Raw model (for completeness)
{
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"filenames": [
"wrathofcronosv2.1test2c.pk3"
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"additional": {
"engines": [
"ZDOOM"
],
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"filename": null,
"added": "2018-11-28 02:20:04",
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"name": null,
"description": null,
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"added": "2018-11-28 02:20:04",
"file": {
"type": "PK3",
"size": 38273213,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/79d3c24370ef286fdbea7d2a866e1445af30fdd1/79d3c24370ef286fdbea7d2a866e1445af30fdd1.pk3.gz",
"corrupt": false
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"content": {
"counts": {
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"engines_guess": [
"ZDOOM"
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"analysis": {
"title": "Wrath of Cronos v2.1 Test 2c",
"description": "This WAD is a large, complex mod designed for ZDoom, featuring no traditional Doom maps but extensive gameplay and class mechanics additions. It introduces multiple RPG-style classes including Fighter, Cleric, Mage, Hunter, Necromancer, Druid, and Assassin, each with unique skills, spells, and specializations. The mod emphasizes character progression, tactical combat, and resource management with planned features like shops and specialized magic resources. The environment and textures are not map-based but focus on immersive class abilities and strategic encounters. The WAD is not compatible with vanilla Doom engines and requires ZDoom or similar source ports for full functionality.",
"tags": [
"character_progression",
"class_based",
"complex_mechanics",
"mod",
"no_maps",
"nonlinear",
"rpg",
"skill_based",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "ToDo.txt",
"contents": "O Not yet started\n- In Progress\nX Done\n? Consideration\n\nLong Term Goals\n\nO Add shop system, rework Strife's own shop system (And with that comes Charisma).\nO Add druid class, designed as flexible, well rounded character with shapeshift.\nO Add assassin class, designed as a melee hunter on steroids.\nO Remake the Menu.\n? Replace magick with a specific resource for each class.\n? Add three specialization paths for each class. One active, three passives.\n\nFighter Todo\n- Reduce power of Battle Cry\n- Add Rage: Doubles attack rate but drains magick very quickly.\n\nCleric Todo\n- Add Intervention: Taking damage that drops you to 10% health will fully heal and cause invul. Cooldown of 180 seconds.\n\nMage Todo\n- Replace Frost Storm with Lightning Surge: Same effect but electric only.\n- Add Artic Storm: Create an ice crystal that then floods the area with shards.\n\nHunter Todo\n- Reduce power of precision\n- Add Nature's Balm: Create a potion to heal whoever picks it up over 10 seconds.\n\nNecromancer Todo\n- Nerf Enfeeble\n- Nerf Lifetap\n- Buff Bloodbound\n\nDruid Class\n\nMending: Passively heals youself over time.\nRejuvenation: Heals a friendly target for over 5 seconds.\nZephyr: Create a gust of wind that speeds up allies.\nBarkskin: Increase the defense of you and nearby teammates for 15 seconds.\nEfflorescence: Blesses the ground with healing vapor, healing every player in it.\n\nEntangling Roots: Binds all enemies infront of the druid.\nGust: Sends out several mini tornados that deal damage and bounces around walls.\nVenemous Bud: Create a pod that spews out venom.\nHurricane: Create a whirlwind that knocks enemies back.\nEarthquake: Cause target area to rumble and quake, inflicting damage and stunning enemies.\n\nShapeshift Wolf: Turn into a wolf, granting increased speed and damage but locks out skills.\nPounce: Leap towards target location, inflicting heavy damage.\nSavage Strike: Empowers your next melee attack to inflict bonus damage.\n\nShapeshift Bear: Turn into a bear, granting increased defense but locks out skills.\nHowling Roar: Let out a piercing roar that damages nearby monsters and heals yourself.\nSwipe: Cause your next melee attack to inflict area damage.\n\nAssassin Class\n\nStealth: Stealth. First attack out of stealth inflicts extra damage.\nClone: Create Jet black clone to fight with Assassin.\nShadow Mend: Being in stealth or in low light areas allows you to regenerate health.\nShadowstep: Passively increases speed based on the current light level.\nMalice: Passively increases speed and damage for killing monsters.\n\nKick: Kick the enemy to knock away and stun.\nImpale: Unleash a powerful stab.\nBackstab: Inflict extra damage to enemies at back.\nBlade Mastery: Passively Increase damage with blades.\nBlade Tempest: Spin around and slash everything around you.\nAgile Fighter: Agility now increases melee damage. Higher ranks increase the bonus.\n\nDagger Toss: Throws a long ranged dagger.\nCaltrops: Toss out spikes to inflict damage.\nDancing Blades: Surround oneself with several knives that attack nearby monsters.\nShock Net: Throws out a shock net that stuns enemies on it.\nEnvenom: Poisons bladed weaponry, granting increased damage through damage over time.\n\nSpecs\n\nFighter Specs\nDestroyer: A hardened battle master whose weapon prowess lets them shred any who oppose them.\n- Active: Skill Strike (New special attack based on weapon)\nX Passive: Bloodlust (Killing monsters grant a temporary damage boost)\nX Passive: Unyielding (Scoring critical hits restore some magick)\nX Passive: Fury (Landing attacks increase subsequent damage)\n\nVanguard: A stalwart protector with impregnable defenses, protecting themselves and allies.\n- Active: Shield Bash (Smash the enemy with a powerful shield, stunning them)\nX Passive: Temperance (Taking damage reduces subsequent damage taken by 6%, stacking up to 30%)\nX Passive: Presence (Enemies are more likely to target you)\nX Passive: Second Wind (Your health regeneration is increased by 2% for every 1% of missing HP)\n\nCommander: An inspiring warrior whose presence motivates nearby allies.\n- Active: Banner (Place a banner that reduces damage taken by allies and grants regeneration)\nX Passive: Inspire (Landing critical hits will also heal allies for a portion of their health)\nX Passive: Intimidate (War Cry causes enemies to take 25% increased damage)\nX Passive: Rally (Battle shout reduces the damage taken by allies by 15%)\n\nCleric Specs\nPurifier: Wielder of the holy light, smiting foes and empowering allies.\n- Active: Radiance (Current blessing ability)\nX Passive: Blessed Ground (Consecration also functions as a ground AoE HoT)\nX Passive: Deep Healing (Heals on others are increased by 0.5% for every 1% of missing health.)\nX Passive: Sanctuary (Holy Shield is solid)\n\nOracle: Watchers of the afterlife, using spirits of the dead to wreak havoc on all who oppose him.\n- Active: Spirit Veil (Cause spirits to surround the cleric, dealing damage over time)\nX Passive: Martyrdom (Summon Legend now lasts indefinitely until slain)\nX Passive: Judgement (Visions now explodes)\nX Passive: Punishment (Curse now explodes at the end of its duration)\n\nInquisitor: A righteous crusader who punishes enemies with blunted strikes and protects allies with holy magic.\n- Active: Divine Shield (Grants heavy damage reduction that decreases overtime)\nX Passive: Blood Gift (Attacks with Sacrifice empowered attacks now heal the cleric for +5%)\nX Passive: Empowerment (Auras now gives the cleric an additional 10% boost.)\nX Passive: Fervor (Landing melee attacks increase damage and defense by 3%, up to 15%)\n\nMage Specs\nPyro: A spellcaster igniting enemies with gouts of flame and fire.\n- Active: Immolation (Causes flames to appear on monsters infront of Mage, dealing damage)\nX Passive: Flame Mastery (Increases fire damage by 10%)\nX Passive: Molten Shield (Reduces Fire damage taken by 20% and cause monsters to take damage attacking the mage)\nX Passive: Blast Wave (Fiery explosions now inflict full damage in radius)\n\nIceborn: A wizard who freezes and shatters enemies in their tracks.\n- Active: Ring of Ice (Creates a ring of ice that stuns nearby monsters)\nX Passive: Ice Mastery (Increases ice damage by 10%)\nX Passive: Ice Armor (Reduces Ice damage taken by 20% and reduces other damage taken by 10%)\nX Passive: Frigidity (All Ice Spells will always force pain)\n\nArchon: Manipulator of energy, creating storms and ripping apart the fabric of space to annihilate foes.\n- Active: Shock Nova (Sends out a lightning orb that expands upon impact)\nX Passive: Energy Mastery (Increases lightning and arcane damage by 10%)\nX Passive: Energy Ward (Reduces arcane and lightning damage taken by 20% and causes incoming damage to restore magick)\nX Passive: Greater Arcane Barrier (Arcane Barrier now affects allies at 50% efficiency)\n\nHunter Specs\nMarksman: Sharpshooter who wields ranged weaponry to kill foes from afar.\n- Active: Volley (Create a shower of arrows to rain on target area)\nX Passive: Focus (Standing still for 5 seconds grants a 2x damage boost)\nX Passive: Mobility (The Enchanted Bow no longer slows you down)\nX Passive: Farsight (Weapon Zoom now causes your weapons to zoom in and you also gain a 20% damage boost.)\n\nCombatant: A guile fighter who uses speed to overwhelm foes upclose and personal.\n- Active: Wind Slash (Create a mid range slash, ripping through monsters)\nX Passive: Laceration (Melee attacks now force pain and cause bleeding)\nX Passive: Evasion (Taking damage grants you a brief speed boost)\nX Passive: Shot Slam (Melee attacks now pop projectiles)\n\nSurvivalist: A rugged tracker, using the power of the wild to set traps and create salves.\n- Active: Insect Trap (Summons a trap that creates several critters for a few seconds)\nX Passive: Trap Launching (Traps are now lobbed to target location)\nX Passive: Potent Salve (Nature's Balm now heals its health over 5 seconds instead of 10)\nX Passove: Entrapment (Traps that are triggered restore half of its magick cost)\n\nNecromancer Specs\nPlague Bringer: Controller of disease and toxins to bring his foes an agonyzing death.\n- Active: Acid Glob (Lob a sticky acid shot)\nX Passive: Epidemic (Poison damage is fully explosive and spreads in farther radius)\nX Passive: Plague (Poison damage will also poison enemies over time)\nX Passive: Outbreak (Killing monsters cause monsters to explode in gas)\n\nHarvester: A manipulator of life and death, tampering connections of any who stand in his way.\n- Active: Essence Theft (Curses a monster to restore mana to you and neaby allies)\nX Passive: Defilement (Curses are now area effect based)\nX Passive: Reap (Monsters now have a chance to drop a soul)\nX Passive: Soulbinder (Whenever you are healed, you also heal your allies nearby by 25%)\n\nConjuror: Master of the undead, raising and commanding spirits to do their bidding.\n- Active: Death Pact (Kills your minions, causing them to explode)\nX Passive: Servitude (Whenever a summon dies, return half of its Magick cost)\nX Passive: Necrotic Renewal (Minion health regeneration is doubled)\nX Passive: Unholy Infusion (Having a Shadow out makes you ghostlike, having a Ghoul out reduces damage taken by 15%, having a Revenant out increases speed by 15%, having a Death Knight out increases damage by 15%)"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "Credits for Wrath of Cronos Resources\n\nSprites:\nNeoworm\t- Burning Hammer, Timon's Axe (magical version), Potions,\nChainmail Ettin, Dragon Claw w/ Fighter Hands, Lightbringer,\nArbalest of the Ancients (w/ LilWhiteMouse & Xaser)\nMorning Star, Hunter Sprites, Raven Staff, Sickle\n\nosjclatchford - Glacial Crossbow\n\nTormentor667 - Blessing FX Sprites, Aura Effect Sprites\n\nVirtue - Ice Stalker\nEspi - Imp Warrior/Warlord, Dragon Familiar, Bat\nEriance - Vorpal Blade, Acolyte, Skullstaff, Hellfire Cannon, Lich Staff, Pyro Demon\nArchon of Hell, Necromancer Sprites, Ghoul, Death Incarnate,\nDeath Knight, Bone Shower projectiles\n\nTormentor667 - Bormereth\nMaelstrom - Vampire, Pyro Demon\nCodenniumRed - Knight Archer, Jade Wand, Lich Skull, Ice Gargoyle\nRavageFox - Knight Archer\nFury3 - Magma Serpent Sprites\nPopsoap - Afrit Recolors, Black Chaos Serpent Recolor\nIchor - Disciple\nGothic - Bow\nXaser - Machete\nNash - Nashgore\nBlizzard Entertainment - Skill Icons from World of Warcraft\nRaven Software (Heretic, Hexen)\nid Software (Doom 1/2)\nThe Ultimate Doomer - New Armor sprites\nTerminusEst13 - Tan flask caltrops effect, taken from his Ranger mod with slight recoloring by me\nBlox - Burning death sprites, outlines for Hellforge Cannon and Raven Staff\nDavidG - Baron alternate attack sprites\nVader - Shadow\nCaptain Toenail - Blot smoke puffs\nPresident People - Empty Flask sprite\nBlue Shadow - Charm of Spirit, Blood Amulet, Living Steel Amulet\nGhastly Dragon - Bracers of Force, Ring of Focus, Quicksilver Threads, Hexen II Monsters\nRolls - Shadow Beast\n\nRavage - Alternative Doom torch sprites\n\nSounds:\nRaven Software (Heretic 1/2, Hexen 1/2)\nid Software (Doom 1/2, Quake 1/2)\nBlizzard Entertainment\n\nGraphics:\nBlue Shadow - HUD\nThe Ultimate Doomer - Fonts\nJimmy - Apostasy Font\n\nCode:\nWorst - Alchemy\nTheShooter7 - Snippets of his Legacy of Chaos Sphere II RPG code (Monster scaling)\nThe Ultimate Doomer - Menu Positions\nPopsoap - Making projectiles pass through players.\nHexadoken - Script allowing Experience to carry across levels\nStrikerMan780 - Damage Indicators (modified by me to work on monsters)\nApothem - Monster Health Bar\nLloyd - Hexercise Weapon attack animations\nCrazyEyes - Hexercise + Wrath of Cronos snippets\n\nOther:\nDbThanatos - Base for Texture Pack"
},
{
"source": "pk3",
"name": "DOOMMONS.txt",
"contents": "//Arachnotron\n\nActor NewArachnotron : Arachnotron replaces Arachnotron\n{\n\tPainChance \"Convert\", 255\n\t/*+NODAMAGETHRUST*/\n\tTag \"Arachnotron\"\n\tSpecies \"Arachnotron\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tBSPI A 0\n\t\tBSPI A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)//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_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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\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\tRaise:\n\t\tBSPI P 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\t\tBSPI ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n\nActor NewArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Arcane\"\n\tDeathSound \"Mage/SkullStaff/ImpactA\"\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS AAABBB 1 Bright A_SpawnItemEx(\"NewArachnotronPlasmaTrail\", -(MomX/1.6), -(MomY/1.6), (MomZ/1.6*-1), (MomX/1.6), (MomY/1.6), (MomZ/1.6), -Angle, 138)\n\t\tLoop\n\tDeath:\n\t\tAPBX ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR NewArachnotronPlasmaTrail\n{\n Scale 0.75\n Radius 8\n Height 6\n Damage 0\n Projectile\n +CLIENTSIDEONLY +DONTBLAST\n +DONTSPLASH\n RenderStyle Add\n Alpha 0.5\n States\n {\n Spawn:\n APLS A 0\n APLS A 0 A_Jump(128, 4)\n APLS AAABBB 2 Bright A_FadeOut(0.12)\n Loop\n }\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\t+NOFEAR\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tTag \"Archvile\"\n\tSpecies \"Archvile\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tVILE A 0\n\t\tVILE A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,80,WOC_STATUSIMMUNE)\n\tIdle:\n\t\tVILE AB 10 A_Look\n\t\tLoop\n\tSee:\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 IJKLMN 8 Bright A_FaceTarget\n\t\tVILE O 8 Bright A_VileAttack(\"vile/stop\", ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20), ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,70))\n\t\tVILE P 20 Bright\n\t\tGoto See\n\tTeleportation:\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\tVILE M 0 A_FaceTarget\n\t\tVILE M 5 Bright A_SpawnItemEx(\"ArchvileTeleportFire\")\n\t\tVILE LKJIHG 3 A_FaceTarget\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 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\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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,70),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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,35),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\t+NOFEAR\n\t+DONTMORPH\n\tPainChance \"Convert\", 255\n\tSpecies \"BaronOfHell\"\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tDamagetype \"Physical\"\n\tSpeed 10\n\tTag \"Baron Of Hell\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 0\n\t\tBOSS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,0)\n\tIdle:\n\t\tBOSS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_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 6 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"Physical\")\n\t\tGoto See\n\tComboAttack:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BaronBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"Physical\")\n\t\tBOSS XY 6 A_FaceTarget\n\t\tBOSS Z 8 A_CustomComboAttack(\"BaronBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"Physical\")\n\t\tBOSS PQ 8 A_FaceTarget\n\t\tBOSS R 0 A_JumpIfTargetInsideMeleeRange(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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"\", \"Physical\")\n\t\tBOSS R 8 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"\", \"Physical\")\n\t\tGoto See\n\tDeath:\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\tRaise:\n\t\tBOSS O 8 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,0)\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\tDamagetype \"Physical\"\n\tTag \"Hell Knight\"\n\tSpeed 10\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tBOS2 A 0\n\t\tBOS2 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,0)\n\tIdle:\n\t\tBOS2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBOS2 EF 6 A_FaceTarget\n\t\tBOS2 G 8 A_CustomComboAttack(\"BaronBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"baron/melee\", \"Physical\")\n\t\tGoto See\n\tDeath:\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\tRaise:\n\t\tBOS2 O 8 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,0)\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 \"$OB_STEALTHKNIGHT\"\n}\n\nActor NewBaronBall : BaronBall replaces BaronBall\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(26,46)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Shadow\"\n\tSpeed 20\n\tFastSpeed 25\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0 A_SpawnItemEx (\"BaronBallFire\", 0, random (1,-1), random (1,-1), 0, 0, 0, 0, 160)\n\t\tTNT1 A 1\n\t\tloop\n\t}\n}\n\n//Cacodemon\n\n/*Actor CacodemonSpotz : RandomSpawner replaces Cacodemon\n{\n\tGame Doom\n\tSpawnID 19\n\tDropItem \"NewCacodemon\" 255 90\n\tDropItem \"NewCacoLantern\" 255 7\n\tDropItem \"NewAbaddon\" 255 3\n}*/\n\nActor NewCacodemon : Cacodemon Replaces Cacodemon\n{\n\tBloodColor \"Blue\"\n\tMeleerange 84\n\t/*+NODAMAGETHRUST*/\n\tPainChance \"Convert\", 255\n\tSpecies \"Cacodemon\"\n\tTag \"Cacodemon\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 0\n\t\tHEAD A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\tIdle:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHEAD BC 5 A_FaceTarget\n\t\tHEAD D 5 A_CustomComboAttack(\"CacodemonBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)), \"\", \"Physical\")\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 8 A_Scream\n\t\tHEAD H 6\n\t\tHEAD H 0 A_SpawnItem(\"BLUEDOOMGIBBER\")\n\t\tHEAD H 2\n\t\tHEAD I 8\n\t\tHEAD J 8 A_NoBlocking\n\t\tHEAD K 8\n\t\tHEAD L -1 A_SetFloorClip\n\t\tstop\n\tRaise:\n\t\tHEAD L 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\t\tHEAD L 8 A_UnSetFloorClip\n\t\tHEAD KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewStealthCacodemon : NewCacodemon replaces StealthCacodemon\n{\n Game Doom\n SpawnID 119\n +STEALTH\n RenderStyle Translucent\n Alpha 0\n Obituary \"$OB_STEALTHCACO\"\n HitObituary \"$OB_STEALTHCACO\"\n}\n\nActor NewCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Lightning\"\n\tSpeed 19\n\tFastSpeed 25\n\tStates\n\t{\n\tSpawn:\n\t\tBAL2 AAAABBBB 1 bright A_SpawnItemEx (\"CacoShockTrail\", 0,0,0, frandom (-1.0, 1.0),0,frandom (-1.0, 1.0), random (0,359), SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tBAL2 CDEFGH 3 Bright\n\t\tStop\n\t}\n}\n\nActor CacoShockTrail\n{\n +NOCLIP\n +NOINTERACTION\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+DONTSPLASH\n RenderStyle Add\n\n States\n {\n Spawn:\n BAL2 FFFGGGHHH 1 BRIGHT A_FadeOut (0.1)\n Stop\n }\n}\n\n//Cyberdemon\nActor NewCyberdemon2 : Cyberdemon replaces Cyberdemon\n{\n\tHealth 8000\n\tDamageFactor \"DeathBlow\", 0\n\t-NORADIUSDMG\n\t+DONTHURTSPECIES\n\t/*+NODAMAGETHRUST*/\n\t+NOFEAR\n\t+LOOKALLAROUND\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 16\n\t+NOPAIN\n\tTag \"Cyberdemon\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tCYBR A 0\n\t\tCYBR A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,110,WOC_STATUSIMMUNE|WOC_MAXLEVEL)\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 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\t}\n}\n\nActor CyberRocket : Rocket\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(80,100)))\n\tDamagetype \"Fire\"\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 8 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,128),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\tDamagetype \"Physical\"\n\tSpeed 12\n\tTag \"Demon\"\n\tSpecies \"Demon\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 0\n\t\tSARG A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tIdle:\n\t\tSARG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"\", \"Physical\")\n\t\tGoto See\n\tRaise:\n\t\tSARG N 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\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 Tag \"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\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tPainChance \"Convert\", 255\n\tHealth 140\n\t/*+NODAMAGETHRUST*/\n\tTag \"Former Commando\"\n\t+USEKILLSCRIPTS\n\tSpecies \"ChaingunGuy\"\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS A 0\n\t\tCPOS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,60,0)\n\tIdle:\n\t\tCPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_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, 12, random(-400,400)/100.0)\n\t\tCPOS F 0 bright A_PlaySound(\"chainguy/attack\", CHAN_WEAPON)\n\t\tCPOS E 4 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 12, random(-400,400)/100.0)\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 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\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 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\tRaise:\n\t\tCPOS N 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,60,0)\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n Damagetype \"Physical\"\n Radius 1\n Height 1\n Mass 5\n Speed 80\n PROJECTILE\n +BLOODSPLATTER\n /*+NODAMAGETHRUST*/\n Renderstyle Add\n Alpha 1.0\n Scale 0.5\n decal BulletChip\n States\n {\n Spawn:\n TNT1 A 0 bright\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-15.0,0,0,0,0,0,0,128,0)\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-12.5,0,0,0,0,0,0,128,0)\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-10.0,0,0,0,0,0,0,128,0)\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-7.5,0,0,0,0,0,0,128,0)\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-5.0,0,0,0,0,0,0,128,0)\n TNT1 A 0 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",-2.5,0,0,0,0,0,0,128,0)\n\t TNT1 A 1 bright A_SpawnItemEx(\"ZombieBulletTracerTrail\",0.0,0,0,0,0,0,0,128,0)\n loop\n XDeath:\n TNT1 A 1 //A_SpawnItem(\"bulletpuff\")\n stop\n Death:\n Crash:\n TNT1 A 1 A_SpawnItem(\"bulletpuff\")\n stop\n }\n}\n\nactor ZombieBulletTracerTrail\n{\n Radius 1\n Height 1\n Speed 0\n Damage 0\n Projectile\n +CLIENTSIDEONLY\n +NOINTERACTION\n +NOCLIP\n +DONTSPLASH\n Scale 0.5\n Renderstyle Add\n States\n {\n Spawn:\n CTAC A 2 bright\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\tDamagetype \"Physical\"\n\tSpeed 12\n\tTag \"Imp\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tTROO A 0\n\t\tTROO A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tIdle:\n\t\tTROO AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tTROO A 2 A_Chase\n\t\tTROO A 3 A_Chase\n\t\tTROO B 2 A_Chase\n\t\tTROO B 3 A_Chase\n\t\tTROO C 2 A_Chase\n\t\tTROO C 3 A_Chase\n\t\tTROO D 2 A_Chase\n\t\tTROO D 3 A_Chase\n\t\tLoop\n\tMelee:\n\t\tTROO EF 6 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(3,24)), \"imp/melee\", \"Physical\")\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 6 A_FaceTarget\n\t\tTROO G 6 A_CustomComboAttack(\"DoomImpBall\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(3,24)), \"imp/melee\", \"Physical\")\n\t\tGoto See\n\tCharge:\n\t\tTROO E 6 A_FaceTarget\n\t\tTROO E 0 ThrustThingZ(0,30,0,1)\n TROO E 0 A_FaceTarget\n TROO E 0 A_Recoil (-20)\n\t\tTROO FFFFFFFFGGGGGGGG 1 A_JumpIfTargetInsideMeleeRange(\"MeleeStrike\")\n\t\tGoto See\n\tMeleeStrike:\n\t\tTROO G 0 A_FaceTarget\n\t\tTROO G 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(3,24)), \"imp/melee\", \"\", \"Physical\")\n\t\tGoto See\n\tBurn:\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 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\tRaise:\n\t\tTROO M 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\tDamagetype \"Fire\"\n\t/*+NODAMAGETHRUST*/\n\tSpeed 15\n\tStates\n {\n Spawn:\n BAL1 AAAABBBB 1 bright A_SpawnItemEx (\"ImpFireballTrail\", frandom (-6, 6),0,frandom (-6, 6), 0, 0, 0, random (0,359), SXF_NOCHECKPOSITION|SXF_ABSOLUTEVELOCITY)\n loop\n Death:\n TNT1 AAAAAAAAAA 0 bright A_SpawnItemEx (\"ImpFireballExplosion\", frandom (-6, 6),0,frandom (-6, 6), frandom (-2,2),0,frandom (-1,1), random (0,359), SXF_NOCHECKPOSITION|SXF_ABSOLUTEVELOCITY)\n BAL1 CDE 6 bright\n stop\n }\n}\n\nActor ImpFireballTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY +DONTBLAST\n\t+DONTSPLASH\n\t+NOCLIP\n Scale 0.1\n RenderStyle Add\n Alpha 0.4\n\n States\n {\n Spawn:\n\t PART A 5\n PART A 1 BRIGHT A_FadeOut (0.1)\n wait\n }\n}\n\nActor ImpFireballExplosion: ImpFireballTrail\n{\n Alpha 1.0\n\tScale 0.15\n States\n {\n Spawn:\n PART A 10 BRIGHT\n PART A 1 BRIGHT A_FadeOut (0.1)\n wait\n }\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\tTag \"Mancubus\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tFATT A 0\n\t\tFATT A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,72,0)\n\tIdle:\n\t\tFATT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\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\tRaise:\n\t\tFATT R 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,72,0)\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(26,46)))\n Projectile\n /*+NODAMAGETHRUST*/\n +ThruGhost\n +WindThrust\n Damagetype \"Fire\"\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(3,24)))\n\t+NOBLOOD\n\t/*+NODAMAGETHRUST*/\n\tPainChance \"Convert\", 255\n\tDamagetype \"Physical\"\n\tTag \"Lost Soul\"\n\t+USEKILLSCRIPTS\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKUL A 0\n\t\tSKUL A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tIdle:\n\t\tSKUL AB 10 Bright A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\t}\n}\n\n//Pain Elemental\n\nActor NewPainElemental : PainElemental replaces PainElemental\n{\n\tPainChance \"Convert\", 255\n\t/*+NODAMAGETHRUST*/\n\tTag \"Pain Elemental\"\n\tSpecies \"Cacodemon\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tPAIN A 0\n\t\tPAIN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\tIdle:\n\t\tPAIN A 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\t}\n}\n\n//Revenant\n\nActor NewRevenant : Revenant replaces Revenant\n{\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDamagetype \"Physical\"\n\tHealth 300\n\t/*+NODAMAGETHRUST*/\n\tTag \"Revenant\"\n\tSpecies \"Revenant\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL A 0\n\t\tSKEL A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,86,0)\n\tIdle:\n\t\tSKEL AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)),\"skeleton/melee\",\"none\", \"Physical\")\n\t\tGoto See\n\tRaise:\n\t\tSKEL Q 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,86,0)\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(35,55)))\n\tDamagetype \"Physical\"\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\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tSpecies \"ShotgunGuy\"\n\tPainChance \"Convert\", 255\n\tHealth 60\n\t/*+NODAMAGETHRUST*/\n\tSpeed 12\n\tTag \"Former Sergeant\"\n\t+USEKILLSCRIPTS\n\tSpecies \"ShotgunGuy\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPOS A 0\n\t\tSPOS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tIdle:\n\t\tSPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_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, 10, random(-400,400)/100.0)\n\t\tSPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 10, random(-400,400)/100.0)\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, 10, random(-400,400)/100.0)\n\t\tSPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 10, random(-400,400)/100.0)\n\t\tSPOS E 10\n\t\tSPOS E 0 A_CPosRefire\n\t\tGoto InfiniteShot\n\tBurn:\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 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\tRaise:\n\t\tSPOS L 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\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\t+NOPAIN\n\tHealth 6000\n\tDropItem \"AccessoryRandomSpawner\" 16\n\t/*+NODAMAGETHRUST*/\n\t+NOFEAR\n\t+LOOKALLAROUND\n\tTag \"Spider Mastermind\"\n\tSpecies \"Cyberdemon\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tSPID A 0\n\t\tSPID A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,100,WOC_STATUSIMMUNE|WOC_MAXLEVEL)\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(\"SpiderMastermindTracer\", 40, 10, random(-1200,1200)/100.0)\n\t\tSPID G 4 Bright A_CustomMissile(\"SpiderMastermindTracer\", 40, 10, random(-1200,1200)/100.0)\n\t\tSPID H 0 bright A_PlaySound(\"shotguy/attack\", CHAN_WEAPON)\n\t\tSPID HH 0 Bright A_CustomMissile(\"SpiderMastermindTracer\", 40, 10, random(-1200,1200)/100.0)\n\t\tSPID H 4 Bright A_CustomMissile(\"SpiderMastermindTracer\", 40, 10, random(-1200,1200)/100.0)\n\t\tSPID H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n\tDeath:\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\t}\n}\n\nActor SpiderMastermindTracer : ZombieBulletTracer\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n}\n\nActor NewZombieman : Zombieman replaces Zombieman\n{\n\tdropitem \"ArtiEmptyFlask\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tPainChance \"Convert\", 255\n\tHealth 40\n\t/*+NODAMAGETHRUST*/\n\tSpeed 12\n\tTag \"Former Human\"\n\tSpecies \"Zombieman\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS A 0\n\t\tPOSS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//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_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_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, 10, random(-800,800)/100.0)\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\tBurn:\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 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\tRaise:\n\t\tPOSS K 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\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\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tHealth 120\n\t/*+NODAMAGETHRUST*/\n\tTag \"Wolfenstein SS\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tSSWV A 0\n\t\tSSWV A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//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_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_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, 10, random(-400,400)/100.0)\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, 10, random(-400,400)/100.0)\n\t\tSSWV F 1 A_CPosRefire\n\t\tGoto Missile+1\n\tBurn:\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 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\tRaise:\n\t\tSSWV M 5 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\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*0.02*(50+acs_executewithresult(WOC_DECORATE,STATS,GLOBALLEVEL,0)),128)\n BEXP E 10 Bright\n BEXP E 1050 Bright A_BarrelDestroy\n BEXP E 5 A_Respawn\n Wait\n }\n}"
},
{
"source": "pk3",
"name": "doomdefs.txt",
"contents": "// ------------------------------------------------------\n// ------------------ DOOM GAME LIGHTS ------------------\n// ------------------------------------------------------\n\n// ------------------\n// -- Doom Weapons --\n// ------------------\n\n// Bullet puff\nflickerlight BPUFF1\n{\n color 0.5 0.5 0.0\n size 6\n secondarySize 8\n chance 0.8\n}\n\nflickerlight BPUFF2\n{\n color 0.5 0.5 0.0\n size 3\n secondarySize 4\n chance 0.8\n}\n\nobject BulletPuff\n{\n frame PUFFA { light BPUFF1 }\n frame PUFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n color 1.0 0.7 0.0\n size 56\n}\n\nflickerlight ROCKET_X1\n{\n color 1.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n color 0.5 0.1 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject CyberRocket\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n color 0.0 0.1 1.0\n size 56\n}\n\nflickerlight PLASMA_X1\n{\n color 0.2 0.2 1.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n color 0.2 0.2 0.8\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n color 0.1 0.1 0.5\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n color 0.0 0.0 0.2\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject PlasmaBall\n{\n frame PLSSA { light PLASMABALL }\n frame PLSSB { light PLASMABALL }\n\n frame PLSEA { light PLASMA_X1 }\n frame PLSEB { light PLASMA_X2 }\n frame PLSEC { light PLASMA_X2 }\n frame PLSED { light PLASMA_X3 }\n frame PLSEE { light PLASMA_X4 }\n}\n\n// Beta Plasma 1\npointlight PLASMABALL1\n{\n color 0.1 1.0 0.0\n size 56\n}\n\nflickerlight PLASMA1_X1\n{\n color 0.2 1.0 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n color 0.2 0.8 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n color 0.1 0.5 0.1\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X4\n{\n color 0.0 0.2 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject PlasmaBall1\n{\n frame PLS1A { light PLASMABALL1 }\n frame PLS1B { light PLASMABALL1 }\n\n frame PLS1C { light PLASMA1_X1 }\n frame PLS1D { light PLASMA1_X2 }\n frame PLS1E { light PLASMA1_X2 }\n frame PLS1F { light PLASMA1_X3 }\n frame PLS1G { light PLASMA1_X4 }\n}\n\n// Beta Plasma 2\npointlight PLASMABALL2\n{\n color 1.0 0.1 0.0\n size 56\n}\n\nflickerlight PLASMA1_X1\n{\n color 0.9 0.2 0.2\n size 64\n secondarySize 72\n chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n color 0.2 0.0 0.0\n size 8\n secondarySize 16\n chance 0.4\n}\n\nobject PlasmaBall2\n{\n frame PLS2A { light PLASMABALL2 }\n frame PLS2B { light PLASMABALL2 }\n\n frame PLS2C { light PLASMA2_X1 }\n frame PLS2D { light PLASMA2_X2 }\n frame PLS2E { light PLASMA2_X3 }\n}\n\n// BFG\npointlight BFGBALL\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFGBALL_X1\n{\n color 0.2 1.0 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n color 0.3 1.0 0.3\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n color 0.5 1.0 0.5\n size 120\n secondarySize 128\n chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n color 0.2 0.7 0.2\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n color 0.1 0.3 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nobject BFGBall\n{\n frame BFS1A { light BFGBALL }\n frame BFS1B { light BFGBALL }\n\n frame BFE1A { light BFGBALL_X1 }\n frame BFE1B { light BFGBALL_X2 }\n frame BFE1C { light BFGBALL_X3 }\n frame BFE1D { light BFGBALL_X1 }\n frame BFE1E { light BFGBALL_X4 }\n frame BFE1F { light BFGBALL_X5 }\n}\n\nobject BFGExtra\n{\n frame BFE2A { light BFGBALL }\n frame BFE2B { light BFGBALL_X1 }\n frame BFE2C { light BFGBALL_X4 }\n frame BFE2D { light BFGBALL_X5 }\n}\n\n// ----------------------\n// -- Doom Decorations --\n// ----------------------\n\n// Barrel\npulselight BARREL\n{\n color 0.0 0.5 0.0\n size 20\n secondarySize 21\n interval 0.5\n offset 0 36 0\n\tdontlightself 1\n}\n\nobject NewExplosiveBarrel\n{\n frame BAR1 { light BARREL }\n\n frame BEXPC { light ROCKET_X1 }\n frame BEXPD { light ROCKET_X2 }\n frame BEXPE { light ROCKET_X3 }\n}\n\n// Floor lamp\npointlight LAMP\n{\n color 1.0 1.0 0.8\n size 56\n offset 0 44 0\n}\n\nobject Column\n{\n frame COLU { light LAMP }\n}\n\n// Short tech lamp\npulselight SMALLLAMP\n{\n color 0.8 0.8 1.0\n size 56\n secondarySize 58\n interval 0.4\n offset 0 44 0\n}\n\nobject TechLamp2\n{\n frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\npulselight BIGLAMP\n{\n color 0.8 0.8 1.0\n size 64\n secondarySize 66\n interval 0.4\n offset 0 72 0\n}\n\nobject TechLamp\n{\n frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nflickerlight2 BIGREDTORCH\n{\n color 1.0 0.3 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTorch\n{\n frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nflickerlight2 BIGGREENTORCH\n{\n color 0.0 1.0 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject GreenTorch\n{\n frame TGRN { light BIGGREENTORCH }\n}\n\n// Tall blue torch\nflickerlight2 BIGBLUETORCH\n{\n color 0.0 0.0 1.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueTorch\n{\n frame TBLU { light BIGBLUETORCH }\n}\n\n// Small red torch\nflickerlight2 SMALLREDTORCH\n{\n color 1.0 0.3 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortRedTorch\n{\n frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nflickerlight2 SMALLGREENTORCH\n{\n color 0.0 1.0 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortGreenTorch\n{\n frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nflickerlight2 SMALLBLUETORCH\n{\n color 0.0 0.0 1.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortBlueTorch\n{\n frame SMBT { light SMALLBLUETORCH }\n}\n\n// Burning barrel\nflickerlight2 FIREBARREL\n{\n color 1.0 0.9 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 32 0\n}\n\nobject BurningBarrel\n{\n frame FCAN { light FIREBARREL }\n}\n\n// Skulls w/candles\nflickerlight2 SKULLCANDLES\n{\n color 1.0 1.0 0.0\n size 32\n secondarySize 34\n interval 0.1\n offset 0 24 0\n}\n\nobject HeadCandles\n{\n frame POL3 { light SKULLCANDLES }\n}\n\n// Candle\npointlight CANDLE\n{\n color 1.0 1.0 0.0\n size 16\n offset 0 16 0\n}\n\nobject Candlestick\n{\n frame CAND { light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n color 1.0 1.0 0.0\n size 48\n offset 0 52 0\n}\n\nobject Candelabra\n{\n frame CBRA { light CANDELABRA }\n}\n\n// ----------------\n// -- Doom Items --\n// ----------------\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n color 0.0 0.0 1.0\n size 40\n secondarySize 42\n interval 2.0\n offset 0 16 0\n}\n\nobject SoulSphere\n{\n frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n color 0.0 1.0 0.0\n size 40\n secondarySize 42\n interval 2.0\n offset 0 16 0\n}\n\nobject InvulnerabilitySphere\n{\n frame PINV { light INVULN }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n color 1.0 0.0 0.0\n size 40\n offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n color 0.0 0.0 1.0\n size 32\n offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n color 0.0 0.0 1.0\n size 24\n offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n color 0.0 0.0 1.0\n size 16\n offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n color 0.0 0.0 1.0\n size 8\n offset 0 16 0\n}\n\nobject BlurSphere\n{\n frame PINS { light BLURSPHERE1 }\n\n frame PINSA { light BLURSPHERE2 }\n frame PINSB { light BLURSPHERE3 }\n frame PINSC { light BLURSPHERE4 }\n frame PINSD { light BLURSPHERE5 }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n color 0.0 0.0 0.6\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject HealthBonus\n{\n frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n color 0.0 0.6 0.0\n size 16\n secondarySize 14\n interval 1.0\n\tdontlightself 1\n}\n\nobject ArmorBonus\n{\n frame BON2 { light ARMORBONUS }\n}\n\n// Blue Keys\nobject BlueCard\n{\n frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkull\n{\n frame BSKU { light HEALTHPOTION }\n}\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n color 0.6 0.6 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject YellowCard\n{\n frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkull\n{\n frame YSKU { light YELLOWKEY }\n}\n\n// Red Keys\npulselight REDKEY\n{\n color 0.6 0.0 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject RedCard\n{\n frame RKEY { light REDKEY }\n}\n\nobject RedSkull\n{\n frame RSKU { light REDKEY }\n}\n\n// Green armour\npointlight GREENARMOR1\n{\n color 0.0 0.6 0.0\n size 48\n}\n\npointlight GREENARMOR2\n{\n color 0.0 0.6 0.0\n size 32\n}\n\nobject GreenArmor\n{\n frame ARM1A { light GREENARMOR1 }\n frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n color 0.0 0.0 0.6\n size 48\n}\n\npointlight BLUEARMOR2\n{\n color 0.0 0.0 0.6\n size 32\n}\n\nobject BlueArmor\n{\n frame ARM2A { light BLUEARMOR1 }\n frame ARM2B { light BLUEARMOR2 }\n}\n\n// ------------------\n// -- Doom Enemies --\n// ------------------\n\n// Zombies\nflickerlight2 ZOMBIEATK\n{\n color 1.0 0.8 0.2\n size 48\n secondarySize 56\n interval 1\n offset 0 40 0\n}\n\nflickerlight PHFIRE_FX1\n{\n color 1.0 0.75 0.0\n size 28\n secondarySize 32\n chance 0.3\n}\n\nflickerlight PHFIRE_FX2\n{\n color 1.0 0.7 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHFIRE_FX3\n{\n color 1.0 0.65 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHFIRE_FX4\n{\n color 1.0 0.55 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX5\n{\n color 1.0 0.5 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX6\n{\n color 1.0 0.55 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX7\n{\n color 1.0 0.6 0.0\n size 66\n secondarySize 72\n chance 0.3\n}\n\nflickerlight PHFIRE_FX8\n{\n color 1.0 0.5 0.0\n size 60\n secondarySize 68\n chance 0.3\n}\n\nflickerlight PHFIRE_FX9\n{\n color 1.0 0.4 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight PHFIRE_FX10\n{\n color 1.0 0.45 0.0\n size 44\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHFIRE_FX11\n{\n color 1.0 0.3 0.0\n size 36\n secondarySize 40\n chance 0.3\n}\n\nobject NewZombieMan\n{\n frame POSSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewShotgunGuy\n{\n frame SPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewChaingunGuy\n{\n frame CPOSE { light ZOMBIEATK }\n frame CPOSF { light ZOMBIEATK }\n\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewWolfensteinSS\n{\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject DoomPlayer\n{\n frame PLAYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\npointlight IMPBALL\n{\n color 1.0 0.5 0.0\n size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPBALL_X1\n{\n color 0.7 0.2 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight IMPBALL_X2\n{\n color 0.4 0.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight IMPBALL_X3\n{\n color 0.2 0.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nObject NewDoomImp\n{\n\tframe BURNA { light PHFIRE_FX1 }\n frame BURNB { light PHFIRE_FX2 }\n frame BURNC { light PHFIRE_FX3 }\n frame BURND { light PHFIRE_FX4 }\n frame BURNE { light PHFIRE_FX5 }\n frame BURNF { light PHFIRE_FX6 }\n frame BURNG { light PHFIRE_FX7 }\n frame BURNH { light PHFIRE_FX6 }\n frame BURNI { light PHFIRE_FX5 }\n frame BURNJ { light PHFIRE_FX4 }\n frame BURNK { light PHFIRE_FX3 }\n frame BURNL { light PHFIRE_FX2 }\n frame BURNM { light PHFIRE_FX1 }\n frame BURNN { light PHFIRE_FX2 }\n frame BURNO { light PHFIRE_FX3 }\n frame BURNP { light PHFIRE_FX4 }\n frame BURNQ { light PHFIRE_FX5 }\n\n frame BURNR { light PHFIRE_FX8 }\n frame BURNS { light PHFIRE_FX9 }\n frame BURNT { light PHFIRE_FX10 }\n frame BURNU { light PHFIRE_FX11 }\n}\n\nobject NewDoomImpBall\n{\n frame BAL1A { light IMPBALL }\n frame BAL1B { light IMPBALL }\n\n frame BAL1C { light IMPBALL_X1 }\n frame BAL1D { light IMPBALL_X2 }\n frame BAL1E { light IMPBALL_X3 }\n}\n\npointlight SPECTRE\n{\n color 0.5 0.5 0.5\n size 48\n offset 0 24 0\n subtractive 1\n}\n\n/*\nobject Spectre\n{\n frame SARG { light SPECTRE }\n}\n*/\n\n// Cacodemon fireball\nflickerlight CACOBALL\n{\n color 1.0 0.2 0.6\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n color 0.9 0.1 0.4\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n color 0.6 0.0 0.1\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n color 0.3 0.0 0.0\n size 104\n secondarySize 112\n chance 0.25\n}\n\nobject NewCacodemonBall\n{\n frame BAL2A { light CACOBALL }\n frame BAL2B { light CACOBALL }\n\n frame BAL2C { light CACOBALL_X1 }\n frame BAL2D { light CACOBALL_X2 }\n frame BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\npointlight BARONBALL\n{\n color 0.0 1.0 0.0\n size 64\n}\n\nflickerlight BARONBALL_X1\n{\n color 0.0 0.7 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n color 0.0 0.4 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n color 0.0 0.2 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewBaronBall\n{\n frame TNT1A { light BARONBALL }\n frame BAL7A { light BARONBALL }\n frame BAL7B { light BARONBALL }\n\n frame BAL7C { light BARONBALL_X1 }\n frame BAL7D { light BARONBALL_X2 }\n frame BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n color 1.0 0.3 0.0\n size 56\n secondarysize 64\n chance 0.1\n}\n\nflickerlight LOSTSOUL_X1\n{\n color 0.8 0.3 0.0\n size 72\n secondarySize 80\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n color 0.6 0.2 0.0\n size 88\n secondarySize 96\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n color 0.4 0.1 0.0\n size 104\n secondarySize 112\n chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n color 0.2 0.0 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewLostSoul\n{\n frame SKULA { light LOSTSOUL }\n frame SKULB { light LOSTSOUL }\n frame SKULC { light LOSTSOUL }\n frame SKULD { light LOSTSOUL }\n frame SKULE { light LOSTSOUL }\n frame SKULF { light LOSTSOUL }\n frame SKULG { light LOSTSOUL }\n\n frame SKULH { light LOSTSOUL_X1 }\n frame SKULI { light LOSTSOUL_X2 }\n frame SKULJ { light LOSTSOUL_X3 }\n frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject NewFatShot\n{\n frame MANFA { light IMPBALL }\n frame MANFB { light IMPBALL }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\npointlight ARACHPLAS\n{\n color 0.6 1.0 0.0\n size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n color 0.6 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n color 0.4 0.4 0.0\n size 48\n secondarySize 32\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n color 0.2 0.2 0.0\n size 24\n secondarySize 16\n chance 0.3\n}\n\nobject NewArachnotronPlasma\n{\n frame APLSA { light ARACHPLAS }\n frame APLSB { light ARACHPLAS }\n\n frame APBXA { light ARACHPLAS_X1 }\n frame APBXB { light ARACHPLAS_X2 }\n frame APBXC { light ARACHPLAS_X2 }\n frame APBXD { light ARACHPLAS_X3 }\n frame APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\npointlight TRACER\n{\n color 1.0 0.3 0.0\n size 48\n}\n\nflickerlight TRACER_X1\n{\n color 1.0 0.2 0.0\n size 64\n secondarySize 72\n chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n color 0.6 0.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n color 0.3 0.0 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nobject NewRevenantTracer\n{\n frame FATBA { light TRACER }\n frame FATBB { light TRACER }\n\n frame FBXPA { light TRACER_X1 }\n frame FBXPB { light TRACER_X2 }\n frame FBXPC { light TRACER_X3 }\n}\n\n// Arch Vile Fire\nflickerlight ARCHFIRE1\n{\n color 1.0 1.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n offset 0 8 0\n}\n\nflickerlight ARCHFIRE2\n{\n color 1.0 1.0 0.0\n size 40\n secondarySize 48\n chance 0.3\n offset 0 24 0\n}\n\nflickerlight ARCHFIRE3\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 32 0\n}\n\nflickerlight ARCHFIRE4\n{\n color 0.8 0.8 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHFIRE5\n{\n color 0.8 0.8 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 48 0\n}\n\nflickerlight ARCHFIRE6\n{\n color 0.6 0.6 0.0\n size 48\n secondarySize 56\n chance 0.3\n offset 0 64 0\n}\n\nflickerlight ARCHFIRE7\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n offset 0 72 0\n}\n\nflickerlight ARCHFIRE8\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n offset 0 80 0\n}\n\nobject ArchvileFire\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFire\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nobject ArchvileTeleportFireReverse\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\npulselight D3ARCHFLAME\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n interval 6.0\n}\n\nobject Doom3ArchvileFlame\n{\n frame TNT1 { light D3ARCHFLAME }\n}\n\n// Arch-vile\nflickerlight ARCHATK1\n{\n color 1.0 1.0 0.0\n size 32\n secondarySize 48\n chance 0.3\n offset 0 80 0\n}\n\nflickerlight ARCHATK2\n{\n color 1.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n offset 0 80 0\n}\n\nflickerlight ARCHATK3\n{\n color 1.0 1.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n offset 0 64 0\n}\n\nflickerlight ARCHATK4\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 48 0\n}\n\nflickerlight ARCHATK5\n{\n color 1.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHATK6\n{\n color 0.7 0.7 0.0\n size 96\n secondarySize 104\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight ARCHATK7\n{\n color 0.3 0.3 0.0\n size 104\n secondarySize 112\n chance 0.3\n offset 0 40 0\n}\n\npulselight ARCHRES\n{\n color 0.6 0.0 0.0\n size 64\n secondarySize 70\n interval 0.5\n offset 0 36 0\n}\n\nobject NewArchvile\n{\n frame VILEH { light ARCHATK1 }\n frame VILEI { light ARCHATK2 }\n frame VILEJ { light ARCHATK3 }\n frame VILEK { light ARCHATK4 }\n frame VILEL { light ARCHATK4 }\n frame VILEM { light ARCHATK4 }\n frame VILEN { light ARCHATK5 }\n frame VILEO { light ARCHATK6 }\n frame VILEP { light ARCHATK7 }\n\tframe VILFA { light ARCHATK6 }\n\n frame VILE[ { light ARCHRES }\n frame VILE\\ { light ARCHRES }\n frame VILE] { light ARCHRES }\n}\n\n// ------------------\n// -- Doom Effects --\n// ------------------\n\n// Doom Teleport fog\nflickerlight DTFOG1\n{\n color 0.4 1.0 0.4\n size 56\n secondarySize 64\n chance 0.4\n}\n\nflickerlight DTFOG2\n{\n color 0.4 1.0 0.4\n size 40\n secondarySize 48\n chance 0.4\n}\n\nflickerlight DTFOG3\n{\n color 0.4 1.0 0.4\n size 24\n secondarySize 32\n chance 0.4\n}\n\nflickerlight DTFOG4\n{\n color 0.4 1.0 0.4\n size 10\n secondarySize 16\n chance 0.4\n}\n\nobject TeleportFog\n{\n frame TFOGA { light DTFOG1 }\n frame TFOGB { light DTFOG2 }\n frame TFOGC { light DTFOG2 }\n frame TFOGD { light DTFOG2 }\n frame TFOGE { light DTFOG3 }\n frame TFOGF { light DTFOG4 }\n frame TFOGI { light DTFOG4 }\n frame TFOGJ { light DTFOG3 }\n}\n\nGlow\n{\n\tFlats\n\t{\n\t BLOOD1\n\t\tBLOOD2\n\t\tBLOOD3\n\t\tRROCK01\n\t\tRROCK02\n\n\t\tRROCK05\n\t\tRROCK06\n\t\tRROCK07\n\t\tRROCK08\n\n\t\tNUKAGE1\n\t\tNUKAGE2\n\t\tNUKAGE3\n\t\tLAVA1\n\t\tLAVA2\n\t\tLAVA3\n\t\tLAVA4\n\t\tSLIME01\n\t\tSLIME02\n\t\tSLIME03\n\t\tSLIME04\n\t\tSLIME05\n\t\tSLIME06\n\t\tSLIME07\n\t\tSLIME08\n\t\tSLIME09\n\t\tSLIME10\n\t\tSLIME11\n\t\tSLIME12\n\t\t}\n}\n// ------------------\n// -- Items --\n// ------------------\n\n// Red armor\npointlight REDARMOR1\n{\n color 0.6 0.0 0.0\n size 48\n}\n\npointlight REDARMOR2\n{\n color 0.6 0.0 0.0\n size 32\n}\n\nobject RedArmor\n{\n frame ARM3A0 { light REDARMOR1 }\n frame ARM3B0 { light REDARMOR2 }\n}\n\n// ------------------\n// -- Weapons --\n// ------------------\n\n// BFG10K\npointlight BFG10kShot\n{\n color 0.0 1.0 0.0\n size 80\n}\n\nflickerlight BFG10KSHOT_X1\n{\n color 0.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight BFG10KSHOT_X2\n{\n color 0.0 1.0 0.0\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight BFG10KSHOT_X3\n{\n color 0.0 1.0 0.0\n size 120\n secondarySize 128\n chance 0.3\n}\n\nobject BFG10kShot\n{\n frame BFE1A0 { light BFG10KSHOT }\n frame BFE1B0 { light BFG10KSHOT }\n\n frame BFE1C0 { light BFG10KSHOT_X1 }\n frame BFE1D0 { light BFG10KSHOT_X2 }\n frame BFE1E0 { light BFG10KSHOT_X3 }\n}\n\n// Hectebus Fireball\npointlight HECTSHOT\n{\n color 0.0 1.0 0.0\n size 48\n}\nflickerlight HECTSHOT_X1\n{\n color 0.0 1.0 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight HECTSHOT_X2\n{\n color 0.0 0.5 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HECTSHOT_X3\n{\n color 0.0 0.3 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nobject NewHectShot\n{\n frame HECFA { light HECTSHOT }\n frame HECFB { light HECTSHOT }\n\n frame HECFC { light HECTSHOT_X1 }\n frame HECFD { light HECTSHOT_X2 }\n frame HECFE { light HECTSHOT_X3 }\n}\n\n// Belphegor Ball\npointlight BELPHEGORBALL\n{\n color 0.0 1.0 0.0\n size 64\n}\n\nflickerlight BELPHEGORBALL_X1\n{\n color 0.0 1.0 0.0\n size 80\n secondarySize 88\n chance 0.25\n}\n\nflickerlight BELPHEGORBALL_X2\n{\n color 0.0 0.7 0.0\n size 96\n secondarySize 104\n chance 0.25\n}\n\nflickerlight BELPHEGORBALL_X3\n{\n color 0.0 0.5 0.0\n size 112\n secondarySize 120\n chance 0.25\n}\n\nobject NewBelphegorBall\n{\n frame BAL7A { light BELPHEGORBALL }\n frame BAL7B { light BELPHEGORBALL }\n\n frame BAL7C { light BELPHEGORBALL_X1 }\n frame BAL7D { light BELPHEGORBALL_X2 }\n frame BAL7E { light BELPHEGORBALL_X3 }\n}\n\nobject NewSuperShotgunGuy\n{\n frame GPOSF { light ZOMBIEATK }\n}\n\n// ------------------\n// -- Lights --\n// ------------------\n\n// Small white torch\nflickerlight2 SMALLWHITETORCH\n{\n color 1.0 1.0 1.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortWhiteTorch\n{\n frame SMWT { light SMALLWHITETORCH }\n}\n\n// Small yellow torch\nflickerlight2 SMALLYELLOWTORCH\n{\n color 1.0 1.0 0.0\n size 48\n secondarySize 54\n interval 0.1\n offset 0 35 0\n}\n\nobject ShortYellowTorch\n{\n frame SMYT { light SMALLYELLOWTORCH }\n}\n\n// Tall white torch\nflickerlight2 BIGWHITETORCH\n{\n color 1.0 1.0 1.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject WhiteTorch\n{\n frame TWHI { light BIGWHITETORCH }\n}\n\n// Tall yellow torch\nflickerlight2 BIGYELLOWTORCH\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 72\n interval 0.1\n offset 0 60 0\n}\n\nobject YellowTorch\n{\n frame TYEL { light BIGYELLOWTORCH }\n}\n\n// ------------------\n// -- Decor --\n// ------------------\n\n// Evil Eye Red\nflickerlight2 RedEvilEye\n{\n color 1.0 0.0 0.0\n size 30\n secondarySize 50\n interval 0.1\n offset 0 60 0\n}\n\nobject RedEvilEye\n{\n frame CEYR { light RedEvilEye }\n}\n\n// Evil Eye Blue\nflickerlight2 BlueEvilEye\n{\n color 0.0 0.0 1.0\n size 30\n secondarySize 50\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueEvilEye\n{\n frame CEYB { light BlueEvilEye }\n}\n\n// Red Candle Stick\nflickerlight2 RedCandleStick\n{\n color 1.0 0.0 0.0\n size 40\n secondarySize 60\n interval 0.1\n offset 0 60 0\n}\n\nobject RedCandleStick\n{\n frame CANR { light RedCandleStick }\n}\n\n// Blue Candle Stick\nflickerlight2 BlueCandleStick\n{\n color 0.0 0.0 1.0\n size 40\n secondarySize 60\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueCandleStick\n{\n frame CANB { light BlueCandleStick }\n}\n\n// Red Tech Lamp\nflickerlight2 RedTechLamp\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTechLamp\n{\n frame TLP3 { light RedTechLamp }\n}\n\n// Red Tech Lamp 2\nflickerlight2 RedTechLamp2\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedTechLamp2\n{\n frame TLP4 { light RedTechLamp2 }\n}\n\n// Red Column\nflickerlight2 RedColumn\n{\n color 1.0 0.0 0.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject RedColumn\n{\n frame RCOL { light RedColumn }\n}\n\n// Blue Column\nflickerlight2 BlueColumn\n{\n color 0.0 0.0 1.0\n size 48\n secondarySize 64\n interval 0.1\n offset 0 60 0\n}\n\nobject BlueColumn\n{\n frame BCOL { light BlueColumn }\n}\n\nobject Kaboom\n{\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\nflickerlight Telefog\n{\n color 0.2 1.0 0.2\n size 56\n secondarySize 64\n chance 0.4\n}\n\nobject TeleFogFlare\n{\n frame SPKG { light TELEFOG }\n}"
},
{
"source": "pk3",
"name": "HEREMONS.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 400\n\tTag \"Weredragon\"\n\tDamagetype \"Physical\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tBEAS A 0\n\t\tBEAS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,79,0)\n\tIdle:\n\t\tBEAS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tBEAS H 8 A_FaceTarget\n\t\tBEAS I 8 A_CustomComboAttack(\"BeastBall\", 42, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(17,37)), \"beast/attack\", \"Physical\")\n\t\tGoto See\n\tPain:\n\t\tBEAS G 3\n\t\tBEAS G 3 A_Pain\n\t\tGoto See\n\tXDeath:\n\t\tBEAS J 5 A_SpawnItemEX(\"GIBBER\")\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_NamedExecuteAlways(\"WOC Monster Init\",0,79,0)\n\t\tBEAS YXWVUTSR 6\n\t\tGoto See\n\t}\n}\n\nActor NewBeastBall : BeastBall replaces BeastBall\n{\n\tDamagetype \"Fire\"\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(17,37)))\n\t/*+NODAMAGETHRUST*/\n\tSpeed 18\n\tFastSpeed 25\n\tStates\n\t{\n\tSpawn:\n\t\tFRB1 AAAABBBBCCCC 1 A_SpawnItemEx(\"NewPuffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_NOCHECKPOSITION|SXF_ABSOLUTEPOSITION)\n\t\tLoop\n\tDeath:\n\t\tFRB1 DEFGH 4\n\t\tStop\n\t}\n}\n\nActor NewPuffy : Puffy\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+DONTSPLASH\n\tStates\n\t{\n\tSpawn:\n\t\tFRB1 DDEEFFGGHH 1 A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\n//Sabreclaw\n\nActor NewClinkHeretic : Clink replaces Clink\n{\n\tDropItem \"ReagentTan\", 64\n\t//DropItem \"NewMana2\", 84, 15\n\tPainChance \"Convert\", 255\n\tDamage (FRandom(6,18) * ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR))\n\t/*+NODAMAGETHRUST*/\n\tTag \"Sabreclaw\"\n\t+USEKILLSCRIPTS\n\tObituary \"$OB_CLINK\" // \"%o was slashed by a sabreclaw.\"\n\tMeleeRange 52\n\tMaxTargetRange 200\n\tHealth 200\n\tDamagetype \"Physical\"\n\tSpeed 16\n\tAttackSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLNK A 0\n\t\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//increase health on higher difficulties\n\tIdle:\n\t\tCLNK AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCLNK A 2 A_Chase\n\t\tCLNK B 3 A_Chase\n\t\tCLNK C 2 A_Chase\n\t\tCLNK D 3 A_Chase\n\t\tLoop\n\tMelee:\n\t\tCLNK E 5 A_FaceTarget\n\t\tCLNK F 0 A_PlayWeaponSound(\"Clink/Swing\")\n\t\tCLNK F 4 A_FaceTarget\n\t\tCLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"Clink/Attack\", \"\", \"Physical\", 1)\n\t\tGoto See\n\tMissile:\n\t\tCLNK P 6 A_FaceTarget\n\t\tCLNK P 0 A_FaceTarget\n\t\tCLNK Q 1 ThrustThingZ(0,40,0,1)\n\t\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK E 0 A_FaceTarget\n\t\tCLNK Q 0 A_Recoil (-10)\n\t\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\t\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\t\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\t\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK QQQP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\t\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK PPPP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\t\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\t\tCLNK P 1 A_JumpIfTargetInsideMeleeRange(\"MeleeStrike\")\n\t\tGoto See\n\tMeleeStrike:\n\t\tCLNK G 0 A_FaceTarget\n\t\tCLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"clink/attack\", \"clink/swing\", \"Physical\", 1)\n\t\tGoto See\n\tPain:\n\t\tCLNK H 3\n\t\tCLNK H 3 A_Pain\n\t\tGoto See\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tRaise:\n\t\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\t\tCLNK NMLKJI 6\n\t\tGoto See\n\t}\n}\n\n// Iron-Lich\nActor NewIronLich : IronLich Replaces IronLich\n{\n\t//DropItem \"NewMana1\", 84, 15\n\tDropitem \"NewArtiEgg\", 51\n\tDamagefactor \"DeathBlow\", 0\n\t/*+NODAMAGETHRUST*/\n\t+NOFEAR\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tHealth 1200\n\tTag \"Iron Lich\"\n\t+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tStates\n\t{\n\tSpawn:\n\t\tLICH A 0\n\t\tLICH A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,86,WOC_STATUSIMMUNE)\n\tIdle:\n\t\tLICH A 10 A_Look\n\t\tLoop\n\tDeath:\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\t}\n}\n\nActor NewHeadFX1 : HeadFX1 replaces HeadFX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tDamagetype \"Ice\"\n\tDeathSound \"ironlich/attack2hit\"\n\t/*+NODAMAGETHRUST*/\n\tSpeed 15\n\tFastSpeed 20\n\tStates\n {\n Spawn:\n\t\tFX05 AAABBBCCC 1 Bright A_SpawnItemEx(\"IceCometTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\t}\n}\n\nActor NewHeadFX2 : HeadFX2 replaces HeadFX2\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\tDamagetype \"Ice\"\n\t/*+NODAMAGETHRUST*/\n\tSpeed 20\n\tFastSpeed 20\n}\n\nActor NewHeadFX3 : HeadFX3 replaces HeadFX3\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\tDeathSound \"ironlich/attack1hit\"\n\t/*+NODAMAGETHRUST*/\n\tSpeed 15\n\tFastSpeed 20\n}\n\nActor NewWhirlWind : Whirlwind replaces WhirlWind\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tDamagetype \"Physical\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX07 DEFG 3\n\tChase:\n\t\tFX07 A 0 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\n\t\tFX07 A 1 A_WhirlwindSeek\n\t\tFX07 A 1 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\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 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\n\t\tFX07 A 0 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\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 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\n\t\tFX07 B 1 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\n\t\tFX07 C 0 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\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 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\n\t\tFX07 C 1 A_SpawnItemEx(\"NewWhirlWindExplosionDamage\")\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 A_RadiusThrust(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,2000),64,RTF_NOIMPACTDAMAGE)\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 A_RadiusThrust(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,2000),64,RTF_NOIMPACTDAMAGE)\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 A_RadiusThrust(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,2000),64,RTF_NOIMPACTDAMAGE)\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 A_RadiusThrust(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,2000),64,RTF_NOIMPACTDAMAGE)\n\t\tStop\n\t}\n}\n\nActor NewWhirlWindExplosionDamage\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\t+MISSILE\n\t+DONTBLAST\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t-TELESTOMP\n\t+NODAMAGETHRUST\n\t+PAINLESS\n\tDamagetype \"Physical\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)),16,0,0,16)\n\t\tStop\n\t}\n}\n\nACTOR LeafFX\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +CANNOTPUSH\n +CLIENTSIDEONLY +DONTBLAST\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\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tHealth 250\n\t/*+NODAMAGETHRUST*/\n\tTag \"Undead Knight\"\n\t+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tSpeed 15\n\tAttackSound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 0\n\t\tKNIG A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,86,0)\n\tIdle:\n\t\tKNIG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tKNIG A 3 A_Chase\n\t\tKNIG B 4 A_Chase\n\t\tKNIG C 3 A_Chase\n\t\tKNIG D 4 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tKNIG E 6 A_FaceTarget\n\t\tKNIG F 2 A_FaceTarget\n\t\tKNIG F 4 A_PlayWeaponSound(\"hknight/swing\")\n\t\tKNIG F 0 A_Jump(41, \"RedAxe\")\n\t\tKNIG G 6 A_CustomComboAttack(\"KnightAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Physical\")\n\t\tKNIG FE 3 A_FaceTarget\n\t\tKNIG F 2 A_FaceTarget\n\t\tKNIG F 4 A_PlayWeaponSound(\"hknight/swing\")\n\t\tKNIG F 0 A_Jump(41, \"RedAxe2\")\n\t\tKNIG G 6 A_CustomComboAttack(\"KnightAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Physical\")\n\t\tGoto See\n\tPain:\n\t\tKNIG H 3\n\t\tKNIG H 3 A_Pain\n\t\tGoto See\n\tRedAxe:\n\t\tKNIG G 6 A_CustomComboAttack(\"RedAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Physical\")\n\t\tGoto Missile+5\n\tRedAxe2:\n\t\tKNIG G 6 A_CustomComboAttack(\"RedAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Physical\")\n\t\tGoto See\n\tRaise:\n\t\tKNIG O 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,86,0)\n\t\tKNIG ONMLKJI 6\n\t\tGoto See\n\t}\n}\n\nACTOR NewKnightGhost : NewKnight replaces KnightGhost 65\n{\n\tGame Heretic\n\tSpawnID 129\n\t+SHADOW\n\t+GHOST\n\t+NOICEDEATH\n\t-SOLID\n\t-WINDTHRUST\n\tTranslation \"209:224=145:160\"\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tTag \"Undead Knight Ghost\"\n\tDamagetype \"Shadow\"\n\tDeathSound \"SpiritDie\"\n\tStates\n\t{\n\tMelee:\n\tMissile:\n\t\tKNIG E 6 A_FaceTarget\n\t\tKNIG F 2 A_FaceTarget\n\t\tKNIG F 4 A_PlayWeaponSound(\"hknight/swing\")\n\t\tKNIG G 6 A_CustomComboAttack(\"RedAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Shadow\")\n\t\tKNIG FE 3 A_FaceTarget\n\t\tKNIG F 2 A_FaceTarget\n\t\tKNIG F 4 A_PlayWeaponSound(\"hknight/swing\")\n\t\tKNIG G 6 A_CustomComboAttack(\"RedAxe\", 32, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"hknight/melee\", \"Shadow\")\n\t\tGoto See\n\tDeath:\n\t\tKNIG H 0 A_SpawnItemEx(\"EtherealWisp\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 10 A_ScreamAndUnblock\n\t\tStop\n\t}\n}\n\nActor NewKnightAxe : KnightAxe replaces KnightAxe\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(2,16)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Physical\"\n\tSpeed 16\n\tFastSpeed 25\n}\n\nActor NewRedAxe : RedAxe replaces RedAxe\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(21,41)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Physical\"\n\tSpeed 16\n\tFastSpeed 25\n}\n\n//Maulotaur\nACTOR NewMinotaurHeretic : Minotaur replaces Minotaur\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)))\n\tDamageFactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\thealth 6000\n\t+NOPAIN\n\tmeleerange 164\n\tmass 800\n\t-NORADIUSDMG\n\t+DONTHURTSPECIES\n\t/*+NODAMAGETHRUST*/\n\t+LOOKALLAROUND\n\tDropItem \"NewArtiSuperHealth\", 51\n\t//DropItem \"NewMana2\", 84, 45\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tObituary \"%o was burnt to a crisp by the Maulotaur.\"\n\tHitObituary \"%o was crushed by the Maulotaur.\"\n\tTag \"Maulotaur\"\n\t+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tAttackSound \"\"\n\tSpeed 20\n\tstates\n\t{\n\tSpawn:\n\t\tMNTR A 0\n\t\tMNTR A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,110,WOC_STATUSIMMUNE|WOC_MAXLEVEL)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n\tIdle:\n\t\tMNTR AB 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tMNTR U 0 A_UnSetInvulnerable\n\t\tMNTR U 0 A_TakeInventory(\"Hammercheck\", 1)\n\t\tMNTR V 8 A_FaceTarget\n\t\tMNTR W 4 A_FaceTarget\n\t\tMNTR W 4 A_PlayWeaponSound(\"minotaur/swing\")\n\t\tMNTR X 10 A_CustomMeleeAttack (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(35,55)), \"minotaur/melee\", \"\", \"Physical\")\n\t\tGoto See\n\tMissile:\n\t\tMNTR U 0 A_UnSetInvulnerable\n\t\tMNTR V 0 A_Jump(51, 2)\n\t\tMNTR V 0 A_JumpIfCloser(800, \"Hammer\")\n\t\tMNTR V 0 A_TakeInventory(\"Hammercheck\", 1)\n\t\tMNTR V 0 A_Jump(104, 2)\n\t\tMNTR V 0 A_JumpIfCloser(2000, \"Charge\")\n\t\tMNTR V 8\n\t\tMNTR V 0 A_PlayWeaponSound(\"minotaur/swing\")\n\t\tMNTR Y 4 A_FaceTarget\n\t\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 0)\n\t\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 2.8125)\n\t\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -2.8125)\n\t\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 5.625)\n\t\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -5.625)\n\t\tMNTR Z 9\n\tGoto See\n\tHammer:\n\t\tMNTR U 0 A_UnSetInvulnerable\n\t\tMNTR V 0 A_JumpIfInventory(\"Hammercheck\", 1, \"Missile\")\n\t\tMNTR V 8 A_FaceTarget\n\t\tMNTR W 4 A_FaceTarget\n\t\tMNTR W 4 A_PlayWeaponSound(\"minotaur/swing\")\n\t\tMNTR W 0 A_PlaySound(\"minotaur/attack3\", CHAN_VOICE)\n\t\tMNTR X 0 A_PlaySound(\"minotaur/attack1\", CHAN_WEAPON)\n\t\tMNTR X 10 A_CustomMissile(\"HMinotaurFX2\", 0, 0, 0)\n\t\tMNTR V 0 A_Jump(192, \"HammerLoop\")\n\t\tGoto See\n\tHammerLoop:\n\t\tMNTR X 10 A_GiveInventory(\"Hammercheck\", 1)\n\t\tGoto Hammer\n\tCharge:\n\t\tMNTR U 0 A_SetInvulnerable\n\t\tMNTR U 0 A_FaceTarget\n\t\tMNTR U 0 A_SkullAttack(25)\n\t\tMNTR U 0 A_SpawnItemEx(\"MinoPuff\",0,0,0,0,0,2)\n\t\tMNTR U 2\n\t\tMNTR U 0 A_JumpIf(z - floorz >= 15, \"ChargeStop\")\n\t\tgoto Charge+3\n\tChargeStop:\n\t\tSPOS A 0 A_Stop\n\t\tgoto See\n\tSee:\n\t\tMNTR A 0 A_UnSetInvulnerable\n\t\tMNTR ABCD 4 A_Chase\n\t\tLoop\n\tDeath:\n\t\tMNTR F 0 A_SpawnItem(\"BOSSGIBBER\")\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tMNTR G 5\n\t\tMNTR H 6 A_Scream\n\t\tMNTR I 5\n\t\tMNTR J 6\n\t\tMNTR K 5\n\t\tMNTR L 6\n\t\tMNTR M 0 A_SpawnItem(\"BOSSGIBBER\")\n\t\tMNTR M 5 A_NoBlocking\n\t\tMNTR N 6\n\t\tMNTR O 5\n\t\tMNTR P 6\n\t\tMNTR Q 5\n\t\tMNTR R 6\n\t\tMNTR S 5\n\t\tMNTR T -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor HMinotaurFX1 : MinotaurFX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\t/*+NODAMAGETHRUST*/\n}\n\nActor HMinotaurFX2 : MinotaurFX2\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\t/*+NODAMAGETHRUST*/\n\tSpeed 15\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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,128), 128, 0)\n\t\tFX13 JKLM 4 Bright\n\t\tStop\n\t}\n}\n\nActor HMinotaurFX3 : MinotaurFX3\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tDeath:\n\t\tFX13 I 4 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,128), 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 120\n\t/*+NODAMAGETHRUST*/\n\tTag \"Golem\"\n\t+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tSpeed 15\n\tStates\n\t{\n\tSpawn:\n\t\tMUMM A 0\n\t\tMUMM A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)//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_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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tMUMM A 3 A_Chase\n\t\tMUMM B 4 A_Chase\n\t\tMUMM C 3 A_Chase\n\t\tMUMM D 4 A_Chase\n\t\tLoop\n\tMelee:\n\t\tMUMM E 5 A_FaceTarget\n\t\tMUMM F 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,9)), \"mummy/attack2\", \"\", \"Physical\")\n\t\tMUMM G 4\n\t\tGoto See\n\tPain:\n\t\tMUMM H 3\n\t\tMUMM H 3 A_Pain\n\t\tGoto See\n\tDeath:\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_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)\n\t\tMUMM ONMLKJI 6\n\t\tGoto See\n\t}\n}\n\nACTOR NewMummyGhost : NewMummy replaces MummyGhost 69\n{\n\tGame Heretic\n\tSpawnID 8\n\t+SHADOW\n\t+GHOST\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-SOLID\n\t-WINDTHRUST\n\tDeathSound \"SpiritDie\"\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tTag \"Golem Ghost\"\n\tDamagetype \"Shadow\"\n\tStates\n\t{\n\tMelee:\n\t\tMUMM E 5 A_FaceTarget\n\t\tMUMM F 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,9)), \"mummy/attack2\", \"\", \"Shadow\")\n\t\tMUMM G 4\n\t\tGoto See\n\tDeath:\n\t\tMUMM H 0 A_SpawnItemEx(\"EtherealWisp\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 10 A_ScreamAndUnblock\n\t\tStop\n\t}\n}\n\nACTOR NewMummyLeader : NewMummy replaces MummyLeader 45\n{\n\tGame Heretic\n\tSpawnID 2\n\tHealth 120\n\tPainChance 64\n Obituary \"$OB_MUMMYLEADER\"\n /*+NODAMAGETHRUST*/\n Tag \"Nitrogolem\"\n States\n {\n\tSpawn:\n\t\tMUMM A 0\n\t\tMUMM A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)\n\t\tGoto Idle\n\tMissile:\n\t\tMUMM X 5 A_FaceTarget\n\t\tMUMM Y 5 Bright A_FaceTarget\n\t\tMUMM X 5 A_FaceTarget\n\t\tMUMM Y 5 Bright A_FaceTarget\n\t\tMUMM X 5 A_FaceTarget\n\t\tMUMM Y 5 Bright A_CustomMissile(\"MummyFX1\")\n\t\tGoto See\n\tRaise:\n\t\tMUMM A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)\n\t\tMUMM ONMLKJI 6\n\t\tGoto See\n\t}\n}\n\nActor NewMummyFX1 : MummyFX1 replaces MummyFX1\n{\n Radius 8\n Height 6\n Speed 14\n\tFastSpeed 20\n\tScale 0.35\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\t/*+NODAMAGETHRUST*/\n PROJECTILE\n RenderStyle Add\n SeeSound \"whiteballbsee\"\n DeathSound \"whiteballbdeth\"\n Decal PlasmaScorchLower\n\tDamagetype \"Holy\"\n States\n {\n Spawn:\n\t\tGSMM AAABB 1 Bright A_CustomMissile(\"GSLM2Trail\",0,0,0)\n\t\tGSMM B 0 Bright A_SeekerMissile(10, 20, SMF_PRECISE)\n\t\tGSMM BCCCD 1 Bright A_CustomMissile(\"GSLM2Trail\",0,0,0)\n\t\tGSMM DDEEE 1 Bright A_CustomMissile(\"GSLM2Trail\",0,0,0)\n\t\tGSMM E 0 Bright A_SeekerMissile(10, 20, SMF_PRECISE)\n\t\tGSMM FFF 1 Bright A_CustomMissile(\"GSLM2Trail\",0,0,0)\n\t\tGoto Spawn+10\n Death:\n\t\tGSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tStop\n }\n}\n\nACTOR GSLM2Trail\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+NOINTERACTION\n Damage 0\n RenderStyle Add\n Alpha 0.45\n Scale 0.9\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tPUF6 BDFHJLNPRTVXZ 1 BRIGHT\n\t\tPUF7 B 1 BRIGHT\n\t\tStop\n }\n}\n\nACTOR NewMummyLeaderGhost : NewMummyLeader replaces MummyLeaderGhost 46\n{\n\tGame Heretic\n\tSpawnID 9\n\t+SHADOW\n\t+GHOST\n\t+NOBLOOD\n\t+NOICEDEATH\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tTag \"Nitrogolem Ghost\"\n\tDamagetype \"Shadow\"\n\tDeathsound \"SpiritDie\"\n\t-SOLID\n\t-WINDTHRUST\n\tStates\n\t{\n\tMelee:\n\t\tMUMM E 5 A_FaceTarget\n\t\tMUMM F 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,9)), \"mummy/attack2\", \"\", \"Shadow\")\n\t\tMUMM G 4\n\t\tGoto See\n\tDeath:\n\t\tMUMM H 0 A_SpawnItemEx(\"EtherealWisp\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 10 A_ScreamAndUnblock\n\t\tStop\n\t}\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 500\n\t/*+NODAMAGETHRUST*/\n\tTag \"Ophidian\"\n\t+USEKILLSCRIPTS\n\tSpeed 12\n\tStates\n\t{\n\tSpawn:\n\t\tSNKE A 0\n\t\tSNKE A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\tIdle:\n\t\tSNKE AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\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_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\t\tSNKE ONMLKJIHG 5\n\t\tGoto See\n\t}\n}\n\nActor NewSnakeProjA : SnakeProjA replaces SnakeProjA\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tDamageType \"Ice\"\n\t/*+NODAMAGETHRUST*/\n\t+THRUGHOST\n\t+WINDTHRUST\n\tRenderstyle Add\n\tSeeSound \"snake/iceshot\"\n\tDeathSound \"snake/icehit\"\n\tSpeed 30\n\tFastSpeed 35\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}\n\nActor NewSnakeProjB : SnakeProjB replaces SnakeProjB\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\t/*+NODAMAGETHRUST*/\n\tSeesound \"snake/fireshot\"\n\tDeathSound \"snake/firehit\"\n\tDecal BaronScorch\n\tSpeed 30\n\tFastSpeed 35\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor NewSorcerer1 : Sorcerer1 replaces Sorcerer1\n{\n\tHealth 20000\n\t+NOPAIN\n\t-NORADIUSDMG\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\t/*+NODAMAGETHRUST*/\n\t+LOOKALLAROUND\n\tTag \"D'Sparil's Serpent\"\n\t+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRCR A 0\n\t\tSRCR A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,130,WOC_BOSS)\n\tIdle:\n\t\tSRCR AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRCR A 4 A_Chase\n\t\tSRCR B 3 A_Chase\n\t\tSRCR C 4 A_Chase\n\t\tSRCR D 3 A_Chase\n\t\tLoop\n\tMissile:\n\t SRCR Q 0 A_JumpIfHealthLower(2*acs_executewithresult(553,0,0,0)/3, \"Missile2\")\n\t\tSRCR Q 5 A_FaceTarget\n\t\tSRCR R 6 A_FaceTarget\n\t\tSRCR S 5 A_CustomMissile(\"SorcererFX1\", 70, 0)\n\t\tGoto See\n\tMissile2:\n\t\tSRCR S 5 A_FaceTarget\n\t\tSRCR Q 5 A_FaceTarget\n\t\tSRCR R 6 A_FaceTarget\n\t\tSRCR S 0 A_CustomMissile(\"SorcererFX1\", 70, 0, -3)\n\t\tSRCR S 0 A_CustomMissile(\"SorcererFX1\", 70, 0, 3)\n\t\tSRCR S 5 A_CustomMissile(\"SorcererFX1\", 70, 0)\n\t\tGoto See\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 HIJK 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 -1 A_SorcererRise\n\t}\n}\n\nActor NewSorcerer2 : Sorcerer2 replaces Sorcerer2\n{\n\tHealth 35000\n\t-NORADIUSDMG\n\t+NOPAIN\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 32\n\t/*+NODAMAGETHRUST*/\n\t+DONTHURTSPECIES\n\t+LOOKALLAROUND\n\tTag \"D'Sparil\"\n\t+USEKILLSCRIPTS\n\tSpecies \"Dsparil\"\n\tSpeed 16\n\tBloodtype \"EtherealBloodBlue\"\n\tvar int user_timer;\n\tStates\n\t{\n\tSpawn:\n\t\tSOR2 A 0\n\t\tSOR2 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,WOC_BOSS)\n\tIdle:\n\t\tSOR2 AB 10 A_Look\n\t\tLoop\n\tRise:\n\t\tSOR2 A 0\n\t\tSOR2 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,WOC_BOSS)\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\tSee:\n\t\tSOR2 M 4 A_Chase\n\t\tSOR2 N 3 A_Chase\n\t\tSOR2 O 4 A_Chase\n\t\tSOR2 P 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSOR2 R 0 A_Srcr2Decide\n\tCastSpell:\n\t\tSOR2 T 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"SpellDecide\")\n\t\tSOR2 R 0 A_Jump(48, \"Summon\")\n\tLightning:\n\t\tTNT1 A 0 A_Jump(64, \"LightningColumns\")\n\t\tTNT1 A 0 A_Jump(96, \"GroundSeekers\")\n\t\tTNT1 A 0 A_Jump(64, \"Filibuster\")\n\t\tTNT1 A 0 A_Jump(128, \"LightningStream\")\n\t\tTNT1 A 0 A_Jump(128, \"LightningBall\")\n\t\tSOR2 R 6 A_FaceTarget\n\t\tSOR2 S 6 A_FaceTarget\n\t\tSOR2 T 0 A_PlaySound(\"dsparil/attack\")\n\t\tSOR2 T 15 A_CustomMissile(\"NewSorcerer2FX1\",50)\n\t\tGoto See\n\tLightningBall:\n\t\tSOR2 R 5\n\t\tSOR2 S 5 A_FaceTarget\n\t\tSOR2 T 5 BRIGHT A_CustomMissile(\"LightningBallL\",32,0,0,2,0)\n\t\tSOR2 T 5\n\t\tGoto See\n\t//attack 2; lightning streams\n\tLightningStream:\n\t\tSOR2 RS 5 A_FaceTarget\n\t\tSOR2 T 5 A_FaceTarget\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,40,0,0)\n\t\tSOR2 T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\t\tTNT1 A 0 A_SetUserVar(\"user_timer\", user_timer+1)\n\t\tTNT1 A 0 A_JumpIf(user_timer >= 9, \"EndStream\")\n\t\tGoto LightningStream+2\n\tEndStream:\n\t\tTNT1 A 0 A_SetUserVar(\"user_timer\", 0)\n\t\tSOR2 T 5\n\t\tGoto See\n\t//attack 3, stationary/invulnerable mode\n\tFilibuster:\n\t\tSOR2 ZY 5 A_FaceTarget\n\t\tSOR2 Z 8 BRIGHT A_FaceTarget\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,45,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,135,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,225,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,315,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,0,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,90,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,160,0,0)\n\t\tSOR2 Z 0 A_CustomMissile(\"GroundLightning\",0,0,270,0,0)\n\t\tGoto FilibusterLoop\n\tFilibusterLoop:\n\t\tSOR2 Z 35 A_Stop\n\t\tSOR2 RS 3 A_FaceTarget\n\t\tSOR2 T 8 BRIGHT A_CustomMissile(\"LightningRod1\",55,45,0,0,0)\n\t\tSOR2 T 0 BRIGHT A_CustomMissile(\"LightningRod1\",55,-45,0,0,0)\n\t\tSOR2 T 2 BRIGHT A_CustomMissile(\"LightningBallS\",55,45,0,0,0)\n\t\tSOR2 T 0 BRIGHT A_CustomMissile(\"LightningBallS\",55,-45,0,0,0)\n\t\tSOR2 T 2 BRIGHT A_CustomMissile(\"LightningBallS\",55,45,0,0,0)\n\t\tSOR2 T 0 BRIGHT A_CustomMissile(\"LightningBallS\",55,-45,0,0,0)\n\t\tTNT1 A 0 A_SetUserVar(\"user_timer\", user_timer+1)\n\t\tTNT1 A 0 A_JumpIf(user_timer >= 3, \"EndStream\")\n\t\tSOR2 SR 3\n\t\tGoto FilibusterLoop\n\tFilibusterEnd:\n\t\tTNT1 A 0 A_SetUserVar(\"user_timer\", 0)\n\t\tSOR2 SR 3\n\t\tSOR2 YZM 10\n\t\tGoto See\n\t//attack 4, floor-hugging seekers\n\tGroundSeekers:\n\t\tSOR2 ZY 5 A_FaceTarget\n\t\tSOR2 Z 8 BRIGHT A_FaceTarget\n\t\tSOR2 Z 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n\t\tSOR2 Z 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n\t\tSOR2 Z 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n\t\tSOR2 Z 8 Bright A_FaceTarget\n\t\tGoto See\n\t//attack 5, lightning columns\n\tLightningColumns:\n\t\tSOR2 RS 5 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, 0, 0, CMF_AIMOFFSET)\n\t\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, 45, random(-25, -15), CMF_AIMOFFSET)\n\t\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, -45, random(15, 25), CMF_AIMOFFSET)\n\t\tSOR2 T 5 Bright A_FaceTarget\n\t\tSOR2 T 5\n\t\tGoto See\n\tSpellDecide:\n\t\tSOR2 R 0 A_Jump(96, \"Summon\")\n\t\tGoto Lightning\n\tSummon:\n\t\tSOR2 RS 6 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 15 A_CustomMissile(\"Sorcerer2FX2\", 50, 0, 40, 2)\n\t\tGoto See\n\tTeleport:\n\t\tSOR2 LKJIHG 6\n\t\tGoto See\n\tDeath:\n\t\tSDTH A 8 Bright A_Sor2DthInit\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\n//decorative particle shared by a few actors\nACTOR LightningBallC1T\n{\n RENDERSTYLE ADD\n Alpha 0.4\n PROJECTILE\n +NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n states\n {\n Spawn:\n TFFP GHIJKLMNOPQR 1 BRIGHT\n Stop\n }\n}\n\n//limited-range projectile spawned by his \"filibuster\" attack mode\n//has no collision; primary purpose is to continuously spawn damaging particles\nACTOR GroundLightning\n{\n Radius 4\n Height 6\n Speed 20\n //Damage 6\n RENDERSTYLE Add\n Alpha 0.40\n ReactionTime 20//53\n SEESOUND \"dsparil/attackr1\"\n PROJECTILE\n +FloorHugger\n +Noclip\n //+Ripper\n states\n {\n Spawn:\n ICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx(\"GroundTrail\",0,0,0,0,0,0,0,128)\n ICWS A 0 BRIGHT\n ICWS A 0 BRIGHT A_Stop\n\tGoto ProjectileLoop\n ProjectileLoop:\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n ICWS A 0 BRIGHT A_CustomMissile(\"GroundSmoke\",0,0,0,6,360)\n\tTNT1 A 0 A_CountDown\n\tLoop\n Death:\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n ICWS A 0 BRIGHT\n Stop\n }\n}\n\n//trail spawned by the GroundLightning actor; harmless\nACTOR GroundTrail\n{\n Radius 2\n Height 3\n RENDERSTYLE Add\n Alpha 0.20\n ReactionTime 20//49\n PROJECTILE\n +FloorHugger\n states\n {\n Spawn:\n ICWS JKLMNOPQR 1 BRIGHT\n ICWS A 0 BRIGHT\n\tTNT1 A 0 A_CountDown\n\tLoop\n Death:\n ICWS JKLMNOPQR 1 BRIGHT\n Stop\n }\n}\n\n//actor spawned by the GroundLightning projectile; deals damage, and occasionally (25%) spawns additional particles\nACTOR GroundSmoke\n{\n Radius 12\n Height 12\n Speed 15\n Damage 0\n RENDERSTYLE Add\n Alpha 0.30\n SEESOUND \"dsparil/smoke\"\n PROJECTILE\n +RIPPER\n /*+NODAMAGETHRUST*/\n +BLOODLESSIMPACT\n Damagetype \"Lightning\"\n states\n {\n Spawn:\n TFFP ABCDEFGHIJKLMNOPQR 1 BRIGHT A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,4), 12, 0)\n TFFP A 0 BRIGHT A_Jump(64,1)\n Stop\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,0,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,45,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,90,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,135,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,180,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,225,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,270,6,-250)\n TFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,315,6,-250)\n Stop\n }\n}\n\n//particles periodically spawned by the GroundSmoke projectile generated by the GroundLightning projectile\nACTOR SmokeLightning\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(2,16)))\n\tRENDERSTYLE Add\n\tAlpha 0.40\n\tScale 0.75\n\tSEESOUND \"dsparil/spawnl\"\n\tDEATHSOUND \"dsparil/hitl\"\n\tACTIVESOUND \"dsparil/activel\"\n\tPROJECTILE\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Lightning\"\n\tstates\n\t{\n\tSpawn:\n\t\tZOT3 ABC 2 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tZOT3 A 0 BRIGHT //A_Explode(50,150)\n\t\tStop\n\t}\n}\n\n//small projectile\nACTOR LightningBallS\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\tRENDERSTYLE Add\n\tAlpha 0.40\n\tScale 0.75\n\tSEESOUND \"dsparil/spawnl\"\n\tDEATHSOUND \"dsparil/hitl\"\n\tACTIVESOUND \"dsparil/activel\"\n\tPROJECTILE\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Lightning\"\n\tDecal RevenantScorch\n\tstates\n\t{\n\tSpawn:\n\t\tZOT3 ABCE 2 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tZAPS GHIJKL 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//faster small projectile\nACTOR LightningRod1\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 30\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\tRENDERSTYLE Add\n\tAlpha 0.50\n\tScale 0.75\n\tSEESOUND \"dsparil/spawnl\"\n\tDEATHSOUND \"dsparil/hitl\"\n\tACTIVESOUND \"dsparil/activel\"\n\tMissileHeight 0\n\tPROJECTILE\n\t/*+NODAMAGETHRUST*/\n\tDecal RevenantScorch\n\tDamagetype \"Lightning\"\n\tstates\n\t{\n\tSpawn:\n\t\tZAP6 ABC 2 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tPUF4 ABCDEF 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//large projectile; spams smaller projectiles\nACTOR LightningBallL\n{\n\tRadius 30\n\tHeight 30\n\tSpeed 12\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(80,100)))\n\tRENDERSTYLE Add\n\tAlpha 0.75\n\tReactionTime 6\n\tSEESOUND \"dsparil/attackr3\"\n\tDEATHSOUND \"dsparil/hitl\"\n\tACTIVESOUND \"dsparil/activel\"\n\tDecal \"Scorch\"\n\t+SeekerMissile\n\t+DoomBounce\n\t/*+NODAMAGETHRUST*/\n\tPROJECTILE\n\tDamagetype \"Lightning\"\n\tstates\n\t{\n\tSpawn:\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\t\tGoto ProjectileLoop\n\tProjectileLoop:\n\t\tZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,0,4,0)\n\t\tZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,20,4,0)\n\t\tZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,40,4,0)\n\t\tZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,60,4,0)\n\t\tZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,80,4,0)\n\t\tZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,100,4,0)\n\t\tZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,120,4,0)\n\t\tZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,140,4,0)\n\t\tZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,160,4,0)\n\t\tZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,180,4,0)\n\t\tZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,200,4,0)\n\t\tZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,220,4,0)\n\t\tZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,240,4,0)\n\t\tZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,260,4,0)\n\t\tZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,280,4,0)\n\t\tZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,300,4,0)\n\t\tZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,320,4,0)\n\t\tZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,340,4,0)\n\t\tZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",0,0,360,4,0)\n\t\tZAP7 ABCDEABCDEABCDEABCDEABCDE 1 BRIGHT//reduces spamminess\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tZAPL ABCDEFG 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//small projectile produced by his \"stream\" attacks\nACTOR MiniLightningPuff\n{\n Radius 6\n Height 10\n Speed 14\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n PROJECTILE\n\t/*+NODAMAGETHRUST*/\n RENDERSTYLE ADD\n Alpha 0.67\n SEESOUND \"dsparil/smoke\"\n Decal PlasmaScorchLower\n\tDamagetype \"Lightning\"\n states\n {\n Spawn:\n TFFP ABCDEFGH 4 BRIGHT\n Death:\n TFFP IJKLMNOPQR 4 BRIGHT\n Stop\n }\n}\n\n//floor-hugging tracer projectile\nACTOR GroundLightningTracer\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 10\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(17,37)))\n\tRENDERSTYLE Add\n\tAlpha 0.40\n\tReactionTime 15//34\n\tSEESOUND \"dsparil/attackr2\"\n\tPROJECTILE\n\t+FloorHugger\n\t/*+NODAMAGETHRUST*/\n\t+SeekerMissile\n\tDamagetype \"Lightning\"\n\tstates\n\t{\n\tSpawn:\n\t\tICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx(\"TracerTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tICWS A 0 BRIGHT A_SeekerMissile(90,90)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tICWS ABCDEFGHI 5 BRIGHT A_Stop\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),6,random(80,100))\n\t\tStop\n\t}\n}\n\n//modified trail with shorter duration\nACTOR TracerTrail : GroundTrail\n{\n\tReactionTime 10\n}\n\n//this was originally unused; I used it in \"LightningColumns\"\nACTOR LightningRod3\n{\n\tRadius 24\n\tHeight 8\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\tSpeed 20\n\tRENDERSTYLE Add\n\tAlpha 0.40\n\tSEESOUND \"dsparil/spawnl\"\n\tDEATHSOUND \"dsparil/hitl\"\n\tACTIVESOUND \"dsparil/activel\"\n\tPROJECTILE\n\tDecal Scorch\n\t/*+NODAMAGETHRUST*/\n\t+FLOORHUGGER\n\tDamagetype \"Lightning\"\n\tstates\n\t{\n\tSpawn:\n\t\tZOT1 ABCDE 2 BRIGHT\n\t\tZOT1 A 0 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tFX18 ABCDEF 2 BRIGHT A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,60),50,0)\n\t\tStop\n\t}\n}\n\nActor NewSorcererFX1 : SorcererFX1 replaces SorcererFX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(35,55)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Fire\"\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"DemonMissileExplode\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX14 AABBCC 2 Bright A_spawnitemEx(\"Sorcerer1FX1Trail\")\n\t\tLoop\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 +DONTBLAST\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\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(35,55)))\n\t/*+NODAMAGETHRUST*/\n\t+FORCERADIUSDMG\n\tDamagetype \"Lightning\"\n\tDeathSound \"dsparil/hit\"\n\tSpeed 24\n\tFastSpeed 30\n\tStates\n\t{\n\tSpawn:\n\t\tFX16 ABC 3 Bright A_BlueSpark\n\t\tLoop\n\tDeath:\n\t\tFX16 G 5 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(80,111)),128,0)\n\t\tFX16 HIJKL 5 Bright\n\t\tStop\n\t}\n}\n\nActor NewSorcerer2FX2 : Sorcerer2FX2 replaces Sorcerer2FX2\n{\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Arcane\"\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(35,55)))\n\tStates\n\t{\n\tSpawn:\n\t\tFX11 ABABABA 5 Bright\n\t\tFX11 A 0 A_Stop\n\t\tFX11 A 0 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX11 C 0 A_SpawnItemEx(\"NewWizardDsparil\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tFX11 C 0 A_Stop\n\t\tFX11 CDEFG 5 Bright\n\t\tStop\n\t}\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\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tHealth 220\n\t/*+NODAMAGETHRUST*/\n\tTag \"Disciple of D'Sparil\"\n\t+USEKILLSCRIPTS\n\tSpecies \"Dsparil\"\n\tObituary \"%o was cursed by a disciple of D'Sparil\"\n\tBloodtype \"EtherealBloodPurple\"\n\tStates\n\t{\n\tSpawn:\n\t\tWZRD A 0\n\t\tWZRD A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,68,0)\n\tIdle:\n\t\tWZRD AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tWZRD A 3 A_Chase\n\t\tWZRD A 3 A_Chase\n\t\tWZRD A 3 A_Chase\n\t\tWZRD A 3 A_Chase\n\t\tWZRD B 3 A_Chase\n\t\tWZRD B 3 A_Chase\n\t\tWZRD B 3 A_Chase\n\t\tWZRD B 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD C 0 A_FaceTarget\n\t\tWZRD C 4 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD C 4 A_WizAtk2\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD C 0 A_FaceTarget\n\t\tWZRD C 4 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD C 4 A_WizAtk2\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD C 0 A_FaceTarget\n\t\tWZRD C 4 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD C 4 A_WizAtk2\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD C 0 A_FaceTarget\n\t\tWZRD C 4 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD C 4 A_WizAtk2\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD C 0 A_FaceTarget\n\t\tWZRD C 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD D 0 A_PlaySound(\"wizard/attack\")\n\t\tWZRD D 0 A_CustomMissile(\"WizardFX1\", 32, 0, 5.625)\n\t\tWZRD D 0 A_CustomMissile(\"WizardFX1\", 32, 0, -5.625)\n\t\tWZRD D 12 A_CustomMissile(\"WizardFX1\", 32, 0, 0)\n\t\tGoto See\n\tPain:\n\t\tWZRD E 0 A_SetTranslucent(1, 0)\n\t\tWZRD E 3 A_ChangeFlag(\"GHOST\", 0)\n\t\tWZRD E 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tWZRD C 0 A_SetTranslucent(1, 0)\n\t\tWZRD F 6 A_ChangeFlag(\"GHOST\", 0)\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_NamedExecuteAlways(\"WOC Monster Init\",0,68,0)\n\t\tWZRD LKJIHG 6\n\t\tGoto See\n\t}\n}\n\nActor NewWizardFX1 : WizardFX1 replaces WizardFX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(3,24)))\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Arcane\"\n}\n\nActor NewWizardDsparil : NewWizard\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWZRD A 0\n\t\tWZRD A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,68,WOC_MINIONSUMMON)\n\tIdle:\n\t\tWZRD AB 10 A_Look\n\t\tLoop\n\tRaise:\n\t\tWZRD A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,68,WOC_MINIONSUMMON)\n\t\tWZRD LKJIHG 6\n\t\tGoto See\n\t}\n}\n\n//Fatso\n\nActor NewHereticImp : HereticImp replaces HereticImp\n{\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentRed\", 64\n\t/*+NODAMAGETHRUST*/\n\thealth 60\n\tTag \"Gargoyle\"\n\t+FLOATBOB\n\t//+USEKILLSCRIPTS\n\tDamagetype \"Physical\"\n\tMeleerange 46\n\tAttackSound \"himp/leaderattack\"\n\tStates\n\t{\n\tSpawn:\n\t\tIMPX A 0\n\t\tIMPX A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,36)\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tIMPX A 0 A_CheckFloor(10)\n\t\tIMPX A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tIMPX A 2 A_Chase\n\t\tIMPX A 3 A_Chase\n\t\tIMPX B 2 A_Chase\n\t\tIMPX B 3 A_Chase\n\t\tIMPX C 2 A_Chase\n\t\tIMPX C 3 A_Chase\n\t\tIMPX B 2 A_Chase\n\t\tIMPX B 3 A_Chase\n\t\tLoop\n\t\tIMPX A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto See+2\n\tMelee:\n\t\tIMPX DE 5 A_FaceTarget\n\t\tIMPX F 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,frandom(5,12)), \"himp/attack\", \"himp/attack\", \"Physical\")\n\t\tGoto See\n\tMissile:\n\t\tIMPX A 0 A_Jump(128, 5)\n\t\tIMPX A 0 A_JumpIfCloser(256, 1)\n\t\tGoto See\n\t\tIMPX A 10 A_FaceTarget\n\t\tIMPX C 15 A_SkullAttack\n\t\tIMPX C 0 A_Stop\n\t\tGoto See\n\t\tIMPX DE 5 A_FaceTarget\n\t\tIMPX F 6 A_CustomMissile(\"NewHereticImpBall\", 10, 0)\n\t\tGoto See\n\tDeath:\n\t\tIMPX G 0 A_ChangeFlag(\"FloatBob\", 0)\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 S 0 A_ChangeFlag(\"FloatBob\", 0)\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 I 0 A_ChangeFlag(\"FloatBob\", 0)\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\t}\n}\n\nACTOR NewHereticImpLeader : NewHereticImp replaces HereticImpLeader 5\n{\n Game Heretic\n SpawnID 7\n /*Health 60\n -MISSILEMORE\n AttackSound \"himp/leaderattack\"\n Tag \"Fire Gargoyle\"\n +USEKILLSCRIPTS\n States\n {\n\tSpawn:\n\t\tIMPX A 0\n\t\tIMPX A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,36,0)\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tStop\n\tMissile:\n\t\tIMPX DE 5 A_FaceTarget\n\t\tIMPX F 6 A_CustomComboAttack(\"NewHereticImpBall\", 10, ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,random(5,12)), \"himp/leaderattack\", \"Physical\")\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\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 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 }*/\n}\n\nACTOR NewHereticImpBall\n{\n\tSpeed 14\n\tFastSpeed 25\n\tRadius 8\n\tHeight 8\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,frandom(1,8)))\n\tDamageType \"Fire\"\n\t/*+NODAMAGETHRUST*/\n\tRenderstyle Add\n\tProjectile\n\tSeesound \"himp/leaderattack\"\n\tDeathSound \"FireDemonMissileHit\"\n\tScale 0.5\n\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 A 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t\tBRB2 B 1 BRIGHT A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor NewPod : Pod replaces Pod\n{\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Poison\"\n\tPoisonDamage 1, 28, 35\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\t-OLDRADIUSDMG\n\tPoisonDamageType \"PoisonTrue\"\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_Explode(128*0.025*(40+acs_executewithresult(WOC_DECORATE,STATS,GLOBALLEVEL,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 \"Poison\"\n\tPoisonDamage 1, 28, 35\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tPoisonDamageType \"PoisonTrue\"\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 1 A_Explode(128*0.025*(40+acs_executewithresult(WOC_DECORATE,STATS,GLOBALLEVEL,0)),128)\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "OptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Wrath of Cronos Options\", \"WOCOptions\"\n\tStaticText \" \"\n\tSubmenu \"Multiplayer Options\",\t\t\"ZA_MultiplayerOptions\" // [TP]\n\tStaticText \" \" // [TP]\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"WOCOptions\"\n{\n Title \"Wrath of Cronos Options\"\n Slider \"Experience Multiplier\", \"Woc_ExpMult\", 0.0, 10.0, 0.1, 2\n Option \"Experience Loss on Death\", \"WoC_ExpDeath\", \"ExpLossType\"\n Slider \"Experience Loss Percentage\",\t\"Woc_ExpDeathAmount\", 0, 100, 1, 0\n Slider \"Minimum Level\",\t\"WoC_MinLevel\", 0, 100, 1, 0\n Slider \"Maximum Level\",\t\"WoC_MaxLevel\", 0, 900, 10, 0\n StaticText \" \"\n Option \"Gold Loss on Death\", \"WoC_GoldDeath\", \"YesNo\"\n Slider \"Gold Loss Percentage\",\t\"Woc_GoldDeathAmount\", 0, 100, 1, 0\n StaticText \" \"\n Option \"Enable Director\", \"WoC_Director\", \"OnOff\"\n Option \"Disable Killing Sprees\", \"Woc_DisableKillingSpree\", \"YesNo\"\n Option \"Disable Awards\", \"WoC_DisableAwards\", \"YesNo\"\n Option \"Globally Disable Floating Bars\", \"WoC_ServerDisableHealthBar\", \"YesNo\"\n StaticText \" \"\n Slider \"Maximum Speed\", \"Woc_MaxSpeed\", 0, 400, 10\n Slider \"Maximum Jump Height\", \"Woc_MaxJump\", 0, 25, 1\n Option \"Jump Height Style\", \"WoC_JumpModifier\", \"WOCGameType\"\n Option \"Start with Second Weapon\", \"WoC_WeaponStart\", \"OnOff\"\n StaticText \" \"\n Option \"Randomly Distribute Stat Points\", \"WoC_RandomStats\", \"OnOff\"\n Option \"Randomly Distribute Skill Points\", \"WoC_RandomSkills\", \"OnOff\"\n StaticText \" \"\n Option \"Use Nashgore Blood\", \"WoC_GoreLevel\", \"OnOff\"\n StaticText \" \"\n Option \"Damage Indicator\", \"WoC_DamageIndicator\", \"OnOff\"\n Option \"Target Health Bars\", \"WoC_EnemyHealthBar\", \"OnOff\"\n Option \"Allied Floating Health Bars\", \"WoC_FloatingHealthBar\", \"OnOff\"\n Option \"Enemy Floating Health Bars\", \"WoC_EnemyFloatingHealthBar\", \"OnOff\"\n StaticText \" \"\n Option \"Automatic Pet Leashing\", \"WoC_AutoPetLeash\", \"OnOff\"\n Slider \"Best Health Potion (Minor)\", \"Woc_MinorPotion\", 0.0, 1.0, 0.01, 2\n Slider \"Best Health Potion\", \"Woc_NormalPotion\", 0.0, 1.0, 0.01, 2\n Slider \"Best Health Potion (Major)\", \"Woc_MajorPotion\", 0.0, 1.0, 0.01, 2\n Slider \"Best Health Potion (Supreme)\", \"Woc_SupremePotion\", 0.0, 1.0, 0.01, 2\n Slider \"Best Health Potion (Mystic Urn)\", \"Woc_MysticUrn\", 0.0, 1.0, 0.01, 2\n}\n\nOptionValue ExpLossType\n{\n\t0, \"Off\"\n\t1, \"Lose Current Percentage\"\n\t2, \"Lose Maximum Percentage\"\n}\n\nOptionValue WOCGameType\n{\n\t0, \"Hexen\"\n\t1, \"Doom\"\n}"
},
{
"source": "pk3",
"name": "MONSTERS.txt",
"contents": "Actor EttinSpotz : RandomSpawner replaces Ettin\n{\n\tGame Hexen\n\tSpawnID 4\n\t+TELESTOMP\n\tDropItem \"NewEttin\" 255 230\n\tDropItem \"ChainmailEttin\" 255 25\n\tDropItem \"Bormereth\" 255 1\n}\n\nActor NewEttin : Ettin// Replaces Ettin\n{\n\tPainChance \"Convert\", 255\n\tPainchance \"EttinPower\", 255\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ReagentRed\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tMeleeRange 68\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tHealth 180\n\tDamagetype \"Physical\"\n\tSpeed 15\n\tTag \"Ettin\"\n\t+USEKILLSCRIPTS\n\tAttackSound \"\"\n\tStates\n\t{\n\tPain.Convert:\n\t\tETTN I 5 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto See\n\tConvertMe:\n\t\tETTN I 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSpawn:\n\t\tETTN A 0\n\t\tETTN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)//increase health on higher difficulties\n\tIdle:\n\t\tETTN AA 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tETTN E 5 A_FaceTarget\n\t\tETTN F 0 A_PlayWeaponSound(\"EttinSwing\")\n\t\tETTN F 5 A_FaceTarget\n\t\tETTN G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(2,16)), \"EttinAttack\", \"\", \"Physical\")\n\t\tGoto See\n\tSee:\n\t\tETTN A 4 A_Chase\n\t\tETTN B 5 A_Chase\n\t\tETTN C 4 A_Chase\n\t\tETTN D 5 A_Chase\n\t\tLoop\n\tPain:\n\t\tETTN H 7 A_Pain\n\t\tGoto See\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tXDeath:\n\t\tETTB B 0 A_SpawnItemEx(\"GIBBER\")\n\t\tETTB B 4 A_Scream\n\t\tETTB B 4 A_CustomMissile(\"EttinMace\",2,0,-90,2)\n\t\tETTB D 4 A_NoBlocking\n\t\tETTB E 4 A_QueueCorpse\n\t\tETTB FGHIJK 4\n\t\tETTB L -1\n\t\tStop\n\tIce:\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\t\tETTN QPONMLKJI 4\n\t\tgoto See\n\t}\n}\n\nACTOR NewEttinMash : NewEttin replaces EttinMash\n{\n Game Hexen\n SpawnID 102\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor ChainmailEttin : Ettin\n{\n\tHealth 500\n\tRadius 25\n\tHeight 68\n\tMass 175\n\tSpeed 15\n\tDamage 3\n\tPainchance 35\n\tMeleeRange 68\n\tMonster\n\t+FLOORCLIP\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tPainChance \"Convert\", 255\n\tSeeSound \"EttinSight\"\n\tAttackSound \"\"\n\tPainSound \"EttinPain\"\n\tDeathSound \"EttinDeath\"\n\tActiveSound \"EttinActive\"\n\tHowlSound \"PuppyBeat\"\n\tObituary \"%o was smashed by an Ettin Commander.\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ReagentRed\" 64\n\tDropItem \"Armour1\" 8\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDamagetype \"Physical\"\n\tTag \"Ettin Commander\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tSpawn:\n\t\tCETN A 0\n\t\tCETN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)//increase health on higher difficulties\n\tIdle:\n\t\tCETN AA 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCETN A 4 A_Chase\n\t\tCETN B 5 A_Chase\n\t\tCETN C 4 A_Chase\n\t\tCETN D 5 A_Chase\n\t\tLoop\n\tPain:\n\t\tCETN H 7 A_Pain\n\t\tGoto See\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto See\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tCETN E 5 A_FaceTarget\n\t\tCETN F 0 A_PlayWeaponSound(\"EttinSwing\")\n\t\tCETN F 5 A_FaceTarget\n\t\tCETN G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"EttinAttack\", \"\", \"Physical\")\n\t\tGoto See\n\tMissile:\n\t\tCETN EF 6 A_FaceTarget\n\t\tCETN G 0 A_PlaySound(\"FighterHammerMiss\")\n\t\tCETN G 8 A_CustomMissile(\"ThrownMace\",52,0,0)\n\t\tGoto See\n\tDeath:\n\t\tCETN IJ 4\n\t\tCETN K 4 A_Scream\n\t\tCETN L 4 A_NoBlocking\n\t\tCETN M 4 A_QueueCorpse\n\t\tCETN NOP 4\n\t\tCETN Q -1 //A_BossDeath\n\t\tStop\n\tXDeath:\n\t\tCETB A 4 A_SpawnItemEx(\"GIBBER\")\n\t\tCETB B 4 A_NoBlocking\n\t\tCETB C 4 A_SpawnItemEx(\"EttinMace\", 0,0,8.5, random[DropMace](-128,127) * 0.03125, random[DropMace](-128,127) * 0.03125, 10 + random[DropMace](0,255) * 0.015625, 0, SXF_ABSOLUTEMOMENTUM)\n\t\tCETB D 4 A_Scream\n\t\tCETB E 4 A_QueueCorpse\n\t\tCETB FGHIJK 4\n\t\tETTB L -1 //A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" E 5 A_GenericFreezeDeath\n\t\t\"----\" E 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\t\tCETB QPONMLKJI 4\n\t\tgoto See\n\t}\n}\n\nACTOR ThrownMace\n{\n Speed 15\n\tFastSpeed 20\n Radius 6\n Height 8\n PROJECTILE\n +NOTELEPORT\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\t+HEXENBOUNCE\n\t-NOGRAVITY\n\t+WINDTHRUST\n\t+THRUGHOST\n BounceCount 4\n BounceFactor 1\n WallBounceFactor 1\n DeathSound \"Fireball\"\n\tDamagetype \"Physical\"\n States\n {\n Spawn:\n\tAEMC ABCDEFG 3\n\tAEMC H 0 A_PlaySound(\"FighterHammerContinuous\")\n\tAEMC H 3\n\tLoop\n Death:\n\tCFCF Q 0 Bright A_SetTranslucent(1,1)\n\tCFCF Q 1 Bright A_NoGravity\n\tCFCF QQQ 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n\tCFCF RRR 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n\tCFCF SSSS 1 Bright A_SpawnItemEx(\"FlailPuffParticleFXSpawner\")\n CFCF T 3 Bright\n CFCF U 4 Bright\n CFCF W 3 Bright\n CFCF X 4 Bright\n CFCF Z 3 Bright\n Stop\n }\n}\n\nACTOR Bormereth : Ettin\n{\n Health 1200\n Radius 25\n Height 64\n Speed 15\n PainChance 36\n Mass 2500\n MONSTER\n\tSpecies \"Ettin\"\n\tDropItem \"NewArtiBoostMana\" 128\n\tDropItem \"NewArtiSuperHealth\" 128\n\tDropItem \"ArtiOrangeFlask\" 128\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n\tDropItem \"AccessoryRandomSpawner\" 32\n\tDamageFactor \"Deathblow\", 0\n //Meleedamage 8\n +MISSILEEVENMORE\n +FLOORCLIP\n\t+NEVERRESPAWN\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\t+DONTMORPH\n\t+NOFEAR\n\tDropItem \"Money2\" 128\n DropItem \"Money2\" 128\n DropItem \"Money2\" 128\n DropItem \"Money2\" 128\n DropItem \"Money3\" 128\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n SeeSound \"DMage/Attack\"\n PainSound \"DMage/Pain\"\n ActiveSound \"DMage/idle\"\n DeathSound \"DMage/death\"\n\tAttackSound \"\"\n Obituary \"%o was incinerated by the rage of Bormereth.\"\n HitObituary \"%o was smashed by Bormereth.\"\n\tTag \"Bormereth\"\n\t+USEKILLSCRIPTS\n States\n {\n Spawn:\n\t\tBRMN A 0\n\t\tBRMN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,WOC_STATUSIMMUNE)\n\tIdle:\n\t\tBRMN AA 10 A_Look\n Loop\n See:\n BRMN H 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tBRMN A 0 A_UnSetInvulnerable\n BRMN A 4 A_Chase\n\t\tBRMN B 5 A_Chase\n\t\tBRMN C 4 A_Chase\n\t\tBRMN D 5 A_Chase\n\t\tLoop\n Missile:\n\t\tTNT1 A 0 A_Jump(60,\"Missile2\")\n\n\t\tTNT1 A 0 A_Jump(128,17)\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 6 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tGoto see\n\n\t\tTNT1 A 0 A_Jump(128,9)\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN F 3 Bright A_CustomMissile(\"WraithFX12\",31,10,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 3 Bright A_CustomMissile(\"WraithFX12\",28,5,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 3 Bright A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tGoto see\n\n\t\tBRMN E 6 A_FaceTarget\n\t\tBRMN F 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missilesimple\",\"SoundSlot5\")\n\t\tBRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,20)\n\t\tBRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,0)\n\t\tBRMN G 0 A_CustomMissile(\"WraithFX12\",25,0,-20)\n\t\tBRMN G 6 Bright\n\t\tGoto see\n Missile2:\n\t\tBRMN F 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"bormereth/missile2prepare\",\"SoundSlot5\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PossBRMFakeFireBall\",5,25,64,0,0,0,0,128)\n\t\tBRMN EEEEE 5 A_FaceTarget\n\t\tBRMN E 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"PossBRMFireBall\",64,25,0)\n\t\tBRMN F 5 A_FaceTarget\n\t\tBRMN G 5 A_FaceTarget\n\t\tgoto see\n Melee:\n\t\tBRMN E 5 A_FaceTarget\n\t\tBRMN F 0 A_PlayWeaponSound(\"EttinSwing\")\n\t\tBRMN F 5 A_FaceTarget\n\t\tBRMN G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(24,38)), \"EttinAttack\", \"\", \"Physical\")\n\t\tGoto See\n Pain:\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,90)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,180)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,270)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,45)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,135)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,-45)\n\t\tTNT1 A 0 A_CustomMissile(\"FirePillarStarter\",32,0,-135)\n\t\tBRMN H 0 A_ChangeFlag(\"NOPAIN\",1)\n BRMN H 2 A_SetInvulnerable\n BRMN H 2 A_Pain\n BRMN H 20\n BRMN H 2 A_UnSetInvulnerable\n Goto See\n/* Death:\n BRMN I 5\n BRMN J 5 A_Scream\n BRMN K 5 A_NoBlocking\n BRMN L 5 A_Fall\n BRMN MNOP 5\n BRMN Q -1\n Stop\n*/\n Death:\t\t//I just like this death too much! :P\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t\tBRMB A 0 A_SpawnItemEx(\"GIBBER\")\n BRMB A 4 A_Scream\n BRMB B 4 A_SpawnItemEx(\"DBigEttinMace\", 0, 0, 32, 3, 0, 0, -90, 128)\n BRMB C 4 A_NoBlocking\n BRMB D 4\n BRMB EFGHIJK 4\n BRMB L -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nactor DBigettinMace\n{\n +DOOMBOUNCE\n Speed 3\n States\n {\n Spawn:\n BRMB MNOPQR 5\n BRMB S -1\n Stop\n }\n}\n\nActor WraithFX12 : WraithFX1\n{\n\tDeathSound \"bormereth/missilesimpledeath\"\n\tScale 0.85\n\tFastSpeed 28\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tRenderstyle Add\n\tDecal DoomImpScorch\n}\n\nActor PossBRMFakeFireBall : WraithFX1\n{\n\t+NOCLIP\n\tDamage 0\n\tSpeed 0\n\tScale 1.1\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 1 Bright A_Settranslucent(0.1,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.15,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.2,1)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 1 Bright A_Settranslucent(0.25,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.3,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.35,1)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 1 Bright A_Settranslucent(0.4,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.45,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.5,1)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 1 Bright A_Settranslucent(0.55,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.6,1)\n\t\tWRBL A 1 Bright A_Settranslucent(0.65,1)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 1 Bright A_Settranslucent(0.7,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.75,1)\n\t\tWRBL B 1 Bright A_Settranslucent(0.8,1)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 1 Bright A_Settranslucent(0.85,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.9,1)\n\t\tWRBL C 1 Bright A_Settranslucent(0.95,1)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL A 3 Bright\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL B 3 Bright\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360))\n\t\tWRBL C 3 Bright\n\t\tStop\n\t}\n}\n\nActor PossBRMFireBall: WraithFX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(35,55)))\n\t/*+NODAMAGETHRUST*/\n\tScale 1.1\n\tSpeed 20\n\tFastSpeed 40\n\t+SEEKERMISSILE\n\tRenderstyle Add\n\tSeeSound \"bormereth/missile2fired\"\n\tDeathSound \"bormereth/missile2death\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL A 1 Bright A_SeekerMissile(5,5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL B 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tWRBL C 1 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PEFBTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"PEFBExplo\",0,0,0)\n\t\tTNT1 A 0 A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,80),80,0)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX23\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"WraithFX22\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(1,360),128)\n\t\tWRBL DEF 3 Bright\n\t\tWRBL GHI 3\n\t\tStop\n}\n}\n\nActor WraithFX22\n{\n\tProjectile\n\tDamage 0\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tWRBL KLKL 2 Bright\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tLoop\n\t\tWRBL MNOP 2 Bright\n\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor WraithFX23\n{\n\tProjectile\n\tDamage 0\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tSpeed 0\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\tSpawn:\n\t\tWRBL KLKL 2 Bright\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tLoop\n\t\tWRBL MNOP 2 Bright\n\t\tWRBL P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PEFBExplo\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderstyle Add\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tFX58 ABCDEFGHIJKLMNOPQ 1 Bright\n\t\tStop\n\t}\n}\n\nActor PEFBTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderstyle Add\n\tRenderStyle Add\n\tScale 0.4\n\tAlpha 0.45\n\tStates\n\t{\n\tSpawn:\n\t\tFX50 ABCDEFG 1\n\t\tFX50 HIJKLMNOPQR 1\n\t\tStop\n\t}\n}\n\n//-------------------------------------------------------\nActor FirePillarStarter\n{\n\tProjectile\n\t+RIPPER\n\tSpeed 28\n\tDamage 0\n\t+NOTARGET\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 3 A_CustomMissile(\"FirePillarBase\",-20,0,0,4)\n\t\tStop\n\t}\n}\n\nActor FirePillarBase\n{\n\tProjectile\n\tSpeed 0\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot2\",5,0,0,4)\n\t\tTNT1 A 2 A_CustomMissile(\"FirePillarShot\",5,0,0,4)\n\t\tStop\n\t}\n}\n\nActor FirePillarShot\n{\n\tProjectile\n\tSpeed 0\n\tRadius 4\n\tHeight 3\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\t/*+NODAMAGETHRUST*/\n\t+BLOODLESSIMPACT\n\tDamageType Fire\n\tScale 0.5\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 0\n\t\tINFE ABCD 1 Bright ThrustThingZ(0,7,0,1)\n\t\tINFE EFGHIJKLMNOPQRST 1 Bright\n\t\tStop\n\t}\n}\n\nActor FirePillarShot2 : FirePillarShot\t//this one wont have light definition\n{\n\tAlpha 0.59\n}\n\n//////////////////////////////////////////////////////Afrits\nActor AfritSpotZ : RandomSpawner replaces FireDemon\n{\n\tGame Hexen\n\tSpawnID 5\n\t+TELESTOMP\n\tDropItem \"NewFireDemon\" 255 180\n\tDropItem \"FireDemonLeader\" 255 50\n\tDropItem \"FireDemonCommander\" 255 25\n\tDropItem \"FireDemonQueen\" 255 1\n}\n\nActor NewFireDemon : FireDemon\n{\n\tPainChance 1\n\tspeed 7\n\tSpecies \"Afrit\"\n\tPainChance \"Convert\", 255\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t+LOOKALLAROUND\n\tHeight 56\n\tdropitem \"ReagentRed\" 32\n\tMinMissileChance 400\n\tTag \"Afrit\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto Chase\n\tSee:\n\t\tFDMN E 8 Bright\n\t\tFDMN F 6 Bright\n\t\tFDMN G 5 Bright\n\t\tFDMN F 8 Bright\n\t\tFDMN E 6 Bright\n\t\tFDMN G 7 Bright A_FiredRocks\n\t\tFDMN HI 5 Bright\n\t\tFDMN J 5 Bright A_UnSetInvulnerable\n\tChase:\n\t\tFDMN A 0 Bright A_UnsetInvulnerable\n\t\tFDMN AABBCC 3 Bright A_FireDChase\n\t\tLoop\n\tMissile:\n\t\tFDMN K 3 Bright A_FaceTarget\n\t\tFDMN KKK 5 Bright A_FiredAttack\n\t\tGoto Chase\n\tPain:\n\t\tFDMN D 3 Bright A_UnsetInvulnerable\n\t\tFDMN D 3 Bright A_Pain\n\t\tGoto Chase\n\tSpawn:\n\t\tFDMN X 0 Bright\n\t\tFDMN X 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//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\tIce:\n\t\t\"----\" D 5 A_GenericFreezeDeath\n\t\t\"----\" D 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewFireDemonMissile : FireDemonMissile replaces FireDemonMissile\n{\n\tSpeed 15\n\tFastSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tSpawn:\n FDMB A 1 Bright A_CustomMissile(\"FireDemonTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\t FDMB A 1 Bright A_CustomMissile(\"FireDemonTrail2\",0,0,0,0)\n Loop\n\t}\n}\n\nACTOR FireDemonTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY +DONTBLAST\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FDSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FDSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY +DONTBLAST\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FDFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonLeader : FireDemon\n{\n\tHealth 160\n\tReactionTime 8\n\tPainChance 1\n\tSpeed 7\n\tRadius 20\n\tHeight 56\n\tMass 75\n\tDamage 1\n\tMonster\n\t+DROPOFF\n\t+NOGRAVITY\n\t+FLOAT\n\t+FLOORCLIP\n\t+INVULNERABLE\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t+LOOKALLAROUND\n\tMinMissileChance 400\n\tSpecies \"Afrit\"\n\tPainChance \"Convert\", 255\n\tSeeSound \"FireDemonSpawn\"\n\tPainSound \"FireDemonPain\"\n\tDeathSound \"FireDemonDeath\"\n\tActiveSound \"FireDemonActive\"\n\tObituary \"%o tasted an Afrit Leader's fire.\"\n\tdropitem \"ReagentRed\" 32\n\tTag \"Afrit Leader\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto Chase\n\tSpawn:\n\t\tFDNL X 0 Bright\n\t\tFDNL X 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n\t\tFDNL X 5 Bright\n\t\tFDNL EFG 10 Bright A_Look\n\t\tGoto Spawn+3\n\tIdle:\n\t\tFDNL AB 10 Bright A_LookEx(0, 0, 0, 0, 0, \"Chase\")\n\t\tLoop\n\tSee:\n\t\tFDNL E 8 Bright\n\t\tFDNL F 6 Bright\n\t\tFDNL G 5 Bright\n\t\tFDNL F 8 Bright\n\t\tFDNL E 6 Bright\n\t\tFDNL G 7 Bright A_FiredRocks\n\t\tFDNL HI 5 Bright\n\t\tFDNL J 5 Bright A_UnSetInvulnerable\n\tChase:\n\t\tFDNL A 0 Bright A_UnsetInvulnerable\n\t\tFDNL AABBCC 3 Bright A_FireDChase\n\t\tLoop\n\tPain:\n\t\tFDNL D 3 bright A_UnsetInvulnerable\n\t\tFDNL D 3 Bright A_Pain\n\t\tGoto Chase\n\tMissile:\n\t\tFDNL K 3 Bright A_FaceTarget\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t\tFDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t\tFDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t\tFDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t\tFDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t\tFDNL K 5 Bright A_CustomMissile(\"FireDemonLeaderMissile\",32)\n\t\tGoto Chase\n\tCrash:\n\t\tFDNL M 5 A_FaceTarget\n\t\tFDNL N 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FireDemonLeaderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t\tFDNL O 0 A_SpawnItemEx(\"FireDemonLeaderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t\tFDNL O 5 //A_BossDeath\n\t\tStop\n\tXDeath:\n\t\tFDNL M 5 A_FaceTarget\n\t\tFDNL N 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FireDemonLeaderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t\tFDNL O 0 A_SpawnItemEx(\"FireDemonLeaderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t\tFDNL O 5 //A_BossDeath\n\t\tStop\n\tDeath:\n\t\tFDNL D 4 Bright A_FaceTarget\n\t\tFDNL L 4 Bright A_Scream\n\t\tFDNL L 4 Bright A_NoBlocking\n\t\tFDNL L 200 Bright //A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" D 5 A_GenericFreezeDeath\n\t\t\"----\" D 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor FireDemonLeaderMissile\n{\n Health 1000\n ReactionTime 8\n Speed 15\n FastSpeed 20\n Radius 10\n Height 6\n Mass 5\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n /*+NODAMAGETHRUST*/\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n +SEEKERMISSILE\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDLB A 1 Bright A_CustomMissile(\"FireDemonLeaderTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDLB A 1 Bright A_CustomMissile(\"FireDemonLeaderTrail2\",0,0,0,0)\n Loop\n Death:\n FDLB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonLeaderTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY +DONTBLAST\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FLSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FLSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonLeaderTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY +DONTBLAST\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FLFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonLeaderSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNL P 3\n FDNL P 6 A_QueueCorpse\n FDNL Y -1\n Stop\n }\n}\n\nActor FireDemonLeaderSplotch2 : FireDemonLeaderSplotch1\n{\n States\n {\n Spawn:\n FDNL Q 3\n FDNL Q 6 A_QueueCorpse\n FDNL Z -1\n Stop\n }\n}\n\nActor FireDemonCommander : FireDemon\n{\n Health 300\n ReactionTime 8\n PainChance 1\n Speed 7\n Radius 20\n Height 56\n Mass 75\n Damage 1\n Species \"Afrit\"\n Monster\n +DROPOFF\n +NOGRAVITY\n +FLOAT\n +FLOORCLIP\n +INVULNERABLE\n +TELESTOMP\n //+BOSSDEATH\n +LOOKALLAROUND\n MinMissileChance 400\n dropitem \"ReagentRed\" 32\n SeeSound \"FireDemonSpawn\"\n PainSound \"FireDemonPain\"\n DeathSound \"FireDemonDeath\"\n ActiveSound \"FireDemonActive\"\n Obituary \"%o tasted an Afrit Commander's fire.\"\n Tag \"Afrit Commander\"\n +USEKILLSCRIPTS\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto Chase\n Spawn:\n\t\tFDNC X 0 Bright\n\t\tFDNC X 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n\t\tFDNC X 5 Bright\n\t\tFDNC EFG 10 Bright A_Look\n\t\tGoto Spawn+3\n\tIdle:\n\t\tFDNC AB 10 Bright A_LookEx(0, 0, 0, 0, 0, \"Chase\")\n\t\tLoop\n See:\n FDNC E 8 Bright\n FDNC F 6 Bright\n FDNC G 5 Bright\n FDNC F 8 Bright\n FDNC E 6 Bright\n FDNC G 7 Bright A_FiredRocks\n FDNC HI 5 Bright\n FDNC J 5 Bright A_UnSetInvulnerable\n Chase:\n\t FDNC A 0 Bright A_UnsetInvulnerable\n FDNC AABBCC 3 Bright A_FireDChase\n\t Loop\n Pain:\n\t FDNC D 3 Bright A_UnsetInvulnerable\n FDNC D 3 Bright A_Pain\n Goto Chase\n Missile:\n FDNC K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNC K 5 Bright A_CustomMissile(\"FireDemonCommanderMissile\",32)\n Goto Chase\n Crash:\n\t\tFDNC M 5 A_FaceTarget\n FDNC N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonCommanderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNC O 0 A_SpawnItemEx(\"FireDemonCommanderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNC O 5 //A_BossDeath\n\t Stop\n XDeath:\n FDNC M 5 A_FaceTarget\n FDNC N 5 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonCommanderSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNC O 0 A_SpawnItemEx(\"FireDemonCommanderSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNC O 5 //A_BossDeath\n Stop\n Death:\n FDNC D 4 Bright A_FaceTarget\n FDNC L 4 Bright A_Scream\n FDNC L 4 Bright A_NoBlocking\n FDNC L 200 Bright //A_BossDeath\n Stop\n Ice:\n \"----\" D 5 A_GenericFreezeDeath\n \"----\" D 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor FireDemonCommanderMissile\n{\n Health 1000\n ReactionTime 8\n Speed 15\n FastSpeed 20\n Radius 10\n Height 6\n Mass 5\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n /*+NODAMAGETHRUST*/\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDCB A 1 Bright A_CustomMissile(\"FireDemonCommanderTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDCB A 1 Bright A_CustomMissile(\"FireDemonCommanderTrail2\",0,0,0,0)\n Loop\n Death:\n FDCB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonCommanderTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY +DONTBLAST\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FCSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FCSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonCommanderTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY +DONTBLAST\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FCFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonCommanderSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNC P 3\n FDNC P 6 A_QueueCorpse\n FDNC Y -1\n Stop\n }\n}\n\nActor FireDemonCommanderSplotch2 : FireDemonCommanderSplotch1\n{\n States\n {\n Spawn:\n FDNC Q 3\n FDNC Q 6 A_QueueCorpse\n FDNC Z -1\n Stop\n }\n}\n\nActor FireDemonQueen : FireDemon\n{\n Health 1000\n ReactionTime 8\n Speed 7\n Radius 20\n Height 56\n Mass 75\n Damage 1\n Monster\n +DROPOFF\n +NOGRAVITY\n +FLOAT\n +FLOORCLIP\n +INVULNERABLE\n +TELESTOMP\n +NEVERRESPAWN\n //+BOSSDEATH\n +LOOKALLAROUND\n +DONTMORPH\n +NOFEAR\n +NOPAIN\n MinMissileChance 400\n Species \"Afrit\"\n SeeSound \"FireDemonSpawn\"\n PainSound \"FireDemonPain\"\n DeathSound \"FireDemonDeath\"\n ActiveSound \"FireDemonActive\"\n dropitem \"ArtiPurpleFlask\" 128\n dropitem \"ArtiRedFlask\" 128\n dropitem \"ArtiAquaFlask\" 128\n dropItem \"ArtiBlackFlask\" 128\n DropItem \"ArtiWhiteFlash\" 128\n DropItem \"ArtiYellowFlask\" 128\n Dropitem \"ArtiOrangeFlask\" 128\n DropItem \"ArtiTanFlask\" 128\n DropItem \"ArtiBlueFlask\" 128\n dropitem \"ArtiPurpleFlask\" 128\n dropitem \"ArtiRedFlask\" 128\n dropitem \"ArtiAquaFlask\" 128\n dropItem \"ArtiBlackFlask\" 128\n DropItem \"ArtiWhiteFlash\" 128\n DropItem \"ArtiYellowFlask\" 128\n Dropitem \"ArtiOrangeFlask\" 128\n DropItem \"ArtiTanFlask\" 128\n DropItem \"ArtiBlueFlask\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Obituary \"%o tasted an Afrit Queen's fire.\"\n DamageFactor \"Deathblow\", 0\n Tag \"Afrit Queen\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n\t\tFDNQ X 0 Bright\n\t\tFDNQ X 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,WOC_STATUSIMMUNE)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(522,0,0,0)==1,\"Mutate\")\n\t\tFDNQ X 5 Bright\n\t\tFDNQ EFG 10 Bright A_Look\n\t\tGoto Spawn+3\n\tIdle:\n\t\tFDNQ AB 10 Bright A_LookEx(0, 0, 0, 0, 0, \"Chase\")\n\t\tLoop\n See:\n FDNQ E 8 Bright\n FDNQ F 6 Bright\n FDNQ G 5 Bright\n FDNQ F 8 Bright\n FDNQ E 6 Bright\n FDNQ G 7 Bright A_FiredRocks\n FDNQ HI 5 Bright\n FDNQ J 5 Bright A_UnSetInvulnerable\n Chase:\n\tFDNQ A 0 Bright A_UnsetInvulnerable\n FDNQ AABBCC 3 Bright A_FireDChase\n\t\tLoop\n Pain:\n\t FDNQ D 3 Bright A_UnsetInvulnerable\n FDNQ D 3 Bright A_Pain\n Goto Chase\n Missile:\n TNT1 A 0 A_Jump(48,28)\n FDNQ K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n\t FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n Goto Chase\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_KillChildren\n TNT1 A 0 A_UnSetShootable\n FDNQ AAAAAAAAA 1 Bright A_FadeOut(0.10)\n FDNQ A 1 Bright A_SetTranslucent(0.0)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",-50,100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",50,-100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",100,100,0,0,0,0,0,16)\n TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenClone\",-100,-50,0,0,0,0,0,16)\n FDNQ AAAAAAAAAA 1 Bright A_FadeIn(0.10)\n TNT1 A 0 A_SetShootable\n Goto Chase\n Crash:\n\t FDNQ M 5 A_FaceTarget\n FDNQ N 5// A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNQ O 0 A_SpawnItemEx(\"FireDemonQueenSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNQ O 5 //A_BossDeath\n Stop\n XDeath:\n\t TNT1 A 0 A_KillChildren\n\t FDNQ D 0 Bright A_NoBlocking\n FDNQ M 5 A_FaceTarget\n FDNQ N 5\n\t TNT1 A 0 A_SpawnItemEx(\"FireDemonQueenSplotch1\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n FDNQ O 0 A_SpawnItemEx(\"FireDemonQueenSplotch2\",0,0,0,Random(1,2),Random(1,2),Random(3,5),Random(1,360))\n\t FDNQ O 5 //A_BossDeath\n Stop\n Death:\n\t TNT1 A 0 A_KillChildren\n\t FDNQ D 0 Bright A_NoBlocking\n FDNQ D 4 Bright A_FaceTarget\n FDNQ L 4 Bright A_Scream\n FDNQ L 4 Bright\n FDNQ L 200 Bright //A_BossDeath\n Stop\n Ice:\n \"----\" A 0 A_KillChildren\n \"----\" A 5 A_GenericFreezeDeath\n \"----\" A 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nactor FireDemonQueenClone: FireDemonQueen\n{\n Health 1\n +NOBLOOD\n -COUNTKILL\n -TELESTOMP\n -INVULNERABLE\n +GHOST\n RenderStyle Translucent\n Alpha 0.0\n Tag \"Afrit Queen Clone\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n FNDQ A 0\n\t FNDQ A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,WOC_STATUSIMMUNE)\n FDNQ AAAAAAA 1 Bright A_FadeIn(0.10)\n Goto Chase\n Missile:\n FDNQ K 3 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"FireDemonAttack\")\n FDNQ K 4 Bright A_CustomMissile(\"FireDemonQueenMissile\",32)\n\t Goto Chase\n Crash:\n XDeath:\n Death:\n FDNQ A 1 Bright A_FadeOut(0.10)\n\t Loop\n }\n}\n\nActor FireDemonQueenMissile\n{\n Health 1000\n ReactionTime 8\n Speed 15\n FastSpeed 20\n Radius 10\n Height 6\n Mass 5\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n /*+NODAMAGETHRUST*/\n DamageType \"Fire\"\n Projectile\n +FLOORCLIP\n +SEEKERMISSILE\n RenderStyle Add\n DeathSound \"FireDemonMissileHit\"\n States\n {\n Spawn:\n FDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail2\",0,0,0,0)\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail1\",0,0,Random(-200,200),50,Random(-200,200))\n\tFDQB A 1 Bright A_CustomMissile(\"FireDemonQueenTrail2\",0,0,0,0)\n\tFDQB A 0 Bright A_SeekerMissile(14,14,SMF_PRECISE)\n Loop\n Death:\n FDQB BCDE 5 Bright\n Stop\n }\n}\n\nACTOR FireDemonQueenTrail1\n{\n Radius 2\n Height 2\n Speed 1\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.75\n +CLIENTSIDEONLY +DONTBLAST\n +NOGRAVITY\n +DOOMBOUNCE\n +EXPLODEONWATER\n -CANBOUNCEWATER\n -SOLID\n +DONTSPLASH\n +NOINTERACTION\n States\n {\n Spawn:\n FQSP AB 3 BRIGHT A_FadeOut(0.1)\n loop\n Death:\n FQSP CDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FireDemonQueenTrail2\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY +DONTBLAST\n +NOINTERACTION\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FQFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nActor FireDemonQueenSplotch1\n{\n Health 1000\n ReactionTime 8\n Radius 3\n Height 16\n Mass 100\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +FLOORCLIP\n States\n {\n Spawn:\n FDNQ P 3\n FDNQ P 6 A_QueueCorpse\n FDMN Y -1\n Stop\n }\n}\n\nActor FireDemonQueenSplotch2 : FireDemonQueenSplotch1\n{\n States\n {\n Spawn:\n FDNQ Q 3\n FDNQ Q 6 A_QueueCorpse\n FDMN Z -1\n Stop\n }\n}\n\nActor Demon1SpotZ : RandomSpawner replaces Demon1\n{\n\tGame Hexen\n\tSpawnID 3\n\t+TELESTOMP\n\tDropItem \"NewDemon1\" 255 230\n\tDropItem \"Demon3\" 255 25\n\tDropItem \"Demon5\" 255 1\n}\n\nActor Demon2SpotZ : RandomSpawner replaces Demon2\n{\n\t+TELESTOMP\n\tDropItem \"NewDemon2\" 255 230\n\tDropItem \"Demon4\" 255 25\n\tDropItem \"2Demon5\" 255 1\n}\n\nActor NewDemon1 : Demon1 //Replaces Demon1\n{\nspeed 13\nSpecies \"ChaosSerpent\"\nPainChance \"Convert\", 255\nDamageFactor ChaosSerpentFire, 0\n+TELESTOMP\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\ndropitem \"ReagentTan\" 32\nmeleerange 82\nHeight 64\nDamagetype \"Physical\"\nTag \"Chaos Serpent\"\n+USEKILLSCRIPTS\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n\tSpawn:\n\t\tDEMN A 0\n \t \tDEMN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)\n\tIdle:\n\t\tDEMN AA 10 A_Look\n \tLoop\n\tSee:\n\t\tDEMN A 4 A_Chase\n\t\tDEMN B 3 A_Chase\n\t\tDEMN C 4 A_Chase\n\t\tDEMN D 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tDEMN E 4\n\t\tDEMN E 4 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tDEMN E 5 A_FaceTarget\n\t\tDEMN F 6 A_FaceTarget\n\t\tDEMN G 5 A_CustomMissile(\"Demon1FX1\", 70, 0)\n\t\tGoto See\n\tMelee:\n\t\tDEMN E 5 A_FaceTarget\n\t\tDEMN F 6 A_FaceTarget\n\t\tDEMN G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(17, 37)), \"\", \"\", \"Physical\")\n\t\tGoto See\n\tDeath:\n\t\tDEMN H 0 A_SpawnItemEx(\"GIBBER\")\n\t\tDEMN HI 6\n\t\tDEMN J 6 A_Scream\n\t\tDEMN K 6 A_NoBlocking\n\t\tDEMN L 6 A_QueueCorpse\n\t\tDEMN MNO 6\n\t\tDEMN P -1 //A_BossDeath\n\t\tStop\n\tXDeath:\n\t\tDEMN H 6 A_SpawnItemEx(\"GIBBER\")\n\t\tDEMN I 0 A_SpawnItemEx(\"Demon1Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 0 A_SpawnItemEx(\"Demon1Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEMN I 6 A_SpawnItemEx(\"Demon1Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+3\n\n\tIce:\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tDEMN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)\n\tDEMN PONMLKJIH 6\n\tGoto See\n}\n}\n\nACTOR NewDemon1Mash : NewDemon1 replaces Demon1Mash\n{\n Game Hexen\n SpawnID 100\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor NewDemon1FX1 : Demon1FX1 replaces Demon1FX1\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\tSpeed 19\n\tFastSpeed 25\n\t/*+NODAMAGETHRUST*/\n\t-SPAWNSOUNDSOURCE\n\tStates\n\t{\n\tSpawn:\n DMFX AABBCC 2 Bright A_spawnitemEx(\"Demon1FX1Trail\")\n Loop\n\t}\n}\n\nACTOR Demon1FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 0.3\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n States\n {\n Spawn:\n DMFX DEFGH 2 bright\n Stop\n }\n}\n\nActor Demon3 : Demon1\n{\n Health 600\n Painchance 50\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n meleerange 82\n dropitem \"ReagentRed\" 32\n DamageFactor ChaosSerpentFire, 0\n Species \"ChaosSerpent\"\n BloodColor \"Orange\"\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainChance \"Convert\", 255\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Obituary \"%o was blasted by a Magma Serpent.\"\n HitObituary \"%o was swallowed by a Magma Serpent.\"\n Damagetype \"Physical\"\n Tag \"Magma Serpent\"\n +USEKILLSCRIPTS\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\tRDMN A 0\n \tRDMN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n Goto Idle\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Idle:\n\tRDMN AA 10 A_Look\n Loop\n See:\n RDMN ABCD 4 A_Chase\n Loop\n Pain:\n RDMN E 4\n RDMN E 4 A_Pain\n Goto See\n Melee:\n RDMN E 5 A_FaceTarget\n RDMN F 6 A_FaceTarget\n RDMN G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)), \"\", \"\", \"Physical\")\n Goto See\n Missile:\n RDMN E 5 A_FaceTarget\n RDMN F 6 A_FaceTarget\n RDMN G 5 A_CustomMissile(\"Demon3FX\",70,0,0,0)\n Goto See\n Death:\n RDMN H 6 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n\tRDMN I 6\n RDMN J 6 A_Scream\n RDMN K 6 A_NoBlocking\n RDMN L 6 A_QueueCorpse\n RDMN MNO 6\n RDMN P -1 //A_BossDeath\n Stop\n XDeath:\n RDMN H 6 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon3Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n RDMN I 6 A_SpawnItemEx(\"Demon3Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+2\n Ice:\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tRDMN A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)\n\tRDMN PONMLKJIH 6\n\tGoto See\n }\n}\n\nActor Demon5 : Demon1\n{\n Health 1400\n Painchance 10\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +DONTMORPH\n dropitem \"newartidarkservant\" 128\n dropitem \"NewArtiTorch\" 128\n dropitem \"NewArtiSpeedBoots\" 128\n dropItem \"NewArtiHealingRadius\" 128\n DropItem \"NewArtiPork\" 128\n DropItem \"NewArtiTeleport\" 128\n Dropitem \"NewArtiSuperHealth\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Renderstyle Add\n meleerange 82\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was blasted by a Spectral Chaos Serpent.\"\n Damagetype \"ManaDrain\"\n Tag \"Spectral Chaos Serpent\"\n +USEKILLSCRIPTS\n +NOFEAR\n States\n {\n Spawn:\n\tDEM5 A 0\n \tDEM5 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,WOC_STATUSIMMUNE)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n Idle:\n\tDEM5 AA 10 A_Look\n Loop\n See:\n DEM5 ABCD 4 A_Chase\n Loop\n Pain:\n DEM5 E 4\n DEM5 E 4 A_Pain\n Goto See\n Melee:\n\tDEM5 E 5 A_FaceTarget\n\tDEM5 F 6 A_FaceTarget\n\tDEM5 G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)), \"\", \"\", \"Holy\")\n\tGoto See\n Missile:\n DEM5 E 5 A_FaceTarget\n DEM5 F 6 A_FaceTarget\n\tDEM5 G 0 A_Jump(128,6)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, -10)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, 0)\n\tDEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, -20)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, 20)\n \tDEM5 G 5 A_CustomMissile (\"Demon5FX1\", 70, 0, 10)\n\tGoto See\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tGoto See\n Death:\n\t\"----\" H 0 A_NoBlocking\n\t\"----\" H 2 A_FadeOut\n Wait\n XDeath:\n\tStop\n Ice:\n Stop\n }\n}\n\nActor 2Demon5 : Demon2\n{\n Health 1400\n Painchance 10\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +DONTMORPH\n dropitem \"newartidarkservant\" 128\n dropitem \"NewArtiTorch\" 128\n dropitem \"NewArtiSpeedBoots\" 128\n dropItem \"NewArtiHealingRadius\" 128\n DropItem \"NewArtiPork\" 128\n DropItem \"NewArtiTeleport\" 128\n Dropitem \"NewArtiSuperHealth\" 128\n Dropitem \"newArtiBoostMana\" 128\n DropItem \"ForceCube\" 128\n DropItem \"AccessoryRandomSpawner\" 32\n Renderstyle Add\n meleerange 82\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was blasted by a Spectral Chaos Serpent.\"\n Damagetype \"ManaDrain\"\n Tag \"Spectral Chaos Serpent\"\n +USEKILLSCRIPTS\n +NOFEAR\n States\n {\n Spawn:\n\tDEM5 A 0\n \tDEM5 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,WOC_STATUSIMMUNE)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n Idle:\n\tDEM5 AA 10 A_Look\n Loop\n See:\n DEM5 ABCD 4 A_Chase\n Loop\n Pain:\n DEM5 E 4\n DEM5 E 4 A_Pain\n Goto See\n Melee:\n\tDEM5 E 5 A_FaceTarget\n\tDEM5 F 6 A_FaceTarget\n\tDEM5 G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)), \"\", \"\", \"Holy\")\n\tGoto See\n Missile:\n DEM5 E 5 A_FaceTarget\n DEM5 F 6 A_FaceTarget\n\tDEM5 G 0 A_Jump(128,6)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, -10)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, 0)\n\tDEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, -20)\n DEM5 G 0 A_CustomMissile (\"Demon5FX1\", 70, 0, 20)\n \tDEM5 G 5 A_CustomMissile (\"Demon5FX1\", 70, 0, 10)\n\tGoto See\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tDEM5 G 2 A_CustomMissile(\"Demon5Jet\", 70, 0)\n\tGoto See\n Death:\n\t\"----\" H 0 A_NoBlocking\n\t\"----\" H 2 A_FadeOut(0.025)\n Wait\n XDeath:\n\tStop\n Ice:\n\tStop\n }\n}\n\nACTOR Demon5FX1\n{\n\tSpeed 19\n\tFastSpeed 25\n\tRadius 10\n\tHeight 6\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tDamageType ManaDrain\n\tProjectile\n\t+SPAWNSOUNDSOURCE\n\tRenderStyle Add\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"DemonMissileExplode\"\n\tStates\n\t{\n\tSpawn:\n\t\tD5FX ABCDEF 4 Bright\n\t\tLoop\n\tDeath:\n\t\tD5FX GHIJ 4 Bright\n\t\tD5FX KL 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR Demon5Jet\n{\n\tRadius 14\n\tHeight 12\n\tSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t/*+NODAMAGETHRUST*/\n\tRenderstyle Add\n\tAlpha 0.5\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"FireBall\"\n\tDamageType ManaDrain\n\tStates\n\t{\n\tSpawn:\n\t\tD5JT ABC 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tD5JT DEFG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Demon3Chunk1 : DemonChunk\n{\n States\n {\n Spawn:\n RDMA A 4\n RDMA A 10 A_QueueCorpse\n RDMA A 20\n Wait\n Death:\n RDMA A -1\n Stop\n }\n}\n\nActor Demon3Chunk2 : DemonChunk\n{\n States\n {\n Spawn:\n RDMB A 4\n RDMB A 10 A_QueueCorpse\n RDMB A 20\n Wait\n Death:\n RDMB A -1\n Stop\n }\n}\n\nActor Demon3Chunk3 : DemonChunk\n{\n States\n {\n Spawn:\n RDMC A 4\n RDMC A 10 A_QueueCorpse\n RDMC A 20\n Wait\n Death:\n RDMC A -1\n Stop\n }\n}\n\nActor Demon3Chunk4 : DemonChunk\n{\n States\n {\n Spawn:\n RDMD A 4\n RDMD A 10 A_QueueCorpse\n RDMD A 20\n Wait\n Death:\n RDMD A -1\n Stop\n }\n}\n\nActor Demon3Chunk5 : DemonChunk\n{\n States\n {\n Spawn:\n RDME A 4\n RDME A 10 A_QueueCorpse\n RDME A 20\n Wait\n Death:\n RDME A -1\n Stop\n }\n}\n\nActor Demon3FX\n{\n\tSpeed 19\n\tFastSpeed 25\n\tRadius 10\n\tHeight 6\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(26,46)))\n\t/*+NODAMAGETHRUST*/\n\tDamageType Fire\n\tProjectile\n\tRenderStyle Add\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"DemonMissileExplode\"\n\tStates\n\t{\n\tSpawn:\n\t\tRDFX AABBCC 2 Bright A_spawnitemEx(\"Demon3FX1Trail\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tTNT1 AA 0 A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tXPL1 A 4 BRIGHT A_CustomMissile(\"HrVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tXPL1 B 4 BRIGHT //A_SpawnItemEx(\"RedDemonFXExplosion\")\n\t\tXPL1 CDEF 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Demon3FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 1.1\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\tRenderstyle Add\n States\n {\n Spawn:\n FBL1 CDEFG 4\n Stop\n }\n}\n\nACTOR HrVolcanoTBlast\n{\n\tRadius 8\n\tHeight 6\n\tSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\t/*+NODAMAGETHRUST*/\n\tGravity 0.825\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+DROPOFF\n\t+NOTELEPORT\n\tDamagetype \"Fire\"\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tVTFB AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tSFFI CBABCDE 4 BRIGHT\n\t\tStop\n\t}\n}\n\nActor RedDemonFXExplosion\n{\n DamageType ChaosSerpentFire\n /*+NODAMAGETHRUST*/\n States\n {\n Spawn:\n \tTNT1 A 0 A_Explode(32,52,0)\n Death:\n TNT1 A 0\n \tStop\n }\n}\n\nActor NewDemon2 : Demon2\n{\nDamageFactor ChaosSerpentFire, 0\nPainChance \"Convert\", 255\nSpecies \"ChaosSerpent\"\n+TELESTOMP\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\nmeleerange 82\ndropitem \"ReagentTan\" 32\nHeight 64\nDamagetype \"Physical\"\nTag \"Chaos Serpent\"\n+USEKILLSCRIPTS\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n\tSpawn:\n\t\tDEM2 A 0\n \t \tDEM2 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n\tIdle:\n\t\tDEM2 AA 10 A_Look\n \tLoop\n\tSee:\n\t\tDEM2 A 4 A_Chase\n\t\tDEM2 B 3 A_Chase\n\t\tDEM2 C 4 A_Chase\n\t\tDEM2 D 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tDEM2 E 4\n\t\tDEM2 E 4 A_Pain\n\t\tGoto See\n\tMissile:\n\t\tDEM2 E 5 A_FaceTarget\n\t\tDEM2 F 6 A_FaceTarget\n\t\tDEM2 G 5 A_CustomMissile(\"Demon2FX1\", 70, 0)\n\t\tGoto See\n\tMelee:\n\t\tDEM2 E 5 A_FaceTarget\n\t\tDEM2 F 6 A_FaceTarget\n\t\tDEM2 G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(17, 37)), \"\", \"\", \"Physical\")\n\t\tGoto See\n\tDeath:\n\tDEM2 H 0 A_SpawnItemEx(\"GIBBER\")\n DEM2 HI 6\n DEM2 J 6 A_Scream\n DEM2 K 6 A_NoBlocking\n DEM2 L 6 A_QueueCorpse\n DEM2 MNO 6\n DEM2 P -1 //A_BossDeath\n Stop\n XDeath:\n DEM2 H 6 A_SpawnItemEx(\"GIBBER\")\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 0 A_SpawnItemEx(\"Demon2Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM2 I 6 A_SpawnItemEx(\"Demon2Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625),\n 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+3\n\tIce:\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tDEM2 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)\n\tDEM2 PONMLKJIH 6\n\tGoto See\n}\n}\n\nACTOR NewDemon2Mash : NewDemon2 replaces Demon2Mash\n{\n Game Hexen\n SpawnID 101\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor Demon4 : Demon2\n{\n Health 600\n Painchance 50\n Speed 13\n Radius 32\n Height 64\n Mass 220\n Monster\n +TELESTOMP\n +FLOORCLIP\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n meleerange 82\n BloodColor 00 80 00\n dropitem \"ReagentGreen\" 32\n SeeSound \"DemonSight\"\n AttackSound \"DemonAttack\"\n PainSound \"DemonPain\"\n PainChance \"Convert\", 255\n DeathSound \"DemonDeath\"\n ActiveSound \"DemonActive\"\n Species \"ChaosSerpent\"\n Obituary \"%o was envenomed by a Serpent.\"\n Damagetype \"Physical\"\n Tag \"Black Serpent\"\n +USEKILLSCRIPTS\n States\n {\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Spawn:\n\tDEM4 A 0\n \tDEM4 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(535,0,0,0)==1,\"Mutate\")\n Idle:\n\tDEM4 AA 10 A_Look\n Loop\n See:\n DEM4 A 4 A_Chase\n\tDEM4 B 3 A_Chase\n\tDEM4 C 4 A_Chase\n\tDEM4 D 3 A_Chase\n\tLoop\n Pain:\n DEM4 E 4\n DEM4 E 4 A_Pain\n Goto See\n Melee:\n\tDEM4 E 5 A_FaceTarget\n\tDEM4 F 6 A_FaceTarget\n\tDEM4 G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(26,46)), \"\", \"\", \"Physical\")\n\tGoto See\n Missile:\n DEM4 E 5 A_FaceTarget\n DEM4 F 6 A_FaceTarget\n DEM4 G 5 A_CustomMissile(\"Demon4FX\", 70, 0)\n Goto See\n Death:\n\tDEM4 H 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n DEM4 HI 6\n DEM4 J 6 A_Scream\n DEM4 K 6 A_NoBlocking\n DEM4 L 6 A_QueueCorpse\n DEM4 MNO 6\n DEM4 P -1 //A_BossDeath\n Stop\n XDeath:\n DEM4 H 6 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk1\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 90)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk2\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk3\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n TNT1 A 0 A_SpawnItemEx(\"Demon4Chunk4\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n DEM4 I 6 A_SpawnItemEx(\"Demon4Chunk5\", 0,0,45, 1+(random[DemonChunks](0,255)*0.015625), 1+(random[DemonChunks](0,255)*0.015625), ChunkFlags, 270)\n Goto Death+3\n Ice:\n \"----\" E 5 A_GenericFreezeDeath\n \"----\" E 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tDEM4 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,96,0)\n\tDEM4 PONMLKJIH 6\n\tGoto See\n }\n}\n\nActor Demon4Chunk1 : DemonChunk\n{\n States\n {\n Spawn:\n BDMA A 4\n BDMA A 10 A_QueueCorpse\n BDMA A 20\n Wait\n Death:\n BDMA A -1\n Stop\n }\n}\n\nActor Demon4Chunk2 : DemonChunk\n{\n States\n {\n Spawn:\n BDMB A 4\n BDMB A 10 A_QueueCorpse\n BDMB A 20\n Wait\n Death:\n BDMB A -1\n Stop\n }\n}\n\nActor Demon4Chunk3 : DemonChunk\n{\n States\n {\n Spawn:\n BDMC A 4\n BDMC A 10 A_QueueCorpse\n BDMC A 20\n Wait\n Death:\n BDMC A -1\n Stop\n }\n}\n\nActor Demon4Chunk4 : DemonChunk\n{\n States\n {\n Spawn:\n BDMD A 4\n BDMD A 10 A_QueueCorpse\n BDMD A 20\n Wait\n Death:\n BDMD A -1\n Stop\n }\n}\n\nActor Demon4Chunk5 : DemonChunk\n{\n States\n {\n Spawn:\n BDME A 4\n BDME A 10 A_QueueCorpse\n BDME A 20\n Wait\n Death:\n BDME A -1\n Stop\n }\n}\n\nActor Demon4FX\n{\n\tSpeed 19\n\tFastSpeed 25\n\tRadius 10\n\tHeight 6\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(26,46)))\n\t/*+NODAMAGETHRUST*/\n\tPoisonDamage 1, 8, 35\n\tDamageType Poison\n\tPoisonDamageType \"PoisonTrue\"\n\tProjectile\n\t+SPAWNSOUNDSOURCE\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tRenderStyle Add\n\tAlpha 0.99\n\tSeeSound \"DemonMissileFire\"\n\tDeathSound \"DemonMissileExplode\"\n\tStates\n\t{\n\tSpawn:\n\t\tD4FX AABB 2 Bright A_SpawnItemEx(\"BlackDemonTrail\", 0, 0,\n\t\t\t\t\t\t\t\t\t0, 0, 0, 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tTNT1 AA 0 A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tD4FX C 4 BRIGHT A_CustomMissile(\"PoisonVolcanoTBlast\",0,0,random(0,359),CMF_TRACKOWNER,random(0,60))\n\t\tD4FX DEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BlackDemonTrail\n{\n Radius 6\n Height 8\n Speed 10\n +NOBLOCKMAP\n +NOGRAVITY\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +CLIENTSIDEONLY +DONTBLAST\n +NOINTERACTION\n RenderStyle Add\n States\n {\n Spawn:\n D4TR DEFGH 4\n Stop\n }\n}\n\nActor PoisonVolcanoTBlast\n{\n\tRadius 8\n\tHeight 6\n\tSpeed 20\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\t/*+NODAMAGETHRUST*/\n\tGravity 0.825\n\tPoisonDamage 1, 1, 35\n\tDamageType Poison\n\tPoisonDamageType \"PoisonTrue\"\n\tObituary \"%o was envenomed by a Serpent.\"\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+DROPOFF\n\t+NOTELEPORT\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tBPBL AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBPBL EDCDEFG 4 BRIGHT\n\t\tStop\n\t}\n}\n\n/*Actor NewDemon1Fx1 : Demon1FX1 replaces Demon1FX1\n{\n\tstates\n\t{\n Spawn:\n DMFX ABC 4 Bright A_SpawnItemEx(\"Demon1FX1Trail\")\n Loop\n}\n}\n\nActor Demon1FX1Trail\n{\n\tRadius 10\n Height 6\n Projectile\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n DMFX E 3 Bright\n DMFX FGH 3 Bright\n Stop\n }\n}*/\n\nActor NewDemon2Fx1 : Demon2FX1 replaces Demon2FX1\n{\n\tPoisonDamage 1, 5, 35\n\tDamagetype \"Poison\"\n\tPoisonDamageType \"PoisonTrue\"\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tSpeed 19\n\tFastSpeed 25\n}\n\nActor NewIceGuy : IceGuy Replaces IceGuy\n{\n\tPainChance \"Convert\", 255\n\t+NOPAIN\n\t+TELESTOMP\n\t+FLOORCLIP\n\tdropitem \"ReagentBlue\" 64\n\tHealth 280\n\tTag \"Wendigo\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tICEY A 0\n\t\tICEY A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,0)//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\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto See\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\t}\n}\n\nActor NewIceGuyFX : IceGuyFX replaces IceGuyFX\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tSpeed 16\n\tFastSpeed 20\n\t/*+NODAMAGETHRUST*/\n\t+THRUGHOST\n\t+WINDTHRUST\n\tStates\n\t{\n\tDeath:\n\t\tICPR D 4 Bright A_SetTranslucent(1, 1)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 360, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 315, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 270, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 235, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 180, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 135, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 90, 6, 3)\n\t\tICPR E 0 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 45, 6, 3)\n\t\tICPR E 4 Bright A_CustomMissile(\"IceGuyFX2\", 0, 0, 0, 6, 3)\n\t\tICPR FG 4 Bright\n\t\tICPR H 3 Bright\n\t\tStop\n\t}\n}\n\nActor NewIceGuyFX2 : IceGuyFX2 replaces IceGuyFX2\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tSpeed 16\n\tFastSpeed 20\n\t/*+NODAMAGETHRUST*/\n\t+THRUGHOST\n\t+WINDTHRUST\n\t-STRIFEDAMAGE\n}\n\nACTOR MinoPuff : PhoenixPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\tRenderStyle Translucent\n\tAlpha 0.4\n\tSeeSound \"\"\n\tDeathSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX04 BCDEF 4\n\t\tStop\n\t}\n}\n\nACTOR HammerCheck : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CentaurSpotZ : RandomSpawner replaces Centaur\n{\n\tGame Hexen\n\tSpawnID 1\n\t+TELESTOMP\n\tDropItem \"NewCentaur\"\n\tDropItem \"ImpWarrior\"\n\tDropItem \"NewClink\"\n}\n\nActor NewCentaur : Centaur// Replaces Centaur\n{\nspeed 15\nPainChance \"Convert\", 255\nSpecies \"Centaur\"\n+TELESTOMP\n-DEFLECT\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\ndropitem \"ArtiEmptyFlask\" 64\n dropitem \"ArtiMaroonFlask\" 16\n dropitem \"ReagentRed\" 64\n Dropitem \"Armour2\" 8\n Damagefactor \"Electric\", 1\nmeleerange 60\nHealth 220\nDamagetype \"Physical\"\nAttackSound \"\"\nTag \"Centaur\"\n+USEKILLSCRIPTS\nStates\n{\nSpawn:\n\tCENT A 0\n\tCENT A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,WOC_STAT)//increase health on higher difficulties\nIdle:\n\tCENT AB 10 A_Look\n Loop\n\tMelee:\n CENT H 5 A_FaceTarget\n\tCENT I 0 A_PlayWeaponSound(\"CentaurSwing\")\n CENT I 4 A_FaceTarget\n CENT J 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(14,18)), \"CentaurAttack\", \"\", \"Physical\")\n Goto See\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain:\n CENT G 12 A_Pain\n CENT G 0 A_SetReflectiveInvulnerable\n CENT EEEEEEEEEEEEEEE 5 A_CentaurDefend\n CENT E 1 A_UnsetReflectiveInvulnerable\n Goto See\n\tXDeath:\n\tCTXD A 4 A_SpawnItemEx(\"GIBBER\")\n\tCTXD B 4 A_NoBlocking\n\tCTXD C 0 A_SpawnItemEx(\"CentaurSword\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270)\n CTXD C 4 A_SpawnItemEx(\"CentaurShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90)\n\n\tCTXD D 3 A_Scream\n\tCTXD E 4 A_QueueCorpse\n\tCTXD F 3\n\tCTXD G 4\n\tCTXD H 3\n\tCTXD I 4\n\tCTXD J 3\n\tCTXD K -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,WOC_STAT)\n\t\tCENT SRQPONMLK 4\n\t\tgoto See\n}\n}\n\nACTOR NewCentaurMash : NewCentaur replaces CentaurMash\n{\n Game Hexen\n SpawnID 103\n +NOBLOOD\n +NOICEDEATH\n +GHOST\n +SHADOW\n RenderStyle Translucent\n Alpha 0.4\n}\n\nActor ImpWarrior : Centaur\n{\n Health 200\n Radius 16\n Height 64\n\tScale 1.15\n Speed 10\n PainChance 128\n MONSTER\n +FLOORCLIP\n\t+TELESTOMP\n\t+NEVERFAST\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tSpecies \"Centaur\"\n SeeSound \"orc/sight\"\n PainSound \"orc/pain\"\n DeathSound \"orc/death\"\n ActiveSound \"orc/active\"\n\tAttackSound \"\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ArtiBlackFlask\" 8\n\tdropitem \"ReagentRed\" 64\n\tDropItem \"Armour3\" 8\n\tDropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDamagefactor \"Electric\", 1\n\t//AttackSound \"implord/macehit\"\n Obituary \"%o couldn't run from the imp warrior's fireball.\"\n HitObituary \"%o was beaten to death by an imp warrior.\"\n\tDamagetype \"Physical\"\n\tTag \"Imp Warrior\"\n\t+USEKILLSCRIPTS\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tWARI A 0\n\t\tWARI A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)//increase health on higher difficulties\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(\"ImpWarlordSwing\")\n WARI F 4 A_FaceTarget\n WARI G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(5,12)), \"ImpWarlordAttack\", \"\", \"Physical\")\n Goto See\n Missile:\n\t\tWARI G 0 A_Jump(38, 1)\n\t\tGoto See\n WARI GF 8 A_FaceTarget\n TNT1 A 0 A_Jump(128,2)\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, -30)\n Goto See\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, 30)\n Goto See\n Pain:\n WARI H 8 A_Pain\n\t WARI I 1\n TNT1 A 0 A_SetInvulnerable\n\t WARI IIIIII 4 A_CentaurDefend\n WARI IIII 4 A_CentaurDefend\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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n TNT1 A 0 A_SpawnItemEx(\"WarlordMace\", 0, 0, 32, 4, 0, 0, -90, 128)\n WARI R 8 A_SpawnItemEx(\"WarlordShield\", 0, 0, 32, 5, 0, 0, 90, 128)\n WARI S 8 A_Scream\n WARI T 6\n\t WARI U 6 A_NoBlocking\n WARI V -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" H 5 A_GenericFreezeDeath\n\t\t\"----\" H 1 A_FreezeDeathChunks\n\t\tWait\n\tXDeath:\n\t\tStop\n\tRaise:\n\t\tWARI A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\t\tWARI VUTSR 6\n\t\tGoto See\n }\n}\n\nActor NewClink : Centaur\n{\n Health 190\n Radius 20\n Height 56\n Mass 135\n Speed 14\n Painchance 32\n Monster\n +NOBLOOD\n +FLOORCLIP\n Species \"Centaur\"\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n HowlSound \"\"\n DropItem \"ForceCube\" 8\n SeeSound \"clink/sight\"\n AttackSound \"\"\n PainSound \"clink/pain\"\n DeathSound \"clink/death\"\n ActiveSound \"clink/active\"\n Damagefactor \"Electric\", 1\n +NOTARGET\n +NOINFIGHTING\n Obituary \"$OB_CLINK\" // \"%o was slashed by a sabreclaw.\"\n MeleeRange 52\n Damagetype \"Physical\"\n Tag \"Sabreclaw\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n\tCLNK A 0\n\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n CLNK A 2 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 2 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n CLNK E 5 A_FaceTarget\n\tCLNK F 0 A_PlayWeaponSound(\"ClinkSwing\")\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"ClinkAttack\", \"none\", \"Physical\", 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 Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n CLNK E 0 A_FaceTarget\n CLNK Q 0 A_Recoil (-10)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\tCLNK PPPP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\tCLNK P 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tGoto See\n\tMeleeStrike:\n\t\tCLNK G 0 A_FaceTarget\n\t\tCLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"ClinkAttack\", \"None\", \"Physical\", 1)\n\t\tGoto See\n Pain:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tCLNK NMLKJI 6\n\tGoto See\n\tXDeath:\n\t\tStop\n }\n}\n\nACTOR SabreclawGhostTrail\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 1\n\tDamage 0\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tPROJECTILE\n\t+CLIENTSIDEONLY +DONTBLAST\n\tstates\n\t{\n\tSpawn:\n CLNK Q 0\n\t\tCLNK Q 1 A_FadeOut(0.10)\n\t\tgoto Spawn+1\n\t}\n}\n\nACTOR SabreclawGhostTrail2\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 1\n\tDamage 0\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tPROJECTILE\n\t+CLIENTSIDEONLY +DONTBLAST\n\tstates\n\t{\n\tSpawn:\n CLNK P 0\n\t\tCLNK P 1 A_FadeOut(0.10)\n\t\tgoto Spawn+1\n\t}\n}\n\nActor CentaurLeaderSpotZ : RandomSpawner replaces CentaurLeader\n{\n\tGame Hexen\n\tSpawnID 2\n\t+TELESTOMP\n\tDropItem \"NewCentaurLeader\"\n\tDropItem \"ImpWarlord\"\n\tDropitem \"Razreblade\"\n}\n\nActor ImpWarlord : CentaurLeader\n{\n Health 250\n Radius 16\n Height 64\n\tScale 1.15\n Speed 10\n PainChance 128\n MONSTER\n +FLOORCLIP\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tDamagefactor \"Electric\", 1\n\tSpecies \"Centaur\"\n SeeSound \"orc/sight\"\n PainSound \"orc/pain\"\n DeathSound \"orc/death\"\n ActiveSound \"orc/active\"\n\tAttackSound \"\"\n\tHowlSound \"\"\n\tdropitem \"ArtiEmptyFlask\" 64\n\tdropitem \"ArtiBlackFlask\" 8\n\tdropitem \"ReagentRed\" 64\n\tDropitem \"ReagentGreen\" 64\n\tDropItem \"Armour3\" 8\n\tDropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n Obituary \"%o couldn't run from the imp warlord's fireball.\"\n HitObituary \"%o was beaten to death by an imp warlord.\"\n\tDamagetype \"Physical\"\n\tTag \"Imp Warlord\"\n\t+USEKILLSCRIPTS\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tWARI A 0\n\t\tWARI A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\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(\"ImpWarlordSwing\")\n WARI F 4 A_FaceTarget\n WARI G 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(5,12)), \"ImpWarlordAttack\", \"\", \"Physical\")\n Goto See\n Missile:\n TNT1 A 0 A_Jump(38,23) //20% chance: jump to familiar drop\n TNT1 A 0 A_Jump(77,2) //30% chance: jump to heat seekers\n TNT1 A 0 A_Jump(128,11) //50% chance: jump to green fireballs\n Goto Missile+28 //Otherwise : jump to red fireball\n TNT1 A 0 A_SetInvulnerable\n WARI I 6 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"implord/shieldshot\")\n WARI J 6 bright A_FaceTarget\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_CustomMissile(\"YellowSkullSeeker\", 36, 0, -45)\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 36, 0, 45)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI K 6 bright A_CustomMissile(\"YellowSkullSeeker\", 36, 0, 0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n WARI L 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"ImpWarlordSwing\")\n WARI M 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"implord/poisonballfire\")\n TNT1 A 0 A_Jump(128,3)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 44, 0, -8, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 28, 0, 8, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 36, 0, 0, 1)\n TNT1 A 0 A_CustomMissile(\"GreenPoisonBall\", 40, 0, -4, 1)\n WARI N 6 A_CustomMissile(\"GreenPoisonBall\", 32, 0, 4, 1)\n Goto See\n WARI GF 8 A_FaceTarget\n TNT1 A 0 A_Jump(128,2)\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, -30)\n Goto See\n WARI E 8 A_CustomMissile(\"FamiliarSpawner\", 36, 0, 30)\n Goto See\n TNT1 A 0 A_Jump(128,5)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"ImpWarlordSwing\")\n WARI P 4 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 36, 0, 0)\n WARI O 7 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"ImpWarlordSwing\")\n\t WARI P 4 A_FaceTarget\n WARI Q 6 A_CustomMissile(\"RedSkullBall\", 36, 0, 0)\n Goto See\n Pain:\n WARI H 8 A_Pain\n\t WARI I 1\n TNT1 A 0 A_SetInvulnerable\n\t WARI IIIIII 4 A_CentaurDefend\n WARI IIII 4 A_CentaurDefend\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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\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_NamedExecuteAlways(\"WOC Monster Init\",0,64,0)\n\t\tWARI VUTSR 6\n\t\tGoto See\n\tXDeath:\n\t\tStop\n\tIce:\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\tFastSpeed 18\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(2,16)))\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\tDamagetype \"Holy\"\n States\n {\n Spawn:\n WLP2 ABCD 3 Bright A_SeekerMissile (5,10,SMF_PRECISE)\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\tFastSpeed 20\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\t/*+NODAMAGETHRUST*/\n PROJECTILE\n RenderStyle Add\n\tDamagetype Poison\n\tPoisonDamage 1, 1, 35\n\t+ADDITIVEPOISONDURATION\n\tPoisonDamageType \"PoisonTrue\"\n\t+ADDITIVEPOISONDAMAGE\n Alpha 0.67\n DeathSound \"implord/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\tFastSpeed 20\n\tScale 0.35\n Damage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\t/*+NODAMAGETHRUST*/\n PROJECTILE\n RenderStyle Add\n SeeSound \"whiteballbsee\"\n DeathSound \"whiteballbdeth\"\n Decal PlasmaScorchLower\n\tDamagetype \"Shadow\"\n States\n {\n Spawn:\n\t\tRSMM AAABBBCCCDDDEEEFFF 1 Bright A_CustomMissile(\"RSLM2Trail\",0,0,0)\n\t\tGoto Spawn+9\n Death:\n\t\tRSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tStop\n }\n}\n\nACTOR RSLM2Trail\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+NOINTERACTION\n Damage 0\n RenderStyle Add\n Alpha 0.45\n Scale 0.9\n States\n {\n Spawn:\n\t\tTNT1 A 2\n\t\tBSP4 BDFHJLNPRTVXZ 1 BRIGHT\n\t\tBSP5 B 1 BRIGHT\n\t\tStop\n }\n}\n\nActor WarlordMace\n{\n +DOOMBOUNCE\n Speed 4\n States\n {\n Spawn:\n WLI2 ABCDEF 5\n WLI2 G -1\n Stop\n }\n}\n\nActor WarlordShield\n{\n +DOOMBOUNCE\n Speed 5\n States\n {\n Spawn:\n WLI1 ABCDEF 5\n WLI1 G -1\n Stop\n }\n}\n\nActor SummonedBatFamiliar\n{\n Health 10\n Radius 12\n Height 24\n Speed 14\n PainChance 200\n MONSTER\n\t/*+NODAMAGETHRUST*/\n +NOGRAVITY\n +FLOAT\n +NEVERRESPAWN\n SeeSound \"batfam/idle\"\n PainSound \"batfam/pain\"\n DeathSound \"batfam/death\"\n ActiveSound \"batfam/idle\"\n HitObituary \"%o was scratched by a bat familiar\"\n\tDamagetype \"Physical\"\n\tTag \"Bat Familiar\"\n\t+USEKILLSCRIPTS\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tBFAM A 0\n\t\tBFAM A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,24,0)\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(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(1,8)),\"batfam/idle\",\"\",\"Physical\")\n BFAM CB 3 A_FaceTarget\n Goto See\n Pain:\n BFAM A 2\n BFAM A 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_Die\n TNT1 A 0 A_NoBlocking\n BFAM D 5 A_Scream\n BFAM E 5\n BFAM FDEF 5\n Goto Death+5\n Crash:\n TNT1 A 0 A_SetFloorClip\n BFAM G 6 A_PlaySound(\"batfam/crash\")\n BFAM H 7\n BFAM I 8\n BFAM J -1\n Stop\n }\n}\n\nActor DragonFamiliar\n{\n Health 25\n Radius 16\n Height 32\n Speed 10\n PainChance 200\n MaxTargetRange 78\n MONSTER\n\t/*+NODAMAGETHRUST*/\n +NOGRAVITY\n +FLOAT\n +STRIFEDAMAGE\n +NEVERRESPAWN\n SeeSound \"dragonfam/see\"\n PainSound \"dragonfam/pain\"\n DeathSound \"dragonfam/death\"\n ActiveSound \"dragonfam/idle\"\n Obituary \"%o was cooked by a dragon familiar.\"\n\tTag \"Dragon Familiar\"\n\t+USEKILLSCRIPTS\n States\n {\n\tPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tDFAM A 0\n\t\tDFAM A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,32,0)\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 (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,4)))\n\t/*+NODAMAGETHRUST*/\n PROJECTILE\n\tDamagetype Fire\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n DFFP ABCDEFGH 2 Bright\n Death:\n DFFP IJKLMNOPQR 2 Bright\n Stop\n }\n}\n\nActor MiniFirePuffNoDamage : MiniFirePuff\n{\n Damage 0\n}\n\nActor NewCentaurLeader : CentaurLeader\n{\nSpecies \"Centaur\"\nPainChance \"Convert\", 255\n+TELESTOMP\n-DEFLECT\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\nmeleerange 74\ndropitem \"ArtiEmptyFlask\" 32\n dropitem \"ArtiBlueFlask\" 32\n dropitem \"ReagentRed\" 64\n DropItem \"Armour2\" 8\n Damagefactor \"Electric\", 1\n Health 300\n AttackSound \"\"\n Damagetype \"Physical\"\n Speed 15\n Tag \"Slaughtaur\"\n +USEKILLSCRIPTS\nStates\n{\nPain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\nSpawn:\n\tCENT A 0\n\tCENT A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,WOC_STAT)\nIdle:\n\tCENT AB 10 A_Look\n Loop\n\tPain:\n\tCENT G 12 A_Pain\n\tCENT G 0 A_SetReflectiveInvulnerable\n\tCENT G 0 A_Jump(128,5)\n\tCENT E 10 A_FaceTarget\n\tCENT F 8 Bright A_CustomMissile(\"CentaurFX\", 45, 0, 0, CMF_AIMOFFSET)\n\tCENT E 6 A_FaceTarget\n\tCENT E 0 A_Jump(256,16)\n\tCENT EEEEEEEEEEEEEEE 5 A_CentaurDefend\n\tCENT E 1 A_UnsetReflectiveInvulnerable\n\tGoto See\nPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n\tMelee:\n CENT H 5 A_FaceTarget\n\tCENT I 0 A_PlayWeaponSound(\"CentaurSwing\")\n CENT I 4 A_FaceTarget\n CENT J 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(14,18)), \"CentaurAttack\", \"\", \"Physical\")\n Goto See\n\tMissile:\n\tCENT E 0 A_SetReflectiveInvulnerable\n CENT E 10 A_FaceTarget\n CENT F 8 Bright A_CustomMissile(\"CentaurFX\", 45, 0, 0, CMF_AIMOFFSET)\n CENT E 10 A_FaceTarget\n CENT F 8 Bright A_CustomMissile(\"CentaurFX\", 45, 0, 0, CMF_AIMOFFSET)\n\tCENT F 0 A_FaceTarget\n\tCENT A 5 A_UnsetReflectiveInvulnerable\n Goto See+1\n\tDeath:\n\tCENT K 4\n\tCENT L 4 A_Scream\n\tCENT MN 4\n\tCENT O 4 A_NoBlocking\n\tCENT PQ 4\n\tCENT R 4 A_QueueCorpse\n\tCENT S 4\n\tCENT T -1\n\tStop\n\tXDeath:\n\tCTXD A 4 A_SpawnItemEx(\"GIBBER\")\n\tCTXD B 4 A_NoBlocking\n\tCTXD C 0 A_SpawnItemEx(\"CentaurSword\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 270, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSCALE)\n CTXD C 4 A_SpawnItemEx(\"CentaurShield\", 0, 0, 45, 1 + random[CentaurDrop](-128,127)*0.03125,\n 1 + random[CentaurDrop](-128,127)*0.03125, 8 + random[CentaurDrop](0,255)*0.015625, 90, SXF_TRANSFERTRANSLATION|SXF_TRANSFERSCALE)\n\tCTXD D 3 A_Scream\n\tCTXD E 4 A_QueueCorpse\n\tCTXD F 3\n\tCTXD G 4\n\tCTXD H 3\n\tCTXD I 4\n\tCTXD J 3\n\tCTXD K -1 //A_BossDeath\n\tStop\n\tIce:\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n\tRaise:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,75,WOC_STAT)\n\t\tCENT SRQPONMLK 4\n\t\tgoto See\n}\n}\n\nActor NewCentaurFX : CentaurFX replaces CentaurFX\n{\n\tRadius 6\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\tDamagetype \"Arcane\"\n\tFastSpeed 25\n\t/*+NODAMAGETHRUST*/\n\tHeight 8\n\tStates\n\t{\n\tSpawn:\n\t\tCTFX A 1 Bright A_SpawnItemEx(\"CentaurTrailFX\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), 0, 138)\n\t\tLoop\n\t}\n}\n\nActor CentaurTrailFX\n{\n\tRadius 6\n\tHeight 8\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.5\n\t+PAINLESS\n\t+CLIENTSIDEONLY +DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\tCTFX A 0 Bright\n\tCTFX A 1 Bright A_FadeOut(0.05)\n\tLoop\n\t}\n}\n\nActor RazreBlade : CentaurLeader\n{\n Health 240\n Radius 20\n Height 56\n Mass 135\n Speed 14\n Painchance 32\n Monster\n +NOBLOOD\n +FLOORCLIP\n Species \"Centaur\"\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n SeeSound \"clink/sight\"\n AttackSound \"\"\n PainSound \"clink/pain\"\n DeathSound \"clink/death\"\n ActiveSound \"clink/active\"\n Damagefactor \"Electric\", 1\n HowlSound \"\"\n +NOTARGET\n +NOINFIGHTING\n Obituary \"%o was slashed by a razreblade.\"\n HitObituary \"%o was slashed by a razreblade.\"\n MeleeRange 52\n Damagetype \"Physical\"\n Tag \"Razreblade\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n\tCLNK A 0\n\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK A 2 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 2 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n\tCLNK E 0 A_UnSetInvulnerable\n\tCLNK E 5 A_FaceTarget\n\tCLNK F 0 A_PlayWeaponSound(\"ClinkSwing\")\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"ClinkAttack\", \"none\", \"physical\", 1)\n Goto See\n Missile:\n\tCLNK A 0 A_UnSetInvulnerable\n\tCLNK A 0 A_JumpIfCloser(200,1)\n\tGoto AxeMissile\n\tCLNK A 0 A_Jump(128, \"AxeMissile\")\n\tCLNK P 6 A_FaceTarget\n\tCLNK P 0 A_FaceTarget\n\tCLNK Q 1 ThrustThingZ(0,40,0,1)\n CLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n CLNK E 0 A_FaceTarget\n CLNK Q 0 A_Recoil (-10)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQQ 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK Q 0 A_SpawnItemEx(\"SabreclawGhostTrail\",0,0,0,0,0,0,0,128,0)\n\tCLNK QQQP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\tCLNK PPPP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tCLNK P 0 A_SpawnItemEx(\"SabreclawGhostTrail2\",0,0,0,0,0,0,0,128,0)\n\tCLNK P 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tGoto See\n MeleeStrike:\n\tCLNK G 0 A_FaceTarget\n\tCLNK G 7 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(8,15)), \"ClinkAttack\", \"none\", \"physical\", 1)\n\tGoto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n AxeMissile:\n\tCLNK E 5 A_FaceTarget\n\tCLNK F 5 A_FaceTarget\n\tCLNK G 5 A_CustomMissile(\"ClinkAxe\",30,0,0)\n\tGoto See\n Pain:\n\tCLNK A 0 A_UnSetInvulnerable\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Death:\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1 //A_BossDeath\n Stop\n Ice:\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Raise:\n\tCLNK A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\tCLNK NMLKJI 6\n\tGoto See\n XDeath:\n\tStop\n }\n}\n\nACTOR ClinkAxe\n{\n\tRadius 10\n\tHeight 8\n\tSpeed 25\n\tFastSpeed 30\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(2,16)))\n\tDamagetype \"Physical\"\n\tProjectile\n\t/*+NODAMAGETHRUST*/\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t+THRUGHOST\n\t+WINDTHRUST\n\tRenderstyle Add\n\tScale 0.6\n\tDeathSound \"hknight/hit\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLAX A 3 Bright A_PlaySound(\"hknight/axewhoosh\")\n\t\tCLAX BC 3 Bright\n\t\tLoop\n\tDeath:\n\t\tCLAX DEF 6 Bright\n\t\tStop\n\t}\n}\n\nActor SerpentSpotZ : RandomSpawner replaces Serpent\n{\n\tGame Hexen\n\tSpawnID 6\n\t+TELESTOMP\n\tDropItem \"NewSerpent\" 255 160\n\tDropItem \"IceStalker\" 255 86\n}\n\nActor NewSerpent : Serpent\n{\n+TELESTOMP\n//meleerange 72\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\nDropitem \"ReagentGreen\" 64\nHealth 130\nDamagetype \"Poison\"\nPoisonDamage 1, 5, 35\n+ADDITIVEPOISONDAMAGE\n+ADDITIVEPOISONDURATION\nPoisonDamageType \"PoisonTrue\"\nTag \"Swamp Stalker\"\n+USEKILLSCRIPTS\nStates\n{\nSpawn:\n\tSSPT H 0\n\tSSPT H 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\nIdle:\n\tSSPT H 10 A_Look\n Loop\nIdle:\nSSPT H 10 A_Look\n Loop\n\tMeleeAttack:\n SSPT N 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"\", \"\", \"Physical\")\n Goto Dive\n\tIce:\n\t\"----\" L 5 A_GenericFreezeDeath\n\t\"----\" L 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\nACTOR iceStalker : serpent\n{\n\tHealth 180\n\tSpeed 10\n\tMonster\n\t//MeleeRange 72\n\tdamagetype ice\n\t-SHOOTABLE\n\t+NOBLOOD\n\t+CANTLEAVEFLOORPIC +NONSHOOTABLE\n\t+STAYMORPHED +DONTBLAST +NOTELEOTHER\n\t+INVISIBLE\n\t+NOICEDEATH\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tDropitem \"ReagentBlue\" 64\n Obituary \"%o caught a chill from an ice stalker.\"\n HitObituary \"%o caught a chill from an ice stalker.\"\n\t\tTag \"Ice Stalker\"\n\t\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tISPT H 0\n\t\tISPT H 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\tIdle:\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tSee:\n\t\tISPT HH 1 A_Chase(\"Melee\", \"None\", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE)\n\t\tISPT H 2 A_SerpentHumpDecide\n\t\tLoop\n\tPain:\n\t\tISPT L 5\n\t\tISPT L 5 A_Pain\n\tDive:\n\t\tISDV ABC 4\n\t\tISDV D 4 A_UnSetShootable\n\t\tISDV E 3 A_PlaySoundEx(\"SerpentActive\", \"Body\")\n\t\tISDV F 3\n\t\tISDV GH 4\n\t\tISDV I 3\n\t\tISDV J 3 A_SerpentHide\n\t\tGoto See\n\tMelee:\n\t\tISPT A 1 A_UnHideThing\n\t\tISPT A 1 A_PlaySoundEx(\"SerpentBirth\", \"Voice\")\n\t\tISPT B 3 A_SetShootable\n\t\tISPT C 3\n\t\tISPT D 4 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tDeath:\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tXDeath:\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tIce:\n\t\tSTOP\n\tWalk:\n\t\tISPT IJI 5 A_Chase(\"Attack\", \"None\", CHF_NIGHTMAREFAST)\n\t\tISPT J 5 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tHump:\n\t\tISPT H 3 A_SerpentUnHide\n\t\tISPT EFGEF 3 A_SerpentRaiseHump\n\t\tISPT GEF 3\n\t\tISPT GEFGE 3 A_SerpentLowerHump\n\t\tISPT F 3 A_SerpentHide\n\t\tGoto See\n\tAttack:\n\t\tISPT K 6 A_FaceTarget\n\t\tISPT L 5 A_SerpentChooseAttack\n\t\tGoto MeleeAttack\n\tMeleeAttack:\n\t\tISPT N 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"\", \"\", \"Ice\")\n\t\tGoto Dive\n\t}\n}\n\nActor SerpentLeaderSpotZ : RandomSpawner replaces SerpentLeader\n{\n\tGame Hexen\n\tSpawnID 7\n\t+TELESTOMP\n\tDropItem \"NewSerpentLeader\" 255 160\n\tDropItem \"IceStalkerLeader\" 255 86\n}\n\nActor NewSerpentLeader : SerpentLeader\n{\n+TELESTOMP\n//meleerange 72\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\nDropitem \"ReagentGreen\" 64\nHealth 130\nDamagetype \"Poison\"\nPoisonDamage 1, 5, 35\n+ADDITIVEPOISONDAMAGE\n+ADDITIVEPOISONDURATION\nPoisonDamageType \"PoisonTrue\"\nTag \"Swamp Stalker\"\n+USEKILLSCRIPTS\nStates\n{\nSpawn:\n\tSSPT H 0\n\tSSPT H 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\nIdle:\n SSPT H 10 A_Look\n Loop\nIdle:\n\tSSPT H 10 A_Look\n Loop\n\tMeleeAttack:\n SSPT N 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"\", \"\", \"Physical\")\n Goto Dive\n\tIce:\n\t\"----\" L 5 A_GenericFreezeDeath\n\t\"----\" L 1 A_FreezeDeathChunks\n\tWait\n}\n}\n\n//Ice Stalker created by Ben2k9/Virtue\n\nACTOR iceStalkerLeader : serpentleader\n{\n\tHealth 160\n\tSpeed 10\n\tMonster\n\tMeleerange 72\n\tdamagetype ice\n\t-SHOOTABLE\n\t+NOBLOOD\n\t+CANTLEAVEFLOORPIC +NONSHOOTABLE\n\t+STAYMORPHED +DONTBLAST +NOTELEOTHER\n\t+INVISIBLE\n\t+NOICEDEATH\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tDropitem \"ReagentBlue\" 64\n\tDropitem \"ArtiAquaFlask\" 4\n Obituary \"%o caught a chill from an ice stalker.\"\n HitObituary \"%o caught a chill from an ice stalker.\"\n\t\tTag \"Ice Stalker\"\n\t\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tISPT H 0\n\t\tISPT H 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,70,0)\n\tIdle:\n\t\tISPT H 10 A_Look\n\t\tLoop\n\tSee:\n\t\tISPT HH 1 A_Chase(\"Melee\", \"None\", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE)\n\t\tISPT H 2 A_SerpentHumpDecide\n\t\tLoop\n\tPain:\n\t\tISPT L 5\n\t\tISPT L 5 A_Pain\n\tDive:\n\t\tISDV ABC 4\n\t\tISDV D 4 A_UnSetShootable\n\t\tISDV E 3 A_PlaySoundEx(\"SerpentActive\", \"Body\")\n\t\tISDV F 3\n\t\tISDV GH 4\n\t\tISDV I 3\n\t\tISDV J 3 A_SerpentHide\n\t\tGoto See\n\tMelee:\n\t\tISPT A 1 A_UnHideThing\n\t\tISPT A 1 A_PlaySoundEx(\"SerpentBirth\", \"Voice\")\n\t\tISPT B 3 A_SetShootable\n\t\tISPT C 3\n\t\tISPT D 4 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tMissile:\n\t\tISPT N 0 A_CustomMissile(\"iceguyFX\", 32, 0)\n\t\tISPT N 5 A_CustomMissile(\"iceguyFX\", 32, 0)\n\t\tGoto Dive\n\tDeath:\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tXDeath:\n\t\tISPT [ 1 A_IceGuyDie\n\t\tStop\n\tIce:\n\t\tSTOP\n\tWalk:\n\t\tISPT IJI 5 A_Chase(\"Attack\", \"None\", CHF_NIGHTMAREFAST)\n\t\tISPT J 5 A_SerpentCheckForAttack\n\t\tGoto Dive\n\tHump:\n\t\tISPT H 3 A_SerpentUnHide\n\t\tISPT EFGEF 3 A_SerpentRaiseHump\n\t\tISPT GEF 3\n\t\tISPT GEFGE 3 A_SerpentLowerHump\n\t\tISPT F 3 A_SerpentHide\n\t\tGoto See\n\tAttack:\n\t\tISPT K 6 A_FaceTarget\n\t\tISPT L 5 A_SerpentChooseAttack\n\t\tGoto MeleeAttack\n\tMeleeAttack:\n\t\tISPT N 5 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(15,30)), \"\", \"\", \"Physical\")\n\t\tGoto Dive\n\t}\n}\n\nActor NewSerpentFX : SerpentFX replaces SerpentFX\n{\n\tPoisonDamage 1, 4, 35\n\tFastSpeed 20\n\tDamagetype Poison\n\tPoisonDamageType \"PoisonTrue\"\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tSpawn:\n\t\tSSFX A 0\n\t\tSSFX A 0 Bright A_PlaySoundEx(\"SerpentFXContinuous\", \"Body\", 1)\n\t\tSSFX AAABBBAAABBB 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,8)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor NewHeresiarch : Heresiarch Replaces Heresiarch\n{\nHealth 30000\n+TELESTOMP\n+NEVERRESPAWN\n+NOPAIN\n+NOFEAR\n-NOBLOOD\n+LOOKALLAROUND\nDamagefactor \"PoisonCloud\", 0.25\nDamageFactor \"Deathblow\", 0\nDropItem \"NewArtiBoostMana\"\nDropItem \"NewArtiSuperHealth\"\nDropItem \"AccessoryRandomSpawner\" 32\nSpeed 20\nBloodtype \"EtherealBloodPurple\"\nTag \"Heresiarch\"\n+USEKILLSCRIPTS\nStates\n{\n\tSpawn:\n\t\tSORC A 0\n\t\tSORC A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,110,WOC_BOSS|WOC_STAT)\n\t\tSORC A 5 A_SorcSpinBalls\n\tIdle:\n\t\tSORC A 10 A_Look\n\t\tWait\n\tSee:\n\t\tSORC A 4 A_Chase\n\t\tSORC B 5 A_Chase\n\t\tSORC C 4 A_Chase\n\t\tSORC D 5 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSORC F 6 Bright A_FaceTarget\n\t\tSORC F 6 Bright A_SpeedBalls\n\t\tSORC F 6 Bright A_FaceTarget\n\t\tWait\n\tAttack1:\n\t\tSORC E 6 Bright\n\t\tSORC E 6 Bright A_SpawnFizzle\n\t\tSORC E 5 Bright A_FaceTarget\n\t\tGoto Attack1+1\n\tAttack2:\n\t\tSORC E 2 Bright\n\t\tSORC E 2 Bright A_SorcBossAttack\n\t\tGoto See\n\tDeath:\n\t\tSORC H 5\n\t\tSORC I 5 Bright A_FaceTarget\n\t\tSORC I 5 A_Scream\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC I 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSORC J 5 //A_Scream\n\t\tSORC KLMNOPQRST 5\n\t\tSORC U 5 A_NoBlocking\n\t\tSORC VWXY 5\n\t\tSORC Z -1\n\t\tStop\n\t}\n}\n\nACTOR NewClericBoss : ClericBoss Replaces ClericBoss\n{\n Health 8000\n /*+NODAMAGETHRUST*/\n +BOSS\n +TELESTOMP\n +NEVERRESPAWN\n +NOTELEOTHER\n\t+NOTARGET\n +NOPAIN\n DropItem \"Armour2\"\n DropItem \"NewArtiSuperHealth\"\n DamageFactor \"Deathblow\", 0\n Damagefactor \"PoisonCloud\", 0.25\n DropItem \"AccessoryRandomSpawner\" 32\n Tag \"Traductus\"\n +USEKILLSCRIPTS\n States\n {\n\tSpawn:\n CLER A 0\n\tCLER A 0 A_GiveInventory(\"PowerTraductusDamage\")\n CLER A 3 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,WOC_BOSS|WOC_STAT)\n Idle:\n CLER A 5 A_Look\n Loop\n XDeath:\n\tCLER R 0 A_SpawnItemEx(\"GIBBER\")\n CLER R 5 A_Scream\n CLER S 5\n CLER T 5 A_NoBlocking\n CLER UVWXYZ 5\n CLER \"[\" -1\n Stop\n Ice:\n\t\"----\" \"\\\" 5 A_GenericFreezeDeath\n \"----\" \"\\\" 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor PowerTraductusDamage : PowerDamage\n{\n\tDamagefactor \"Normal\", 2\n\tPowerup.Duration -500000000\n}\n\nACTOR NewFighterBoss : FighterBoss Replaces FighterBoss\n{\n\tHealth 8000\n\t+TELESTOMP\n\t+NOPAIN\n\tDropItem \"Armour1\"\n\tDropItem \"Armour3\"\n\tDropItem \"Armour5\"\n\t/*+NODAMAGETHRUST*/\n\t+BOSS\n\t+NEVERRESPAWN\n\t+NOTELEOTHER\n\t+NOTARGET\n\tDamageFactor \"Deathblow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDropItem \"AccessoryRandomSpawner\" 32\n\tTag \"Zedek\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 0\n\t\tPLAY A 3 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,WOC_BOSS)\n\tIdle:\n\t\tPLAY A 5 A_Look\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tPLAY E 8 A_FaceTarget\n\t\tPLAY F 0 A_PlaySound(\"FighterSwordFire\")\n\t\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, 11.25)\n\t\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, 5.625)\n\t\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, -11.25)\n\t\tPLAY F 0 A_CustomMissile(\"BossFSwordMissile\", 32, 0, -5.625)\n\t\tPLAY F 8 A_CustomMissile(\"BossFSwordMissile\", 32, 0)\n\t\tGoto See\n\tXDeath:\n\t\tPLAY O 0 A_SpawnItemEx(\"GIBBER\")\n\t\tPLAY O 5 A_Scream\n\t\tPLAY P 5 A_SkullPop\n\t\tPLAY R 5 A_NoBlocking\n\t\tPLAY STUV 5\n\t\tPLAY W -1\n\t\tStop\n\tIce:\n\t\t\"----\" X 5 A_GenericFreezeDeath\n\t\t\"----\" X 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor BossFSwordMissile : FSwordMissile\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(26,46)))\n\tDamagetype \"Arcane\"\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tSpawn:\n\t\tFSFX ABC 3 Bright A_CustomMissile(\"FSwordFireTrail\",0,0,0,6)\n\t\tLoop\n\tDeath:\n\t\tFSFX D 3 Bright\n\t\tFSFX E 2 Bright A_FSwordFlames\n\t\tFSFX F 3 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,64), 128, 0)\n\t\tFSFX G 2 Bright\n\t\tFSFX H 3 Bright\n\t\tFSFX I 2 Bright\n\t\tFSFX J 3 Bright\n\t\tFSFX KLM 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR NewMageBoss : MageBoss replaces MageBoss\n{\n Health 8000\n\t+TELESTOMP\n\t/*+NODAMAGETHRUST*/\n\t+BOSS\n\t+NOPAIN\n\tDropItem \"Armour4\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"AccessoryRandomSpawner\" 32\n\t+NEVERRESPAWN\n\tDamageFactor \"Deathblow\", 0\n\t+NOTELEOTHER\n\t+NOTARGET\n\tDamagefactor \"PoisonCloud\", 0.25\n\tTag \"Menelkir\"\n\t+USEKILLSCRIPTS\n States\n {\n Spawn:\n MAGE A 0\n MAGE A 3 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,64,WOC_BOSS)\n Idle:\n\tMAGE A 5 A_Look\n Loop\n Melee:\n Missile:\n MAGE E 8 A_FaceTarget\n\tMAGE F 0 A_CustomMissile(\"BossMageStaffFX2\", 40, 0, -5)\n\tMAGE F 0 A_CustomMissile(\"BossMageStaffFX2\", 40, 0, 5)\n MAGE F 8 Bright A_CustomMissile(\"BossMageStaffFX2\", 40, 0)\n Goto See\n XDeath:\n\tMAGE O 0 A_SpawnItemEx(\"GIBBER\")\n MAGE O 5 A_Scream\n MAGE P 5\n MAGE R 5 A_NoBlocking\n MAGE S 5\n MAGE T 5\n MAGE U 5\n MAGE V 5\n MAGE W 5\n MAGE X -1\n Stop\n Ice:\n \"----\" Y 5 A_GenericFreezeDeath\n \"----\" Y 1 A_FreezeDeathChunks\n Wait\n }\n}\n\nActor BossMageStaffFX2 : MageStaffFX2\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(8,28)))\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 A 1 Bright A_MStaffTrack\n\t\tMSP2 A 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 A 1 Bright\n\t\tMSP2 B 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 B 1 Bright A_MStaffTrack\n\t\tMSP2 B 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 B 1 Bright\n\t\tMSP2 C 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 C 1 Bright A_MStaffTrack\n\t\tMSP2 C 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 C 1 Bright\n\t\tMSP2 D 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 D 1 Bright A_MStaffTrack\n\t\tMSP2 D 0 Bright A_CustomMissile(\"BloodscourgeFXSpawner\",0,0,0,4)\n\t\tMSP2 D 1 Bright\n\t\tLoop\n\tDeath:\n\t\tMSP2 E 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 1)\n\t\tMSP2 E 4 Bright A_SetTranslucent(1,1)\n\t\tMSP2 F 5 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,80), 192, 0)\n\t\tMSP2 GH 5 Bright\n\t\tMSP2 I 4 Bright\n\t\tStop\n\t}\n}\n\nActor WraithSpotZ : RandomSpawner replaces Wraith\n{\n\tGame Hexen\n\tSpawnID 8\n\t+TELESTOMP\n\tDropItem \"NewWraith\" 255 150\n\tDropItem \"Ghostie\" 255 53\n\tDropItem \"PoisonWraith\" 255 53\n}\n\nActor WraithBuredSpotZ : RandomSpawner replaces WraithBuried\n{\n\tGame Hexen\n\tSpawnID 9\n\t+TELESTOMP\n\tDropItem \"NewWraithBuried\" 255 150\n\tDropItem \"GhostieBuried\" 255 53\n\tDropItem \"PoisonWraithBuried\" 255 53\n}\n\nActor NewWraithFX1 : WraithFX1 replaces WraithFX1\n{\n\tRenderstyle Add\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tSpeed 16\n\tFastSpeed 20\n}\n\nActor NewWraith : Wraith\n{\n Health 240\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n dropitem \"ArtiWhiteFlask\" 8\n\tdropitem \"ArtiBlackFlask\" 8\n\tDropitem \"Armour1\" 16\n\tDropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tSpecies \"Wraith\"\n HitObituary \"%o had %p life stolen by a Reiver.\"\n Obituary \"%o was charred by a Reiver.\"\n Damagetype \"Physical\"\n Tag \"Reiver\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n WRTH A 0\n WRTH A 10 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n WRTH B 5 A_WraithInit\n Goto Look\n Look:\n WRTH AB 15 A_Look\n Loop\n Idle:\n WRTH AB 15 A_Look\n\tLoop\n See:\n WRTH ABCD 4 A_WraithChase\n Loop\n Melee:\n WRTH E 6 A_FaceTarget\n WRTH F 6 A_WraithFX3\n WRTH G 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(2,16)), \"\", \"\", \"Physical\")\n Goto See\n Pain:\n WRTH A 2\n WRTH H 6 A_Pain\n Goto See\n Ice:\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n Raise:\n\tWRTH R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tWRTH RQPONMLKJI 5\n\tgoto See\n }\n}\n\nActor NewWraithBuried : WraithBuried\n{\n Height 68\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n Damagetype \"Physical\"\n Health 240\n +NOPAIN\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n dropitem \"ArtiWhiteFlask\" 8\n\tdropitem \"ArtiBlackFlask\" 8\n\tDropitem \"Armour1\" 16\n\tDropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tTag \"Reiver\"\n\t+USEKILLSCRIPTS\n States\n {\n Spawn:\n\tWRTH A 0\n WRTH A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n Goto Look\n Look:\n WRTH AB 15 A_Look\n Loop\n Idle:\n WRTH AB 15 A_Look\n\tLoop\n See:\n WRTH A 2 A_WraithRaiseInit\n WRTH A 2 A_WraithRaise\n WRTH A 2 A_FaceTarget\n WRTH BB 2 A_WraithRaise\n Goto See+1\n Chase:\n WRTH ABCD 4 A_WraithChase\n Loop\n Melee:\n WRTH E 6 A_FaceTarget\n WRTH F 6 A_WraithFX3\n WRTH G 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(2,16)), \"\", \"\", \"Physical\")\n Goto Chase\n Missile:\n WRTH E 6 A_FaceTarget\n WRTH F 6\n WRTH G 6 A_CustomMissile(\"WraithFX1\", 32, 0)\n Goto Chase\n Pain:\n WRTH A 2\n WRTH H 6 A_Pain\n Goto Chase\n Ice:\n\t\"----\" H 5 A_GenericFreezeDeath\n\t\"----\" H 1 A_FreezeDeathChunks\n\tWait\n Raise:\n\tWRTH R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tWRTH RQPONMLKJI 5\n\tgoto See\n }\n}\n\nActor PoisonWraith : Wraith\n{\n Health 250\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n BloodColor \"33 99 33\"\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n Species \"Wraith\"\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n HitObituary \"%o had %p life stolen by a Poison Reiver.\"\n Obituary \"%o was poisoned by a Poison Reiver.\"\n Damagetype \"Poison\"\n PoisonDamage 1, 2, 35\n +ADDITIVEPOISONDAMAGE\n +ADDITIVEPOISONDURATION\n PoisonDamageType \"PoisonTrue\"\n Tag \"Poison Reiver\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n PWTH A 0\n PWTH A 10 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n PWTH B 5 A_WraithInit\n Goto Look\n Look:\n PWTH AB 15 A_Look\n Loop\n Idle:\n PWTH AB 15 A_Look\n\tLoop\n See:\n PWTH ABCD 4 A_WraithChase\n Loop\n Pain:\n PWTH A 2\n PWTH H 6 A_Pain\n Goto See\n Melee:\n PWTH E 6 A_FaceTarget\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15)\n\tTNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PoisonWraithFX3\",Random(-4,4),Random(-4,4),1,0,0,0,0)\n PWTH F 6\n PWTH G 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(2,16)), \"\", \"\", \"Poison\")\n Goto See\n Missile:\n PWTH E 6 A_FaceTarget\n PWTH F 6\n PWTH G 6 A_CustomMissile(\"PoisonWraithFX1\", 32, 0)\n Goto See\n Death:\n PWTH I 4\n PWTH J 4 A_Scream\n PWTH KL 4\n PWTH M 4 A_NoBlocking\n PWTH N 4 A_QueueCorpse\n PWTH O 4\n PWTH PQ 5\n PWTH R -1 //A_BossDeath\n Stop\n XDeath:\n PWT2 A 5\n PWT2 B 5 A_Scream\n PWT2 CD 5\n PWT2 E 5 A_NoBlocking\n PWT2 F 5 A_QueueCorpse\n PWT2 G 5\n PWT2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" I 5 A_GenericFreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tPWTH R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tPWTH RQPONMLKJI 5\n\tgoto See\n }\n}\n\nActor PoisonWraithBuried : WraithBuried\n{\n Height 68\n Health 250\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n Species \"Wraith\"\n BloodColor \"33 99 33\"\n dropitem \"ArtiGreenFlask\" 32\n Dropitem \"GreenReagent\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n HitObituary \"%o had %p life stolen by a Poison Reiver.\"\n Obituary \"%o was poisoned by a Poison Reiver.\"\n +NOPAIN\n Damagetype \"Poison\"\n PoisonDamage 1, 2, 35\n +ADDITIVEPOISONDAMAGE\n +ADDITIVEPOISONDURATION\n Tag \"Poison Reiver\"\n +USEKILLSCRIPTS\n PoisonDamageType \"PoisonTrue\"\n States\n {\n Spawn:\n\tPWTH A 0\n PWTH A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n Goto Look\n Look:\n PWTH AB 15 A_Look\n Loop\n Idle:\n PWTH AB 15 A_Look\n\tLoop\n See:\n PWTH A 2 A_WraithRaiseInit\n PWTH A 2 A_WraithRaise\n PWTH A 2 A_FaceTarget\n PWTH BB 2 A_WraithRaise\n Goto See+1\n Chase:\n PWTH ABCD 4 A_WraithChase\n Loop\n Pain:\n PWTH A 2\n PWTH H 6 A_Pain\n Goto Chase\n Melee:\n PWTH E 6 A_FaceTarget\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15)\n\tTNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PoisonWraithFX3\",Random(-4,4),Random(-4,4),1,0,0,0,0)\n PWTH F 6\n PWTH G 6 A_CustomMeleeAttack(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(2,16)), \"\", \"\", \"Physical\")\n Goto Chase\n Missile:\n PWTH E 6 A_FaceTarget\n PWTH F 6\n PWTH G 6 A_CustomMissile(\"PoisonWraithFX1\", 32, 0)\n Goto Chase\n Death:\n PWTH I 4\n PWTH J 4 A_Scream\n PWTH KL 4\n PWTH M 4 A_NoBlocking\n PWTH N 4 A_QueueCorpse\n PWTH O 4\n PWTH PQ 5\n PWTH R -1 //A_BossDeath\n Stop\n XDeath:\n PWT2 A 5\n PWT2 B 5 A_Scream\n PWT2 CD 5\n PWT2 E 5 A_NoBlocking\n PWT2 F 5 A_QueueCorpse\n PWT2 G 5\n PWT2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" I 5 A_GenericFreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tPWTH R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tPWTH RQPONMLKJI 5\n\tgoto See\n }\n}\n\nActor PoisonWraithFX1\n{\n\tSpeed 16\n\tFastSpeed 20\n\tRadius 10\n\tHeight 6\n\tMass 5\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(15,30)))\n\t/*+NODAMAGETHRUST*/\n\tPoisonDamage 1, 5, 35\n\t+ADDITIVEPOISONDAMAGE\n\t+ADDITIVEPOISONDURATION\n\tDamageType \"Poison\"\n\tPoisonDamageType \"PoisonTrue\"\n\tProjectile\n\t+FLOORCLIP\n\t+PIERCEARMOR\n\tSeeSound \"WraithMissileFire\"\n\tDeathSound \"WraithMissileExplode\"\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tPWRB A 3 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n\t\tPWRB B 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n\t\tPWRB C 3 Bright\n\t\tLoop\n\tDeath:\n\t\tPWRB D 4 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n\t\tPWRB E 4 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n\t\tPWRB F 4 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n\t\tWRBL G 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n\t\tTNT1 A 0 A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(0,90))\n\t\tWRBL H 3 Bright A_SpawnItemEx(\"PoisonWraithFX2\",0,0,1,Random(1.0,1.5),Random(1.0,1.5),0,Random(270,0))\n\t\tWRBL I 3 Bright\n\t\tStop\n\t}\n}\n\nActor PoisonWraithFX2\n{\n Radius 2\n Height 5\n Mass 5\n +NOBLOCKMAP\n +DROPOFF\n +FLOORCLIP\n +NOTELEPORT\n States\n {\n Spawn:\n PWRB JKLMNOP 4 Bright\n Stop\n }\n}\n\nActor PoisonWraithFX3\n{\n Radius 2\n Height 5\n Mass 5\n +NOBLOCKMAP\n +DROPOFF\n +MISSILE\n +FLOORCLIP\n +NOTELEPORT\n DeathSound \"Drip\"\n States\n {\n Spawn:\n PWRB QRS 4 Bright\n Loop\n Death:\n PWRB S 4 Bright\n Stop\n }\n}\n\nActor Ghostie : Wraith\n{\n Health 280\n PainChance 25\n Speed 11\n Height 55\n Mass 75\n Damage 10\n BloodColor \"white\"\n Monster\n +NOGRAVITY\n +DROPOFF\n +FLOAT\n +FLOORCLIP\n +TELESTOMP\n +SHOOTABLE\n +SOLID\n -DONTMORPH\n -DONTBLAST\n -SPECIALFLOORCLIP\n -STAYMORPHED\n -INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n +GHOST\n +SHADOW\n Species \"Wraith\"\n SeeSound \"WraithSight\"\n AttackSound \"WraithAttack\"\n PainSound \"WraithPain\"\n DeathSound \"WraithDeath\"\n ActiveSound \"WraithActive\"\n HitObituary \"%o had %p life stolen by a Wraith.\"\n Obituary \"%o was drained by a Wraith.\"\n DamageType ManaDrain\n Renderstyle Add\n DropItem \"ArtiWhiteFlask\" 16\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tTag \"Ghost\"\n\t+USEKILLSCRIPTS\n States\n {\n Spawn:\n GOST A 0\n GOST A 10 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n GOST B 5 A_WraithInit\n Goto Look\n Idle:\n GOST AB 15 A_Look\n\tLoop\n Look:\n GOST AB 15 A_Look\n Loop\n See:\n GOST ABCD 4 A_WraithChase\n Loop\n Pain:\n GOST A 2\n GOST H 6 A_Pain\n Goto See\n Melee:\n\tStop\n Missile:\n GOST E 6 A_FaceTarget\n GOST F 6\n\tGOST G 0 A_CustomMissile(\"WVSpell1\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell2\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell3\", 32, 0)\n GOST G 6 A_CustomMissile(\"WVSpell4\", 32, 0)\n Goto See\n Death:\n GOST I 4\n GOST J 4 A_Scream\n GOST KL 4\n GOST M 4 A_NoBlocking\n GOST N 4 A_QueueCorpse\n GOST O 4\n GOST PQ 5\n GOST R -1 //A_BossDeath\n Stop\n XDeath:\n GOS2 A 5\n GOS2 B 5 A_Scream\n GOS2 CD 5\n GOS2 E 5 A_NoBlocking\n GOS2 F 5 A_QueueCorpse\n GOS2 G 5\n GOS2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" I 5 A_GenericFreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tGOST R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tGOST RQPONMLKJI 5\n\tgoto See\n }\n}\n\nActor GhostieBuried : WraithBuried\n{\n Height 68\n -SHOOTABLE\n -SOLID\n +DONTMORPH\n +DONTBLAST\n +SPECIALFLOORCLIP\n +STAYMORPHED\n +INVISIBLE\n //+BOSSDEATH\n /*+NODAMAGETHRUST*/\n +GHOST\n +SHADOW\n Species \"Wraith\"\n BloodColor \"White\"\n +NOPAIN\n DamageType ManaDrain\n Renderstyle Add\n DropItem \"ArtiWhiteFlask\" 16\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n HitObituary \"%o had %p life stolen by a Wraith.\"\n Obituary \"%o was drained by a Wraith.\"\n Health 280\n Tag \"Ghost\"\n +USEKILLSCRIPTS\n States\n {\n Spawn:\n\tGOST A 0\n GOST A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n Goto Look\n Idle:\n GOST AB 15 A_Look\n\tLoop\n Look:\n GOST AB 15 A_Look\n Loop\n See:\n GOST A 2 A_WraithRaiseInit\n GOST A 2 A_WraithRaise\n GOST A 2 A_FaceTarget\n GOST BB 2 A_WraithRaise\n Goto See+1\n Chase:\n GOST ABCD 4 A_WraithChase\n Loop\n Pain:\n GOST A 2\n GOST H 6 A_Pain\n Goto Chase\n Melee:\n\tStop\n Missile:\n GOST E 6 A_FaceTarget\n GOST F 6\n\tGOST G 0 A_CustomMissile(\"WVSpell1\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell2\", 32, 0)\n\tGOST G 0 A_CustomMissile(\"WVSpell3\", 32, 0)\n GOST G 6 A_CustomMissile(\"WVSpell4\", 32, 0)\n Goto Chase\n Death:\n GOST I 4\n GOST J 4 A_Scream\n GOST KL 4\n GOST M 4 A_NoBlocking\n GOST N 4 A_QueueCorpse\n GOST O 4\n GOST PQ 5\n GOST R -1 //A_BossDeath\n Stop\n XDeath:\n GOS2 A 5\n GOS2 B 5 A_Scream\n GOS2 CD 5\n GOS2 E 5 A_NoBlocking\n GOS2 F 5 A_QueueCorpse\n GOS2 G 5\n GOS2 H -1 //A_BossDeath\n Stop\n Ice:\n \"----\" I 5 A_GenericFreezeDeath\n \"----\" I 1 A_FreezeDeathChunks\n Wait\n Raise:\n\tGOST R 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,55,0)\n\tGOST RQPONMLKJI 5\n\tgoto See\n }\n}\n\nACTOR WVSpell1\n{\n Speed 20\n\tFastSpeed 25\n Damagetype \"ManaDrain\"\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n Scale 0.35\n Radius 6\n Height 12\n RenderStyle Add\n Alpha 0.75\n PROJECTILE\n //+SEEKERMISSILE\n\t/*+NODAMAGETHRUST*/\n +EXTREMEDEATH\n +DONTREFLECT\n SeeSound \"whiteballbsee\"\n DeathSound \"whiteballbdeth\"\n States\n {\n Spawn:\n\t\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM A 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM D 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM D 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM E 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM E 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM F 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM F 1 Bright A_SeekerMissile(25,10)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tGoto Spawn+33\n Death:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tStop\n }\n}\n\nACTOR WVSpell2 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+48\n }\n}\n\nACTOR WVSpell3 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+36\n }\n}\n\nACTOR WVSpell4 : WVSpell1\n{\n States\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM C 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM D 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM E 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tTNT1 A 0 A_SeekerMissile(25,10)\n\tPSMM F 1 Bright A_BishopMissileWeave\n\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\tGoto Spawn+72\n }\n}\n\nACTOR SLM2Trail\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+NOINTERACTION\n Damage 0\n RenderStyle Add\n Alpha 0.45\n Scale 0.9\n States\n {\n Spawn:\n\tTNT1 A 2\n\tPUF2 BDFHJLNPRTVXZ 1\n\tPUF3 B 1 A_FadeOut(0.2)\n\tWait\n }\n}\n\nActor BishopSpotZ : RandomSpawner Replaces Bishop\n{\n\tGame Hexen\n\tSpawnID 19\n\t+TELESTOMP\n\tDropItem \"NewBishop\" 255 99\n\tDropItem \"Priest\" 255 66\n\tDropItem \"Disciple\" 255 49\n\tDropItem \"Vampire\" 255 41\n}\n\nActor NewBishop : Bishop// Replaces Bishop\n{\n\tSpecies \"Bishop\"\n\tPainChance \"Convert\", 255\n\tdropitem \"ArtiOrangeFlask\" 32\n\tDropItem \"Armour4\" 8\n\tdropitem \"ReagentGreen\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\t-NOTARGETSWITCH\n\t-NOBLOOD\n\tHealth 160\n\tDamagetype \"Holy\"\n\tBloodtype \"EtherealBloodGreen\"\n\tTag \"Dark Bishop\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\t\tSpawn:\n\t\tBISH A 0\n\t\tBISH A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)//increase health on higher difficulties\n\tIdle:\n\t\tBISH A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBISH A 2 A_Chase\n\t\tBISH A 0 A_BishopDecide\n\t\tBISH A 2 A_BishopChase\n\t\tBISH A 2 A_BishopDecide\n\t\tBISH B 2 A_BishopChase\n\t\tBISH A 0 A_BishopDecide\n\t\tBISH B 2 A_Chase\n\t\tBISH A 0 A_BishopDecide\n\t\tBISH B 2 A_BishopChase\n\t\tBISH A 0 A_BishopDecide\n\t\tLoop\n\tBlur:\n\t\tBISH A 2 A_BishopDoBlur\n\t\tBISH A 4 A_BishopSpawnBlur\n\t\tWait\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,30),\"ConvertMe\")\n\t\tgoto Pain\n\t\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\t\tBlur:\n\t\tBISH A 2 A_BishopDoBlur\n\t\tBISH A 4 A_BishopSpawnBlur\n\t\tWait\n\tPain:\n\t\tBISH C 6 A_Pain\n\t\tBISH CCC 6 A_BishopPainBlur\n\t\tBISH C 0\n\t\tGoto See\n\tMissile:\n\t\tBISH A 3 A_FaceTarget\n\t\tBISH DE 3 A_FaceTarget\n\t\tBISH F 3 A_BishopAttack\n\t\tBISH F 5 A_BishopAttack2\n\t\tWait\n\tDeath:\n\t\tBISH G 6\n\t\tBISH H 6 BRIGHT A_Scream\n\t\tBISH I 5 BRIGHT A_NoBlocking\n\t\tBISH J 5 BRIGHT A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(25,40)),128,XF_NOTMISSILE)\n\t\tBISH K 5 BRIGHT\n\t\tBISH LM 4 BRIGHT\n\t\tBISH N 4 A_CustomMissile(\"BishopPuff\",40,0,0,2)\n\t\tBISH O 4 A_QueueCorpse\n\t\tBISH P -1 //A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" C 5 A_GenericFreezeDeath\n\t\t\"----\" C 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBISH O 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)\n\t\tBISH ON 5\n\t\tBISH MLKJIH 5 Bright\n\t\tBISH G 5\n\t\tgoto See\n\t}\n}\n\nActor HeresiarchNewBishop : NewBishop\n{\n\tDropItem \"Mana3\" 64\n\tStates\n\t{\n\tSpawn:\n\t\tBISH A 0\n\t\tBISH A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,WOC_MINIONSUMMON)\n\t\tBISH P 4\n\t\tBISH ON 4\n\t\tBISH MLKJIH 3\n\t\tBISH G 3\n\t\tGoto Idle\n\tRaise:\n\t\tBISH O 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,WOC_MINIONSUMMON)\n\t\tBISH ON 5\n\t\tBISH MLKJIH 5 Bright\n\t\tBISH G 5\n\t\tgoto See\n\t}\n}\n\nActor NewBishopFX : BishopFX replaces BishopFX\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,4)))\n\tFastSpeed 15\n\t/*+NODAMAGETHRUST*/\n\t-STRIFEDAMAGE\n\tDamagetype \"Holy\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPFX ABAB 1 Bright A_BishopMissileWeave\n\t\tBPFX B 0 Bright A_SeekerMissile(2, 3, SMF_PRECISE)\n\t\tLoop\n\tDeath:\n\t\tBPFX CDEF 4 Bright\n\t\tBPFX GH 3 Bright\n\t\tStop\n\t}\n}\n\n//Acolyte\n\nActor Priest : Bishop// replaces Bishop\n{\n\tHealth 160\n\tRadius 22\n\tHeight 65\n\tSpeed 10\n\tPainChance 110\n\tSpecies \"Bishop\"\n\tMonster\n\t+FLOAT\n\t+NOTARGET\n\t+NOGRAVITY\n\t+TELESTOMP\n\t+DONTOVERLAP\n\t-NOTARGETSWITCH\n\t+TELESTOMP\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\t-NOBLOOD\n\tSeeSound \"BishopSight\"\n\tAttackSound \"BishopAttack\"\n\tPainSound \"BishopPain\"\n\tDeathSound \"BishopDeath\"\n\tActiveSound \"BishopActiveSounds\"\n\tObituary \"%o succumbed to a Acolyte's dark power.\"\n\tdropitem \"ArtiOrangeFlask\" 32\n\tdropitem \"ReagentRed\" 64\n\tDropItem \"Armour8\" 16\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDamagetype \"Holy\"\n\tBloodtype \"EtherealBloodYellow\"\n\tTag \"Dark Acolyte\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tSpawn:\n\t\tACOL A 0\n\t\tACOL A 0 A_GiveInventory(\"FriendlyInDisguise\")\n\t\tACOL A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)//increase health on higher difficulties\n\tIdle:\n\t\tACOL A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tACOL A 0 A_ChangeFlag (\"Friendly\", 1)\n\t\tACOL A 2 A_Chase\n\t\tACOL A 0 A_BishopDecide\n\t\tACOL A 2 A_BishopChase\n\t\tACOL A 2 A_BishopDecide\n\t\tACOL B 2 A_BishopChase\n\t\tACOL A 0 A_BishopDecide\n\t\tACOL B 2 A_Chase\n\t\tACOL A 0 A_BishopDecide\n\t\tACOL B 2 A_BishopChase\n\t\tACOL A 0 A_BishopDecide\n\t\tLoop\n\tBlur:\n\t\tACOL A 2 A_BishopDoBlur\n\t\tACOL AAA 4 A_SpawnItem(\"AcolyteBlur\")\n\t\tTNT1 A 0 A_Jump(256,1,2,3)\n\t\tACOL AA 4 A_SpawnItem(\"AcolyteBlur\")\n\t\tTNT1 A 0 Thing_Stop(0)\n\t\tTNT1 A 0 A_SpawnItem(\"AcolyteBlur\")\n\t\tGoto See\n\tMissile:\n\t\tACOL A 3 A_FaceTarget\n\t\tACOL DE 3 A_FaceTarget\n\t\tACOL F 3 A_PlaySound(\"BishopAttack\")\n\t\tTNT1 A 0 A_Jump(256,2,4,6,8)\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 5 A_CustomMissile(\"AcolyteFX\",32)\n\t\tACOL F 0 Acs_ExecuteAlways(WOC_HEALTARGET,0,ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,20))\n\t\tACOL F 0 A_ClearTarget\n\t\tGoto See\n\tPain:\n\t\tACOL C 6 A_Pain\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tACOL C 6 A_SpawnItemEx(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tACOL C 6 A_SpawnItemEx(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tACOL C 6 A_SpawnItemEX(\"AcolytePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tGoto See\n\tDeath:\n\t\tACOL G 6\n\t\tACOL H 6 Bright A_Scream\n\t\tACOL I 5 Bright A_NoBlocking\n\t\tACOL J 5 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(25,40)),128,XF_NOTMISSILE)\n\t\tACOL K 5 Bright\n\t\tACOL LM 4 Bright\n\t\tACOL N 4 A_SpawnItemEx(\"BishopPuff\", 0,0,40, 0,0,0.5)\n\t\tACOL O 4 A_QueueCorpse\n\t\tACOL P -1 //A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" C 5 A_GenericFreezeDeath\n\t\t\"----\" C 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor AcolytePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n ACOL C 8\n Stop\n }\n}\n\nActor AcolyteBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n ACOL A 16\n ACOL A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nActor AcolyteFX\n{\n Radius 10\n Height 6\n Speed 10\n Damagetype \"AcolyteHealing\"\n Projectile\n +SEEKERMISSILE\n +FOILINVUL\n /*+NODAMAGETHRUST*/\n +PAINLESS\n RenderStyle Add\n Alpha 0.67\n DeathSound \"BishopMissileExplode\"\n States\n {\n Spawn:\n CFX1 AB 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(90,90,SMF_PRECISE)\n\t CFX1 AB 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(90,90,SMF_PRECISE)\n loop\n Death:\n CFX1 CDEF 4 Bright\n\t CFX1 GH 3 Bright\n stop\n }\n}\n\nACTOR Vampire : Bishop\n{\nHealth 200\nPainChance 170\nSeeSound \"vampire/see\"\nDeathSound \"vampire/death\"\nPainSound \"vampire/pain\"\nMONSTER\n+DONTHURTSPECIES\n+TELESTOMP\n//+BOSSDEATH\n/*+NODAMAGETHRUST*/\n-NOTARGETSWITCH\n-NOBLOOD\ndropitem \"ArtiOrangeFlask\" 32\n dropitem \"ArtiBlackFlask\" 8\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 64\n DropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\nPainChance \"Convert\", 255\nSpecies \"Bishop\"\nObituary \"A Vampire drained all of %o's life.\"\nTag \"Vampire\"\n+USEKILLSCRIPTS\nStates\n {\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Spawn:\n\t\tVAM1 A 0\n\t\tVAM1 A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)//increase health on higher difficulties\n Goto Idle\n\t Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,30),\"ConvertMe\")\n\tgoto Pain\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n\tIdle:\n\t\tVAM1 AB 10 A_Look\n Loop\n See:\n VAM1 A 2 A_Chase\n\t\tVAM1 A 0 A_BishopDecide\n\t\tVAM1 A 2 A_BishopChase\n\t\tVAM1 A 2 A_BishopDecide\n\t\tVAM1 B 2 A_BishopChase\n\t\tVAM1 A 0 A_BishopDecide\n\t\tVAM1 B 2 A_Chase\n\t\tVAM1 A 0 A_BishopDecide\n\t\tVAM1 B 2 A_BishopChase\n\t\tVAM1 A 0 A_BishopDecide\n\t\tLoop\n Blur:\n\t VAM1 A 2 A_BishopDoBlur\n\t VAM1 AAA 4 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 A_Jump(256,1,2,3)\n\t VAM1 AA 4 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 Thing_Stop(0)\n\t TNT1 A 0 A_SpawnItem(\"VampireBlur\")\n\t TNT1 A 0 A_Jump(97,\"Missile\")\n\t Goto See\n Missile:\n\t TNT1 A 0 A_JumpIfCloser(64,1)\n\t Goto Missile+5\n\t VAM1 ADE 3 Bright A_FaceTarget\n\t VAM1 F 3 Bright A_BishopAttack\n\t Goto See\n\t VAM1 X 1 Bright A_Jump(96,26)\n VAM1 X 8 Bright A_FaceTarget\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VampCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t TNT1 AAAAAAAAA 0 A_CustomMissile(\"BatAttack\",Random(8,64),Random(-32,32),Random(20,-20),1)\n\t VAM1 Y 8 Bright A_CustomMissile(\"BatAttack\",Random(8,64),Random(-32,32),Random(20,-20),1)\n Goto See\n VAM1 E 8 Bright A_FaceTarget\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n VAM1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 Bright A_CustomMissile(\"VampireRoundBeam\",32,0,0,1)\n Goto See\n Pain:\n VAM1 C 6 A_Pain\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEx(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEx(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t TNT1 A 0 A_Jump(64,\"Blur\")\n\t VAM1 C 6 A_SpawnItemEX(\"VampirePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n Goto See\n Death:\n VAM1 G 8 A_Scream\n VAM1 H 5 Bright\n VAM1 I 5 Bright A_NoBlocking\n\t TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VampCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n\t TNT1 A 0 A_Jump(128,3)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),1)\n\t TNT1 A 0 A_Jump(256,2)\n\t TNT1 A 0 A_SpawnItemEx(\"BatAttack\", 0, 0, 30, random(-8, 8), random(-8, 8),-1)\n VAM1 J 5 Bright\n VAM1 KLM 5 Bright\n VAM1 N 5\n VAM1 O 5\n VAM1 P -1 //A_BossDeath\n Stop\n\tIce:\n\t\t\"----\" C 5 A_GenericFreezeDeath\n\t\t\"----\" C 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tVAM1 O 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)\n\t\tVAM1 ON 5\n\t\tVAM1 MLKJIH 5 Bright\n\t\tVAM1 G 5\n\t\tgoto See\n\t}\n}\n\nActor VampirePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY +DONTBLAST\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n VAM1 C 8\n Stop\n }\n}\n\nActor VampireBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +CLIENTSIDEONLY +DONTBLAST\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n VAM1 A 16\n VAM1 A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nACTOR VampireRoundBeam\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 10\n\tFastSpeed 15\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,4)))\n\tDamagetype \"Shadow\"\n\t/*+NODAMAGETHRUST*/\n\tScale 0.50\n\tPROJECTILE\n\t+FLOATBOB\n\tRenderstyle Add\n\t+SeekerMissile\n\tStates\n\t{\n\tSpawn:\n\t\tVAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t\tVAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t\tVAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t\tVAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t\tVAM2 A 0 Bright A_PlaySound(\"vampire/beam\")\n\t\tVAM2 A 1 Bright A_CStaffMissileSlither\n\t\tVAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tVAM2 A 1 Bright A_CStaffMissileSlither\n\t\tVAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tVAM2 A 1 Bright A_CStaffMissileSlither\n\t\tVAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tVAM2 A 1 Bright A_CStaffMissileSlither\n\t\tVAM2 A 0 Bright A_SpawnItemEx(\"VampireRoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tVAM2 A 0 Bright A_SeekerMissile(5,5,SMF_PRECISE)\n\t\tloop\n\tDeath:\n\t\tVAM2 CDEFGH 3 Bright\n\t\tstop\n\t}\n}\n\nACTOR VampireRoundBeamTrail\n{\n Radius 2\n Height 4\n RENDERSTYLE ADD\n ALPHA 0.67\n Scale 0.50\n PROJECTILE\n +CLIENTSIDEONLY +DONTBLAST\n +FLOATBOB\n +NOINTERACTION\n +DONTSPLASH\n SeeSound \"monster/acosht\"\n DeathSound \"monster/acohit\"\n States\n {\n Spawn:\n\t VAM2 A 1 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nactor VampireBloodBoom\n{\n game Doom\n scale 0.75\n health 1\n radius 8\n height 1\n mass 1\n +CORPSE\n +CLIENTSIDEONLY +DONTBLAST\n +NOTELEPORT\n +NOBLOCKMAP\n states\n {\n Spawn:\n TNT1 A 0\n VAB1 A 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 A 1\n VAB1 A 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 A 1\n VAB1 B 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 B 1\n VAB1 B 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 B 1\n VAB1 C 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 C 1\n VAB1 C 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 C 1\n VAB1 D 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 D 1\n VAB1 D 1 A_SpawnItemEx(\"VampireBloodTrail\",0,0,0,1,0,0,0,128)\n VAB1 D 1\n loop\n Crash:\n TNT1 A 1 A_SpawnItemEx(\"VampireBloodSpot\",0,0,0,1,0,0,0,128)\n stop\n }\n}\n\nactor VampireBloodSpot\n{\n game Doom\n radius 12\n height 2\n mass 1\n +NOTELEPORT\n -NOBLOCKMAP\n +CLIENTSIDEONLY +DONTBLAST\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"vampireblood\")\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n VAB3 A 750\n stop\n VAB3 B 750\n stop\n VAB3 C 750\n stop\n VAB3 D 750\n stop\n }\n}\n\nactor VampireBloodTrail\n{\n\tgame Doom\n\tscale 0.70\n\tmass 1\n\t+LOWGRAVITY\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY +DONTBLAST\n\tstates\n\t{\n\tSpawn:\n\t\tVAB2 A 4\n\t\tVAB2 B 4\n\t\tVAB2 C 4\n\t\tVAB2 D 4\n\t\tstop\n\t}\n}\n\nACTOR BatAttack\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 12\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,8)))\n\tDamagetype \"Shadow\"\n\t/*+NODAMAGETHRUST*/\n\tPROJECTILE\n\t+Randomize\n\t+NoGravity\n\t//+Float\n\tseesound \"vampire/bats\"\n\tstates\n\t{\n\tSpawn:\n\t\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\t\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\t\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\t\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\t\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\t\tGoto death\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 A 2 A_SetTranslucent(0.9)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 B 2 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 C 2 A_SetTranslucent(0.7)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 A 2 A_SetTranslucent(0.6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 B 2 A_SetTranslucent(0.5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 C 2 A_SetTranslucent(0.4)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 A 2 A_SetTranslucent(0.3)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 B 2 A_SetTranslucent(0.2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tVAM4 C 2 A_SetTranslucent(0.1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\t\tStop\n\t}\n}\n\nACTOR BatTrail\n{\n Radius 8\n Height 16\n RenderStyle Add\n Alpha 0.8\n Scale 0.3\n PROJECTILE\n +Randomize\n +CLIENTSIDEONLY +DONTBLAST\n +NoGravity\n +Float\n states\n {\n Spawn:\n VAM5 ABCDEFGHI 3 BRIGHT\n Goto death\n Death:\n\tVAM5 I 1\n Stop\n }\n}\n\nActor VampCloudSpawner\n{\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +CLIENTSIDEONLY +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"VampCloud\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))\n Stop\n }\n}\n\nActor VampCloud\n{\n renderstyle translucent\n alpha 0.9\n Scale 0.5\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +CLIENTSIDEONLY +DONTBLAST\n States\n {\n Spawn:\n VAM6 A 0\n VAM6 A 0 A_Jump(128, 6)\n VAM6 ABCDE 3 A_FadeOut(0.05)\n Goto Spawn+1\n VAM6 F 0 A_Jump(128, 6)\n VAM6 FGHIJ 3 A_FadeOut(0.05)\n Goto Spawn+7\n VAM6 KLMNO 3 A_FadeOut(0.05)\n Goto Spawn+12\n }\n}\n\nActor BatCloudSpawner\n{\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +CLIENTSIDEONLY +DONTBLAST\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"BatCloud\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))\n Stop\n }\n}\n\nActor BatCloud\n{\n renderstyle translucent\n alpha 0.9\n Scale 0.2\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +CLIENTSIDEONLY +DONTBLAST\n +NONSHOOTABLE\n States\n {\n Spawn:\n VAM6 A 0\n VAM6 A 0 A_Jump(128, 6)\n VAM6 ABCDE 3 A_FadeOut(0.10)\n Goto Spawn+1\n VAM6 F 0 A_Jump(128, 6)\n VAM6 FGHIJ 3 A_FadeOut(0.10)\n Goto Spawn+7\n VAM6 KLMNO 3 A_FadeOut(0.10)\n Goto Spawn+12\n }\n}\n\nACTOR BatAttackSafe\n{\n Radius 8\n Height 16\n Speed 15\n Damage 0\n PROJECTILE\n +Randomize\n +NoGravity\n +Float\n seesound \"vampire/bats\"\n states\n {\n Spawn:\n VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n\tVAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx(\"BatTrail\")\n Goto death\n Death:\n TNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n VAM4 A 2 A_SetTranslucent(0.9)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.8)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.7)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.6)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.5)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.4)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 A 2 A_SetTranslucent(0.3)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 B 2 A_SetTranslucent(0.2)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n\tVAM4 C 2 A_SetTranslucent(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"BatCloudSpawner\", 0, 0, 30, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor Disciple : Bishop\n{\n\tHealth 220\n\tRadius 22\n\tHeight 65\n\tSpeed 10\n\tPainChance 110\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+TELESTOMP\n\t+DONTOVERLAP\n\t-NOTARGETSWITCH\n\t//+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\t-NOBLOOD\n\tSpecies \"Bishop\"\n\tSeeSound \"BishopSight\"\n\tAttackSound \"BishopAttack\"\n\tPainSound \"BishopPain\"\n\tDeathSound \"BishopDeath\"\n\tActiveSound \"BishopActiveSounds\"\n\tdropitem \"ArtiOrangeFlask\" 32\n\tdropitem \"ArtiPurpleFlask\" 8\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tObituary\"%o succumbed to a Disciple's dark power.\"\n\tDamagetype \"Arcane\"\n\tBloodtype \"EtherealBloodPurple\"\n\tTag \"Dark Disciple\"\n\t+USEKILLSCRIPTS\n\tStates\n\t{\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tSpawn:\n\t\tHDIS A 0\n\t\tHDIS A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,0)//increase health on higher difficulties\n\tIdle:\n\t\tHDIS A 10 A_Look\n Loop\n\tSee:\n HDIS A 0 A_ChangeFlag(\"GHOST\",0)\n\t HDIS A 0 A_SetTranslucent(1,0)\n HDIS A 2 A_Chase\n\t\tHDIS A 0 A_BishopDecide\n\t\tHDIS A 2 A_BishopChase\n\t\tHDIS A 2 A_BishopDecide\n\t\tHDIS B 2 A_BishopChase\n\t\tHDIS A 0 A_BishopDecide\n\t\tHDIS B 2 A_Chase\n\t\tHDIS A 0 A_BishopDecide\n\t\tHDIS B 2 A_BishopChase\n\t\tHDIS A 0 A_BishopDecide\n\t\tLoop\n\tBlur:\n\t\tHDIS A 0 A_ChangeFlag(\"GHOST\",1)\n\t\tHDIS A 0 A_SetTranslucent(0.8,0)\n\t\tHDIS A 2 A_BishopDoBlur\n\t\tHDIS AAA 4 A_SpawnItem(\"DiscipleBlur\")\n\t\tTNT1 A 0 A_Jump(256,1,2,3)\n\t\tHDIS AA 4 A_SpawnItem(\"DiscipleBlur\")\n\t\tHDIS A 0 A_ChangeFlag(\"GHOST\",0)\n\t\tHDIS A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 Thing_Stop(0)\n\t\tTNT1 A 0 A_SpawnItem(\"DiscipleBlur\")\n\t\tTNT1 A 0 A_Jump(97,\"Missile\")\n\t\tGoto See\n\tMissile:\n\t\tHDIS A 3 A_FaceTarget\n\t\tHDIS DE 3 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(64,1)\n\t\tGoto Missile+5\n\t\tHDIS F 3 A_BishopAttack\n\t\tGoto See\n\t\tHDIS F 3 A_PlaySound(\"BishopAttack\")\n\t\tTNT1 A 0 A_Jump(256,1,4,7,10)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,-60,1)\n\t\tTNT1 A 0 A_CustomMissile(\"DiscipleSpreadFX\",32,0,60,1)\n\t\tHDIS F 5 A_CustomMissile(\"DiscipleFX\",32)\n\t\tGoto See\n\tPain:\n\t\tHDIS A 0 A_ChangeFlag(\"GHOST\",0)\n\t\tHDIS A 0 A_SetTranslucent(1,0)\n\t\tHDIS C 6 A_Pain\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tHDIS C 6 A_SpawnItemEx(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tHDIS C 6 A_SpawnItemEx(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tTNT1 A 0 A_Jump(64,\"Blur\")\n\t\tHDIS C 6 A_SpawnItemEX(\"DisciplePainBlur\",Random(-10,10),Random(-10,10),Random(-10,10))\n\t\tGoto See\n\tDeath:\n\t\tHDIS A 0 A_ChangeFlag(\"GHOST\",0)\n\t\tHDIS A 0 A_SetTranslucent(1,0)\n\t\tHDIS G 6\n\t\tHDIS H 6 Bright A_Scream\n\t\tHDIS I 5 Bright A_NoBlocking\n\t\tHDIS J 5 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",ACTIVATOR,FRandom(25,40)),128,XF_NOTMISSILE)\n\t\tHDIS K 5 Bright\n\t\tHDIS LM 4 Bright\n\t\tHDIS N 4 A_SpawnItemEx(\"BishopPuff\", 0,0,40, 0,0,0.5)\n\t\tHDIS O 4 A_QueueCorpse\n\t\tHDIS P -1 //A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" C 5 A_GenericFreezeDeath\n\t\t\"----\" C 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHDIS O 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,56,0)\n\t\tHDIS ON 5\n\t\tHDIS MLKJIH 5 Bright\n\t\tHDIS G 5\n\t\tgoto See\n\t}\n}\n\nActor DisciplePainBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n HDIS C 8\n Stop\n }\n}\n\nActor DiscipleBlur\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n Spawn:\n HDIS A 16\n HDIS A 8 A_SetTranslucent(0.4)\n Stop\n }\n}\n\nActor DiscipleFX\n{\n\tRadius 10\n\tHeight 6\n\tSpeed 10\n\tFastSpeed 15\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(1,4)))\n\tProjectile\n\t/*+NODAMAGETHRUST*/\n\t+SEEKERMISSILE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tRenderStyle Add\n\tDeathSound \"BishopMissileExplode\"\n\tDamagetype \"Arcane\"\n\tStates\n\t{\n\tSpawn:\n\t\tHDFX ABAB 1 Bright A_BishopMissileWeave\n\t\tTNT1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)\n\t\tloop\n\tDeath:\n\t\tHDFX CDEF 4 Bright\n\t\tHDFX GH 3 Bright\n\t\tstop\n\t}\n}\n\nActor DiscipleSpreadFX : DiscipleFX\n{\n States\n {\n Spawn:\n HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX A 1 Bright A_BishopMissileWeave\n\t TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n\t HDFX B 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(2,9,SMF_PRECISE)\n HDFX ABAB 1 Bright A_BishopMissileWeave\n TNT1 A 0 A_SeekerMissile(2,3,SMF_PRECISE)\n Goto Spawn+16\n Death:\n HDFX CDEF 4 Bright\n\t HDFX GH 3 Bright\n stop\n }\n}\n\nACTOR NewDragon : Dragon Replaces Dragon\n{\nHealth 4800\n+TELESTOMP\nSpeed 20\nDamageFactor \"Deathblow\", 0\n+NOTARGET\n+NOPAIN\n+LOOKALLAROUND\nDamagefactor \"PoisonCloud\", 0.25\nDropItem \"AccessoryRandomSpawner\" 16\nDamagetype \"Physical\"\nTag \"Death Wyvern\"\n+USEKILLSCRIPTS\n States\n {\n Spawn:\n\tDRAG D 0\n\tDRAG D 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,65,WOC_BOSS)\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 0 A_CustomMissile(\"DragonFireball\")\n\tDRAG E 0 A_SpidRefire\n\tDRAG E 0 A_Wander\n\tDRAG E 2 A_FaceTarget\n\tDRAG E 0 A_Wander\n\tDRAG E 2 A_FaceTarget\n\tDRAG E 0 A_Wander\n\tDRAG E 2 A_FaceTarget\n\tDRAG E 0 A_Wander\n\tDRAG E 2 A_FaceTarget\n\tDRAG E 0 A_Jump(128, \"See\")\n Loop\n Pain:\n DRAG F 10 A_DragonPain\n Goto See+3\n Death:\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 NewDragonFireBall : DragonFireBall replaces DragonFireball\n{\n\tDamage (ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,FRandom(17,37)))\n\t/*+NODAMAGETHRUST*/\n}\n\nActor NewDragonExplosion : DragonExplosion replaces DragonExplosion\n{\n\t/*+NODAMAGETHRUST*/\n\tStates\n\t{\n\tSpawn:\n CFCF Q 1 Bright\n CFCF Q 4 Bright A_UnHideThing\n CFCF R 3 Bright A_Scream\n CFCF S 4 Bright\n CFCF T 3 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,80), 128, 0)\n CFCF U 4 Bright\n CFCF V 3 Bright\n CFCF W 4 Bright\n CFCF X 3 Bright\n CFCF Y 4 Bright\n CFCF Z 3 Bright\n Stop\n }\n}\n\nActor NewDart : Dart replaces Dart\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Physical\"\n}\n\nActor NewPoisonDart : PoisonDart replaces PoisonDart\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\tDamagetype \"Poison\"\n\tPoisonDamageType \"PoisonTrue\"\n\t/*+NODAMAGETHRUST*/\n}\n\nActor NewProjectileBlade : ProjectileBlade replaces ProjectileBlade\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Physical\"\n}\n\nActor NewRipperBall : RipperBall replaces RipperBall\n{\n\t+THRUGHOST\n\t+WINDTHRUST\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Physical\"\n\tStates\n\t{\n\tDeath:\n\t\tCFCF Q 4 Bright A_SetTranslucent(1,1)\n\t\tCFCF R 3 Bright\n\t\tCFCF S 4 Bright\n\t\tCFCF T 3 Bright\n\t\tCFCF U 4 Bright\n\t\tCFCF V 3 Bright\n\t\tCFCF W 4 Bright\n\t\tCFCF X 3 Bright\n\t\tCFCF Y 4 Bright\n\t\tCFCF Z 3 Bright\n\t\tStop\n\t}\n}\n\nActor NewSorcFX1 : SorcFX1 replaces SorcFX1\n{\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Fire\"\n\tRenderstyle Add\n\tSpeed 10\n\tStates\n\t{\n\tDeath:\n FX13 I 2 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,60), 128, 0)\n FX13 JKLM 2 Bright\n Stop\n }\n}\n\nActor NewSorcFX3 : SorcFX3 replaces SorcFX3\n{\n\t/*+NODAMAGETHRUST*/\n\t+DONTFALL\n\tStates\n {\n Spawn:\n\t\tSBS3 ABC 2 Bright\n\t\tLoop\n Death:\n\t\tSBS3 A 2 Bright A_SetTranslucent(1,1)\n\t\tSBS3 A 0 Bright A_SpawnItemEx(\"HeresiarchNewBishop\",0,0,0,0,0,0,SXF_SETMASTER)\n\t\tSBS3 DEFGH 2 Bright\n\t\tStop\n }\n}\n\nActor NewSorcFX4 : SorcFX4 replaces SorcFX4\n{\n\t//Renderstyle Add\n\t/*+NODAMAGETHRUST*/\n\tDamagetype \"Arcane\"\n\tSpeed 20\n\tStates\n\t{\n\tDeath:\n SBS4 D 0 Bright A_SetTranslucent(1,1)\n SBS4 D 2 Bright A_Explode(ACS_NamedExecuteWithResult(\"WOC Monster Damage Scale\",WOCTARGET,40), 128, 0)\n SBS4 EFGH 2 Bright\n Stop\n }\n}\n\nActor NewKorax : Korax replaces Korax\n{\n\tHealth 100000\n\tDamagefactor \"PoisonCloud\", 0.25\n\tDamageFactor \"Deathblow\", 0\n\tPainChance 0\n\t+NEVERRESPAWN\n\t+NOTARGET\n\t+NOPAIN\n\t+NOFEAR\n\t+LOOKALLAROUND\n\tBloodColor \"0 78 0\"\n\tTag \"Korax\"\n\t+USEKILLSCRIPTS\n\tStates\n {\n\tSpawn:\n\t\tKORX A 0\n\t\tKORX A 0 ACS_NamedExecuteAlways(\"WOC Monster Init\",0,115,WOC_BOSS)\n\tIdle:\n\t\tKORX A 5 A_Look\n\t\tLoop\n\tDeath:\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_KoraxBonePop\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\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "PLAYERS.txt",
"contents": "Actor BasePlayerPawn : PlayerPawn\n{\n\tSpecies \"Player\"\n\tRadius 16\n\tHeight 64\n\tPainChance 256\n\tSpeed 1\n\n\t+NOSKIN\n\t+THRUSPECIES\n\t+NOICEDEATH\n\t+DONTBLAST\n\t-NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+QUICKTORETALIATE\n\t+NOTHRUSTWHENINVUL\n\n\tPlayer.JumpZ 9\n\tPlayer.Viewheight 48\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.MaxHealth 99999\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DamageScreenColor \"Black\", 0\n\n\tRadiusDamageFactor 0.25\n\tDamageFactor AcolyteHealing, 0\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n}\n\n//----------------------------MODIFIED CLASSES\nActor NewFighterPlayer : BasePlayerPawn Replaces FighterPlayer\n{\n\tHealth 130\n\tPlayer.SpawnClass \"Fighter\"\n\tPlayer.DisplayName \"Fighter\"\n\tPlayer.Portrait \"P_FWALK1\"\n\tPlayer.SoundClass \"fighter\"\n\tPlayer.ScoreIcon \"FITEFACE\"\n\tPainSound \"PlayerFighterPain\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 130\n\tPlayer.StartItem \"CurrentMaxArmor\", 120\n\tPlayer.StartItem \"ImAFighter\"\n\tPlayer.StartItem \"SpikedGauntlets\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",22\n\tPlayer.StartItem \"Rolling\", 6\n\tPlayer.StartItem \"Strength\",15\n\tPlayer.StartItem \"Agility\",12\n\tPlayer.StartItem \"Constitution\",15\n\tPlayer.StartItem \"Wisdom\",5\n\tPlayer.StartItem \"Intellect\",5\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 246, 254\n\tStates\n\t{\n\tSpawn:\n\t\tFIGH A -1\n\t\tLoop\n\tSee:\n\t\tFIGH A 0 A_JumpIfInventory(\"IsVanguard\",1,\"SeeVanguard\")\n\t\tFIGH ABCD 4\n\t\tGoto Spawn\n\tSeeVanguard:\n\t\tFIGH A 0 A_GiveInventory(\"PresenceItem\")\n\t\tFIGH ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tFIGH E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tFIGH EF 8\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tFIGH G 4\n\t\tFIGH G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tFIGH G 0 A_TakeInventory(\"Mana1\", 5)\n\t\tFIGH G 0 A_TakeInventory(\"Mana2\", 5)\n\t\tGoto Pain.Holy\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfHealthLower(-ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"XDeathAnim\")\n\t\tFIGH H 6\n\t\tFIGH I 6 A_PlayerScream\n\t\tFIGH JK 6\n\t\tFIGH L 6 A_NoBlocking\n\t\tFIGH M 6\n\t\tFIGH N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\tXDeathAnim:\n\t\tFIGH O 0 A_SpawnItem(\"GIBBER\")\n\t\tFIGH O 5 A_PlayerScream\n\t\tFIGH P 5 //A_SkullPop(\"BloodyFighterSkull\")\n\t\tFIGH R 5 A_NoBlocking\n\t\tFIGH STUV 5\n\t\tFIGH W -1\n\t\tStop\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"BarbarianIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH A 5 BRIGHT A_PlaySound(\"*burndeath\")\n\t\tFDTH B 4 BRIGHT\n\t\tFDTH G 5 BRIGHT\n\t\tFDTH H 4 BRIGHT A_PlayerScream\n\t\tFDTH I 5 BRIGHT\n\t\tFDTH J 4 BRIGHT\n\t\tFDTH K 5 BRIGHT\n\t\tFDTH L 4 BRIGHT\n\t\tFDTH M 5 BRIGHT\n\t\tFDTH N 4 BRIGHT\n\t\tFDTH O 5 BRIGHT\n\t\tFDTH P 4 BRIGHT\n\t\tFDTH Q 5 BRIGHT\n\t\tFDTH R 4 BRIGHT\n\t\tFDTH S 5 BRIGHT A_NoBlocking\n\t\tFDTH T 4 BRIGHT\n\t\tFDTH U 5 BRIGHT\n\t\tFDTH V 4 BRIGHT\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor BarbarianIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tFIGH G 0\n\t\tFIGH G 0 A_Die(\"Ice\")\n\t\tFIGH G 1 A_IceGuyDie\n\t\tFIGH G -1\n\t\tStop\n\tIce:\n\t\tFIGH G 5 A_GenericFreezeDeath\n\t\tFIGH G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewClericPlayer : BasePlayerPawn Replaces ClericPlayer\n{\n\tHealth 100\n\tPainSound \"PlayerClericPain\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.DisplayName \"Cleric\"\n\tPlayer.SoundClass \"cleric\"\n\tPlayer.ScoreIcon \"CLERFACE\"\n\tPlayer.Portrait \"P_CWALK1\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.StartItem \"ImACleric\"\n\tPlayer.StartItem \"MaceOfContrition\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",37\n\tPlayer.StartItem \"Strength\",12\n\tPlayer.StartItem \"Agility\",8\n\tPlayer.StartItem \"Constitution\",13\n\tPlayer.StartItem \"Wisdom\",8\n\tPlayer.StartItem \"Intellect\",7\n\tPlayer.StartItem \"Charisma\",14\n\tPlayer.StartItem \"CurrentMaxHealth\", 100\n\tPlayer.StartItem \"CurrentMaxArmor\", 100\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tstates\n\t{\n\tSpawn:\n\t\tCLER A -1\n\t\tLoop\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 1 A_SpawnItemEx(\"CrusaderIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tCLER G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tCLER G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain.Holy\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tCLER H 0 A_JumpIfInventory(\"Retribution\", random(1,10), 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_CustomMissile(\"RetributionBall\")//A_TakeInventory(\"ClericArmorBonus\", 1)\n\t\t/*CLER H 0 A_JumpIfInventory(\"IsInquisitor\", 1, 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_GiveInventory(\"MP\",ACS_NamedExecuteWithResult(\"WOC Player Scale\", 1, CONSTITUTION, 0, ACTIVATOR))//A_TakeInventory(\"ClericArmorBonus\", 1)*/\n\t\tCLER H 4\n\t\tCLER H 4 A_Pain\n\t\tGoto Spawn\n\tSee:\n\t\tCLER ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tCLER E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tCLER EF 5\n\t\tCLER G 6\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfHealthLower(-ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"XDeathAnim\")\n\t\tCLER I 6\n\t\tCLER J 6 A_PlayerScream\n\t\tCLER KL 6\n\t\tCLER M 6 A_NoBlocking\n\t\tCLER NOP 6\n\t\tCLER Q -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\tXDeathAnim:\n\t\tCLER R 0 A_SpawnItem(\"GIBBER\")\n\t\tCLER R 5 A_PlayerScream\n\t\tCLER S 5\n\t\tCLER T 5 A_NoBlocking\n\t\tCLER UVWXYZ 5\n\t\tCLER [ -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH C 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH D 4 Bright\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor CrusaderIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tCLER H 0\n\t\tCLER H 0 A_Die(\"Ice\")\n\t\tCLER H 1 A_IceGuyDie\n\t\tCLER H -1\n\t\tStop\n\tIce:\n\t\tCLER H 5 A_GenericFreezeDeath\n\t\tCLER H 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewMagePlayer : BasePlayerPawn Replaces MagePlayer\n{\n\tHealth 55\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.SoundClass \"mage\"\n\tPlayer.ScoreIcon \"MAGEFACE\"\n\tPlayer.Portrait \"P_MWALK1\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 55\n\tPlayer.StartItem \"CurrentMaxArmor\", 40\n\tPlayer.StartItem \"ImAMage\"\n\tPlayer.StartItem \"SapphireWand\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",100\n\tPlayer.StartItem \"Strength\",7\n\tPlayer.StartItem \"Agility\",7\n\tPlayer.StartItem \"Constitution\",7\n\tPlayer.StartItem \"Wisdom\",14\n\tPlayer.StartItem \"Intellect\",15\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"MageIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tSpawn:\n\t\tMAGE A -1\n\t\tLoop\n\tSee:\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tMAGE E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tMAGE EF 8\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tMAGE G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tMAGE G 0 A_TakeInventory(\"Mana2\", 5)\n \tGoto Pain.Holy\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tMAGE G 0 A_JumpIfInventory(\"IsPyro\",1,\"Pyro\")\n\t\t//MAGE G 0 A_JumpIfInventory(\"IsArchon\",1,\"Archon\")\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tPyro:\n\t\tMAGE G 4 A_CustomMissile(\"PyroArmorBullet\")\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tArchon:\n\t\tMAGE G 4 A_GiveInventory(\"MP\", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXMAGICK,ACTIVATOR)/40)\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfHealthLower(-ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"XDeathAnim\")\n\t\tMAGE H 6\n\t\tMAGE I 6 A_PlayerScream\n\t\tMAGE JK 6\n\t\tMAGE L 6 A_NoBlocking\n\t\tMAGE M 6\n\t\tMAGE N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\tXDeathAnim:\n\t\tMAGE O 0 A_SpawnItem(\"GIBBER\")\n\t\tMAGE O 5 A_PlayerScream\n\t\tMAGE P 5\n\t\tMAGE R 5 A_NoBlocking\n\t\tMAGE STUVW 5\n\t\tMAGE X -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH E 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH F 4 Bright\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor MageIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE G 0\n\t\tMAGE G 0 A_Die(\"Ice\")\n\t\tMAGE G 1 A_IceGuyDie\n\t\tMAGE G -1\n\t\tStop\n\tIce:\n\t\tMAGE G 5 A_GenericFreezeDeath\n\t\tMAGE G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewHunterPlayer : BasePlayerPawn\n{\n\tHealth 85\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.SoundClass \"Hunter\"\n\tPainSound \"HUNTPN2\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.StartItem \"ImAHunter\"\n\tPlayer.StartItem \"Machete\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",54\n\tPlayer.StartItem \"Strength\",10\n\tPlayer.StartItem \"Agility\",14\n\tPlayer.StartItem \"Constitution\",10\n\tPlayer.StartItem \"Wisdom\",10\n\tPlayer.StartItem \"Intellect\",8\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"CurrentMaxHealth\", 85\n\tPlayer.StartItem \"CurrentMaxArmor\", 80\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 51, 66\n\tPlayer.Portrait P_HWALK1\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"HunterIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tHUNT G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tHUNT G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain.Holy\n\tSpawn:\n\t\tHUNT A -1\n\t\tLoop\n\tSee:\n\t\tHUNT ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tHUNT E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tHUNT EE 8\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tHUNT F 4\n\t\tHUNT F 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfHealthLower(-ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"XDeathAnim\")\n\t\tHUNT H 6\n HUNT I 6 A_PlayerScream\n HUNT JK 6\n HUNT L 6 A_NoBlocking\n HUNT MN 6\n HUNT O -1\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\tXDeathAnim:\n\t\tHUNT O 0 A_SpawnItem(\"GIBBER\")\n HUNT Q 5 A_XScream\n HUNT R 0 A_NoBlocking\n HUNT R 5\n HUNT STUVW 5\n HUNT Y -1\n Stop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tHUNT X 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nActor HunterIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tHUNT F 0\n\t\tHUNT F 0 A_Die(\"Ice\")\n\t\tHUNT F 1 A_IceGuyDie\n\t\tHUNT F -1\n\t\tStop\n\tIce:\n\t\tHUNT F 5 A_GenericFreezeDeath\n\t\tHUNT F 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewNecromancerPlayer : BasePlayerPawn\n{\n\tHealth 70\n\tPlayer.DisplayName \"Necromancer\"\n\tPlayer.SoundClass \"Mage\"\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.Portrait P_NWALK1\n\tPlayer.StartItem \"ImAWarlock\"\n\tPlayer.StartItem \"Sickle\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",75\n\tPlayer.StartItem \"Strength\",8\n\tPlayer.StartItem \"Agility\",10\n\tPlayer.StartItem \"Constitution\",8\n\tPlayer.StartItem \"Wisdom\",12\n\tPlayer.StartItem \"Intellect\",14\n\tPlayer.StartItem \"Charisma\",10\n\tPlayer.StartItem \"CurrentMaxHealth\", 70\n\tPlayer.StartItem \"CurrentMaxArmor\", 60\n\tPlayer.StartItem \"LvlUp\",1\n\tPlayer.ColorRange 146, 163\n\tstates\n\t{\n\tIce:\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tNULL A 0 A_PlaySound(\"misc/freeze\")\n\t\tNULL A 1 A_SpawnItemEx(\"NecromancerIceCorpse\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tNULL AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tNECR G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tNECR G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain.Holy\n\tSpawn:\n\t\tNECR A -1\n\t\tLoop\n\tSee:\n\t\tNECR ABCD 4\n\t\tGoto Spawn\n\tMelee:\n\tMissile:\n\t\tNECR E 8 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tNECR F 8 Bright\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tNECR G 4\n\t\tNECR G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tTNT1 A 0 A_JumpIfHealthLower(-ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXHEALTH)/2,\"XDeathAnim\")\n\t\tNECR H 8\n\t\tNECR I 8 A_PlayerScream\n\t\tNECR J 4\n\t\tNECR K 4 A_NoBlocking\n\t\tNECR L 4\n\t\tNECR M -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\tXDeathAnim:\n\t\tNECR N 5 A_SpawnItem(\"GIBBER\")\n\t\tNECR O 5 A_PlayerScream\n\t\tNECR P 5 A_NoBlocking\n\t\tNECR QR 5\n\t\tNECR S 5\n\t\tNECR TUV 5\n\t\tNECR W -1\n\t\tStop\n\tBurn:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tFDTH G 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\t}\n}\n\nACTOR NewMetamorphesisPlayer : PlayerPawn\n{\n\tSpeed 0.4\n\tHealth 1500\n\tRadius 16\n\tHeight 64\n\tMass 2000\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 48\n\tPlayer.ColorRange 0, 0\n\tPlayer.DisplayName \"Bruiser\"\n\tplayer.damagescreencolor \"Green\",0\n\tPainChance 256\n\t+DONTHARMSPECIES\n\tplayer.morphweapon \"BruiserWeapon\"\n\tDamageFactor \"BruiserAttack\",0\n\tPlayer.SoundClass \"Mage\"\n\t+NOSKIN\n\t-TELESTOMP\n\t+THRUSPECIES\n\tSpecies \"Player\"\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.5\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\t-NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tBOS4 A -1\n\t\tLoop\n\tSee:\n\t\tBOS4 ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\tMelee:\n\t\tBOS4 E 0 A_GiveInventory(\"BracersOfForceActivate\")\n\t\tBOS4 EFG 6\n\t\tGoto Spawn\n\tPain:\n\tPain.Physical:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Poison: Pain.PoisonCloud: Pain.Slime: Pain.Nature:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Holy:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto PainAnim\n\tPain.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH2,1))\n\t\tGoto PainAnim\n\tPainAnim:\n\t\tBOS4 Q 4\n\t\tBOS4 Q 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\tDeath.Physical:\n\tDeath.TeleFrag:\n\tDeath.Suicide:\n\t\tTNT1 A 0 A_SetBlend(\"Red\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Fire:\n\t\tTNT1 A 0 A_SetBlend(\"Orange\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Ice:\n\t\tTNT1 A 0 A_SetBlend(\"Blue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_SetBlend(\"SkyBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Poison: Death.PoisonCloud: Death.Slime: Death.Nature: Death.PoisonTrue:\n\t\tTNT1 A 0 A_SetBlend(\"Green\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Holy: Death.ManaDrain:\n\t\tTNT1 A 0 A_SetBlend(\"Goldenrod\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Shadow:\n\t\tTNT1 A 0 A_SetBlend(\"Purple\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeath.Arcane:\n\t\tTNT1 A 0 A_SetBlend(\"LightSlateBlue\",ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH)/100.0,ACS_ExecuteWithResult(WOC_DECORATE,MONSTERACS,PREVHEALTH,1))\n\t\tGoto DeathAnim\n\tDeathAnim:\n\t\tBOS4 R 6 Bright\n\t\tBOS4 S 6 Bright A_Scream\n\t\tBOS4 T 6 Bright\n\t\tBOS4 U 6 Bright\n\t\tBOS4 VW 6 Bright\n\t\tBOS4 X 6 Bright A_SpawnItemEx(\"ArchonSoul\",0,0,86,0,0,3,0,128)\n\t\tBOS4 YZ 6 Bright\n\t\tBOZ4 Z -1 Bright\n\t\tStop\n\t}\n}\n\nActor NecromancerIceCorpse\n{\n\tRadius 16\n\tHeight 64\n\tHealth 1\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tNECR G 0\n\t\tNECR G 0 A_Die(\"Ice\")\n\t\tNECR G 1 A_IceGuyDie\n\t\tNECR G -1\n\t\tStop\n\tIce:\n\t\tNECR G 5 A_GenericFreezeDeath\n\t\tNECR G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}"
},
{
"source": "pk3",
"name": "PUZZLES.txt",
"contents": "Actor NewPuzzBook1 : PuzzBook1 replaces PuzzBook1\n{\n\tTag \"Daemon Codex\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzBook2 : PuzzBook2 replaces PuzzBook2\n{\n\tTag \"Liber Obscura\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzCWeapon : PuzzCWeapon replaces PuzzCWeapon\n{\n\tTag \"Holy Relic\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzFlameMask : PuzzFlameMask replaces PuzzFlameMask\n{\n\tTag \"Flame Mask\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzFWeapon : PuzzFWeapon replaces PuzzFWeapon\n{\n\tTag \"Glaive Seal\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear1 : PuzzGear1 replaces PuzzGear1\n{\n\tTag \"Iron gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear2 : PuzzGear2 replaces PuzzGear2\n{\n\tTag \"Brass gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear3 : PuzzGear3 replaces PuzzGear3\n{\n\tTag \"Brass and iron gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGear4 : PuzzGear4 replaces PuzzGear4\n{\n\tTag \"Silver and brass gear\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBig : PuzzGemBig replaces PuzzGemBig\n{\n\tTag \"Heart of D'Sparil\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBlue1 : PuzzGemBlue1 replaces PuzzGemBlue1\n{\n\tTag \"Sapphire Planet (1)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemBlue2 : PuzzGemBlue2 replaces PuzzGemBlue2\n{\n\tTag \"Sapphire Planet (2)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemGreen1 : PuzzGemGreen1 replaces PuzzGemGreen1\n{\n\tTag \"Emerald Planet (1)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemGreen2 : PuzzGemGreen2 replaces PuzzGemGreen2\n{\n\tTag \"Emerald Planet (2)\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzGemRed : PuzzGemRed replaces PuzzGemRed\n{\n\tTag \"Ruby Planet\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzMWeapon : PuzzMWeapon replaces PuzzMWeapon\n{\n\tTag \"Sigil of the Magus\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}\n\nActor NewPuzzSkull : PuzzSkull replaces PuzzSkull\n{\n\tTag \"Yorick's Skull\"\n\tInventory.PickupSound \"pickup/puzzle\"\n}"
},
{
"source": "pk3",
"name": "OSBARINFO.txt",
"contents": "height 0;\nmonospacefonts true, \"2\";\nresolution 640, 400;\ninterpolatehealth false;\ninterpolatearmor false;\n\nstatusbar fullscreen, fullscreenoffsets\n{\n // Health ---------------------------------------------------------------------------------------------\n\n drawimage \"H_BGLEFT\", 10, -90; // Left background\n drawimage \"H_ICNHP\", 79, -78; // Health icon\n\tPlayerClass Fighter\n\t{\n\tdrawimage \"FITEBODY\", 23, -84;//drawimage \"FITEFACE\", 24, -75;\n\t}\n\tPlayerClass Cleric\n\t{\n\tdrawimage \"CLERBODY\", 23, -83;//drawimage \"CLERFACE\", 30, -75;\n\t}\n\tPlayerClass Mage\n\t{\n\tdrawimage \"MAGEBODY\", 26, -82;//drawimage \"MAGEFACE\", 28, -74;\n\t}\n\tPlayerClass Hunter\n\t{\n\tdrawimage \"HUNTBODY\", 22, -83;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\tPlayerClass Necromancer\n\t{\n\tdrawimage \"NECRBODY\", 26, -82;//drawimage \"HUNTFACE\", 32, -73;\n\t}\n\n //drawimage \"H_HPFC01\", 98, -79; // Glowing red-colored bar frame\n //drawbar \"H_BRFILR\", \"H_BRFBGR\", health, horizontal, 101, -76; // Red-colored health bar\n\tInInventory Not YellowHealthItem && RedHealthItem\n {\n drawimage \"H_BRFRMX\", 98, -79;\n\t}\n\n\tInInventory YellowHealthItem\n {\n\tdrawimage \"H_HPWG01\", 98, -79;\n\t}\n\n\tInInventory RedHealthItem\n {\n\tdrawimage \"H_HPFC01\", 98, -79; // Red bar frame\n\t}\n\n\tdrawbar \"H_BRFILR\", \"H_BRFBGR\", health currentmaxhealth, horizontal, interpolate(6), 101, -76; // Normal-colored health bar\n\tdrawbar \"ARCANBAR\", \"BLANKBAR\", armor ArcaneBarrierMax, horizontal, interpolate(6), 101, -76; // Normal-colored health bar\n\tdrawnumber 5, HUDFONT2_DOOM, Red, health, alignment(left), 206, -78, 0;\n\tdrawnumber 5, HUDFONT2_DOOM, NCBlue, armor, alignment(left)|whennotzero, 206, -65, 0;\n\tInInventory TargetHPPercent, 1\n\t{\n\t\tdrawimage \"MONSBACK\", -106 + Center, 42;\n\t\tdrawbar \"ALLYHEAL\", \"ALLYEMPT\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 46;\n\t\tInInventory TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"MONSHEAL\", \"MONSEMPT\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 46;\n\t\t}\n\t}\n\n\tdrawimage \"H_BGTLY2\", 148, -110; // Bottom tally background\n\tdrawimage \"H_ICNARR\", 151, -107; // \"Armor\" label\n\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, armourcount, 204, -103; // \"Secrets\" counter\n\tdrawstring NC_CONFDIGITS, untranslated, \"/\", 214, -104;\n\n\tPlayerClass Fighter\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 140, 247, -103;\n\t}\n\tPlayerClass Cleric\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 130, 247, -103;\n\t}\n\tPlayerClass Mage\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 100, 247, -103;\n\t}\n\tPlayerClass Hunter\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 125, 247, -103;\n\t}\n\tPlayerClass Necromancer\n\t{\n\tdrawnumber 4, NC_CONFDIGITS, untranslated, 105, 247, -103;\n\t}\n\n\t//drawbar \"ARMORBAR\", \"BLANKBAR\", basicarmor, horizontal, 101, -76; // Normal-colored health bar\n // Health amount; display the digits in red if health is less than 25, in blue if health is greater than 100,\n // and in darkgray otherwise\n\n // EXP ----------------------------------------------------------------------------------------------\n\n drawimage \"CONCARXP\", 79, -49; // EXP icon\n\n drawimage \"H_BRFRMX\", 98, -53; // ... otherwise, draw normal bar frame\n\n drawbar \"H_BRFILW\", \"H_BRFBGW\", XP, horizontal, interpolate(6), 101, -50; // EXP bar\n\n // Level\n drawnumber 5, HUDFONT2_DOOM, DarkGray, Level, alignment(left), 206, -52, 0;\n\n // Keys -----------------------------------------------------------------------------------------------\n\n drawkeybar 12, horizontal, 18, 83, -23, 0, 12, auto;\n\n // Current Ammo ---------------------------------------------------------------------------------------\n\n \tdrawimage \"H_BGRIT\", -194, -82; // Current ammo and arms background\n\n\tdrawimage \"H_BGTLY2\", -194, -102; // Armour tally background +5 +6; +99 +7\n\n\tdrawimage \"CONCARGO\", -188, -96; // \"Armor\" label\n\n\tdrawnumber 9, NC_CONFDIGITS, untranslated, money, -95, -95; // \"Armour\" counter\n\n\t/*weaponammo Mana1 && Mana2\n\t{\n\t\tweaponammo Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMB\", -146, -76;\n\t\t}\n\t\tweaponammo not Mana1\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -76;\n\t\t}\n\t\tweaponammo Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMG\", -146, -60;\n\t\t}\n\t\tweaponammo not Mana2\n\t\t{\n\t\t\tdrawimage \"H_BRFRMX\", -146, -60;\n\t\t}\n\t}*/\n\n\tPlayerClass Fighter\n\t{\n\tIsSelected SpikedGauntlets { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected \"Timon'sAxe\", DragonClaw { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected HammerOfRetribution, VorpalBlade { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Quietus { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Cleric\n\t{\n\tIsSelected MaceOfContrition { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected SerpentStaff, MorningStar { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected Firestorm, Lightbringer { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Wraithverge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Mage\n\t{\n\tIsSelected SapphireWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected FrostShards, JadeWand { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected ArcofDeath, Skullstaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected Bloodscourge { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Hunter\n\t{\n\tIsSelected Machete { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected EnchantedBow, GlacialCrossbow { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected EtherealCrossbow, Blunderbuss { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected HellforgeCannon { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\tPlayerClass Necromancer\n\t{\n\tIsSelected Sickle, BruiserWeapon { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the fist is equiped, light the respective slot number\n\n\tIsSelected HeartOfYorick, GauntletsOfTheNecromancer { drawimage \"H_BRFRMX\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the pistol is equiped, light the respective slot number\n\n\tIsSelected LichStaff, BloodScepter { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMX\", -146, -76; } // If the super shotgun is equiped, light the respective slot number\n\n\tIsSelected RavenStaff { drawimage \"H_BRFRMG\", -146, -60; drawimage \"H_BRFRMB\", -146, -76; } // If the chaingun is equiped, light the respective slot number\n\t}\n\n\t//drawimage \"H_BRFRMX\", -146, -76;\n\t//drawimage \"H_BRFRMX\", -146, -60;\n\tInInventory Not RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldown, horizontal, reverse, -146, -44;\n\t}\n\n\tInInventory RingOfFocusTracker\n\t{\n\tdrawbar \"H_BRFRMY\",\"H_BRFRMX\", PowerupTime SpellGlobalCooldownShort, horizontal, reverse, -146, -44;\n\t}\n\n\tdrawnumber 4, HUDFONT2_DOOM, Yellow, mp, -149, -43; // Current ammo amount\n drawbar \"H_BRFILY\", \"H_BRFBGY\", mp, horizontal, reverse, interpolate(6), -143, -41; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, Green, mana2, -149, -59; // Current ammo amount\n drawbar \"H_BRFILG\", \"H_BRFBGG\", mana2, horizontal, reverse, interpolate(6), -143, -57; // Ammo bar\n\tdrawnumber 4, HUDFONT2_DOOM, NCBlue, mana1, -149, -75; // Current ammo amount\n drawbar \"H_BRFILX\", \"H_BRFBGX\", mana1, horizontal, reverse, interpolate(6), -143, -73; // Ammo bar\n\n //usesammo not { drawimage \"H_BGWP\", -194, -25; } // Otherwise, draw only the arms background\n\n //drawnumber 3, HUDFONT2_DOOM, DarkGray, ammo1, -151, -48; // Current ammo amount\n\n // Arms -----------------------------------------------------------------------------------------------\n\n drawswitchableimage weaponslot 1, \"\", \"CONDIGT1\", -188, -20;\n drawswitchableimage weaponslot 2, \"\", \"CONDIGT2\", -170, -20;\n drawswitchableimage weaponslot 3, \"\", \"CONDIGT3\", -152, -20;\n drawswitchableimage weaponslot 4, \"\", \"CONDIGT4\", -135, -20;\n drawswitchableimage weaponslot 5, \"\", \"CONDIGT5\", -116, -20;\n drawswitchableimage weaponslot 6, \"\", \"CONDIGT6\", -95, -20;\n drawswitchableimage weaponslot 7, \"\", \"CONDIGT7\", -77, -20;\n drawswitchableimage weaponslot 8, \"\", \"CONDIGT8\", -59, -20;\n drawswitchableimage weaponslot 9, \"\", \"CONDIGT9\", -41, -20;\n drawswitchableimage weaponslot 0, \"\", \"CONDIGT0\", -23, -20;\n\n PlayerClass Fighter\n {\n IsSelected SpikedGauntlets { drawstring NC_CONFDIGITS, Green, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected \"Timon'sAxe\" { drawstring NC_CONFDIGITS, Green, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected HammerOfRetribution { drawstring NC_CONFDIGITS, Green, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Quietus { drawstring NC_CONFDIGITS, Green, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected DragonClaw { drawstring NC_CONFDIGITS, Green, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected VorpalBlade { drawstring NC_CONFDIGITS, Green, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Cleric\n {\n IsSelected MaceOfContrition { drawstring NC_CONFDIGITS, NCBlueC, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected SerpentStaff { drawstring NC_CONFDIGITS, NCBlueC, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected Firestorm { drawstring NC_CONFDIGITS, NCBlueC, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Wraithverge { drawstring NC_CONFDIGITS, NCBlueC, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected MorningStar { drawstring NC_CONFDIGITS, NCBlueC, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Lightbringer { drawstring NC_CONFDIGITS, NCBlueC, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Mage\n {\n IsSelected SapphireWand { drawstring NC_CONFDIGITS, Red, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected FrostShards { drawstring NC_CONFDIGITS, Red, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected ArcOfDeath { drawstring NC_CONFDIGITS, Red, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected Bloodscourge { drawstring NC_CONFDIGITS, Red, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected Jadewand { drawstring NC_CONFDIGITS, Red, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Skullstaff { drawstring NC_CONFDIGITS, Red, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Hunter\n {\n IsSelected Machete { drawstring NC_CONFDIGITS, Yellow, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected EnchantedBow { drawstring NC_CONFDIGITS, Yellow, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected EtherealCrossbow { drawstring NC_CONFDIGITS, Yellow, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected HellforgeCannon { drawstring NC_CONFDIGITS, Yellow, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected GlacialCrossbow { drawstring NC_CONFDIGITS, Yellow, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected Blunderbuss { drawstring NC_CONFDIGITS, Yellow, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n PlayerClass Necromancer\n {\n IsSelected Sickle { drawstring NC_CONFDIGITS, Purple, \"1\", -180, -20; } // If the fist is equiped, light the respective slot number\n\n IsSelected HeartOfYorick { drawstring NC_CONFDIGITS, Purple, \"2\", -162, -20; } // If the pistol is equiped, light the respective slot number\n\n IsSelected LichStaff { drawstring NC_CONFDIGITS, Purple, \"3\", -144, -20; } // If the super shotgun is equiped, light the respective slot number\n\n IsSelected RavenStaff { drawstring NC_CONFDIGITS, Purple, \"4\", -127, -20; } // If the chaingun is equiped, light the respective slot number\n\n IsSelected GauntletsOfTheNecromancer { drawstring NC_CONFDIGITS, Purple, \"5\", -108, -20; } // If the rocket launcher is equiped, light the respective slot number\n\n IsSelected BloodScepter { drawstring NC_CONFDIGITS, Purple, \"6\", -87, -20; } // If the plasma rifle is equiped, light the respective slot number\n }\n\n // Skills Display -------------------------------------------------------------------------------------------\n\n PlayerClass Fighter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIMB\", 10, -124; }// Current ammo amount}\n InInventory SkillSlot1, 1 { drawimage \"ARTICS\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIWARC\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISTOM\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIAXEM\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIBESE\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIRUSH\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAR\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIHAM\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIADRN\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIADRE\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIHOOK\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTISWRD\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIVENG\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIRFCT\", 10, -124; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIDBLW\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIMB\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICS\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIWARC\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISTOM\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIAXEM\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIBESE\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIRUSH\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAR\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIHAM\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIADRN\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIADRE\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIHOOK\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTISWRD\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIVENG\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIRFCT\", 44, -124; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIDBLW\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIMB\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICS\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIWARC\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISTOM\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIAXEM\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIBESE\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIRUSH\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAR\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIHAM\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIADRN\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIADRE\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIHOOK\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTISWRD\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIVENG\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIRFCT\", 78, -124; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIDBLW\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIMB\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICS\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIWARC\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISTOM\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIAXEM\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIBESE\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIRUSH\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAR\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIHAM\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIADRN\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIADRE\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIHOOK\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTISWRD\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIVENG\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIRFCT\", 112, -124; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIDBLW\", 112, -124; }\n }\n\n PlayerClass Cleric\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIBL\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTICU\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIMACE\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISHLD\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIHOBT\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIANCE\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTISACR\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIPROT\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICNSC\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTILEGE\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIRETR\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIREGN\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDIVP\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIVISI\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIINTR\", 10, -124; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIHF\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIBL\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICU\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIMACE\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISHLD\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIHOBT\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIANCE\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTISACR\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIPROT\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICNSC\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTILEGE\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIRETR\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIREGN\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDIVP\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIVISI\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIINTR\", 44, -124; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIHF\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIBL\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICU\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIMACE\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISHLD\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIHOBT\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIANCE\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTISACR\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIPROT\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICNSC\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTILEGE\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIRETR\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIREGN\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDIVP\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIVISI\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIINTR\", 78, -124; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIHF\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIBL\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICU\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIMACE\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISHLD\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIHOBT\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIANCE\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTISACR\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIPROT\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICNSC\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTILEGE\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIRETR\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIREGN\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDIVP\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIVISI\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIINTR\", 112, -124; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIHF\", 112, -124; }\n }\n\n PlayerClass Mage\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIDFBA\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTITK\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIICBO\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPAR\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFT\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIMCHA\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIFREE\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIABSO\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIMETE\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIMARM\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIBLIZ\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTITHST\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIFPIL\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIPOLY\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIGLAC\", 10, -124; }\n InInventory SkillSlot1, 15 { drawimage \"ARTISURG\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIDFBA\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTITK\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIICBO\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPAR\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFT\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIMCHA\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIFREE\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIABSO\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIMETE\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIMARM\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIBLIZ\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTITHST\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIFPIL\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIPOLY\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIGLAC\", 44, -124; }\n InInventory SkillSlot2, 15 { drawimage \"ARTISURG\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIDFBA\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTITK\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIICBO\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPAR\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFT\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIMCHA\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIFREE\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIABSO\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIMETE\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIMARM\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIBLIZ\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTITHST\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIFPIL\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIPOLY\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIGLAC\", 78, -124; }\n InInventory SkillSlot3, 15 { drawimage \"ARTISURG\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIDFBA\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTITK\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIICBO\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPAR\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFT\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIMCHA\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIFREE\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIABSO\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIMETE\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIMARM\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIBLIZ\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTITHST\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIFPIL\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIPOLY\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIGLAC\", 112, -124; }\n InInventory SkillSlot4, 15 { drawimage \"ARTISURG\", 112, -124; }\n }\n\n PlayerClass Hunter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIRNGE\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTIBLMA\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBEAR\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPRT\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFRAR\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIPREC\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIIVIG\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTISPTR\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICAMO\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIICAR\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIKNIF\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIGLYP\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTISALV\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTILIAR\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTINOXS\", 10, -124; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIRAVN\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIRNGE\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTIBLMA\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBEAR\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPRT\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFRAR\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIPREC\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIIVIG\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTISPTR\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICAMO\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIICAR\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIKNIF\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIGLYP\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTISALV\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTILIAR\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTINOXS\", 44, -124; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIRAVN\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIRNGE\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTIBLMA\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBEAR\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPRT\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFRAR\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIPREC\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIIVIG\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTISPTR\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICAMO\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIICAR\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIKNIF\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIGLYP\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTISALV\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTILIAR\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTINOXS\", 78, -124; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIRAVN\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIRNGE\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTIBLMA\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBEAR\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPRT\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFRAR\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIPREC\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIIVIG\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTISPTR\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICAMO\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIICAR\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIKNIF\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIGLYP\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTISALV\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTILIAR\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTINOXS\", 112, -124; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIRAVN\", 112, -124; }\n }\n\n PlayerClass Necromancer\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIENFE\", 10, -124; }\n InInventory SkillSlot1, 1 { drawimage \"ARTISHAD\", 10, -124; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBLTE\", 10, -124; }\n InInventory SkillSlot1, 3 { drawimage \"ARTITERR\", 10, -124; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIGHOL\", 10, -124; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIDRKN\", 10, -124; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIPBOL\", 10, -124; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAO\", 10, -124; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIREVE\", 10, -124; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIPNOV\", 10, -124; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIMIAS\", 10, -124; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIDRAN\", 10, -124; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDKGT\", 10, -124; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIBNST\", 10, -124; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIRESS\", 10, -124; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIMTRF\", 10, -124; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIENFE\", 44, -124; }\n InInventory SkillSlot2, 1 { drawimage \"ARTISHAD\", 44, -124; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBLTE\", 44, -124; }\n InInventory SkillSlot2, 3 { drawimage \"ARTITERR\", 44, -124; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIGHOL\", 44, -124; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIDRKN\", 44, -124; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIPBOL\", 44, -124; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAO\", 44, -124; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIREVE\", 44, -124; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIPNOV\", 44, -124; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIMIAS\", 44, -124; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIDRAN\", 44, -124; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDKGT\", 44, -124; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIBNST\", 44, -124; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIRESS\", 44, -124; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIMTRF\", 44, -124; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIENFE\", 78, -124; }\n InInventory SkillSlot3, 1 { drawimage \"ARTISHAD\", 78, -124; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBLTE\", 78, -124; }\n InInventory SkillSlot3, 3 { drawimage \"ARTITERR\", 78, -124; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIGHOL\", 78, -124; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIDRKN\", 78, -124; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIPBOL\", 78, -124; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAO\", 78, -124; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIREVE\", 78, -124; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIPNOV\", 78, -124; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIMIAS\", 78, -124; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIDRAN\", 78, -124; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDKGT\", 78, -124; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIBNST\", 78, -124; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIRESS\", 78, -124; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIMTRF\", 78, -124; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIENFE\", 112, -124; }\n InInventory SkillSlot4, 1 { drawimage \"ARTISHAD\", 112, -124; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBLTE\", 112, -124; }\n InInventory SkillSlot4, 3 { drawimage \"ARTITERR\", 112, -124; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIGHOL\", 112, -124; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIDRKN\", 112, -124; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIPBOL\", 112, -124; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAO\", 112, -124; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIREVE\", 112, -124; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIPNOV\", 112, -124; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIMIAS\", 112, -124; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIDRAN\", 112, -124; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDKGT\", 112, -124; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIBNST\", 112, -124; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIRESS\", 112, -124; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIMTRF\", 112, -124; }\n }\n\n // Inventory ------------------------------------------------------------------------------------------\n\n drawselectedinventory alternateonempty, artiflash, center, NC_CONFDIGITS, -29, -105, -12, -93, untranslated {}\n else { drawimage \"ARTIBOX\", -47, -122; }\n\t//drawinventorybar Doom, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;\n //else { drawimage \"ARTIBOX\", -137, -124; }\n\tdrawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 10, -152;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 46, -154;\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 74, -148;\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 100, -155;\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 120, -150;\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 142, -152;\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 170, -158;\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 193, -148;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 40, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 70, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 95, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 117, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 140, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 167, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 190, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 215, -133;\n}\n\nstatusbar inventoryfullscreen { drawinventorybar Doom, 15, NC_CONFDIGITS, 65, 353, 100, 382, untranslated; }\n//statusbar inventory {}//\n//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }\n//statusbar automap, fullscreenoffsets {} // Dont' draw an automap statusbar"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "height 0;\nmonospacefonts true, \"2\";\nresolution 640, 400;\ninterpolatehealth false;\ninterpolatearmor false;\n\nstatusbar fullscreen, fullscreenoffsets, forcescaled\n{\n // Health ---------------------------------------------------------------------------------------------\n\n\tdrawimage \"BHUDRIGH\", -200, -104;\n\n\tWeaponAmmo Mana1\n\t{\n\tdrawbar \"BMNBAR01\", \"BMNMPTY\", mana1, horizontal, reverse, interpolate(8), -184, -62;\n\t}\n\tElse\n\t{\n\tdrawbar \"BMANBAR\", \"BMNMPTY\", mana1, horizontal, reverse, interpolate(8), -184, -62;\n\t}\n\n\tWeaponAmmo Mana2\n\t{\n\tdrawbar \"GMNBAR01\", \"GMNMPTY\", mana2, horizontal, reverse, interpolate(8), -184, -40;\n\t}\n\tElse\n\t{\n\tdrawbar \"GMANBAR\", \"GMNMPTY\", mana2, horizontal, reverse, interpolate(8), -184, -40;\n\t}\n\n\tdrawbar \"MGKBAR01\", \"MGKMPTY\", mp, horizontal, reverse, interpolate(8), -184, -18;\n\tdrawimage \"WEAPBACK\", -152, -88;\n\n\tdrawswitchableimage weaponslot 1, \"GREYF049\", \"WITEF049\", -148, -83;\n\tdrawswitchableimage weaponslot 2, \"GREYF050\", \"WITEF050\", -139, -83;\n\tdrawswitchableimage weaponslot 3, \"GREYF051\", \"WITEF051\", -128, -83;\n\tdrawswitchableimage weaponslot 4, \"GREYF052\", \"WITEF052\", -117, -83;\n\tdrawswitchableimage weaponslot 5, \"GREYF053\", \"WITEF053\", -106, -83;\n\tdrawswitchableimage weaponslot 6, \"GREYF054\", \"WITEF054\", -95, -83;\n\n\tPlayerClass Fighter\n\t{\n\t\tIsSelected SpikedGauntlets \t\t{ drawimage \"GRENF049\", -148, -83; }\n\t\tIsSelected \"Timon'sAxe\" \t\t{ drawimage \"GRENF050\", -139, -83; }\n\t\tIsSelected HammerOfRetribution \t{ drawimage \"GRENF051\", -128, -83; }\n\t\tIsSelected Quietus \t\t\t\t{ drawimage \"GRENF052\", -117, -83; }\n\t\tIsSelected DragonClaw \t\t\t{ drawimage \"GRENF053\", -106, -83; }\n\t\tIsSelected VorpalBlade \t\t\t{ drawimage \"GRENF054\", -95, -83; }\n\t}\n\n\tPlayerClass Cleric\n\t{\n\t\tIsSelected MaceOfContrition \t{ drawimage \"BLUEF049\", -148, -83; }\n\t\tIsSelected SerpentStaff \t\t{ drawimage \"BLUEF050\", -139, -83; }\n\t\tIsSelected Firestorm \t\t\t{ drawimage \"BLUEF051\", -128, -83; }\n\t\tIsSelected Wraithverge \t\t\t{ drawimage \"BLUEF052\", -117, -83; }\n\t\tIsSelected MorningStar \t\t\t{ drawimage \"BLUEF053\", -106, -83; }\n\t\tIsSelected Lightbringer \t\t{ drawimage \"BLUEF054\", -95, -83; }\n\t}\n\n\tPlayerClass Mage\n\t{\n\t\tIsSelected SapphireWand \t\t{ drawimage \"REDDF049\", -148, -83; }\n\t\tIsSelected FrostShards\t \t\t{ drawimage \"REDDF050\", -139, -83; }\n\t\tIsSelected ArcOfDeath\t\t \t{ drawimage \"REDDF051\", -128, -83; }\n\t\tIsSelected Bloodscourge \t\t{ drawimage \"REDDF052\", -117, -83; }\n\t\tIsSelected JadeWand \t\t\t{ drawimage \"REDDF053\", -106, -83; }\n\t\tIsSelected Skullstaff \t\t\t{ drawimage \"REDDF054\", -95, -83; }\n\t}\n\n\tPlayerClass Hunter\n\t{\n\t\tIsSelected Machete\t\t \t\t{ drawimage \"YELOF049\", -148, -83; }\n\t\tIsSelected EnchantedBow \t\t{ drawimage \"YELOF050\", -139, -83; }\n\t\tIsSelected EtherealCrossbow\t \t{ drawimage \"YELOF051\", -128, -83; }\n\t\tIsSelected HellforgeCannon\t\t{ drawimage \"YELOF052\", -117, -83; }\n\t\tIsSelected GlacialCrossbow\t\t{ drawimage \"YELOF053\", -106, -83; }\n\t\tIsSelected Blunderbuss \t\t\t{ drawimage \"YELOF054\", -95, -83; }\n\t}\n\n\tPlayerClass Necromancer\n\t{\n\t\tIsSelected Sickle\t\t\t \t\t\t{ drawimage \"PURPF049\", -148, -83; }\n\t\tIsSelected HeartOfYorick \t\t\t\t{ drawimage \"PURPF050\", -139, -83; }\n\t\tIsSelected LichStaff \t\t\t\t\t{ drawimage \"PURPF051\", -128, -83; }\n\t\tIsSelected RavenStaff \t\t\t\t\t{ drawimage \"PURPF052\", -117, -83; }\n\t\tIsSelected GauntletsOfTheNecromancer\t{ drawimage \"PURPF053\", -106, -83; }\n\t\tIsSelected Bloodscepter \t\t\t\t{ drawimage \"PURPF054\", -95, -83; }\n\t}\n\n\tdrawselectedinventory artiflash, center, INDEXFONT_YELLOW, -203, -15, -190, -8;\n\tdrawnumber 8, YELLOWFONT, untranslated, mana1, -87, -61;\n\tdrawnumber 8, YELLOWFONT, untranslated, mana2, -87, -39;\n\tdrawnumber 8, YELLOWFONT, untranslated, mp, -87, -17;\n\n\tInInventory EnergyAbsorb, 1\n\t{\n\tdrawnumber 8, YELLOWFONT, untranslated, EnergyAbsorbing, alignment(left)|whennotzero, -181, -39;\n\t}\n\n\tdrawimage \"BHUDLEFT\", 0, -104;\n\tdrawbar \"HLTBAR01\", \"HLTMPTY\", health currentmaxhealth, horizontal, interpolate(8), 84, -40;\n\tAlpha 0.5\n\t{\n\tdrawbar \"ARMRFBAR\", \"INVISBAR\", armor ArcaneBarrierMax, horizontal, interpolate(8), 84, -40;\n\t}\n\t//\n\tdrawbar \"EXPBAR01\", \"EXPMPTY\", XP, horizontal, interpolate(8), 84, -18;\n\n\tdrawkeybar 12, vertical, reverse, auto, 192, -8, 0, 6, auto;\n\tdrawnumber 8, YELLOWFONT, untranslated, health, 181, -39;\n\tdrawnumber 8, YELLOWFONT, untranslated, level, 181, -17;\n\tdrawnumber 8, YELLOWFONT, untranslated, armor, alignment(left)|whennotzero, 87, -39;\n\tInInventory TargetHPPercent, 1\n\t{\n\t\tdrawimage \"MONSBAC2\", -104 + Center, 40;\n\t\tInInventory Not TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"ALYBAR01\", \"ALLYEMP2\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 44;\n\t\t}\n\t\tInInventory TargetHealthBarColor\n\t\t{\n\t\tdrawbar \"ENEBAR01\", \"MONSEMP2\", TargetHPPercent, horizontal, interpolate(6), -100 + Center, 44;\n\t\t}\n\t}\n\n // Skills Display -------------------------------------------------------------------------------------------\n\n\t/*drawimage \"ARTIBOX\", 40, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 54, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 68, -37, none, 14, 14;\n\tdrawimage \"ARTIBOX\", 82, -37, none, 14, 14;*/\n\n PlayerClass Fighter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIMB\", 80, -72, none, 27, 27; }// Current ammo amount}\n InInventory SkillSlot1, 1 { drawimage \"ARTICS\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIWARC\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISTOM\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIAXEM\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIBESE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIRUSH\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIHAM\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIADRN\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIADRE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIHOOK\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 12 { drawimage \"ARTISWRD\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIVENG\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIRFCT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIDBLW\", 80, -72, none, 27, 27; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIMB\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICS\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIWARC\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISTOM\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIAXEM\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIBESE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIRUSH\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIHAM\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIADRN\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIADRE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIHOOK\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 12 { drawimage \"ARTISWRD\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIVENG\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIRFCT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIDBLW\", 107, -72, none, 27, 27; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIMB\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICS\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIWARC\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISTOM\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIAXEM\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIBESE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIRUSH\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIHAM\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIADRN\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIADRE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIHOOK\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 12 { drawimage \"ARTISWRD\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIVENG\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIRFCT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIDBLW\", 134, -72, none, 27, 27; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIMB\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICS\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIWARC\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISTOM\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIAXEM\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIBESE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIRUSH\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIHAM\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIADRN\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIADRE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIHOOK\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 12 { drawimage \"ARTISWRD\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIVENG\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIRFCT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIDBLW\", 161, -72, none, 27, 27; }\n }\n\n PlayerClass Cleric\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIBL\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 1 { drawimage \"ARTICU\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIMACE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISHLD\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIHOBT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIANCE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 6 { drawimage \"ARTISACR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIPROT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICNSC\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 9 { drawimage \"ARTILEGE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIRETR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIREGN\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDIVP\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIVISI\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIINTR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIHF\", 80, -72, none, 27, 27; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIBL\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 1 { drawimage \"ARTICU\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIMACE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISHLD\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIHOBT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIANCE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 6 { drawimage \"ARTISACR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIPROT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICNSC\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 9 { drawimage \"ARTILEGE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIRETR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIREGN\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDIVP\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIVISI\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIINTR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIHF\", 107, -72, none, 27, 27; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIBL\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 1 { drawimage \"ARTICU\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIMACE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISHLD\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIHOBT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIANCE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 6 { drawimage \"ARTISACR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIPROT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICNSC\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 9 { drawimage \"ARTILEGE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIRETR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIREGN\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDIVP\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIVISI\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIINTR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIHF\", 134, -72, none, 27, 27; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIBL\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 1 { drawimage \"ARTICU\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIMACE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISHLD\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIHOBT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIANCE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 6 { drawimage \"ARTISACR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIPROT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICNSC\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 9 { drawimage \"ARTILEGE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIRETR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIREGN\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDIVP\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIVISI\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIINTR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIHF\", 161, -72, none, 27, 27; }\n }\n\n PlayerClass Mage\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIDFBA\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 1 { drawimage \"ARTITK\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIICBO\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIMCHA\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIFREE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 7 { drawimage \"ARTIABSO\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIMETE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIMARM\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIBLIZ\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 11 { drawimage \"ARTITHST\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIFPIL\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIPOLY\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIGLAC\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 15 { drawimage \"ARTISURG\", 80, -72, none, 27, 27; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIDFBA\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 1 { drawimage \"ARTITK\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIICBO\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIMCHA\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIFREE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 7 { drawimage \"ARTIABSO\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIMETE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIMARM\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIBLIZ\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 11 { drawimage \"ARTITHST\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIFPIL\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIPOLY\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIGLAC\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 15 { drawimage \"ARTISURG\", 107, -72, none, 27, 27; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIDFBA\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 1 { drawimage \"ARTITK\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIICBO\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIMCHA\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIFREE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 7 { drawimage \"ARTIABSO\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIMETE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIMARM\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIBLIZ\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 11 { drawimage \"ARTITHST\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIFPIL\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIPOLY\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIGLAC\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 15 { drawimage \"ARTISURG\", 134, -72, none, 27, 27; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIDFBA\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 1 { drawimage \"ARTITK\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIICBO\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIMCHA\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIFREE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 7 { drawimage \"ARTIABSO\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIMETE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIMARM\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIBLIZ\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 11 { drawimage \"ARTITHST\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIFPIL\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIPOLY\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIGLAC\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 15 { drawimage \"ARTISURG\", 161, -72, none, 27, 27; }\n }\n\n PlayerClass Hunter\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIRNGE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 1 { drawimage \"ARTIBLMA\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBEAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 3 { drawimage \"ARTISPRT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIFRAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIPREC\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIIVIG\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 7 { drawimage \"ARTISPTR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 8 { drawimage \"ARTICAMO\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIICAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIKNIF\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIGLYP\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 12 { drawimage \"ARTISALV\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 13 { drawimage \"ARTILIAR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 14 { drawimage \"ARTINOXS\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIRAVN\", 80, -72, none, 27, 27; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIRNGE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 1 { drawimage \"ARTIBLMA\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBEAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 3 { drawimage \"ARTISPRT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIFRAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIPREC\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIIVIG\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 7 { drawimage \"ARTISPTR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 8 { drawimage \"ARTICAMO\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIICAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIKNIF\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIGLYP\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 12 { drawimage \"ARTISALV\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 13 { drawimage \"ARTILIAR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 14 { drawimage \"ARTINOXS\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIRAVN\", 107, -72, none, 27, 27; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIRNGE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 1 { drawimage \"ARTIBLMA\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBEAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 3 { drawimage \"ARTISPRT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIFRAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIPREC\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIIVIG\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 7 { drawimage \"ARTISPTR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 8 { drawimage \"ARTICAMO\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIICAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIKNIF\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIGLYP\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 12 { drawimage \"ARTISALV\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 13 { drawimage \"ARTILIAR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 14 { drawimage \"ARTINOXS\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIRAVN\", 134, -72, none, 27, 27; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIRNGE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 1 { drawimage \"ARTIBLMA\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBEAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 3 { drawimage \"ARTISPRT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIFRAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIPREC\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIIVIG\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 7 { drawimage \"ARTISPTR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 8 { drawimage \"ARTICAMO\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIICAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIKNIF\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIGLYP\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 12 { drawimage \"ARTISALV\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 13 { drawimage \"ARTILIAR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 14 { drawimage \"ARTINOXS\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIRAVN\", 161, -72, none, 27, 27; }\n }\n\n PlayerClass Necromancer\n {\n InInventory Not SkillSlot1 { drawimage \"ARTIENFE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 1 { drawimage \"ARTISHAD\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 2 { drawimage \"ARTIBLTE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 3 { drawimage \"ARTITERR\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 4 { drawimage \"ARTIGHOL\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 5 { drawimage \"ARTIDRKN\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 6 { drawimage \"ARTIPBOL\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 7 { drawimage \"ARTICHAO\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 8 { drawimage \"ARTIREVE\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 9 { drawimage \"ARTIPNOV\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 10 { drawimage \"ARTIMIAS\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 11 { drawimage \"ARTIDRAN\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 12 { drawimage \"ARTIDKGT\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 13 { drawimage \"ARTIBNST\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 14 { drawimage \"ARTIRESS\", 80, -72, none, 27, 27; }\n InInventory SkillSlot1, 15 { drawimage \"ARTIMTRF\", 80, -72, none, 27, 27; }\n\n InInventory Not SkillSlot2 { drawimage \"ARTIENFE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 1 { drawimage \"ARTISHAD\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 2 { drawimage \"ARTIBLTE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 3 { drawimage \"ARTITERR\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 4 { drawimage \"ARTIGHOL\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 5 { drawimage \"ARTIDRKN\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 6 { drawimage \"ARTIPBOL\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 7 { drawimage \"ARTICHAO\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 8 { drawimage \"ARTIREVE\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 9 { drawimage \"ARTIPNOV\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 10 { drawimage \"ARTIMIAS\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 11 { drawimage \"ARTIDRAN\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 12 { drawimage \"ARTIDKGT\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 13 { drawimage \"ARTIBNST\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 14 { drawimage \"ARTIRESS\", 107, -72, none, 27, 27; }\n InInventory SkillSlot2, 15 { drawimage \"ARTIMTRF\", 107, -72, none, 27, 27; }\n\n InInventory Not SkillSlot3 { drawimage \"ARTIENFE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 1 { drawimage \"ARTISHAD\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 2 { drawimage \"ARTIBLTE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 3 { drawimage \"ARTITERR\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 4 { drawimage \"ARTIGHOL\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 5 { drawimage \"ARTIDRKN\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 6 { drawimage \"ARTIPBOL\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 7 { drawimage \"ARTICHAO\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 8 { drawimage \"ARTIREVE\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 9 { drawimage \"ARTIPNOV\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 10 { drawimage \"ARTIMIAS\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 11 { drawimage \"ARTIDRAN\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 12 { drawimage \"ARTIDKGT\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 13 { drawimage \"ARTIBNST\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 14 { drawimage \"ARTIRESS\", 134, -72, none, 27, 27; }\n InInventory SkillSlot3, 15 { drawimage \"ARTIMTRF\", 134, -72, none, 27, 27; }\n\n InInventory Not SkillSlot4 { drawimage \"ARTIENFE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 1 { drawimage \"ARTISHAD\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 2 { drawimage \"ARTIBLTE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 3 { drawimage \"ARTITERR\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 4 { drawimage \"ARTIGHOL\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 5 { drawimage \"ARTIDRKN\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 6 { drawimage \"ARTIPBOL\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 7 { drawimage \"ARTICHAO\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 8 { drawimage \"ARTIREVE\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 9 { drawimage \"ARTIPNOV\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 10 { drawimage \"ARTIMIAS\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 11 { drawimage \"ARTIDRAN\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 12 { drawimage \"ARTIDKGT\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 13 { drawimage \"ARTIBNST\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 14 { drawimage \"ARTIRESS\", 161, -72, none, 27, 27; }\n InInventory SkillSlot4, 15 { drawimage \"ARTIMTRF\", 161, -72, none, 27, 27; }\n }\n\n // Inventory ------------------------------------------------------------------------------------------\n\n /*drawselectedinventory alternateonempty, artiflash, center, NC_CONFDIGITS, -29, -105, -12, -93, untranslated {}\n else { drawimage \"ARTIBOX\", -47, -122; }\n\t//drawinventorybar Doom, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;\n //else { drawimage \"ARTIBOX\", -137, -70, none, 16, 16; }\n\tdrawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 10, -152;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 46, -154;\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 74, -148;\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 100, -155;\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 120, -150;\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 142, -152;\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 170, -158;\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 193, -148;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 40, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 70, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 95, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 117, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 140, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 167, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 190, -133;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 215, -133;*/\n\n\t/*drawbar \"ARMOUR01\", \"ARMORI01\", armour1count, vertical, 30, -132,1;\n\tdrawbar \"ARMOUR02\", \"ARMORI02\", armour2count, vertical, 66, -134; //A1+36\n\tdrawbar \"ARMOUR03\", \"ARMORI03\", armour3count, vertical, 94, -128; //A2+28\n\tdrawbar \"ARMOUR04\", \"ARMORI04\", armour4count, vertical, 120, -135; //A3+26\n\n\tdrawbar \"ARMOUR05\", \"ARMORI05\", armour5count, vertical, 140, -130; //A4+20\n\tdrawbar \"ARMOUR06\", \"ARMORI06\", armour6count, vertical, 162, -132; //A5+22\n\tdrawbar \"ARMOUR07\", \"ARMORI07\", armour7count, vertical, 190, -138; //A6+28\n\tdrawbar \"ARMOUR08\", \"ARMORI08\", armour8count, vertical, 213, -128; //A7+23\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour1count, whennotzero, 60, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour2count, whennotzero, 90, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour3count, whennotzero, 115, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour4count, whennotzero, 137, -113;\n\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour5count, whennotzero, 160, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour6count, whennotzero, 187, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour7count, whennotzero, 210, -113;\n\tdrawnumber 2, NC_CONFDIGITS, UNTRANSLATED, armour8count, whennotzero, 235, -113;*/\n\n}\n\n//statusbar inventoryfullscreen { drawinventorybar Doom, 15, NC_CONFDIGITS, 65, 353, 100, 382, untranslated; }\n//statusbar inventory {}//\n//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }\nstatusbar automap, fullscreenoffsets\n{\n\tdrawimage \"AHUDLEFT\", 0, -104;\n\n\tdrawimage \"ARMOUR1G\", 95, -15, center;\n\tDrawBar \"ARMOUR01\", \"ARMOUR1E\", armour1count, vertical, 81, -26;\n\n\tdrawimage \"ARMOUR2G\", 125, -15, center;\n\tDrawBar \"ARMOUR02\", \"ARMOUR2E\", armour2count, vertical, 114, -28;\n\n\tdrawimage \"ARMOUR3G\", 155, -15, center;\n\tDrawBar \"ARMOUR03\", \"ARMOUR3E\", armour3count, vertical, 144, -23;\n\n\tdrawimage \"ARMOUR4G\", 185, -15, center;\n\tDrawBar \"ARMOUR04\", \"ARMOUR4E\", armour4count, vertical, 178, -28;\n\n\tdrawimage \"KEYSBACK\", 80, -52;\n\tdrawkeybar 12, horizontal, auto, 90, -44;\n\n\tdrawimage \"AHUDRIGH\", -200, -104;\n\n\tdrawimage \"ARMOUR5G\", -95, -15, center;\n\tDrawBar \"ARMOUR05\", \"ARMOUR5E\", armour5count, vertical, -104, -25;\n\n\tdrawimage \"ARMOUR6G\", -125, -15, center;\n\tDrawBar \"ARMOUR06\", \"ARMOUR6E\", armour6count, vertical, -137, -27;\n\n\tdrawimage \"ARMOUR7G\", -155, -15, center;\n\tDrawBar \"ARMOUR07\", \"ARMOUR7E\", armour7count, vertical, -162, -28;\n\n\tdrawimage \"ARMOUR8G\", -185, -15, center;\n\tDrawBar \"ARMOUR08\", \"ARMOUR8E\", armour8count, vertical, -195, -23;\n\n\tdrawimage \"GULDBACK\", -188, -52;\n\tdrawnumber 8, YELLOWFONT, untranslated, money, -87, -47;\n\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour1count, whennotzero, 109, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour2count, whennotzero, 139, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour3count, whennotzero, 169, -6;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour4count, whennotzero, 199, -6;\n\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour5count, whennotzero, -81, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour6count, whennotzero, -111, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour7count, whennotzero, -141, -7;\n\tdrawnumber 2, INDEXFONT_YELLOW, UNTRANSLATED, armour8count, whennotzero, -171, -7;\n}\n\nstatusbar InventoryFullScreen, fullscreenoffsets, forcescaled\n{\n\tdrawinventorybar HexenStrict, translucent, 13, INDEXFONT_YELLOW, -201 + center, -75, -173 + center, -54, untranslated;\n}"
},
{
"source": "pk3",
"name": "WEAPONSP.txt",
"contents": "Actor TimonAxeGiver : WoCSlotTwoPickup replaces FWeapAxe\n{\n\tGame Hexen\n\tSpawnID 27\n}\n\nActor HammerOfRetributionGiver : WoCSlotThreePickup replaces FWeapHammer\n{\n\tGame Hexen\n\tSpawnID 28\n}\n\nActor DragonClawGiver : WoCSlotFivePickup replaces FWeaponPiece3\n{\n\tGame Hexen\n\tSpawnID 31\n}\n\nActor VorpalBladeGiver : WoCSlotSixPickup replaces FWeaponPiece2\n{\n\tGame Hexen\n\tSpawnID 30\n}\n\nActor QuietusGiver : WoCSlotFourPickup replaces FWeaponPiece1\n{\n\tGame Hexen\n\tSpawnID 29\n}"
},
{
"source": "pk3",
"name": "textcolo.txt",
"contents": "NCBlue { #001b30 #0090ff }\n\n// These color was made specifically for the custom NC_CONFDIGITS font\nNCBlueC { #007fe0 #41acff }\nNCGrayC { #505050 #707070 }\nNCGreenC { #00e030 #41ff65 }\nNCYellowC { #cb9b00 #ffdb00 }\nNCYellowC2 { #cb9b40 #ffdb50 } // A little less saturated than NCYellowC\nNCRedC { #cb0000 #ff0000 }"
},
{
"source": "pk3",
"name": "Compat/Viscerus.txt",
"contents": "// DISCIPLES\n\nACTOR SOVDiscipleRed : Wizard 10085\n{\n\tTranslation \"231:239=164:185\" // Purple (Magic Glow) to Red\n\n\tHealth 25000\n\tSpeed 15\n\tPainChance 0\n\tMass 200\n\tSeeSound \"wizard/laugh\"\n\tPainSound \"wizard/pain\"\n\tDeathSound \"wizard/death\"\n\tActiveSound \"wizard/active\"\n\tObituary \"%o met his end at the Disciple of Fire.\"\n\t+NOBLOOD\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD A 0\n\t\t\tWZRD A 0 ACS_ExecuteAlways(913,0,25000,0,0)\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tWZRD A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleRedBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"WraithFX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_StartFire\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 7 Bright A_VileTarget(\"SOVDiscipleRedFire\")\n\t\t\tWZRD CCCCCCCC 7 Bright A_FaceTarget\n\t\t\tWZRD D 12 Bright A_VileAttack\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleRedCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-30)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"DragonFireball\",32,0,random(0,20)-10,0,-10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedBlur\n{\n\tTranslation \"231:239=164:185\" // Purple (Magic Glow) to Red\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedFire\n{\n\tRenderStyle Add\n\tAlpha 1\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFIRE A 2 Bright A_StartFire\n\t\t\tFIRE BAB 2 Bright A_Fire\n\t\t\tFIRE C 2 Bright A_FireCrackle\n\t\t\tFIRE BCBCDCDCDEDED 2 Bright A_Fire\n\t\t\tFIRE E 2 Bright A_FireCrackle\n\t\t\tFIRE FEFEFGHGHGH 2 Bright A_Fire\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleRedChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=164:185\" // Blue to Red\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleRedCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleRedChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreen : SOVDiscipleRed 10086\n{\n\tTranslation \"231:239=211:216\", \"164:185=192:202\" // Purple (Magic Glow) to Green, Red Trim to Green\n\n\tObituary \"%o met his end at the Disciple of Disease.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDiscipleGreenBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"Demon2FX1\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"ClericCStaffFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CStaffMissile\",32,-20,0)\n\t\t\tWZRD D 7 Bright A_CustomMissile(\"CStaffMissile\",32,20,0)\n\t\t\tWZRD D 7 A_MonsterRefire(128, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleGreenCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,50)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,30)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,10)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleGreenPod\",32,0,random(0,60)-30,4,20)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tGoto Dash\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenBlur\n{\n\tTranslation \"231:239=211:216\",\"164:185=192:202\" // Purple (Magic Glow) to Green, Red Trim to Green\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=211:216\" // Blue to Green\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleGreenCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleGreenChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenPod\n{\n\tSpeed 20\n\tRadius 8\n\tHeight 16\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+NOTELEPORT\n\t+HEXENBOUNCE\n\t+EXPLODEONWATER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS3 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tSBS3 A 4 Bright A_SpawnItemEx(\"SOVDiscipleGreenCloud\", 0, 0, 28, 0, 0, 0, 0, 0)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleGreenCloud : NewPoisonCloud\n{\n\tObituary \"%o choked on the Disciple of Disease's wrath.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSBG D 1\n\t\tPSBG D 1 A_Scream\n\t\tPSBG DEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tPSBG EEEFFFGGGHHHIIIEEEFFFGGGHHHIIIEEEFFFGGGHHHIII 2 A_Explode (4+2*(ACS_ExecuteWithResult(912,1,0,0)), 40, 1)\n\t\tGoto Death\n\t}\n}\n\nACTOR SOVDiscipleBlue : SOVDiscipleRed 10087\n{\n\tTranslation \"231:239=217:223\",\"164:185=146:163\" // Purple (Magic Glow) to Blue, Red Trim to Blue\n\tSpeed 20\n\tObituary \"%o met his end at the Disciple of Physics.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Blink\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Blink\")\n\t\t\tLoop\n\t\tBlink:\n\t\t\tWZRD F 0 Bright A_Stop\n\t\t\tWZRD F 0 Bright A_UnSetSolid\n\t\t\tWZRD F 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD H 4 Bright\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 0 A_Wander\n\t\t\tTNT1 A 1 A_Wander\n\t\t\tWZRD H 0 Bright A_Stop\n\t\t\tWZRD H 4 Bright A_PlaySound(\"UseArtifact\")\n\t\t\tWZRD G 4 Bright\n\t\t\tWZRD F 4 Bright\n\t\t\tWZRD A 4 A_SetSolid\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"CentaurFX\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 17 Bright A_FaceTarget\n\t\tMissile2Repeat:\n\t\t\tWZRD D 0 Bright A_FaceTarget\n\t\t\tWZRD D 3 Bright A_CustomMissile(\"SOVDiscipleBlueBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 A_MonsterRefire(0, \"See\")\n\t\t\tWZRD D 3 A_Jump(16, \"See\")\n\t\t\tGoto Missile2Repeat\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDiscipleBlueCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\t\tWZRD D 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Blink\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 6 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDiscipleBlueCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDiscipleBlueChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueBall : SorcFX4\n{\n\tTranslation \"231:239=217:223\", \"164:185=217:223\"\n\tSpeed 15\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDiscipleBlueLCeil : NewLightningCeiling\n{\n\t}\n\nACTOR SOVDiscipleBlueLFloor : NewLightningFloor\n{\n\t}\n\nACTOR SOVDisciplePurple : SOVDiscipleRed 10088\n{\n\tTranslation \"164:185=231:239\" // Red Trim to Purple\n\tPainChance 0\n\tObituary \"%o met his end at the Disciple of Death.\"\n\tDropItem ArtiHealingRadius\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tDamagefactor \"PoisonCloud\", 0.25\n\tStates\n\t{\n\t\tSee:\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 3 A_Chase\n\t\t\tWZRD A 4 A_Chase\n\t\t\tWZRD A 0 A_Jump(60,\"Dash\")\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 3 A_Chase\n\t\t\tWZRD B 4 A_Chase\n\t\t\tWZRD B 0 A_Jump(60,\"Dash\")\n\t\t\tLoop\n\t\tDash:\n\t\t\tWZRD A 0 A_Stop\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_PlaySound(\"BishopBlur\")\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD A 0 A_CustomMissile(\"SOVDisciplePurpleBlur\",0,0,0)\n\t\t\tWZRD A 4 A_FastChase\n\t\t\tWZRD A 0 A_FaceTarget\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD B 8 A_Jump(64,\"Dash\")\n\t\t\tGoto Missile\n\t\tMissile:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile1\")\n\t\t\tWZRD C 0 Bright A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tWZRD B 0 A_Stop\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD C 4 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,0)\n\t\t\tWZRD D 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 12 Bright A_CustomMissile(\"SOVDisciplePurpleBall\",32,0,random(0,40)-20)\n\t\t\tWZRD D 0 Bright A_Jump(64,\"Missile1\")\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tWZRD C 0 Bright A_PlaySound(\"wizard/sight\")\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD D 0 Bright A_PlaySound(\"wizard/attack\")\n\t\t\tWZRD D 0 Bright ACS_Execute(300) // Call spawning of dead guys\n\t\t\tWZRD D 12 Bright A_FaceTarget\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 0 A_PlaySound(\"wizard/laugh\")\n\t\t\tWZRD C 0 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_SetReflectiveInvulnerable\n\t\t\tWZRD C 7 A_CustomMissile(\"SOVDisciplePurpleCharge\",0,0,0)\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 A_FaceTarget\n\t\t\tWZRD C 0 A_Stop\n\t\t\tWZRD C 7 Bright A_FaceTarget\n\t\t\tWZRD C 0 Bright A_UnSetReflectiveInvulnerable\n\t\tMissile3Repeat:\n\t\t\tWZRD D 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tWZRD D 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,random(0,90)-45)\n\t\t\tWZRD D 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tWZRD E 3 A_UnSetReflectiveInvulnerable\n\t\t\tWZRD E 3 A_Pain\n\t\t\tWZRD E 0 A_Jump(64, \"Dash\")\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tWZRD F 0 Bright ACS_ExecuteAlways(914,0, 2500)\n\t\t\tWZRD F 6 Bright A_KillChildren\n\t\t\tWZRD G 6 Bright A_Scream\n\t\t\tWZRD HI 6 Bright\n\t\t\tWZRD J 6 A_NoBlocking\n\t\t\tWZRD KL 6\n\t\t\tWZRD M -1 A_SetFloorClip\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBlur\n{\n\tTranslation \"164:185=231:239\" // Red Trim to Purple\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tALPHA 1\n\tDamage 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWZRD N 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleWraith : NewWraithBuried\n{\n\t+FLOORHUGGER\n\t}\n\nACTOR SOVDisciplePurpleSpirit : NewHolySpirit\n{\n\tTranslation \"1:32=235:239\"\n\t}\n\nACTOR SOVDisciplePurpleChargeGlitter : TeleGlitter1\n{\n\tRenderStyle ADD\n\tAlpha 1\n\tScale 4.0\n\tTranslation \"217:223=231:239\" // Blue to Purple\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tHWAT A 2 BRIGHT A_AccTeleGlitter\n\t\t\tHWAT A 2 BRIGHT\n\t\t\tLoop\n\t\t}\n}\n\nACTOR SOVDisciplePurpleCharge : TeleGlitterGenerator1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SOVDisciplePurpleChargeGlitter\", random(0,31)-16, random(0,31)-16, 0, 0,0,0.25)\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR SOVDisciplePurpleBall : SorcFX4\n{\n\tTranslation \"164:185=231:239\"\n\tSpeed 20\n\t+RANDOMIZE\n\tObituary \"%o was blasted by the Disciple of Death.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS4 ABC 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBAL1 C 4 Bright A_SetTranslucent(1,1)\n\t\t\tBAL1 D 4 Bright A_Explode(20+(ACS_ExecuteWithResult(912,3,0,0)), 128)\n\t\t\tBAL1 E 4\n\t\t\tStop\n\t\t}\n\t}\n\n// VISCERUS\n\nACTOR Viscerus 10082\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 20\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC F 0 Bright A_SetReflectiveInvulnerable\n\t\t\tSORC F 175 Bright\n\t\t\tSORC F 0 Bright A_UnSetReflectiveInvulnerable\n\t\tRegularSee:\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC A 2 A_Chase\n\t\t\tSORC A 0 A_CustomMissile(\"VisShadow1\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC B 2 A_Chase\n\t\t\tSORC B 0 A_CustomMissile(\"VisShadow2\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC C 2 A_Chase\n\t\t\tSORC C 0 A_CustomMissile(\"VisShadow3\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tSORC D 2 A_Chase\n\t\t\tSORC D 0 A_CustomMissile(\"VisShadow4\",0,0,0)\n\t\t\tGoto See+3\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 6 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"CentaurFX\", 36, 0, -5)\n\t\t\tSORC E 4 Bright A_CustomMissile(\"CentaurFX\", 36, 0, 5)\n\t\t\tGoto RegularSee\n\t\tMissile2:\n\t\t\tSORC F 18 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\tMissile2A:\n\t\t\tSORC E 5 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -10)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -15)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, 5)\n\t\t\tSORC E 9 Bright A_CustomMissile(\"SOVDiscipleBlueBall\", 36, 0, -5)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC FFFFF 7 Bright A_FaceTarget\n\t\tMissile3A:\n\t\t\tSORC F 10 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageLightningFire\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",128,135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",128,135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-128,-135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-128,-135,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",64,90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",64,90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",-64,-90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",-64,-90,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDiscipleBlueLCeil\",0,0,0)\n\t\t\tSORC E 12 Bright A_CustomMissile(\"SOVDiscipleBlueLFloor\",0,0,0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"RegularSee\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto RegularSee\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"CentaurFX\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Second stage of Viscerus's fury!\nACTOR Viscerus2\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile3\")\n\t\t\tGoto Missile4\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 4 Bright A_PlaySound(\"BishopAttack\")\n\t\tMissile2A:\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"BishopFX\", 36, 10, 0)\n\t\t\tSORC E 6 Bright A_CustomMissile(\"BishopFX\", 36, -10, 0)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile2A\n\t\tMissile3:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 135)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SorcFX3\", 36, 0, 45)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SorcFX3\", 36, 0, -45)\n\t\t\tGoto See\n\t\tMissile4:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 5 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 29 Bright A_PlaySound(\"SorcererPain\")\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 0 Bright A_PlaySound(\"SorcererSpellCast\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, -10)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"PorkFX\", 36, 0, 0)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"PorkFX\", 36, 0, 10)\n\t\t\tGoto See\n\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon2FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Third stage of Viscerus's fury!\nACTOR Viscerus3\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererPain\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(128,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"WraithFX1\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisBallFX\", 36, 0, 64)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisBallFX\", 36, 0, -64)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 18 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3A:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 17 Bright\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC E 0 Bright A_PlaySound(\"MageStaffFire\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,0)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"DragonFireball\",33,0,-24)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"DragonFireball\",33,0,24)\n\t\t\tSORC E 0 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3A\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 0)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, 180)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -22)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -45)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -67)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -90)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -112)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -135)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -157)\n\t\t\tSORC G 0 A_CustomMissile(\"Demon1FX1\", 36, 0, -180)\n\t\t\tStop\n\t\t}\n\n\t}\n\n// Fourth stage of Viscerus's fury!\nACTOR Viscerus4\n{\n\tHealth 40000\n\tRadius 35\n\tHeight 80\n\tSpeed 12\n\tPainChance 0\n\tMass 400\n\tDamagefactor \"PoisonCloud\", 0.25\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+NOTELEOTHER\n\t+BOSS\n\t+NOICEDEATH\n\t+NOTARGET\n\tRENDERSTYLE NORMAL\n\tALPHA 1.0\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererDeathScream\"\n\tActiveSound \"SorcererActive\"\n\tAttackSound \"SorcererSpellCast\"\n\tMissileHeight 36\n\tObituary \"%o was laid to waste by Viscerus.\"\n\tDropItem \"NewArtiBoostMana\"\n\tDropItem \"NewArtiSuperHealth\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 0\n\t\t\tSORC A 0 ACS_ExecuteAlways(913,0,40000,0,0)\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSORC A 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSORC AABBCCDD 2 A_Chase\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC D 0 A_Jump(128,\"Missile1\")\n\t\t\tSORC D 0 A_Jump(192,\"Missile2\")\n\t\t\tGoto Missile3\n\t\tMissile1:\n\t\t\tSORC F 0 A_FaceTarget\n\t\t\tSORC F 10 Bright\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 24)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, -12)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 12)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"SOVDisciplePurpleBall\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile2:\n\t\t\tSORC F 15 Bright A_PlaySound(\"SorcererActive\")\n\t\t\tSORC E 0 A_FaceTarget\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, -20)\n\t\t\tSORC E 0 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 20)\n\t\t\tSORC E 17 Bright A_CustomMissile(\"VisDeathWave\", 36, 0, 0)\n\t\t\tGoto See\n\t\tMissile3:\n\t\t\tSORC F 0 Bright A_FaceTarget\n\t\t\tSORC F 35 Bright A_PlaySound(\"SorcererActive\")\n\t\tMissile3Repeat:\n\t\t\tSORC E 0 Bright A_PlaySound(\"SpiritActive\")\n\t\t\tSORC E 0 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,20)\n\t\t\tSORC E 8 Bright A_CustomMissile(\"SOVDisciplePurpleSpirit\",0,0,-20)\n\t\t\tSORC E 8 A_MonsterRefire(0, \"See\")\n\t\t\tGoto Missile3Repeat\n\t\tPain:\n\t\t\tSORC G 3\n\t\t\tSORC G 4 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSORC H 5 Bright ACS_ExecuteAlways(914,0, 20000)\n\t\t\tSORC I 5 Bright A_FaceTarget\n\t\t\tSORC J 5 Bright A_Scream\n\t\t\tSORC KLMNOPQRST 5 Bright\n\t\t\tSORC U 5 Bright A_NoBlocking\n\t\t\tSORC VWXY 5 Bright\n\t\t\tSORC Z -1 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisBallFX : SorcFX1\n{\n\tSpeed 7\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\tBounceFactor 1.0\n\t+HEXENBOUNCE\n\tSeeSound \"SorcererBallBounce\"\n\tDeathSound \"SorcererHeadScream\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 Bright A_GetHurt\n\t\t\tSBS1 BCD 3 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCFCF Q 1 Bright\n\t\t\tCFCF Q 4 Bright A_UnHideThing\n\t\t\tCFCF R 3 Bright A_Scream\n\t\t\tCFCF S 4 Bright\n\t\t\tCFCF T 3 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)), 128, 0)\n\t\t\tCFCF U 4 Bright\n\t\t\tCFCF V 3 Bright\n\t\t\tCFCF W 4 Bright\n\t\t\tCFCF X 3 Bright\n\t\t\tCFCF Y 4 Bright\n\t\t\tCFCF Z 3 Bright\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathWave\n{\n\tSpeed 10\n\tRadius 5\n\tHeight 5\n\tHealth 5\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,3,0,0)))\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 15\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_CustomMissile(\"VisDeathBlast\",0,random(-64,64))\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tTNT1 A 2 A_Jump(64,\"Spawn2\")\n\t\t\tGoto Spawn2\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisDeathBlast\n{\n\tSpeed 0\n\tRadius 8\n\tHeight 8\n\tDamage 0\n\tProjectile\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tSBS4 D 0 A_Jump(128,1)\n\t\t\tSBS4 D 0 A_PlaySound(\"SorcererBallExplode\")\n\t\t\tSBS4 D 5\n\t\t\tSBS4 E 5 Bright A_Explode(80+(ACS_ExecuteWithResult(912,3,0,0)),128)\n\t\t\tSBS4 FGH 6\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow1\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC A 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow2\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC B 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow3\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC C 12\n\t\t\tStop\n\t\t}\n\t}\n\nACTOR VisShadow4\n{\n\tPROJECTILE\n\tRENDERSTYLE ADD\n\t+NOCLIP\n\tALPHA 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSORC D 12\n\t\t\tStop\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "Compat/HoC.txt",
"contents": "ACTOR FuzzClink : NewClinkHeretic 7000\n{\n\tRenderStyle FUZZY\n\tObituary \"%o was sliced up by a Stealth Clink.\"\n}\n\nACTOR DoomImpHOC : NewDoomImp 7001\n{\n\tHitObituary \"%o was slashed by an imp.\"\n\tObituary \"%o was burned by an imp.\"\n}\n\nACTOR LostSoulHOC : NewLostSoul 7002\n{\n\tObituary \"%o was spooked by a lost soul.\"\n}\n\nACTOR PainElementalHOC : NewPainElemental 7003\n{\n\t+DONTMORPH\n}\n\nACTOR CacodemonHOC : NewCacodemon 7004\n{\n\tHitObituary \"%o got too close to a Cacodemon.\"\n\tObituary \"%o was smitten by a Cacodemon.\"\n}\n\nACTOR BaronOfHellHOC : NewBaronOfHell 7005\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHitObituary \"%o was ripped open by a Baron of Hell.\"\n\tObituary \"%o was bruised by a Baron of Hell.\"\n}\n\nACTOR CentaurHOC : NewCentaur 7006\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o got a taste of %p own medicine.\"\n}\n\nACTOR CentaurLeaderHOC : NewCentaurLeader 7007\n{\n\tHitObituary \"%o got sliced by a Centaur.\"\n\tObituary \"%o was blasted by a Centaur.\"\n}\n\nACTOR BishopHOC : NewBishop 7008\n{\n\tHitObituary \"%o was blown away by a Dark Bishop.\"\n\tObituary \"%o was damned by a Dark Bishop.\"\n}\n\nACTOR ArchvileHOC : NewArchvile 7009 // heresiarch in HOC 3\n{\n\t+FIREDAMAGE\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tObituary \"%o was incinerated by an Archvile.\"\n}\n\nACTOR SerpentHOC : NewSerpent 7010\n{\n\tObituary \"%o was surprised by a Stalker.\"\n}\n\nACTOR SerpentLeaderHOC : NewSerpentLeader 7011\n{\n\tHitObituary \"%o was surprised by a Stalker.\"\n\tObituary \"%o got slimed by a Stalker.\"\n}\n\nACTOR WendigoHOC : NewIceGuy 7020\n{\n\t+DONTMORPH\n\n\tObituary \"%o was iced by a Wendigo.\"\n}\n\nACTOR HeresiarchHOC : NewHeresiarch 7030\n{\n\tObituary \"%o had no chance against a Heresiarch.\"\n}\n\nACTOR NightmareClink : NewClink 7035\n{\n\t+DONTMORPH\n\t+DONTSQUASH\n\n\tHEALTH 100\n\tSPEED 26\n\tMELEEDAMAGE 80\n\n SeeSound \"NightmareClinkSight\"\n ActiveSound \"NightmareClinkActive\"\n\n\tRenderStyle FUZZY\n\tObituary \"%o was massacred by a Nightmare Clink.\"\n}\n\nACTOR OmegaDsparil 7050\n{\n\tSCALE 3.0\n\tRADIUS 95\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 110000\n\tSPEED 14\n\tPAINCHANCE 8\n\n MONSTER\n +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n SeeSound \"dsparil/sight\"\n ActiveSound \"dsparil/active\"\n\tAttackSound \"dsparil/attack\"\n PainSound \"dsparil/pain\"\n DeathSound \"bigDsparilDeath\"\n\n\tMISSILETYPE OmegaDsparilShot\n\tMISSILEHEIGHT 140\n\n\tObituary \"%o was pwned by Omega D'Sparil.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSOR2 M 0\n\t\t\tSOR2 M 0 ACS_ExecuteAlways(913,0,110000,0,0)//increase health on higher difficulties\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tSOR2 MN 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tSOR2 MMNNOOPP 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 8 A_MissileAttack\n\t\t\tSOR2 RS 8 A_FaceTarget\n\t\t\tSOR2 T 4 A_MissileAttack\n\t\t\tSOR2 T 4 A_CustomMissile(\"OmegaDsparilSpawner\", 140, 0, 0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tSOR2 Q 2\n\t\t\tSOR2 Q 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tSDTH A 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tSDTH A 8 A_Scream\n\t\t\tSDTH B 8\n\t\t\tSDTH C 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH D 7\n\t\t\tSDTH E 7\n\t\t\tSDTH F 7\n\t\t\tSDTH G 7\n\t\t\tSDTH H 7\n\t\t\tSDTH I 20\n\t\t\tSDTH J 6\n\t\t\tSDTH K 6\n\t\t\tSDTH L 6\n\t\t\tSDTH M 6\n\t\t\tSDTH N 6\n\t\t\tSDTH O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaDsparilShot : Sorcerer2FX1\n{\n\tDAMAGE ((random(1,8)*400)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaDsparilSpawner : Sorcerer2FX2\n{\n\tSCALE 2.0\n\tRADIUS 32\n\n\tSeeSound \"dsparil/attack\"\n\tDeathSound \"CentaurLeaderAttack\"\n}\n\nACTOR OmegaBaron 7051\n{\n\tSCALE 3.0\n\tRADIUS 88\n\tMASS 1000\n\tHEIGHT 144\n\n\tHEALTH 75000\n\tSPEED 10\n\tPAINCHANCE 4\n\n MONSTER\n +BOSS\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+DONTMORPH\n\t+DONTSQUASH\n\tDONTHURTSHOOTER\n\n SeeSound \"baron/sight\"\n ActiveSound \"baron/active\"\n\tAttackSound \"baron/attack\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n\n\tMISSILETYPE OmegaBaronShot\n\tMISSILEHEIGHT 80\n\n\tObituary \"%o was mangled by an omega baron\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBOSS A 0\n\t\t\tBOSS A 0 ACS_ExecuteAlways(913,0,75000,0,0)//increase health on higher difficulties\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tBOSS AB 15 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tBOSS AABBCCDD 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -30)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 30)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -40)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -20)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 20)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 40)\n\t\t\tBOSS EF 8 A_FaceTarget\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -10)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, -5)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 0)\n\t\t\tBOSS G 0 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 5)\n\t\t\tBOSS G 7 A_CustomMissile(\"OmegaBaronShot\", 120, 0, 10)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tBOSS H 2\n\t\t\tBOSS H 2 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tBOSS I 0 ACS_ExecuteAlways(914,0,3500)\n\t\t\tBOSS I 8 A_Scream\n\t\t\tBOSS J 8\n\t\t\tBOSS K 8\n\t\t\tBOSS L 8\n\t\t\tBOSS M 8\n\t\t\tBOSS N 8\n\t\t\tBOSS O -1\n\t\t\tStop\n\t}\n}\n\nACTOR OmegaBaronShot : BaronBall\n{\n\tDAMAGE ((random(1,8)*100)+(ACS_ExecuteWithResult(912,3,0,0))\n\tSCALE 2.0\n\tRADIUS 16\n}"
},
{
"source": "pk3",
"name": "Compat/Skulltag.txt",
"contents": "//=================================================================================================\n//\n// DarkImp\n//\n//=================================================================================================\n\nactor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience\n{\n game Doom\n spawnid 155 // [RT] I think this is the right Spawnid, change if it isn't\n obituary \"$OB_DARKIMP\"\n hitobituary \"$OB_DARKIMP_MELEE\"\n health 120\n missiletype DarkImpBall\n meleedamage 3\n meleesound \"imp/melee\"\n states\n {\n Spawn:\n DIMP AB 10 A_Look\n loop\n See:\n DIMP AABBCCDD 3 A_Chase\n loop\n Melee:\n Missile:\n DIMP EF 8 A_FaceTarget\n DIMP G 6 A_ComboAttack // See DarkImpBall\n goto See\n Pain:\n DIMP H 2\n DIMP H 2 A_Pain\n goto See\n Death:\n DIMP I 8\n DIMP J 8 A_Scream\n DIMP K 6\n DIMP L 6 A_NoBlocking\n DIMP M -1\n stop\n XDeath:\n DIMP N 5\n DIMP O 5 A_XScream\n DIMP P 5\n DIMP Q 5 A_NoBlocking\n DIMP RST 5\n DIMP U -1\n stop\n Raise:\n DIMP ML 8\n DIMP KJI 6\n goto See\n }\n}\n\nactor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience.\n{\n game Doom\n spawnid 218\n Speed 20\n damage 3 // [RT] I think this is right, change if neccesary.\n states\n {\n Spawn:\n BAL4 AB 4 bright\n loop\n Death:\n BAL4 CDE 6 bright\n stop\n }\n}\n\n//=================================================================================================\n//\n// Cacolantern\n//\n//=================================================================================================\n\nACTOR Cacolantern : Cacodemon 5006\n{\n\tSpawnID 159\n\tHealth 800\n\tObituary \"$OB_CACOLANTERN\"\n\tHitObituary \"$OB_CACOLANTERN_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"CacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED2 G 8 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR CacolanternBall\n{\n\tSpawnID 219\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL8 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL8 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Abaddon\n//\n//=================================================================================================\n\nACTOR Abaddon : Cacolantern 5015\n{\n\tSpawnID 220\n\tHealth 1200\n\tSpeed 12\n\tPainChance 40\n\tObituary \"$OB_ABADDON\"\n\tHitObituary \"$OB_ABADDON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED3 E 3\n\t\tHED3 E 3 A_Pain\n\t\tHED3 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED3 G 8 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR AbaddonBall\n{\n\tSpawnID 221\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 10\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL3 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL3 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Belphegor\n//\n//=================================================================================================\n\nACTOR Belphegor : HellKnight 5008\n{\n\tSpawnID 215\n\tHealth 1500\n\tPainChance 25\n\tSeeSound \"baron/sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"baron/death\"\n\tActiveSound \"baron/active\"\n\tObituary \"$OB_BELPHEGOR\"\n\tHitObituary \"$OB_BELPHEGOR_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tBOS3 H 2\n\t\tBOS3 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR BelphegorBall : BaronBall\n{\n\tSpawnID 222\n\tSpeed 20\n}\n\n//=================================================================================================\n//\n// BloodDemon\n//\n//=================================================================================================\n\nACTOR BloodDemon : Demon 5004\n{\n\tSpawnID 156\n\tHealth 300\n\tObituary \"$OB_BLOODDEMON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRG2 AABBCCDD 2 A_Chase\n\t\tLoop\n\tPain:\n\t\tSRG2 H 2\n\t\tSRG2 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 M 4\n\t\tSRG2 N -1\n\t\tStop\n\tRaise:\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\n//=================================================================================================\n//\n// Hectebus\n//\n//=================================================================================================\n\nACTOR Hectebus : Fatso 5007\n{\n SpawnID 158\n Health 1200\n PainChance 20\n Obituary \"$OB_HECTEBUS\"\n States\n {\n Spawn:\n HECT AB 15 A_Look\n Loop\n See:\n HECT AABBCCDDEEFF 4 A_Chase\n Loop\n Pain:\n HECT J 3\n HECT J 3 A_Pain\n Goto See\n Missile:\n //These Next 2 states replace A_FatRaise and A_HectRaise\n HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n HECT G 20 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n Goto See\n Death:\n HECT K 6\n HECT L 6 A_Scream\n HECT M 6 A_NoBlocking\n HECT NOPQRS 6\n HECT T -1\n Stop\n Raise:\n HECT RQPONMLK 5\n Goto See\n }\n}\n\nACTOR HectShot : FatShot\n{\n Speed 22\n Damage 12\n States\n {\n Spawn:\n HECF AB 4 BRIGHT\n Loop\n Death:\n HECF C 8 BRIGHT\n HECF D 6 BRIGHT\n HECF E 4 BRIGHT\n Stop\n }\n}\n\n//=================================================================================================\n//\n// SuperShotgunGuy\n//\n//=================================================================================================\n\nACTOR SuperShotgunGuy 5005\n{\n Game Doom\n SpawnID 157\n Health 120\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 170\n SeeSound \"chainguy/sight\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"ssgguy/attack\"\n MONSTER\n +FLOORCLIP\n Obituary \"$OB_SSGGUY\"\n DropItem \"SuperShotgun\"\n States\n {\n Spawn:\n GPOS AB 10 A_Look\n Loop\n See:\n GPOS AABBCCDD 4 A_Chase\n Loop\n Missile:\n GPOS E 10 A_FaceTarget\n GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, \"BulletPuff\")\n GPOS E 8\n Goto See\n Pain:\n GPOS G 3\n GPOS G 3 A_Pain\n Goto See\n Death:\n GPOS H 5\n GPOS I 5 A_Scream\n GPOS J 5 A_NoBlocking\n GPOS KLM 5\n GPOS N -1\n Stop\n XDeath:\n GPOS O 5\n GPOS P 5 A_XScream\n GPOS Q 5 A_NoBlocking\n GPOS RS 5\n GPOS T -1\n Stop\n Raise:\n GPOS LKJIH 5\n Goto See\n }\n}\n\n//=================================================================================================\n//\n// Minigun\n//\n//=================================================================================================\n\nACTOR Minigun : Weapon 5014\n{\n\tGame Doom\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoUse 1\n\tWeapon.Selectionorder 700\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_MINIGUN\"\n\tObituary \"$OB_MINIGUN\"\n\tAttackSound \"weapons/minigun\"\n\tSpawnID 214\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tMNGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMNGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMNGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG B 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG A 2 A_ReFire\n\t\tMNGG B 2\n\t\tMNGG A 4\n\t\tMNGG B 4\n\t\tMNGG A 8\n\t\tMNGG B 8\n\t\tgoto Ready\n\tFlash:\n\t\tMNGF A 3 BRIGHT A_Light1\n\t\tMNGF B 3 BRIGHT A_Light0\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// RailGun\n//\n//=================================================================================================\n\nACTOR RailGun : DoomWeapon 5012\n{\n\tGame Doom\n\tSpawnID 164\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 100\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tInventory.Pickupmessage \"$PICKUP_RAILGUN\"\n\tObituary \"$OB_RAILGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRLGG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tRLGG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tRLGG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tRLGG E 12 A_FireRailgun\n\t\tRLGG F 6 //A_CheckRailReload\n\t\tRLGG G 6\n\t\tRLGG H 6\n\t\tRLGG I 6\n\t\tRLGG J 6\n\t\tRLGG K 6\n\t\tRLGG L 6\n\t\tRLGG A 6\n\t\tRLGG M 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 5 bright A_Light1\n\t\tTNT1 A 5 bright A_Light2\n\t\tTNT1 A 0 bright A_Light0\n\t\tGoto LightDone\n\tSpawn:\n\t\tRAIL A -1\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K\n//\n//=================================================================================================\n\nACTOR BFG10K : DoomWeapon 5013\n{\n\tGame Doom\n\tSpawnID 165\n\tRadius 20\n\tHeight 20\n\tWeapon.Selectionorder 2800\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.Kickback 100\n\tInventory.Pickupmessage \"$PICKUP_BFG10K\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tSpawn:\n\t\tBFG2 A -1\n\t\tstop\n\tReady:\n\t\tBG2G A 0 A_PlaySound (\"weapons/bfg10kidle\")\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tBG2G E 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tBG2G E 1 A_Raise\n\t\tloop\n\tFire:\n\t\tBG2G E 20 A_PlaySound (\"weapons/bfg10kf\")\n\t\tBG2G F 4\n\t\tBG2G G 1\n\t\tBG2G H 1\n\t\tBG2G I 1\n\t\tBG2G J 1\n\t\tgoto Hold\n\tHold:\n\t\tBG2G K 2 A_GunFlash\n\t\tBG2G L 2 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n\t\tBG2G M 2\n\t\tBG2G N 0 A_ReFire\n\t\tBG2G O 35 A_PlaySound (\"weapons/bfg10kcool\")\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 2 bright A_Light1\n\t\tTNT1 A 3 bright\n\t\tGoto LightDone\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K explosive shot\n//\n//=================================================================================================\n\nACTOR BFG10kShot\n{\n\tGame Doom\n\tSpawnID 217\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 160\n\tDamageType BFG10k\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+NOTELEPORT\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/bfg10kx\"\n\tAttackSound \"weapons/bfg10kx\"\n\tObituary \"$OB_BFG10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFE1 A 0 bright\n\t\tBFE1 A 3 bright A_Detonate\n\t\tBFE1 BCDEF 3 bright\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// GrenadeLauncher\n//\n//=================================================================================================\n\nACTOR GrenadeLauncher : DoomWeapon 5011\n{\n\tGame Doom\n\tSpawnID 163\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 2500\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_GRENADELAUNCHER\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tGLAU A -1\n\t\tstop\n\tReady:\n\t\tGRLG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGRLG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGRLG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tGRLG B 8 A_GunFlash\n\t\tGRLG B 12 A_FireCustomMissile ( \"Grenade\", 0, 1, 0, 0, 0, 6.328125 )\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tGRLF A\t3 bright A_Light1\n\t\tGRLF B\t4 bright\n\t\tGRLF C 4 bright A_Light2\n\t\tGRLF D 4 bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\n//=================================================================================================\n//\n// Red Armor\n//\n//=================================================================================================\n\nACTOR RedArmor : BasicArmorPickup 5040\n{\n\tGame Doom\n\tSpawnID 168\n\tRadius 20\n\tHeight 16\n\tArmor.Savepercent 66.66666\n\tArmor.Saveamount 200\n\tInventory.Icon \"ARM3A0\"\n\tInventory.Pickupmessage \"$PICKUP_REDARMOR\"\n\tDamageFactor \"Fire\", 0.125\n\tDamageFactor \"Rocket\", 0.125\n\tDamageFactor \"Grenade\", 0.125\n\tStates\n\t{\n\tSpawn:\n\t\tARM3 A 6\n\t\tARM3 B 6 bright\n\t\tgoto Spawn\n\t}\n}\n\n//=================================================================================================\n//\n// Max. armor bonus\n//\n//=================================================================================================\n\nACTOR MaxArmorBonus : BasicArmorBonus 5091\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 167\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$PICKUP_MAXARMORBONUS\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 1\n\tArmor.Maxsaveamount 200\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6\n\t\tloop\n\t}\n}\n\nACTOR MaxHealthBonus : CustomInventory 5090\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 166\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tHealth 200\n\tInventory.PickupMessage \"$PICKUP_MAXHEALTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON3 ABCDCB 6\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Compat/SkulltagR.txt",
"contents": "Actor NewDarkImp : DarkImp replaces DarkImp\n{\n\tMeleerange 48\n\tHealth 180\n\t+NODAMAGETHRUST\n\tSpecies \"DoomImp\"\n\tStates\n\t{\n\tSpawn:\n\t\tDRKV A 0\n\t\tDRKV A 0 ACS_ExecuteAlways(913,0,180,9,0)\n\tIdle:\n\t\tDRKV AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,25)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tSee:\n DRKV AABBCCDD 3 A_Chase\n Loop\n\tPain:\n DRKV H 2\n DRKV H 2 A_Pain\n Goto See\n\tMelee:\n\tMissile:\n\t\tDRKV E 0 A_Jump(64,\"Teleport\")\n\t\tDRKV E 0 A_Jump(64,4)\n DRKV EF 8 A_FaceTarget\n DRKV G 6 A_CustomComboAttack(\"NewDarkImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n Goto Missile+8\n DRKV IJ 8 Bright A_FaceTarget\n DRKV K 6 Bright A_CustomComboAttack(\"DarkImpBallStrong\", 32, (6 * random(1, 8)) + (ACS_ExecuteWithResult(912,2,0,0)), \"imp/melee\")\n DRKV E 0 A_Jump(64,4)\n DRKV EF 8 A_FaceTarget\n DRKV G 6 A_CustomComboAttack(\"NewDarkImpBall\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"imp/melee\")\n Goto See\n DRKV IJ 8 Bright A_FaceTarget\n DRKV K 6 Bright A_CustomComboAttack(\"DarkImpBallStrong\", 32, (6 * random(1, 8)) + (ACS_ExecuteWithResult(912,2,0,0)), \"imp/melee\")\n Goto See\n\tDeath:\n\t\tDRKV A 0 ACS_ExecuteAlways(914,0,25)\n\t\tDRKV L 8\n DRKV M 8 A_Scream\n DRKV N 5\n DRKV O 5 A_Fall\n DRKV P -1\n Stop\n\tTeleport:\n\t\tDRKV E 0 A_UnsetShootable\n\t\tDRKV E 0 A_PlaySound(\"DarkImp/teleport\")\n\t\tDRKV E 1 A_SetTranslucent(0.9,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.8,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.7,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.6,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.5,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.4,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.3,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.2,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.1,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.0,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tDRKV E 0 A_PlaySound(\"DarkImp/teleport\")\n\t\tDRKV E 1 A_SetTranslucent(0.1,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.2,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.3,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.4,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.5,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.6,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.7,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.8,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(0.9,0)\n\t\tDRKV E 0 A_FaceTarget\n\t\tDRKV E 1 A_SetTranslucent(1.0,0)\n\t\tDRKV E 0 A_SetShootable\n\t\tGoto See\n\tBurn:\n\t\tBURN A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\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\tDRKI A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\tDRKI N 5\n DRKI O 5 A_XScream\n DRKI P 5\n DRKI Q 5 A_Fall\n DRKI RST 5\n DRKI U -1\n Stop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,400)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tDRKV A 0 ACS_ExecuteAlways(913,0,180,9,0)//increase health on higher difficulties\n DRKV PO 8\n DRKV NML 6\n Goto See\n\t}\n}\n\nactor NewDarkImpBall replaces DarkImpBall\n{\n\tRadius 8\n Height 6\n Speed 20\n\tDamage ((random(3, 24)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0))\n\tDamagetype \"Shadow\"\n PROJECTILE\n\t+NODAMAGETHRUST\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal DoomImpScorch\n States\n {\n Spawn:\n DKB1 AB 4 Bright\n Loop\n Death:\n DKB1 CDE 4 Bright\n Stop\n }\n}\n\nactor DarkImpBallStrong\n{\n Radius 8\n Height 6\n Speed 20\n Damage ((random(17, 37)) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0))\n Damagetype \"Shadow\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t+SEEKERMISSILE\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal DoomImpScorch\n States\n {\n Spawn:\n\t\tDKB2 A 0 A_SeekerMissile(8,8)\n DKB2 AAAABBBB 1 Bright A_SpawnItemEx(\"DarkTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n DKB2 CDE 4 Bright\n Stop\n }\n}\n\nactor DarkTail\n{\n PROJECTILE\n RENDERSTYLE ADD\n +NOCLIP\n ALPHA 0.5\n States\n {\n Spawn:\n DKBT ABCDEF 2 Bright\n Stop\n }\n}\n\nActor NewCacolantern : Cacolantern Replaces Cacolantern\n{\n\tBloodColor \"EB 6F 0F\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHED2 A 0 ACS_ExecuteAlways(913,0,800,40,0)//increase health on higher difficulties\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,60)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tHED2 B 0 A_JumpIfCloser(400,\"MissileBreath\")\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 A_CustomComboAttack(\"NewCacolanternBall\", 32, (8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tGoto See\n MissileBreath:\n HED2 B 3 A_FaceTarget\n HED2 C 3 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n\t\tHED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n\t\tHED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 D 0 A_Custommissile (\"CacoLanternFlame\",32,0,0)\n HED2 D 2 A_FaceTarget\n HED2 C 3 A_FaceTarget\n HED2 B 3 A_FaceTarget\n Goto See\n Death:\n HED2 A 0 ACS_ExecuteAlways(914,0,60)\n HED2 G 8 A_Scream\n\t\tHED2 H 6\n\t\tHED2 H 0 A_SpawnItem(\"GIBBERLANTERN\")\n\t\tHED2 H 2\n\t\tHED2 I 5\n\t\tHED2 J 4 A_NoBlocking\n\t\tHED2 K 4\n\t\tHED2 L -1 A_SetFloorClip\n Stop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,60)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHED2 S 0 ACS_ExecuteAlways(913,0,800,40,0)\n\t\tHED2 L 8 A_UnSetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR NewCacoLanternBall replaces CacoLanternBall\n{\n Radius 8\n Height 6\n Speed 20\n Damage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal CacoScorch\n\tStates\n\t{\n\tSpawn:\n\t BAL8 AB 4 BRIGHT\n\t Loop\n\tDeath:\n\t BAL8 CDE 6 BRIGHT\n\t Stop\n\t}\n}\n\nACTOR CacoLanternFlame\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 15\n\tDamage ((random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n CLBR ABCDEFGH 3 BRIGHT\n Death:\n CLBR IJKLMNOP 3 BRIGHT\n Stop\n\t}\n}\n\nActor NewAbaddon : Abaddon Replaces Abaddon\n{\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tSeeSound \"Abaddon/See\"\n\tActiveSound \"Caco/Active\"\n\tPainSound \"Abaddon/Pain\"\n\tDeathSound \"Caco/Death\"\n MeleeSound \"Caco/Melee\"\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Cacodemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHED3 A 0 ACS_ExecuteAlways(913,0,1200,60,0)//increase health on higher difficulties\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,85),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 A_CustomMeleeAttack((8 * random(1, 8)) + (ACS_ExecuteWithResult(912,3,0,0)))\n\t\tGoto See\n\tMissile:\n\t\tHED3 A 0 A_Jump(56,9)\n\t\tHED3 A 0 A_Jump(72,13)\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 5 bright A_FaceTarget\n\t\tHED3 D 5 A_FaceTarget\n\t\tHED3 B 0 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 0, 1)\n\t\tHED3 B 0 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -8, 1)\n\t\tHED3 B 5 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 8, 1)\n\t\tGoto See\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 5 bright A_CustomMissile(\"AbaddonSoul\", 32, 0, 0, 1)\n\t\tHED3 D 5 bright A_facetarget\n\t\tHED3 B 5 bright\n\t\tGoto See\n\t\tHED3 B 5 A_FaceTarget\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 16, 1)\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 12, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 8, 1)\n\t\tHED3 C 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 4, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, 0, 1)\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -4, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -8, 1)\n\t\tHED3 D 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -12, 1)\n\t\tHED3 B 0 A_FaceTarget\n\t\tHED3 B 2 bright A_CustomMissile(\"NewAbaddonball\", 32, 0, -16, 1)\n\t\tHED3 B 4 bright\n\t\tGoto See\n\tDeath:\n\t\tHED3 A 0 ACS_ExecuteAlways(914,0,80)\n\t\tHED3 G 8 A_Scream\n\t\tHED3 H 6\n\t\tHED3 H 0 A_SpawnItem(\"GIBBER\")\n\t\tHED3 H 2\n\t\tHED3 I 5\n\t\tHED3 J 4 A_NoBlocking\n\t\tHED3 K 4\n\t\tHED3 L -1 A_SetFloorClip\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,80)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHED3 S 0 ACS_ExecuteAlways(913,0,1200,60,0)\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nActor NewAbaddonBall replaces AbaddonBall\n{\n\tDamage ((random(1,8)*10)+(ACS_ExecuteWithResult(912,4,0,0)))\n\tRadius 8\n Height 6\n Speed 15\n PROJECTILE\n\t+NODAMAGETHRUST\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"abaddonball/see\"\n\tDeathSound \"abaddonball/death\"\n\tStates\n\t{\n\tSpawn:\n\t BAL3 AAAABBBB 1 BRIGHT A_SpawnItemEx(\"NewAbaddonBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t Loop\n\tDeath:\n\t BAL3 CDE 6 BRIGHT\n\t Stop\n\t}\n}\n\nActor NewAbaddonBallTrail\n{\n Radius 1\n Height 1\n +NOCLIP\n +NOGRAVITY\n +FLOAT\n Renderstyle ADD\n Alpha 0.5\n States\n {\n Spawn:\n BAL3 AB 2 Bright A_FadeOut (0.1)\n loop\n }\n}\n\nActor AbaddonSoul : NewAbaddonBall\n{\n Radius 12\n Height 24\n Speed 20\n\t+NODAMAGETHRUST\n Damage ((random(1,8)*20)+(ACS_ExecuteWithResult(912,8,0,0)))\n SeeSound \"AbaddonSoul/see\"\n DeathSound \"AbaddonSoul/death\"\n States\n {\n Spawn:\n SKUD CCCCDDDD 1 BRIGHT A_SpawnItemEx(\"AbaddonSoulTrail\", 0, 0, 16, 0, 0, 0, 0, 128)\n Loop\n Death:\n SKUD H 4 BRIGHT A_Mushroom(\"NewAbaddonBall\", 8)\n SKUD I 4 BRIGHT\n SKUD JK 4 BRIGHT\n stop\n }\n}\n\nActor AbaddonSoulTrail\n{\n Radius 1\n Height 1\n +NOCLIP\n +NOGRAVITY\n +FLOAT\n Renderstyle ADD\n Alpha 0.5\n States\n {\n Spawn:\n BAL3 A 0 A_CStaffMissileSlither\n BAL3 AB 4 BRIGHT A_FadeOut (0.1)\n loop\n }\n}\n\nActor NewBelphegor : Belphegor Replaces Belphegor\n{\n\tBloodColor \"0 78 0\"\n\tMeleerange 84\n\t+NODAMAGETHRUST\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"BaronOfHell\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBOS3 A 0 ACS_ExecuteAlways(913,0,1500,75,0)//increase health on higher difficulties\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,90),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tMissile:\n\t\tBOS3 E 0 A_Jump(128,\"Missile2\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_CustomComboAttack(\"BelphegorBall\", 32, (10 * random(1, 8)) + (ACS_ExecuteWithResult(912,4,0,0)), \"baron/melee\")\n\t\tGoto See\n\tMissile2:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 0 A_CustomMissile(\"BelphegorBall\",32,0,4)\n\t\tBOS3 G 0 A_CustomMissile(\"BelphegorBall\",32,0,-4)\n\t\tBOS3 G 6 A_CustomMissile(\"BelphegorBall\",32,0,0)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 A 0 ACS_ExecuteAlways(914,0,120)\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 0 A_SpawnItem(\"GREENDOOMGIBBER\")\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 M 8\n\t\tBOS3 N 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,120)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tBOS3 O 0 ACS_ExecuteAlways(913,0,1500,75,0)//increase health on higher difficulties\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nActor NewBelphegorBall : BelphegorBall replaces BelphegorBall\n{\n\tDamage ((random(1,8)*8)+(ACS_ExecuteWithResult(912,3,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewBloodDemon : BloodDemon replaces BloodDemon\n{\n\tMeleerange 76\n\t+NODAMAGETHRUST\n\tPainchance 0\n\tSpeed 15\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSRG2 A 0 ACS_ExecuteAlways(913,0,300,15,0)//increase health on higher difficulties\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_CustomMeleeAttack((4 * random(1, 10)) + (ACS_ExecuteWithResult(912,2,0,0)))\n\t\tGoto See\n\tDeath:\n\t\tSRG2 A 0 ACS_ExecuteAlways(914,0,50)\n\t\tGoto Super::Death\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,50)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tSRG2 N 0 ACS_ExecuteAlways(913,0,300,15,0)\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor NewHectebus : Hectebus replaces Hectebus\n{\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tSpecies \"Fatso\"\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tHECT A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tHECT A 0 ACS_ExecuteAlways(913,0,1200,60,0)//increase health on higher difficulties\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tIdle:\n\t\tHECT AB 15 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,110)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tHECT A 0 ACS_ExecuteAlways(914,0,110)\n\t\tHECT KK 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT K 4 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT L 6 A_Scream\n\t\tHECT M 6 A_NoBlocking\n\t\tHECT N 6\n\t\tHECT O 6\n\t\tHECT PPPPPPP 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT QQQQQQ 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT RRRRRR 1 A_SpawnItemEx(\"Blood\",0,0,0,0,0,random(3,6), 48, 128)\n\t\tHECT S 6\n\t\tHECT T -1\n\t\tstop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,110)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tHECT R 0 ACS_ExecuteAlways(913,0,1200,60,0)\n\t\tHECT RQPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor NewHectShot : HectShot replaces HectShot\n{\n\tDamage ((random(1,8)*12)+(ACS_ExecuteWithResult(912,4,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewSuperShotgunGuy : SuperShotgunGuy replaces SuperShotgunGuy\n{\n\tDropItem \"\"\n\tSpecies \"ShotgunGuy\"\n\tHealth 180\n\t+NODAMAGETHRUST\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tStates\n\t{\n\tSpawn:\n\t\tGPOS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tGPOS A 0 ACS_ExecuteAlways(913,0,180,9,0)//increase health on higher difficulties\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tGPOS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS E 0 bright A_PlaySound(\"ssgguy/attack\", CHAN_WEAPON)\n\t\tGPOS FFFFFF 0 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS F 10 Bright A_CustomMissile(\"ZombieBulletTracer\", 32, 0, random(-22,22))\n\t\tGPOS E 10\n\t\tGoto See\n\tDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tGPOS A 0 ACS_ExecuteAlways(914,0,30)\n\t\tTNT1 A 0 A_SpawnItem(\"GIBBER\")\n\t\tGoto Super::XDeath\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,30)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tRaise:\n\t\tGPOS L 0 ACS_ExecuteAlways(913,0,180,9,0)\n GPOS LKJIH 5\n Goto See\n\t}\n}\n\nActor NewRedArmorSpot : CustomInventory replaces RedArmor\n{\n\tGame Doom\n\tSpawnID 168\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A 0 A_SpawnItem(\"NewGreenArmorSpot\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewMaxHealthBonusSpot : RandomSpawner replaces MaxHealthBonus\n{\n\tGame Doom\n\tSpawnID 166\n\tDropitem \"ArtiGreenFlask\"\n\tDropItem \"ArtiRedFlask\"\n\tDropItem \"ArtiYellowFlask\"\n}\n\nActor NewMaxArmorBonusSpot : RandomSpawner replaces MaxArmorBonus\n{\n\tGame Doom\n\tSpawnID 167\n\tDropitem \"NewArtiBlastRadius\"\n}\n\nActor NewMinigunSpot : CustomInventory replaces Minigun //Mana1(2)\n{\n\tGame Doom\n\tSpawnID 214\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"MorningStarRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"GlacialCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DragonClawRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"JadeWandRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"NecroGauntletsRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewGrenadeLauncherSpot : CustomInventory replaces GrenadeLauncher //Mana2(1)\n{\n\tGame Doom\n\tSpawnID 163\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"FirestormRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"EtherealCrossbowRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HammerOfRetributionRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"ArcOfDeathRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"LichStaffRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewRailgunSpot : CustomInventory replaces Railgun //Mana2(2)\n{\n\tGame Doom\n\tSpawnID 164\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"LightbringerRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BlunderbussRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"VorpalBladeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"SkullstaffRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"DarkPhoenixRodRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}\n\nActor NewBFG10KSpot : CustomInventory replaces BFG10K //Ultimates\n{\n\tGame Doom\n\tSpawnID 165\n\tInventory.RespawnTics 0x7FFFFFFF\n\t+INVENTORY.QUIET\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WraithVergeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"HFCannonRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"QuietusRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"BloodScourgeRGiver\")\n\tTNT1 A 0 A_SpawnItem(\"RavenStaffGiverRGiver\")\n\tTNT1 A -1\n\tStop\n\tPickup:\n\tTNT1 A 0 A_GiveInventory(\"DummiestItemEvar\")\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Base.txt",
"contents": "Actor WoC_Undroppable : Inventory { +INVENTORY.UNDROPPABLE }\n\nActor WoC_Boolean : WoC_Undroppable { Inventory.MaxAmount 1 }\n\nActor WoC_Stat : WoC_Undroppable { Inventory.MaxAmount 0x7FFFFFFF }\n\nActor WoC_Skill : WoC_Undroppable { Inventory.MaxAmount 10 }\n\nActor NOCOUNTKILL : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"CountKill\", 0)\n\t\tStop\n\t}\n}\n\nActor NODAMAGETHRUSTER : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"NoDamageThrust\", 1)\n\t\tStop\n\t}\n}\n\nActor MTHRUSPECIESITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"FriendlyResurrect\",1,\"GoThrough\")\n\t\tStop\n\tGoThrough:\n\t\tTNT1 A 0 A_ChangeFlag(\"MTHRUSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor FriendlyResurrect : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor UnFriendlyResurrect : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 0)\n\t\tStop\n\t}\n}\n\nActor THRUSPECIESITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 1)\n\t\tStop\n\t}\n}\n\nActor ClearTarget : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tStop\n\t}\n}\n\nActor FriendlyInDisguise : WoC_Boolean {}\nActor EnemyInDisguise : WoC_Boolean {}\n\nActor WoC_StrengthCheck : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"StrengthCheck2\")\n\t\tTNT1 A 0 A_TakeInventory(\"StrengthCheck2\")\n\t\tStop\n\t}\n}\n\nActor StrengthCheck2 : WoC_Boolean {}\n\nActor A_DIEITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_Die\n\t\tStop\n\t}\n}\n\nActor NIGHTMAREMODEITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOINFIGHTING\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"QUICKTORETALIATE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tStop\n\t}\n}\n\nActor USEKILLSCRIPTSITEM : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_ChangeFlag(\"USEKILLSCRIPTS\", 1)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Health Bar.txt",
"contents": "ACTOR HPBAR\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n {\n Spawn:\n\t HP32 C 0 NODELAY ACS_ExecuteAlways(705)\n\tSpawned:\n HP32 C -1\n Loop\n HP32:\n HP32 C -1\n Loop\n HP31:\n HP31 C -1\n Loop\n HP30:\n HP30 C -1\n Loop\n HP29:\n HP29 C -1\n Loop\n HP28:\n HP28 C -1\n Loop\n HP27:\n HP27 C -1\n Loop\n HP26:\n HP26 C -1\n Loop\n HP25:\n HP25 C -1\n Loop\n HP24:\n HP24 C -1\n Loop\n HP23:\n HP23 C -1\n Loop\n HP22:\n HP22 C -1\n Loop\n HP21:\n HP21 C -1\n Loop\n HP20:\n HP20 C -1\n Loop\n HP19:\n HP19 C -1\n Loop\n HP18:\n HP18 C -1\n Loop\n HP17:\n HP17 C -1\n Loop\n HP16:\n HP16 C -1\n Loop\n HP15:\n HP15 C -1\n Loop\n HP14:\n HP14 C -1\n Loop\n HP13:\n HP13 C -1\n Loop\n HP12:\n HP12 C -1\n Loop\n HP11:\n HP11 C -1\n Loop\n HP10:\n HP10 C -1\n Loop\n HP09:\n HP09 C -1\n Loop\n HP08:\n HP08 C -1\n Loop\n HP07:\n HP07 C -1\n Loop\n HP06:\n HP06 C -1\n Loop\n HP05:\n HP05 C -1\n Loop\n HP04:\n HP04 C -1\n Loop\n HP03:\n HP03 C -1\n Loop\n HP02:\n HP02 C -1\n Loop\n HP01:\n HP01 C -1\n Loop\n HP00:\n HP00 C -1\n Loop\n }\n}\n\nACTOR HPBAR2\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n {\n Spawn:\n\t HP32 B 0 NODELAY ACS_ExecuteAlways(705, 0, 1)\n\tSpawned:\n HP32 B -1\n Loop\n HP32:\n HP32 B -1\n Loop\n HP31:\n HP31 B -1\n Loop\n HP30:\n HP30 B -1\n Loop\n HP29:\n HP29 B -1\n Loop\n HP28:\n HP28 B -1\n Loop\n HP27:\n HP27 B -1\n Loop\n HP26:\n HP26 B -1\n Loop\n HP25:\n HP25 B -1\n Loop\n HP24:\n HP24 B -1\n Loop\n HP23:\n HP23 B -1\n Loop\n HP22:\n HP22 B -1\n Loop\n HP21:\n HP21 B -1\n Loop\n HP20:\n HP20 B -1\n Loop\n HP19:\n HP19 B -1\n Loop\n HP18:\n HP18 B -1\n Loop\n HP17:\n HP17 B -1\n Loop\n HP16:\n HP16 B -1\n Loop\n HP15:\n HP15 B -1\n Loop\n HP14:\n HP14 B -1\n Loop\n HP13:\n HP13 B -1\n Loop\n HP12:\n HP12 B -1\n Loop\n HP11:\n HP11 B -1\n Loop\n HP10:\n HP10 B -1\n Loop\n HP09:\n HP09 B -1\n Loop\n HP08:\n HP08 B -1\n Loop\n HP07:\n HP07 B -1\n Loop\n HP06:\n HP06 B -1\n Loop\n HP05:\n HP05 B -1\n Loop\n HP04:\n HP04 B -1\n Loop\n HP03:\n HP03 B -1\n Loop\n HP02:\n HP02 B -1\n Loop\n HP01:\n HP01 B -1\n Loop\n HP00:\n HP00 B -1\n Loop\n }\n}\n\nACTOR HPBAR3\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t-SOLID\n\t+DONTBLAST\n\tRenderstyle Translucent\n\tstates\n {\n Spawn:\n\t //HP32 A 0 NODELAY ACS_ExecuteAlways(705, 0, 2)\n HP32 B -1\n Loop\n HP32:\n HP32 B -1\n Loop\n HP31:\n HP31 B -1\n Loop\n HP30:\n HP30 B -1\n Loop\n HP29:\n HP29 B -1\n Loop\n HP28:\n HP28 B -1\n Loop\n HP27:\n HP27 B -1\n Loop\n HP26:\n HP26 B -1\n Loop\n HP25:\n HP25 B -1\n Loop\n HP24:\n HP24 B -1\n Loop\n HP23:\n HP23 B -1\n Loop\n HP22:\n HP22 B -1\n Loop\n HP21:\n HP21 B -1\n Loop\n HP20:\n HP20 B -1\n Loop\n HP19:\n HP19 B -1\n Loop\n HP18:\n HP18 B -1\n Loop\n HP17:\n HP17 B -1\n Loop\n HP16:\n HP16 B -1\n Loop\n HP15:\n HP15 B -1\n Loop\n HP14:\n HP14 B -1\n Loop\n HP13:\n HP13 B -1\n Loop\n HP12:\n HP12 B -1\n Loop\n HP11:\n HP11 B -1\n Loop\n HP10:\n HP10 B -1\n Loop\n HP09:\n HP09 B -1\n Loop\n HP08:\n HP08 B -1\n Loop\n HP07:\n HP07 B -1\n Loop\n HP06:\n HP06 B -1\n Loop\n HP05:\n HP05 B -1\n Loop\n HP04:\n HP04 B -1\n Loop\n HP03:\n HP03 B -1\n Loop\n HP02:\n HP02 B -1\n Loop\n HP01:\n HP01 B -1\n Loop\n HP00:\n HP00 B -1\n Loop\n }\n}\n\nActor HPBARINIT : Custominventory\n{\n\tInventory.MaxAmount 0\n\t+Inventory.AUTOACTIVATE\n\tstates\n\t{\n\t\tUse:\n\t\tTNT1 A 0 ACS_ExecuteAlways(705)\n\t\tStop\n\t}\n}\n\nActor HPBARSPAWN : Custominventory\n{\n\t+Inventory.AUTOACTIVATE\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_SpawnItemEx(\"HPBAR\",0,0,56,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER,0,1700+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))\n\t\tStop\n\t}\n}\n\n/*Actor HPBARWARP : Custominventory\n{\n\t+Inventory.AUTOACTIVATE\n\tvar int user_height;\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 A_Warp(AAPTR_MASTER, 0, 0, user_height+1, 0, WARPF_NOCHECKPOSITION|WARPF_COPYINTERPOLATION)\n\t\tStop\n\t}\n}*/"
},
{
"source": "pk3",
"name": "Decorate/Interface.txt",
"contents": "Actor MainMenuItem : WoC_Undroppable { Inventory.MaxAmount 4 }\nActor StatMenuItem : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor SkillMenuItem : WoC_Undroppable { Inventory.MaxAmount 14 }\nActor AlchemyD : WoC_Undroppable { Inventory.MaxAmount 3 }\nActor AlchemyMix : WoC_Undroppable { Inventory.MaxAmount 20 }\nActor AlchemyMix2 : AlchemyMix {}\nActor SpecMenuItem : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor SpecSideItem : WoC_Undroppable { Inventory.MaxAmount 3 }\nActor SpecChosen : WoC_Boolean {}\n\nActor ShopItem : WoC_Undroppable { Inventory.MaxAmount 100 }\nActor ShopPage : WoC_Boolean {}\nActor InShop : WoC_Boolean {}\nActor ShopCatagory : WoC_Undroppable { Inventory.MaxAmount 100 }\nActor ShowingAlch : WoC_Boolean {}\nACTOR ShowedMenu : WoC_Boolean {}\nACTOR ShowingMenu : WoC_Boolean {}\nACTOR ShowingStatMenu : WoC_Boolean {}\nACTOR ShowingSkillMenu : WoC_Boolean {}\nACTOR ShowingAccessoryMenu : WoC_Boolean {}\nACTOR ShowingSpecMenu : WoC_Boolean {}\n\nActor GreenHealthItem : WoC_Boolean {}\nActor YellowHealthItem : WoC_Boolean {}\nActor RedHealthItem : WoC_Boolean {}\n\nactor MultiKill : WoC_Undroppable { Inventory.MaxAmount 10000 }\n\nActor IsOwning : PowerupGiver\n{\n\tPowerup.Type \"IsOwning\"\n\tPowerup.Duration -4\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n}\n\nactor PowerIsOwning : Powerup { Powerup.Duration -4 }\n\nActor ImAWhat: WoC_Undroppable { Inventory.MaxAmount 2 }\n\nActor TargetIsWhat : WoC_Undroppable { Inventory.MaxAmount 2 }\nActor ClassIsWhat : WoC_Undroppable { Inventory.MaxAmount 5 }\nActor PathIsWhat : WoC_Undroppable { Inventory.MaxAmount 3 }\n\nActor BTFORWARD : WoC_Boolean {}\nActor BTBACK : WoC_Boolean {}\nActor BTLEFT : WoC_Boolean {}\nActor BTRIGHT : WoC_Boolean {}\nActor BTUSE : WoC_Boolean {}\nActor BTATTACK : WoC_Boolean {}\nActor BTALTATTACK : WoC_Boolean {}"
}
]
},
"maps": []
}