced Spider Mastermind with Duo\n- Removed Cyberdemon and added secret area to Boiler Room\n- Plan W is now Cooperative mode to avoid players dying from other player's attacks\n- Removed Fire, Enker, Top, Skull, Punk, Ballade, Shade, and Tengu's secrets\n- Moved Guts Man from his room to the end of the middle hallway. Guts Man can also be talked to when approached\n- Added secret areas on to map that can be unlocked by finding other secrets.\n- Removed Overlord and replace him with another boss\n- All of the Hell's Apprentice's weaknesses do more damage to him\n\nV2ma:\n- Plan W is now on a seperate map\n- Added weapon room for Plan W\n- Added Health and weapon energy to levels\n- Added a Hidden E-Tank in certain Zones\n- Crystal Ice Act 1 start was slightly redesigned\n- Crystal Ice Act 1 was expanded a little\n- Bruiser's Weaknesses does more damage\n- Annihilator's weaknesses does more damage\n- Thamuz's weakness does more damage\n - Added weakness to Hard Knuckle\n- Apprentice's weaknesses does more damage\n - Apprentice now drops Big Health upon death\n- Overlord's weaknesses does more damage\n- Made lines before bosses \"Block Monster\" so boss can not leave arena\n- Made ship's window in the final act impassable, making it impossible to go through window\n- Reduced the Big Energy after the boss rush to four and added two Big Health\n- Flame Man's Icon now reveals teleporter to Maze of Death\n- Extended Maze of Death\n- Teleporter out of Maze of Death will teleport you to a different area with two Big Weapon Energy and one Big Health\n- Big Health will no longer appear at the start of the Wood Man maze upon Spider Mastermind's death\n- Acid Drops will cause poision damage upon impact. Acids Drops also have their own obituary\n- Gockroaches will cause ripping damage. Gockroaches are also shootable and killable.\n\nV2m:\n- Added Plan W to the map\n - There are 4 Zones with 2 acts each\n - 1 zone only contains 1 Act, but two big bosses\n - A level select was added to the area behind Roll\n - Roll script updated\n - Added monsters to the map to act as bosses at the end of each act.\n- Added the Maze of Death which is unlockable after Plan W is beaten\n- Added more music to the map\n- Corrected the girl's bathroom's counter color\n- Added sewers for Wily inc. (Credit goes to Yairdude for making the sewers)\n- Moved Wily's office and the contents inside the office to a new location\n- Moved W-Tank from Grenade's Man secret\n- Expanded Wily's spaceship a little\n- Expanded Wood Man's maze a little\n - Added a Dr. Wily logo to Flash Man's room\n- Music for boss will now play even if you were not the one to spawn boss\n- Music will change back to the regular Wily Inc. music when you respawn\n- Changed music from Wily Tower 1 to Mega Water S's stage\n- Changed some obituaries for certain weapons\n- Changed Skull Barrier's pickup to \"Power up! Skull Barrier! Nyeh Heh Heh!!\"\n- Changed some Quit Messages\n\nV2l:\n- Added custom ambient sounds to the map\n- Added music to map\n\t- Cold Man's secret will play a random song from a list\n\t- The music for the Wily's space ship is now random\n\t- The boiler room's music is random as well\n- Added a wall to the Spider Mastermind's room to make it easer to get to the room after it spawns\n- Removed Metools from lab and replaced them with other obstacles\n- Basement light switch will display status for activator only\n- Taking the teleporter in Guts Man's secret will lead you to one big health and lakes are removed\n- Fixed Guts Man's secret not teleporting activator after activation\n- Added a secret for Jupiter\n- Added a second pathway in boiler room\n\t- Moved E-Tank to a more secret location in boiler room\n\t- The pathway to the Cyberdemon has been extended and changed\n\t- It is now possible to back track after you passed the raising platform near the teleporter in the boiler room\n\t- It is possible (but hard) to leave Cyberdemon arena after entering\n- Added E-Tank in Hyper Storm H's Room\n- Added Duo Fist in break room\n- Added Mega Arrow to Mega Water S' room\n- Moved basement to new location\n\nV2k:\n- Added showers to restrooms\n\t- Prevented opposite genders from going into the wrong showers\n- Added a constuction area for Guts Man\n- Cut Man's icon now toggles the Big Eyes\n- Shooting Spring Man's icon will give you the High Jump rune\n- Added a basement for Wily inc.\n- Shooting Drill Man's icon will open door to basement\n- Added a light switch for basement\n- Added a breakroom in the Wily Tower hallway\n- Added health and weapon energy to teleporter room on spaceship\n- Added Spider Mastermind fight to lab\n- Shooting Skull Man's icon will revive Spider Mastermind\n- Replaced Laser Buster in maze with Big Health\n- Roll talks when approached\n- Removed Grenade's secret\n- Shooting Junk Man's secret adds and removes Gockroaches\n- The noise for the weather secrets (Cloud and Gyro) will only play for the activator\n- Moved skybox to avoid any projectiles from going inside\n\nV2ja:\n- Access onto ship was moved to Star Man's Secret\n- Fixed bomb release script on ship to display the activator rather than the 1st player in the game.\n- Button only destroy Metools instead of all monsters\n- Removed teleporters from exended portion of lab\n- Connected two rooms before lava room in lab to allow a way out other than dying.\n- Second teleporter after lava room is now a health dispenser\n- Fenced off area for future release\n- Raised floor on one side of boiler room to avoid playes from getting stuck\n- Fixed Cyberdemon respawn script to check if Cyber is dead rather than a variable\n- Maze walls raised by 24\n- Maze walls now impassable to disallow cheating and to keep players within maze.\n- Hitting Cut Man's icon a third time removes the Big Eyes\nV2j:\n- Fixed Neptune's waterfall texture.\n- Improved Mugshots for Robot Masters\n- Added a maze outside the fenced area\n- Removed Centaur Man's secret\n- Cloud Man and Tengu Man's room textures now scroll\n- Added 2 more cameras to lab\n- Fixed error in Bright Man's secret where sector would not light up when supposed to\n- Expanded lab a little bit\n- Changed wall texture and floor texture for Air Man's room\n- Lowered volume for Grenade Man secret's explosions\n- Plant Man's secret will now heal you by a random amount between 10% and 50%\n- Added a Spac-\nWahahaha! Greetings people of Earth. It is I, the great Dr. Wily! I have began phase 2 of my plans to rule the world!! None of you can stop me, so don't even try! Soon, the world will recognise my brilliance! Wahahahaha!\n\nV2i:\n- Added rooms for Stardroids.\n- Changed Sound for Freeze Man's secret\n- Added sound effect for Ground Man's secret\n- Added sound effect for Cloud Man's secret\n- Changed sound effect for Grenade Man's secret\n- Changed explosion type for Grenade Man's secret\n- Added a secret for Gyro Man\n- Buttons freeze player when stepped on, so they can not be pressed twice.\n- Removed Wily and placed a button in place of Wily fight.\n- Dodonpa Cannons near button only shoot Homing Sniper\n- Added secret for Pluto.\n- Added rooms for Dark Man, Mega Man?\n- Moved room for Bass to beginning of MM7 hallway\n\nV2h:\n- Music secrets will only change music for activator and not everyone\n- You can no longer activate Freeze and Ground's secret at the same time. (No slippery sand and no slow ice)\n- Expanded secret lab a little bit and added a \"Boss Fight\" (I use this term loosely)\n- Added secret for Star Man's mugshot\n- Removed Fire Man's secret and added a secret for Cut Man\n- You will now teleport after you fall into the pit in the lab. (Script 41 is now activated when Actor hits floor)\n- Added Picket Men to work on the Mega Man 9 rooms\n- Changed damaging script in lab (Script 42)\n- Fixed cameras in secret lab (hopefully)\n- Added another way out of the lake\n- Changed the sky texture from BLIZBLU2 to LIGHTSKY\n- Secret lab floors are no longer affected by Freeze and Ground's secrets.\n- The floor in Frost Man's room is now slippery\n- Added Exit Unit to Buster Rod G's room\n- Added Big Eye at the back of the building\n- Added hidden Yashichi to map\n\nV2g:\n- Added secret lab\n- Bright Man's secret will last a little bit longer\n- Change Lake Wily floor due to Cold Man's secret changing Guts Man room's floor\n- Added conveyor belt to enemy room\n- Sky box will now change to night even if you hit Cold Man's secret\n- Plant Man's secret will now heal you by a random amount between 10% and 40%\n- Night and day themes are now picked at random from a list for each.\n\nV2f:\n- Fixed the water physics Bubble, Dive and Mega Water S' rooms\n- Removed all Cloudman Rain Spawners, however hitting the secrets will still change the skybox and music.\n- Changed Metal Press to an acid dropper\n- Added secret for Bright Man's icon\n- Quick Man's secret will give you a Blur Sphere instead of an Invisibility Sphere\n- Added sound effect for Freeze Man's secret.\n\nV2e:\n-Removed some Cloudman Rain Spawners (again) to reduce lag.\n\nV2dfix:\n- Removed some Cloudman Rain Spawners to reduce lag.\n\nV2d:\n- Added Pengin Bomber to enemy room\n- Bathroom floors are no longer affected by Freeze Man and Ground Man's secrets.\n- Metal Man can no longer climb fence (Thanks to Cyber for finding that bug)\n- Added more secrets (Now, stop bugging me about it Cyber! >~<)\n\nV2c-a:\n- Fixed Magic Man's Secret\n- Fixed quint's secret.\n\nV2c:\n- Added Rooms for Mega Man Killers, Bass and Doc Robot\n- Added Lake Wily to the side of Wily Inc.\n- Added more secrets\n- \"A secret was found!\" message will only appear for activator, not all players\n- Added restrooms to where Energy Balancer was and moved energy balancer\n- Increased size of hallways in the middle and the ends ends of the building\n- Used better mugshots for Robot Masters (Thanks to SuperJustinBros.)\n- Added signs to the ends of hallways to show what game the robot masters are from. (Thanks to SuperJustinBros.)\n- Plant Man's secret will now heal you by a random amount between 10% and 30%\n- Changed night theme to Wily Tower Stage 4 music\n- Drill Man's secret removed D:\n\nV2b:\n- Changed exterior walls of factory\n- Changed interior walls of factory\n- Added more secrets\n- Changed W-Tanks to big weapon energy\n- Changed E-Tanks to big health"
},
{
"source": "pk3",
"name": "Zones.txt",
"contents": "Introduction:\n\n3/22/20XX\n - I have decided it is time to unleash Plan W. I will see to it that the tournament robot is destroyed for good! - Dr. W\n\n The Zones:\n\nFlaming Lab Zone\n Explore Wily's lava powered lab, but be careful of traps that are placed all over the lab. Also watch out for the Mancubus he is using for intruder control.\nUnderground Cave Zone\n Go down below the surface and explore the caves below Wily Inc. But watch out for fast currents and ceilings that can crush you. The presence of Wily is visible by the boss that awaits you at the end of act 1\nCrystal Ice Zone\n A cavern full of ice awaits you in this Zone. Be careful not to slide into a bottomless pit and die. You might want to watch above you as well, you never know if the ceiling will come down on top of you.\nWily Machine Zone\n If you thought Wily Inc's Lab was hard to get through, wait until you get to here. Wily has all sorts of traps waiting for you from fake floors to conveyor belts leading you to lava. Wily has expected you this time and he as some of his best monsters waiting for you here.\nWily Station Zone\n Wily has escaped to his space ship! Stop him here or the world is doomed!"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "gameinfo\n{\n\tplayerclasses = \"Megaman\"\n\tquitsound = \"menu/quit3\"\n\tskyflatname = \"F_SKY1\"\n\tintermissionmusic = \"COSSVIC\"\n}\n\nepisode WILYINC\n{\n\tname = \"$MNU_WILY\"\n\tkey = \"w\"\n\tnoskillmenu\n}\n\nepisode PLANW\n{\n\tname = \"$MNU_PLANW\"\n\tkey = \"p\"\n\tnoskillmenu\n}\n\nepisode BOSSRUSH\n{\n\tname = \"$MNU_BOSS\"\n\tkey = \"b\"\n\tnoskillmenu\n}\n\ncluster 12 //(Plan W to WILY INC.)\n{\n\tflat = \"GROFLOR4\"\n\tmusic = \"D_STLOSE\"\n\texittext = lookup, \"C12TEXT\"\n}\n\ncluster 15 //(Plan X to WILY INC.)\n{\n\tflat = \"GROFLOR4\"\n\tmusic = \"D_STLOSE\"\n\texittext = lookup, \"C15TEXT\"\n}\n\nmap WILYINC \"Wily Inc.\"\n{\n next = \"PLANW\"\n sky1 = \"BLACK\", 0\n Levelnum = 225\n cluster = 13\n music = \"MWSMUS\"\n aircontrol = 0.5\n airsupply = 0\n par = 1\n forcenoskystretch\n clipmidtextures\n NoInfighting\n }\n\nmap PLANW \"Plan W\"\n{\n next = \"WILYINC\"\n sky1 = \"BLACK\", 0\n Levelnum = 226\n cluster = 12\n music = \"PPA1\"\n aircontrol = 0.5\n airsupply = 0\n forcenoskystretch\n clipmidtextures\n NoInfighting\n AllowRespawn\n }\n\n map BOSSRUSH \"Boss Rush\"\n{\n next = \"WILYINC\"\n sky1 = \"BLACK\", 0\n Levelnum = 227\n cluster = 14\n music = \"9ENDLESS\"\n aircontrol = 0.5\n airsupply = 0\n forcenoskystretch\n clipmidtextures\n NoInfighting\n AllowRespawn\n }"
},
{
"source": "pk3",
"name": "SECRETS.txt",
"contents": "[PLANW]\n$s370;#1 In Jade Island Act 2, after you raise a floor in order to proceed, you should see a small alcove. Jump from the raised floor into the alcove to find a W-Tank.\n$s256;#2 In Jade Island Act 2 where the platforms lead you downward, you should see a small passageway in the wall. Follow it to get your first Evil Energy.\n$s471;#3 After passing the Fire Traps in Flaming Lab Act 1 walk foward through a fake wall to reveal a E-Tank guarded by fire pillars.\n$s475;#4 After getting secret #3, walk pass the fire pillars to lead to a pit of lava. To the left is another fake wall. Dodge the fire traps and collect the second Evil Energy.\n$s449;#5 After you open the door in Flaming Lab, Act 2, you should see a W-Tank on a ledge.\nUse Rush Coil, Rush Jet, or Item 1 to reach it.\n$s415;#6 As soon as you enter Underground Cave walk foward through a fake wall. Shoot the Dr. Wily logo to open up secret #7\n$s418;#7 When you reach the first stream, head up the stream to the source.\nYou should fall underwater in an area full of spikes. Avoid the spikes and collect the E-Tank\n$s450;#8 In Underground cave Act 2, Go left through one stream. then right through another stream. To the right is another stream and to the left is a fake wall.\nGo through the fake wall and follow the streams to a W-Tank\n$s476;#9 After falling into a hole and onto a high ledge, go down a stream to your third Evil Energy.\n$s414;#10 After jumping over a pit in the beginning of Crystal Ice Zone act 1 use Rush Jet and go to the right to find an E-Tank on a ledge.\n$s233;#11 After shooting the switch to open the door in Crystal Ice Act 1, you should see a lower alcove with the fourth Evil Energy.\n$s458;#12 In Crystal Ice Act 2, when you come to the first Dondonpa cannon that shoots an Freeze Cracker, go through the wall to the right of where the Freeze Cracker hits the wall.\nAvoid falling into the pits or being crushed to receive a W-Tank.\n$s461;#13 When you reach the gravity switching room before the boss in Wily Machine Act 1, there is a fake wall opposite of where it tells you the current gravity of the room.\nClimb the ladder and follow the conveyor belt to an E-Tank.\n$s638;#14 In Wily Machine Act 2, before you reach the area full of fake floors,the last Evil Energy is sitting on a island between two conveyors.\nYou can not miss this one, trust me."
},
{
"source": "pk3",
"name": "actors/player/Doomvirus.txt",
"contents": "actor PowerDoubleDamage : PowerDamage\n{\ndamagefactor \"normal\", 2\n}\n\nACTOR Doomvirus : PowerupGiver 5036\n{\n\t//$Category MM8BDM-Assists\n\t//Inventory.RespawnTics 550\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 175\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type DoubleDamage\n\tPowerup.Color RedMap\n Powerup.Duration -25\n\tInventory.PickupMessage \"$PICKUP_DOOMVIRUS\"\n\tInventory.PickupAnnouncerEntry \"doomsphere\"\n\tStates\n\t{\n\tSpawn:\n\t\tPPOS ABCDEF 6 Bright\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/player/EvilEnergy.txt",
"contents": "ACTOR EvilEnergy : FakeInventory 90\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t//Inventory.MaxAmount 0\n\tInventory.PickupSound \"Misc/Emerald\"\n\t//Powerup.Type TerminatorArtifact\n\tInventory.PickupMessage \"$PICKUP_EVILENERGY\"\n\t//Inventory.PickupAnnouncerEntry \"terminator\"\n\tStates\n\t{\n\tSpawn:\n\t\tARNO ABCD 6 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/player/Flags.txt",
"contents": "actor ImPoisoned\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"PoisonDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"PoisonDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"PoisonDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"ImNotPoisonedNow\",1)\nstop\n}\n}\n\nactor PoisonDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 DamageThing(2) //(4)\nstop\n}\n}\n\nactor ImNotPoisonedNow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"PoisonVision\",1)\nstop\n}\n}\n\nactor PoisonVision : PowerSpeed\n{\nPowerup.Duration 1200\nSpeed 0.8\nPowerup.Color \"lawn green\", 0.5\n}\n\nactor JukeFailsafe : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "actors/bosses/MechaWily.txt",
"contents": "actor FakeScoreBallDropped\n{\nseesound \"misc/scorebounce\"\n+HEXENBOUNCE\nPROJECTILE\n+BOUNCEONACTORS\nbouncefactor 0.5\nbouncecount 5\nScale 2.5\ndamage 0\n+RIPPER\n-NOGRAVITY\nspeed 6\nStates\n{\nSpawn:\nSCOR A 0\nSCOR A 0 A_Recoil(5)\nFalling:\nSCOR A 1\nloop\nDeath:\nSCOR A 0 A_SpawnItem(\"FakeScoreBall\")\nstop\n}\n}\n\nactor FakeScoreBall : CustomInventory 9002\n{\nRadius 32\nScale 2.5\n+LOOKALLAROUND\n-SOLID\nStates\n{\nSpawn:\nSCOR A 1 A_Look\nSee:\nSCOR A 1 A_Chase\nloop\nMelee:\nTNT1 A 0 A_GiveToTarget(\"Stopper\")\nTNT1 A 0 A_Explode(5,5000,1)\nTNT1 A 0 SetPlayerProperty(1,1,4)\nTNT1 A 40 A_SpawnItemEx(\"KingExplode\",0,0,32)\nTNT1 A 35 //A_GiveToTarget(\"SpawnSurpriseWily\")\nTNT1 A 0 ACS_Execute(22,0,3)\nTNT1 A 0 SetPlayerProperty(1,0,4)\nTNT1 A 0 SetPlayerProperty(1,1,0)\nstop\n}\n}\n\nactor MechaWily 9000\n{\nhealth 5000\nheight 52\nradius 40\nmass 99999999\n\tDamageFactor \"RollingCutter\", 0.2\n\tDamageFactor \"IceWall\", 3.5\n\tDamageFactor \"Buster\", 0.2\n\tDamageFactor \"IceSlasher\", 1.5\n\tDamageFactor \"BlizzardAttack\", 2.5\n\tDamageFactor \"FreezeCracker\", 2.0\n\tDamagefactor \"IceWave\", 1.5\n\tDamagefactor \"FireStorm\", 0.3\n\tDamageFactor \"FlameBlast\", 0.2\n\tDamageFactor \"ScorchWheel\", 0.5\n\tDamageFactor \"FlameSword\", 0.5\n\tDamageFactor \"WaveBurner\", 0.4\n\tDamageFactor \"MagmaBazooka\", 0.4\n\tDamageFactor \"ThunderBeam\", 0.3\n\tDamageFactor \"SparkShock\", 0.4\n\tDamageFactor \"ThunderBolt\", 0.3\n\tDamageFactor \"ThunderClaw\", 0.5\n\tDamageFactor \"LightningBolt\", 0.3\n\tDamageFactor \"PlugBall\", 0.4\n\tDamageFactor \"GeminiLaser\", 0.5\n\tDamageFactor \"LaserTrident\", 0.2\n\tDamageFactor \"MetalBlade\", 0.4\n\tDamageFactor \"BubbleLead\", 0.2\n\tDamageFactor \"SearchSnake\", 0.2\n\tDamageFactor \"HardKnuckle\", 0.8\n\tDamageFactor \"ShadowBlade\", 0.3\n\tDamageFactor \"MagnetMissile\", 0.5\n\tDamageFactor \"NeedleCannon\", 0.4\n\tDamageFactor \"TornadoHold\", 0.2\n\tDamageFactor \"TenguBlade\", 0.4\n\tDamageFactor \"YamatoSpear\", 0.4\n\tDamageFactor \"KnightCrush\", 0.5\n\tDamageFactor \"CentaurFlash\", 0.1\n\tDamageFactor \"WindStorm\", 0.3\n\tDamageFactor \"PlantBarrier\", 0.2\n\tDamageFactor \"SilverTomahawk\", 0.4\n\tDamageFactor \"ChargeKick\", 0.3\n\tDamageFactor \"WaterWave\", 0.2\n\tDamageFactor \"StarCrash\", 0.3\n\tDamageFactor \"GravityHold\", 0.1\n\tDamageFactor \"GyroAttack\", 0.4\n\tDamageFactor \"CrystalEye\", 0.5\n\tDamageFactor \"NapalmBomb\", 0.8\n\tDamageFactor \"PowerStone\", 0.5\n\tDamageFactor \"ScrewCrusher\", 0.2\n\tDamageFactor \"HomingSniper\", 0.4\n\tDamageFactor \"FatShot\", 0.1\n\tDamageFactor \"FlashBomb\", 0.2\n\tDamageFactor \"HyperBomb\", 0.5\n\tDamageFactor \"RemoteMine\", 0.2\n\tDamageFactor \"BalladeCracker\", 0.4\n\tDamageFactor \"CrashBomb\", 0.4\n+MISSILE\n+SHOOTABLE\n+SOLID\nScale 2.5\nTranslation \"192:192=229:229\", \"198:198=239:239\"\nstates\n{\nSpawn:\nDRWI F 0\nDRWI F 0 A_ChangeFlag(\"MISSILE\",0)\nWatch:\nDRWI FFFFFFGGGGGG 1 A_GiveToTarget(\"WilySightChecker\",1)\nloop\nDeath:\nDRWI A 0 A_PlaySoundEx(\"misc/devildeath\",0)\nDRWI A 0 A_SpawnItemEx(\"FakeDeathFX\")\nDRWI F 1 //ACS_Terminate(53,0)\nDRWI A 0 ACS_Execute(177,0,1)\nDRWI A 0 A_SpawnItemEx(\"WilyGrovel2\",0,0,32,0,0,30)\nstop\n}\n}\n\nactor WilySightTarget\n{\n+SHOOTABLE\nScale 2.5\nheight 5\nradius 5\nhealth 1\nrenderstyle \"none\"\nStates\n{\nSpawn:\nPLAY A 1\nloop\nDeath:\nDRWI A 0 ACS_Execute(177,0,0)\nstop\n}\n}\n\nactor WilySightChecker : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"WilySightCheckProjectile\",0,0,1,6)\nstop\n}\n}\n\nactor WilySightCheckProjectile\n{\n+NOGRAVITY\n+MISSILE\nheight 2\nradius 2\ndamage (1)\nrenderstyle none\nstates\n{\nSpawn:\nPLAY A 2\nstop\n}\n}\n\nactor WilyGrovel2\n{\nscale 2.5\n-SOLID\nStates\n{\nSpawn:\nWILG A 1 A_JumpIf(floorz-z==0,\"Beg\")\nloop\nBeg:\nWILG C 50 A_Stop\nWILG D 60\nWILG D 50 //A_PlaySoundEx(\"misc/BombCount\",\"Voice\",0,1)\nWILG D 0 //A_SpawnItemEx(\"ExplodingBase\")\nWILG D 0 A_SetAngle(270)\nDRWI A 0 ACS_Execute(177,0,2)\nFlee:\nWILG FFGGHHII 2 A_Recoil(-1)\nloop\n}\n}\n\nactor ExplodingBase\n{\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 12 A_SpawnItemEx(\"KingExplode\",random(-128,128),random(-128,128),random(0,128))\nloop\n}\n}"
},
{
"source": "pk3",
"name": "actors/bosses/M445Omega.txt",
"contents": "actor M445\n{\n+LOOKALLAROUND\n+NOGRAVITY\n+FLOAT\nMONSTER\n-SOLID\nobituary \"%o was zapped by a M445\\c-.\"\nscale 2.5\nheight 52\nradius 40\nhealth 60 //30\nspeed 7\ndamagefactor \"Misc\", 0.0\nmeleerange 64\nmeleedamage 5\npainchance 256\nPainChance \"TimeStopper\", 255\nstates\n{\nSpawn:\nM445 AB 4 A_look\nloop\nSee:\nM445 A 0 A_JumpIf(z>-26,\"Death2\")\nM445 AAAABBBB 1 A_Chase\nloop\nMelee:\nM445 A 0 A_MeleeAttack\nM445 ABABABABAB 4\nGoto See\nPain:\nMMFX B 0 A_PlaySound(\"misc/metdie\")\nGoto See\nPain.TimeStopper:\nM445 A 105 A_Stop\ngoto Spawn\nDeath:\nMMFX B 0 A_PlaySound(\"misc/metdie\")\nDeath2:\nMMFX B 0 A_ChangeFlag(\"FLOAT\",0)\nMMFX FGHI 3 A_Stop\nstop\n}\n}"
},
{
"source": "pk3",
"name": "actors/bosses/IceGolem.txt",
"contents": "Actor IceGolem\n{\n Health 300\n Radius 26\n Height 66\n Mass 600\n Speed 16\n Painchance 32\n PainChance \"IceWall\", 256\n PainChance \"IceSlasher\", 256\n PainChance \"BlizzardAttack\", 256\n PainChance \"FreezeCracker\", 256\n PainChance \"IceWave\", 256\n PainChance \"FireStorm\", 240\n PainChance \"ScorchWheel\", 240\n PainChance \"AtomicFire1\", 88\n PainChance \"AtomicFire2\", 128\n PainChance \"AtomicFire3\", 248\n PainChance \"PharaohShot1\", 88\n PainChance \"PharaohShot2\", 128\n PainChance \"PharaohShot3\", 248\n PainChance \"FlameBlast\", 240\n PainChance \"ScorchWheel\", 240\n PainChance \"FlameSword\", 240\n PainChance \"MagmaBazooka1\", 128\n PainChance \"MagmaBazooka2\",240\n PainChance \"SolarBlaze\", 240\n DamageFactor \"Fire\", 1.2\n DamageFactor \"Ice\", 0.4\n DamageFactor \"IceWall\", 0.1 //0.1\n DamageFactor \"Buster\", 0.2\n DamageFactor \"IceSlasher\", 0.1 //0.5\n DamageFactor \"BlizzardAttack\", 0.1 //0.3\n DamageFactor \"FreezeCracker\", 0.1 //0.4\n Damagefactor \"IceWave\", 0.1 //0.5\n Damagefactor \"FireStorm\", 3.0\n DamageFactor \"FlameBlast\", 2.5\n DamageFactor \"ScorchWheel\", 2.0\n DamageFactor \"FlameSword\", 3.5\n DamageFactor \"WaveBurner\", 2.0\n DamageFactor \"MagmaBazooka1\", 2.5\n DamageFactor \"MagmaBazooka2\", 3.0\n DamageFactor \"AtomicFire1\", 2.0\n DamageFactor \"AtomicFire2\", 2.5\n DamageFactor \"AtomicFire3\", 3.0\n DamageFactor \"PharaohShot1\",2.5\n DamageFactor \"PharaohShot2\",3.0\n DamageFactor \"PharaohShot3\",3.5\n DamageFactor \"ThunderBeam\", 0.3\n DamageFactor \"SparkShock\", 0.4\n DamageFactor \"ThunderBolt\", 0.3\n DamageFactor \"ThunderClaw\", 0.5\n DamageFactor \"LightningBolt\", 0.3\n DamageFactor \"PlugBall\", 0.4\n DamageFactor \"GeminiLaser\", 0.5\n DamageFactor \"LaserTrident\", 0.2\n DamageFactor \"MetalBlade\", 0.4\n DamageFactor \"BubbleLead\", 0.2\n DamageFactor \"SearchSnake\", 0.2\n DamageFactor \"HardKnuckle\", 0.8\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TornadoHold\", 0.2\n DamageFactor \"TenguBlade\", 0.4\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"WindStorm\", 0.3\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"StarCrash\", 0.3\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"GyroAttack\", 0.4\n DamageFactor \"CrystalEye\", 0.5\n DamageFactor \"NapalmBomb\", 0.8\n DamageFactor \"PowerStone\", 0.5\n DamageFactor \"ScrewCrusher\", 0.3\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n damagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 0.3\n DamageFactor \"DuoFist2\", 0.6\n DamageFactor \"DuoFist3\", 0.9\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 0.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 0.5\n Damagefactor \"MagmaBazooka1\", 2.5\n Damagefactor \"MagmaBazooka2\", 3.0\n Damagefactor \"HornetChaser\", 0.8\n Damagefactor \"RevolverBuster\", 0.4\n Damagefactor \"SolarBlaze\", 2.7\n DamageFactor \"Sakugarne\", 0.33\n Damagefactor \"BulletVulcan\", 0.4\n DamageFactor \"BulletTackle\", 0.5\n DamageFactor \"BarrierWind\", 0.3\n DamageFactor \"Fan\", 0.3\n DamageFactor \"FanFire\", 3.4\n DamageFactor \"FanWind\", 0.5\n DamageFactor \"SoilCard\", 0.6\n damageFactor \"SoilSpike\", 0.7\n DamageFactor \"FanWater\", 0.4\n DamageFactor \"QuakeDrill\", 0.8\n DamageFactor \"Quake\", 0.4\n DamageFactor \"WaltzLaser\", 0.7\n DamageFactor \"Waltz\", 0.4\n DamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n\tDamageFactor \"ConcreteShoulder\", 0.5\n\tdamageFactor \"TheKing\", 0.4 //King's Axe\n\tDamageFactor \"ClassPainLess2\", 0.3 //King Spin/King's Shield/King's Laser\n\tDamageFactor \"NeutralShock\", 0.5 //King \"X\" Attack\n\tDamageFactor \"SkullSniper\", 0.4\n\tDamageFactor \"CentaurArrow\", 0.8\n\tDamageFactor \"ClassBase\", 0.5\n\tDamageFactor \"BusterRodG\", 0.4\n\tDamageFactor \"HyperStormHF\", 0.4\n\tDamageFactor \"MegaWaterS\", 0.8 //Mega Water S Harpoon\n\tDamageFactor \"MWSLift\", 0.4 //Mega Water S Water Spout\n\tDamageFactor \"HyperStormH\", 0.4 //Hyper Storm H Bullet\n\tDamageFactor \"HSHFire\", 1.8//Hyper Storm H Bullet Heat\n\tDamageFactor \"HSHSuck\", 0.5//Hyper Storm H Succ\n\tDamageFactor \"HSHCold\", 1.2 //Hyper Storm H Ram\n\tDamageFactor \"HSHFire\", 3.8 //Hyper Storm H Explode Heat\n\tDamagefactor \"HellFire\", 4.0\n Monster\n +FloorClip\n +NoBlood\n RenderStyle Translucent\n Alpha 0.8\n Scale 1.1\n SeeSound \"mummy/sight\"\n AttackSound \"mummy/attack1\"\n PainSound \"mummy/pain\"\n ActiveSound \"mummy/active\"\n HitObituary \"%o was bludgeoned by an ice golem!\"\n States\n {\n Spawn:\n IGLM AB 10 A_Look\n Loop\n See:\n IGLM A 0 A_JumpIfHealthLower(150, 1)\n Goto See+2\n IGLM A 0 A_Jump(12, \"Regenerate\")\n IGLM ABCD 5 A_Chase\n Loop\n Melee:\n IGLM E 0 A_Jump(128, \"Melee2\")\n IGLM E 6 A_FaceTarget\n IGLM F 6 A_CustomMeleeAttack(Random(5,10)*2, \"mummy/attack2\", \"mummy/attack\")\n IGLM G 6\n Goto See\n Melee2:\n IGLM H 6 A_FaceTarget\n IGLM I 6 A_CustomMeleeAttack(Random(5,10)*2, \"mummy/attack2\", \"mummy/attack\")\n IGLM J 6\n Goto See\n Regenerate:\n IGLM K 10\n IGLM K 0 A_PlayWeaponSound(\"misc/freeze\")\n IGLM K 0 A_ChangeFlag(\"NoPain\", 1)\n IGLM K 0 A_GiveInventory(\"IceGolemArmor\", 1)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 A_ChangeFlag(\"NoPain\", 0)\n IGLM K 0 A_TakeInventory(\"BasicArmor\", 100)\n Goto See\n Pain:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Death:\n IGLM L 12\n IGLM L 0 A_SetTranslucent(1.0, 0)\n IGLM L 1 A_IceGuyDie\n Stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.IceWall:\n Pain.IceSlasher:\n Pain.BlizzardAttack:\n Pain.FreezeCracker:\n Pain.IceWave:\n IGLM K 10\n IGLM K 0 A_PlayWeaponSound(\"misc/freeze\")\n IGLM K 0 A_ChangeFlag(\"NoPain\", 1)\n IGLM K 0 A_GiveInventory(\"IceGolemArmor\", 1)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n\tIGLM K 0 A_ChangeFlag(\"NoPain\", 0)\n IGLM K 0 A_TakeInventory(\"BasicArmor\", 100)\n\tgoto see\n Pain.FireStorm:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.AtomicFire1:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.AtomicFire2:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.AtomicFire3:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.PharaohShot1:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.PharaohShot2:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.PharaohShot3:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.FlameBlast:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.ScorchWheel:\n\tIGLM L 0 A_SpawnItemEx(\"ImOnFire\")\n\tIGLM L 0 A_GiveInventory(\"FireVision\",1)\n\tGoto Pain\n Pain.FlameSword:\n IGLM L 0 A_GiveInventory(\"FlameSwordProtect\", 1)\n IGLM LL 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\n Goto pain\n Pain.FlameSwordSpark:\n IGLM L 0\n Goto pain+1\n Pain.MagmaBazooka1:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.MagmaBazooka2:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Pain.SolarBlaze:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n }\n}\n\nActor IceGolemArmor : BasicArmorPickup\n{\n Inventory.PickupMessage \"\"\n Armor.SaveAmount 100\n Armor.SavePercent 100\n Armor.MaxFullAbsorb 100\n states\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor IceGolemParticleA\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +NoClip\n RenderStyle Add\n Scale 0.0275\n States\n {\n Spawn:\n IGLP A 0 A_SpawnItemEx(\"IceGolemParticleTrail\", -(MomX*1.2), -(MomY*1.2), (MomZ*-1.2), (MomX*0.8), (MomY*0.8), (MomZ*0.8), -Angle, 138)\n IGLP A 1 A_FadeOut(0.065)\n Loop\n }\n}\n\nActor IceGolemParticleTrail : IceGolemParticleA\n{\n States\n {\n Spawn:\n IGLP A 1 A_FadeOut(0.075)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/IceLich.txt",
"contents": "ACTOR IceLich : IceGuy\n{\n obituary \"%o was frozen by Ice Lich\"\n health 1400 //700\n radius 40\n height 72\n mass 500\n speed 6\n painchance 16\n PainChance \"FireStorm\", 240\n PainChance \"ScorchWheel\", 240\n PainChance \"AtomicFire1\", 88\n PainChance \"AtomicFire2\", 128\n PainChance \"AtomicFire3\", 248\n PainChance \"PharaohShot1\", 88\n PainChance \"PharaohShot2\", 128\n PainChance \"PharaohShot3\", 248\n PainChance \"FlameBlast\", 240\n PainChance \"ScorchWheel\", 240\n PainChance \"FlameSword\", 240\n PainChance \"MagmaBazooka1\", 128\n PainChance \"MagmaBazooka2\",240\n PainChance \"SolarBlaze\", 240\n seesound \"ironlich/sight\"\n attacksound \"\"\n painsound \"ironlich/pain\"\n deathsound \"freeze/shatter\"\n activesound \"ironlich/active\"\n damagefactor \"Ice\", 0\n \tDamageFactor \"IceWall\", 0.1\n\tDamageFactor \"Buster\", 0.2\n\tDamageFactor \"IceSlasher\", 0.5\n\tDamageFactor \"BlizzardAttack\", 0.3\n\tDamageFactor \"FreezeCracker\", 0.4\n\tDamagefactor \"IceWave\", 0.5\n\tDamagefactor \"FireStorm\", 3.0\n\tDamageFactor \"FlameBlast\", 2.5\n\tDamageFactor \"ScorchWheel\", 2.0\n\tDamageFactor \"FlameSword\", 3.5\n\tDamageFactor \"WaveBurner\", 2.0\n DamageFactor \"MagmaBazooka1\", 2.5\n DamageFactor \"MagmaBazooka2\", 3.0\n DamageFactor \"AtomicFire1\", 2.0\n DamageFactor \"AtomicFire2\", 2.5\n DamageFactor \"AtomicFire3\", 3.0\n DamageFactor \"PharaohShot1\",2.5\n DamageFactor \"PharaohShot2\",3.0\n DamageFactor \"PharaohShot3\",3.5\n\tDamageFactor \"ThunderBeam\", 0.3\n\tDamageFactor \"SparkShock\", 0.4\n\tDamageFactor \"ThunderBolt\", 0.3\n\tDamageFactor \"ThunderClaw\", 0.5\n\tDamageFactor \"LightningBolt\", 0.3\n\tDamageFactor \"PlugBall\", 0.4\n\tDamageFactor \"GeminiLaser\", 0.5\n\tDamageFactor \"LaserTrident\", 0.2\n\tDamageFactor \"MetalBlade\", 0.4\n\tDamageFactor \"BubbleLead\", 0.2\n\tDamageFactor \"SearchSnake\", 0.2\n\tDamageFactor \"HardKnuckle\", 0.8\n\tDamageFactor \"ShadowBlade\", 0.3\n\tDamageFactor \"MagnetMissile\", 0.5\n\tDamageFactor \"NeedleCannon\", 0.4\n\tDamageFactor \"TornadoHold\", 0.2\n\tDamageFactor \"TenguBlade\", 0.4\n\tDamageFactor \"YamatoSpear\", 0.4\n\tDamageFactor \"KnightCrush\", 0.5\n\tDamageFactor \"CentaurFlash\", 0.1\n\tDamageFactor \"WindStorm\", 0.3\n\tDamageFactor \"PlantBarrier\", 0.2\n\tDamageFactor \"SilverTomahawk\", 0.4\n\tDamageFactor \"ChargeKick\", 0.3\n\tDamageFactor \"WaterWave\", 0.2\n\tDamageFactor \"StarCrash\", 0.3\n\tDamageFactor \"GravityHold\", 0.1\n\tDamageFactor \"GyroAttack\", 0.4\n\tDamageFactor \"CrystalEye\", 0.5\n\tDamageFactor \"NapalmBomb\", 0.8\n\tDamageFactor \"PowerStone\", 0.5\n\tDamageFactor \"ScrewCrusher\", 0.3\n\tDamageFactor \"FlashBomb\", 0.2\n\tDamageFactor \"HyperBomb\", 0.5\n\tDamageFactor \"RemoteMine\", 0.2\n\tDamageFactor \"BalladeCracker\", 0.4\n\tDamageFactor \"CrashBomb\", 0.4\n\tdamagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 0.3\n DamageFactor \"DuoFist2\", 0.6\n DamageFactor \"DuoFist3\", 0.9\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 0.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 0.5\n Damagefactor \"MagmaBazooka1\", 2.5\n Damagefactor \"MagmaBazooka2\", 3.0\n Damagefactor \"HornetChaser\", 0.8\n\tDamagefactor \"RevolverBuster\", 0.4\n\tDamagefactor \"SolarBlaze\", 2.7\n\tDamageFactor \"Sakugarne\", 0.33\n\tDamagefactor \"BulletVulcan\", 0.4\n\tDamageFactor \"BulletTackle\", 0.5\n\tDamageFactor \"BarrierWind\", 0.3\n\tDamageFactor \"Fan\", 0.3\n\tDamageFactor \"FanFire\", 3.4\n\tDamageFactor \"FanWind\", 0.5\n\tDamageFactor \"SoilCard\", 0.6\n\tdamageFactor \"SoilSpike\", 0.7\n\tDamageFactor \"FanWater\", 0.4\n\tDamageFactor \"QuakeDrill\", 0.8\n\tDamageFactor \"Quake\", 0.4\n\tDamageFactor \"WaltzLaser\", 0.7\n\tDamageFactor \"Waltz\", 0.4\n\tDamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n\tDamageFactor \"ConcreteShoulder\", 0.5\n\tdamageFactor \"TheKing\", 0.4 //King's Axe\n\tDamageFactor \"ClassPainLess2\", 0.3 //King Spin/King's Shield/King's Laser\n\tDamageFactor \"NeutralShock\", 0.5 //King \"X\" Attack\n\tDamageFactor \"SkullSniper\", 0.4\n\tDamageFactor \"CentaurArrow\", 0.8\n\tDamageFactor \"ClassBase\", 0.5\n\tDamageFactor \"BusterRodG\", 0.4\n\tDamageFactor \"HyperStormHF\", 0.4\n\tDamageFactor \"MegaWaterS\", 0.8 //Mega Water S Harpoon\n\tDamageFactor \"MWSLift\", 0.4 //Mega Water S Water Spout\n\tDamageFactor \"HyperStormH\", 0.4 //Hyper Storm H Bullet\n\tDamageFactor \"HSHFire\", 1.8//Hyper Storm H Bullet Heat\n\tDamageFactor \"HSHSuck\", 0.5//Hyper Storm H Succ\n\tDamageFactor \"HSHCold\", 1.2 //Hyper Storm H Ram\n\tDamageFactor \"HSHFire\", 3.8 //Hyper Storm H Explode Heat\n\tDamagefactor \"HellFire\", 4.0\n MONSTER\n +NOGRAVITY\n +NOBLOOD\n +FLOAt\n +MISSILEMORE\n +DONTBLAST\n +DONTMORPH\n +DONTSQUASH\n// +DONTRIP\n +NOICEDEATH\n +DONTSPLASH\n +BOSSDEATH\n states\n {\n Spawn:\n ILCH A 10 A_Look\n loop\n See:\n ILCH A 4 A_Chase\n ILCH A 0 A_SpawnItemEx(\"IceGuyWisp1\", random(-20,20), random(-20,20), random(50,70), 0, 0, 0, 32, 128)\n ILCH A 4 A_Chase\n ILCH A 0 A_SpawnItemEx(\"IceGuyWisp2\", random(-20,20), random(-20,20), random(50,70), 0, 0, 0, 32, 128)\n ILCH A 4 A_Chase\n loop\n Missile:\n ILCH B 0 bright A_JumpIfCloser(300, \"Breath\")\n ILCH B 0 bright A_FaceTarget\n ILCH B 0 bright A_PlaySoundEx(\"IceGuyAttack\", auto)\n ILCH B 0 bright A_CustomMissile(\"IceGuyFX\", 44, 10, 0, 1)\n ILCH B 20 bright A_CustomMissile(\"IceGuyFX\", 44, -10, 0, 1)\n goto See\n Breath:\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n goto See\n Pain:\n ILCH A 0 A_Pain\n goto See\n Death:\n ILCH A 3 A_Scream\n ILCH A 1 A_IceGuyDie\n stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.FireStorm:\n ILCH A 0 A_Pain\n Goto See\n Pain.AtomicFire1:\n ILCH A 0 A_Pain\n Goto See\n Pain.AtomicFire2:\n ILCH A 0 A_Pain\n Goto See\n Pain.AtomicFire3:\n ILCH A 0 A_Pain\n Goto See\n Pain.PharaohShot1:\n ILCH A 0 A_Pain\n Goto See\n Pain.PharaohShot2:\n ILCH A 0 A_Pain\n Goto See\n Pain.PharaohShot3:\n ILCH A 0 A_Pain\n Goto See\n Pain.FlameBlast:\n ILCH A 0 A_Pain\n Goto See\n Pain.ScorchWheel:\n\tILCH A 0 A_SpawnItemEx(\"ImOnFire\")\n\tILCH A 0 A_GiveInventory(\"FireVision\",1)\n\tGoto Pain\n Pain.FlameSword:\n ILCH A 0 A_GiveInventory(\"FlameSwordProtect\", 1)\n ILCH AA 0 A_SpawnItemEx(\"FlameSwordBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\n Goto pain\n Pain.FlameSwordSpark:\n ILCH A 0 A_Pain\n Goto see\n Pain.MagmaBazooka1:\n ILCH A 0 A_Pain\n Goto See\n Pain.MagmaBazooka2:\n ILCH A 0 A_Pain\n Goto See\n Pain.SolarBlaze:\n ILCH A 0 A_Pain\n Goto See\n }\n}\n\nACTOR IceBreath\n{\n radius 12\n height 8\n speed 8\n damage 2 //5\n alpha 0.2\n projectile\n -NOBLOCKMAP\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n +WINDTHRUST\n +SPAWNSOUNDSOURCE\n +BLOODLESSIMPACT\n +ICEDAMAGE\n RenderStyle Add\n states\n {\n Spawn:\n IBRT ABABABABABABABABABAB 2 bright\n Death:\n IBRT AB 2 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/Bruiser.txt",
"contents": "Actor BruiserDemon 3333\n{\n //$Category Monsters\n Health 1500\n Radius 24\n Height 64\n Mass 2000\n Speed 8\n PainChance 15\n PainChance \"BubbleLead\", 208\n PainChance \"RainFlush\", 208\n PainChance \"WaterWave\", 208\n PainChance \"WaterBalloon\", 208\n \tDamageFactor \"IceWall\", 0.1\n\tDamageFactor \"Buster\", 0.2\n\tDamageFactor \"IceSlasher\", 0.5\n\tDamageFactor \"BlizzardAttack\", 0.3\n\tDamageFactor \"FreezeCracker\", 0.4\n\tDamagefactor \"IceWave\", 0.5\n\tDamagefactor \"FireStorm\", 0.3\n\tDamageFactor \"FlameBlast\", 0.2\n\tDamageFactor \"ScorchWheel\", 0.5\n\tDamageFactor \"FlameSword\", 0.5\n\tDamageFactor \"WaveBurner\", 0.4\n\tDamageFactor \"MagmaBazooka\", 0.4\n\tDamageFactor \"ThunderBeam\", 0.3\n\tDamageFactor \"SparkShock\", 0.4\n\tDamageFactor \"ThunderBolt\", 0.3\n\tDamageFactor \"ThunderClaw\", 0.5\n\tDamageFactor \"LightningBolt\", 0.3\n\tDamageFactor \"PlugBall\", 0.4\n\tDamageFactor \"GeminiLaser\", 0.5\n\tDamageFactor \"LaserTrident\", 0.2\n\tDamageFactor \"MetalBlade\", 0.4\n\tDamageFactor \"BubbleLead\", 3.0\n\tDamageFactor \"SearchSnake\", 0.2\n\tDamageFactor \"HardKnuckle\", 0.8\n\tDamageFactor \"ShadowBlade\", 0.3\n\tDamageFactor \"MagnetMissile\", 0.5\n\tDamageFactor \"NeedleCannon\", 0.4\n\tDamageFactor \"TornadoHold\", 0.2\n\tDamageFactor \"TenguBlade\", 0.4\n\tDamageFactor \"YamatoSpear\", 0.4\n\tDamageFactor \"KnightCrush\", 0.5\n\tDamageFactor \"CentaurFlash\", 0.1\n\tDamageFactor \"WindStorm\", 0.3\n\tDamageFactor \"PlantBarrier\", 0.2\n\tDamageFactor \"SilverTomahawk\", 0.4\n\tDamageFactor \"ChargeKick\", 0.3\n\tDamageFactor \"WaterWave\", 2.5\n\tDamageFactor \"WaterBalloon\", 3.5\n\tDamageFactor \"RainFlush\", 3.0\n DamageFactor \"LeafShield\", 0.5\n DamageFactor \"OilSlider\", 0.2\n DamageFactor \"DustCrusher\", 0.4\n DamageFactor \"JunkShield\", 0.5\n DamageFactor \"AirShooter\", 0.5\n DamageFactor \"AstroCrush\", 0.0\n DamageFactor \"HardKnuckle\", 0.8\n DamageFactor \"SuperArm\", 0.4\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TornadoHold\", 0.2\n DamageFactor \"TenguBlade\", 0.4\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"WindStorm\", 0.3\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"StarCrash\", 0.3\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"GyroAttack\", 0.4\n DamageFactor \"CrystalEye\", 0.5\n DamageFactor \"NapalmBomb\", 0.8\n DamageFactor \"PowerStone\", 0.5\n DamageFactor \"ScrewCrusher\", 0.2\n DamageFactor \"HomingSniper\", 0.4\n DamageFactor \"FatShot\", 0.1\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n damagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 0.3\n DamageFactor \"DuoFist2\", 0.6\n DamageFactor \"DuoFist3\", 0.9\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 0.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 0.5\n Damagefactor \"MagmaBazooka1\", 0.2\n Damagefactor \"MagmaBazooka2\", 0.4\n Damagefactor \"HornetChaser\", 0.8\n\tDamagefactor \"RevolverBuster\", 0.4\n Damagefactor \"SolarBlaze\", 0.4\n DamageFactor \"Sakugarne\", 0.33\n Damagefactor \"BulletVulcan\", 0.4\n DamageFactor \"BulletTackle\", 0.5\n DamageFactor \"BarrierWind\", 0.3\n DamageFactor \"Fan\", 0.3\n DamageFactor \"FanFire\", 0.8\n DamageFactor \"FanWind\", 0.5\n DamageFactor \"SoilCard\", 0.6\n damageFactor \"SoilSpike\", 0.7\n DamageFactor \"FanWater\", 3.5\n DamageFactor \"QuakeDrill\", 0.8\n DamageFactor \"Quake\", 0.4\n DamageFactor \"WaltzLaser\", 0.7\n DamageFactor \"Waltz\", 0.4\n DamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n\tDamageFactor \"ConcreteShoulder\", 0.5\n\tdamageFactor \"TheKing\", 0.4 //King's Axe\n\tDamageFactor \"ClassPainLess2\", 0.3 //King Spin/King's Shield/King's Laser\n\tDamageFactor \"NeutralShock\", 0.5 //King \"X\" Attack\n\tDamageFactor \"SkullSniper\", 0.4\n\tDamageFactor \"CentaurArrow\", 0.8\n\tDamageFactor \"ClassBase\", 0.5\n\tDamageFactor \"BusterRodG\", 0.4\n\tDamageFactor \"HyperStormHF\", 0.4\n\tDamageFactor \"MegaWaterS\", 2.5 //Mega Water S Harpoon\n\tDamageFactor \"MWSLift\", 3.2 //Mega Water S Water Spout\n\tDamageFactor \"HyperStormH\", 0.4 //Hyper Storm H Bullet\n\tDamageFactor \"HSHFire\", 0.8//Hyper Storm H Bullet Heat\n\tDamageFactor \"HSHSuck\", 0.5//Hyper Storm H Succ\n\tDamageFactor \"HSHCold\", 1.2 //Hyper Storm H Ram\n\tDamageFactor \"HSHFire\", 1.4 //Hyper Storm H Explode Heat\n Monster\n +Boss\n +FloorClip\n +LookAllAround\n +MissileEvenMore\n +NoRadiusDmg\n MissileType BruiserBall\n SeeSound \"superbaron/scream\"\n PainSound \"superbaron/pain\"\n DeathSound \"superbaron/death\"\n ActiveSound \"superbaron/act\"\n MeleeSound \"baron/melee\"\n Obituary \"%o was slaughtered by a Bruiserdemon.\"\n HitObituary \"%o was cremated by a Bruiserdemon.\"\n MeleeDamage 20\n Scale 1.25\n States\n {\n Spawn:\n BRUS AB 10 Bright A_Look\n Loop\n See:\n BRUS AABBCCDD 3 Bright A_Chase\n Loop\n Melee:\n BRUS E 6 Bright A_FaceTarget\n BRUS F 6 Bright A_FaceTarget\n BRUS G 6 Bright A_ComboAttack\n Goto See\n Missile:\n BRUS E 0 Bright A_Jump(144, 8)\n BRUS EF 6 Bright A_FaceTarget\n BRUS G 6 Bright A_MissileAttack\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS HI 6 Bright A_FaceTarget\n BRUS J 6 Bright A_MissileAttack\n Goto See\n BRUS E 0 Bright A_Jump(96, 20)\n BRUS E 6 Bright A_FaceTarget\n BRUS F 4 Bright A_FaceTarget\n BRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS H 6 Bright A_FaceTarget\n BRUS I 4 Bright A_FaceTarget\n BRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n Goto See\n BRUS KL 6 Bright A_FaceTarget\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n Goto See\n Pain:\n BRUS N 5 Bright A_Pain\n Goto See\n Death:\n BRUD A 6 Bright A_Scream\n BRUD BCD 4 Bright\n BRUD EFG 4 Bright\n BRUD H 4 Bright A_Fall\n BRUD IJKLMNOP 4 Bright\n BRUD QRSTUV 4\n BRUD W -1\n Stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.BubbleLead:\n BRUS N 5 Bright A_Pain\n\tgoto see\n Pain.RainFlush:\n BRUS N 5 Bright A_Pain\n\tgoto see\n Pain.WaterWave:\n BRUS N 5 Bright A_Pain\n\tgoto see\n Pain.WaterBalloon:\n PLY1 H 0 A_ScaleVelocity(0.9)\n Goto Pain\n }\n}\n\nActor BruiserBall\n{\n Radius 16\n Height 16\n Speed 18\n Damage 5 //16\n Projectile\n +Randomize\n RenderStyle \"ADD\"\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal Scorch\n States\n {\n Spawn:\n BRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n BRBA KLMNOPQRSTUVWX 3 Bright\n Stop\n }\n}\n\nActor BruiserBall2\n{\n Radius 8\n Height 8\n Speed 10\n Damage 3 //8\n Projectile\n +Randomize\n RenderStyle Add\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal BaronScorch\n States\n {\n Spawn:\n BRB2 AB 6 Bright\n Loop\n Death:\n BRB2 CDEFGHI 3 Bright\n Stop\n }\n}\n\nActor BruiserFireSpawner\n{\n Radius 8\n Height 8\n Speed 12\n Damage 0\n +Ripper\n +FloorHugger\n +BloodlessImpact\n Projectile\n MissileType BruiserFire\n Missileheight 0\n States\n {\n Spawn:\n TNT1 A 3 Bright A_MissileAttack\n TNT1 A 3\n TNT1 A 3\n Loop\n Death:\n TNT1 A 6\n Stop\n }\n}\n\nActor BruiserBallTrail\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.70\n +NoClip\n States\n {\n Spawn:\n BRBA CDEFGHIJ 4 Bright\n Stop\n }\n}\n\nActor BruiserFire\n{\n Radius 1\n Height 1\n Speed 0\n Damage 7 //20\n Projectile\n RenderStyle Add\n Alpha 0.9\n +NoClip\n +FloorHugger\n SeeSound \"weapons/rocklx\"\n States\n {\n Spawn:\n XXBF AB 3 Bright\n XXBF C 3 Bright A_Explode(48,128,0)\n XXBF DEFGHIJKLMNOPQRST 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/ApprenticeofDsparil.txt",
"contents": "Actor ApprenticeofDsparil //30000\n{\n Health 1000 //500\n Radius 20\n Height 56\n Speed 8\n PainChance 100\n PainChance \"AirShooter\", 240\n PainChance \"WindStorm\", 240\n PainChance \"TornadoBlow\", 120\n PainChance \"TenguBlade\", 240\n PainChance \"TornadoBlow\", 240\n Monster\n DamageFactor \"IceWall\", 0.1\n DamageFactor \"Buster\", 0.2\n DamageFactor \"IceSlasher\", 0.5\n DamageFactor \"BlizzardAttack\", 0.3\n DamageFactor \"FreezeCracker\", 0.4\n Damagefactor \"IceWave\", 0.5\n Damagefactor \"FireStorm\", 0.3\n DamageFactor \"FlameBlast\", 0.2\n DamageFactor \"ScorchWheel\", 0.5\n DamageFactor \"FlameSword\", 0.5\n DamageFactor \"WaveBurner\", 0.4\n DamageFactor \"MagmaBazooka\", 0.4\n DamageFactor \"ThunderBeam\", 0.3\n DamageFactor \"SparkShock\", 0.4\n DamageFactor \"ThunderBolt\", 0.3\n DamageFactor \"ThunderClaw\", 0.5\n DamageFactor \"LightningBolt\", 0.3\n DamageFactor \"PlugBall\", 0.4\n DamageFactor \"GeminiLaser\", 0.5\n DamageFactor \"LaserTrident\", 0.2\n DamageFactor \"MetalBlade\", 0.4\n DamageFactor \"BubbleLead\", 0.2\n DamageFactor \"SearchSnake\", 0.2\n DamageFactor \"HardKnuckle\", 0.8\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TornadoHold\", 3.0\n DamageFactor \"TenguBlade\", 0.4\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"WindStorm\", 2.0\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"WaterBalloon\", 0.3\n DamageFactor \"RainFlush\", 0.4\n DamageFactor \"LeafShield\", 0.5\n DamageFactor \"OilSlider\", 0.2\n DamageFactor \"DustCrusher\", 0.4\n DamageFactor \"JunkShield\", 0.5\n DamageFactor \"AirShooter\", 2.5\n DamageFactor \"AstroCrush\", 0.0\n DamageFactor \"HardKnuckle\", 7.0\n DamageFactor \"SuperArm\", 0.4\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TenguBlade\", 3.0\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"StarCrash\", 0.3\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"GyroAttack\", 0.4\n DamageFactor \"CrystalEye\", 0.5\n DamageFactor \"NapalmBomb\", 0.8\n DamageFactor \"PowerStone\", 0.5\n DamageFactor \"ScrewCrusher\", 0.2\n DamageFactor \"HomingSniper\", 0.4\n DamageFactor \"FatShot\", 0.1\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n damagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 0.3\n DamageFactor \"DuoFist2\", 0.6\n DamageFactor \"DuoFist3\", 0.9\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 0.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 2.0\n Damagefactor \"MagmaBazooka1\", 0.2\n Damagefactor \"MagmaBazooka2\", 0.4\n Damagefactor \"HornetChaser\", 0.8\n Damagefactor \"RevolverBuster\", 0.4\n Damagefactor \"SolarBlaze\", 0.5\n DamageFactor \"Sakugarne\", 0.33\n Damagefactor \"BulletVulcan\", 0.4\n DamageFactor \"BulletTackle\", 0.5\n DamageFactor \"BarrierWind\", 1.8\n DamageFactor \"Fan\", 0.3\n DamageFactor \"FanFire\", 0.8\n DamageFactor \"FanWind\", 2.8\n DamageFactor \"SoilCard\", 0.6\n damageFactor \"SoilSpike\", 0.7\n DamageFactor \"FanWater\", 0.4\n DamageFactor \"QuakeDrill\", 0.8\n DamageFactor \"Quake\", 0.4\n DamageFactor \"WaltzLaser\", 0.7\n DamageFactor \"Waltz\", 0.4\n DamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n +FloorClip\n +NoGravity\n +Float\n +DontHurtSpecies\n SeeSound \"Wizard2/Sight\"\n PainSound \"Wizard2/Pain\"\n DeathSound \"Wizard2/Death\"\n ActiveSound \"Wizard2/Active\"\n Obituary \"%o was spooked by one of D'sparil's Apprentices.\"\n States\n {\n Spawn:\n APDP AB 10 A_Look\n Loop\n See:\n APDP A 0 A_SetTranslucent(1, 0)\n APDP AABB 3 A_Chase\n Loop\n Missile:\n APDP C 0 A_FaceTarget\n APDP C 2 A_SetTranslucent(0.50, 0)\n APDP C 2 A_SetTranslucent(1, 0)\n APDP C 2 A_SetTranslucent(0.50, 0)\n APDP C 2 A_SetTranslucent(1, 0)\n APDP C 2 A_SetTranslucent(0.50, 0)\n APDP C 2 A_SetTranslucent(1, 0)\n APDP C 2 A_SetTranslucent(0.50, 0)\n APDP C 2 A_SetTranslucent(1, 0)\n APDP C 0 A_Jump(64, \"Missile2\")\n APDP C 0 A_Jump(64, \"Missile3\")\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, -10, 4)\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, 0, 0)\n APDP D 6 A_CustomMissile(\"FireBlast\", 30, 10, -4)\n Goto See\n Missile2:\n APDP D 1 A_SetTranslucent(0.90, 0)\n APDP D 1 A_SetTranslucent(0.80, 0)\n APDP D 1 A_SetTranslucent(0.70, 0)\n APDP D 1 A_SetTranslucent(0.60, 0)\n APDP D 1 A_SetTranslucent(0.50, 0)\n APDP D 1 A_SetTranslucent(0.40, 0)\n APDP D 1 A_SetTranslucent(0.30, 0)\n APDP D 1 A_SetTranslucent(0.20, 0)\n APDP D 1 A_SetTranslucent(0.10, 0)\n APDP D 1 A_SetTranslucent(0.00, 0)\n APDP D 0 A_SetInvulnerable\n APDP D 0 A_Stop\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, -10, 4)\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, 0, 0)\n APDP D 6 A_CustomMissile(\"FireBlast\", 30, 10, -4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, -10, 4)\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, 0, 0)\n APDP D 6 A_CustomMissile(\"FireBlast\", 30, 10, -4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, -10, 4)\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, 0, 0)\n APDP D 6 A_CustomMissile(\"FireBlast\", 30, 10, -4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 0 A_FaceTarget\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, -10, 4)\n APDP D 0 A_CustomMissile(\"FireBlast\", 30, 0, 0)\n APDP D 6 A_CustomMissile(\"FireBlast\", 30, 10, -4)\n APDP DDDDDDDDDDDDDDDD 2 A_Wander\n APDP D 1 A_SetTranslucent(0.10, 0)\n APDP D 1 A_SetTranslucent(0.20, 0)\n APDP D 1 A_SetTranslucent(0.30, 0)\n APDP D 1 A_SetTranslucent(0.40, 0)\n APDP D 1 A_SetTranslucent(0.50, 0)\n APDP D 1 A_SetTranslucent(0.60, 0)\n APDP D 1 A_SetTranslucent(0.70, 0)\n APDP D 1 A_SetTranslucent(0.80, 0)\n APDP D 1 A_SetTranslucent(0.90, 0)\n APDP D 1 A_UnSetInvulnerable\n APDP D 1 A_SetTranslucent(1, 0)\n Goto See\n Missile3:\n APDP C 0 A_FaceTarget\n APDP C 0 A_Playsound(\"Wizard2/Attack\")\n APDP D 4 A_CustomMissile(\"SuperFireBlast\", 15, 0, 0)\n Goto See\n Pain:\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 4\n APDP E 4 A_Pain\n Goto See\n Death:\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 6\n APDP F 6\n APDP G 6 A_Scream\n APDP H 6 A_SpawnItemEx(\"AoDGhost\", 0, 0, 8, 0, 0, 0, 0, 128)\n\tAPDP I 6 A_Fall\n APDP JKL 6\n APDP M -1\n Stop\n Raise:\n APDP ML 8\n APDP KJI 6\n Goto See\n Pain.GetDunkedRight:\n\tAPDP E 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tAPDP E 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tAPDP E 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.AirShooter:\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 4\n APDP E 4 A_Pain\n Goto See\n Pain.WindStorm:\n APDP E 0 //ThrustThing(random(0,255),50,1,0)\n APDP E 0 ThrustThing(random(0,255),5,0,0)\n APDP E 0 ThrustThingZ(0,30,0,0)\n\tgoto pain\n Pain.TornadoHold:\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 4\n APDP E 4 A_Pain\n Goto See\n Pain.TenguBlade:\n APDP E 0 A_SetTranslucent(1,0)\n APDP E 4\n APDP E 4 A_Pain\n Goto See\n Pain.TornadoBlow:\n APDP E 0 ThrustThingZ(0, 60, 0, 0)\n goto Pain+1\n }\n}\n\nActor AoDGhost\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n RenderStyle Translucent\n Alpha 0.75\n +NoClip\n SeeSound \"AoD/Ghost\"\n States\n {\n Spawn:\n Death:\n AODG ABCDEF 5 Bright\n AODG G 5 Bright A_Fadeout\n Stop\n }\n}\n\nActor FireBlast\n{\n Speed 25\n Scale 0.75\n Damage 2 //5\n Projectile\n +StrifeDamage\n +NoGravity\n Deathsound \"FireBlast/Explode\"\n Decal Scorch\n states\n {\n Spawn:\n PROJ ABC 4 Bright\n Loop\n Death:\n PROJ D 4 Bright A_Explode(8, 64, 0)\n PROJ EFGH 4 Bright\n PROJ I 4 Bright A_Fadeout(0.50)\n Stop\n }\n}\n\nActor SuperFireBlast : FireBlast\n{\n Speed 16\n Scale 1.5\n Damage (20*Random(1, 2)) //(20*Random(2, 4))\n Deathsound \"SuperFireBlast/Explode\"\n Decal BigScorch\n states\n {\n Spawn:\n PROJ ABC 4 Bright\n Loop\n Death:\n PROJ D 4 Bright A_Explode(128, 128, 0)\n PROJ EFGH 4 Bright\n PROJ I 4 Bright A_Fadeout(0.50)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/Cybruiser.txt",
"contents": "Actor Cybruiser : BaronOfHell //30128\n{\n Health 4000 //2000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n PainChance \"OilSlider\", 208\n PainChance \"DustCrusher\", 208\n PainChance \"JunkShield\", 208\n Monster\n MeleeDamage 5 //10\n Obituary \"%o was blown away by a Cybruiser.\"\n HitObituary \"%o was smashed by a Cybruiser.\"\n +FloorClip\n +MissileMore\n +Boss\n +DontHurtSpecies\n DamageFactor \"IceWall\", 0.1\n\tDamageFactor \"Buster\", 0.2\n\tDamageFactor \"IceSlasher\", 0.5\n\tDamageFactor \"BlizzardAttack\", 0.3\n\tDamageFactor \"FreezeCracker\", 0.4\n\tDamagefactor \"IceWave\", 0.5\n\tDamagefactor \"FireStorm\", 0.3\n\tDamageFactor \"FlameBlast\", 0.2\n\tDamageFactor \"ScorchWheel\", 0.5\n\tDamageFactor \"FlameSword\", 0.5\n\tDamageFactor \"WaveBurner\", 0.4\n\tDamageFactor \"MagmaBazooka\", 0.4\n\tDamageFactor \"ThunderBeam\", 0.3\n\tDamageFactor \"SparkShock\", 0.4\n\tDamageFactor \"ThunderBolt\", 0.3\n\tDamageFactor \"ThunderClaw\", 0.5\n\tDamageFactor \"LightningBolt\", 0.3\n\tDamageFactor \"PlugBall\", 0.4\n\tDamageFactor \"GeminiLaser\", 0.5\n\tDamageFactor \"LaserTrident\", 0.2\n\tDamageFactor \"MetalBlade\", 0.4\n\tDamageFactor \"BubbleLead\", 0.2\n\tDamageFactor \"SearchSnake\", 0.2\n\tDamageFactor \"HardKnuckle\", 0.8\n\tDamageFactor \"ShadowBlade\", 0.3\n\tDamageFactor \"MagnetMissile\", 0.5\n\tDamageFactor \"NeedleCannon\", 0.4\n\tDamageFactor \"TornadoHold\", 0.2\n\tDamageFactor \"TenguBlade\", 0.4\n\tDamageFactor \"YamatoSpear\", 0.4\n\tDamageFactor \"KnightCrush\", 0.5\n\tDamageFactor \"CentaurFlash\", 0.1\n\tDamageFactor \"WindStorm\", 0.3\n\tDamageFactor \"PlantBarrier\", 0.2\n\tDamageFactor \"SilverTomahawk\", 0.4\n\tDamageFactor \"ChargeKick\", 0.3\n\tDamageFactor \"WaterWave\", 0.2\n\tDamageFactor \"WaterBalloon\", 0.3\n\tDamageFactor \"RainFlush\", 0.4\n\tDamageFactor \"StarCrash\", 0.3\n\tDamageFactor \"GravityHold\", 0.1\n\tDamageFactor \"GyroAttack\", 0.4\n\tDamageFactor \"CrystalEye\", 0.5\n\tDamageFactor \"NapalmBomb\", 0.8\n\tDamageFactor \"PowerStone\", 0.5\n\tDamageFactor \"ScrewCrusher\", 0.3\n\tDamageFactor \"HomingSniper\", 0.5\n\tDamageFactor \"FatShot\", 0.1\n\tDamageFactor \"FlashBomb\", 0.2\n\tDamageFactor \"HyperBomb\", 0.5\n\tDamageFactor \"RemoteMine\", 0.2\n\tDamageFactor \"BalladeCracker\", 0.4\n\tDamageFactor \"CrashBomb\", 0.4\n\tDamageFactor \"LeafShield\", 0.5\n\tDamageFactor \"OilSlider\", 5.5\n\tDamageFactor \"DustCrusher\", 4.5\n\tDamageFactor \"JunkShield\", 5.0\n\tDamageFactor \"AirShooter\", 0.5\n\tDamageFactor \"AstroCrush\", 0.0\n DamageFactor \"HardKnuckle\", 0.8\n DamageFactor \"SuperArm\", 0.4\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TenguBlade\", 0.4\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"StarCrash\", 0.3\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"GyroAttack\", 0.4\n DamageFactor \"CrystalEye\", 0.5\n DamageFactor \"NapalmBomb\", 0.8\n DamageFactor \"PowerStone\", 0.5\n DamageFactor \"ScrewCrusher\", 0.2\n DamageFactor \"HomingSniper\", 0.4\n DamageFactor \"FatShot\", 0.1\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n damagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 0.3\n DamageFactor \"DuoFist2\", 0.6\n DamageFactor \"DuoFist3\", 0.9\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 0.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 0.5\n Damagefactor \"MagmaBazooka1\", 0.2\n Damagefactor \"MagmaBazooka2\", 0.4\n Damagefactor \"HornetChaser\", 0.8\n Damagefactor \"RevolverBuster\", 0.4\n Damagefactor \"SolarBlaze\", 0.5\n DamageFactor \"Sakugarne\", 0.33\n Damagefactor \"BulletVulcan\", 0.4\n DamageFactor \"BulletTackle\", 0.5\n DamageFactor \"BarrierWind\", 0.3\n DamageFactor \"Fan\", 0.3\n DamageFactor \"FanFire\", 0.8\n DamageFactor \"FanWind\", 0.5\n DamageFactor \"SoilCard\", 0.6\n damageFactor \"SoilSpike\", 0.7\n DamageFactor \"FanWater\", 0.4\n DamageFactor \"QuakeDrill\", 0.8\n DamageFactor \"Quake\", 0.4\n DamageFactor \"WaltzLaser\", 0.7\n DamageFactor \"Waltz\", 0.4\n DamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n SeeSound \"monster/brusit\"\n PainSound \"baron/pain\"\n DeathSound \"monster/brudth\"\n MeleeSound \"baron/melee\"\n States\n {\n Spawn:\n CYBE AB 10 A_Look\n Loop\n See:\n CYBE A 1 A_Playsound(\"monster/bruwlk\")\n CYBE A 2 A_Chase\n CYBE A 3 A_Chase\n CYBE BB 3 A_Chase\n CYBE C 1 A_Playsound(\"monster/bruwlk\")\n CYBE C 2 A_Chase\n CYBE C 3 A_Chase\n CYBE DD 3 A_Chase\n Loop\n Missile:\n CYBE E 8 A_FaceTarget\n CYBE F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n CYBE E 12 A_FaceTarget\n CYBE F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n CYBE E 12 A_FaceTarget\n CYBE F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n Goto See\n Melee:\n CYBE GH 8 A_FaceTarget\n CYBE I 8 A_MeleeAttack\n Goto See\n Pain:\n CYBE J 2\n CYBE J 2 A_Pain\n Goto See\n Death:\n CYBE K 6 Bright A_Scream\n CYBE LMN 6 Bright\n CYBE O 6 Bright A_NoBlocking\n CYBE QR 6 Bright\n CYBE S 6\n CYBE T -1 A_BossDeath\n Stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.OilSlider:\n CYBE J 2\n CYBE J 2 A_Pain\n Goto See\n Pain.DustCrusher:\n CYBE J 2\n CYBE J 2 A_Pain\n Goto See\n Pain.JunkShield:\n CYBE J 2\n CYBE J 2 A_Pain\n Goto See\n\n }\n}\n\nActor BruiserMissile\n{\n Radius 8\n Height 12\n Speed 20\n Damage 3 //10\n Scale 1.0\n SpawnID 251\n Projectile\n RenderStyle Normal\n +ThruGhost\n SeeSound \"monster/brufir\"\n DeathSound \"weapons/hellex\"\n DontHurtShooter\n +FireDamage\n Decal Scorch\n States\n {\n Spawn:\n FBRS A 1 Bright\n FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n BAL3 C 0 Bright A_SetTranslucent(0.67,1)\n BAL3 C 6 Bright\n BAL3 D 6 Bright A_Explode(64,64,0)\n BAL3 E 6 Bright\n Stop\n }\n}\n\nActor BruiserTrail\n{\n Radius 3\n Height 3\n RenderStyle Translucent\n Alpha 0.67\n Projectile\n States\n {\n Spawn:\n TNT1 A 3 Bright\n PUFF ABCD 4 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/Annihilator.txt",
"contents": "ACTOR Annihilator //30111\n{\nObituary \"The Cyber Annihilator blew %o away with its rockets.\"\nHealth 4000 //7000\nRadius 40\nHeight 110\nMass 1000\nSpeed 16\nPainChance 10\nPainChance \"BassBuster\", 208\nPainChance \"QuickBoomerang\", 208\nPainChance \"NeedleCannon\", 208\nPainChance \"YamatoSpear\", 208\nMONSTER\nDamageFactor \"IceWall\", 0.1\nDamageFactor \"Buster\", 0.2\nDamageFactor \"IceSlasher\", 0.5\nDamageFactor \"BlizzardAttack\", 0.3\nDamageFactor \"FreezeCracker\", 0.4\nDamagefactor \"IceWave\", 0.5\nDamagefactor \"FireStorm\", 0.3\nDamageFactor \"FlameBlast\", 0.2\nDamageFactor \"ScorchWheel\", 0.5\nDamageFactor \"FlameSword\", 0.5\nDamageFactor \"WaveBurner\", 0.4\nDamageFactor \"MagmaBazooka\", 0.4\nDamageFactor \"ThunderBeam\", 0.3\nDamageFactor \"SparkShock\", 0.4\nDamageFactor \"ThunderBolt\", 0.3\nDamageFactor \"ThunderClaw\", 0.5\nDamageFactor \"LightningBolt\", 0.3\nDamageFactor \"PlugBall\", 0.4\nDamageFactor \"GeminiLaser\", 0.5\nDamageFactor \"LaserTrident\", 0.2\nDamageFactor \"MetalBlade\", 0.4\nDamageFactor \"BubbleLead\", 0.2\nDamageFactor \"SearchSnake\", 0.2\nDamageFactor \"HardKnuckle\", 0.8\nDamageFactor \"SuperArm\", 0.4\nDamageFactor \"ShadowBlade\", 0.3\nDamageFactor \"MagnetMissile\", 0.5\nDamageFactor \"NeedleCannon\", 4.5\nDamageFactor \"TornadoHold\", 0.2\nDamageFactor \"TenguBlade\", 0.4\nDamageFactor \"YamatoSpear\", 4.0\nDamageFactor \"KnightCrush\", 0.5\nDamageFactor \"CentaurFlash\", 0.1\nDamageFactor \"WindStorm\", 0.3\nDamageFactor \"PlantBarrier\", 0.2\nDamageFactor \"SilverTomahawk\", 0.4\nDamageFactor \"ChargeKick\", 0.3\nDamageFactor \"WaterWave\", 0.2\nDamageFactor \"WaterBalloon\", 0.3\nDamageFactor \"RainFlush\", 0.4\nDamageFactor \"StarCrash\", 0.3\nDamageFactor \"GravityHold\", 0.1\nDamageFactor \"GyroAttack\", 0.4\nDamageFactor \"CrystalEye\", 0.5\nDamageFactor \"NapalmBomb\", 0.8\nDamageFactor \"PowerStone\", 0.5\nDamageFactor \"ScrewCrusher\", 0.3\nDamageFactor \"HomingSniper\", 0.5\nDamageFactor \"FatShot\", 0.1\nDamageFactor \"FlashBomb\", 0.2\nDamageFactor \"HyperBomb\", 0.5\nDamageFactor \"RemoteMine\", 0.2\nDamageFactor \"BalladeCracker\", 0.4\nDamageFactor \"CrashBomb\", 0.4\nDamageFactor \"LeafShield\", 0.5\nDamageFactor \"OilSlider\", 0.2\nDamageFactor \"DustCrusher\", 0.4\nDamageFactor \"JunkShield\", 0.5\nDamageFactor \"AirShooter\", 0.5\ndamagefactor \"BassBuster\", 3.5\nDamageFactor \"ProtoBuster\", 0.4\nDamageFactor \"LaserBuster\", 0.4\nDamageFactor \"ArrowBuster\", 0.3\nDamageFactor \"DuoFist1\", 0.3\nDamageFactor \"DuoFist2\", 0.6\nDamageFactor \"DuoFist3\", 0.9\ndamagefactor \"TrebleBoost\", 0.7\nDamagefactor \"ConcreteShot\", 0.5\nDamagefactor \"BlackHoleBomb\", 0.2\nDamagefactor \"TornadoBlow\", 0.5\nDamagefactor \"MagmaBazooka1\", 0.2\nDamagefactor \"MagmaBazooka2\", 0.4\nDamagefactor \"HornetChaser\", 0.8\nDamagefactor \"RevolverBuster\", 0.4\nDamagefactor \"QuickBoomerang\", 5.0\nDamagefactor \"SolarBlaze\", 0.5\nDamageFactor \"Sakugarne\", 0.33\nDamagefactor \"BulletVulcan\", 0.4\nDamageFactor \"BulletTackle\", 0.5\nDamageFactor \"BarrierWind\", 0.3\nDamageFactor \"Fan\", 0.3\nDamageFactor \"FanFire\", 0.8\nDamageFactor \"FanWind\", 0.5\nDamageFactor \"SoilCard\", 0.6\ndamageFactor \"SoilSpike\", 0.7\nDamageFactor \"FanWater\", 0.4\nDamageFactor \"QuakeDrill\", 0.8\nDamageFactor \"Quake\", 0.4\nDamageFactor \"WaltzLaser\", 0.7\nDamageFactor \"Waltz\", 0.4\nDamageFactor \"Rush\", 0.3\nDamageFactor \"WheelCutter\", 0.8\nDamageFactor \"NitroBike\", 0.5\ndamagefactor \"TripleBlade\", 0.5\ndamagefactor \"GrabBuster\", 0.5\ndamagefactor \"ElectricShockB\", 0.4\ndamagefactor \"JupiterPush\", 0.2\nDamagefactor \"ElectricShock\", 0.3\n+NOTARGET\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+MISSILEEVENMORE\nSeeSound \"monster/annsit\"\nPainSound \"cyber/pain\"\nDeathSound \"monster/anndth\"\nActiveSound \"cyber/active\"\nStates\n {\n Spawn:\n ANNI AB 10 A_Look\n Loop\n See:\n ANNI A 3 A_Playsound (\"monster/anhoof\")\n ANNI ABBCC 3 A_Chase\n ANNI D 3 A_Playsound (\"monster/anhoof\")\n ANNI D 3 A_Chase\n Loop\n Missile:\n ANNI E 0 A_Jump (128,11)\n ANNI E 6 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"Rocket2\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"Rocket2\",40,-27,0)\n ANNI E 0 A_Jump (128,1)\n Goto See\n ANNI E 6 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n ANNI E 12 A_FaceTarget\n ANNI F 0 Bright A_CustomMissile (\"HomRocket1\",40,27,0)\n ANNI F 12 Bright A_CustomMissile (\"HomRocket1\",40,-27,0)\n Goto See\n Pain:\n ANNI G 10 A_Pain\n Goto See\n Death:\n ANNI H 10 Bright\n ANNI I 10 Bright A_Scream\n ANNI JKL 10 Bright\n ANNI M 10 Bright A_NoBlocking\n ANNI NO 10 Bright\n ANNI P 30\n ANNI P -1 A_BossDeath\n\t stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n Pain.BassBuster:\n ANNI G 10 A_Pain\n Goto See\n Pain.QuickBoomerang:\n ANNI G 10 A_Pain\n Goto See\n Pain.NeedleCannon:\n ANNI G 10 A_Pain\n Goto See\n Pain.YamatoSpear:\n ANNI G 10 A_Pain\n Goto See\n }\n}\n\nactor Rocket2\n{\n obituary \"%o rode %k's rocket.\"\n radius 11\n height 8\n speed 20\n damage 7 //20\n seesound \"weapons/rocklf\"\n deathsound \"weapons/rocklx\"\n PROJECTILE\n +RANDOMIZE\n +ROCKETTRAIL\n +THRUGHOST\n Decal Scorch\n states\n {\n Spawn:\n RCKT A 1 bright\n loop\n Death:\n RCKT B 0 bright A_SetTranslucent (0.67,1)\n RCKT B 8 bright A_Explode\n RCKT C 6 bright\n RCKT D 4 bright\n stop\n }\n}\n\nACTOR HomRocket1\n{\n Radius 8\n Height 11\n Speed 30\n Damage 3 //10\n PROJECTILE\n DeathSound \"weapons/hrlexp\"\n ExplosionDamage 64\n ExplosionRadius 96\n +SeekerMissile\n +Rockettrail\n +THRUGHOST\n SeeSound \"weapons/hrlfir\"\n Decal Scorch\n States\n {\n Spawn:\n HMIS A 4 Bright A_SeekerMissile (25,35)\n HMIS A 4 Bright\n HMIS A 2 Bright A_SeekerMissile (10,25)\n HMIS A 2 Bright\n goto Spawn+2\n Death:\n BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n BAL3 C 8 Bright A_Explode\n BAL3 DE 5 Bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/bosses/Thamuz.txt",
"contents": "//================================================================\n//================================================================\n//\n// DarkCyberdemon\n//\n//================================================================\n//================================================================\n// Decorate by DBT, sprites by Jimmy91\n//================================================================\n\nActor Thamuz : Cyberdemon 7228\n{\n Health 5000 //4800\n Speed 16\n PainChance 35\n Mass 2000\n Scale 1.1\n Bloodcolor \"00 AA 00\"\n Monster\n DamageFactor \"IceWall\", 0.1\n DamageFactor \"Buster\", 0.2\n DamageFactor \"IceSlasher\", 0.5\n DamageFactor \"BlizzardAttack\", 0.3\n DamageFactor \"FreezeCracker\", 0.4\n Damagefactor \"IceWave\", 0.5\n Damagefactor \"FireStorm\", 0.3\n DamageFactor \"FlameBlast\", 0.2\n DamageFactor \"ScorchWheel\", 0.5\n DamageFactor \"FlameSword\", 0.5\n DamageFactor \"WaveBurner\", 0.4\n DamageFactor \"MagmaBazooka\", 0.4\n DamageFactor \"ThunderBeam\", 0.3\n DamageFactor \"SparkShock\", 0.4\n DamageFactor \"ThunderBolt\", 0.3\n DamageFactor \"ThunderClaw\", 0.5\n DamageFactor \"LightningBolt\", 0.3\n DamageFactor \"PlugBall\", 0.4\n DamageFactor \"GeminiLaser\", 0.5\n DamageFactor \"LaserTrident\", 0.2\n DamageFactor \"MetalBlade\", 0.4\n DamageFactor \"BubbleLead\", 0.2\n DamageFactor \"SearchSnake\", 0.2\n DamageFactor \"HardKnuckle\", 2.5\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"TornadoHold\", 0.2\n DamageFactor \"TenguBlade\", 0.4\n DamageFactor \"YamatoSpear\", 0.4\n DamageFactor \"KnightCrush\", 0.5\n DamageFactor \"CentaurFlash\", 0.1\n DamageFactor \"WindStorm\", 0.3\n DamageFactor \"PlantBarrier\", 0.2\n DamageFactor \"SilverTomahawk\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"WaterBalloon\", 0.3\n DamageFactor \"RainFlush\", 0.4\n DamageFactor \"StarCrash\", 0.3\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"GyroAttack\", 0.4\n DamageFactor \"CrystalEye\", 0.5\n DamageFactor \"NapalmBomb\", 0.8\n DamageFactor \"PowerStone\", 9.0\n DamageFactor \"ScrewCrusher\", 0.3\n DamageFactor \"HomingSniper\", 0.5\n DamageFactor \"FatShot\", 0.1\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n DamageFactor \"LeafShield\", 0.5\n DamageFactor \"OilSlider\", 0.2\n DamageFactor \"DustCrusher\", 0.4\n DamageFactor \"JunkShield\", 0.5\n DamageFactor \"AirShooter\", 0.5\n DamageFactor \"AstroCrush\", 0.0\n DamageFactor \"HardKnuckle\", 8.0\n DamageFactor \"SuperArm\", 8.5\n DamageFactor \"ShadowBlade\", 0.3\n DamageFactor \"MagnetMissile\", 0.5\n DamageFactor \"NeedleCannon\", 0.4\n DamageFactor \"ChargeKick\", 0.3\n DamageFactor \"WaterWave\", 0.2\n DamageFactor \"GravityHold\", 0.1\n DamageFactor \"FatShot\", 0.1\n DamageFactor \"FlashBomb\", 0.2\n DamageFactor \"HyperBomb\", 0.5\n DamageFactor \"RemoteMine\", 0.2\n DamageFactor \"BalladeCracker\", 0.4\n DamageFactor \"CrashBomb\", 0.4\n damagefactor \"BassBuster\", 0.3\n DamageFactor \"ProtoBuster\", 0.4\n DamageFactor \"LaserBuster\", 0.4\n DamageFactor \"ArrowBuster\", 0.3\n DamageFactor \"DuoFist1\", 3.0\n DamageFactor \"DuoFist2\", 6.0\n DamageFactor \"DuoFist3\", 9.0\n damagefactor \"TrebleBoost\", 0.7\n Damagefactor \"ConcreteShot\", 9.5\n Damagefactor \"BlackHoleBomb\", 0.2\n Damagefactor \"TornadoBlow\", 0.5\n Damagefactor \"MagmaBazooka1\", 0.2\n Damagefactor \"MagmaBazooka2\", 0.4\n Damagefactor \"HornetChaser\", 0.8\n Damagefactor \"RevolverBuster\", 0.4\n Damagefactor \"SolarBlaze\", 0.5\n DamageFactor \"Sakugarne\", 0.33\n Damagefactor \"BulletVulcan\", 0.4\n DamageFactor \"BulletTackle\", 0.5\n DamageFactor \"BarrierWind\", 0.3\n DamageFactor \"Fan\", 0.3\n DamageFactor \"FanFire\", 0.8\n DamageFactor \"FanWind\", 0.5\n DamageFactor \"SoilCard\", 10.0\n damageFactor \"SoilSpike\", 10.5\n DamageFactor \"FanWater\", 0.4\n DamageFactor \"QuakeDrill\", 9.5\n DamageFactor \"Quake\", 9.0\n DamageFactor \"WaltzLaser\", 0.7\n DamageFactor \"Waltz\", 0.4\n DamageFactor \"Rush\", 0.3\n DamageFactor \"WheelCutter\", 0.8\n DamageFactor \"NitroBike\", 0.5\n damagefactor \"TripleBlade\", 0.5\n damagefactor \"GrabBuster\", 0.5\n damagefactor \"ElectricShockB\", 0.4\n damagefactor \"JupiterPush\", 0.2\n Damagefactor \"ElectricShock\", 0.3\n +Boss\n +NoRadiusDMG\n +FloorClip\n SeeSound \"Thamuz/Idlesight\"\n PainSound \"Thamuz/Pain\"\n DeathSound \"Thamuz/death\"\n ActiveSound \"Thamuz/Idlesight\"\n Obituary \"%o fell before Thamuz.\"\n DropItem BigHealth\n States\n {\n Spawn:\n DCYB A 10 A_Look\n Loop\n See:\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostA\",0,0,0,0,0,0,0,128)\n DCYB A 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB B 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostB\",0,0,0,0,0,0,0,128)\n DCYB C 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB C 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostC\",0,0,0,0,0,0,0,128)\n DCYB D 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n DCYB D 3 A_Chase\n TNT1 A 0 A_SpawnItemEx(\"DarkCyberGhostD\",0,0,0,0,0,0,0,128)\n Loop\n Missile:\n TNT1 A 0 A_Jump(160,6)\n DCYB AE 5 A_FaceTarget\n DCYB E 5 A_FaceTarget\n DCYB F 10 A_CustomMissile(\"DCBMiss1\",56,-25,0)\n DCYB E 15 A_FaceTarget\n Goto See\n TNT1 A 0 A_Jump(160,31)\n TNT1 A 0 A_SetInvulnerable\n DCYB G 20 A_PlaySound(\"Apocalypse/cast\")\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,20)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,40)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,60)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,80)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,100)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,120)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,140)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,160)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-20)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-40)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-60)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-80)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-100)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-120)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-140)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,-160)\n TNT1 A 0 A_CustomMissile(\"DCBMiss3\",50,0,180)\n DCYB G 10 A_CustomMissile(\"DCBMiss3\",50,0,0)\n DCYB GGGGGGGG 10\n TNT1 A 0 A_UnsetInvulnerable\n DCYB G 10\n Goto See\n DCYB AE 3 A_FaceTarget\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n DCYB E 4 A_FaceTarget\n DCYB F 4 A_CustomMissile(\"DCBMiss2\",56,-25,0)\n Goto See\n Pain:\n DCYB G 2\n DCYB G 2 A_Pain\n Goto See\n Death:\n DCYB H 5\n DCYB I 5 A_Scream\n TNT1 A 0 A_SpawnItemEx(\"BDS\",0,0,0,0,0,0,0,128)\n DCYB JKLMNO 5\n DCYB P -1 A_NoBlocking\n Stop\n Pain.GetDunkedRight:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedLeft:\n\tPLY1 H 0 A_ChangeVelocity(0,-80,15,CVF_RELATIVE)\n\tGoto pain+1\n Pain.GetDunkedUp:\n\tPLY1 H 0 A_ChangeVelocity(0,0,150)\n\tGoto pain+1\n }\n}\n\nActor BDS\n{\n Radius 1\n Height 1\n Speed 1\n SeeSound \"Thamuz/death2\"\n Projectile\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nActor DarkCyberGhostA\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.1\n Projectile\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 3\n DCYB A 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostB : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB B 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostC : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB C 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DarkCyberGhostD : DarkCyberGhostA\n{\n States\n {\n Spawn:\n TNT1 A 3\n DCYB D 3 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor DCBMiss1\n{\n Radius 12\n Height 12\n Speed 11 //16\n Damage(random(1,4) * 5) //30\n Projectile\n +SeekerMissile\n //+ExtremeDeath\n Renderstyle Add\n SeeSound \"q2weapon/bfgball\"\n DeathSound \"q2weapon/bfgballexplo\"\n Decal BFGLightning\n States\n {\n Spawn:\n CBTS A 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS B 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS C 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS D 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS E 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS F 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS G 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS H 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS I 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n CBTS J 2 Bright A_SeekerMissile(1,90)\n TNT1 A 0 Bright A_SpawnItemEx(\"DCBM1Trail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n CBTS K 2 Bright A_Explode(140,140)\n CBTS LMNOPQRSTUVW 2 Bright\n Stop\n }\n}\n\nActor DCBM1Trail\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n CBTS LMNOPQRSTUVW 2 A_FadeOut\n Stop\n }\n}\n\nActor DCBMiss2\n{\n Radius 12\n Height 8\n Health 5\n Speed 28\n Damage(random(1,2) * 5) //15\n RenderStyle Add\n Projectile\n Translation \"160:167=120:127\", \"208:223=120:127\"\n SeeSound \"q2weapon/rocketlauncherfire\"\n DeathSound \"q2weapon/rocketexplo\"\n Decal RevenantScorch\n States\n {\n Spawn:\n THZ4 A 2 Bright\n Loop\n Death:\n FSFX DEFGHIJKLM 2 Bright\n Stop\n }\n}\n\nActor DCBMiss3\n{\n Radius 1\n Height 1\n Health 5\n Speed 8\n Damage 0\n Scale 2\n RenderStyle Add\n +BloodLessImpact\n +Ripper\n +DontSplash\n Projectile\n SeeSound \"h2necromancer/magiccast\"\n States\n {\n Spawn:\n TNT1 A 2 A_Gravity\n Loop\n Death:\n FSFX NOPQRSTNOPQRST 3\n FSFX Z 0 A_CustomMissile(\"DCBMiss3M\",0,0,180)\n Stop\n }\n}\n\nActor DCBMiss3M\n{\n Radius 10\n Height 10\n Speed 28\n Damage(random(1,3) * 5) //20\n Scale 1.3\n +FloorHugger\n RenderStyle Add\n Projectile\n DeathSound \"comet/explosion\"\n Decal RevenantScorch\n States\n {\n Spawn:\n FSFX NOPQRSTNOPQRST 3 A_SpawnItemEx(\"DCBMiss3MG\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n TNT1 A 0 A_Explode(64,64)\n FSFX UVW 3\n Stop\n }\n}\n\nActor DCBMiss3MG\n{\n Radius 1\n Height 1\n Speed 0\n Scale 0.8\n +Noclip\n Projectile\n RenderStyle Add\n Alpha 0.6\n States\n {\n Spawn:\n TNT1 A 4\n FSFX NOPQRST 3\n Stop\n }\n}"
}
]
},
"maps": []
}