Raw model (for completeness)
{
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"id": "03fc6791-8845-4fe4-9614-ee167d063b86",
"sha1": "4b6189f16930c251ded8d6f4b8e94290bf97b6eb",
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"filenames": [
"wrathofcronosdoommons1_7a2.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2015-06-18 23:07:45",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
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"screenshots": null,
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"categories": null
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"flags": {
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"hidden": false
},
"added": "2015-06-18 23:07:45",
"file": {
"type": "PK3",
"size": 10155992,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4b6189f16930c251ded8d6f4b8e94290bf97b6eb/4b6189f16930c251ded8d6f4b8e94290bf97b6eb.pk3.gz",
"corrupt": false
},
"content": {
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"text_files": [
{
"source": "pk3",
"name": "DOOMMASH.txt",
"contents": "//Arachnotron\n\nActor NewArachnotron : Arachnotron\n{\n\tPainChance \"Convert\", 255\n\tDropItem \"AccessoryRandomSpawner\" 4\n\t+NODAMAGETHRUST\n\tObituary \"%o let an arachknight get %h.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBSPI A 0\n\t\tBSPI A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,500,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tBSPI AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tBSPI A 20\n\t\tBSPI A 3 A_BabyMetal\n\t\tBSPI ABBCC 3 A_Chase\n\t\tBSPI D 3 A_BabyMetal\n\t\tBSPI DEEFF 3 A_Chase\n\t\tGoto See+1\n\tMissile:\n\t\tBSPI A 20 Bright A_FaceTarget\n\t\tBSPI G 4 Bright A_CustomMissile(\"ArachnotronPlasma\", 25)\n\t\tBSPI H 4 Bright\n\t\tBSPI H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tBSPI I 3\n\t\tBSPI I 3 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tBSPI A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tBSPI J 0 A_Scream\n\t\tBSPI J 0 A_SpawnItemEx(\"GIB1\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB2SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB3\",0,0,34,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB5SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tBSPI J 5 A_SpawnItemEx(\"GIB4\", 0,0,25,0,0,random(3,6), 48, 128)\n\t\tBSPI K 7 A_NoBlocking\n\t\tBSPI LMNO 7\n\t\tBSPI P -1 A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBSPI P 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,500,64,0)\n\t\tBSPI ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n\nActor NewArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\nACTOR NewStealthArachnotron : NewArachnotron replaces StealthArachnotron\n{\n Game Doom\n SpawnID 117\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"%o thought he saw an arachknight.\"\n}\n\n//Arch-Vile\n\nActor NewArchvile : Archvile Replaces Archvile\n{\n\t+NODAMAGETHRUST\n\t+DONTMORPH\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tStates\n\t{\n\tSpawn:\n\t\tVILE A 0\n\t\tVILE A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,700,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tVILE AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tVILE G 0 A_UnSetInvulnerable\n\t\tVILE AABBCCDDEEFF 2 A_VileChase\n\t\tLoop\n\tPain:\n\t\tVILE Q 5\n\t\tVILE Q 5 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tVILE G 0 Bright A_Jump(128, \"Doom3Flame\", \"Teleportation\")\n\t\tVILE G 0 Bright A_VileStart\n\t\tVILE G 10 Bright A_FaceTarget\n\t\tVILE H 8 Bright A_VileTarget\n\t\tVILE IJKLM 8 Bright A_FaceTarget\n\t\tVILE N 8 Bright A_FaceTarget\n\t\tVILE N 0 Bright A_JumpIfTargetInLos(2,360)\n\t\tVILE N 0 Bright A_Jump(256,2)\n\t\tVILE N 0 Bright A_VileTarget(\"NewArchvileFire\")\n\t\tVILE O 8 Bright A_VileAttack\n\t\tVILE P 20 Bright\n\t\tGoto See\n\tTeleportation:\n\t\tVILE G 0 A_SetInvulnerable\n\t\tVILE G 0 A_SpawnItemEx(\"ArchvileTeleportFireReverse\")\n\t\tVILE GHIJKL 3 BRIGHT A_FaceTarget\n\t\tVILE M 5 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 A 2\n\t\tVILE M 0 A_FaceTarget\n\t\tVILE M 5 Bright A_SpawnItemEx(\"ArchvileTeleportFire\")\n\t\tVILE LKJIHG 3 A_FaceTarget\n\t\t//VILE MLKJIHG 5 Bright\n\t\tVILE G 0 A_UnSetInvulnerable\n\t\tGoto See\n\tDoom3Flame:\n\t\tVILE JKLMNO 4 BRIGHT A_FaceTarget\n\t\tVILE A 0 A_PlaySound(\"archvile/firewall\")\n\t\tVILE A 0 A_CustomMissile(\"Doom3ArchvileFlame\",0,0,0)\n\t\tVILF A 24 BRIGHT\n\t\tGoto see\n\tDeath:\n\t\tVILE A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,110)\n\t\tVILE QQ 1 A_SpawnItemEx(\"GIB2\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE Q 1 A_SpawnItemEx(\"GIB2SPLAT\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tVILE Q 1 A_SpawnItemEx(\"GIB3\",0,0,25,0,0,random(3,6), 48, 128)\n\t\tVILE Q 3 A_Scream\n\t\tVILE R 1 A_SpawnItemEx(\"GIB3SPLAT\",0,0,36,0,0,random(3,6), 48, 128)\n\t\tVILE R 1 A_SpawnItemEx(\"GIB1\",0,0,24,0,0,random(3,6), 48, 128)\n\t\tVILE R 1 A_SpawnItemEx(\"GIB1SPLAT\",0,0,38,0,0,random(3,6), 48, 128)\n\t\tVILE RR 1 A_SpawnItemEx(\"GIB3\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE SS 1 A_SpawnItemEx(\"GIB4\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE S 1 A_SpawnItemEx(\"GIB4SPLAT\",0,0,40,0,0,random(3,6), 48, 128)\n\t\tVILE S 1 A_SpawnItemEx(\"GIB5SPLAT\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE S 3 A_NoBlocking\n\t\tVILE TT 1 A_SpawnItemEx(\"GIB2\",0,0,32,0,0,random(3,6), 48, 128)\n\t\tVILE T 1 A_SpawnItemEx(\"GIB3\",0,0,30,0,0,random(3,6), 48, 128)\n\t\tVILE T 5\n\t\tVILE UVWXYXY 7\n\t\tVILE Z -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,110)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewArchvileFire : ArchvileFire\n{\n\tDamagetype \"Fire\"\n\t+NODAMAGETHRUST\n\t+MISSILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_Fire\n\tTNT1 A 1 Bright A_Explode(70+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,17,TARGET,0)),70,0)\n Stop\n\t}\n}\n\nACTOR ArchvileTeleportFire\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n FIRE A 1 Bright A_PlaySound(\"vile/firestrt\")\n FIRE BAB 1 Bright\n FIRE C 1 Bright A_FireCrackle\n FIRE BCBCDCDCDEDED 1 Bright\n FIRE E 1 Bright A_FireCrackle\n FIRE FEFEFGHGHGH 1 Bright\n Stop\n }\n}\n\nACTOR ArchvileTeleportFireReverse\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n FIRE H 1 Bright A_PlaySound(\"vile/firestrt\")\n FIRE GHG 1 Bright\n FIRE H 1 Bright A_FireCrackle\n FIRE GFEFEFEDEDEDC 1 Bright\n FIRE D 1 Bright A_FireCrackle\n FIRE CDCBCBCBABA 1 Bright\n Stop\n }\n}\n\nACTOR Doom3ArchvileFlame\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 20\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.5\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tDamagetype \"Fire\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 bright A_CustomMissile(\"Doom3ArchvileFlameTrail\",0,0,0)\n\t\tTNT1 A 0 bright A_Explode(35+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,8,TARGET,0)),70,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 17\n\t\tStop\n\t}\n}\n\nACTOR Doom3ArchvileFlameTrail\n{\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.7\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCBCDEFGH 2 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR NewStealthArchvile : NewArchvile replaces StealthArchvile\n{\n Game Doom\n SpawnID 118\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHVILE\"\n}\n\n/*Actor BaronOfHellSpotz : RandomSpawner replaces BaronOfHell\n{\n\tGame Doom\n\tSpawnID 3\n\tDropItem \"NewBaronOfHell\" 255 90\n\tDropItem \"NewBelphegor\" 255 10\n}*/\n\n// Baron Of Hell/Hellknight\nActor NewBaronOfHell : BaronOfHell //replaces BaronOfHell\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 78\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tSpecies \"BaronOfHell\"\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 0\n\t\tBOSS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1000,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBOSS E 0 A_Jump(64, \"ComboAttack\")\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tGoto See\n\tComboAttack:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tBOSS XY 6 A_FaceTarget\n\t\tBOSS Z 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tBOSS PQ 8 A_FaceTarget\n\t\tBOSS R 0 A_JumpIfCloser(102, 5)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, 3)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, -3)\n\t\tBOSS R 0 A_CustomMissile(\"BaronBall\", 32, 0, -9)\n\t\tBOSS R 8 A_CustomMissile(\"BaronBall\", 32, 0, 9)\n\t\tGoto See\n\t\tBOSS R 0 A_CustomMeleeAttack((10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tBOSS R 8 A_CustomMeleeAttack((10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tGoto See\n\tDeath:\n\t\tBOSS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\tBOSS I 8\n\t\tBOSS J 8 A_Scream\n\t\tBOSS K 8 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS M 8\n\t\tBOSS N 8\n\t\tBOSS O -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOSS O 8 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1000,64,0)\n\t\tBOSS NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthBaron : NewBaronOfHell replaces StealthBaron\n{\n Game Doom\n SpawnID 100\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHBARON\"\n}\n\nActor NewHellknight : Hellknight //replaces Hellknight\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 72\n\t+NODAMAGETHRUST\n\tSpecies \"BaronOfHell\"\n\tPainChance \"Convert\", 255\n\tDropItem \"AccessoryRandomSpawner\" 4\n\tStates\n\t{\n\tSpawn:\n\t\tBOS2 A 0\n\t\tBOS2 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,500,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,75),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBOS2 EF 8 A_FaceTarget\n\t\tBOS2 G 8 A_CustomComboAttack(\"BaronBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,11,ACTIVATOR,0)), \"baron/melee\")\n\t\tGoto See\n\tDeath:\n\t\tBOS2 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\tBOS2 I 8\n\t\tBOS2 J 8 A_Scream\n\t\tBOS2 K 0 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOS2 K 8\n\t\tBOS2 L 8 A_NoBlocking\n\t\tBOS2 M 8\n\t\tBOS2 N 8\n\t\tBOS2 O -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOS2 O 8 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,500,64,0)\n\t\tBOS2 NMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthHellknight : NewHellknight replaces StealthHellknight\n{\n Game Doom\n SpawnID 101\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHKNIGHT\"\n}\n\nActor NewBaronBall : BaronBall replaces BaronBall\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,9,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\n//Cacodemon\n\n/*Actor CacodemonSpotz : RandomSpawner replaces Cacodemon\n{\n\tGame Doom\n\tSpawnID 19\n\tDropItem \"NewCacodemon\" 255 90\n\tDropItem \"NewCacoLantern\" 255 7\n\tDropItem \"NewAbaddon\" 255 3\n}*/\n\nActor NewCacodemon : Cacodemon //replaces Cacodemon\n{\n\tBloodColor \"Blue\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 0\n\t\tHEAD A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHEAD BC 5 A_FaceTarget\n\t\tHEAD D 5 A_CustomComboAttack(\"CacodemonBall\", 32, (10 * random(1, 6)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,8,ACTIVATOR,0)))\n\t\tGoto See\n\tDeath:\n\t\tHEAD A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tHEAD G 8 A_Scream\n\t\tHEAD H 6\n\t\tHEAD H 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHEAD H 2\n\t\tHEAD I 8\n\t\t//HEAD I 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHEAD J 8 A_NoBlocking\n\t\tHEAD K 8\n\t\tHEAD L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHEAD L 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,56,0)//increase health on higher difficulties\n\t\tHEAD L 8 A_UnSetFloorClip\n\t\tHEAD KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthCacodemon : NewCacodemon replaces StealthCacodemon\n{\n Game Doom\n SpawnID 119\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHCACO\"\n HitObituary \"$OB_STEALTHCACO\"\n}\n\nActor NewCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\n//Cyberdemon\nActor NewCyberdemon2 : Cyberdemon //replaces Cyberdemon\n{\n\tHealth 6000\n\tDamageFactor \"DeathBlow\", 0\n\t-NORADIUSDMG\n\t+DONTHURTSPECIES\n\t+NODAMAGETHRUST\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tPainchance 0\n\tStates\n\t{\n\tSpawn:\n\t\tCYBR A 0\n\t\tCYBR A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,6000,110,0)//increase health on higher difficulties\n\tIdle:\n\t\tCYBR AB 10 A_Look\n\t\tLoop\n\tMissile:\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tCYBR E 12 A_FaceTarget\n\t\tCYBR F 12 A_CustomMissile(\"CyberRocket\")\n\t\tGoto See\n\tDeath:\n\t\tCYBR A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,600)\n\t\tCYBR H 60 A_Scream\n\t\tCYBR HHHHHHHHHH 1 A_SpawnItemEx(\"Kaboom\", 0, 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR H 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR HH 1 A_SpawnItemEx(\"Kaboom\", 0, 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR JJJJJJJJJJJJJJJ 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR J 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR JJJJJJJJJJJJ 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR KKKKKKKKK 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR K 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR KKKKKKKKKKK 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR LLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR L 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR LLLLLLLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR L 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tCYBR LLLLLLLL 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tCYBR NO 5\n\t\tCYBR P 30\n\t\tCYBR P 0 A_BossDeath\n\t\tCYBR P -1 A_NoBlocking\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,600)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor CyberRocket : Rocket\n{\n\tDamage ((random(1,8)*20)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,20,TARGET,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 8 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)),128,0)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\n//Demon\n\n/*Actor DemonSpotz : RandomSpawner replaces Demon\n{\n\tGame Doom\n\tSpawnID 8\n\tDropItem \"NewDemon\" 255 90\n\tDropItem \"NewBloodDemon\" 255 10\n}*/\n\nActor NewDemon : Demon //replaces Demon\n{\n\tHealth 200\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tPainChance 0\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 0\n\t\tSARG A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tSARG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSARG EF 8 A_FaceTarget\n\t\tSARG G 8 A_CustomMeleeAttack((4 * random(1, 10)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,ACTIVATOR,0)))\n\t\tGoto See\n\tDeath:\n\t\tSARG A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSARG N 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,56,0)\n\t\tSARG MLKJI 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthDemon : NewDemon replaces StealthDemon\n{\n Game Doom\n SpawnID 121\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHDEMON\"\n HitObituary \"$OB_STEALTHDEMON\"\n}\n\n/*Actor SpectreSpotz : RandomSpawner replaces Spectre\n{\n\tGame Doom\n\tSpawnID 9\n\tDropItem \"NewSpectre\" 255 90\n\tDropItem \"NewBloodSpectre\" 255 10\n}*/\n\nACTOR NewSpectre : NewDemon //replaces Spectre\n{\n Game Doom\n SpawnID 9\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n SeeSound \"spectre/sight\"\n AttackSound \"spectre/melee\"\n PainSound \"spectre/pain\"\n DeathSound \"spectre/death\"\n ActiveSound \"spectre/active\"\n HitObituary \"$OB_SPECTREHIT\" // \"%o was eaten by a spectre.\"\n}\n\n/*ACTOR NewBloodSpectre : NewBloodDemon\n{\n +SHADOW\n RenderStyle OptFuzzy\n Alpha 0.5\n SeeSound \"spectre/sight\"\n AttackSound \"spectre/melee\"\n PainSound \"spectre/pain\"\n DeathSound \"spectre/death\"\n ActiveSound \"spectre/active\"\n Obituary \"%o was rammed by a blood spectre.\"\n HitObituary \"%o was eaten by a blood spectre.\"\n}*/\n\n//Chaingun Guy\n\nActor NewChaingunGuy : ChaingunGuy //replaces ChaingunGuy\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 140\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS A 0\n\t\tCPOS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,140,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tCPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,25)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tCPOS E 10 A_FaceTarget\n\t\tCPOS F 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tCPOS F 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tCPOS F 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tCPOS E 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tCPOS F 1 A_CPosRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tCPOS G 3\n\t\tCPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tCPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,25)\n\t\tCPOS H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tCPOS HHHH 1 A_SpawnItemEx(\"Blood\", 0,0,0, 0,0,random(2,6), random(0,360), 128)\n\t\tCPOS II 1 A_SpawnItemEx(\"Blood\", 0,0,0, 0,0,random(2,6), random(0,360), 128)\n\t\tCPOS I 3 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KLM 5\n\t\tCPOS N 1\n\t\tCPOS N -1\n\t\tstop\n\tBurn:\n\t\tCPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,25)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tCPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,25)\n\t\tCPOS O 5 A_SpawnItem(\"GIBBER\")\n\t\tCPOS P 5 A_XScream\n\t\tCPOS Q 5 A_NoBlocking\n\t\tCPOS RS 5\n\t\tCPOS T -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,25)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tCPOS N 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,140,56,0)\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR CHAINGUNNERHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Decal BloodSplat\n bouncefactor 0.6\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n CHED A 0\n CHED A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n CHED A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n CHED B 5 ThrustThingZ(0,6,1,1)\n CHED AB 5\n loop\n Death:\n CHED B 0 A_Jump (128,2)\n CHED B 0 A_Jump (128,3)\n CHED A 350\n CHED A 1 A_FadeOut\n\t wait\n CHED B 350\n CHED B 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthChaingunGuy : NewChaingunGuy replaces StealthChaingunGuy\n{\n Game Doom\n SpawnID 120\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHCHAINGUY\"\n}\n\nACTOR ZombieBulletTracer : FastProjectile\n{\n Damage ((Random(1, 5)*3) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n Radius 1\n Height 1\n Mass 5\n Speed 250\n PROJECTILE\n +BLOODSPLATTER\n +NODAMAGETHRUST\n Renderstyle Normal\n Alpha 1.0\n decal BulletChip\n States\n {\n Spawn:\n TNT1 A 3\n loop\n XDeath:\n TNT1 A 1 //A_SpawnItem(\"bulletpuff\")\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"bulletpuff\")\n stop\n }\n}\n\n//Imp\n\n/*Actor DoomImpSpotz : RandomSpawner replaces DoomImp\n{\n\tGame Doom\n\tSpawnID 5\n\tDropItem \"NewDoomImp\" 255 90\n\tDropItem \"NewDarkImp\" 255 10\n}*/\n\nActor NewDoomImp : DoomImp //replaces DoomImp\n{\n\tMeleerange 48\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 90\n\t+NODAMAGETHRUST\n\tSpecies \"DoomImp\"\n\tStates\n\t{\n\tSpawn:\n\t\tTROO A 0\n\t\tTROO A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,90,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tTROO AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"imp/melee\")\n\t\tGoto See\n\tMissile:\n\t\tTROO E 0 A_Jump(128, 2)\n\t\tTROO E 0 A_JumpIfCloser(200,\"Charge\")\n\t\tTROO EF 8 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"imp/melee\")\n\t\tGoto See\n\tCharge:\n\t\tTROO E 4 A_FaceTarget\n\t\tTROO E 0 ThrustThingZ(0,30,0,1)\n TROO E 0 A_FaceTarget\n TROO E 0 A_Recoil (-15)\n\t\tTROO FFFFFFFFGGGGGGGG 1 A_JumpIfCloser(64, \"MeleeStrike\")\n\t\tGoto See\n\tMeleeStrike:\n\t\tTROO G 0 A_FaceTarget\n\t\tTROO G 6 A_CustomMeleeAttack((3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"imp/melee\")\n\t\tGoto See\n\tDeath:\n\t\tTROO A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tGoto Super::Death\n\tBurn:\n\t\tTROO A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tTROO A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTROO N 5 A_SpawnItem(\"GIBBER\")\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tTROO M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,90,56,0)//increase health on higher difficulties\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t}\n}\n\nactor ZIMPHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n IMPH A 0\n IMPH A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n IMPH A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n IMPH B 5 ThrustThingZ(0,6,1,1)\n IMPH C 5\n IMPH ABC 5\n loop\n Death:\n IMPH C 0 A_Jump (32,3)\n\t IMPH C 0 A_Jump (64,4)\n\t IMPH C 0 A_Jump (128,5)\n IMPH A 350\n IMPH A 1 A_FadeOut\n\t wait\n IMPH B 350\n IMPH B 1 A_FadeOut\n\t wait\n IMPH C 350\n IMPH C 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthDoomImp : NewDoomImp replaces StealthDoomImp\n{\n Game Doom\n SpawnID 122\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHIMP\"\n HitObituary \"$OB_STEALTHIMP\"\n}\n\nactor IMPCLAW\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n IMPC A 0\n IMPC A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n IMPC A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n IMPC B 5 ThrustThingZ(0,6,1,1)\n IMPC C 5\n IMPC ABC 5\n loop\n Death:\n IMPC C 0 A_Jump (128,3)\n IMPC C 0 A_Jump (128,4)\n IMPC C 0 A_Jump (128,5)\n IMPC A 350\n\t\tIMPC A 1 A_FadeOut\n\t\twait\n\t\tIMPC B 350\n\t\tIMPC B 1 A_FadeOut\n\t\twait\n\t\tIMPC C 350\n\t\tIMPC C 1 A_FadeOut\n\t\twait\n }\n}\n\nActor NewDoomImpBall : DoomImpBall replaces DoomImpBall\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0))\n\tDamagetype \"Fire\"\n\t+NODAMAGETHRUST\n}\n\n//Fatso\n\n/*Actor FatsoSpotz : RandomSpawner replaces Fatso\n{\n\tGame Doom\n\tSpawnID 112\n\tDropItem \"NewFatso\" 255 90\n\tDropItem \"NewHectebus\" 255 10\n}*/\n\nActor NewFatso : Fatso //replaces Fatso\n{\n\tPainChance \"Convert\", 255\n\tSpecies \"Fatso\"\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 4\n\tStates\n\t{\n\tSpawn:\n\t\tFATT A 0\n\t\tFATT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,600,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tFATT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tFATT A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n\t\tFATT KK 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT K 4 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT L 6 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT N 6\n\t\tFATT O 6\n\t\tFATT PPPPPP 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT QQQQQQ 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT RRRRRR 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tFATT S 6\n\t\tFATT T -1 A_BossDeath\n\t\tstop\n\tMissile:\n\t\tFATT G 20 A_FatRaise\n\t\tFATT H 0 bright A_CustomMissile(\"FatShot\", 20, 0, 11.25)\n\t\tFATT H 10 bright A_CustomMissile(\"FatShot\", 20, 0, 0)\n\t\tFATT IG 5 A_FaceTarget\n\t\tFATT H 0 bright A_CustomMissile(\"FatShot\", 20, 0, -11.25)\n\t\tFATT H 10 bright A_CustomMissile(\"FatShot\", 20, 0, 0)\n\t\tFATT IG 5 A_FaceTarget\n\t\tFATT H 0 bright A_CustomMissile(\"FatShot\", 20, 0, 5.625)\n\t\tFATT H 10 bright A_CustomMissile(\"FatShot\", 20, 0, -5.625)\n\t\tFATT IG 5 A_FaceTarget\n\t\tgoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tFATT R 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,600,64,0)\n\t\tFATT QPONMLK 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthFatso : NewFatso replaces StealthFatso\n{\n Game Doom\n SpawnID 123\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHFATSO\"\n}\n\nActor NewFatShot : FatShot replaces FatShot\n{\n Scale 0.95\n Damage ((6 * random(1, 8)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0))\n Projectile\n +NODAMAGETHRUST\n Renderstyle Normal\n SeeSound \"ArchonOfHell/Comet\"\n Deathsound \"ArchonOfHell/CometHit\"\n Decal Scorch\n states\n {\n Spawn:\n PROJ ABC 4 Bright\n Loop\n Death:\n PROJ D 4 Bright A_SetTranslucent(1,1)\n PROJ EFGH 4 Bright\n PROJ I 4 Bright A_Fadeout(0.50)\n Stop\n }\n}\n\n//Lost Soul\n\nActor NewLostSoul : LostSoul replaces LostSoul\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0))\n\t+NOBLOOD\n\t+NODAMAGETHRUST\n\tPainChance \"Convert\", 255\n\tStates\n\t{\n\tSpawn:\n\t\tSKUL A 0\n\t\tSKUL A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,100,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tSKUL AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tSKUL A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\tGoto Super::Death\n\t}\n}\n\n//Pain Elemental\n\nActor NewPainElemental : PainElemental replaces PainElemental\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tPAIN A 0\n\t\tPAIN A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tPAIN A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tPAIN A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\n//Revenant\n\nActor NewRevenant : Revenant //replaces Revenant\n{\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tHealth 300\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL A 0\n\t\tSKEL A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tSKEL AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSKEL G 1 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\tSKEL I 6 A_CustomMeleeAttack(random(1,10)*6 + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,8,ACTIVATOR,0)),\"skeleton/melee\",\"none\")\n\t\tGoto See\n\tDeath:\n\t\tSKEL A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSKEL Q 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\t\tSKEL PONML 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthRevenant : NewRevenant replaces StealthRevenant\n{\n Game Doom\n SpawnID 124\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHUNDEAD\"\n HitObituary \"$OB_STEALTHUNDEAD\"\n}\n\nActor NewRevenantTracer : RevenantTracer replaces RevenantTracer\n{\n\tDamage ((random(1,8)*10)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,10,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\n//Shotgun Guy\n\n/*Actor ShotgunguySpotz : RandomSpawner replaces Shotgunguy\n{\n\tGame Doom\n\tSpawnID 1\n\tDropItem \"NewShotgunGuy\" 255 90\n\tDropItem \"NewSuperShotgunGuy\" 255 10\n}*/\n\nActor NewShotgunGuy : ShotgunGuy //replaces ShotgunGuy\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tSpecies \"ShotgunGuy\"\n\tPainChance \"Convert\", 255\n\tHealth 60\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSPOS A 0\n\t\tSPOS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,60,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tSPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tPain:\n\t\tSPOS G 3\n\t\tSPOS G 3 A_Pain\n\t\tSPOS G 0 A_Jump(100,\"Avoid\")\n\t\tGoto See\n\tAvoid:\n\t\tSPOS A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tSPOS A 0 A_ChangeFlag(\"NODROPOFF\",1)\n\t\tSPOS A 3 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\t\tSPOS B 3 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\t\tSPOS C 3 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\t\tSPOS D 3 A_Chase(\"\",\"\",CHF_FASTCHASE)\n\t\tSPOS A 0 A_ChangeFlag(\"NODROPOFF\",0)\n\t\tSPOS A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto Missile\n\tMissile:\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS E 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPOS FF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS E 10\n\t\tSPOS E 0 A_Jump(50,\"InfiniteShot\")\n\t\tGoto See\n\tInfiniteShot:\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS E 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPOS FF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPOS E 10\n\t\tSPOS E 0 A_CPosRefire\n\t\tGoto InfiniteShot\n\tDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tGoto Super::Death\n\tBurn:\n\t\tSPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tSPOS M 5 A_SpawnItem(\"GIBBER\")\n\t\tSPOS N 5 A_XScream\n\t\tSPOS O 5 A_NoBlocking\n\t\tSPOS PQRST 5\n\t\tSPOS U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSPOS L 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,60,56,0)\n\t\tSPOS KJIH 5\n\t\tGoto See\n\t}\n}\n\n//Shotgunguy Head\nACTOR ShotgunguyHead\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n Bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SGHD A 0\n SGHD A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SGHD A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SGHD B 5 ThrustThingZ(0,6,1,1)\n SGHD CABC 5\n loop\n Death:\n SGHD C 0 A_Jump (32,3)\n SGHD C 0 A_Jump (64,4)\n SGHD C 0 A_Jump (128,5)\n SGHD A 350\n SGHD A 1 A_FadeOut\n\t wait\n SGHD B 350\n SGHD B 1 A_FadeOut\n\t wait\n SGHD C 350\n SGHD C 1 A_FadeOut\n\t wait\n }\n}\n\n//Shotgunguy Arm\nACTOR ShotgunguyArm\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n +CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n SARM A 0\n SARM A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n SARM A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n SARM B 5 ThrustThingZ(0,6,1,1)\n SARM CABC 5\n loop\n Death:\n SARM C 0 A_Jump (128,3)\n SARM C 0 A_Jump (128,4)\n SARM C 0 A_Jump (128,5)\n SARM A 350\n SARM A 1 A_FadeOut\n\t wait\n SARM B 350\n SARM B 1 A_FadeOut\n\t wait\n SARM C 350\n SARM C 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR NewStealthShotgunGuy : NewShotgunGuy replaces StealthShotgunGuy\n{\n Game Doom\n SpawnID 103\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHSHOTGUNGUY\"\n}\n\n//Spider Mastermind\n\nActor NewSpiderMastermind : SpiderMastermind //replaces SpiderMastermind\n{\n\tDamageFactor \"DeathBlow\", 0\n\t-NORADIUSDMG\n\tDamagefactor \"PoisonCloud\", 0.25\n\tPainChance 0\n\tHealth 5000\n\tDropItem \"AccessoryRandomSpawner\" 16\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSPID A 0\n\t\tSPID A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,5000,100,0)//increase health on higher difficulties\n\tIdle:\n\t\tSPID AB 10 A_Look\n\t\tLoop\n\tMissile:\n\t\tSPID A 20 Bright A_FaceTarget\n\t\tSPID G 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPID GG 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPID HH 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSPID H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n\tDeath:\n\t\tSPOS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,450)\n\t\tSPID J 20 A_Scream\n\t\tSPID K 10 A_NoBlocking\n\t\tSPID L 10\n\t\tSPID MMMMMMMM 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID M 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID MMM 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID NNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID N 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID NNNNNNNNN 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID O 1 A_SpawnItem(\"BOSSGIBBER\")\n\t\tSPID O 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSPID P 5\n\t\tSPID QR 10\n\t\tSPID S -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,450)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewZombieman : Zombieman //replaces Zombieman\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 40\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS A 0\n\t\tPOSS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,40,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tPOSS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tPOSS E 10 A_FaceTarget\n\t\tPOSS E 0 A_PlaySound (\"grunt/attack\")\n\t\tPOSS F 8 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tPOSS E 8\n\t\tGoto See\n\tPain:\n\t\tPOSS G 3\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tPOSS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10)\n\t\tGoto Super::Death\n\tBurn:\n\t\tBURN A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tPOSS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10)\n\t\tPOSS M 5 A_SpawnItem(\"GIBBER\")\n\t\tPOSS N 5 A_XScream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS PQRST 5\n\t\tPOSS U -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,10)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tPOSS K 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,40,56,0)\n\t\tPOSS JIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthZombieMan : NewZombieMan replaces StealthZombieMan\n{\n Game Doom\n SpawnID 102\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHZOMBIE\"\n}\n\nACTOR ZOMBIEMANHEAD\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n\t+CLIENTSIDEONLY\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.6\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PSHD A 0\n PSHD A 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n PSHD A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PSHD B 5 ThrustThingZ(0,6,1,1)\n PSHD CD 5\n PSHD ABCD 5\n loop\n Death:\n PSHD C 0 A_Jump (16,4)\n PSHD C 0 A_Jump (32,5)\n PSHD C 0 A_Jump (64,6)\n PSHD C 0 A_Jump (128,7)\n PSHD A 350\n PSHD A 1 A_FadeOut\n\t wait\n PSHD B 350\n PSHD B 1 A_FadeOut\n\t wait\n PSHD C 350\n PSHD C 1 A_FadeOut\n\t wait\n\t PSHD D 350\n PSHD D 1 A_FadeOut\n\t wait\n }\n}\n\nACTOR ZOMBIEMANLEG\n{\n +DOOMBOUNCE\n PROJECTILE\n -NOGRAVITY\n\t+CLIENTSIDEONLY\n -NOBLOCKMAP\n -NOTELEPORT\n -SOLID\n Radius 3\n Damage 0\n bouncefactor 0.4\n Decal BloodSplat\n SeeSound \"gibbage/xpart\"\n Speed 5\n States\n {\n Spawn:\n PLEG A 5 A_SpawnItemEx(\"Blood\", 0, 0, 0,0,0,0,0,128)\n PLEG B 5 ThrustThingZ(0,6,1,1)\n PLEG C 5\n PLEG ABC 5\n loop\n Death:\n PLEG C 0 A_Jump (32,3)\n PLEG C 0 A_Jump (64,4)\n PLEG C 0 A_Jump (128,5)\n PLEG A 350\n PLEG A 1 A_FadeOut\n\t wait\n PLEG B 350\n PLEG B 1 A_FadeOut\n\t wait\n PLEG C 350\n PLEG C 1 A_FadeOut\n\t wait\n }\n}\n\nActor NewWolfensteinSS : WolfensteinSS replaces WolfensteinSS\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 120\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSSWV A 0\n\t\tSSWV A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tSSWV AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tPain:\n\t\tSSWV G 3\n\t\tSSWV G 3 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tSSWV E 10 A_FaceTarget\n\t\tSSWV F 10 A_FaceTarget\n\t\tSSWV E 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tSSWV G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSSWV F 6 A_FaceTarget\n\t\tSSWV E 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tSSWV G 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tSSWV F 1 A_CPosRefire\n\t\tGoto Missile+1\n\tDeath:\n\t\tSSWV A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tGoto Super::Death\n\tBurn:\n\t\tSSWV A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tBURN A 3 Bright A_PlaySound(\"monster/burndeath\")\n\t\tBURN B 3 Bright A_Wander\n\t\tBURN C 3 Bright A_Pain\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN E 5 Bright A_Pain\n\t\tBURN FGH 5 Bright A_Wander\n\t\tBURN I 5 Bright A_Pain\n\t\tBURN JKL 5 Bright A_Wander\n\t\tBURN M 5 Bright A_Pain\n\t\tBURN NOP 5 Bright\n\t\tBURN Q 5 Bright A_Pain\n\t\tBURN PQ 5 Bright\n\t\tBURN R 7 Bright A_Scream\n\t\tBURN STU 7 Bright\n\t\tBURN V -1\n\t\tStop\n\tXDeath:\n\t\tSSWV A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tSSWV N 5 A_SpawnItem(\"GIBBER\")\n\t\tSSWV O 5 A_XScream\n\t\tSSWV P 5 A_NoBlocking\n\t\tSSWV QRSTU 5\n\t\tSSWV V -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSSWV M 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)\n\t\tSSWV LKJI 5\n\t\tGoto See\n\t}\n}\n\nActor NewExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\t+NODAMAGETHRUST\n\tDamagetype \"Fire\"\n\tStates\n\t{\n\tDeath:\n BEXP A 5 Bright\n BEXP B 5 Bright A_Scream\n BEXP C 5 Bright\n BEXP D 5 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)),128)\n BEXP E 10 Bright\n BEXP E 1050 Bright A_BarrelDestroy\n BEXP E 5 A_Respawn\n Wait\n }\n}"
},
{
"source": "pk3",
"name": "DOOMMONS.txt",
"contents": "#include \"DOOMMASH.txt\"\n#include \"HEXNMASH.txt\"\n#include \"ORIGMASH.txt\"\n#include \"HEREMASH.txt\"\n#include \"HEX2MASH.txt\"\n\nActor ZombieManSpotz : RandomSpawner replaces Zombieman\n{\n\tDropItem \"GunPriest\"\n\tDropItem \"FireImp\"\n\tDropItem \"IceImp\"\n}\n\nActor ShotgunGuySpotz : RandomSpawner replaces ShotgunGuy\n{\n\tDropItem \"GunTemplar\"\n\tDropItem \"_FireDemon\"\n}\n\nActor DoomImpSpotz : RandomSpawner replaces DoomImp\n{\n\tDropItem \"NewDoomImp\"\n\tDropItem \"NewMummyLeader\"\n\tDropItem \"CultMystic\"\n}\n\nActor ChaingunGuySpotz : RandomSpawner replaces ChaingunGuy\n{\n\tDropItem \"GunCrusader\"\n\tDropItem \"KnightArcher\"\n\tDropItem \"_ImpWarlord\"\n}\n\nActor CacodemonSpotz : RandomSpawner replaces Cacodemon\n{\n\tDropItem \"NewCacodemon\"\n\tDropItem \"_Bishop\"\n\tDropItem \"NewWizard\"\n\tDropItem \"_Wraith\"\n}\n\nActor PainElementalSpotz : RandomSpawner replaces PainElemental\n{\n\tDropItem \"NewPainElemental\"\n\tDropItem \"_Bishop\"\n\tDropItem \"NewWizard\"\n\tDropItem \"_Wraith\"\n}\n\nActor RevenantSpotz : RandomSpawner replaces Revenant\n{\n\tDropItem \"Medusa\"\n\tDropItem \"KnightArcherLord\"\n\tDropItem \"NewSnake\"\n\tDropItem \"_Demon1\"\n}\n\nActor DemonSpotz : RandomSpawner replaces Demon\n{\n\tDropItem \"NewDemon\"\n\tDropItem \"_Ettin\"\n\tDropItem \"_Centaur\"\n\tDropItem \"NewClinkHeretic\"\n}\n\nActor SpectreSpotz : RandomSpawner replaces Spectre\n{\n\tDropItem \"NewDemon\"\n\tDropItem \"_Ettin\"\n\tDropItem \"_Centaur\"\n\tDropItem \"NewClinkHeretic\"\n}\n\nActor FatsoSpotz : RandomSpawner replaces Fatso\n{\n\tDropItem \"NewFatso\"\n\tDropItem \"_IceGuy\"\n}\n\nActor HellknightSpotz : RandomSpawner replaces Hellknight\n{\n\tDropItem \"NewHellknight\"\n\tDropItem \"SkullWizard\"\n\tDropItem \"NewBeast\"\n}\n\nActor BaronOfHellSpotz : RandomSpawner replaces BaronOfHell\n{\n\tDropItem \"NewBaronOfHell\"\n\tDropItem \"ShadowWizard\"\n\tDropItem \"ShadowBeast\"\n}\n\nActor ArachnotronSpotz : RandomSpawner replaces Arachnotron\n{\n\tDropItem \"NewArachnotron\"\n\tDropItem \"NewIronLich\"\n\tDropItem \"_CentaurLeader\"\n}\n\nActor CyberdemonSpotz : RandomSpawner replaces Cyberdemon\n{\n\tDropItem \"NewMinotaurHeretic\"\n\tDropItem \"HeresiarchReplacer\"\n\tDropItem \"_Dragon\"\n}\n\nActor SpiderMastermindSpotz : RandomSpawner replaces SpiderMastermind\n{\n\tDropItem \"NewSorcerer1\"\n\tDropItem \"_Korax\"\n}"
},
{
"source": "pk3",
"name": "HEX2MASH.txt",
"contents": "actor KnightArcher\n{\n Health 150\n Radius 20\n Height 56\n Speed 13\n PainChance 94\n\tMass 100\n\tScale 0.85\n MONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\tSeeSound \"archer/sight\"\n AttackSound \"archer/attack\"\n PainSound \"archer/pain\"\n DeathSound \"archer/death\"\n ActiveSound \"archer/growl\"\n Obituary \"%o was pierced by a Knight Archer.\"\n States\n {\n Spawn:\n\t\tAKNT A 0\n\t\tAKNT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,150,56,0)\n\tIdle:\n AKNT AB 10 A_Look\n Loop\n See:\n AKNT AABBCCD 3 A_Chase\n\t\tAKNT D 3 A_FastChase\n Loop\n\tMissile:\n\t\tAKNT E 0 A_Jump(64,\"Missile2\")\n AKNT E 3 A_PlaySound(\"archer/draw\")\n AKNT E 10 A_FaceTarget\n AKNT F 5 bright A_CustomMissile(\"ArcherArrow\",32,5)\n\t\tAKNT E 5\n Goto See\n\tMissile2:\n AKNT E 3 A_PlaySound(\"archer/draw\")\n AKNT E 10 A_FaceTarget\n AKNT G 5 bright A_CustomMissile(\"ArcherArrow2\",32,5)\n\t\tAKNT E 5\n Goto See\n Pain:\n \tAKNT H 3\n AKNT H 3 A_Pain\n \tGoto See\n Pain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tDeath:\n\t\tAKNT I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n AKNT I 5 A_Scream\n AKNT J 5 A_NoBlocking\n AKNT KLM 5\n AKNT N -1\n Stop\n XDeath:\n\t\tAKNT O 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\tAKNT O 0 A_SpawnItem(\"GIBBER\")\n AKNT O 5 A_PlaySound(\"archer/gib\")\n AKNT P 5 A_NoBlocking\n AKNT QRSTUVW 5\n AKNT X -1\n Stop\n\tRaise:\n\t\tAKNT M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,150,56,0)\n\t\tAKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor KnightArcherLord\n{\n Health 300\n Radius 20\n Height 56\n Speed 13\n PainChance 32\n\tMass 100\n\tScale 0.85\n MONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\tSeeSound \"archer/sight\"\n AttackSound \"archer/attack\"\n PainSound \"archer/pain\"\n DeathSound \"archer/death\"\n ActiveSound \"archer/growl\"\n Obituary \"%o was pierced by an Archer.\"\n States\n {\n Spawn:\n\t\tGKNT A 0\n\t\tGKNT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\tIdle:\n GKNT AB 10 A_Look\n Loop\n See:\n GKNT AA 3 A_Chase\n\t\tGKNT B 3 A_FastChase\n\t\tGKNT BCC 3 A_Chase\n\t\tGKNT D 3 A_FastChase\n\t\tGKNT D 3 A_Chase\n Loop\n\tMissile:\n GKNT E 3 A_PlaySound(\"archer/draw\")\n GKNT E 10 A_FaceTarget\n GKNT G 5 bright A_CustomMissile(\"ArcherArrow2\",32,5)\n\t\tGKNT E 5\n Goto See\n Pain:\n \tGKNT H 3\n GKNT H 3 A_Pain\n \tGoto See\n Pain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tDeath:\n\t\tGKNT I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n GKNT I 5 A_Scream\n GKNT J 5 A_NoBlocking\n GKNT KLM 5\n GKNT N -1\n Stop\n XDeath:\n\t\tGKNT O 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tGKNT O 0 A_SpawnItem(\"GIBBER\")\n GKNT O 5 A_PlaySound(\"archer/gib\")\n GKNT P 5 A_NoBlocking\n GKNT QRSTUVW 5\n GKNT X -1\n Stop\n\tRaise:\n\t\tGKNT M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\t\tGKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor ArcherArrow\n{\n Radius 5\n Height 12\n Speed 25\n Damage (random(1,8)*3+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n PROJECTILE\n +NOGRAVITY\n +NODAMAGETHRUST\n renderstyle add\n alpha 0.8\n scale 0.5\n SeeSound \"archer/attack\"\n DeathSound \"archer/hit\"\n States\n {\n Spawn:\n VEKF A 1 bright A_SpawnItem(\"ArcherArrowTrail\")\n Loop\n Death:\n VEKF FGHI 3 bright\n\tStop\n }\n}\n\nactor ArcherArrow2 : ArcherArrow\n{\n Damage (random(1,8)*6+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0)))\n +NODAMAGETHRUST\n SeeSound \"archer/attackboss\"\n States\n {\n Spawn:\n VEKG A 1 bright A_SpawnItem(\"ArcherArrowTrail2\")\n Loop\n Death:\n VEKG FGHI 3 bright\n\tStop\n }\n}\n\nActor SkullWizard\n{\n Obituary \"%o succumbed to a Skull Wizard's magic.\"\n Health 450\n Radius 21\n Height 64\n Mass 120\n Speed 3\n PainChance 64\n PainChance \"Convert\", 255\n DropItem \"AccessoryRandomSpawner\" 4\n MeleeRange 96\n MeleeDamage 4\n MissileType \"SkullWizardProjectile\"\n SeeSound \"H2SkullWizard/Sight\"\n PainSound \"H2SkullWizard/Pain\"\n DeathSound \"H2SkullWizard/Death\"\n ActiveSound \"H2SkullWizard/Sight\"\n MeleeSound \"H2SkullWizard/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +MissileMore\n DropItem \"AccessoryRandomSpawner\" 4\n States\n {\n Spawn:\n SKWZ A 0\n\tSKWZ A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,450,64,0)\n Idle:\n SKWZ A 1 A_Look\n Loop\n See:\n SKWZ AAAAAABBBBBBB 4 A_Chase\n Loop\n Missile:\n SKWZ C 0 A_Jump(96, \"Teleport\")\n SKWZ C 8 A_FaceTarget\n SKWZ D 8 Bright A_FaceTarget\n SKWZ D 8 Bright A_CustomMissile(\"SkullWizardProjectile\", 40, 0, 0)\n SKWZ D 0 Bright A_Jump(80, 2)\n SKWZ D 0 Bright A_SpidReFire\n Goto Missile+1\n SKWZ D 0\n Goto See\n Teleport:\n SKWZ C 0 A_JumpIfCloser(512, 1)\n Goto See\n SKWZ C 0 A_ChangeFlag(\"NoPain\", 1)\n SKWZ C 12 A_PlaySoundEx(\"H2SkullWizard/Teleport\", \"SoundSlot7\", 0)\n SKWZ DEF 8 Bright\n TNT1 A 0 A_Stop\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n TNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n TNT1 A 0 A_UnSetShootable\n TNT1 A 0 A_ChangeFlag(\"NonShootable\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoRadiusDMG\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n TNT1 A 0 A_ChangeFlag(\"FloorHugger\", 1)\n TNT1 A 0 A_ChangeFlag(\"Float\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoGravity\", 1)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n SKWZ A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n SKWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n SKWZ A 0 A_ChangeFlag(\"FloorHugger\", 0)\n SKWZ A 0 A_ChangeFlag(\"Float\", 0)\n SKWZ A 0 A_ChangeFlag(\"NoGravity\", 0)\n SKWZ A 0 A_ChangeFlag(Invulnerable, 0)\n SKWZ A 0 A_SetShootable\n SKWZ A 0 A_ChangeFlag(Shootable, 1)\n SKWZ A 0 A_ChangeFlag(\"NonShootable\", 0)\n SKWZ A 0 A_ChangeFlag(\"NoRadiusDMG\", 0)\n SKWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n SKWZ A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n Pain:\n SKWZ A 3\n SKWZ A 3 A_Pain\n SKWZ A 0 A_Jump(96, \"Teleport\")\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SKWZ G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n SKWZ G 5 A_Scream\n SKWZ HIJ 5 bright\n\tSKWZ K 5 bright\n\tSKWZ LM 5 bright\n SKWZ N 5\n SKWZ O 0 A_NoBlocking\n\tSKWZ O 0 Bright A_SpawnItemEx(\"BlackSpider\",-18,18,0,0,0,0,0,0,0)\n\tSKWZ O 0 Bright A_SpawnItemEx(\"BlackSpider\",-18,-18,0,0,0,0,0,0,0)\n\tSKWZ O 5 bright A_SpawnItemEx(\"BlackSpider\",18,0,0,0,0,0,0,0,0)\n SKWZ P -1\n Stop\n Raise:\n\tSKWZ P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,450,64,0)\n\tSKWZ ON 5\n\tSKWZ MLKJIH 5 Bright\n\tSKWZ G 5\n\tGoto See\n }\n}\n\nActor BlackSpider\n{\n Obituary \"%o was overwhelmed by Black Spiders.\"\n Health 80\n Radius 16\n Height 24\n Mass 100\n Speed 16\n Scale 0.3\n BloodColor \"0 78 0\"\n PainChance 128\n PainChance \"Convert\", 255\n PainSound \"H2Spider/Act\"\n DeathSound \"H2Spider/Death\"\n ActiveSound \"H2Spider/Act\"\n MeleeSound \"H2Spider/Melee\"\n MeleeRange 44\n Monster\n +FloorClip\n +DontHurtSpecies\n +NeverFast\n +NoDamageThrust\n -CountKill\n States\n {\n Spawn:\n SPD1 A 0\n\tSPD1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,24,0)\n Idle:\n SPD1 A 1 A_Look\n Loop\n See:\n SPD1 ABCD 4 A_Chase\n Loop\n Melee:\n SPD1 E 3 A_FaceTarget\n SPD1 E 10 A_CustomMeleeAttack(random(1,8)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"H2Spider/Melee\")\n Goto See\n Pain:\n SPD1 E 3\n SPD1 E 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,10),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,2),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SPD1 F 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n SPD1 F 5\n SPD1 G 5 A_Scream\n SPD1 H 5\n SPD1 I 5 A_NoBlocking\n SPD1 J 5\n SPD1 K -1\n Stop\n Raise:\n\tSPD1 J 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,90,24,0)\n SPD1 JIHGF 6\n\tGoto See\n }\n}\n\nActor ShadowWizard\n{\n Obituary \"%o was skullduggeried by a Shadow Wizard.\"\n Health 900\n Radius 21\n Height 64\n Mass 120\n Speed 3\n PainChance 128\n PainChance \"Convert\", 255\n DropItem \"AccessoryRandomSpawner\" 8\n MissileType \"SkullWizardProjectile\"\n PainSound \"H2ShadowWizard/Pain\"\n DeathSound \"H2ShadowWizard/Death\"\n ActiveSound \"H2ShadowWizard/Sight\"\n MeleeSound \"H2ShadowWizard/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +MissileMore\n +BossDeath\n DropItem \"AccessoryRandomSpawner\" 8\n States\n {\n Spawn:\n SKWZ A 0\n\tSKWZ A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,900,64,0)\n Idle:\n SHWZ A 1 A_Look\n Loop\n See:\n SHWZ AAAAAABBBBBBB 4 A_Chase\n Loop\n Missile:\n\tSHWZ C 0 A_Jump(96, \"Teleport\")\n SHWZ C 8 A_FaceTarget\n SHWZ D 8 Bright A_FaceTarget\n SHWZ D 8 Bright A_CustomMissile(\"ShadowWizardProjectile\", 40, 0, 0)\n SHWZ D 0 Bright A_Jump(80, 2)\n SHWZ D 0 Bright A_SpidReFire\n Goto Missile+1\n SHWZ D 0\n Goto See\n Teleport:\n SHWZ C 0 A_JumpIfCloser(512, 1)\n Goto See\n SHWZ C 0 A_ChangeFlag(\"NoPain\", 1)\n TNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n TNT1 A 0 A_UnSetShootable\n TNT1 A 0 A_ChangeFlag(\"NonShootable\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoRadiusDMG\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n TNT1 A 0 A_ChangeFlag(\"FloorHugger\", 1)\n TNT1 A 0 A_ChangeFlag(\"Float\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoGravity\", 1)\n SHWZ C 12 A_PlaySoundEx(\"H2ShadowWizard/Teleport\", \"SoundSlot7\", 0)\n SHWZ DEF 8 Bright\n TNT1 A 0 A_Stop\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n SHWZ A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n SHWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n SHWZ A 0 A_ChangeFlag(\"FloorHugger\", 0)\n SHWZ A 0 A_ChangeFlag(\"Float\", 0)\n SHWZ A 0 A_ChangeFlag(\"NoGravity\", 0)\n SHWZ A 0 A_ChangeFlag(Invulnerable, 0)\n SHWZ A 0 A_SetShootable\n SHWZ A 0 A_ChangeFlag(Shootable, 1)\n SHWZ A 0 A_ChangeFlag(\"NonShootable\", 0)\n SHWZ A 0 A_ChangeFlag(\"NoRadiusDMG\", 0)\n SHWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n SHWZ A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n Pain:\n SHWZ A 3\n SHWZ A 3 A_Pain\n SHWZ A 0 A_Jump(192, \"Teleport\")\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,8),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SHWZ G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n SHWZ G 5 A_Scream\n SHWZ HIJ 5 bright\n\tSHWZ K 5 bright\n\tSHWZ LM 5 bright\n SHWZ N 5\n SHWZ O 0 A_NoBlocking\n\tSHWZ O 0 Bright A_SpawnItemEx(\"BrownSpider\",-18,18,0,0,0,0,0,0,0)\n\tSHWZ O 0 Bright A_SpawnItemEx(\"BrownSpider\",-18,-18,0,0,0,0,0,0,0)\n\tSHWZ O 5 bright A_SpawnItemEx(\"BrownSpider\",18,0,0,0,0,0,0,0,0)\n SHWZ P -1 A_BossDeath\n Stop\n Raise:\n\tSHWZ P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,900,64,0)\n\tSHWZ ON 5\n\tSHWZ MLKJIH 5 Bright\n\tSHWZ G 5\n\tGoto See\n }\n}\n\nACTOR SkullWizardProjectile\n{\n PROJECTILE\n +SEEKERMISSILE\n\t+NoDamageThrust\n Speed 18\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n Radius 10\n Height 15\n RenderStyle Add\n Scale 0.6\n SeeSound \"H2SkullWizard/Fire\"\n DeathSound \"H2SkullWizard/Hit\"\n States\n {\n Spawn:\n\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tTNT1 A 0 A_SeekerMissile(1,1)\n\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tTNT1 A 0 A_SeekerMissile(1,1)\n\tLoop\n Death:\n\tIFX1 IJKL 4 Bright\n\tStop\n }\n}\n\nActor ShadowWizardProjectile : SkullWizardProjectile\n{\n\tDamage ((random(1,8)*6)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0)))\n}\n\nACTOR SkullSpellTrail2\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n Speed 0\n RenderStyle Add\n Alpha 0.6\n Scale 1.0\n States\n {\n Spawn:\n\tIFX1 CDEFGH 2 Bright\n\tStop\n }\n}\n\nActor BrownSpider\n{\n Obituary \"%o was overwhelmed by Brown Spiders.\"\n Health 200\n Radius 16\n Height 24\n Mass 100\n Speed 16\n Scale 0.3\n BloodColor \"0 78 0\"\n PainChance 64\n PainChance \"Convert\", 255\n PainSound \"H2Spider/Act\"\n DeathSound \"H2Spider/Death\"\n ActiveSound \"H2Spider/Act\"\n MeleeSound \"H2Spider/Melee\"\n MeleeRange 44\n Monster\n +FloorClip\n +DontHurtSpecies\n +NeverFast\n +NoDamageThrust\n -CountKill\n States\n {\n Spawn:\n SPD2 A 0\n\tSPD2 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,24,0)\n Idle:\n SPD2 A 1 A_Look\n Loop\n See:\n SPD2 ABCD 4 A_Chase\n Loop\n Melee:\n SPD2 E 3 A_FaceTarget\n SPD2 E 10 A_CustomMeleeAttack(random(1,8)*3+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0), \"H2Spider/Melee\")\n Goto See\n Missile:\n SPD2 A 0 A_JumpIfCloser(384, 1)\n Goto See\n SPD2 A 0 A_Jump(96, 25)\n SPD2 A 10 A_FaceTarget\n SPD2 Q 0 A_Recoil (-15)\n SPD2 A 0 ThrustThingZ(0, 20, 0, 1)\n\tSPD2 AAAAAAAAAAAAAAAAAAAA 1 A_JumpIfCloser(63, \"MeleeStrike\")\n SPD2 A 0 A_Stop\n SPD2 A 0\n Goto See\n MeleeStrike:\n SPD2 E 0 A_FaceTarget\n SPD2 E 10 A_CustomMeleeAttack(random(1,8)*4+ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,ACTIVATOR,0), \"H2Spider/Melee\")\n Goto See\n Pain:\n SPD2 E 3\n SPD2 E 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,50),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SPD2 F 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n SPD2 F 5\n SPD2 G 5 A_Scream\n SPD2 H 5\n SPD2 I 5 A_NoBlocking\n SPD2 J 5\n SPD2 K -1\n Stop\n Raise:\n\tSPD2 J 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,24,0)\n SPD2 JIHGF 6\n\tGoto See\n }\n}\n\nActor Medusa\n{\n Obituary \"%o was helpless in the face of the Medusa's beauty.\"\n Health 425\n Radius 24\n Height 56\n Mass 1000\n Speed 6\n PainChance 32\n Scale 0.95\n SeeSound \"Medusa/Sight\"\n PainSound \"Medusa/Pain\"\n DeathSound \"Medusa/Death\"\n ActiveSound \"Medusa/Active\"\n MeleeSound \"Medusa/Melee\"\n PainChance \"Convert\", 255\n Monster\n +FloorClip\n +DontHurtSpecies\n +QuickToRetaliate\n +NODAMAGETHRUST\n States\n {\n Spawn:\n MEDU A 0\n\tMEDU A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,425,60,0)\n Idle:\n MEDU A 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU A 1 A_Look\n Loop\n See:\n MEDU A 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU AABBCCDD 5 A_Chase\n Loop\n Melee:\n MEDU AAA 4 A_FaceTarget\n MEDU E 6 A_CustomComboAttack(\"MedusaBall\", 40, (random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,ACTIVATOR,0)), \"Medusa/Melee\", \"Melee\", 1)\n Goto See\n Missile:\n MEDU AAA 4 A_FaceTarget\n MEDU A 0 A_Jump(96, \"Gaze\")\n MEDU E 6 A_CustomComboAttack(\"MedusaBall\", 40, (random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,ACTIVATOR,0)), \"Medusa/Melee\", \"Melee\", 1)\n Goto See\n Gaze:\n MEDU A 0 A_JumpIfCloser(384, 1)\n Goto Missile+3\n MEDU E 0 A_PlaySoundEx(\"Medusa/Gaze\", \"SoundSlot7\", 1)\n MEDU E 5 A_CustomBulletAttack(0, 0, 1, 2+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0)/4), \"MedusaPuff\", 384, CBAF_NORANDOM)\n MEDU E 0 A_Jump(8, 3)\n MEDU E 0 A_JumpIfCloser(384, 1)\n Goto See\n MEDU E 0 A_SpidReFire\n Goto Gaze+2\n MEDU E 0\n Goto See\n Pain:\n MEDU F 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU F 3\n MEDU F 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n MEDU G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n MEDU G 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU G 6 A_Scream\n MEDU HIJ 6\n MEDU K 6 A_NoBlocking\n MEDU LMNO 6\n MEDU P -1\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n Raise:\n MEDU P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,60,0)\n\tMEDU ONMLKJIHG 4\n\tGoto See\n }\n}\n\nActor MedusaBall\n{\n Radius 6\n Height 8\n Mass 1\n Speed 12\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n Projectile\n +SeekerMissile\n +NoDamageThrust\n Damagetype \"Poison\"\n PoisonDamage 45\n Decal PlasmaScorchLower\n SeeSound \"Medusa/Attack\"\n DeathSound \"Medusa/Hit\"\n RenderStyle Add\n Alpha 0.7\n Scale 0.85\n states\n {\n Spawn:\n FVUL A 0\n FVUL A 0 A_PlaySoundEx(\"SerpentFXContinuous\", \"Body\", 1)\n FVUL A 0 A_SeekerMissile(8,8)\n FVUL AAA 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,128,0)\n\tFVUL A 0 A_SeekerMissile(8,8)\n\tFVUL BBB 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,128,0)\n Goto Spawn+2\n Death:\n FVUL CDEF 3 Bright\n Stop\n }\n}\n\nActor MedusaPuff : BulletPuff\n{\n +NoClip\n +PuffOnActors\n -BloodSplatter\n +BloodLessImpact\n +NoDamageThrust\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"MedusaFreezer\")\n Stop\n }\n}\n\nActor MedusaFreezer\n{\n Radius 10\n Height 20\n +Solid\n +NonShootable\n -Shootable\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 10\n Stop\n }\n}\n\nActor FireImp\n{\n\tObituary \"%o was roasted by a Fire Gargoyle.\"\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentRed\" 64\n\t+NODAMAGETHRUST\n\thealth 80\n\tRadius 16\n\tHeight 36\n\tMass 50\n\tSpeed 10\n\tPainChance 200\n\tDamage (random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0))\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEMORE\n\t+SPAWNFLOAT\n\tSeeSound \"himp/sight\"\n\tAttackSound \"himp/attack\"\n\tPainSound \"himp/pain\"\n\tDeathSound \"himp/death\"\n\tActiveSound \"himp/active\"\n\tStates\n\t{\n\tSpawn:\n\t\tFIMP A 0\n\t\tFIMP A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,36)//increase health on higher difficulties\n\tIdle:\n\t FIMP A 0 A_CheckFloor(6)\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tFIMP ABCB 10 A_Look\n\t\tLoop\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto Idle+2\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,30),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tFIMP A 0 A_CheckFloor(10)\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tFIMP AABBCCBB 3 A_Chase\n\t\tLoop\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto See+2\n\tPain:\n\t\tFIMP G 3\n\t\tFIMP G 3 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tFIMP DE 8 A_FaceTarget\n\t\tFIMP F 8 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"himp/attack\", \"himp/attack\")\n\t\tGoto See\n\tMissile:\n\t\tFIMP A 0 A_Jump(128, 5)\n\t\tFIMP A 0 A_JumpIfCloser(256, 1)\n\t\tGoto See\n\t\tFIMP A 10 A_FaceTarget\n\t\tFIMP C 15 A_SkullAttack\n\t\tFIMP C 0 A_Stop\n\t\tGoto See\n\t\tFIMP DE 8 A_FaceTarget\n\t\tFIMP F 8 A_CustomMissile(\"HereticImpBall\", 10, 0)\n\t\tGoto See\n\tDeath:\n\t\tFIMP A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tFIMP H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP H -1 A_Scream\n\tCrash:\n\t\tFIMP H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP IJ 5\n\t\tFIMP K 5 A_NoBlocking\n\t\tFIMP L -1\n\t\tStop\n\tIce:\n\t\t\"----\" H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor IceImp\n{\n\tObituary \"%o chilled out with the Ice Gargoyle.\"\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentBlue\" 64\n\t+NODAMAGETHRUST\n\thealth 80\n\tRadius 16\n\tHeight 36\n\tMass 50\n\tSpeed 10\n\tPainChance 200\n\tDamage (random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0))\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEMORE\n\t+NOICEDEATH\n\t+SPAWNFLOAT\n\t+FLOATBOB\n\tBloodColor blue\n\tSeeSound \"himp/sight\"\n\tAttackSound \"himp/attack\"\n\tPainSound \"himp/pain\"\n\tDeathSound \"himp/death\"\n\tActiveSound \"himp/active\"\n\tStates\n\t{\n\tSpawn:\n\t\tIIMP A 0\n\t\tIIMP A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,36)//increase health on higher difficulties\n\tIdle:\n\t IIMP A 0 A_CheckFloor(6)\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tIIMP ABCB 10 A_Look\n\t\tLoop\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto Idle+2\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,30),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tIIMP A 0 A_CheckFloor(10)\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tIIMP AABBCCBB 3 A_Chase\n\t\tLoop\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto See+2\n\tPain:\n\t\tIIMP G 3\n\t\tIIMP G 3 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tIIMP DE 8 A_FaceTarget\n\t\tIIMP F 8 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"himp/attack\", \"himp/attack\")\n\t\tGoto See\n\tMissile:\n\t\tIIMP A 0 A_Jump(128, 5)\n\t\tIIMP A 0 A_JumpIfCloser(256, 1)\n\t\tGoto See\n\t\tIIMP A 10 A_FaceTarget\n\t\tIIMP C 15 A_SkullAttack\n\t\tIIMP C 0 A_Stop\n\t\tGoto See\n\t\tIIMP DE 8 A_FaceTarget\n\t\tIIMP F 8 A_CustomMissile(\"IceImpShard\", 10, 0)\n\t\tGoto See\n\tDeath:\n\t\tIIMP A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tIIMP H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP H -1 A_Scream\n\tCrash:\n\t\tIIMP H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP IJ 5\n\t\tIIMP K 5 A_NoBlocking\n\t\tIIMP L -1\n\t\tStop\n\t}\n}\n\nACTOR IceImpShard\n{\n\tSpeed 18\n\tFastSpeed 25\n\tRadius 13\n\tHeight 8\n\tDamage (random(1, 8) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))\n\tDamageType \"Ice\"\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\t+WINDTHRUST\n\tRenderstyle Add\n\tProjectile\n\tSeeSound \"weapons/icearrow\"\n\tDeathSound \"MageShardsExplode\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD AA 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD AAA 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD BBB 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD CCC 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tLoop\n\tDeath:\n\t\tSHEX ABCDE 5 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "ORIGMASH.txt",
"contents": "Actor GunPriest\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tScale 0.85\n\tPainChance 200\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"monster/culsit\"\n\tAttackSound \"monster/culatk\"\n\tPainSound \"monster/culpai\"\n\tDeathSound \"monster/culdth\"\n\tActiveSound \"monster/culact\"\n\tObituary \"%o was shot down by a cult priest.\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 50\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tGPST A 0\n\t\tGPST A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,50,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tGPST AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPST AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,30),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGPST E 4 A_FaceTarget\n\t\tGPST E 0 A_PlaySound (\"cult/pistol\")\n\t\tGPST F 4 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGPST E 4\n\t\tGPST E 0 A_PlaySound (\"cult/pistol\")\n\t\tGPST Y 4 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGPST E 2\n\t\tGoto See\n\tPain:\n\t\tGPST G 3\n\t\tGPST G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPST H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tGPST H 6\n\t\tGPST I 6 A_PlayerScream\n\t\tGPST JK 6\n\t\tGPST L 6 A_NoBlocking\n\t\tGPST M 6\n\t\tGPST N -1\n\t\tStop\n\tXDeath:\n\t\tGPST A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tGPST O 0 A_SpawnItem(\"GIBBER\")\n\t\tGPST O 5 A_XScream\n\t\tGPST P 5\n\t\tGPST R 5 A_NoBlocking\n\t\tGPST STUVW 5\n\t\tGPST X -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tGPST M 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,50,56,0)\n\t\tGPST LKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor GunTemplar\n{\n\tRadius 20\n\tHeight 56\n\tScale 0.85\n\tSpeed 8\n\tPainChance 200\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"monster/culsit\"\n\tAttackSound \"monster/culatk\"\n\tPainSound \"monster/culpai\"\n\tDeathSound \"monster/culdth\"\n\tActiveSound \"monster/culact\"\n\tObituary \"%o was shot down by a cult templar.\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 70\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tGTMP A 0\n\t\tGTMP A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,70,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tGTMP AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGTMP AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,50),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGTMP E 8 A_FaceTarget\n\t\tGTMP E 0 A_PlaySound (\"cult/shotgun\")\n\t\tGTMP FFF 0 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGTMP F 8 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGTMP E 8\n\t\tGoto See\n\tPain:\n\t\tGTMP G 3\n\t\tGTMP G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGTMP H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tGTMP H 6\n\t\tGTMP I 6 A_PlayerScream\n\t\tGTMP JK 6\n\t\tGTMP L 6 A_NoBlocking\n\t\tGTMP M 6\n\t\tGTMP N -1\n\t\tStop\n\tXDeath:\n\t\tGTMP A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tGTMP O 0 A_SpawnItem(\"GIBBER\")\n\t\tGTMP O 5 A_XScream\n\t\tGTMP P 5\n\t\tGTMP R 5 A_NoBlocking\n\t\tGTMP STUVW 5\n\t\tGTMP X -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tGTMP M 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,70,56,0)\n\t\tGTMP LKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor GunCrusader\n{\n\tRadius 20\n\tHeight 56\n\tScale 0.85\n\tSpeed 8\n\tPainChance 200\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"monster/culsit\"\n\tAttackSound \"monster/culatk\"\n\tPainSound \"monster/culpai\"\n\tDeathSound \"monster/culdth\"\n\tActiveSound \"monster/culact\"\n\tObituary \"%o was shot down by a cult crusader.\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 120\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tGCRU A 0\n\t\tGCRU A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tGCRU AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGCRU AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,50),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGCRU E 10 A_FaceTarget\n\t\tGCRU EE 0 A_PlaySound (\"cult/shotgun\")\n\t\tGCRU FFFF 0 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGCRU F 10 Bright A_CustomMissile(\"CultBulletTracer\", 32, 0, random(-22,22))\n\t\tGCRU E 10\n\t\tGoto See\n\tPain:\n\t\tGCRU G 3\n\t\tGCRU G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGCRU H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\tGCRU H 6\n\t\tGCRU I 6 A_PlayerScream\n\t\tGCRU JK 6\n\t\tGCRU L 6 A_NoBlocking\n\t\tGCRU M 6\n\t\tGCRU N -1\n\t\tStop\n\tXDeath:\n\t\tGCRU A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\tGCRU O 0 A_SpawnItem(\"GIBBER\")\n\t\tGCRU O 5 A_XScream\n\t\tGCRU P 5\n\t\tGCRU R 5 A_NoBlocking\n\t\tGCRU STUVW 5\n\t\tGCRU X -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tGCRU M 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)\n\t\tGCRU LKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR CultBulletTracer : FastProjectile\n{\n Damage ((Random(1, 3)*3) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)/2)\n Radius 1\n Height 1\n Mass 5\n Speed 250\n PROJECTILE\n +BLOODSPLATTER\n +NODAMAGETHRUST\n Renderstyle Normal\n Alpha 1.0\n decal BulletChip\n States\n {\n Spawn:\n TNT1 A 3\n loop\n XDeath:\n TNT1 A 1 //A_SpawnItem(\"bulletpuff\")\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"bulletpuff\")\n stop\n }\n}\n\nActor CultMystic\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 8\n\tScale 0.85\n\tPainChance 200\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"monster/culsit\"\n\tAttackSound \"monster/culatk\"\n\tPainSound \"monster/culpai\"\n\tDeathSound \"monster/culdth\"\n\tActiveSound \"monster/culact\"\n\tObituary \"%o succumbed to a cult mystic's magic.\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tPainChance \"Convert\", 255\n\tHealth 80\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tCMYS A 0\n\t\tCMYS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tCMYS AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCMYS AABBCCDD 3 A_VileChase\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tCMYS E 8 A_FaceTarget\n\t\tCMYS F 0 Bright A_CustomMissile (\"CultMysticShot\",40,-5,0,1,0)\n\t\tCMYS F 0 Bright A_CustomMissile (\"CultMysticShot\",40,5,0,1,0)\n\t\tCMYS F 8 Bright A_PlaySound(\"monster/culatk\")\n\t\tGoto See\n\tPain:\n\t\tCMYS G 3\n\t\tCMYS G 3 A_Pain\n\t\tGoto See\n\tHeal:\n\t CMYS E 0 A_PlaySound(\"monster/cultre\")\n\t\tCMYS E 0 A_ChangeFlag(\"NoPain\",1)\n\t\tCMYS E 20 DamageThing(ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH,0)/6)\n\t\tCMYS E 0 A_ChangeFlag(\"NoPain\",0)\n\t\tGoto See\n\tDeath:\n\t\tCMYS H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tCMYS H 6\n\t\tCMYS I 6 A_PlayerScream\n\t\tCMYS JK 6\n\t\tCMYS L 6 A_NoBlocking\n\t\tCMYS M 6\n\t\tCMYS N -1\n\t\tStop\n\tXDeath:\n\t\tCMYS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tCMYS O 0 A_SpawnItem(\"GIBBER\")\n\t\tCMYS O 5 A_XScream\n\t\tCMYS P 5\n\t\tCMYS R 5 A_NoBlocking\n\t\tCMYS STUVW 5\n\t\tCMYS X -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tCMYS M 0 A_ChangeFlag(\"NoPain\",0)\n\t\tCMYS M 5 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,56,0)\n\t\tCMYS LKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR CultMysticShot\n{\n Speed 15\n Radius 4\n Height 4\n Damage ((Random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n PROJECTILE\n +NoDamageThrust\n Renderstyle Add\n States\n {\n Spawn:\n CMYP A 2 Bright\n CMYP B 2 Bright\n loop\n Death:\n CMYP CDEF 3 Bright\n stop\n }\n}\n\nActor _ImpWarlord\n{\n Health 180\n Radius 20\n Height 56\n Speed 8\n PainChance 128\n MONSTER\n +FLOORCLIP\n\t+NODAMAGETHRUST\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tDamagefactor \"Electric\", 1\n SeeSound \"orc/sight\"\n PainSound \"orc/pain\"\n DeathSound \"orc/death\"\n ActiveSound \"orc/active\"\n\tHowlSound \"\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ArtiBlackFlask\" 8\n\tdropitem \"ReagentRed\" 64\n\tDropitem \"ReagentGreen\" 64\n\tDropItem \"ForceCube\" 8\n Obituary \"%o couldn't run from the imp warlord's fireball.\"\n HitObituary \"%o was beaten to death by an imp warlord.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tWARI A 0\n\t\tWARI A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,180,56,0)\n\tIdle:\n\t\tWARI A 0 A_UnSetInvulnerable\n\t\tWARI AB 10 A_Look\n Loop\n See:\n\t\tWARI A 0 A_UnSetInvulnerable\n WARI AABBCCDD 3 A_Chase\n Loop\n Melee:\n WARI E 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI F 4 A_FaceTarget\n WARI G 5 A_CustomMeleeAttack(random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0)), \"implord/macehit\", \"none\")\n Goto See\n Missile:\n TNT1 A 0 A_Jump(38,23) //20% chance: jump to familiar drop\n TNT1 A 0 A_Jump(77,2) //30% chance: jump to heat seekers\n TNT1 A 0 A_Jump(128,11) //50% chance: jump to green fireballs\n Goto Missile+28 //Otherwise : jump to red fireball\n TNT1 A 0 A_SetInvulnerable\n WARI I 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/shieldshot\")\n WARI J 6 bright A_FaceTarget\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_CustomMissile(\"YellowSkullSeeker\", 32, 0, -45)\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 32, 0, 45)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 32, 0, 0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI L 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI M 5 A_FaceTarget\n //TNT1 A 0 A_PlayWeaponSound(\"imp/attack\")\n TNT1 A 0 A_Jump(128,3)\n\t\tTNT1 A 0 A_PlaySound(\"implord/poisonballfire\")\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 40, 0, -6, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 24, 0, 6, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 32, 0, 0, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 36, 0, -3, 1)\n WARI N 6 A_CustomMissile(\"GreenPoisonBall\", 28, 0, 3, 1)\n Goto See\n WARI GF 8 A_FaceTarget\n TNT1 A 0 A_Jump(128,2)\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 32, 0, -30)\n Goto See\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 32, 0, 30)\n Goto See\n TNT1 A 0 A_Jump(128,5)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n WARI P 5 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 32, 0, 0)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/maceswing\")\n\t WARI P 5 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 32, 0, 0)\n Goto See\n Pain:\n WARI H 8 A_Pain\n\t WARI I 1\n TNT1 A 0 A_SetInvulnerable\n\t WARI IIIIII 4 A_FaceTarget\n WARI IIII 4 A_FaceTarget\n TNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SpawnItemEx(\"WarlordMace\", 0, 0, 32, 4, 0, 0, -90, 128)\n WARI R 8 A_SpawnItemEx(\"WarlordShield\", 0, 0, 32, 5, 0, 0, 90, 128)\n WARI S 8 A_Scream\n WARI T 6\n\t WARI U 6 A_NoBlocking\n WARI V -1 //A_BossDeath\n Stop\n\tRaise:\n\t\tWARI A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,180,56,0)\n\t\tWARI VUTSR 6\n\t\tGoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nActor YellowSkullSeeker\n{\n Radius 8\n Height 6\n Speed 9\n Damage ((random(1,8)*2)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n\t+NODAMAGETHRUST\n +SEEKERMISSILE\n PROJECTILE\n RenderStyle Add\n Scale 0.67\n Alpha 0.67\n DeathSound \"implord/shieldshothit\"\n Decal RevenantScorch\n States\n {\n Spawn:\n WLP2 ABCD 3 Bright A_SeekerMissile (5,10)\n Loop\n Death:\n WLP2 EFG 4 Bright\n Stop\n }\n}\n\nActor GreenPoisonBall\n{\n Radius 8\n Height 6\n Speed 10\n Damage (random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n\t+NODAMAGETHRUST\n PROJECTILE\n RenderStyle Add\n\tDamagetype Poison\n\tPoisonDamage 15\n Alpha 0.67\n DeathSound \"impwar/poison\"\n States\n {\n Spawn:\n WLP1 ABCD 3\n Loop\n Death:\n WLP1 EFGH 4\n Stop\n }\n}\n\nActor FamiliarSpawner\n{\n +MISSILE\n +DOOMBOUNCE\n +BOUNCEONACTORS\n +BLOODLESSIMPACT\n +PAINLESS\n Speed 8\n DeathSound \"implord/familiarspawn\"\n States\n {\n Spawn:\n WLP3 ABCD 4\n Loop\n Death:\n WLP3 E 4\n WLP3 F 6\n TNT1 A 0 A_Jump(85,3)\n WLP3 G 8 A_SpawnItemEx(\"_SummonedBatFamiliar\",0,0,32,0,0,0,0,SXF_SETMASTER)\n WLP3 H 350\n Stop\n WLP3 G 8 A_SpawnItemEx(\"_DragonFamiliar\",0,0,32,0,0,0,0,SXF_SETMASTER)\n WLP3 H 350\n Stop\n }\n}\n\nActor RedSkullBall\n{\n Radius 8\n Height 6\n Speed 15\n Damage ((random(1,8)*2)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n\t+NODAMAGETHRUST\n PROJECTILE\n RenderStyle Add\n Alpha 0.67\n SeeSound \"impwar/skull\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n\t\tWLP4 A 1 Bright\n\t\tWLP4 A 5 Bright A_PlaySound(\"impwar/skull\")\n WLP4 BCB 5 Bright\n Goto Spawn+1\n Death:\n WLP4 DEFG 5 Bright\n Stop\n }\n}\n\nActor WarlordMace\n{\n +DOOMBOUNCE\n Speed 4\n States\n {\n Spawn:\n WLI2 ABCDEF 5\n WLI2 G -1\n Stop\n }\n}\n\nActor WarlordShield\n{\n +DOOMBOUNCE\n Speed 5\n States\n {\n Spawn:\n WLI1 ABCDEF 5\n WLI1 G -1\n Stop\n }\n}\n\nActor _SummonedBatFamiliar\n{\n Health 10\n Radius 12\n Height 24\n Speed 14\n PainChance 200\n MONSTER\n\t+NODAMAGETHRUST\n +NOGRAVITY\n +FLOAT\n +NEVERRESPAWN\n\t-COUNTKILL\n SeeSound \"batfam/idle\"\n PainSound \"batfam/pain\"\n DeathSound \"batfam/death\"\n ActiveSound \"batfam/idle\"\n HitObituary \"%o was scratched by a bat familiar.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tBFAM A 0\n\t\tBFAM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,10,24,0)//increase health on higher difficulties\n\tIdle:\n\t\tBFAM ABCB 3 A_Look\n Loop\n See:\n BFAM ABCB 3 A_Chase\n Loop\n Melee:\n BFAM A 3 A_FaceTarget\n BFAM B 3 A_CustomMeleeAttack(random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0)),\"batfam/idle\")\n BFAM CB 3 A_FaceTarget\n Goto See\n Pain:\n BFAM A 2\n BFAM A 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_Die\n TNT1 A 0 A_NoBlocking\n BFAM D 5 A_Scream\n BFAM E 5\n BFAM FDEF 5\n Goto Death+5\n Crash:\n TNT1 A 0 A_SetFloorClip\n BFAM G 6 A_PlaySound(\"batfam/crash\")\n BFAM H 7\n BFAM I 8\n BFAM J -1\n Stop\n }\n}\n\nActor _DragonFamiliar\n{\n Health 25\n Radius 16\n Height 32\n Speed 10\n PainChance 200\n MaxTargetRange 78\n MONSTER\n\t+NODAMAGETHRUST\n +NOGRAVITY\n +FLOAT\n +STRIFEDAMAGE\n +NEVERRESPAWN\n\t-COUNTKILL\n SeeSound \"dragonfam/see\"\n PainSound \"dragonfam/pain\"\n DeathSound \"dragonfam/death\"\n ActiveSound \"dragonfam/idle\"\n Obituary \"%o was cooked by a dragon familiar.\"\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tDFAM A 0\n\t\tDFAM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,25,32,0)//increase health on higher difficulties\n\tIdle:\n\t\tDFAM ABCD 10 A_Look\n Loop\n See:\n DFAM AABBCCDD 3 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfCloser(270,2)\n\t Goto See\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n\t Goto Missile+3\n\t TNT1 A 0 A_PlaySound(\"dragonfam/attack\")\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuffNoDamage\", 12, 0, 0)\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuff\", 12, 0, Random(1,2))\n\t TNT1 A 0 A_JumpIfCloser(270,1)\n\t Goto See\n DFAM E 2 Bright A_CPosRefire\n TNT1 A 0 A_CustomMissile(\"MiniFirePuff\", 12, 0, Random(-1,-2))\n Goto Missile+1\n Pain:\n DFAM F 2\n DFAM F 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_Die\n DFAM G 8 A_NoBlocking\n DFAM H 8 A_Scream\n DFAM I 6 A_SetFloorClip\n DFAM JKL 6\n DFAM M -1\n Stop\n }\n}\n\nActor MiniFirePuff\n{\n Radius 6\n Height 10\n Speed 7\n Damage (random(1,4)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))/2)\n\t+NODAMAGETHRUST\n PROJECTILE\n\tDamagetype Fire\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n DFFP ABCDEFGH 2 Bright\n Death:\n DFFP IJKLMNOPQR 2 Bright\n Stop\n }\n}\n\nActor MiniFirePuffNoDamage : MiniFirePuff\n{\n Damage 0\n}\n\nACTOR ShadowBeast 30123\n{\n OBITUARY \"%o was killed by a shadow beast.\"\n Bloodcolor \"70 AC 00\"\n Health 1200\n Radius 24\n Height 64\n Scale 0.9\n Mass 500\n Speed 12\n PainChance 45\n SEESOUND \"shadowbeast/sight\"\n PAINSOUND \"shadowbeast/pain\"\n DEATHSOUND \"shadowbeast/death\"\n ACTIVESOUND \"shadowbeast/active\"\n MONSTER\n +FloorClip\n +NoDamageThrust\n DropItem \"AccessoryRandomSpawner\" 8\n states\n {\n Spawn:\n\tBDEM A 0\n\tBDEM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1200,72,0)//increase health on higher difficulties\n Idle:\n BDEM AB 10 A_Look\n Loop\n See:\n BDEM ABCDEF 6 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfHealthLower (acs_executewithresult(553,0,0,0)/2, \"Missile2\")\n TNT1 A 0 A_Jump(90, 5)\n BDEM H 6 A_FaceTarget\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 40, 0, -8)\n BDEM I 6 A_CustomMissile (\"ShadowBeast_Ball1\", 40, 0, 8)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 40, 0, 0)\n Goto See\n BDEM H 4 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, -16)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, -8)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, 0)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, 8)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, 16)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 40, 0, 32)\n Goto See\n Missile2:\n TNT1 A 0 A_JumpIfCloser(300,1)\n\tTNT1 A 0 A_Jump(256,15)\n BDEM H 6 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 40, 0, random(-8,8))\n Goto See\n BDEM H 16 A_FaceTarget\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -64)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 64)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -56)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 56)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -48)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 48)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -40)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 40)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -32)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 32)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -24)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 24)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -16)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 16)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, -8)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 8)\n BDEM I 6 A_CustomMissile (\"ShadowBeast_Ball3\", 40, 0, 0)\n Goto See\n Pain:\n TNT1 A 0 A_Jump (16, \"Spread\")\n BDEM G 4 A_Pain\n Goto See\n Death:\n BDEM R 8 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n BDEM S 8 A_Scream\n BDEM TUVWX 6\n BDEM Y 6 A_NoBlocking\n BDEM Z -1\n Stop\n Raise:\n\tBDEM Y 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1200,80,0)\n\tBDEM YXWVUTSR 6\n\tGoto See\n Spread:\n TNT1 A 0 A_SpawnItemEx (\"ShadowBeast_Spread\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx (\"ShadowBeast_Sparkle\", random(0,16), random(0,16), random(16,48), 0, 0, 0, random(0,359), 128)\n TNT1 AAAAA 0 A_SpawnItemEx (\"ShadowBeast_Creature\", 0, 0, random(16,48), random(0,8), random(0,8), random(0,8), random(0,359), 0)\n TNT1 A 0 A_SetTranslucent (0.0)\n Goto Wander\n Wander:\n TNT1 A 0 A_UnSetShootable\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n TNT1 A 0 A_Jump(60, 5)\n TNT1 A 0 A_Jump(60, 15)\n TNT1 A 0 A_Jump(60, 25)\n TNT1 A 0 A_Jump(60, 35)\n TNT1 A 0 A_Jump(60, 45)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Wander\n BDEM A 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.2)\n BDEM B 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.4)\n BDEM C 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.6)\n BDEM D 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.75)\n BDEM E 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.8)\n BDEM F 3 A_Wander\n BDEM A 0 A_SetTranslucent (1.0)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n\t\t\"----\" E 5 A_GenericFreezeDeath\n\t\t\"----\" E 1 A_FreezeDeathChunks\n\t\tWait\n Pain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,75)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\t}\n\tPainChance \"Convert\", 255\n}\n\nACTOR ShadowBeast_Spread\n{\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tSpeed 0\n\tPROJECTILE\n\tstates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_PlaySound (\"shadowbeast/spread\")\n\t\t BDEM JKLMNOP 8\n\t BDEM Q 70\n\t BDEM QQQQQQQQQQ 1 A_FadeOut(0.1)\n\t\t stop\n\t}\n}\n\nACTOR ShadowBeast_Creature\n{\n Alpha 1.0\n Renderstyle Add\n Speed 16\n MONSTER\n -SOLID\n -SHOOTABLE\n -COUNTKILL\n +FLOAT\n +NOGRAVITY\n +NODAMAGETHRUST\n states\n {\n \tSpawn:\n \t TNT1 A 0\n\t TNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1,0,0)\n \t TNT1 A 0 A_Playsound(\"shadowbeast/spiritsit\")\n \t Goto See\n\tIdle:\n\t TNT1 A 0 A_GiveInventory(\"GhostieTimer\")\n\t TNT1 A 0 A_JumpIfInventory(\"GhostieTimer\", 35, \"Death\")\n\t BDGH AB 2 A_Look\n\t Loop\n \tSee:\n\t TNT1 A 0 A_GiveInventory(\"GhostieTimer\")\n\t TNT1 A 0 A_JumpIfInventory(\"GhostieTimer\", 35, \"Death\")\n\t BDGH AB 2 A_Chase\n\t Loop\n\tMelee:\n\t BDGH AB 2 A_CustomMeleeAttack(2+ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0)/4)\n\t Goto See\n\tDeath:\n\t TNT1 A 0 A_Playsound(\"shadowbeast/spiritdth\")\n\t BDGH EFGHIJ 5\n\t Stop\n }\n}\n\nActor GhostieTimer : Inventory\n{\n\tInventory.MaxAmount 35\n}\n\nACTOR ShadowBeast_Sparkle\n{\n\tAlpha 1.0\n Renderstyle Add\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tSpeed 0\n\tPROJECTILE\n\tScale 1.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_Jump(128,4)\n\t\t TNT1 A 0 A_Jump(128,2)\n\t\t BDP1 GHI 5\n\t\t stop\n\t}\n}\n\nACTOR ShadowBeast_BallFire\n{\n Alpha 1.0\n Renderstyle Add\n Speed 15\n Radius 10\n Height 6\n Damage (random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n DamageType Poison\n PoisonDamage 50\n Projectile\n +SPAWNSOUNDSOURCE\n +RIPPER\n +BLOODLESSIMPACT\n +NODAMAGETHRUST\n RenderStyle Add\n SeeSound \"shadowbeast/pr1death\"\n Decal MummyScorch\n States\n {\n Spawn:\n BDP2 DEFGH 5 Bright\n Goto Death\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball1\n{\n Alpha 1.0\n Renderstyle Add\n Speed 15\n Radius 10\n Height 6\n Damage (random(1,8)*5+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n DamageType Poison\n PoisonDamage 40\n Projectile\n +SPAWNSOUNDSOURCE\n +NODAMAGETHRUST\n RenderStyle Add\n SeeSound \"shadowbeast/pr1sight\"\n DeathSound \"shadowbeast/pr1death\"\n States\n {\n Spawn:\n BDP2 ABC 4 Bright\n Loop\n Death:\n BDP2 DE 4 Bright\n BDP2 FGH 3 Bright\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball2\n{\n Alpha 1.0\n Renderstyle Add\n Radius 8\n Height 6\n Damage (random(1,8)*2+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n Speed 16\n PROJECTILE\n +Randomize\n +NoDamageThrust\n DamageType Poison\n PoisonDamage 40\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 D 1 A_BishopMissileWeave\n BDP1 E 1 A_BishopMissileWeave\n loop\n Death:\n BDP1 FGHI 3\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball3\n{\n Alpha 1.0\n Scale 1.4\n Renderstyle Add\n Radius 8\n Height 6\n Damage (random(1,8)*4+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,TARGET,0)))\n Speed 20\n PROJECTILE\n +Randomize\n +NoDamageThrust\n DamageType Poison\n PoisonDamage 40\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 DEDEDEDED 1 A_BishopMissileWeave\n BDP1 ED 1 A_BishopMissileWeave\n Loop\n Death:\n BDP1 FGHI 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "HEREMASH.txt",
"contents": "//Weredragon\n\nActor NewBeast : Beast replaces Beast\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\t//DropItem \"NewMana1\", 84, 30\n\tDropItem \"ReagentRed\", 64\n\tMeleerange 64\n\tHealth 600\n\tScale 0.9\n\tHeight 64\n\tRadius 24\n\tStates\n\t{\n\tSpawn:\n\t\tBEAS A 0\n\t\tBEAS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,600,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tBEAS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tBEAS H 10 A_FaceTarget\n\t\tBEAS I 10 A_CustomComboAttack(\"BeastBall\", 32, random(1,8)*7 + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,ACTIVATOR,0)), \"beast/attack\")\n\t\tGoto See\n\tDeath:\n\t\tBEAS A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\tBEAS R 6\n\t\tBEAS S 6 A_Scream\n\t\tBEAS TUV 6\n\t\tBEAS W 6 A_NoBlocking\n\t\tBEAS XY 6\n\t\tBEAS Z -1\n\t\tStop\n\tXDeath:\n\t\tBEAS J 0 A_SpawnItemEX(\"GIBBER\")\n\t\tBEAS J 5 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\tBEAS K 6 A_Scream\n\t\tBEAS L 5\n\t\tBEAS M 6\n\t\tBEAS N 5\n\t\tBEAS O 6 A_NoBlocking\n\t\tBEAS P 5\n\t\tBEAS Q -1\n\t\tStop\n\tRaise:\n\t\tBEAS Y 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,600,64,0)\n\t\tBEAS YXWVUTSR 6\n\t\tGoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,45)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewBeastBall : BeastBall replaces BeastBall\n{\n\tDamagetype \"Fire\"\n\tDamage ((random(1,8)*6)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\n//Sabreclaw\n\nActor NewClinkHeretic : Clink replaces Clink\n{\n DropItem \"ReagentTan\", 64\n //DropItem \"NewMana2\", 84, 15\n PainChance \"Convert\", 255\n Damage (random(6,18)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0)))\n +NODAMAGETHRUST\n Obituary \"$OB_CLINK\" // \"%o was slashed by a sabreclaw.\"\n MeleeRange 52\n MaxTargetRange 200\n Health 200\n Scale 0.85\n Height 56\n States\n {\n Spawn:\n\tCLNK A 0\n\tCLNK A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,56,0)//increase health on higher difficulties\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n CLNK A 3 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 3 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n CLNK E 5 A_FaceTarget\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0)), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n Goto See\n Missile:\n\tCLNK P 6 A_FaceTarget\n\tCLNK P 0 A_FaceTarget\n\tCLNK Q 1 ThrustThingZ(0,40,0,1)\n CLNK E 0 A_FaceTarget\n CLNK Q 0 A_Recoil (-10)\n\tCLNK QQQQQQQQQQQQQQQPPPPPP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tGoto See\n\tMeleeStrike:\n\t\tCLNK G 0 A_FaceTarget\n\t\tCLNK G 7 A_CustomMeleeAttack((random(6,18)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0))), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n\t\tGoto See\n Pain:\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n\tCLNK I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1\n Stop\n Raise:\n\tCLNK A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,260,56,0)\n\tCLNK NMLKJI 6\n\tGoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\n// Iron-Lich\nActor NewIronLich : IronLich Replaces IronLich\n{\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 4\n\tHealth 700\n\tScale 0.9\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tLICH A 0\n\t\tLICH A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,700,68,0)//increase health on higher difficulties\n\tIdle:\n\t\tLICH A 10 A_Look\n\t\tLoop\n\tDeath:\n\t\tLICH C 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH D 7 A_Scream\n\t\tLICH EF 7\n\t\tLICH G 7 A_NoBlocking\n\t\tLICH H 7\n\t\tLICH I -1 A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewHeadFX1 : HeadFX1 replaces HeadFX1\n{\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n\tDamagetype \"Ice\"\n\tDeathSound \"MageShardsExplode\"\n\t+NODAMAGETHRUST\n\tStates\n {\n Spawn:\n\tFX05 AAABBBCCC 1 Bright A_SpawnItemEx(\"IceCometTrail\",0,0,0,0,0,0,0,128)\n\tLoop\n\t}\n}\n\nActor NewHeadFX2 : HeadFX2 replaces HeadFX2\n{\n\tDamage ((random(1,8)*3)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\tDamagetype \"Ice\"\n\t+NODAMAGETHRUST\n}\n\nActor NewHeadFX3 : HeadFX3 replaces HeadFX3\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,5,TARGET,0)))\n\tDeathSound \"FireBall\"\n\t+NODAMAGETHRUST\n}\n\nActor NewWhirlWind : Whirlwind replaces WhirlWind\n{\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n\tStates\n\t{\n\tSpawn:\n\t\tFX07 DEFG 3\n\tChase:\n\t\tFX07 A 1 A_WhirlwindSeek\n\t\tFX07 A 1\n\t\tFX07 AAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,2),random(90,270))\n\t\tFX07 A 1\n\t\tFX07 B 1 A_WhirlwindSeek\n\t\tFX07 BBB 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,1),random(90,270))\n\t\tFX07 B 1\n\t\tFX07 B 1\n\t\tFX07 C 1 A_WhirlwindSeek\n\t\tFX07 CC 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,4),random(90,270))\n\t\tFX07 C 1\n\t\tFX07 C 1\n\t\tFX07 CCC 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,1),random(90,270))\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 G 4\n\t\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 F 4\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 E 4\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 D 4\n\t\tStop\n\t}\n}\n\nACTOR LeafFX\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +CANNOTPUSH\n +CLIENTSIDEONLY\n +NOINTERACTION\n scale 1.1\n States\n {\n Spawn:\n SMOK A 0\n\tTNT1 A 1 A_Jump(256,\"LEF1A0\",\"LEF2A0\",\"LEF3A0\")\n\tLoop\n LEF1A0:\n LEF1 ABCDEFGHIABCDEFGHI 2\n FadeLoopA:\n LEF1 ABCDEFGHI 1 A_FadeOut\n\tLoop\n LEF2A0:\n LEF2 ABCDEFGHIABCDEFGHIABCDEFGHI 2\n FadeLoopB:\n LEF2 ABCDEFGHI 1 A_FadeOut\n\tLoop\n LEF3A0:\n LEF3 ABCDE 2\n FadeLoopB:\n LEF3 ABCDE 1 A_FadeOut\n\tLoop\n }\n}\n\n//Undead Knight\n\nActor NewKnight : Knight Replaces Knight\n{\n\t+NOBLOOD\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\t//DropItem \"NewMana1\", 84, 15\n\tDropItem \"ReagentGreen\", 64\n\tHealth 250\n\t+NODAMAGETHRUST\n\tScale 0.9\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 0\n\t\tKNIG A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,250,64,0)//increase health on higher difficulties\n\tIdle:\n\t\tKNIG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tKNIG E 10 A_FaceTarget\n\t\tKNIG F 8 A_FaceTarget\n\t\tKNIG F 0 A_Jump(41, \"RedAxe\")\n\t\tKNIG G 8 A_CustomComboAttack(\"KnightAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"hknight/melee\")\n\t\tKNIG E 10 A_FaceTarget\n\t\tKNIG F 8 A_FaceTarget\n\t\tKNIG F 0 A_Jump(41, \"RedAxe2\")\n\t\tKNIG G 8 A_CustomComboAttack(\"KnightAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"hknight/melee\")\n\t\tGoto See\n\tRedAxe:\n\t\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"hknight/melee\")\n\t\tGoto Missile+4\n\tRedAxe2:\n\t\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)), \"hknight/melee\")\n\t\tGoto See\n\tDeath:\n\t\tKNIG A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tKNIG I 6\n\t\tKNIG J 6 A_Scream\n\t\tKNIG K 6\n\t\tKNIG L 6 A_NoBlocking\n\t\tKNIG MN 6\n\t\tKNIG O -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewKnightGhost : NewKnight replaces KnightGhost 65\n{\n Game Heretic\n //SpawnID 129\n +SHADOW\n +GHOST\n Translation \"209:224=145:160\"\n RenderStyle Translucent\n Alpha 0.4\n States\n {\n Melee:\n Missile:\n\tKNIG E 10 A_FaceTarget\n\tKNIG F 8 A_FaceTarget\n\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\tKNIG E 10 A_FaceTarget\n\tKNIG F 8 A_FaceTarget\n\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\tGoto See\n\t}\n}\n\nActor NewKnightAxe : KnightAxe replaces KnightAxe\n{\n\tDamage ((random(1,8)*2)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewRedAxe : RedAxe replaces RedAxe\n{\n\tDamage ((random(1,8)*7)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\n//Maulotaur\nACTOR NewMinotaurHeretic : Minotaur replaces Minotaur\n{\n Damage ((random(1,8)*7)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,ACTIVATOR,0)))\n DamageFactor \"DeathBlow\", 0\n Damagefactor \"PoisonCloud\", 0.25\n health 6000\n painchance 0\n meleerange 164\n mass 800\n -NORADIUSDMG\n +DONTHURTSPECIES\n +NODAMAGETHRUST\n DropItem \"NewArtiSuperHealth\", 51\n //DropItem \"NewMana2\", 84, 45\n DropItem \"AccessoryRandomSpawner\" 16\n Obituary \"%o was burnt to a crisp by the Maulotaur.\"\n HitObituary \"%o was crushed by the Maulotaur.\"\n states\n {\n Spawn:\n\tNMTR A 0\n\tNMTR A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,6000,100,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n\tIdle:\n\tNMTR AB 10 A_Look\n Loop\n Melee:\n NMTR U 0 A_UnSetInvulnerable\n\tNMTR U 0 A_TakeInventory(\"Hammercheck\", 1)\n NMTR V 10 A_FaceTarget\n NMTR W 7 A_FaceTarget\n NMTR X 12 A_CustomMeleeAttack ((random(1,8)*7)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,ACTIVATOR,0)), \"minotaur/melee\")\n Goto See\n Missile:\n NMTR U 0 A_UnSetInvulnerable\n NMTR V 0 A_Jump(51, 2)\n NMTR V 0 A_JumpIfCloser(800, \"Hammer\")\n\tNMTR V 0 A_TakeInventory(\"Hammercheck\", 1)\n \tNMTR V 0 A_Jump(104, 2)\n NMTR V 0 A_JumpIfCloser(2000, \"Charge\")\n NMTR V 10\n NMTR Y 4 A_FaceTarget\n\tNMTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 0)\n\tNMTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 2.8125)\n\tNMTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -2.8125)\n\tNMTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 5.625)\n\tNMTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -5.625)\n NMTR Z 9\n Goto See\n Hammer:\n NMTR U 0 A_UnSetInvulnerable\n \tNMTR V 0 A_JumpIfInventory(\"Hammercheck\", 1, \"Missile\")\n NMTR V 10 A_FaceTarget\n NMTR W 7 A_FaceTarget\n\tNMTR W 0 A_PlaySound(\"minotaur/attack3\", CHAN_VOICE)\n\tNMTR X 0 A_PlaySound(\"minotaur/attack1\", CHAN_WEAPON)\n NMTR X 12 A_CustomMissile(\"HMinotaurFX2\", 0, 0, 0)\n\tNMTR V 0 A_Jump(192, \"HammerLoop\")\n Goto See\n HammerLoop:\n NMTR X 12 A_GiveInventory(\"Hammercheck\", 1)\n Goto Hammer\n Charge:\n\tNMTR U 0 A_SetInvulnerable\n NMTR U 0 A_FaceTarget\n NMTR U 0 A_SkullAttack(13)\n\tNMTR U 0 A_SpawnItemEx(\"MinoPuff\",0,0,0,0,0,2)\n\tNMTR U 0 A_FaceTarget\n\tNMTR U 2\n\tNMTR U 0 A_JumpIf(z - floorz >= 15, \"ChargeStop\")\n goto Charge+2\n ChargeStop:\n SPOS A 0 A_Stop\n goto See\n See:\n NMTR A 0 A_UnSetInvulnerable\n NMTR ABCD 5 A_Chase\n Loop\n Death:\n\tNMTR A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\tNMTR F 0 A_SpawnItem(\"BOSSGIBBER\")\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n NMTR G 5\n NMTR H 6 A_Scream\n NMTR I 5\n NMTR J 6\n NMTR K 5\n NMTR L 6\n\tNMTR M 0 A_SpawnItem(\"BOSSGIBBER\")\n NMTR M 5 A_NoBlocking\n NMTR N 6\n NMTR O 5\n NMTR P 6\n NMTR Q 5\n NMTR R 6\n NMTR S 5\n NMTR T -1 A_BossDeath\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\nActor HMinotaurFX1 : MinotaurFX1\n{\n\tDamage ((Random(1,8)*3)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\nActor HMinotaurFX2 : MinotaurFX2\n{\n\tDamage ((Random(1,8)*4)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,TARGET,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tFX13 A 2 Bright A_SpawnItemEx(\"HMinotaurFX3\",random(-2,2),random(-2,2),0)\n\t\tLoop\n\tDeath:\n\t\tFX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)), 128, 0)\n\t\tFX13 JKLM 4 Bright\n\t\tStop\n\t}\n}\n\nActor HMinotaurFX3 : MinotaurFX3\n{\n\tDamage ((Random(1,8)*4)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,TARGET,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tDeath:\n\t\tFX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)), 128, 0)\n\t\tFX13 JKLM 4 Bright\n\t\tStop\n\t}\n}\n\n//Golems\n\nActor NewMummy : Mummy replaces Mummy\n{\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tDropItem \"ReagentRed\", 64\n\t//DropItem \"NewMana1\", 84, 5\n\tHealth 160\n\t+NODAMAGETHRUST\n\tScale 0.88\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tMUMM A 0\n\t\tMUMM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,160,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tMUMM AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tMUMM E 6 A_FaceTarget\n\t\tMUMM F 6 A_CustomMeleeAttack(random(1,8)*2 + (ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0)), \"mummy/attack2\", \"mummy/attack\")\n\t\tMUMM G 6\n\t\tGoto See\n\tDeath:\n\t\tMUMM A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_Scream\n\t\tMUMM JJ 1 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_SpawnItemEx(\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_SpawnItemEx(\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 0 A_SpawnItemEx(\"MummySoul\", 0,0,10, 0,0,1, random(0,360), 128)\n\t\tMUMM K 1 A_SpawnItemEx(\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 1 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 3 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM L 5\n\t\tMUMM M 5 A_NoBlocking\n\t\tMUMM NO 5\n\t\tMUMM P -1\n\t\tStop\n\tRaise:\n\t\tMUMM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,160,56,0)\n\t\tMUMM ONMLKJI 6\n\t\tGoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewMummyGhost : NewMummy replaces MummyGhost 69\n{\n Game Heretic\n //SpawnID 8\n +SHADOW\n +GHOST\n RenderStyle Translucent\n Alpha 0.4\n}\n\nACTOR NewMummyLeader : NewMummy replaces MummyLeader 45\n{\n Game Heretic\n //SpawnID 2\n Health 120\n PainChance 64\n Obituary \"$OB_MUMMYLEADER\"\n +NODAMAGETHRUST\n States\n {\n Spawn:\n\t\tMUMM A 0\n\t\tMUMM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)//increase health on higher difficulties\n\t\tGoto Idle\n Missile:\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_CustomMissile(\"MummyFX1\")\n Goto See\n Raise:\n\t\tMUMM A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,120,56,0)\n\t\tMUMM ONMLKJI 6\n\t\tGoto See\n }\n}\n\nActor NewMummyFX1 : MummyFX1 replaces MummyFX1\n{\n\tDamage ((Random(1,8)*3)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\nACTOR NewMummyLeaderGhost : NewMummyLeader replaces MummyLeaderGhost 46\n{\n Game Heretic\n //SpawnID 9\n +SHADOW\n +GHOST\n RenderStyle Translucent\n Alpha 0.4\n}\n\n//Ophidian\n\nActor NewSnake : Snake replaces Snake\n{\n\t//DropItem \"NewMana2\", 84, 30\n\tDropItem \"ArtiAquaFlask\", 8\n\tDropItem \"AccessoryRandomSpawner\" 4\n\tPainChance \"Convert\", 255\n\tHealth 400\n\t+NODAMAGETHRUST\n\tHeight 56\n\tScale 0.95\n\tStates\n\t{\n\tSpawn:\n\t\tSNKE A 0\n\t\tSNKE A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,60,0)\n\tIdle:\n\t\tSNKE AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,8),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tSNKE A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tSNKE G 5 A_SpawnItem(\"GIBBER\")\n\t\tSNKE H 5 A_Scream\n\t\tSNKE IJKL 5\n\t\tSNKE M 5 A_NoBlocking\n\t\tSNKE NO 5\n\t\tSNKE P -1\n\t\tStop\n\tRaise:\n\t\tSNKE A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,60,0)\n\t\tSNKE ONMLKJIHG 5\n\t\tGoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewSnakeProjA : SnakeProjA replaces SnakeProjA\n{\n\tDamage (Random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0)))\n\tDamagetype \"Ice\"\n\t+NODAMAGETHRUST\n}\n\nActor NewSnakeProjB : SnakeProjB replaces SnakeProjB\n{\n\tDamage (Random(1,8)*3+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewSorcerer1\n{\n\tHealth 11000\n\tRadius 28\n\tHeight 100\n\tMass 800\n\tSpeed 16\n\tPainChance 0\n\tMonster\n\t+BOSS\n\t+DONTMORPH\n\t+NOTARGET\n\t+NOICEDEATH\n\t+FLOORCLIP\n\t+DONTGIB\n\tSeeSound \"dsparilserpent/sight\"\n\tAttackSound \"dsparilserpent/attack\"\n\tPainSound \"dsparilserpent/pain\"\n\tDeathSound \"dsparilserpent/death\"\n\tActiveSound \"dsparilserpent/active\"\n\tObituary \"$OB_DSPARIL1\"\n\tHitObituary \"$OB_DSPARIL1HIT\"\n\t-NORADIUSDMG\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\t+NODAMAGETHRUST\n\t+BOSSDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tSRCR A 0\n\t\tSRCR A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,11000,100,0)\n\tIdle:\n\t\tSRCR AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRCR A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)*2/3, \"Transform\")\n\t\tSRCR ABCD 5 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSRCR Q 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)*7/8, \"Missile2\")\n\t\tSRCR Q 7 A_FaceTarget\n\t\tSRCR R 6 A_FaceTarget\n\t\tSRCR S 10 A_CustomMissile(\"SorcererFX1\", 80)\n\t\tGoto See\n\tMissile2:\n\t\tSRCR S 10 A_FaceTarget\n\t\tSRCR Q 7 A_FaceTarget\n\t\tSRCR R 6 A_FaceTarget\n\t\tSRCR S 0 A_CustomMissile(\"SorcererFX1\", 80, 0, 3)\n\t\tSRCR S 0 A_CustomMissile(\"SorcererFX1\", 80, 0, -3)\n\t\tSRCR S 10 A_CustomMissile(\"SorcererFX1\", 80, 0, 0)\n\t\tGoto See\n\tTransform:\n\t\tSRCR E 7 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tSRCR E 0 A_SpawnItem(\"GIBBER\")\n\t\tSRCR F 7 A_Scream\n\t\tSRCR G 7\n\t\tSRCR HI 6\n\t\tSRCR J 6\n\t\tSRCR K 6\n\t\tSRCR L 25 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 20 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 12\n\t\tSRCR P 0 A_NoBlocking\n\t\tSRCR P -1 A_SpawnItemEx(\"NewSorcerer2\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tDeath.DSPARIL:\n\t\tSRCR P 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,6000)\n\t\tSRCR P 0 A_NoBlocking\n\t\tSRCR P -1 A_BossDeath\n\tDeath:\n\t\tSRCR E 7\n\t\tSRCR E 0 A_SpawnItem(\"GIBBER\")\n\t\tSRCR F 7 A_Scream\n\t\tSRCR G 7\n\t\tSRCR HI 6\n\t\tSRCR J 6\n\t\tSRCR K 6\n\t\tSRCR L 25 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 20 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 12\n\t\tSRCR P 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tSRCR P 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tSRCR P -1 A_BossDeath\n\t}\n}\n\nActor NewSorcerer2\n{\n\tHealth 7000\n\tRadius 16\n\tHeight 70\n\tMass 300\n\tSpeed 14\n\tMonster\n\t+DROPOFF\n\t+BOSS\n\t+DONTMORPH\n\t+NOTARGET\n\t+NOICEDEATH\n\t+FLOORCLIP\n\t+BOSSDEATH\n\tSeeSound \"dsparil/sight\"\n\tAttackSound \"dsparil/attack\"\n\tPainSound \"dsparil/pain\"\n\tActiveSound \"dsparil/active\"\n\tObituary \"$OB_DSPARIL2\"\n\tHitObituary \"$OB_DSPARIL2HIT\"\n\t-NORADIUSDMG\n\tPainChance 0\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 32\n\t+NODAMAGETHRUST\n\t+DONTHURTSPECIES\n\tStates\n\t{\n\tSpawn:\n\t\tSOR2 A 0\n\t\tSOR2 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,7000,70,0)//increase health on higher difficulties\n\t\tSOR2 AB 4\n\t\tSOR2 C 4 A_PlaySound(\"dsparil/rise\", CHAN_BODY, 1, FALSE, ATTN_NONE)\n\t\tSOR2 DEF 4\n\t\tSOR2 G 12 A_PlaySound(\"dsparil/sight\", CHAN_BODY, 1, FALSE, ATTN_NONE)\n\t\tGoto See\n\tIdle:\n\t\tSOR2 MN 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSOR2 MNOP 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSOR2 R 9 A_Jump(48, \"Summon\", \"Teleport\")\n\t\tSOR2 S 9 A_FaceTarget\n\t\tSOR2 T 0 A_PlaySound(\"dsparil/attack\")\n\t\tSOR2 T 20 A_CustomMissile(\"NewSorcerer2FX1\")\n\t\tGoto See\n\tSummon:\n\t\tSOR2 R 9\n\t\tSOR2 S 9 A_FaceTarget\n\t\tSOR2 T 0 A_PlaySound(\"dsparil/attack\")\n\t\tSOR2 T 0 A_CustomMissile(\"Sorcerer2FX2\", 50, 0, -40, 2)\n\t\tSOR2 T 20 A_CustomMissile(\"Sorcerer2FX2\", 50, 0, 40, 2)\n\t\tGoto See\n\tTeleport:\n\t\tSOR2 G 0 A_SpawnItemEx(\"_Sorcerer2Telefade\")\n\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAA 0 A_Wander\n\t\tSOR2 L 0 A_PlaySound(\"Dsparil/teleport\", CHAN_BODY)\n\t\tSOR2 LKJIHG 3\n\t\tGoto See\n\tDeath:\n\t\tSOR2 E 0 A_DamageMaster(9000000, \"DSPARIL\")\n\t\tSDTH A 8 Bright\n\t\tSDTH B 8 Bright\n\t\tSDTH C 8 Bright A_PlaySoundEx(\"dsparil/scream\", \"Body\")\n\t\tSDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n\t\tSDTH AAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KaZap\", 0, 0, 48, (0.1)*Random(100, 400), 0, (0.1)*Random(-400, 400), Random(0, 720), 128)\n\t\tSDTH AAAAAAAAA 0 A_SpawnItemEx(\"KaZap\", 0, 0, 48, (0.1)*Random(100, 400), 0, (0.1)*Random(-400, 400), Random(0, 720), 128)\n\t\tSDTH H 6\n\t\tSDTH I 18\n\t\tSDTH J 6 A_NoBlocking\n\t\tSDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n\t\tSDTH LMN 6\n\t\tSDTH O -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor NewSorcererFX1 : SorcererFX1 replaces SorcererFX1\n{\n\tDamage ((random(1,8)*10) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,10,TARGET,0))\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"DemonMissileExplode\"\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n FX14 AABBCC 2 Bright A_spawnitemEx(\"Sorcerer1FX1Trail\")\n Loop\n\t}\n}\n\nACTOR Sorcerer1FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 0.3\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n States\n {\n Spawn:\n FX14 DEFGH 2 bright\n Stop\n }\n}\n\nACTOR NewSorcerer2FX1 : Sorcerer2FX1 replaces Sorcerer2FX1\n{\n Damage (random(1,8) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n States\n {\n Spawn:\n TH16 ABC 3 Bright A_BlueSpark\n Loop\n Death:\n TH16 G 5 Bright A_Explode(random(80,111) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,26,TARGET,0),128,0)\n TH16 HIJKL 5 Bright\n Stop\n }\n}\n\nACTOR _Sorcerer2Telefade\n{\n +NOBLOCKMAP\n States\n {\n Spawn:\n\tSOR2 G 0 A_PlaySound(\"Dsparil/teleport\", CHAN_BODY)\n SOR2 GHIJKL 3\n Stop\n }\n}\n\n//Disciple of D'Sparil\n\nActor NewWizard : Wizard replaces Wizard\n{\n\tPainChance \"Convert\", 255\n\t//Dropitem \"NewMana1\", 84, 15\n\tDropitem \"NewArtiHealingRadius\", 4\n\tDropitem \"NewArtiSpeedBoots\", 4\n\tDropitem \"ForceCube\", 4\n\tDropitem \"ArtiPurpleFlask\", 16\n\tHealth 260\n\tScale 0.85\n\t+NODAMAGETHRUST\n\t-SPAWNFLOAT\n -DONTOVERLAP\n\tHeight 56\n\tRadius 16\n\tStates\n\t{\n\tSpawn:\n\t\tWZRD A 0\n\t\tWZRD A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,260,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tWZRD AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tWZRD A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\tWZRD F 6 A_GhostOff\n\t\tWZRD G 6 A_Scream\n\t\tWZRD HI 6\n\t\tWZRD J 6 A_NoBlocking\n\t\tWZRD KL 6\n\t\tWZRD M -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tWZRD A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,260,56,0)\n\t\tWZRD LKJIHG 6\n\t\tGoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewWizardFX1 : WizardFX1 replaces WizardFX1\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0))\n\t+NODAMAGETHRUST\n}\n\n//Fatso\n\nActor NewHereticImp : HereticImp replaces HereticImp\n{\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentRed\"\n\t+NODAMAGETHRUST\n\thealth 80\n\tStates\n\t{\n\tSpawn:\n\t\tIMPX A 0\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,36)//increase health on higher difficulties\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tIMPX DE 6 A_FaceTarget\n\t\tIMPX F 6 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"himp/attack\", \"himp/attack\")\n\t\tGoto See\n\tDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tIMPX G 1 A_ImpDeath\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 2\n\t\tWait\n\tXDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tIMPX S 5 A_ImpXDeath1\n\t\tIMPX TU 5\n\t\tIMPX V 5 A_Gravity\n\t\tIMPX W 5\n\t\tWait\n\tCrash:\n\t\tIMPX III 1 A_SpawnItemEx(\"Blood\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX I 4 A_ImpExplode\n\t\tIMPX J 7 A_Scream\n\t\tIMPX K 7\n\t\tIMPX L -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewHereticImpLeader : NewHereticImp replaces HereticImpLeader 5\n{\n Game Heretic\n //SpawnID 7\n Health 60\n -MISSILEMORE\n -SPAWNFLOAT\n -DONTOVERLAP\n AttackSound \"himp/leaderattack\"\n States\n {\n\tSpawn:\n\t\tIMPX A 0\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,60,36,0)//increase health on higher difficulties\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tStop\n\tMissile:\n\t\tIMPX DE 6 A_FaceTarget\n\t\tIMPX F 6 A_CustomComboAttack(\"HereticImpBall\", 32, random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"himp/leaderattack\")\n\t\tGoto See\n\t\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tIMPX G 1 A_ImpDeath\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 2\n\t\tWait\n\tXDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\tIMPX S 5 A_ImpXDeath1\n\t\tIMPX TU 5\n\t\tIMPX V 5 A_Gravity\n\t\tIMPX W 5\n\t\tWait\n\tCrash:\n\t\tIMPX III 1 A_SpawnItemEx(\"Blood\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX I 4 A_ImpExplode\n\t\tIMPX J 7 A_Scream\n\t\tIMPX K 7\n\t\tIMPX L -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nActor NewHereticImpBall : HereticImpBall replaces HereticImpBall\n{\n\tDamage (random(1, 8) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))\n\tSpeed 14\n\t+NODAMAGETHRUST\n\tDamagetype \"Fire\"\n}\n\nActor NewPod : Pod replaces Pod\n{\n\t+NODAMAGETHRUST\n\tDamagetype PoisonCloud\n\tPoisonDamage 10000\n\tStates\n\t{\n Spawn:\n PPOD A 10\n Loop\n Pain:\n PPOD B 14 A_PodPain\n Goto Spawn\n\tDeath:\n\t\tPPOD C 5 Bright A_RemovePod\n\t\tPPOD D 5 Bright A_Scream\n\t\tPPOD E 5 Bright A_SpawnItemEx(\"PoisonPodExplosion\")//A_Explode(128+(ACS_ExecuteWithResult(912,4,0,0)),128)\n\t\tPPOD F 10 Bright\n\t\tStop\n\t\tGrow:\n PPOD IJKLMNOP 3\n Goto Spawn\n\t}\n}\n\nActor PoisonPodExplosion\n{\n\tPROJECTILE\n\t+NOCLIP\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+PAINLESS\n\t+NODAMAGETHRUST\n\tDamagetype PoisonCloud\n\tPoisonDamage 10000\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 1 A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)),128)\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "HEXNMASH.txt",
"contents": "Actor _Ettin : NewEttin\n{\n\t-TELESTOMP\n\tHeight 56\n\tScale 0.82\n\tStates\n\t{\n\tSpawn:\n\t\tETTN A 0\n\t\tETTN A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,180,56,0)//increase health on higher difficulties\n\t\tGoto Idle\n\tMelee:\n\t\tETTN EF 6 A_FaceTarget\n\t\tETTN G 8 A_CustomMeleeAttack((Random(1, 8)*3)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)))\n\t\tGoto See\n\tRaise:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,180,56,0)\n\t\tETTN QPONMLKJI 4\n\t\tETTN A 10\n\t\tgoto See\n\t}\n}\n\nActor _Centaur : NewCentaur\n{\n\t-TELESTOMP\n\tHeight 56\n\tScale 0.85\n\tdropitem \"ArtiEmptyFlask\" 64\n dropitem \"ArtiMaroonFlask\" 16\n dropitem \"ReagentRed\" 64\n\tStates\n\t{\n\tSpawn:\n\t\tCENT A 0\n\t\tCENT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,56,WOC_STAT)//increase health on higher difficulties\n\t\tGoto Idle\n\tMelee:\n\t\tCENT H 5 A_FaceTarget\n\t\tCENT I 4 A_FaceTarget\n\t\tCENT J 7 A_CustomMeleeAttack(random(14,18)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0)))\n\t\tGoto See\n\tRaise:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,56,WOC_STAT)\n\t\tCENT SRQPONMLK 4\n\t\tCENT A 10\n\t\tgoto See\n\t}\n}\n\nActor _CentaurLeader : NewCentaurLeader\n{\n\t-TELESTOMP\n\tHealth 400\n\t+BOSSDEATH\n\tdropitem \"ArtiEmptyFlask\" 32\n dropitem \"ArtiBlueFlask\" 32\n dropitem \"ReagentRed\" 64\n\tStates\n\t{\n\tSpawn:\n\t\tCENT A 0\n\t\tCENT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,64,WOC_STAT)//increase health on higher difficulties\n\t\tGoto Idle\n\tMelee:\n\t\tCENT H 5 A_FaceTarget\n\t\tCENT I 4 A_FaceTarget\n\t\tCENT J 7 A_CustomMeleeAttack(random(15,24)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0)))\n\t\tGoto See\n\tRaise:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,400,64,WOC_STAT)\n\t\tCENT SRQPONMLK 4\n\t\tCENT A 10\n\t\tgoto See\n\tXDeath:\n\t\tCENT A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tCTXD A 0 A_SpawnItemEx(\"GIBBER\")\n\t\tCTXD B 4 A_NoBlocking\n\t\tCTXD C 0 A_SpawnItemEx(\"CentaurSword\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n\t\t\t\t\t\t\t 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270)\n\t\tCTXD C 4 A_SpawnItemEx(\"CentaurShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n\t\t\t\t\t\t\t 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90)\n\t\tCTXD D 3 A_Scream\n\t\tCTXD E 4 A_QueueCorpse\n\t\tCTXD F 3\n\t\tCTXD G 4\n\t\tCTXD H 3\n\t\tCTXD I 4\n\t\tCTXD J 3\n\t\tCTXD K -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor _FireDemon : NewFireDemon\n{\n\t-TELESTOMP\n\tScale 0.88\n\tStates\n\t{\n\tSpawn:\n\t\tFDMN X 0 Bright\n\t\tFDMN X 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,52,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n\t\tFDMN X 5 Bright\n\t\tFDMN EFG 10 Bright A_Look\n\t\tGoto Spawn+3\n\tIdle:\n\t\tFDMN AB 10 Bright A_LookEx(0, 0, 0, 0, 0, \"Chase\")\n\t\tLoop\n\tMissile:\n FDMN K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDMN K 5 Bright A_CustomMissile(\"FireDemonMissile\",26)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDMN K 5 Bright A_CustomMissile(\"FireDemonMissile\",26)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDMN K 5 Bright A_CustomMissile(\"FireDemonMissile\",26)\n Goto Chase\n\t}\n}\n\nActor _Demon1 : NewDemon1\n{\n\t-TELESTOMP\n\tScale 0.85\n\tHeight 56\n\tRadius 20\n\tHealth 350\n\tStates\n\t{\n\tSpawn:\n\t\tDEMN A 0\n\t\tDEMN A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,350,64,0)//increase health on higher difficulties\n\t\tGoto Idle\n\tRaise:\n\t\tDEMN E 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,350,64,0)\n\t\tDEMN PONMLKJIH 6\n\t\tDEMN A 10\n\t\tgoto See\n\t}\n}\n\nActor _Demon2 : NewDemon2\n{\n\t-TELESTOMP\n\tScale 0.85\n\tHeight 56\n\tRadius 20\n\tHealth 350\n\tStates\n\t{\n\tSpawn:\n\t\tDEM2 A 0\n\t\tDEM2 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,350,64,0)//increase health on higher difficulties\n\t\tGoto Idle\n\tRaise:\n\t\tDEM2 E 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,350,64,0)\n\t\tDEM2 PONMLKJIH 6\n\t\tDEM2 A 10\n\t\tgoto See\n\t}\n}\n\nActor HeresiarchReplacer\n{\n +NOSECTOR\n +NOGRAVITY\n +BOSS\n +BOSSDEATH\n +SHOOTABLE\n +ISMONSTER\n +NORADIUSDMG\n +NOINTERACTION\n +NOBLOCKMAP\n HEALTH 0x7FFFFFFF\n Radius 0\n Height 0\n Mass 0x7FFFFFFF\n States\n {\n Spawn:\n SORC A 0\n\tSORC A 0 A_SpawnItemEx(\"_Heresiarch\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)\n PermaLoop:\n TNT1 A 1\n Loop\n Death:\n SORC A 0 A_BossDeath\n Stop\n }\n}\n\nActor _Heresiarch : NewHeresiarch\n{\n\t-TELESTOMP\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tHealth 10000\n\tStates\n\t{\n\tSpawn:\n\t\tSORC A 0\n\t\tSORC A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,10000,110,WOC_STAT)\n\t\tSORC A 5 A_SorcSpinBalls\n\tIdle:\n\t\tSORC A 10 A_Look\n\t\tWait\n\tDeath:\n\tSORC A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,2000)\n\tSORC H 5\n\tSORC I 5 Bright A_FaceTarget\n\tSORC I 5 A_Scream\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tSORC J 5 //A_Scream\n\tSORC KLMNOPQRST 5\n\tSORC U 5 A_NoBlocking\n\tSORC VWXY 5\n\tSORC Z -1 A_KillMaster\n\tStop\n\t}\n}\n\nActor _Bishop : NewBishop replaces Bishop\n{\n\t-TELESTOMP\n\tScale 0.85\n\tHeight 56\n\tRadius 20\n\tHealth 250\n\tStates\n\t{\n\tSpawn:\n\t\tBISH A 0\n\t\tBISH A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,250,56,0)//increase health on higher difficulties\n\t\tGoto Idle\n\tRaise:\n\t\tBISH O 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,250,56,0)\n\t\tBISH ON 5\n\t\tBISH MLKJIH 5 Bright\n\t\tBISH G 5\n\t\tBISH A 10\n\t\tgoto See\n\t}\n}\n\nActor _BishopBlur : BishopBlur replaces BishopBlur { Scale 0.85 }\n\nActor _BishopPainBlur : BishopPainBlur replaces BishopPainBlur { Scale 0.85 }\n\nActor _Wraith : NewWraith\n{\n\t-TELESTOMP\n\tdropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n dropitem \"ArtiWhiteFlask\" 8\n\tdropitem \"ArtiBlackFlask\" 8\n\tHealth 300\n\tStates\n\t{\n\tSpawn:\n\t\tWRTH A 0\n\t\tWRTH A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,55,0)\n\t\tGoto Look\n\tRaise:\n\t\tWRTH R 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,55,0)\n\t\tWRTH RQPONMLKJI 5\n\t\tWRTH A 10\n\t\tgoto See\n\t}\n}\n\nActor _IceGuy : NewIceGuy\n{\n\t-TELESTOMP\n\tHeight 64\n\tRadius 30\n\tScale 0.95\n\tHealth 650\n\t+BOSSDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tICEY A 0\n\t\tICEY A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,650,64,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n\tIdle:\n\t\tICEY A 10 A_IceGuyLook\n\t\tLoop\n\t}\n}\n\nACTOR _Dragon\n{\n Health 4000\n Speed 20\n Height 65\n Mass 0x7fffffff\n Monster\n +NOGRAVITY\n +FLOAT\n +NOBLOOD\n +BOSS\n +DONTMORPH\n +NOTARGET\n +NOICEDEATH\n +BOSSDEATH\n SeeSound \"DragonSight\"\n AttackSound \"DragonAttack\"\n PainSound \"DragonPain\"\n DeathSound \"DragonDeath\"\n ActiveSound \"DragonActive\"\n Obituary \"$OB_DRAGON\"\n DamageFactor \"Deathblow\", 0\n +NOTARGET\n Damagefactor \"PoisonCloud\", 0.25\n DropItem \"AccessoryRandomSpawner\" 16\n States\n {\n Spawn:\n\tDRAG D 0\n\tDRAG D 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,4000,65,0)\n Idle:\n DRAG D 10 A_Look\n Loop\n See:\n DRAG AABB 2 A_Chase\n\tDRAG C 0 A_PlaySound(\"DragonWingflap\")\n\tDRAG CCDDCCBB 2 A_Chase\n\tDRAG AABB 2 A_Chase\n\tDRAG C 0 A_PlaySound(\"DragonWingflap\")\n\tDRAG CCDDCCBB 2 A_Chase\n Loop\n Missile:\n\tDRAG E 0 A_FaceTarget\n DRAG E 8 A_CustomMissile(\"DragonFireball\")\n\tDRAG E 0 A_FaceTarget\n\tDRAG E 8 A_CustomMissile(\"DragonFireball\")\n\tDRAG E 0 A_FaceTarget\n\tDRAG E 8 A_CustomMissile(\"DragonFireball\")\n Goto See\n Death:\n DRAG A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,750)\n DRAG G 5 A_ScreamAndUnblock\n DRAG H 4\n DRAG I 4 A_BossDeath\n DRAG J 4 A_JumpIf (z <= floorz, \"Crash\")\n Wait\n Crash:\n DRAG KL 5\n\tDRAG M 0 A_SetFloorClip\n DRAG M -1 A_BossDeath\n Stop\n }\n}\n\nActor _Korax\n{\n\tHealth 10000\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDamageFactor \"Deathblow\", 0\n\tPainChance 0\n\t+NEVERRESPAWN\n\t+NOTARGET\n\tSpeed 10\n\tRadius 65\n\tHeight 115\n\tMass 2000\n\tDamage 15\n\tMonster\n\t+BOSS\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTARGET\n\t+NOICEDEATH\n\t+BOSSDEATH\n\tSeeSound \"KoraxSight\"\n\tAttackSound \"KoraxAttack\"\n\tPainSound \"KoraxPain\"\n\tDeathSound \"KoraxDeath\"\n\tActiveSound \"KoraxActive\"\n\tObituary \"$OB_KORAX\" // \"%o was swept from the board by Korax.\"\n\tStates\n {\n\tSpawn:\n\t\tKORX A 0\n\t\tKORX A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,10000,115,WOC_STAT)\n\tIdle:\n\t\tKORX A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tKORX AAA 3 A_Chase\n\t\tKORX B 3 A_Chase\n\t\tKORX BBB 3 A_Chase\n\t\tKORX C 0 A_PlaySound(\"KoraxStep\")\n\t\tKORX C 3 A_Chase\n\t\tKORX CCC 3 A_Chase\n\t\tKORX D 3 A_Chase\n\t\tKORX DDD 3 A_Chase\n\t\tKORX A 0 A_PlaySound(\"KoraxStep\")\n\t\tKORX A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tKORX H 5 A_Pain\n\t\tKORX H 5\n\t\tGoto See\n\tMissile:\n\t\tKORX E 6 Bright A_FaceTarget\n\t\tKORX E 0 A_PlaySound(\"KoraxAttack\")\n\t\tTNT1 A 0 A_Jump(256, \"Wraith\", \"DemonFX1\", \"DemonFX2\", \"Firedemon\", \"Centaur\", \"Serpent\")\n\t\tGoto See\n\tSerpent:\n\t\tKORX A 0 A_CustomMissile (\"SerpentFX\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"SerpentFX\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"SerpentFX\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"SerpentFX\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"SerpentFX\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"SerpentFX\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tWraith:\n\t\tKORX A 0 A_CustomMissile (\"WraithFX1\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"WraithFX1\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"WraithFX1\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"WraithFX1\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"WraithFX1\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"WraithFX1\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tDemonFX1:\n\t\tKORX A 0 A_CustomMissile (\"Demon1FX1\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon1FX1\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon1FX1\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon1FX1\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon1FX1\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"Demon1FX1\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tDemonFX2:\n\t\tKORX A 0 A_CustomMissile (\"Demon2FX1\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon2FX1\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon2FX1\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon2FX1\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Demon2FX1\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"Demon2FX1\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tFireDemon:\n\t\tKORX A 0 A_CustomMissile (\"Firedemonmissile\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Firedemonmissile\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Firedemonmissile\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Firedemonmissile\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"Firedemonmissile\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"Firedemonmissile\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tCentaur:\n\t\tKORX A 0 A_CustomMissile (\"CentaurFX\", 55, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"CentaurFX\", 55, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"CentaurFX\", 82, -52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"CentaurFX\", 82, 52, 0, 4, 0)\n\t\tKORX A 0 A_CustomMissile (\"CentaurFX\", 110, -35, 0, 4, 0)\n\t\tKORX F 6 A_CustomMissile (\"CentaurFX\", 110, 35, 0, 4, 0)\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tGoto See\n\tDeath:\n\t\tKORX I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,4000)\n\t\tKORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n KORX I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX J 5 A_FaceTarget\n\t\tKORX K 5 A_Scream\n\t\tKORX LMNOP 5\n\t\tKORX Q 10\n\t\tKORX R 0 A_CustomMissile(\"InstaWraithVerge\")\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX R 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tKORX S 5 A_NoBlocking\n\t\tKORX TU 5\n\t\tKORX V -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nACTOR InstaWraithVerge : HolyMissile\n{\n Speed 0\n Radius 15\n Height 8\n Damage 0\n States\n {\n Spawn:\n SPIR PPPP 0 Bright\n Death:\n SPIR P 1 Bright A_CHolyAttack2\n Stop\n }\n}"
}
]
},
"maps": []
}