wrathofcronosdoommons1_7a2.pk3

PK3 9.7 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3260
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "03fc6791-8845-4fe4-9614-ee167d063b86",
    "sha1": "4b6189f16930c251ded8d6f4b8e94290bf97b6eb",
    "sha256": "882e114ab0f901a170aae15c5be11f00a390057b4f31cbaf0045a3b7174f46c4",
    "filenames": [
      "wrathofcronosdoommons1_7a2.pk3"
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    "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,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "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
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    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3260,
        "maps": 0,
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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": []
}

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