Raw model (for completeness)
{
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"id": "0496778c-8177-4afa-83a1-a8edc272a855",
"sha1": "a1eab6fcfbd1b683725484185c250c7168ddb978",
"sha256": "da78871cb133a27b3d1a7d0fb3c3143537fefc00125a1ff61d34651895210b37",
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"anw_woc-0.3f.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [],
"filename": null,
"added": "2018-03-28 00:13:08",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
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"screenshots": {
"MAP02": "MAP02.png",
"MAP03": "MAP03.png",
"MAP05": "MAP05.png",
"MAP06": "MAP06.png",
"MAP08": "MAP08.png",
"MAP09": "MAP09.png",
"map02": "map02.png",
"map03": "map03.png",
"map05": "map05.png",
"map06": "map06.png",
"map08": "map08.png",
"map09": "map09.png"
},
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"categories": null
},
"flags": {
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},
"added": "2018-03-28 00:13:08",
"file": {
"type": "PK3",
"size": 30886641,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a1eab6fcfbd1b683725484185c250c7168ddb978/a1eab6fcfbd1b683725484185c250c7168ddb978.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"LAK01",
"MAP02",
"MAP03",
"MAP05",
"MAP06",
"MAP08",
"MAP09"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1389,
"maps": 7,
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"engines_guess": [
"GZDOOM"
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{
"source": "pk3",
"name": "Raducal.txt",
"contents": "ACTOR NewRaducal 30125\n{\nHealth 8800\nPainChance 2\nSpeed 26\nRadius 40\nHeight 96\nMass 2000\nMONSTER\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+NOTARGET\n+MISSILEMORE\nObituary \"%o was smitten by Lord Raducal\"\nSeeSound \"RADUCAL/ACTIVE\"\nPainSound \"RADUCAL/PAIN\"\nDeathSound \"SixFireBally\"\nActiveSound \"RADUCAL/SEARCH\"\nSpawnID 170\nTag \"Raducal the Dark Avatar\"\nDropItem \"AccessoryRandomSpawner\" 32\n\nStates\n {\n Spawn:\n AVAT A 0\n\t AVAT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,8800,110,WOC_BOSS)//increase health on higher difficulties\n Idle:\n AVAT AB 10 A_Look\n Loop\n See:\n AVAT AABBCCDD 3 A_Chase\n Loop\n Missile:\n AVAT B 0 A_Jump(128, \"Missile1\", \"Missile2\", \"Missile3\", \"Missile4\", \"Missile5\")\n\n Missile1: //Red Lightning\n AVAT I 0 Bright A_FaceTarget\n AVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT I 2 Bright A_FaceTarget\n AVAT J 1 Bright A_PlaySound (\"MageLightningFire\")\n AVAT J 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,15,2,-45)\n AVAT J 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,15,2,-45)\n AVAT J 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,0,2,45)\n AVAT J 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,0,2,-45)\n AVAT J 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,-15,2,45)\n AVAT J 14 Bright A_CustomMissile (\"RedLiteBot\",0,0,-15,2,-45)\n Goto See\n Missile2: //Blue Ball\n AVAT I 0 Bright A_FaceTarget\n AVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget\n AVAT J 15 Bright A_CustomMissile (\"AvaBall1\",56,0,0,0,0)\n Goto See\n Missile3:\n AVAT K 0 Bright A_FaceTarget\n AVAT K 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n AVAT L 0 Bright A_FaceTarget\n Goto See\n Missile4:\n AVAT G 0 Bright A_FaceTarget\n AVAT G 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n AVAT H 1 Bright A_PlaySound(\"weapons/justfi\")\n AVAT H 14 Bright A_CustomMissile (\"HolyMissile2\",52,0,0,0,0)\n Goto See\n Missile5:\n AVAT I 0 Bright A_FaceTarget\n AVAT I 1 Bright\n AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget\n AVAT J 0 Bright A_PlaySound (\"MagicMissile/shoot\")\n\t AVAT J 5 Bright A_CustomMissile (\"MagicMissile\",56,0,0,0,0)\n AVAT J 4 Bright A_CustomMissile (\"MagicMissile\",56,0,0,0,0)\n AVAT J 3 Bright A_CustomMissile (\"MagicMissile\",56,0,0,0,0)\n\t AVAT J 2 Bright A_CustomMissile (\"MagicMissile\",56,0,0,0,0)\n Goto See\n Pain:\n AVAT M 2\n AVAT M 2 A_Pain\n Goto See\n Death:\n AVAT N 7 Bright ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0, 4000)\n AVAT N 7 Bright\n AVAT O 7 Bright A_Scream\n AVAT P 7 Bright\n AVAT Q 7 Bright A_NoBlocking\n AVAT RSTU 7 Bright\n AVAT V -1\n }\n}\n\nACTOR RedLiteTop : LightningCeiling\n{\n\n}\n\nACTOR RedLiteBot : LightningFloor\n{\n\n}\n\nACTOR AvaBall1\n{\n Radius 20\n Height 40\n Speed 28\n Damage (random(1,8)*100+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,100,TARGET,0)))\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n +THRUGHOST\n SeeSound \"weapons/gntini\"\n DeathSound \"weapons/devexp\"\n Decal \"SorcererLightning\"\n States\n {\n Spawn:\n AFX4 ABCDEFGH 1 Bright A_Explode(64+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,TARGET,0)),64,0)\n loop\n Death:\n AFX4 I 5 Bright\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,0,2)\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,60,2)\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,120,2)\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,180,2)\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,240,2)\n AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,300,2)\n AFX4 JKL 5 Bright A_Explode(128+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,32,TARGET,0)),128,0)\n stop\n }\n}\n\nACTOR AvaFireBall\n{\n Radius 9\n Height 22\n Speed 23\n Damage (random(1,8)*100+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,100,TARGET,0)))\n ExplosionDamage 8\n ExplosionRadius 32\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n +THRUGHOST\n SeeSound \"weapons/bwoosh\"\n DeathSound \"weapons/firex2\"\n Decal \"RevenantScorch\"\n States\n {\n Spawn:\n AFX5 ABC 3 Bright A_Explode(64+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,TARGET,0)),64,0)\n loop\n Death:\n AFX5 D 3 Bright A_Explode\n AFX5 EFGH 3 Bright\n stop\n }\n}\n\nACTOR AvaBall2\n{\n Radius 10\n Height 20\n Speed 20\n Damage 0\n ExplosionDamage 64\n ExplosionRadius 32\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"weapons/devzap\"\n Decal \"BaronScorch\"\n States\n {\n Spawn:\n AFX1 ABC 1 Bright\n loop\n Death:\n AFX1 DE 4 Bright A_Explode\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,0,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,60,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,120,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,180,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,240,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,300,2)\n AFX1 FGHI 4 bright\n stop\n }\n}\n\nACTOR AvaBall3\n{\n Radius 6\n Height 12\n Speed 17\n Damage 0\n ExplosionDamage 24\n ExplosionRadius 16\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"weapons/gnthit\"\n Decal \"DoomImpScorch\"\n States\n {\n Spawn:\n AFX2 ABC 1 Bright\n loop\n Death:\n AFX2 D 4 Bright A_Explode\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,0,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,60,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,120,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,180,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,240,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,300,2)\n AFX2 EFG 4 bright\n stop\n }\n}\n\nACTOR AvaBall4\n{\n Radius 3\n Height 6\n Speed 15\n Damage 0\n ExplosionDamage 8\n ExplosionRadius 8\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"monster/hadsit\"\n Decal \"HImpScorch\"\n States\n {\n Spawn:\n AFX3 ABC 1 Bright\n loop\n Death:\n AFX3 D 3 Bright A_Explode\n AFX3 EFGH 3 Bright\n stop\n }\n}\n\nACTOR HolyMissile2\n{\n Radius 3\n Height 3\n Speed 26\n Damage 18\n PROJECTILE\n +SEEKERMISSILE\n RENDERSTYLE ADD\n ALPHA 0.67\n MissileType HolyMissileTrail\n SeeSound \"monster/bomb\"\n DeathSound \"monster/explode\"\n Decal \"Scorch\"\n States\n {\n Spawn:\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t SPIR A 0 Bright A_SeekerMissile(10,10)\n SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n Loop\n Death:\n SPIR A 0 Bright\n SPIR B 0 Bright\n SPIR K 3 Bright\n SPIR L 3 Bright\n SPIR M 3 Bright\n SPIR N 3 Bright\n SPIR O 3 Bright\n Stop\n }\n}\n\nACTOR HolyMissileTrail\n{\n Radius 3\n Height 3\n Speed 15\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.67\n +FireDamage\n states\n {\n Spawn:\n SPIR QRS 4\n Goto Death\n Death:\n SPIR C 3 BRIGHT\n SPIR D 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Mindflay.txt",
"contents": "Actor NewMindflayer : Mindflayer replaces Mindflayer 30124\n{\n Health 3000\n Radius 16\n Height 68\n Mass 100\n Speed 15\n PainChance 0\n Monster\n +BOSS\n +FLOAT\n +NOGRAVITY\n +NOPAIN\n +DONTOVERLAP\n +MISSILEMORE\n SeeSound \"wizard/sight\"\n AttackSound \"wizard/attack\"\n PainSound \"wizard/pain\"\n DeathSound \"wizard/death\"\n ActiveSound \"wizard/active\"\n Obituary \"%o was mindfucked\"\n Tag \"The Mindflayer\"\n DropItem \"AccessoryRandomSpawner\" 16\n\n States\n {\n Spawn:\n GZRD A 0\n \tGZRD A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,3000,110,WOC_BOSS)//increase health on higher difficulties\n Idle:\n GZRD AB 10 A_Look\n Loop\n See:\n GZRD A 3 A_Chase\n GZRD A 4 A_Chase\n GZRD A 3 A_Chase\n GZRD A 4 A_Chase\n GZRD B 3 A_Chase\n GZRD B 4 A_Chase\n GZRD B 3 A_Chase\n GZRD B 4 A_Chase\n Loop\n Missile:\n GZRD C 4 A_Jump(128, \"Missile.GreenBlast\", \"Missile.FlameOrb\", \"Missile.IceOrb\", \"Missile.BoomBall\")\n Missile.GreenBlast:\n GGRD C 4 A_FaceTarget\n GGRD D 4 Bright A_CustomMissile(\"GreenBlast\")\n Goto See\n Missile.FlameOrb:\n GRRD C 5 A_FaceTarget\n GRRD D 5 Bright A_CustomMissile(\"FlameOrb\")\n Goto See\n Missile.IceOrb:\n GBRD C 4 A_FaceTarget\n GBRD D 4 Bright A_CustomMissile(\"IceOrb\")\n GBRD D 5 Bright A_CustomMissile(\"IceOrb\", 40)\n Goto see\n Missile.BoomBall:\n GRRD C 8 A_FaceTarget\n\tGRRD D 4 Bright A_CustomMissile(\"BoomBall\")\n Goto see\n Pain:\n GZRD E 3 A_GhostOff\n GZRD E 3 A_Pain\n Goto See\n Death:\n GZRD N 7 Bright ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0, 3000)\n GZRD F 6 A_GhostOff\n GZRD G 6 A_Scream\n GZRD HI 6\n GZRD J 6 A_NoBlocking\n GZRD KL 6\n GZRD M -1 A_SetFloorClip\n Stop\n }\n}\n\nACTOR GreenBlast\n{\n Radius 20\n Height 6\n Speed 16\n Damage 10\n Projectile\n RenderStyle Add\n SeeSound \"GreenProj\"\n DeathSound \"GreenProjHit\"\n States\n {\n Spawn:\n GX11 AB 4 Bright\n Loop\n Death:\n GX11 CDEFG 5 Bright\n Stop\n }\n}\n\nACTOR FlameOrb\n{\n Radius 20\n Height 6\n Speed 13\n Damage 5\n DamageType \"Fire\"\n Projectile\n +SEEKERMISSILE\n RenderStyle Add\n SeeSound \"FlameOrby\"\n DeathSound \"DemonMissileExplode\"\n States\n {\n Spawn:\n BALA AB 1 Bright\n BALA B 0 Bright A_SeekerMissile(9, 9)\n Loop\n Death:\n BALA CDE 4 Bright\n Stop\n }\n}\n\nACTOR IceOrb\n{\n Radius 20\n Height 6\n Speed 15\n Damage 6\n DamageType \"Ice\"\n Projectile\n RenderStyle Add\n SeeSound \"IceOrby\"\n DeathSound \"IceGuyMissileExplode\"\n States\n {\n Spawn:\n BL11 AB 5 Bright\n Loop\n Death:\n BL11 CDEFG 4 Bright\n Stop\n }\n}\n\nACTOR BoomBall\n{\n Radius 22\n Height 6\n Speed 14\n Damage 6\n DamageType \"Fire\"\n Projectile\n RenderStyle Add\n SeeSound \"WOOS\"\n DeathSound \"BOOM\"\n States\n {\n Spawn:\n BX12 AB 2 Bright\n\tLoop\n Death:\n BX12 C 4 Bright A_Explode(120, 100)\n\tBX12 DEFGHIJKL 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Thor.txt",
"contents": "/////Thor Decorate\\\\\\\\\\\n\nACTOR Thor 27043\n{\n OBITUARY \"%o witnessed the true power of Redreys the Wizard.\"\n Health 5000\n Radius 25\n Height 75//50\n Mass 200\n Speed 12//4\n PainChance 25//100\n SEESOUND \"thor/sight\"\n PAINSOUND \"thor/pain\"\n DEATHSOUND \"thor/death\"\n ACTIVESOUND \"thor/active\"\n BloodColor \"00 00 20\"\n MONSTER\n +Boss\n +FloorClip\n +NoRadiusDMG\n +DontMorph\n +MissileMore\n +NoIceDeath\n DropItem \"AccessoryRandomSpawner\" 8\n Tag \"Redreys the Wizard\"\n states\n {\n Spawn:\n THOR M 0\n TNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 4000, 56, WOC_BOSS)\n THOR M 0\n THOR M 0 A_CustomMissile(\"LightningBallC1\",200,0,0,2,0)\n THOR M 0 A_CustomMissile(\"LightningBallC2\",200,0,180,2,0)\n\tGoto Idle\n Idle:\n\tTHOR M 10 A_Look\n Loop\n See:\n THOR MNOP 5 A_Chase\n Loop\n Missile:\n\tTNT1 A 0 A_PlaySound(\"thor/attack\")\n TNT1 A 0 A_Jump(64, \"LightningColumns\")\n TNT1 A 0 A_Jump(96, \"GroundSeekers\")\n TNT1 A 0 A_Jump(64, \"Filibuster\")\n TNT1 A 0 A_Jump(128, \"LightningStream\")\n\tGoto LightningBall\n//attack 1; fragmenting lightning ball\n LightningBall:\n THOR R 5\n\tTHOR S 5 A_FaceTarget\n THOR T 5 BRIGHT A_CustomMissile(\"LightningBallL\",32,0,0,2,0)\n\tTHOR T 5\n Goto See\n//attack 2; lightning streams\n LightningStream:\n THOR RS 5 A_FaceTarget\n\tTHOR T 5 A_FaceTarget\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,45,0,0)\n THOR T 1 BRIGHT A_CustomMissile(\"MiniLightningPuff\",55,-45,0,0)\n\tTNT1 A 0 A_GiveInventory(\"ThorCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"ThorCounter\", 9, \"EndStream\")\n\tGoto LightningStream+2\n EndStream:\n\tTNT1 A 0 A_TakeInventory(\"ThorCounter\", 9)\n\tTHOR T 5\n Goto See\n//attack 3, stationary/invulnerable mode\n Filibuster:\n THOR ZY 5 A_FaceTarget\n THOR X 8 BRIGHT A_FaceTarget\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,45,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,135,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,225,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,315,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,0,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,90,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,160,0,0)\n THOR Z 0 A_CustomMissile(\"GroundLightning\",0,0,270,0,0)\n THOR Z 0 A_SetReflectiveInvulnerable\n\tTNT1 A 0 A_SetTranslucent(0.5, 1)\n\tTNT1 A 0 A_ChangeFlag(\"Visibilitypulse\", 1)\n\tGoto FilibusterLoop\n FilibusterLoop:\n\tTHOR Z 35 A_Stop\n THOR RS 3 A_FaceTarget\n THOR T 8 BRIGHT A_CustomMissile(\"LightningRod1\",55,45,0,0,0)\n THOR T 0 BRIGHT A_CustomMissile(\"LightningRod1\",55,-45,0,0,0)\n THOR T 2 BRIGHT A_CustomMissile(\"LightningBallS\",55,45,0,0,0)\n THOR T 0 BRIGHT A_CustomMissile(\"LightningBallS\",55,-45,0,0,0)\n THOR T 2 BRIGHT A_CustomMissile(\"LightningBallS\",55,45,0,0,0)\n THOR T 0 BRIGHT A_CustomMissile(\"LightningBallS\",55,-45,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"ThorCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"ThorCounter\", 3, \"FilibusterEnd\")\n THOR SR 3\n Goto FilibusterLoop\n FilibusterEnd:\n\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"Visibilitypulse\", 0)\n\tTNT1 A 0 A_TakeInventory(\"ThorCounter\", 9)\n\tTHOR SR 3\n THOR YZM 10\n Goto See\n//attack 4, floor-hugging seekers\n GroundSeekers:\n THOR ZY 5 A_FaceTarget\n THOR X 8 BRIGHT A_FaceTarget\n THOR X 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n THOR X 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n THOR X 0 BRIGHT A_CustomMissile(\"GroundLightningTracer\",0,random(-20,20),random(-45,45),0,0)\n\tTHOR X 8 Bright A_FaceTarget\n Goto See\n//attack 5, lightning columns\n LightningColumns:\n THOR RS 5 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, 0, 0, CMF_AIMOFFSET)\n\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, 45, random(-25, -15), CMF_AIMOFFSET)\n\tTNT1 A 0 A_CustomMissile(\"LightningRod3\", 0, -45, random(15, 25), CMF_AIMOFFSET)\n\tTHOR T 5 Bright A_FaceTarget\n\tTHOR T 5\n\tGoto See\n Pain:\n THOR Q 10 A_Pain\n\tTNT1 A 0 A_TakeInventory(\"ThorCounter\", 9)\n Goto See\n Death:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 330)\n\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"Visibilitypulse\", 0)\n THR2 A 8 A_Scream\n THR2 B 8\n THR2 C 8\n THR2 D 6\n THR2 E 6\n THR2 F 6\n THR2 D 6\n THR2 E 6\n THR2 F 6\n THR2 D 6\n THR2 E 6\n THR2 F 6\n THR2 G 4 BRIGHT A_PlaySound(\"thor/thunder\")\n THR2 H 6 A_NoBlocking\n THR2 I 6\n THR2 J 6\n THR2 K 6\n THR2 L 6\n THR2 M 6\n THR2 N 6\n\tTNT1 A 0 A_SpawnItemEx(\"ThorCorpse\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t//note that he needs to Stop and \"disappear\" to shut off his orbiters; a dummy corpse is left instead (see below)\n Stop\n }\n}\n\n//used to manage Thor's \"looping\" attacks\nActor ThorCounter : Inventory\n{\n Inventory.MaxAmount 9\n}\n\n//dummy corpse\nActor ThorCorpse\n{\n Radius 25\n Height 12\n States\n {\n Spawn:\n THR2 O -1\n Loop\n }\n}\n\n//orbiters\nACTOR LightningBallC1\n{\n +Noclip\n Scale .35\n Speed 5\n RENDERSTYLE Add\n Alpha 0.50\n PROJECTILE\n states\n {\n Spawn:\n\t\t ZOT3 AABBCC 1 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n ZOT3 A 0 A_CustomMissile(\"LightningBallC1\", 0, 0, 75)\n ZOT3 A 0 A_MissileAttack\n Stop\n\t Death:\n\t\t TNT1 A 0\n\t\t Stop\n }\n}\n\nACTOR LightningBallC2\n{\n +Noclip\n Scale .28\n Speed 5\n RENDERSTYLE Add\n Alpha 0.50\n PROJECTILE\n states\n {\n Spawn:\n ZOT3 AABBCC 1 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n ZOT3 A 0 A_CustomMissile(\"LightningBallC2\", 0, 0, -75)\n ZOT3 A 0 A_MissileAttack\n Stop\n\t Death:\n\t\t TNT1 A 0\n\t\t Stop\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 +Noclip\n states\n {\n Spawn:\n DFFP 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 \"thor/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),2,random(80,100))\n ICWS A 0 BRIGHT A_CustomMissile(\"GroundSmoke\",0,0,0,2,360)\n\tTNT1 A 0 A_CountDown\n\tLoop\n Death:\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,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 1//5\n RENDERSTYLE Add\n Alpha 0.30\n SEESOUND \"thor/smoke\"\n PROJECTILE\n +Ripper\n //+Noclip\n states\n {\n Spawn:\n DFFP ABCDEFGHIJKLMNOPQR 1 BRIGHT\n DFFP A 0 BRIGHT A_Jump(64,1)\n Stop\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,0,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,45,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,90,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,135,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,180,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,225,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,270,2,-250)\n DFFP A 1 BRIGHT A_CustomMissile(\"SmokeLightning\",0,0,315,2,-250)\n Stop\n }\n}\n\n//particles periodically spawned by the GroundSmoke projectile generated by the GroundLightning projectile\nACTOR SmokeLightning\n{\n Radius 16\n Height 16\n Speed 20\n Damage 2//5\n RENDERSTYLE Add\n Alpha 0.40\n Scale 0.75\n SEESOUND \"thor/spawnl\"\n DEATHSOUND \"thor/hitl\"\n ACTIVESOUND \"thor/activel\"\n PROJECTILE\n states\n {\n Spawn:\n ZOT3 ABC 2 BRIGHT\n Loop\n Death:\n ZOT3 A 0 BRIGHT //A_Explode(50,150)\n Stop\n }\n}\n\n//small projectile\nACTOR LightningBallS\n{\n Radius 16\n Height 16\n Speed 20\n Damage 5\n RENDERSTYLE Add\n Alpha 0.40\n Scale 0.75\n SEESOUND \"thor/spawnl\"\n DEATHSOUND \"thor/hitl\"\n ACTIVESOUND \"thor/activel\"\n PROJECTILE\n Decal RevenantScorch\n states\n {\n Spawn:\n ZOT3 ABCE 2 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n ZAPS GHIJKL 2 BRIGHT\n Stop\n }\n}\n\n//faster small projectile\nACTOR LightningRod1\n{\n Radius 24\n Height 24\n Speed 30\n Damage 3//5\n RENDERSTYLE Add\n Alpha 0.50\n Scale 0.75\n SEESOUND \"thor/spawnl\"\n DEATHSOUND \"thor/hitl\"\n ACTIVESOUND \"thor/activel\"\n MissileType LightningBallC1T\n MissileHeight 0\n PROJECTILE\n Decal RevenantScorch\n states\n {\n Spawn:\n ZAP6 ABC 2 BRIGHT\n //ZAP6 A 0 BRIGHT A_MissileAttack\n Loop\n Death:\n ZOTS ABCDEF 2 BRIGHT\n Stop\n }\n}\n\n//large projectile; spams smaller projectiles\nACTOR LightningBallL\n{\n Radius 30\n Height 30\n Speed 12\n Damage 20\n RENDERSTYLE Add\n Alpha 0.75\n ReactionTime 6\n SEESOUND \"thor/attackr3\"\n DEATHSOUND \"thor/hitl\"\n ACTIVESOUND \"thor/activel\"\n Decal \"Scorch\"\n +SeekerMissile\n +DoomBounce\n PROJECTILE\n states\n {\n Spawn:\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n ZAP7 ABCDE 1 BRIGHT //A_SeekerMissile(20,20)\n\tGoto ProjectileLoop\n ProjectileLoop:\n ZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,0,0,0)\n ZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,20,0,0)\n ZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,40,0,0)\n ZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,60,0,0)\n ZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,80,0,0)\n ZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,100,0,0)\n ZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,120,0,0)\n ZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,140,0,0)\n ZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,160,0,0)\n ZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,180,0,0)\n ZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,200,0,0)\n ZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,220,0,0)\n ZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,240,0,0)\n ZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,260,0,0)\n ZAP7 A 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,280,0,0)\n ZAP7 B 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,300,0,0)\n ZAP7 C 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,320,0,0)\n ZAP7 D 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,340,0,0)\n ZAP7 E 1 BRIGHT A_CustomMissile(\"LightningRod1\",10,0,360,0,0)\n\tZAP7 ABCDEABCDEABCDEABCDEABCDE 1 BRIGHT//reduces spamminess\n\tTNT1 A 0 A_CountDown\n\tLoop\n Death:\n ZAPL ABCDEFG 2 BRIGHT\n Stop\n }\n}\n\n//small projectile produced by his \"stream\" attacks\nACTOR MiniLightningPuff\n{\n Radius 6\n Height 10\n Speed 14\n Damage 1\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.67\n SEESOUND \"thor/smoke\"\n Decal PlasmaScorchLower\n states\n {\n Spawn:\n DFFP ABCDEFGH 4 BRIGHT\n Death:\n DFFP IJKLMNOPQR 4 BRIGHT\n Stop\n }\n}\n\n//floor-hugging tracer projectile\nACTOR GroundLightningTracer\n{\n Radius 4\n Height 6\n Speed 10\n Damage 6\n RENDERSTYLE Add\n Alpha 0.40\n ReactionTime 15//34\n SEESOUND \"thor/attackr2\"\n PROJECTILE\n +FloorHugger\n //+Noclip\n //+Ripper\n +SeekerMissile\n states\n {\n Spawn:\n ICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx(\"TracerTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Jump(128, 2)\n ICWS A 0 BRIGHT A_SeekerMissile(90,90)\n TNT1 A 0 A_CountDown\n\tLoop\n Death:\n ICWS ABCDEFGHI 5 BRIGHT A_Stop\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile(\"GroundSmoke\",0,10,random(0,360),2,random(80,100))\n Stop\n }\n}\n\n//modified trail with shorter duration\nACTOR TracerTrail : GroundTrail\n{\n ReactionTime 10\n}\n\n//this was originally unused; I used it in \"LightningColumns\"\nACTOR LightningRod3\n{\n Radius 24\n Height 8\n Damage 5\n Speed 20\n RENDERSTYLE Add\n Alpha 0.40\n SEESOUND \"thor/spawnl\"\n DEATHSOUND \"thor/hitl\"\n ACTIVESOUND \"thor/activel\"\n PROJECTILE\n Decal Scorch\n //+SpawnCeiling\n +FLOORHUGGER\n states\n {\n Spawn:\n ZOT1 ABCDE 2 BRIGHT\n ZOT1 A 0 BRIGHT A_SpawnItemEx(\"LightningBallC1T\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n ZOTS ABCDEF 2 BRIGHT A_Explode(60,50,0)\n Stop\n }\n}\n\n/////End Thor Decorate\\\\\\\\\\"
},
{
"source": "pk3",
"name": "DarkLich.txt",
"contents": "actor DarkLich 28045\n{\n\tobituary \"%o couldn't withstand the magic of a dark lich.\"\n\thealth 7000\n\tpainchance 0\n\tspeed 7\n\tradius 48\n\theight 109\n\tmass 2048\n\tdamage 0\n\tSeeSound \"ironlich/sight\"\n\tAttackSound \"ironlich/attack\"\n\tPainSound \"ironlich/pain\"\n\tDeathSound \"ironlich/death\"\n\tActiveSound \"ironlich/active\"\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tDamageFactor \"Deathblow\", 0\n\tPainChance \"Lightning\", 0\n\tSpecies \"DarkLich\"\n\tMONSTER\n\t+NOBLOOD\n\t+DONTRIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+DONTHARMSPECIES\n\t+NOICEDEATH\n\t+NOINFIGHTING\n\t+NOBLOOD\n\t+DONTMORPH\n\t+BOSS\n\t+BOSSDEATH\n\t+NODAMAGETHRUST\n\t+NOTARGET\n\t+NOPAIN\n\t+FLOAT\n\t+NOGRAVITY\n\tRenderStyle Translucent\n\tTag \"Dark Lich\"\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tDLCH A 1\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 7000, 115, WOC_STAT|WOC_SUBBOSS|WOC_MAXLEVEL)\n\t\tIdle:\n\t\t\tDLCH A 3 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tDLCH A 3 A_Chase\n\t\t\tDLCH A 0 A_SpawnItem(\"DarkLichMoveFX\", 0, 0)\n\t\tloop\n\t\tPain:\n\t\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\t\tDLCH A 6 A_Pain\n\t\tgoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump (256, \"Fire1\", \"Fire2\", \"Fire3\", \"Fire4\")\n\t\tFire1:\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tDLCH B 8 A_CustomMissile(\"DarkLichWarp\")\n\t\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tgoto See\n\t\tFire2:\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"UndeadSpiritAttack\")\n\t\t\tDLCH B 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"UndeadSpiritAttack\")\n\t\t\tDLCH B 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"UndeadSpiritAttack\")\n\t\t\tDLCH B 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"UndeadSpiritAttack\")\n\t\t\tDLCH B 10 A_FaceTarget\n\t\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tgoto See\n\t\tFire3:\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"dsparil/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"dsparil/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"dsparil/zap\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", random(-24, 24), random(-24, 24), 24)\n\t\t\tDLCH A 8 A_FaceTarget\n\t\t\tDLCH B 9 A_CustomMissile(\"DarkLichVortex\")\n\t\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\t\tFire4:\n\t\t\tDLCH A 7 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkLichHomingBall\", 24, 0, -6)\n\t\t\tDLCH B 9 A_CustomMissile(\"DarkLichHomingBall\", 24, 0, 6)\n\t\tGoto See\n\t\tDeath:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,4000)\n\t\t\tDLCH B 25\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tDLCH B 3 A_Explode(48, 160)\n\t\t\tTNT1 A 0 A_FadeOut(0.075)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"DarkLichDeathExplosion\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nActor DarkLichDeathExplosion {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\tRenderstyle Add\n\tAlpha 0.85\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"MageStaffExplode\")\n\t\t\tBSBS EFGHIJKLM 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR DarkLichMoveFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+DONTSPLASH\n\tALPHA 0.5\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tDLCH A 3 A_FadeOut(0.10)\n\t\tgoto spawn+1\n\t}\n}\n\nActor UndeadSpiritDamager : BaseExplosionDamage {\n\tDamageType \"DarkLichGhost\"\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(10 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 3, TARGET, 0), 48, 0, 0, 24)\n\t\tStop\n\t}\n}\n\nActor UndeadSpiritAttack {\n\tPROJECTILE\n\tHeight 6\n\tRadius 4\n\tDamage (1 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 1, TARGET, 0))\n\tDamageType \"DarkLichGhost\"\n\tSpeed 20\n\tRENDERSTYLE ADD\n\tALPHA 0.66\n\tReactionTime 7\n\tHealth 100\n\tDamageFactor \"DarkLichWarp\", 0\n\tDamageFactor \"DarkLichGhost\", 0\n\tDamageFactor \"DarkLichVortex\", 0\n\tDamageFactor \"ArcaneArchWizard\", 0\n\tSpecies \"DarkLich\"\n\t+THRUSPECIES\n\t-NOBLOCKMAP\n\t+GHOST\n\t+SHOOTABLE\n\t+RIPPER\n\t+SEEKERMISSILE\n\t+BLOODLESSIMPACT\n\t+SCREENSEEKER\n\t+NOBLOOD\n\t+HEXENBOUNCE\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\tSeeSound \"SpiritActive\"\n\tDeathSound \"SpiritDie\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 100, 6)\n\t\tSpawnLoop:\n\t\t\tSPIR A 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\t//TNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tSPIR A 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\t//TNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tTNT1 AA 0 A_SeekerMissile(90, 90)\n\t\t\tSPIR B 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\t//TNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tSPIR B 5 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\t//TNT1 A 0 A_SpawnItem(\"UndeadSpiritDamager\")\n\t\t\tTNT1 AA 0 A_SeekerMissile(90, 90)\n\t\t\tTNT1 A 0 A_PlaySound(\"SpiritActive\")\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tSPIR E 4 A_Stop\n\t\t\tSPIR F 5 A_Scream\n\t\t\tSPIR GHIJ 4\n\t\tStop\n\t}\n}\n\nActor DarkLichWarpDamager : BaseExplosionDamage {\n\tDamageType \"DarkLichWarp\"\n\t+NODAMAGETHRUST\n\t+PIERCEARMOR\n\t+FORCEPAIN\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(10 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 3, TARGET, 0), 64, 0, 0, 24)\n\t\tStop\n\t}\n}\n\nActor DarkLichWarp {\n\tPROJECTILE\n\tRadius 16\n\tHeight 56\n\tDamage (1 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 1, TARGET, 0))\n\tDamageType \"DarkLichWarp\"\n\tReactionTime 7\n\tBounceFactor 0.8\n\tWallBounceFactor 0.8\n\tSpeed 22\n\tRenderstyle Add\n\tAlpha 0.75\n\tMaxStepHeight 48\n\tSpecies \"DarkLich\"\n\t+PIERCEARMOR\n\t-NOGRAVITY\n\t+FORCEPAIN\n\t+THRUACTORS\n\t+BLOODLESSIMPACT\n\t+HEXENBOUNCE\n\t+FLOORHUGGER\n\t+SEEKERMISSILE\n\t+SCREENSEEKER\n\t+STEPMISSILE\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"ironlich/attack3\", CHAN_BODY, 1.0, 1)\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.1)\n\t\t\tFX07 DEFG 3\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FLOORHUGGER\", 0)\n\t\t\tTNT1 A 0 A_ScaleVelocity(10.0)\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 A 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 A 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeOut(0.15)\n\t\t\tFX07 B 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 B 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 C 2 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkLichWarpDamager\")\n\t\t\tTNT1 A 0 A_FadeIn(0.15)\n\t\t\tFX07 C 3 A_SeekerMissile(10, 30, SMF_LOOK)\n\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tFX07 GFE 3\n\t\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\t\tFX07 D 3\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp1 : BaseExplosionDamage {\n\tDamageType \"DarkLichVortex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(24 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 5, TARGET, 0), 160,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp2 : BaseExplosionDamage {\n\tDamageType \"DarkLichVortex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(36 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, TARGET, 0), 192,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp3 : BaseExplosionDamage {\n\tDamageType \"DarkLichVortex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(48 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 11, TARGET, 0), 224,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp4 : BaseExplosionDamage {\n\tDamageType \"DarkLichVortex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(60 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 13, TARGET, 0), 288,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortexExp5 : BaseExplosionDamage {\n\tDamageType \"DarkLichVortex\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode(72 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 16, TARGET, 0), 360,0)\n\t\tStop\n\t}\n}\n\nActor DarkLichVortex {\n\tPROJECTILE\n\tHeight 10\n\tRadius 6\n\tSpeed 20\n\tDamage (80 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 18, TARGET, 0))\n\tDamageType \"Arcane\"\n\tSeeSound \"redballbsee\"\n\tDeathSound \"DarkLich/VortexHit\"\n\tSpecies \"DarkLich\"\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tGNF1 ABCABC 2 BRIGHT\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/gauntletson\")\n\t\tLoop\n\t\tDeath:\n\t\t\tGNF1 D 2 BRIGHT\n\t\t\tGNF1 E 2 BRIGHT A_PlaySound(\"weapons/gauntletsuse\")\n\t\t\tGNF1 F 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 G 2 BRIGHT\n\t\t\tGNF1 H 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp2\")\n\t\t\tGNF1 I 2 BRIGHT\n\t\t\tGNF1 J 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp3\")\n\t\t\tGNF1 K 2 BRIGHT\n\t\t\tGNF1 L 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp4\")\n\t\t\tGNF1 M 2 BRIGHT\n\t\t\tGNF1 N 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp5\")\n\t\t\tGNF1 O 2 BRIGHT\n\t\t\tGNF1 P 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp4\")\n\t\t\tGNF1 Q 2 BRIGHT\n\t\t\tGNF1 R 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp3\")\n\t\t\tGNF1 S 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 T 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp2\")\n\t\t\tGNF1 U 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 V 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 W 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 X 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 Y 2 BRIGHT A_FadeOut(0.2)\n\t\t\tGNF1 Z 2 BRIGHT A_SpawnItem(\"DarkLichVortexExp1\")\n\t\t\tGNF1 \"[\" 2 BRIGHT A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nACTOR DarkLichHomingBall : MageStaffFX2\n{\n Speed 16\n SeeSound \"MageStaffFire\"\n DeathSound \"MageStaffExplode\"\n DamageType \"ArcaneArchWizard\"\n Damage (random(15, 30) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 5, TARGET, 0))\n Species \"DarkLich\"\n +NODAMAGETHRUST\n States\n {\n Spawn:\n BSBS A 0 Bright Light(DISCIPLEBALL)\n BSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"archwizard/ballfly\", \"SoundSlot6\", 1)\n BSBS A 2 Bright Light(DISCIPLEBALL)\n BSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS B 2 Bright Light(DISCIPLEBALL)\n BSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS C 2 Bright Light(DISCIPLEBALL)\n SpawnLoop:\n BSBS C 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS D 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS D 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS A 0 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"archwizard/ballfly\", \"SoundSlot6\", 1)\n BSBS A 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS B 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS C 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n\tLoop\n Death:\n BSBS E 0 Bright Light(DISCIPLEBALL) A_StopSoundEx (\"SoundSlot6\")\n BSBS E 0 Bright Light(DISCIPLEBALL) A_SetTranslucent (1, 1)\n BSBS E 3 Bright Light(DISCIPLEBALL) A_SpawnItem(\"ArchWizardExp1\")\n BSBS FGHIJKLM 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "CultZealot.txt",
"contents": "Actor CultZealot 28051\n{\n\tHealth 1400\n\tMONSTER\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NOTARGET\n\t+QUICKTORETALIATE\n\t+NOBLOOD\n\t+NODAMAGETHRUST\n\t+DONTMORPH\n\t+FLOAT\n\t+NOGRAVITY\n\tTag \"Tifsim the Fire Mage\"\n\tSeeSound \"CultZealot/See\"\n\tPainSound \"CultZealot/Pain\"\n\tActiveSound \"CultZealot/Act\"\n\tDeathSound \"CultZealot/Die\"\n\tObituary \"%o became a short fire cracker by Tifsim.\"\n\tPainChance 48\n\tRadius 20\n\tHeight 56\n\tSpeed 10\n\tMass 1500\n\tMeleeRange 84\n\tMinMissileChance 28\n\tDropItem \"Money2\" 64\n\tDropItem \"Money2\" 64\n\tDropItem \"Money2\" 64\n\tDropItem \"Money2\" 64\n\tDropItem \"Money2\" 64\n\tDropItem \"Money2\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDropItem \"ForceCube\" 8\n\tDropItem \"Armour4\" 32\n\tDropItem \"AccessoryRandomSpawner\" 8\n\tDropItem \"NewArtiTeleport\" 16\n\tSpecies \"Archvile\"\n\tStates {\n\t\tSpawn:\n\t\t\tRSON B 1\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 1400, 64, WOC_SUBBOSS|WOC_STAT)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(964, 0, 1)\n\t\tIdle:\n\t\t\tRSON AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tRSON A 3 A_Chase\n\t\t\tRSON A 3 A_Chase(\"\")\n\t\t\tRSON B 3 A_Chase\n\t\t\tRSON B 3 A_Chase(\"\")\n\t\t\tRSON C 3 A_Chase\n\t\t\tRSON C 3 A_Chase(\"\")\n\t\t\tRSON D 3 A_Chase\n\t\t\tRSON D 3 A_Chase(\"\")\n\t\tLoop\n\t\tMelee:\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(961, 0) / 2, \"Decide\")\n\t\t\tTNT1 A 0 A_Jump(64, \"Shield\")\n\t\t\tTNT1 A 0 A_Jump(192, \"Attack1\", \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tDecide:\n\t\t\tTNT1 A 0 A_Jump(184, \"Shield\")\n\t\t\tTNT1 A 0 A_Jump(96, \"Attack1\")\n\t\t\tTNT1 A 0 A_Jump(224, \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tAttack1:\n\t\t\tRSON FFFF 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkZealotLightning_Slither\", 44, 0, 8)\n\t\t\tRSON G 5 Bright A_CustomMissile(\"DarkZealotLightning\", 44)\n\t\t\tRSON TT 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkZealotLightning_Slither\", 44, 0, -8)\n\t\t\tRSON U 5 Bright A_CustomMissile(\"DarkZealotLightning\", 44)\n\t\t\tRSON FF 4 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMissile(\"DarkZealotLightning_Slither\", 44, 0, 8)\n\t\t\tRSON G 5 Bright A_CustomMissile(\"DarkZealotLightning\", 44)\n\t\tGoto See\n\t\tAttack2:\n\t\t\tTNT1 A 0 A_PlaySound(\"CultZealot/Attack1\", CHAN_WEAPON)\n\t\t\tRSON FFF 4 Bright A_FaceTarget\n\t\t\tRSON G 9 Bright A_CustomMissile(\"HadesBolt\", 0, 0, 16)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Bright A_CustomMissile(\"HadesBolt\", 0, 0, 4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Bright A_CustomMissile(\"HadesBolt\", 0, 0, -4)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Bright A_CustomMissile(\"HadesBolt\", 0, 0, -16)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tRSON G 9 Bright A_CustomMissile(\"HadesBolt\", 0, 0)\n\t\tGoto See\n\t\tRedecide:\n\t\t\tTNT1 A 0 A_Jump(96, \"Attack1\")\n\t\t\tTNT1 A 0 A_Jump(192, \"Attack2\", \"Teleport\")\n\t\tGoto Attack1\n\t\tOffense:\n\t\t\tTNT1 A 0 A_Jump(256, \"Attack1\", \"Attack2\")\n\t\tGoto Attack1\n\t\tShield:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ZealotShielded\", 1, \"Redecide\")\n\t\t\tRSON F 1 Bright\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ZealotShielded\", 1)\n\t\t\tRSON FF 6 Bright A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"CultZealot/Magic\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(960, 0, 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(959, 0, 0)\n\t\t\tTNT1 A 0 A_Blast(0, 3, 84, 24)\n\t\t\tRSON G 8 Bright A_SetReflectiveInvulnerable\n\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_Jump(96, \"Teleport\")\n\t\t\tRSON E 3\n\t\t\tRSON E 3 A_Pain\n\t\tGoto See\n\t\tTeleport:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ZealotShielded\", 1, \"Offense\")\n\t\t\tTNT1 A 0 A_PlaySound(\"CultZealot/Laugh\")\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tRSON OPQRS 3 Bright\n\t\tTeleportLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"ZealotTeleport\", 0, \"TeleportFinish\")\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"DarkServantTrail2\", frandom(-36.0, 36.0), frandom(-36.0, 36.0), frandom(8.0, 56.0), 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_CLIENTSIDE)\n\t\t\tTNT1 AA 0 A_Wander\n\t\t\tTNT1 A 2 A_Wander\n\t\t\tTNT1 A 0 A_GiveInventory(\"ZealotTeleport\", 1)\n\t\tLoop\n\t\tTeleportFinish:\n\t\t\tTNT1 A 0 A_ScaleVelocity(0.5)\n\t\t\tTNT1 A 0 A_TakeInventory(\"ZealotTeleport\", 0)\n\t\t\tRSON SRQPO 3 Bright\n\t\t\tTNT1 A 0 A_SetShootable\n\t\tGoto See\n\t\tDeath:\n\t\t\tRSON H 6\n\t\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 130)\n\t\t\tRSON I 6 A_Scream\n\t\t\tTNT1 A 0 A_SpawnItem(\"DissipationEffect\")\n\t\t\tRSON J 6\n\t\t\tRSON K 6 A_NoBlocking\n\t\t\tRSON LM 6\n\t\t\tRSON N -1\n\t\tStop\n\t Ice:\n\t\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 130)\n\t\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor ZealotTeleport : Inventory {\n\tinventory.maxamount 25\n}\n\nActor ZealotShielded : MON_Boolean { }\n\nActor DarkServantTrail2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tZLTT HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tZLTT L 2 Bright\n\t\tStop\n\t}\n}\n\nActor HadesBoltExp : BaseExplosionDamage\n{\n\tDamageType \"Lightning\"\n\tObituary \"%o was tormented to death by a Tifsim.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DONTHARMSPECIESON\",1)\n\t\t\tTNT1 A 0 A_Explode(16 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 4, TARGET, 0), 64, 0)\n\t\t\tTNT1 A 1 A_GiveToTarget(\"DONTHARMSPECIESOFF\",1)\n\t\tStop\n\t}\n}\n\nActor HadesBoltExp2 : BaseExplosionDamage\n{\n\tDamageType \"Lightning\"\n\tObituary \"%o was tormented to death by Tifsim.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DONTHARMSPECIESON\",1)\n\t\t\tTNT1 A 0 A_Explode(32 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 7, TARGET, 0), 64, 0)\n\t\t\tTNT1 A 1 A_GiveToTarget(\"DONTHARMSPECIESOFF\",1)\n\t\tStop\n\t}\n}\n\nActor HadesBolt : CacodemonBall\n{\n Damage (random(15, 30) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 5, TARGET, 0))\n Speed 5\n Radius 8\n Height 8\n Damagetype \"Lightning\"\n SeeSound \"weapons/none\"\n DeathSound \"weapons/gntidl\"\n YScale 4.0\n XScale 2.0\n ReactionTime 28\n Mass 256\n +FloorHugger\n +HexenBounce\n +Ripper\n -NoGravity\n +NODAMAGETHRUST\n +BloodlessImpact\n Renderstyle Add\n States\n {\n Spawn:\n LFX2 F 1 Bright A_SpawnItem(\"HadesBoltExp\")\n\tTNT1 A 0 A_PlaySound(\"Monster/hadtel\")\n LFX2 F 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n LFX2 F 0 ThrustThing(random(0,255),1,0,0)\n LFX2 G 1 Bright A_SpawnItem(\"HadesBoltExp\")\n LFX2 G 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n LFX2 H 1 Bright A_SpawnItem(\"HadesBoltExp\")\n LFX2 H 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n LFX2 I 1 Bright A_SpawnItem(\"HadesBoltExp\")\n LFX2 I 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n LFX2 J 1 Bright A_SpawnItem(\"HadesBoltExp\")\n LFX2 J 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n LFX2 J 0 Bright A_CountDown\n Loop\n Death:\n LFX2 FGHIJ 2 Bright A_SpawnItem(\"HadesBoltExp2\")\n Stop\n }\n}\n\nActor HadesBolt2 : CacodemonBall\n{\n Damage 0\n Speed 184\n RenderStyle None\n DamageType \"Lightning\"\n +ThruGhost\n +Ripper\n +NODAMAGETHRUST\n SeeSound \"Monster/hadtel\"\n States\n {\n Spawn:\n TNT1 A 1 Bright A_SpawnItem(\"HadesBoltExp\")\n Loop\n Death:\n TNT1 A 1 Bright\n Stop\n }\n}\n\nActor ZealotShield {\n\tHeight 1\n\tRadius 1\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tTXP2 ABCDEFGH 2 Bright A_FadeOut(0.0825)\n\t\t\tTXP2 IJKLMNOP 2 Bright A_FadeIn(0.0825)\n\t\tLoop\n\t\tDeath:\n\t\t\tTXP2 \"#########\" 1 Bright A_FadeOut(0.085)\n\t\tStop\n\t}\n}\n\nActor ZealotUnsetReflection : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"ZealotShielded\", 1)\n\t\t\tTNT1 A 0 A_UnsetReflectiveInvulnerable\n\t\tStop\n\t}\n}\n\nActor DarkZealotLightningTrail {\n\tRenderstyle Add\n\tAlpha 1.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tLFX1 XYZ 2 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor DarkZealotLightning {\n\tPROJECTILE\n\tHeight 18\n\tRadius 12\n\tSpeed 40\n\tDamage (random(15, 30) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 5, TARGET, 0))\n\t+PIERCEARMOR\n\t+NODAMAGETHRUST\n\tDamageType \"Lightning\"\n\tRenderstyle Add\n\tSeeSound \"CultZealot/Lightning\"\n\tDeathSound \"CultZealot/LightningHit\"\n\tStates {\n\t\tSpawn:\n\t\t\tLFX1 XYZ 3 Bright A_SpawnItem(\"DarkZealotLightningTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tDLIT J 4 Bright\n\t\t\tDLIT KL 3 Bright\n\t\t\tDLIT MNO 2 Bright\n\t\tStop\n\t}\n}\n\nActor DarkZealotLightning_Slither : DarkZealotLightning {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkZealotLightningTrail\")\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 X 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 X 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 X 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkZealotLightningTrail\")\n\t\t\tLFX1 Y 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 Y 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 Y 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_SpawnItem(\"DarkZealotLightningTrail\")\n\t\t\tLFX1 Z 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 Z 1 Bright A_CstaffMissileSlither\n\t\t\tTNT1 A 0 A_CstaffMissileSlither\n\t\t\tLFX1 Z 1 Bright A_CstaffMissileSlither\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Common.txt",
"contents": "Actor MON_Boolean : Inventory {\n\tinventory.maxamount 1\n}\n\nActor MON_Activator : CustomInventory {\n\tinventory.maxamount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.IGNORESKILL\n\t+INVENTORY.UNDROPPABLE\n}\n\nActor BaseExplosionDamage // this is necessary, calling A_Explode in actor can cause unwanted effects.\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\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PowerHalfProtection : PowerProtection {\n DamageFactor \"Normal\", 1.5\n}\n\nACTOR PowerHalfSpeed : PowerSpeed {\n Speed 0.5\n}\n\nActor PowerLessDamage : PowerDamage {\n\tDamageFactor \"Normal\", 0.3\n}\n\nACTOR CrimsonLichCursed : PowerupGiver\n{\n -INVENTORY.INVBAR\n +INVENTORY.AUTOACTIVATE\n Inventory.MaxAmount 0\n Powerup.Color \"Red2\" 0.15\n Powerup.Type \"PowerHalfProtection\"\n Powerup.Duration 1050\n}\n\nActor FleshWizardSlow1 : PowerSpeed {\n\tSpeed 0.75\n\tPowerup.duration -2\n\tpowerup.color \"Red2\" 0.15\n}\n\nActor FleshWizardSlow2 : PowerSpeed {\n\tSpeed 0.5\n\tpowerup.duration 52\n\tpowerup.color \"Red2\" 0.125\n}\n\nActor FleshWizardWeaken : PowerDamage {\n\tpowerup.duration 52\n\tdamagefactor \"normal\", 0.75\n}\n\nActor FleshWizardSnare : PowerSpeed {\n\tSpeed 0\n\tpowerup.duration -1\n\tpowerup.color \"Red2\" 0.15\n}\n\nActor HierophantCurse1 : PowerDamage {\n\tpowerup.duration -3\n\tdamagefactor \"normal\", 0.25\n\tPowerup.Color \"88 16 88\" 0.2\n}\n\nActor HierophantCurse2 : PowerSpeed {\n\tpowerup.duration -3\n\tSpeed 0.5\n}\n\nActor DarkLichWarpDamageCooldown : PowerDamage {\n\tpowerup.duration 4\n\tdamagefactor \"normal\", 1.0\n}\n\nActor DarkLichGhostDamageCooldown : PowerDamage {\n\tpowerup.duration 7\n\tdamagefactor \"normal\", 1.0\n}"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "map map01 \"Cronos: Sentinel Island\"\n{\nlevelnum = 01\ncluster = 1\nsky1 = \"SKYFOG\", 0\nmusic = \"MAP01\"\nnext = \"map02\"\n}\n\nmap map02 \"Vardorzal: Nalderazan Outpost \"\n{\nlevelnum = 02\ncluster = 1\nsky1 = \"SKY4\", 0\nmusic = \"MAP02\"\nnext = \"map03\"\n}\n\nmap map03 \"Vardorzal: Eastern Alden-Wood\"\n{\nlevelnum = 03\ncluster = 1\nsky1 = \"SKY10\", 0\nmusic = \"MAP03\"\nnext = \"map04\"\n}\n\nmap map04 \"Vardorzal: Somna Temple District\"\n{\nlevelnum = 04\ncluster = 1\nsky1 = \"SKY30\", 0\nmusic = \"MAP04\"\nnext = \"map05\"\n}\n\nmap map05 \"Vardorzal: Tajiian Temple of the Moon\"\n{\nlevelnum = 05\ncluster = 1\nsky1 = \"SKY10\", 0\nmusic = \"MAP05\"\nnext = \"map06\"\n}\n\nmap map06 \"Vardorzal: Swamplorn Fortress\"\n{\nlevelnum = 06\ncluster = 1\nsky1 = \"SKYFOG\", 0\nmusic = \"MAP06\"\nnext = \"map08\"\n}\n\nmap map08 \"Vardorzal: Drathial Outpost\"\n{\n\ncluster = 1\nsky1 = \"SKYFOG\", 0\nmusic = \"CHARTR\"\nnext = \"map08\"\n}\n\nmap map09 \"Makai: Dark Sanctum\"\n{\n\ncluster = 1\nsky1 = \"SKY1\", 0\nmusic = \"DARS\"\nnext = \"map10\"\n}\nmap lak01 \"Makai: Painting of Lakshmi\"\n{\n\ncluster = 1\nlevelnum = 07\nsky1 = \"SKY1\", 0\nmusic = \"DARKEST\"\nnext = \"map10\"\n}"
},
{
"source": "pk3",
"name": "DragonPrince.txt",
"contents": "actor DragonPrince 27044\n{\n\tObituary \"%o stood no chance against the Demi-God Burai.\"\n\tScale 1.33\n\tHealth 9500\n\tPainChance 0\n\tSpeed 9\n\tRadius 20\n\tHeight 90\n\tMass 0x7fffffff\n\tDamage 0\n\tSeeSound \"archwizard/see\"\n\tDeathSound \"archwizard/die\"\n\tActiveSound \"archwizard/act\"\n\tPainSound \"archwizard/pain\"\n\tBloodcolor \"Purple\"\n\tMeleeRange 72\n\tMinMissileChance 64\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tDamageFactor \"Deathblow\", 0\n\tvar int user_tele;\n\tvar int user_deathfx;\n\tconst int aw_tele = 24;\n\tconst int aw_death_count = 13;\n\tBloodtype \"EtherealBloodPurple\"\n\tMONSTER\n\t+NoBloodDecals\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\t-NORADIUSDMG\n\t+NOICEDEATH\n\t+BOSSDEATH\n\t+BOSS\n\t+NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+NOTARGET\n\t+DONTMORPH\n\t+NOPAIN\n\tTag \"Burai the Dragon Prince\"\n\tSpecies \"Cyberdemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRAI A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 9500, 110, WOC_STAT|WOC_BOSS|WOC_MAXLEVEL)\n\tIdle:\n\t\tBRAI A 10 A_Look\n\t\tLoop\n\tStandStill:\n\t\tBRAI AAAA 4 A_Chase\n\t\tTNT1 A 0 A_Jump(128, \"Idle\")\n\tSee:\n\t\tBRAI AAABBBCCCDDD 2 A_Chase\n\t\tBRAI A 0 A_Jump (32, \"Teleport\")\n\t\tLoop\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShieldCooldown\", 1, \"CD\")\n\t\tTNT1 A 0 A_Jump(128, \"Shield\")\n\tCD:\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\tBRAI A 4 A_Pain\n\t\tGoto See\n\tShield:\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShielded\", 1, \"Skip\")\n\t\tTNT1 A 0 A_PlaySound(\"archwizard/shield\")\n\t\tBRAI C 7 Bright\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardBlastFX\", 16, 0, 48)\n\t\tTNT1 A 0 A_GiveInventory(\"ArchWizardShielded\", 1)\n\t\tBRAI DD 4 A_FaceTarget\n\t\tGoto See\n\tSkip:\n\t\tBRAI A 1\n\t\tGoto See\n\tTeleport:\n\t\tBRAI A 0 A_UnSetshootable\n\t\tBRAI A 0 A_FaceTarget\n\t\tBRAI A 1 A_PlaySound(\"misc/teleport\")\n\t\tBRAI A 1 A_Stop\n\t\tBRAI A 1 A_SetTranslucent(0.90)\n\t\tBRAI A 1 A_SetTranslucent(0.80)\n\t\tBRAI A 1 A_SetTranslucent(0.70)\n\t\tBRAI A 1 A_SetTranslucent(0.60)\n\t\tBRAI A 1 A_SetTranslucent(0.50)\n\t\tBRAI A 1 A_SetTranslucent(0.40)\n\t\tBRAI A 1 A_SetTranslucent(0.30)\n\t\tBRAI A 1 A_SetTranslucent(0.20)\n\t\tBRAI A 1 A_SetTranslucent(0.10)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tele\", 0)\n\tTeleportLoop:\n\t\tTNT1 A 0 A_JumpIf(user_tele == aw_tele, \"TeleportEnd\")\n\t\tTNT1 AA 0 A_Wander\n\t\tTNT1 A 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 44)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 56)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 68)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 38, 92)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 34, 96)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 28, 100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 22, 104)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 16, 108)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 12, 110)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 0, 110)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 44)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 56)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 68)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -38, 92)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -34, 96)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -28, 100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -22, 104)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -16, 108)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -12, 110)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tele\", user_tele + 1)\n\t\tLoop\n\tTeleportEnd:\n\t\tBRAI A 1 A_PlaySound(\"misc/teleport\")\n\t\tBRAI A 1 A_SetTranslucent(0.10)\n\t\tBRAI A 1 A_SetTranslucent(0.20)\n\t\tBRAI A 1 A_SetTranslucent(0.30)\n\t\tBRAI A 1 A_SetTranslucent(0.40)\n\t\tBRAI A 1 A_SetTranslucent(0.50)\n\t\tBRAI A 1 A_SetTranslucent(0.60)\n\t\tBRAI A 1 A_SetTranslucent(0.70)\n\t\tBRAI A 1 A_SetTranslucent(0.80)\n\t\tBRAI A 1 A_SetTranslucent(0.90)\n\t\tBRAI A 1 A_SetTranslucent(1.0)\n\t\tBRAI A 0 A_SetShootable\n\t\tBRAI A 0 A_FaceTarget\n\t\tBRAI A 1 A_Stop\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tTNT1 A 0 A_Jump (224, \"Fire1\", \"Fire2\", \"Fire3\", \"Fire4\")\n\tGoto TeleportDecide\n\tFire1:\n\t\tBRAI DDDD 4 A_FaceTarget\n\t\tBRAJ C 8 Bright A_CustomMissile (\"PillarOfFlameMeteor\", 48, 0, 0, 0)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tBRAJ C 8 Bright A_CustomMissile (\"PillarOfFlameMeteor\", 48, 0, 0, 4)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tBRAJ C 8 Bright A_CustomMissile (\"PillarOfFlameMeteor\", 48, 0, 0, -4)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(128, \"More\")\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tMore:\n\t\tBRAJ C 8 Bright A_CustomMissile (\"PillarOfFlameMeteor\", 48, 0, 0, 0)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tFire2:\n\t\tTNT1 A 0 A_JumpIfCloser(320, \"ContinueSteal\")\n\tGoto Offense\n\tContinueSteal:\n\t\tBRAJ DD 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"archwizard/steal\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tBRAJ CC 2 Bright A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tBRAJ D 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tBRAJ D 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tBRAJ D 2 A_FaceTarget\n\tOffense:\n\t\tTNT1 A 0 A_Jump(256, \"Fire1\", \"Fire3\", \"Fire4\")\n\t\tGoto Fire1\n\tFire3:\n\t\tBRAJ DDDD 4 A_FaceTarget\n\t\tBRAJ C 8 Bright\n\t\tBRAJ C 0 A_CustomMissile (\"BlizzardMark\", 48, 0, 0, 0)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tFire4:\n\t\tBRAJ DDDD 4 A_FaceTarget\n\t\tBRAJ C 8 Bright\n\t\tBRAJ C 9 Bright A_CustomMissile(\"LightningSurgeMissile\", 0, 0)\n\t\tBRAJ D 4 A_FaceTarget\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tTeleportDecide:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShielded\", 1, \"Offense\")\n\t\tGoto Teleport\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 3000)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall1Projectile\", 100, 0, 0 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall2Projectile\", 100, 0, 120 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall3Projectile\", 100, 0, 240 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_GiveInventory(\"RemoveOrbs\", 1)\n\tDeathLoop:\n\t\tTNT1 A 0 A_JumpIf(user_deathfx > aw_death_count, \"DeathCont\")\n\t\tBRAI E 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tBRAI E 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tBRAI E 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tTNT1 A 0 A_SetUserVar(\"user_deathfx\", user_deathfx + 1)\n\t\tLoop\n\tDeathCont:\n\t\tBRAI E 4 A_SpawnItem (\"ArchWSkeleton\")\n\t\tBRAI F 4 A_Scream\n\t\tBRAI G 4\n\t\tBRAI H 4 A_NoBlocking\n\t\tBRAI IJ 4\n\t\tBRAI K -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor ArchWizardShielded : MON_Boolean { }\nActor RemoveOrbs : MON_Boolean { }\n\nActor ArchWizardShielder : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tStop\n\t}\n}\n\nActor ArchWizardStealFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.39,0.77,1.65]\"\n\tRenderstyle Add\n\tAlpha 0\n\tStates {\n\t\tSpawn:\n\t\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor ArchWizardStealFXSpawner : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_PlaySound(\"archwizard/stealfx\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ArchWizardStealFX\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor ArchWizardUnShielder : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tStop\n\t}\n}\n\nACTOR ArchWSkeleton\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SKLD A 32\n SKLD BCDEFGH 3\n SKLD I -1\n stop\n }\n}\n\nActor ArchWizardExp1 : BaseExplosionDamage {\n\tDamageType \"ArcaneArchWizard\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode (32 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 7, TARGET, 0), 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR ArchWHomingBall : MageStaffFX2\n{\n Speed 16\n SeeSound \"MageStaffFire\"\n DeathSound \"MageStaffExplode\"\n DamageType \"ArcaneArchWizard\"\n Damage (random(15, 30) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 5, TARGET, 0))\n +NODAMAGETHRUST\n States\n {\n Spawn:\n BSBS A 0 Bright Light(DISCIPLEBALL)\n BSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"archwizard/ballfly\", \"SoundSlot6\", 1)\n BSBS A 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS B 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS C 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS C 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS D 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS D 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n Loop\n Death:\n BSBS E 0 Bright Light(DISCIPLEBALL) A_StopSoundEx (\"SoundSlot6\")\n BSBS E 0 Bright Light(DISCIPLEBALL) A_SetTranslucent (1, 1)\n BSBS E 3 Bright Light(DISCIPLEBALL) A_SpawnItem(\"ArchWizardExp1\")\n BSBS FGHIJKLM 3 Bright\n Stop\n }\n}\n\nACTOR ArchWFX1 : WizardFX1\n{\n speed 25\n damage (random(26, 46) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, TARGET, 0))\n DamageType \"Arcane\"\n seesound \"CentaurLeaderAttack\"\n +NODAMAGETHRUST\n}\n\nactor ArchWSpark\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n RenderStyle Add\n States\n {\n Spawn:\n FX11 G 1 Bright Light(DISCIPLEBALL_X2) A_FadeOut (0.1)\n loop\n }\n}\n\nActor ArchWizardBlastFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tAWF9 ABCDEFG 2\n\t\t\tAWF9 HIJKL 2\n\t\t\tAWF9 MNOP 2\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiterTrail {\n\tRenderstyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tSBS2 ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiter {\n\tMass 1\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderstyle Translucent\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(950, 0, 0, 48)\n\t\tSpawnLoop:\n\t\t\tSBS2 A 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 B 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 C 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 D 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 E 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 F 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 G 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 H 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 I 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 J 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 K 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 L 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 M 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 N 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 O 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 P 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tSBS2 \"#####################\" 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiterCC : ArchWizardOrbiter {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(950, 0, 1, 48)\n\t\tSpawnLoop:\n\t\t\tSBS2 A 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 B 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 C 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 D 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 E 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 F 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 G 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 H 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 I 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 J 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 K 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 L 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 M 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 N 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 O 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 P 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\tLoop\n\t}\n}\n\nActor ArchWizardShieldCooldown : MON_Boolean { }\n\nActor ArchWizardTeleportFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tAWF0 HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tAWF0 L 2 Bright\n\t\tStop\n\t}\n}\nActor MoonSatyrMeteorMarker {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.8\n\tScale 1.15\n\tStates {\n\t\tSpawn:\n\t\t\tCJFX ABCDEFGHIJK 3\n\t\tStop\n\t}\n}\nACTOR BuraiContract : PuzzleItem 1040\n{\n Game Hexen\n PuzzleItem.Number 104\n Inventory.Icon ARTIGMB2\n Inventory.PickupMessage \"Contract with Burai\"\n States\n {\n Spawn:\n SPMP A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "HexenExtra.txt",
"contents": "actor KnightArcher 27051\n{\n Health 150\n Radius 20\n Height 56\n Speed 14\n PainChance 94\n\tMass 100\n\tScale 0.85\n MONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\tDropItem \"Money\" 64\n DropItem \"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\tDropItem \"Armour6\" 8\n\tSeeSound \"archer/sight\"\n AttackSound \"archer/attack\"\n PainSound \"archer/pain\"\n DeathSound \"archer/death\"\n ActiveSound \"archer/growl\"\n Obituary \"%o was pierced by a Knight Archer.\"\n\tSpecies \"ChaingunGuy\"\n\tTag \"Knight Archer\"\n States\n {\n Spawn:\n\t\tAKNT A 0\n\t\tAKNT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,150,56,0)\n\tIdle:\n AKNT AB 10 A_Look\n Loop\n See:\n AKNT A 2 A_Chase\n\t\tAKNT A 3 A_Chase\n\t\tAKNT B 2 A_Chase\n\t\tAKNT B 3 A_Chase\n\t\tAKNT C 2 A_Chase\n\t\tAKNT C 3 A_Chase\n\t\tAKNT D 2 A_Chase\n\t\tAKNT D 3 A_FastChase\n\t\tLoop\n\tMissile:\n\t\tAKNT E 0 A_Jump(64,\"Missile2\")\n AKNT E 3 A_PlaySound(\"archer/draw\")\n AKNT E 7 A_FaceTarget\n AKNT F 5 bright A_CustomMissile(\"ArcherArrow\",32,5)\n\t\tAKNT E 5\n Goto See\n\tMissile2:\n AKNT E 3 A_PlaySound(\"archer/draw\")\n AKNT E 7 A_FaceTarget\n AKNT G 5 bright A_CustomMissile(\"ArcherArrow2\",32,5)\n\t\tAKNT E 5\n Goto See\n Pain:\n \tAKNT H 3\n AKNT H 3 A_Pain\n \tGoto See\n Pain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tDeath:\n\t\tAKNT I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n AKNT I 5 A_Scream\n AKNT J 5 A_NoBlocking\n AKNT KLM 5\n AKNT N -1\n Stop\n XDeath:\n\t\tAKNT O 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\t\tAKNT O 0 A_SpawnItem(\"GIBBER\")\n AKNT O 5 A_PlaySound(\"archer/gib\")\n AKNT P 5 A_NoBlocking\n AKNT QRSTUVW 5\n AKNT X -1\n Stop\n\tRaise:\n\t\tAKNT M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,150,56,0)\n\t\tAKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor KnightArcherLord 27052\n{\n Health 300\n Radius 20\n Height 56\n Speed 14\n PainChance 32\n\tMass 100\n\tScale 0.85\n MONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\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\tDropItem \"Armour7\" 8\n\tDropItem \"Armour6\" 8\n\tSeeSound \"archer/sight\"\n AttackSound \"archer/attack\"\n PainSound \"archer/pain\"\n DeathSound \"archer/death\"\n ActiveSound \"archer/growl\"\n Obituary \"%o was pierced by an Archer Lord.\"\n\tSpecies \"Revenant\"\n\tTag \"Archer Lord\"\n States\n {\n Spawn:\n\t\tGKNT A 0\n\t\tGKNT A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\tIdle:\n GKNT AB 10 A_Look\n Loop\n See:\n GKNT A 2 A_Chase\n\t\tGKNT A 3 A_Chase\n\t\tGKNT B 2 A_FastChase\n\t\tGKNT B 3 A_FastChase\n\t\tGKNT C 2 A_Chase\n\t\tGKNT C 3 A_Chase\n\t\tGKNT D 2 A_FastChase\n\t\tGKNT D 3 A_FastChase\n\t\tLoop\n\tMissile:\n GKNT E 3 A_PlaySound(\"archer/draw\")\n GKNT E 7 A_FaceTarget\n GKNT G 5 bright A_CustomMissile(\"ArcherArrow2\",32,5)\n\t\tGKNT E 5\n Goto See\n Pain:\n \tGKNT H 3\n GKNT H 3 A_Pain\n \tGoto See\n Pain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\tDeath:\n\t\tGKNT I 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n GKNT I 5 A_Scream\n GKNT J 5 A_NoBlocking\n GKNT KLM 5\n GKNT N -1\n Stop\n XDeath:\n\t\tGKNT O 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,55)\n\t\tGKNT O 0 A_SpawnItem(\"GIBBER\")\n GKNT O 5 A_PlaySound(\"archer/gib\")\n GKNT P 5 A_NoBlocking\n GKNT QRSTUVW 5\n GKNT X -1\n Stop\n\tRaise:\n\t\tGKNT M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\t\tGKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor ArcherArrow\n{\n Radius 5\n Height 8\n Speed 25\n Damage (random(3,24)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n Damagetype \"Physical\"\n PROJECTILE\n +NOGRAVITY\n +NODAMAGETHRUST\n renderstyle add\n alpha 0.8\n scale 0.5\n SeeSound \"archer/attack\"\n DeathSound \"archer/hit\"\n States\n {\n Spawn:\n VEKF A 1 bright A_SpawnItemEx(\"ArcherArrowTrail\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), 0, 138)\n Loop\n Death:\n VEKF FGHI 3 bright\n\tStop\n }\n}\n\nactor ArcherArrow2 : ArcherArrow\n{\n Damage (random(17,37)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0)))\n Damagetype \"Physical\"\n +NODAMAGETHRUST\n SeeSound \"archer/attackboss\"\n States\n {\n Spawn:\n VEKG A 1 bright A_SpawnItemEx(\"ArcherArrowTrail2\", -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), 0, 138)\n Loop\n Death:\n VEKG FGHI 3 bright\n\tStop\n }\n}\n\nActor SkullWizard 27045\n{\n Obituary \"%o succumbed to a Skull Wizard's magic.\"\n Health 450\n Radius 21\n Height 64\n Mass 120\n Speed 3\n PainChance 32\n PainChance \"Convert\", 255\n MeleeRange 96\n MeleeDamage 4\n MissileType \"SkullWizardProjectile\"\n SeeSound \"H2SkullWizard/Sight\"\n PainSound \"H2SkullWizard/Pain\"\n DeathSound \"H2SkullWizard/Death\"\n ActiveSound \"H2SkullWizard/Sight\"\n MeleeSound \"H2SkullWizard/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +MissileMore\n DropItem \"AccessoryRandomSpawner\" 4\n DropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDropItem \"Armour8\" 8\n\tBloodtype \"EtherealBloodSkull\"\n\tSpecies \"BaronOfHell\"\n\tTag \"Skull Wizard\"\n States\n {\n Spawn:\n SKWZ A 0\n\tSKWZ A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,450,64,0)\n Idle:\n SKWZ A 1 A_Look\n Loop\n See:\n SKWZ AAAAAABBBBBBB 4 A_Chase\n Loop\n Missile:\n SKWZ C 0 A_Jump(128, \"Teleport\")\n SKWZ C 8 A_FaceTarget\n SKWZ D 8 Bright A_FaceTarget\n SKWZ D 8 Bright A_CustomMissile(\"SkullWizardProjectile\", 40, 0, 0)\n SKWZ D 0 Bright A_Jump(80, 2)\n SKWZ D 0 Bright A_SpidReFire\n Goto Missile+1\n SKWZ D 0\n Goto See\n Teleport:\n SKWZ C 0 A_JumpIfCloser(512, 1)\n Goto See\n SKWZ C 8 A_PlaySoundEx(\"H2SkullWizard/Teleport\", \"SoundSlot7\", 0)\n SKWZ DEF 8 Bright\n TNT1 A 0 A_Stop\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n TNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n\tTNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n TNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n\tSKWZ A 0 A_ChangeFlag(Invulnerable, 0)\n SKWZ A 0 A_SetShootable\n SKWZ A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n SKWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n SKWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n Goto See\n Pain:\n SKWZ A 3\n SKWZ A 3 A_Pain\n SKWZ A 0 A_Jump(96, \"Teleport\")\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SKWZ G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n SKWZ G 5 A_Scream\n SKWZ HIJ 5 bright\n\tSKWZ K 5 bright\n\tSKWZ LM 5 bright\n SKWZ N 5\n SKWZ O 0 A_NoBlocking\n\tSKWZ O 0 Bright A_SpawnItemEx(\"BlackSpider\",-18,18,0,0,0,0,0,0,0)\n\tSKWZ O 0 Bright A_SpawnItemEx(\"BlackSpider\",-18,-18,0,0,0,0,0,0,0)\n\tSKWZ O 5 bright A_SpawnItemEx(\"BlackSpider\",18,0,0,0,0,0,0,0,0)\n SKWZ P -1\n Stop\n Raise:\n\tSKWZ P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,450,64,0)\n\tSKWZ ON 5\n\tSKWZ MLKJIH 5 Bright\n\tSKWZ G 5\n\tGoto See\n }\n}\n\nActor BlackSpider\n{\n Obituary \"%o was overwhelmed by Black Spiders.\"\n Health 80\n Radius 16\n Height 24\n Mass 100\n Speed 16\n Scale 0.3\n BloodColor \"0 78 0\"\n PainChance 128\n PainChance \"Convert\", 255\n PainSound \"H2Spider/Act\"\n DeathSound \"H2Spider/Death\"\n ActiveSound \"H2Spider/Act\"\n MeleeSound \"H2Spider/Melee\"\n MeleeRange 44\n Monster\n +FloorClip\n +DontHurtSpecies\n +NeverFast\n +NoDamageThrust\n -CountKill\n PoisonDamage 1, 1, 35\n +ADDITIVEPOISONDURATION\n +ADDITIVEPOISONDAMAGE\n PoisonDamagetype \"PoisonTrue\"\n Tag \"Black Spider\"\n States\n {\n Spawn:\n SPD1 A 0\n\tSPD1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,80,24,0)\n Idle:\n SPD1 A 1 A_Look\n Loop\n See:\n SPD1 ABCD 3 A_Chase\n Loop\n Melee:\n SPD1 E 3 A_FaceTarget\n SPD1 E 10 A_CustomMeleeAttack(random(1,8)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,ACTIVATOR,0), \"H2Spider/Melee\", \"\", \"Poison\")\n Goto See\n Pain:\n SPD1 E 3\n SPD1 E 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,2),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SPD1 F 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n SPD1 F 5\n SPD1 G 5 A_Scream\n SPD1 H 5\n SPD1 I 5 A_NoBlocking\n SPD1 J 5\n SPD1 K -1\n Stop\n Raise:\n\tSPD1 J 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,90,24,0)\n SPD1 JIHGF 6\n\tGoto See\n }\n}\n\nActor ShadowWizard 27046\n{\n Obituary \"%o was skullduggeried by a Shadow Wizard.\"\n Health 900\n Radius 21\n Height 64\n Mass 120\n Speed 3\n PainChance 32\n PainChance \"Convert\", 255\n MissileType \"SkullWizardProjectile\"\n PainSound \"H2ShadowWizard/Pain\"\n DeathSound \"H2ShadowWizard/Death\"\n ActiveSound \"H2ShadowWizard/Sight\"\n MeleeSound \"H2ShadowWizard/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +MissileMore\n +BossDeath\n +DONTMORPH\n +NoFear\n DropItem \"AccessoryRandomSpawner\" 8\n DropItem \"Money1\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 64\n\tDropItem \"Money1\" 8\n\tDropItem \"Money2\" 4\n\tDropItem \"Money3\" 2\n\tDropItem \"ChestKey\" 2\n\tDropItem \"Armour8\" 8\n\tDropItem \"Armour4\" 8\n\tBloodtype \"EtherealBloodSkull\"\n\tSpecies \"BaronOfHell\"\n\tTag \"Shadow Wizard\"\n States\n {\n Spawn:\n SKWZ A 0\n\tSKWZ A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,900,64,WOC_SUBBOSS)\n Idle:\n SHWZ A 1 A_Look\n Loop\n See:\n SHWZ AAAAAABBBBBBB 4 A_Chase\n Loop\n Missile:\n\tSHWZ C 0 A_Jump(128, \"Teleport\")\n SHWZ C 8 A_FaceTarget\n SHWZ D 8 Bright A_FaceTarget\n SHWZ D 8 Bright A_CustomMissile(\"ShadowWizardProjectile\", 40, 0, 0)\n SHWZ D 0 Bright A_Jump(80, 2)\n SHWZ D 0 Bright A_SpidReFire\n Goto Missile+1\n SHWZ D 0\n Goto See\n Teleport:\n SHWZ C 0 A_JumpIfCloser(512, 1)\n Goto See\n TNT1 A 0 A_ChangeFlag(\"NoTeleport\", 1)\n TNT1 A 0 A_ChangeFlag(\"NoDropOff\", 0)\n SHWZ C 8 A_PlaySoundEx(\"H2ShadowWizard/Teleport\", \"SoundSlot7\", 0)\n SHWZ DEF 8 Bright\n TNT1 A 0 A_Stop\n TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n\tTNT1 A 0 A_ChangeFlag(Invulnerable, 1)\n TNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 AAA 2 A_Wander\n\tTNT1 A 0 A_ChangeFlag(Invulnerable, 0)\n TNT1 A 0 A_SetShootable\n SHWZ A 0 A_SpawnItemEx(\"TeleportFog\", 0, 0, 0, 0, 0, 0, 0, 128) //Remove the 33 for Doom\n SHWZ A 0 A_ChangeFlag(\"NoDropOff\", 1)\n SHWZ A 0 A_ChangeFlag(\"NoTeleport\", 0)\n Goto Missile+1\n Pain:\n SHWZ A 3\n SHWZ A 3 A_Pain\n SHWZ A 0 A_Jump(128, \"Teleport\")\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(0,8),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SHWZ G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,90)\n SHWZ G 5 A_Scream\n SHWZ HIJ 5 bright\n\tSHWZ K 5 bright\n\tSHWZ LM 5 bright\n SHWZ N 5\n SHWZ O 0 A_NoBlocking\n\tSHWZ O 0 Bright A_SpawnItemEx(\"BrownSpider\",-18,18,0,0,0,0,0,0,0)\n\tSHWZ O 0 Bright A_SpawnItemEx(\"BrownSpider\",-18,-18,0,0,0,0,0,0,0)\n\tSHWZ O 5 bright A_SpawnItemEx(\"BrownSpider\",18,0,0,0,0,0,0,0,0)\n SHWZ P -1 A_BossDeath\n Stop\n Raise:\n\tSHWZ P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,900,64,0)\n\tSHWZ ON 5\n\tSHWZ MLKJIH 5 Bright\n\tSHWZ G 5\n\tGoto See\n }\n}\n\nACTOR SkullWizardProjectile\n{\n PROJECTILE\n +SEEKERMISSILE\n\t+NoDamageThrust\n\tDamagetype \"Fire\"\n Speed 16\n Damage ((random(17,37))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,6,TARGET,0)))\n Radius 6\n Height 8\n RenderStyle Add\n Scale 0.6\n SeeSound \"H2SkullWizard/Fire\"\n DeathSound \"H2SkullWizard/Hit\"\n States\n {\n Spawn:\n\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tIFX1 A 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tIFX1 B 1 Bright A_SpawnItemEx(\"SkullSpellTrail2\",0,0,0,0,random(2,-2),random(2,-2),0,0)\n\tTNT1 A 0 A_SeekerMissile(1,1,SMF_PRECISE)\n\tLoop\n Death:\n\tIFX1 IJKL 4 Bright\n\tStop\n }\n}\n\nActor ShadowWizardProjectile : SkullWizardProjectile\n{\n\tDamage ((random(21,41))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,7,TARGET,0)))\n\tSeeSound \"H2ShadowWizard/Fire\"\n DeathSound \"H2ShadowWizard/Hit\"\n}\n\nACTOR SkullSpellTrail2\n{\n PROJECTILE\n +NOCLIP\n\t+CLIENTSIDEONLY +DONTBLAST\n\t+NOINTERACTION\n Speed 0\n RenderStyle Add\n Alpha 0.6\n Scale 1.0\n States\n {\n Spawn:\n\tIFX1 CDEFGH 2 Bright\n\tStop\n }\n}\n\nActor BrownSpider 27047\n{\n Obituary \"%o was overwhelmed by Brown Spiders.\"\n Health 160\n Radius 16\n Height 24\n Mass 100\n Speed 16\n Scale 0.3\n BloodColor \"0 78 0\"\n PainChance 64\n PainChance \"Convert\", 255\n PainSound \"H2Spider/Act\"\n DeathSound \"H2Spider/Death\"\n ActiveSound \"H2Spider/Act\"\n MeleeSound \"H2Spider/Melee\"\n MeleeRange 44\n Monster\n +FloorClip\n +DontHurtSpecies\n +NeverFast\n +NoDamageThrust\n -CountKill\n PoisonDamage 1, 2, 35\n +ADDITIVEPOISONDURATION\n +ADDITIVEPOISONDAMAGE\n PoisonDamagetype \"PoisonTrue\"\n Tag \"Brown Spider\"\n States\n {\n Spawn:\n SPD2 A 0\n\tSPD2 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,160,24,0)\n Idle:\n SPD2 A 1 A_Look\n Loop\n See:\n SPD2 ABCD 3 A_Chase\n Loop\n Melee:\n SPD2 E 3 A_FaceTarget\n SPD2 E 10 A_CustomMeleeAttack(random(2,16)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0), \"H2Spider/Melee\", \"\", \"Poison\")\n Goto See\n Missile:\n SPD2 A 0 A_JumpIfCloser(384, 1)\n Goto See\n SPD2 A 0 A_Jump(96, 25)\n SPD2 A 10 A_FaceTarget\n SPD2 Q 0 A_Recoil (-15)\n SPD2 A 0 ThrustThingZ(0, 20, 0, 1)\n\tSPD2 AAAAAAAAAAAAAAAAAAAA 1 A_JumpIfTargetInsideMeleeRange(\"MeleeStrike\")\n SPD2 A 0 A_Stop\n SPD2 A 0\n Goto See\n MeleeStrike:\n SPD2 E 0 A_FaceTarget\n SPD2 E 10 A_CustomMeleeAttack(random(3,24)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0), \"H2Spider/Melee\", \"\", \"Poison\")\n Goto See\n Pain:\n SPD2 E 3\n SPD2 E 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,5),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n Death:\n SPD2 F 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n SPD2 F 5\n SPD2 G 5 A_Scream\n SPD2 H 5\n SPD2 I 5 A_NoBlocking\n SPD2 J 5\n SPD2 K -1\n Stop\n Raise:\n\tSPD2 J 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,24,0)\n SPD2 JIHGF 6\n\tGoto See\n }\n}\n\nActor FireImp 27048\n{\n\tObituary \"%o was roasted by a Fire Gargoyle.\"\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentRed\" 64\n\t+NODAMAGETHRUST\n\thealth 60\n\tRadius 16\n\tHeight 36\n\tMass 50\n\tSpeed 10\n\tPainChance 200\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEMORE\n\t+SPAWNFLOAT\n\t+NODAMAGETHRUST\n\tSeeSound \"himp/sight\"\n\tAttackSound \"himp/attack\"\n\tPainSound \"himp/pain\"\n\tDeathSound \"himp/death\"\n\tActiveSound \"himp/active\"\n\tDamagetype \"Physical\"\n\tMeleerange 46\n\tSpecies \"Zombieman\"\n\tTag \"Fire Gargoyle\"\n\tStates\n\t{\n\tSpawn:\n\t\tFIMP A 0\n\t\tFIMP A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,60,36)//increase health on higher difficulties\n\tIdle:\n\t FIMP A 0 A_CheckFloor(6)\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tFIMP ABCB 10 A_Look\n\t\tLoop\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto Idle+2\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tFIMP A 0 A_CheckFloor(10)\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tFIMP A 2 A_Chase\n\t\tFIMP A 3 A_Chase\n\t\tFIMP B 2 A_Chase\n\t\tFIMP B 3 A_Chase\n\t\tFIMP C 2 A_Chase\n\t\tFIMP C 3 A_Chase\n\t\tFIMP B 2 A_Chase\n\t\tFIMP B 3 A_Chase\n\t\tLoop\n\t\tFIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto See+2\n\tPain:\n\t\tFIMP G 3\n\t\tFIMP G 3 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tFIMP DE 5 A_FaceTarget\n\t\tFIMP F 6 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0), \"himp/attack\", \"himp/attack\", \"Physical\")\n\t\tGoto See\n\tMissile:\n\t\tFIMP A 0 A_Jump(128, 5)\n\t\tFIMP A 0 A_JumpIfCloser(256, 1)\n\t\tGoto See\n\t\tFIMP A 10 A_FaceTarget\n\t\tFIMP C 15 A_SkullAttack\n\t\tFIMP C 0 A_Stop\n\t\tGoto See\n\t\tFIMP DE 5 A_FaceTarget\n\t\tFIMP F 6 A_CustomMissile(\"FireImpFireball\", 10, 0)\n\t\tGoto See\n\tDeath:\n\t\tFIMP G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tFIMP G 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP G 1\n\t\tFIMP G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP H 2\n\t\tWait\n\tCrash:\n\t\tFIMP H 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tFIMP H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP HH 0 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tFIMP H 0 A_JumpIfHealthLower(-60,\"XCrash\")\n\t\tFIMP I 5\n\t\tFIMP J 5\n\t\tFIMP K 5 A_NoBlocking\n\t\tFIMP L -1\n\t\tStop\n\tXDeath:\n\t\tFIMP S 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tFIMP S 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP S 0 A_ChangeFlag(\"SOLID\",0)\n\t\tFIMP S 0 A_ChangeFlag(\"FLOORCLIP\",0)\n\t\tFIMP S 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tFIMP S 5\n\t\tFIMP TU 5\n\t\tFIMP V 5 A_Gravity\n\t\tFIMP W 5\n\t\tWait\n\tXCrash:\n\t\tFIMP X 5 A_ChangeFlag(\"FloatBob\", 0)\n\t\tFIMP Y 5 A_NoBlocking\n\t\tFIMP Z -1\n\t\tStop\n\tIce:\n\t\t\"----\" H 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR FireImpFireball\n{\n\tSpeed 14\n\tFastSpeed 25\n\tRadius 8\n\tHeight 8\n\tDamage (random(1, 8) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))\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 IceImp 27049\n{\n\tObituary \"%o chilled out with the Ice Gargoyle.\"\n\tPainChance \"Convert\", 255\n\tDropitem \"ReagentBlue\" 64\n\t+NODAMAGETHRUST\n\thealth 60\n\tRadius 16\n\tHeight 36\n\tMass 50\n\tSpeed 10\n\tPainChance 200\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEMORE\n\t+NOICEDEATH\n\t+SPAWNFLOAT\n\t+NODAMAGETHRUST\n\t//BloodColor \"A4 A4 B8\"\n\tSeeSound \"himp/sight\"\n\tAttackSound \"himp/attack\"\n\tPainSound \"himp/pain\"\n\tDeathSound \"himp/death\"\n\tActiveSound \"himp/active\"\n\tDamagetype \"Physical\"\n\tMeleerange 46\n\tSpecies \"Zombieman\"\n\tTag \"Ice Gargoyle\"\n\tStates\n\t{\n\tSpawn:\n\t\tIIMP A 0\n\t\tIIMP A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,60,36)//increase health on higher difficulties\n\tIdle:\n\t IIMP A 0 A_CheckFloor(6)\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tIIMP ABCB 10 A_Look\n\t\tLoop\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto Idle+2\n\tPain.Morale:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tSee:\n\t\tIIMP A 0 A_CheckFloor(10)\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 1)\n\t\tIIMP A 2 A_Chase\n\t\tIIMP A 3 A_Chase\n\t\tIIMP B 2 A_Chase\n\t\tIIMP B 3 A_Chase\n\t\tIIMP C 2 A_Chase\n\t\tIIMP C 3 A_Chase\n\t\tIIMP B 2 A_Chase\n\t\tIIMP B 3 A_Chase\n\t\tLoop\n\t\tIIMP A 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tGoto See+2\n\tPain:\n\t\tIIMP G 3\n\t\tIIMP G 3 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tIIMP DE 5 A_FaceTarget\n\t\tIIMP F 6 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0), \"himp/attack\", \"himp/attack\", \"Physical\")\n\t\tGoto See\n\tMissile:\n\t\tIIMP A 0 A_Jump(128, 5)\n\t\tIIMP A 0 A_JumpIfCloser(256, 1)\n\t\tGoto See\n\t\tIIMP A 10 A_FaceTarget\n\t\tIIMP C 15 A_SkullAttack\n\t\tIIMP C 0 A_Stop\n\t\tGoto See\n\t\tIIMP DE 5 A_FaceTarget\n\t\tIIMP F 6 A_CustomMissile(\"IceImpShard\", 10, 0)\n\t\tGoto See\n\tDeath:\n\t\tIIMP G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tIIMP G 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP G 1\n\t\tIIMP G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP H 2\n\t\tWait\n\tXDeath:\n\t\tIIMP S 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,15)\n\t\tIIMP S 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP S 0 A_ChangeFlag(\"SOLID\",0)\n\t\tIIMP S 0 A_ChangeFlag(\"FLOORCLIP\",0)\n\t\tIIMP S 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tIIMP S 5\n\t\tIIMP TU 5\n\t\tIIMP V 5 A_Gravity\n\t\tIIMP W 5\n\t\tWait\n\tXCrash:\n\t\tIIMP X 5 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP Y 5 A_NoBlocking\n\t\tIIMP Z -1\n\t\tStop\n\tCrash:\n\t\tIIMP I 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tIIMP I 0 A_ChangeFlag(\"FloatBob\", 0)\n\t\tIIMP II 0 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIIMP H 0 A_JumpIfHealthLower(-60,\"XCrash\")\n\t\tIIMP I 5\n\t\tIIMP J 5\n\t\tIIMP K 5 A_NoBlocking\n\t\tIIMP L -1\n\t\tStop\n\t}\n}\n\nACTOR IceImpShard\n{\n\tSpeed 14\n\tFastSpeed 25\n\tRadius 8\n\tHeight 8\n\tDamage (random(1, 8) + ACS_ExecuteWithResult(WOC_MONSTERSCALE,1,TARGET,0))\n\tDamageType \"Ice\"\n\t+NODAMAGETHRUST\n\t+THRUGHOST\n\t+WINDTHRUST\n\tRenderstyle Add\n\tProjectile\n\tSeeSound \"HunterIceArrowFire\"\n\tDeathSound \"MageShardsExplode\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD AA 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD AAA 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD BBB 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tSHRD CCC 1 Bright A_SpawnItemEx(\"FrostMissileFog\", 0, 0, 1, 4, 0, Random(-0.5, 0.5), Random(-10, 10), 128)\n\t\tLoop\n\tDeath:\n\t\tSHEX ABCDE 5 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Crimson.txt",
"contents": "ACTOR CrimsonDisciple 27050\n{\n\tSpawnID 35\n\tMONSTER\n\t+TELESTOMP\n\t+DONTOVERLAP\n\t+DONTHARMSPECIES\n\tPainChance 100\n\tHealth 175\n\tHeight 64\n\tRadius 16\n\tMass 250\n\tSpeed 12\n\tSeeSound \"DiscipleSee\"\n\tDeathSound \"DiscipleDeath\"\n\tPainSound \"DisciplePain\"\n\tActiveSound \"DiscipleActive\"\n\tObituary \"%o was slain by a crimson disciple.\"\n\tTag \"Crimson Disciple\"\n\tPainChance \"Convert\", 255\n\tdropitem \"ArtiBlueFlask\" 32\n\tDropItem \"Armour4\" 8\n\tdropitem \"ReagentRed\" 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\tStates\n\t{\n\tSpawn:\n\t\tCRMD A 0\n\t\tCRMD A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,175,65,0)\n\tIdle:\n\t\tCRMD AB 12 A_Look\n\t\tLoop\n\tSee:\n\t\tCRMD ABCD 6 A_Chase\n\t\tLoop\n\tMelee:\n\t\tCRMD E 4 A_FaceTarget\n\t\tCRMD F 1 A_PlaySound ( \"DiscipleSwing\" )\n\t\tCRMD F 4 A_FaceTarget\n\t\tCRMD G 1 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 90 )\n\t\tCRMD G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 180 )\n\t\tCRMD G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 270 )\n\t\tCRMD G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0 )\n\t\tCRMD G 2 BRIGHT\n\t\tCRMD I 4\n\t\tCRMD F 4\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 1 A_JumpIfCloser( 750, \"NormalShot\" )\n\t\tCRMD E 1 A_PlaySound ( \"DiscipleRain\" )\n\t\tGoto Rain\n\tRain:\n\t\tCRMD E 4 A_FaceTarget\n\t\tCRMD J 1 BRIGHT A_CustomMissile( \"RainShot\", 32 )\n\t\tCRMD J 4 BRIGHT\n\t\tCRMD J 0 BRIGHT A_JumpIfCloser( 750, \"See\" )\n\t\tCRMD J 0 BRIGHT A_JumpIfTargetInLOS( \"Rain\", 0, JLOSF_DEADNOJUMP )\n\t\tGoto See\n\tNormalShot:\n\t\tCRMD E 4 A_FaceTarget\n\t\tCRMD F 1 A_PlaySound ( \"DiscipleSwing\" )\n\t\tCRMD F 4 A_FaceTarget\n\t\tCRMD I 4\n\t\tCRMD G 1 A_CustomMissile ( \"BloodShot\", 20 )\n\t\tCRMD G 4 BRIGHT\n\t\tCRMD I 2\n\t\tCRMD F 4\n\t\tGoto See\n\tPain:\n\t\tCRMD H 1 A_Pain\n\t\tCRMD H 9\n\t\tGoto See\n\tIce: //Generic as possible\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,65)\n\t\t\"----\" M 5 A_GenericFreezeDeath\n\t\t\"----\" M 1 A_FreezeDeathChunks\n\t\tWait\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_MONSTERXPSCRIPT,0,65)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tCRIM M 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,65)\n\t\tCRIM A 3\n\t\tCRIM B 3 A_Scream\n\t\tCRIM CD 6\n\t\tCRIM E 3 A_NoBlocking\n\t\tCRIM FG 6\n\t\tCRIM H -1\n\t\tStop\n\tXDeath:\n\t\tCRIM M 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,65)\n\t\tCRIM I 1 A_PlaySound ( \"DiscipleSplatter\" )\n\t\tCLER I 5\n\t\tCLER J 5\n\t\tCLER K 5 A_NoBlocking\n\t\tCLER LMNOP 5\n\t\tCLER Q -1\n\t\tStop\n\tRaise:\n\t\tCRIM M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\t\tCRIM MLKJI 5\n\t\tGoto See\n\n\t}\n}\n\nACTOR FireWall\n{\n\tProjectile\n\tHeight 20\n\tRadius 10\n\tSpeed 1\n\t-ACTIVATEPCROSS\n\t+RIPPER\n\t+FLOORHUGGER\n\tRenderStyle Add\n\tAlpha 0.9\n\tDamageType Fire\n\tDamage 0\n\tSeeSound \"FireSpawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tCFIR AB 1 BRIGHT\n\t\tGoto Move\n\tMove:\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tGoto Death\n\tDeath:\n\t\tCFIR JKLM 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BloodShot\n{\n\tProjectile\n\tHeight 16\n\tRadius 8\n\tSpeed 10\n\tDamage (random(3,24)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\t+SEEKERMISSILE\n\tSeeSound \"BloodShoot\"\n\tDeathSound \"BloodBoom\"\n\tDecal DoomImpScorch\n\tAlpha 0.6\n\tRenderstyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tCBLD A 0 BRIGHT\n\t\tCBLD AB 2 BRIGHT A_SeekerMissile( 325, 45 )\n\t\tLoop\n\tDeath:\n\t\tCBLD C 1 A_Explode( 10, 64 )\n\t\tCBLD CDEFGHI 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RainShot : HornRodFX2\n{\n\tProjectile\n\tSpeed 50\n\tDamage 0\n\tDeathSound \"Rain\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 H 5 BRIGHT\n\t\tTNT1 I 5 BRIGHT\n\t\tTNT1 J 4 BRIGHT\n\t\tTNT1 KLM 3 BRIGHT\n\t\tTNT1 G 1 A_HideInCeiling\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tStop\n\t}\n}\n\nACTOR RainPillar2 : RainPillar\n{\n\t+NOCLIP\n\t+SPAWNCEILING\n\t+NOGRAVITY\n\tDamage (random(1,6)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\tStates\n\t{\n\tSpawn:\n\t\tFX22 A 0 BRIGHT\n\t\tFX22 A 1 BRIGHT\n\t\tFX22 A 1 A_ChangeFlag (\"NOCLIP\", 0 )\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Lakshmi.txt",
"contents": "ACTOR Lakshmi 27058\n{\n Health 200\n PainChance 255\n Radius 16\n Height 56\n Monster\n -COUNTKILL\n +USESPECIAL\n +NODAMAGETHRUST\n MeleeRange 64\n RadiusDamageFactor 0.1\n Activation THINGSPEC_NoDeathSpecial|THINGSPEC_ThingTargets\n Scale 1.15\n HitObituary \"%o was stunned by Lakshmi.\"\n AttackSound \"FighterPunchMiss\"\n PainSound \"streetmer/pain\"\n DeathSound \"streetmer/death\"\n Damagetype \"Physical\"\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +FRIENDLY\n +FLOORCLIP\n Tag \"Lakshmi the Goddess\"\n States\n {\n Spawn:\n\tLAKS A 0\n\tLAKS A 0 A_GiveInventory(\"EnemyInDisguise\")\n\tLAKS A 0 Thing_SetSpecial(0,226,WOC_SHOPSTART,0,0)\n\tLAKS A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,64,0)\n Idle:\n LAKS A 0 A_CheckSight(3)\n\tLAKS A 0 A_SpawnItemEx(\"ShopAttentionExplosion\",0,0,32)\n\tLAKS A 1 A_ChangeFlag(\"Friendly\",1)\n\tGoto See\n\tLAKS A 10\n\tLoop\n See:\n LAKS A 4 A_FaceTarget\n Loop\n Pain:\n LAKS A 3 A_Pain\n LAKS A 3\n Goto Melee\n Melee:\n LAKS D 8 A_FaceTarget\n LAKS E 8 A_CustomMeleeAttack(2*random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0)),\"FighterPunchHitThing\",\"none\",\"Physical\")\n LAKS E 1\n LAKS D 8\n Goto See\n Death:\n LAKS F 0 A_ChangeFlag(\"UseSpecial\",0)\n LAKS F 4 ACS_ExecuteAlways(WOC_SHOPDEAD,0,0,0,0)\n LAKS G 4 A_Scream\n LAKS H 4\n LAKS I 4 A_NoBlocking\n LAKS JKLM 4\n LAKS N -1\n Stop\n }\n}\n\nActor ShopUnfreezer : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tStop\n\t}\n}\n\nactor ShopAttentionExplosion\n{\n\tRadius 10\n\tHeight 10\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t+NOCLIP\n\t+NOEXTREMEDEATH\n\t+FORCERADIUSDMG\n\t+PAINLESS\n\tDamagetype \"AcolyteHealing\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(1,1000,0,1,1000)\n\t\tTNT1 A 1 A_AlertMonsters\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "TheHereshey.txt",
"contents": "ACTOR _HeresiarchNew\n{\n\tHealth 10000\n\tSpeed 20\n\tRadius 40\n\tHeight 110\n\tMass 0x7FFFFFFF\n\tPainChance 0\n\tDamageFactor \"Deathblow\", 0\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tDropItem \"KraterOfMight\" 64\n\tMONSTER\n\t+FLOORCLIP\n\t+BOSS\n\t+DONTMORPH\n\t+NOTARGET\n\t+NOICEDEATH\n\t+NOFEAR\n\t+NOBLOODDECALS\n\t+MISSILEMORE\n\t+DONTHARMSPECIES\n\t+NOTARGET\n\t+NOPAIN\n\tBloodtype \"EtherealBloodPurple\"\n\tObituary \"%o had %p bones rolled by the Heresiarch.\"\n\tSeeSound \"SorcererSight\"\n\tPainSound \"SorcererPain\"\n\tDeathSound \"SorcererDeathScream\"\n\tActiveSound \"SorcererActive\"\n\tSpecies \"Cyberdemon\"\n\tTag \"Heresiarch\"\n\tvar int user_count;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,10000,100,WOC_STAT|WOC_SUBBOSS|WOC_MAXLEVEL)\n\t\tTNT1 A 0 ACS_ExecuteAlways(964, 0, 4)\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(968, 0, 0)\n\tIdle:\n\t\tSORC AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HersheyGotShield\", 1, \"Aggressive\")\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\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tLoop\n\tAggressive:\n\t\tSORC A 2 A_Chase\n\t\tSORC B 3 A_Chase\n\t\tSORC C 2 A_Chase\n\t\tSORC D 3 A_Chase\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tPain:\n\t\tSORC G 8 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\tSORC G 8 A_Pain\n\tGoto See\n\tMissile:\n\t\tSORC F 0 ACS_ExecuteAlways(967, 0, 0)\n\t\tSORC F 0 A_SetUserVar(\"user_count\", 0)\n\tDecide:\n\t\tSORC F 0 A_JumpIf(user_count == 7, \"FinishDecide\")\n\t\tSORC FF 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_JumpIf(user_count == 6, \"SkipLastSound\")\n\t\tSORC F 0 A_PlaySound(\"SorcererBallWoosh\", CHAN_AUTO)\n\tSkipLastSound:\n\t\tSORC F 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tGoto Decide\n\tFinishDecide:\n\t\tSORC F 0 A_SetUserVar(\"user_count\", 0)\n\t\tSORC F 0 A_PlaySound(\"SorcererSpellCast\")\n\t\tSORC F 0 A_JumpIfInventory(\"HersheyGotShield\", 1, \"HasShield\")\n\t\tSORC F 0 A_JumpIf(ACS_ExecuteWithResult(971), \"Reconsider2\")\n\t\t// no shield => make shield 80% of time, otherwise whiplash 80% of the time\n\t\tSORC F 0 A_Jump(204, \"MakeShield\")\n\t\tSORC F 0 A_Jump(256, \"Whiplash\", \"RedHead\")\n\t\tGoto RedHead\n\tHasShield:\n\t\tSORC F 0 A_JumpIf(ACS_ExecuteWithResult(971), \"Reconsider1\")\n\t\tSORC F 0 A_Jump(204, \"Whiplash\")\n\t\tGoto RedHead\n\tReconsider1:\n\t\t// has shield, health is low\n\t\tSORC F 0 A_Jump(204, \"MakeBishop\")\n\t\tSORC F 0 A_Jump(128, \"Whiplash\")\n\t\tGoto RedHead\n\tReconsider2:\n\t\t// no shield, health is low\n\t\tSORC F 0 A_Jump(160, \"MakeBishop\", \"MakeShield\")\n\t\tSORC F 0 A_Jump(128, \"Whiplash\")\n\t\tGoto RedHead\n\tMakeShield:\n\t\tSORC E 0 A_PlaySound(\"SorcererSpellCast\", CHAN_AUTO)\n\t\tSORC E 0 A_GiveInventory(\"HersheyGotShield\", 1)\n\t\tSORC E 0 A_SetReflective//Invulnerable\n\t\tSORC E 0 ACS_ExecuteAlways(968, 0, 1)\n\t\tSORC E 0 ACS_ExecuteAlways(972)\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 1)\n\t\tSORC EEEE 6 Bright A_FaceTarget\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 2)\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tRedHead:\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 1)\n\t\tSORC E 0 A_CustomMissile(\"ZSorcFX1\", 48, 0, 26, CMF_AIMDIRECTION, 10)\n\t\tSORC E 0 A_CustomMissile(\"ZSorcFX1\", 48, 0, -26, CMF_AIMDIRECTION, 10)\n\t\tSORC EEEE 6 Bright A_FaceTarget\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 2)\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tWhiplash:\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 1)\n\tWhiplashLoop:\n\t\tSORC E 0 A_JumpIf(user_count == 35, \"WhiplashFinish\")\n\t\tSORC E 0 A_PlaySound(\"SorcererSpellCast\", CHAN_AUTO)\n\t\tSORC E 0 A_SpawnItem(\"ZSorcSpark1\", 5, 72)\n\t\tSORC E 3 Bright A_CustomMissile (\"ZSorcFX4\", 36, 0, 20 * sin(15 * user_count))\n\t\tSORC E 0 A_FaceTarget\n\t\tSORC E 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\tWhiplashFinish:\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 2)\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tMakeBishop:\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 1)\n\t\tSORC E 0 A_CustomMissile(\"ZSorcFX3\", 48, 0, Random(-90, 90), CMF_AIMDIRECTION, -5)\n\t\tSORC E 0 A_PlaySound(\"SorcererSpellCast\")\n\t\tSORC EEEE 6 Bright A_FaceTarget\n\t\tSORC E 0 ACS_ExecuteAlways(967, 0, 2)\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tDeath:\n\t\tSORC H 0 ACS_ExecuteAlways(967, 0, 3)\n\t\tSORC H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,2000)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall1Projectile\", 100, 0, 0 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall2Projectile\", 100, 0, 120 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall3Projectile\", 100, 0, 240 + random(-30, 30), CMF_AIMDIRECTION)\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 A_KillMaster\n\t\tStop\n\t}\n}\n\nActor HersheyBallSet : Inventory {\n\tinventory.maxamount 1\n}\n\nActor HersheyDead : Inventory {\n\tinventory.maxamount 1\n}\n\nActor HersheyAttack : Inventory {\n\tinventory.maxamount 1\n}\n\nActor HersheyOnAttack : Inventory {\n\tinventory.maxamount 1\n}\n\nActor HersheyGotShield : Inventory {\n\tinventory.maxamount 1\n}\n\nActor RevertStates : CustomInventory {\n\tinventory.maxamount 1\n\t+ALWAYSPICKUP\n\t+AUTOACTIVATE\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_UnsetReflective//A_UnsetReflectiveInvulnerable\n\t\t\tTNT1 A 0 A_TakeInventory(\"HersheyGotShield\", 1)\n\t\tStop\n\t}\n}\n\nActor ZSorcBallBase {\n +NOGRAVITY\n +NOCLIP\n\t+NOINTERACTION\n Radius 2\n Height 2\n\tSpeed 16\n}\n\nActor SorcBall1New : ZSorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 0)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 1, 32)\n\t\tSpawnLoop:\n\t\t\tSBMP A 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP A 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP B 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP B 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP C 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP C 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP D 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP D 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP E 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP E 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP F 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP F 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP G 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP G 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP H 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP H 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP I 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP I 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP J 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP J 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP K 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP K 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP L 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP L 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP M 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP M 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP N 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP N 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP O 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP O 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP P 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMP P 1 ACS_ExecuteAlways(970, 0, 1, 1, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SorcBall2New : ZSorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 60)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 2, 32)\n\t\tSpawnLoop:\n\t\t\tSBMB A 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB A 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB B 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB B 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB C 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB C 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB D 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB D 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB E 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB E 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB F 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB F 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB G 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB G 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB H 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB H 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB I 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB I 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB J 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB J 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB K 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB K 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB L 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB L 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB M 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB M 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB N 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB N 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB O 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB O 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB P 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMB P 1 ACS_ExecuteAlways(970, 0, 1, 2, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SorcBall3New : ZSorcBallBase {\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", 120)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(970, 0, 0, 3, 32)\n\t\tSpawnLoop:\n\t\t\tSBMG A 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG A 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG B 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG B 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG C 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG C 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG D 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG D 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG E 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG E 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG F 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG F 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG G 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG G 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG H 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG H 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG I 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG I 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG J 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG J 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG K 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG K 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG L 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG L 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG M 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG M 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG N 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG N 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG O 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG O 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG P 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\t\tSBMG P 1 ACS_ExecuteAlways(970, 0, 1, 3, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(969) == -2, \"Death\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_angle\", user_angle + 2 * ACS_ExecuteWithResult(969))\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SorcBallProjectileBase {\n\tPROJECTILE\n\tSpeed 6\n\tHeight 10\n\tRadius 5\n\t//+FULLVOLDEATH\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\t-NOGRAVITY\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n\t+HEXENBOUNCE\n\t+NODAMAGETHRUST\n\tGravity 0.075\n\tBounceCount 5\n\tSeeSound \"SorcererBallBounce\"\n DeathSound \"SorcererBigBallExplode\"\n}\n\nActor SorcBall1Projectile : SorcBallProjectileBase {\n\tSeeSound \"SorcererBallBounce\"\n DeathSound \"SorcererBigBallExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tSBMP ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS4 D 2 Bright A_Explode(255+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,56,TARGET,0)), 255, 0)\n\t\t\tSBS4 E 2 Bright\n\t\t\tSBS4 FGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor SorcBall2Projectile : SorcBallProjectileBase {\n\tSeeSound \"SorcererBallBounce\"\n DeathSound \"SorcererBigBallExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tSBMB ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS5 D 2 Bright A_Explode(255+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,56,TARGET,0)), 255, 0)\n\t\t\tSBS5 E 2 Bright\n\t\t\tSBS5 FGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor SorcBall3Projectile : SorcBallProjectileBase {\n\tSeeSound \"SorcererBallBounce\"\n DeathSound \"SorcererBigBallExplode\"\n\tStates {\n\t\tSpawn:\n\t\t\tSBMG ABCDEFGHIJKLMNOP 2 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOBOUNCESOUND\", 1)\n\t\t\tSBS3 D 2 Bright A_Explode(255+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,56,TARGET,0)), 255, 0)\n\t\t\tSBS3 E 2 Bright\n\t\t\tSBS3 FGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor ZSorcFX3\n{\n\tSpeed 15\n\tRadius 22\n\tHeight 65\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+NOTELEPORT\n\t+DONTBLAST\n\tSeeSound \"Hershey/Bishop\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSBS3 ABC 2 Bright\n\t\tLoop\n\tDeath:\n\t\tSBS3 A 0 Bright A_Stop\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\t}\n}\n\nActor ZSorcFX4\n{\n\tSpeed 16\n\tRadius 10\n\tHeight 10\n\tProjectile\n\t+NODAMAGETHRUST\n\tDamagetype \"Arcane\"\n\tDeathSound \"SorcererBallExplode\"\n\tReactionTime 60 // play at will, this is 120 tics around 3.5 seconds\n\n\tStates\n\t{\n\tSpawn:\n\t\tSBS4 ABC 2 Bright A_CountDown\n\t\tLoop\n\tDeath:\n\t\tSBS4 D 0 Bright A_SetTranslucent(1,1)\n\t\tSBS4 D 2 Bright A_Explode(40+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,9,TARGET,0)), 128, 0)\n\t\tSBS4 EFGH 2 Bright\n\t\tStop\n\t}\n}\n\nActor ZSorcSpark1 : SorcSpark1 {\n\tVSpeed 2\n\t+CLIENTSIDEONLY\n}\n\nActor ZSorcFX1 {\n\tSpeed 10\n\tRadius 5\n\tHeight 5\n\tProjectile\n\t-NOGRAVITY\n\t+FULLVOLDEATH\n\t+CANBOUNCEWATER\n\t+NOWALLBOUNCESND\n\t+SEEKERMISSILE\n\tBounceFactor 1.0\n\t+HEXENBOUNCE\n\t+NODAMAGETHRUST\n\tRenderstyle Add\n\tSeeSound \"SorcererBallBounce\"\n\tDeathSound \"SorcererHeadScream\"\n\tvar int user_count;\n\tDamagetype \"Fire\"\n\tStates {\n\t\tSpawn:\n\t\t\tSBS1 A 2 Bright\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", 20) // base is 17\n\t\tSpawnLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count < 1, \"Death\")\n\t\t\tSBS1 B 3 Bright A_SeekerMissile(2, 6)\n\t\t\tSBS1 C 3 Bright A_SeekerMissile(2, 6)\n\t\t\tSBS1 D 3 Bright A_SeekerMissile(2, 6)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count - 1)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tTNT1 A 0 A_PlaySound(\"SorcererHeadScream\")\n\t\t\tFX13 I 2 Bright A_Explode(60+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,13,TARGET,0)), 128, 0)\n\t\t\tFX13 JKLM 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor OrbiterClockwise {\n\tSpeed 15\n\tRadius 5\n\tHeight 5\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tvar int user_angle;\n\tvar int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tSBS2 A 3 Bright\n\t\tOrbit:\n\t\t\tSBS2 A 2 Bright A_SetUserVar(\"user_angle\", 0)\n\t\t\tSBS2 A 2 Bright A_SetUserVar(\"user_count\", 0)\n\t\tOrbitLoop:\n\t\t\t// these values aren't arbitrary. In the source, shield lasts 255 (+1) units. Each unit is consumed in 2 tics. There are 16 2 tic frames here. 16 x 16 = 256.\n\t\t\tTNT1 A 0 A_JumpIf(user_count > 15, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 BB 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 CC 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 DD 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 EE 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 FF 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 GG 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 HH 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 II 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 JJ 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 KK 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 LL 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 MM 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 NN 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 OO 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 PP 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 AA 1 Bright ACS_ExecuteAlways(970, 0, 2, 0, 40)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t\tDeath:\n\t\t\tSBS2 AAAAAAAAAAAAAAA 1 A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor OrbiterCounterClockwise : OrbiterClockwise {\n\t//var int user_angle;\n\t//var int user_count;\n\tStates {\n\t\tSpawn:\n\t\t\tSBS2 A 3 Bright\n\t\tOrbit:\n\t\t\tSBS2 A 2 Bright A_SetUserVar(\"user_angle\", 0)\n\t\t\tSBS2 A 2 Bright A_SetUserVar(\"user_count\", 0)\n\t\tOrbitLoop:\n\t\t\tTNT1 A 0 A_JumpIf(user_count > 15, \"Death\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 BB 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 CC 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 DD 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 EE 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 FF 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 GG 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 HH 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 II 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 JJ 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 KK 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 LL 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 MM 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 NN 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 OO 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 PP 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SpawnItem(\"OrbiterTrail\")\n\t\t\tSBS2 AA 1 Bright ACS_ExecuteAlways(970, 0, 2, 1, 40)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\tLoop\n\t}\n}\n\nActor OrbiterTrail : OrbiterClockwise\n{\n\tRenderStyle Add\n\tAlpha 0.4\n\tStates {\n\t\tSpawn:\n\t\t\tSBS2 A 4\n\t\tGoto Death\n\t}\n}"
},
{
"source": "pk3",
"name": "Trident.txt",
"contents": "ACTOR NewTrident : Weapon 1035\n{\nWeapon.SlotNumber 4\nInventory.PickupSound \"Fancy\"\nWeapon.AmmoUse1 15\nWeapon.AmmoUse2 15\nWeapon.AmmoGive1 15\nWeapon.AmmoGive2 15\nWeapon.AmmoType1 \"Mana1\"\nWeapon.AmmoType2 \"Mana2\"\n+WEAPON.PRIMARY_USES_BOTH\n\nStates\n{\nSpawn:\n TRDY I -1\n Stop\nReady:\n TRDY ABCDEFGHIJ 3 A_WeaponReady\n Loop\nSelect:\n TRDY A 1 A_Raise\n Loop\nDeselect:\n TRDY A 1 A_Lower\n Loop\nFire:\n TRDY P 0 Bright A_PlaySound(\"Lightning/Start\")\n TRDY P 2 Bright A_FireCustomMissile(\"DestinyLight\")\n TRDY O 2 Bright\n TRDY N 2 Bright\n TRDY M 2 Bright\n TRDY L 2 Bright\n TRDY K 2 Bright\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "HorusSpear.txt",
"contents": "ACTOR HorusSpear : Weapon 1039\n{\nWeapon.SlotNumber 4\nInventory.PickupSound \"Fancy\"\nWeapon.AmmoUse1 8\nWeapon.AmmoUse2 8\nWeapon.AmmoGive1 8\nWeapon.AmmoGive2 8\nWeapon.AmmoType1 \"Mana1\"\nWeapon.AmmoType2 \"Mana2\"\n+WEAPON.PRIMARY_USES_BOTH\n\nStates\n{\nSpawn:\n FSTF A -1\n Stop\nReady:\n FSTF BC 3 A_WeaponReady\n Loop\nSelect:\n FSTF B 1 A_Raise\n Loop\nDeselect:\n FSTF B 1 A_Lower\n Loop\nFire:\n\n FSTF E 0 Bright A_PlaySound( \"DemonicFire\")\n FSTF E 2 Bright A_RailAttack(200, 0, 1, \"200 0 0\", \"ff ff a0\", 0, 0, \"none\")\n FSTF D 2 Bright\n FSTF E 2 Bright\n FSTF E 2 Bright\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "Sarah.txt",
"contents": "Actor Sarah 27059\n{\n Health 200\n PainChance 255\n Radius 16\n Height 56\n Monster\n -COUNTKILL\n +USESPECIAL\n +NODAMAGETHRUST\n MeleeRange 64\n RadiusDamageFactor 0.1\n Activation THINGSPEC_NoDeathSpecial|THINGSPEC_ThingTargets\n Scale 1.15\n HitObituary \"%o was made to kneel before Empress Sarah.\"\n AttackSound \"FighterPunchMiss\"\n PainSound \"streetmer/pain\"\n DeathSound \"streetmer/death\"\n Damagetype \"Physical\"\n Species \"Player\"\n +THRUSPECIES\n +DONTHARMSPECIES\n +FRIENDLY\n +FLOORCLIP\n Tag \"Sarah the Empress\"\n States\n {\n Spawn:\n\tSARA A 0\n\tSARA A 0 A_GiveInventory(\"EnemyInDisguise\")\n\tSARA A 0 Thing_SetSpecial(0,226,WOC_SHOPSTART,0,0)\n\tSARA A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,200,64,0)\n Idle:\n SARA A 0 A_CheckSight(3)\n\tSARA A 0 A_SpawnItemEx(\"ShopAttentionExplosion\",0,0,32)\n\tSARA A 1 A_ChangeFlag(\"Friendly\",1)\n\tGoto See\n\tSARA A 10\n\tLoop\n See:\n SARA A 4 A_FaceTarget\n Loop\n Pain:\n SARA A 3 A_Pain\n SARA A 3\n Goto Melee\n Melee:\n SARA D 8 A_FaceTarget\n SARA E 8 A_CustomMeleeAttack(2*random(1,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,ACTIVATOR,0)),\"FighterPunchHitThing\",\"none\",\"Physical\")\n SARA E 1\n SARA D 8\n Goto See\n Death:\n SARA F 0 A_ChangeFlag(\"UseSpecial\",0)\n SARA F 4 ACS_ExecuteAlways(WOC_SHOPDEAD,0,0,0,0)\n SARA G 4 A_Scream\n SARA H 4\n SARA I 4 A_NoBlocking\n SARA JKLM 4\n SARA N -1\n Stop\n }\n}\n\nActor ShopUnfreezer : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\tUse:\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tStop\n\t}\n}\n\nactor ShopAttentionExplosion\n{\n\tRadius 10\n\tHeight 10\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t+NOCLIP\n\t+NOEXTREMEDEATH\n\t+FORCERADIUSDMG\n\t+PAINLESS\n\tDamagetype \"AcolyteHealing\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(1,1000,0,1,1000)\n\t\tTNT1 A 1 A_AlertMonsters\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "ArchWizard.txt",
"contents": "actor ArchWizard 27060\n{\n\tObituary \"%o stood no chance against an Arch Wizard.\"\n\tScale 1.33\n\tHealth 8500\n\tPainChance 0\n\tSpeed 9\n\tRadius 40\n\tHeight 110\n\tMass 0x7fffffff\n\tDamage 0\n\tSeeSound \"archwizard/see\"\n\tDeathSound \"archwizard/die\"\n\tActiveSound \"archwizard/act\"\n\tPainSound \"archwizard/pain\"\n\tBloodcolor \"Purple\"\n\tMeleeRange 72\n\tMinMissileChance 64\n\tDropItem \"AccessoryRandomSpawner\" 16\n\tDropItem \"KraterOfMight\" 64\n\tDamageFactor \"Deathblow\", 0\n\tvar int user_tele;\n\tvar int user_deathfx;\n\tconst int aw_tele = 24;\n\tconst int aw_death_count = 13;\n\tBloodtype \"EtherealBloodPurple\"\n\tMONSTER\n\t+NoBloodDecals\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\t-NORADIUSDMG\n\t+NOICEDEATH\n\t+BOSSDEATH\n\t+BOSS\n\t+NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+NOTARGET\n\t+DONTMORPH\n\t+NOPAIN\n\t+NOFEAR\n\tTag \"Arch Wizard\"\n\tSpecies \"Cyberdemon\"\n\tStates\n\t{\n\tSpawn:\n\t\tARCM A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 8500, 115, WOC_STAT|WOC_SUBBOSS|WOC_MAXLEVEL)\n\t\tTNT1 A 0 ACS_ExecuteAlways(964, 0, 2)\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(968, 0, 0, 1)\n\tIdle:\n\t\tARCM A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tARCM AAABBB 2 A_Chase\n\t\tARCM A 0 A_Jump (32, \"Teleport\")\n\t\tLoop\n\tPain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShieldCooldown\", 1, \"CD\")\n\t\tTNT1 A 0 A_Jump(128, \"Shield\")\n\tCD:\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\tARCM A 4 A_Pain\n\t\tGoto See\n\tShield:\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShielded\", 1, \"Skip\")\n\t\tTNT1 A 0 A_PlaySound(\"archwizard/shield\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(955, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(951, 0)\n\t\tARCM C 7 Bright\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardBlastFX\", 16, 0, 48)\n\t\tTNT1 A 0 A_GiveInventory(\"ArchWizardShielded\", 1)\n\t\tARCM DD 4 A_FaceTarget\n\t\tGoto See\n\tSkip:\n\t\tARCM A 1\n\t\tGoto See\n\tTeleport:\n\t\tARCM A 0 A_UnSetshootable\n\t\tARCM A 0 A_FaceTarget\n\t\tARCM A 1 A_PlaySound(\"misc/teleport\")\n\t\tARCM A 1 A_Stop\n\t\tARCM A 1 A_SetTranslucent(0.90)\n\t\tARCM A 1 A_SetTranslucent(0.80)\n\t\tARCM A 1 A_SetTranslucent(0.70)\n\t\tARCM A 1 A_SetTranslucent(0.60)\n\t\tARCM A 1 A_SetTranslucent(0.50)\n\t\tARCM A 1 A_SetTranslucent(0.40)\n\t\tARCM A 1 A_SetTranslucent(0.30)\n\t\tARCM A 1 A_SetTranslucent(0.20)\n\t\tARCM A 1 A_SetTranslucent(0.10)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tele\", 0)\n\tTeleportLoop:\n\t\tTNT1 A 0 A_JumpIf(user_tele == aw_tele, \"TeleportEnd\")\n\t\tTNT1 AA 0 A_Wander\n\t\tTNT1 A 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 44)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 56)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 68)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 40, 80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 38, 92)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 34, 96)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 28, 100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 22, 104)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 16, 108)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 12, 110)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, 0, 110)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 20)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 44)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 56)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 68)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -40, 80)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -38, 92)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -34, 96)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -28, 100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -22, 104)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -16, 108)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArchWizardTeleportFX\", 32, -12, 110)\n\t\tTNT1 A 0 A_SetUserVar(\"user_tele\", user_tele + 1)\n\t\tLoop\n\tTeleportEnd:\n\t\tARCM A 1 A_PlaySound(\"misc/teleport\")\n\t\tARCM A 1 A_SetTranslucent(0.10)\n\t\tARCM A 1 A_SetTranslucent(0.20)\n\t\tARCM A 1 A_SetTranslucent(0.30)\n\t\tARCM A 1 A_SetTranslucent(0.40)\n\t\tARCM A 1 A_SetTranslucent(0.50)\n\t\tARCM A 1 A_SetTranslucent(0.60)\n\t\tARCM A 1 A_SetTranslucent(0.70)\n\t\tARCM A 1 A_SetTranslucent(0.80)\n\t\tARCM A 1 A_SetTranslucent(0.90)\n\t\tARCM A 1 A_SetTranslucent(1.0)\n\t\tARCM A 0 A_SetShootable\n\t\tARCM A 0 A_FaceTarget\n\t\tARCM A 1 A_Stop\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tTNT1 A 0 A_Jump (224, \"Fire1\", \"Fire2\", \"Fire3\")\n\tGoto TeleportDecide\n\tFire1:\n\t\tARCM DDDD 4 A_FaceTarget\n\t\tARCM C 8 Bright A_CustomMissile (\"ArchWHomingBall\", 48, 0, 0, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tARCM C 8 Bright A_CustomMissile (\"ArchWHomingBall\", 48, 0, 0, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(128, \"More\")\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tMore:\n\t\tARCM C 8 Bright A_CustomMissile (\"ArchWHomingBall\", 48, 0, 0, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tARCM C 8 Bright A_CustomMissile (\"ArchWHomingBall\", 48, 0, 0, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tARCM C 8 Bright A_CustomMissile (\"ArchWHomingBall\", 48, 0, 0, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tFire2:\n\t\tTNT1 A 0 A_JumpIfCloser(320, \"ContinueSteal\")\n\tGoto Offense\n\tContinueSteal:\n\t\tARCM DD 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"archwizard/steal\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tARCM C 2 Bright ACS_ExecuteAlways(954, 0)\n\t\tARCM CC 2 Bright A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tARCM D 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tARCM D 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"SorcSpark1\", 0, 0, 80, 0, 0, 2, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\t\tARCM D 2 A_FaceTarget\n\tOffense:\n\t\tTNT1 A 0 A_Jump(256, \"Fire1\", \"Fire3\")\n\t\tGoto Fire1\n\tFire3:\n\t\tARCM DDDD 4 A_FaceTarget\n\t\tARCM C 8 Bright\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, -6, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 0, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 6, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tARCM C 8 Bright\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, -6, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 0, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 6, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tARCM C 8 Bright\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, -6, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 0, 0)\n\t\tARCM C 0 A_CustomMissile (\"ArchWFX1\", 48, 0, 6, 0)\n\t\tARCM D 4 A_FaceTarget\n\t\tTNT1 A 0 //A_ChangeFlag(\"NOPAIN\" 0)\n\t\tGoto See\n\tTeleportDecide:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ArchWizardShielded\", 1, \"Offense\")\n\t\tGoto Teleport\n\tDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(967, 0, 3)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 3000)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall1Projectile\", 100, 0, 0 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall2Projectile\", 100, 0, 120 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tSORC H 0 A_CustomMissile(\"SorcBall3Projectile\", 100, 0, 240 + random(-30, 30), CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_GiveInventory(\"RemoveOrbs\", 1)\n\tDeathLoop:\n\t\tTNT1 A 0 A_JumpIf(user_deathfx > aw_death_count, \"DeathCont\")\n\t\tARCM E 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tARCM E 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tARCM E 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tTNT1 A 0 A_SetUserVar(\"user_deathfx\", user_deathfx + 1)\n\t\tLoop\n\tDeathCont:\n\t\tARCM E 4 A_SpawnItem (\"ArchWSkeleton\")\n\t\tARCM F 4 A_Scream\n\t\tARCM G 4\n\t\tARCM H 4 A_NoBlocking\n\t\tARCM IJ 4\n\t\tARCM K -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor ArchWizardShielded : MON_Boolean { }\nActor RemoveOrbs : MON_Boolean { }\n\nActor ArchWizardShielder : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tStop\n\t}\n}\n\nActor ArchWizardStealFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.39,0.77,1.65]\"\n\tRenderstyle Add\n\tAlpha 0\n\tStates {\n\t\tSpawn:\n\t\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor ArchWizardStealFXSpawner : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_PlaySound(\"archwizard/stealfx\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"ArchWizardStealFX\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor ArchWizardUnShielder : MON_Activator {\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tStop\n\t}\n}\n\nACTOR ArchWSkeleton\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SKLD A 32\n SKLD BCDEFGH 3\n SKLD I -1\n stop\n }\n}\n\nActor ArchWizardExp1 : BaseExplosionDamage {\n\tDamageType \"Arcane\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_Explode (64 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 14, TARGET, 0), 128, 0)\n\t\tStop\n\t}\n}\n\nACTOR ArchWHomingBall : MageStaffFX2\n{\n Speed 16\n SeeSound \"MageStaffFire\"\n DeathSound \"MageStaffExplode\"\n DamageType \"Arcane\"\n Damage (random(26, 46) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, TARGET, 0))\n +NODAMAGETHRUST\n States\n {\n Spawn:\n BSBS A 0 Bright Light(DISCIPLEBALL)\n BSBS A 0 Bright Light(DISCIPLEBALL) A_PlaySoundEx (\"archwizard/ballfly\", \"SoundSlot6\", 1)\n BSBS A 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS A 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS B 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS B 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS C 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS C 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n BSBS D 2 Bright Light(DISCIPLEBALL) A_MStaffTrack\n BSBS D 0 Bright Light(DISCIPLEBALL) A_SpawnItemEx (\"ArchWSpark\", random (-6, 6), random (-6, 6), random (-6, 6), 0, 0, 0, 0, 160)\n Loop\n Death:\n BSBS E 0 Bright Light(DISCIPLEBALL) A_StopSoundEx (\"SoundSlot6\")\n BSBS E 0 Bright Light(DISCIPLEBALL) A_SetTranslucent (1, 1)\n BSBS E 3 Bright Light(DISCIPLEBALL) A_SpawnItem(\"ArchWizardExp1\")\n BSBS FGHIJKLM 3 Bright\n Stop\n }\n}\n\nACTOR ArchWFX1 : WizardFX1\n{\n speed 25\n damage (random(26, 46) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, TARGET, 0))\n DamageType \"Arcane\"\n seesound \"CentaurLeaderAttack\"\n +NODAMAGETHRUST\n}\n\nactor ArchWSpark\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n RenderStyle Add\n States\n {\n Spawn:\n FX11 G 1 Bright Light(DISCIPLEBALL_X2) A_FadeOut (0.1)\n loop\n }\n}\n\nActor ArchWizardBlastFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tStates {\n\t\tSpawn:\n\t\t\tAWF9 ABCDEFG 2\n\t\t\tAWF9 HIJKL 2\n\t\t\tAWF9 MNOP 2\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiterTrail {\n\tRenderstyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tSBS2 ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.075)\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiter {\n\tMass 1\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderstyle Translucent\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(950, 0, 0, 48)\n\t\tSpawnLoop:\n\t\t\tSBS2 A 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 B 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 C 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 D 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 E 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 F 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 G 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 H 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 I 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 J 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 K 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 L 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 M 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 N 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 O 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 P 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tSBS2 \"#####################\" 1 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor ArchWizardOrbiterCC : ArchWizardOrbiter {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(950, 0, 1, 48)\n\t\tSpawnLoop:\n\t\t\tSBS2 A 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 B 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 C 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 D 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 E 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 F 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 G 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 H 2 Bright A_FadeOut(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 I 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 J 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 K 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 L 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 M 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 N 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 O 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\t\tSBS2 P 2 Bright A_FadeIn(0.05)\n\t\t\tTNT1 A 0 A_SpawnItem(\"ArchWizardOrbiterTrail\")\n\t\tLoop\n\t}\n}\n\nActor ArchWizardShieldCooldown : MON_Boolean { }\n\nActor ArchWizardTeleportFX {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tHeight 1\n\tRadius 1\n\tStates {\n\t\tSpawn:\n\t\t\tAWF0 HHIIHHIIJJKK 1 Bright A_FadeOut(0.05)\n\t\t\tAWF0 L 2 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "MoonSatyr.txt",
"contents": "Actor MoonSatyr : Satyr {\n Health 1200\n Radius 24\n Height 64\n PainChance 64\n\tScale 1.1\n\tPainChance \"Convert\", 255\n HitObituary \"%o was mauled by a moon satyr.\"\n\tObituary \"%o didn't notice the sky crashing on him, thanks to a moon satyr.\"\n\tTranslation \"0:255=%[0.00,0.00,0.00]:[1.12,1.20,1.57]\", \"3:3=3:3\", \"80:111=80:111\"\n\t//DamageFactor \"Ice\", 0.5\n\t//DamageFactor \"Lightning\", 1.5\n\t+BOSSDEATH\n\t/*+NODAMAGETHRUST*/\n\tSpecies \"BaronOfHell\"\n\t+DONTMORPH\n\tTag \"Moon Satyr\"\n\tDropitem \"ArtiBlueFlask\" 64\n\tDropitem \"ArtiAquaFlask\" 16\n\tDropItem \"AccessoryRandomSpawner\" 8\n States {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 1200, 82, WOC_SUBBOSS)\n\t\tIdle:\n\t\t\tSTYR AB 10 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tSTYR AABBCCDD 3 A_Chase\n\t\tLoop\n\t\tMelee:\n\t\t\tSTYR E 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR E 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR F 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR F 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR G 5 A_CustomMeleeAttack(random(26, 46) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, ACTIVATOR, 0), \"baron/melee\", \"Physical\")\n\t\t\tSTYR P 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-1.6)\n\t\t\tSTYR P 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.0)\n\t\t\tSTYR Q 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.4)\n\t\t\tSTYR Q 3 A_FaceTarget\n\t\t\tTNT1 A 0 A_Recoil(-2.8)\n\t\t\tSTYR R 5 A_CustomMeleeAttack(random(26, 46) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 8, ACTIVATOR, 0), \"baron/melee\", \"Physical\")\n\t\tGoto See\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(128, \"Other\")\n\t\t\tSTYR EF 4 A_FaceTarget\n\t\t\tSTYR G 5 A_CustomBulletAttack(0, 0, 1, 0, \"MoonSatyrMeteorSpawner\")\n\t\t\tSTYR GGGGGGGGG 4 A_FaceTarget\n\t\tGoto See\n\t\tOther:\n\t\t\tSTYR PQ 4 A_FaceTarget\n\t\t\tSTYR R 5 A_CustomBulletAttack(0, 0, 1, 0, \"MoonSatyrMeteorSpawner\")\n\t\t\tSTYR RRRRRRRRR 4 A_FaceTarget\n\t\tGoto See\n\t\tPain:\n\t\t\tSTYR H 3\n\t\t\tSTYR H 3 A_Pain\n\t\tGoto See\n\t\tPain.Morale:\n\t\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\t\tGoto Pain\n\t\tPain.Convert:\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\t\tConvertMe:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 115)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT, 0, 0, 0, 0)\n\t\tgoto See\n\t\tDeath:\n\t\t\tSTYR I 5\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 115)\n\t\t\tSTYR J 5 A_Scream\n\t\t\tSTYR K 6\n\t\t\tSTYR L 7 A_Fall\n\t\t\tSTYR M 4\n\t\t\tSTYR N 4\n\t\t\tSTYR O -1 A_BossDeath\n\t\tStop\n\t\tRaise:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 1200, 82, WOC_SUBBOSS)\n\t\t\tSTYR ONMLKJI 8\n\t\tGoto See\n\t Ice:\n\t\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 115)\n\t\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nActor MoonSatyrMeteorMarker {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.8\n\tScale 1.15\n\tStates {\n\t\tSpawn:\n\t\t\tCJFX ABCDEFGHIJK 3\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteorMarkerSpawner {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"MoonSatyr/MoonFall\")\n\t\t\tTNT1 AAA 7 A_SpawnItemEx(\"MoonSatyrMeteorMarker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_PlaySound(\"MoonSatyr/MoonFall\")\n\t\t\tTNT1 AAAA 7 A_SpawnItemEx(\"MoonSatyrMeteorMarker\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteorSpawner : BulletPuff {\n\tRenderstyle None\n\tVSpeed 0\n\tSpeed 0\n\t+DONTBLAST\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+BLOODLESSIMPACT\n\t+MISSILE\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 55 A_SpawnItem(\"MoonSatyrMeteorMarkerSpawner\", 0, -z + floorz)\n\t\t\tTNT1 A 1 A_CustomMissile(\"MoonSatyrMeteor\", ceilingz - z - 32, 0, 0, CMF_TRACKOWNER)\n\t\tStop\n\t}\n}\n\nActor MoonSatyrMeteor {\n\tPROJECTILE\n\tHeight 8\n\tRadius 4\n\tDamage (50 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 11, TARGET, 0))\n\t/*+NODAMAGETHRUST*/\n\t-NOGRAVITY\n\tDeathsound \"pillarflame/explosion\"\n\tScale 1.75\n\tSpeed 0\n\tDamagetype \"Physical\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tSpawnLoop:\n\t\t\tMSX0 AAABBBCCC 1 Bright ThrustThingZ(0, 90, 1, 0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DONTHARMSPECIESON\",1)\n\t\t\tTNT1 A 0 A_Explode(128 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 28, TARGET, 0), 288, 0, 0, 72)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DONTHARMSPECIESOFF\",1)\n\t\t\tTNT1 A 0 A_SetTranslucent(1,1)\n\t\t\tMSX0 DEFGHI 2 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Corvus.txt",
"contents": "ACTOR NewCorvus : Corvus replaces Corvus 1041\n{\n\tSpawnID 35\n\tMONSTER\n\t+TELESTOMP\n\t+DONTOVERLAP\n\t+DONTHARMSPECIES\n\tPainChance 100\n\tHealth 1000\n\tHeight 64\n\tRadius 16\n\tMass 250\n\tSpeed 12\n\tSeeSound \"DiscipleSee\"\n\tDeathSound \"DiscipleDeath\"\n\tPainSound \"DisciplePain\"\n\tActiveSound \"DiscipleActive\"\n\tObituary \"%o was slain by Elite Sidhe Elven skills.\"\n\tTag \"Corvus the Sidhe Elf\"\n\tPainChance \"Convert\", 255\n\tdropitem \"ArtiBlueFlask\" 32\n\tDropItem \"Armour4\" 8\n\tdropitem \"ReagentRed\" 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\tStates\n\t{\n\tSpawn:\n\t\tVISH A 0\n\t\tVISH A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,1000,65,0)\n\tIdle:\n\t\tVISH AB 12 A_Look\n\t\tLoop\n\tSee:\n\t\tVISH ABCD 6 A_Chase\n\t\tLoop\n\tMelee:\n\t\tVISH E 4 A_FaceTarget\n\t\tVISH F 1 A_PlaySound ( \"DiscipleSwing\" )\n\t\tVISH F 4 A_FaceTarget\n\t\tVISH G 1 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 90 )\n\t\tVISH G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 180 )\n\t\tVISH G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0, 270 )\n\t\tVISH G 0 BRIGHT A_CustomMissile( \"FireWall\", 0, 0 )\n\t\tVISH G 2 BRIGHT\n\t\tVISH I 4\n\t\tVISH F 4\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 1 A_JumpIfCloser( 750, \"NormalShot\" )\n\t\tVISH E 1 A_PlaySound ( \"DiscipleRain\" )\n\t\tGoto Rain\n\tRain:\n\t\tVISH E 4 A_FaceTarget\n\t\tVISH J 1 BRIGHT A_CustomMissile( \"RainShot\", 32 )\n\t\tVISH J 4 BRIGHT\n\t\tVISH J 0 BRIGHT A_JumpIfCloser( 750, \"See\" )\n\t\tVISH J 0 BRIGHT A_JumpIfTargetInLOS( \"Rain\", 0, JLOSF_DEADNOJUMP )\n\t\tGoto See\n\tNormalShot:\n\t\tVISH E 4 A_FaceTarget\n\t\tVISH F 1 A_PlaySound ( \"DiscipleSwing\" )\n\t\tVISH F 4 A_FaceTarget\n\t\tVISH I 4\n\t\tVISH G 1 A_CustomMissile ( \"BloodShot\", 20 )\n\t\tVISH G 4 BRIGHT\n\t\tVISH I 2\n\t\tVISH F 4\n\t\tGoto See\n\tPain:\n\t\tVISH H 1 A_Pain\n\t\tVISH H 9\n\t\tGoto See\n\tIce: //Generic as possible\n\t\t\"----\" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,65)\n\t\t\"----\" M 5 A_GenericFreezeDeath\n\t\t\"----\" M 1 A_FreezeDeathChunks\n\t\tWait\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_MONSTERXPSCRIPT,0,65)\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tVISH M 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,350)\n\t VISH H 6 Bright A_Scream\n\t\tVISH I 5 Bright A_NoBlocking\n\t\tVISH J 5 Bright A_Explode(random[VISHopBoom](25, 40))\n\t\tVISH K 5 Bright\n\t\tVISH LM 4 Bright\n\t\tVISH N 4 A_SpawnItemEx(\"VISHopPuff\", 0, 0, 40, 0, 0, 0.5)\n\t\tVISH O 4 A_QueueCorpse\n\t\tVISH P -1\n\t\tStop\n\tXDeath:\n\t\tVISH M 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,65)\n\t\tVISH I 1 A_PlaySound ( \"DiscipleSplatter\" )\n\t\tVISH I 5\n\t\tVISH J 5\n\t\tVISH K 5 A_NoBlocking\n\t\tVISH LMNOP 5\n\t\tVISH Q -1\n\t\tStop\n\tRaise:\n\t\tVISH M 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,56,0)\n\t\tVISH MLKJI 5\n\t\tGoto See\n\n\t}\n}\n\nACTOR FireWall\n{\n\tProjectile\n\tHeight 20\n\tRadius 10\n\tSpeed 1\n\t-ACTIVATEPCROSS\n\t+RIPPER\n\t+FLOORHUGGER\n\tRenderStyle Add\n\tAlpha 0.9\n\tDamageType Fire\n\tDamage 0\n\tSeeSound \"FireSpawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 BRIGHT\n\t\tCFIR AB 1 BRIGHT\n\t\tGoto Move\n\tMove:\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tCFIR CDEFGHI 3 BRIGHT\n\t\tTNT1 I 0 BRIGHT A_Explode ( 9, 32, 0 )\n\t\tGoto Death\n\tDeath:\n\t\tCFIR JKLM 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BloodShot\n{\n\tProjectile\n\tHeight 16\n\tRadius 8\n\tSpeed 10\n\tDamage (random(3,24)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\t+SEEKERMISSILE\n\tSeeSound \"BloodShoot\"\n\tDeathSound \"BloodBoom\"\n\tDecal DoomImpScorch\n\tAlpha 0.6\n\tRenderstyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tCBLD A 0 BRIGHT\n\t\tCBLD AB 2 BRIGHT A_SeekerMissile( 325, 45 )\n\t\tLoop\n\tDeath:\n\t\tCBLD C 1 A_Explode( 10, 64 )\n\t\tCBLD CDEFGHI 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR RainShot : HornRodFX2\n{\n\tProjectile\n\tSpeed 50\n\tDamage 0\n\tDeathSound \"Rain\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 H 5 BRIGHT\n\t\tTNT1 I 5 BRIGHT\n\t\tTNT1 J 4 BRIGHT\n\t\tTNT1 KLM 3 BRIGHT\n\t\tTNT1 G 1 A_HideInCeiling\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tTNT1 G 1 A_SpawnItemEx ( \"RainPillar2\", random( 0, 64 ), random( 0, 64 ), 0, 0, 0, -10 )\n\t\tStop\n\t}\n}\n\nACTOR RainPillar2 : RainPillar\n{\n\t+NOCLIP\n\t+SPAWNCEILING\n\t+NOGRAVITY\n\tDamage (random(1,6)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\tStates\n\t{\n\tSpawn:\n\t\tFX22 A 0 BRIGHT\n\t\tFX22 A 1 BRIGHT\n\t\tFX22 A 1 A_ChangeFlag (\"NOCLIP\", 0 )\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "IceLich.txt",
"contents": "ACTOR IceLich 27061\n{\n obituary \"%o was frozen by an Ice Lich\"\n health 700\n radius 40\n height 72\n mass 500\n speed 6\n painchance 16\n seesound \"ironlich/sight\"\n attacksound \"\"\n painsound \"ironlich/pain\"\n deathsound \"freeze/shatter\"\n activesound \"ironlich/active\"\n damagefactor \"Ice\", 0\n MONSTER\n +NOGRAVITY\n +NOBLOOD\n +FLOAT\n +MISSILEMORE\n +DONTBLAST\n +DONTMORPH\n +DONTSQUASH\n// +DONTRIP\n +NOICEDEATH\n +DONTSPLASH\n +BOSSDEATH\n Tag \"Ice Lich\"\n states\n {\n Spawn:\n\tILCH A 10 A_Look\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 700, 115, WOC_STAT|WOC_SUBBOSS|WOC_MAXLEVEL)\n See:\n ILCH A 4 A_Chase\n ILCH A 0 A_SpawnItemEx(\"IceGuyWisp1\", random(-20,20), random(-20,20), random(50,70), 0, 0, 0, 32, 128)\n ILCH A 4 A_Chase\n ILCH A 0 A_SpawnItemEx(\"IceGuyWisp2\", random(-20,20), random(-20,20), random(50,70), 0, 0, 0, 32, 128)\n ILCH A 4 A_Chase\n loop\n Missile:\n ILCH B 0 bright A_JumpIfCloser(300, \"Breath\")\n ILCH B 0 bright A_FaceTarget\n ILCH B 0 bright A_PlaySoundEx(\"IceGuyAttack\", auto)\n ILCH B 0 bright A_CustomMissile(\"IceGuyFX\", 44, 10, 0, 1)\n ILCH B 20 bright A_CustomMissile(\"IceGuyFX\", 44, -10, 0, 1)\n goto See\n Breath:\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n ILCH B 0 bright A_PlaySoundEx(\"FrostBreath\", auto)\n ILCH B 0 bright A_FaceTarget\n ILCH BBB 2 bright A_CustomMissile(\"IceBreath\", 20, 0, random(-10,10), CMF_CHECKTARGETDEAD)\n goto See\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,500)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Pain:\n ILCH A 0 A_Pain\n goto See\n Death:\n ILCH A 3 A_Scream\n ILCH A 1 A_IceGuyDie\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,500)\n\tstop\n }\n}\n\nACTOR IceBreath\n{\n radius 12\n height 8\n speed 8\n damage ((random(5,24))+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n alpha 0.2\n projectile\n -NOBLOCKMAP\n -ACTIVATEIMPACT\n -ACTIVATEPCROSS\n +WINDTHRUST\n +SPAWNSOUNDSOURCE\n +BLOODLESSIMPACT\n +ICEDAMAGE\n RenderStyle Add\n states\n {\n Spawn:\n IBRT ABABABABABABABABABAB 2 bright\n Death:\n IBRT AB 2 bright\n stop\n }\n}"
}
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