Raw model (for completeness)
{
"meta": {
"id": "05227165-1e1f-4a00-a3ef-5756cb2598c6",
"sha1": "ac3937ba03545a8d1dc06908eb06aaf236146c21",
"sha256": "64fbac0cacfa96c3db3b59c684fca9465026ca64ee21c60026beeff6d14a3ab6",
"filenames": [
"lsr_woc20-assets.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:19:35",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:19:35",
"file": {
"type": "PK3",
"size": 115685564,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ac3937ba03545a8d1dc06908eb06aaf236146c21/ac3937ba03545a8d1dc06908eb06aaf236146c21.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 14794,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"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": "decorate.txt",
"contents": "#include \"Common.txt\"\n#include \"Actors/Lakshmi.txt\"\n#include \"Actors/DragonPrince.txt\"\n#include \"Actors/Eidolon.txt\"\n#include \"Actors/IronGolem.txt\"\n#include \"Actors/GoldGolem.txt\"\n#include \"Actors/HexenExtra.txt\"\n#include \"Actors/IceGolem.txt\"\n#include \"Actors/CrystalGolem.txt\"\n#include \"Actors/NeoIceGolem.txt\"\n#include \"Actors/StoneGolem.txt\"\n#include \"Actors/Gorgon.txt\"\n#include \"Actors/Maiden.txt\"\n#include \"Actors/DemonDog.txt\"\n#include \"Actors/Corvus.txt\"\n#include \"Actors/Hornet.txt\"\n#include \"Actors/CrimsonLich.txt\"\n#include \"Actors/PoisonImp.txt\"\n#include \"Actors/Zardaz.txt\"\n#include \"Actors/PuzzleItems.txt\"\n#include \"Actors/sonsofdsparil.txt\"\n#include \"Actors/SnowSpawner.txt\"\n#include \"Actors/Decorations.txt\"\n#include \"Actors/Winter.txt\"\n#include \"Actors/Scorpion.txt\"\n#include \"Actors/GiantSpider.txt\"\n#include \"Actors/GreatArcher.txt\"\n#include \"Actors/GiantGolem.txt\"\n#include \"Actors/ChaosSphere.txt\"\n#include \"Actors/FallenAngel.txt\"\n#include \"Actors/SerpentFire.txt\"\n#include \"Actors/Yakman.txt\"\n#include \"Actors/HellGuard.txt\"\n#include \"Actors/HornBeast.txt\"\n#include \"Actors/Crimson.txt\"\n#include \"Actors/SlowDownRain.txt\"\n#include \"Actors/DimVisionRain.txt\"\n#include \"Actors/BloodManaRain.txt\"\n#include \"Actors/ConfuseRain.txt\"\n#include \"Actors/ObKnightFire.txt\"\n#include \"Actors/ObKnightMagic.txt\"\n#include \"Actors/ObKnightCold.txt\"\n#include \"Actors/ObKnightPoison.txt\"\n#include \"Actors/ThunderSpawner.txt\"\n#include \"Actors/Crystal.txt\"\n#include \"Actors/ForkPeasant.txt\"\n#include \"Actors/ScythePeasant.txt\"\n#include \"Actors/Medusa.txt\"\n#include \"Actors/IceLich.txt\"\n#include \"Actors/EarthLich.txt\"\n#include \"Actors/GlowMushroom.txt\"\n#include \"Actors/GoldStand.txt\"\n#include \"Actors/HexPrism.txt\"\n#include \"Actors/PillarGizmo.txt\"\n#include \"Actors/KeyGizmo.txt\"\n#include \"Actors/Cinder.txt\"\n#include \"Actors/Sparkle.txt\"\n#include \"Actors/FogCloud.txt\"\n#include \"Actors/Ash.txt\"\n#include \"Actors/Rain.txt\"\n#include \"Actors/Portal.txt\"\n#include \"Actors/LavaEmbr.txt\"\n#include \"Actors/SenMushroom.txt\"\n#include \"Actors/ThunFX.txt\"\n#include \"Actors/FireSpawn.txt\"\n#include \"Actors/Rats.txt\"\n#include \"Actors/Shroom.txt\"\n#include \"Actors/BurnCorpse.txt\"\n#include \"Actors/Impaled.txt\"\n#include \"Actors/Upsidedn.txt\"\n#include \"Actors/Pottery.txt\"\n#include \"Actors/CrimBanner.txt\"\n#include \"Actors/Sparks.txt\"\n#include \"Actors/Sheep.txt\"\n#include \"Actors/TimeSphere.txt\"\n#include \"Actors/RegenSphere.txt\"\n#include \"Actors/HellScroll.txt\"\n#include \"Actors/SalvSphere.txt\"\n#include \"Actors/Itemdrop.txt\"\n#include \"Actors/DemonWizard.txt\"\n#include \"Actors/TreeVariants.txt\"\n#include \"Actors/RunePillars.txt\"\n#include \"Actors/PowerPads.txt\"\n#include \"Actors/MarbleUrn.txt\"\n#include \"Actors/SparkleSpawn.txt\"\n#include \"Actors/FlightSphere.txt\"\n#include \"Actors/Nosferati.txt\"\n#include \"Actors/GenkiSpawn.txt\"\n#include \"Actors/Familiar.txt\"\n#include \"Actors/RingPads.txt\"\n#include \"Actors/Nightmare.txt\"\n#include \"Actors/sons_elite.txt\"\n#include \"Actors/SmithFire.txt\"\n#include \"Actors/Clouds.txt\"\n#include \"Actors/Steam.txt\"\n#include \"Actors/BrwnScorpion.txt\"\n#include \"Actors/HorusGuard.txt\"\n#include \"Actors/HorusSentry.txt\"\n#include \"Actors/MonsterChest.txt\"\n#include \"Actors/SkullPatriarch.txt\"\n#include \"Actors/TerrorSphere.txt\"\n#include \"Actors/ResistRings.txt\"\n#include \"Actors/BookoftheDead.txt\"\n#include \"Actors/BlackGiantSpider.txt\"\n#include \"Actors/BrownGiantSpider.txt\"\n#include \"Actors/BronzeGolem.txt\"\n#include \"Actors/HereGizmo.txt\"\n#include \"Actors/Horsemen.txt\"\n#include \"Actors/IceSpears.txt\"\n#include \"Actors/ImpLord.txt\"\n#include \"Actors/Phase.txt\"\n#include \"Actors/Kaboom.txt\"\n#include \"Actors/EliteWizard.txt\"\n#include \"Actors/BonePile.txt\"\n#include \"Actors/EliteImps.txt\"\n#include \"Actors/Rain-NoSplash.txt\"\n#include \"Actors/Explode.txt\"\n#include \"Actors/Raducal.txt\"\n#include \"Actors/TeleSmoke.txt\"\n#include \"Actors/Oriax.txt\"\n#include \"Actors/DeepOne.txt\"\n#include \"Actors/CrimAllies.txt\"\n#include \"Actors/MaidAllies.txt\"\n#include \"Actors/ForkAllies.txt\""
},
{
"source": "pk3",
"name": "mrkfndsrc.txt",
"contents": "//ACS Source Backup\n\n#include \"zcommon.acs\"\n#library \"MARKASFRIENDLY\"\n\nscript 67 enter\n{\n\tdelay(1);\n GiveInventory(\"IsPlayer\", 1); //You must always give this inventory item so the bots will know that the player is not an enemy.\n\tSetActorProperty (0, APROP_Species, \"Marines\"); //You must do this to prevent the bots from damaging the player with friendly fire.\n\tdelay(1);\n}"
},
{
"source": "pk3",
"name": "Actors/DemonDog.txt",
"contents": "ACTOR DemonDog 32579\n{\n //$Category Monsters\n //$Title \"Demon Hound\"\n Health 200\n Painchance 135\n Speed 10\n Height 64\n spawnid 203\n Mass 120\n Monster\n +FLOORCLIP\n +TELESTOMP\n +SHIELDREFLECT\n SeeSound \"monster/dogsit\"\n AttackSound \"monster/dogatk\"\n MeleeSound \"monster/dogbit\"\n PainSound \"monster/dogpai\"\n DeathSound \"monster/dogdth\"\n ActiveSound \"monster/dogact\"\n Obituary \"%o burned alive by a Demon Hound.\"\n HitObituary \"A Demon Hound had %o for dinner.\"\n Tag \"Demon Hound\"\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 8\n DropItem \"Money2\" 4\n DropItem \"Money3\" 2\n DropItem \"ChestKey\" 2\n DropItem \"Armour6\" 8\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,200, 92)\n Idle:\n DEDO AB 10 A_Look\n Loop\n See:\n DEDO AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n Loop\n Melee:\n DEDO GH 6 A_FaceTarget\n DEDO I 6 A_CustomMeleeAttack(FRandom(5,10)*2 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 16, ACTIVATOR, 0), \"monster/dogbit\")\n Goto See\n Missile:\n DEDO G 10 A_FaceTarget\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO H 1 A_CustomMissile(\"DogFire\",28,0,0,0,0)\n DEDO I 6\n Goto See\n Pain:\n DEDO J 2\n DEDO J 2 A_Pain\n Goto See\n Death:\n DEDO K 4\n\tDEDO K 4 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,30)\n DEDO L 4 A_Scream\n DEDO MN 4\n DEDO O 4 A_NoBlocking\n DEDO PQ 4\n DEDO R 4 A_QueueCorpse\n DEDO S 4\n DEDO T -1\n Stop\n XDeath:\n DEXD A 4\n DEXD B 4 A_NoBlocking\n DEXD C 0\n DEXD C 4\n DEXD D 3 A_Scream\n DEXD E 4 A_QueueCorpse\n DEXD F 3\n DEXD G 4\n DEXD H 3\n DEXD I 4\n DEXD J 3\n DEXD K -1\n Raise:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,200, 92)\n DEDO T 5 A_UnSetFloorClip\n DEDO SRQPONMLK 5 Bright\n goto See\n\t}\n}\nActor DogFire\n{\n Radius 2\n Height 4\n Speed 16\n Damage (random(1,2)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.67\n Scale 0.67\n SeeSound \"weapons/bigbrn\"\n DeathSound \"weapons/bigbrn\"\n DontHurtShooter\n +ThruGhost\n States\n {\n Spawn:\n TNT1 A 2 Bright\n FRFX ABCD 2 Bright A_Explode(1,8)\n FRFX D 0 Bright A_Lowgravity\n FRFX EFG 2 Bright A_Explode(1,16)\n FRFX HIJ 2 Bright A_Explode(1,32)\n FRFX KLM 2 Bright A_Explode(1,64)\n FRFX NO 2 Bright\n Stop\n Death:\n FRFX HIJ 2 Bright A_Explode(1,32)\n FRFX KLM 2 Bright A_Explode(1,64)\n FRFX NO 2 Bright\n Stop\n }\n}\n\nActor DogShot\n{\n Radius 8\n Height 12\n Speed 16\n Damage (random(7,14)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n Projectile\n RenderStyle Add\n DamageType Fire\n +ThruGhost\n SeeSound \"monster/dogsht\"\n DeathSound \"monster/doghit\"\n States\n {\n Spawn:\n TNT1 A 3\n HHFX AABBCC 1 Bright A_SpawnItemEx(\"DogTrail\",0,0,0,0,0,0,0,128)\n goto Spawn+1\n Death:\n HHFX DFGH 4 Bright\n Stop\n }\n}\n\nActor DogTrail : BulletPuff\n{\n RenderStyle Add\n States\n {\n Spawn:\n TNT1 A 5\n HHFX DFGH 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/HexenExtra.txt",
"contents": "actor KnightArcher 32580\n{\n\t//$Category Monsters\n Health 150\n Radius 20\n Height 56\n Speed 14\n PainChance 94\n\tMass 100\n\tScale 0.85\n\tSpawnId 208\n MONSTER\n\t+NODROPOFF\n\t+FLOORCLIP\n\t+USEKILLSCRIPTS\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\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,0,56,0)\n\t\tAKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor KnightArcherLord 32582\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\t+USEKILLSCRIPTS\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_VISIONSSCRIPT,0,0,0,0)\n\t\tgoto See\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,0,56,0)\n\t\tGKNT MLKJI 5\n\t\tGoto See\n }\n}\n\nactor ArcherArrow\n{\n\tRadius 5\n\tHeight 8\n\tSpeed 25\n\tDamage (random(3,24)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n\tDamagetype \"Physical\"\n\tPROJECTILE\n\t+NOGRAVITY\n\t/*+NODAMAGETHRUST*/\n\trenderstyle add\n\talpha 0.8\n\tscale 0.5\n\tSeeSound \"archer/attack\"\n\tDeathSound \"archer/hit\"\n\tStates\n\t{\n\tSpawn:\n\t\tVEKF 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\t\tLoop\n\tDeath:\n\t\tVEKF FGHI 3 bright\n\t\tStop\n\t}\n}\n\nactor ArcherArrow2 : ArcherArrow\n{\n Damage (ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,FRandom(17,37)))\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 16500\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 SpawnId 207\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 +USEKILLSCRIPTS\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,0,450,68,0)\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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\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,0,450,68,0)\n\tSKWZ ON 5\n\tSKWZ MLKJIH 5 Bright\n\tSKWZ G 5\n\tGoto See\n }\n}\n\nActor BlackSpider 32578\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 +USEKILLSCRIPTS\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\tSPD1 E 10 A_CustomMeleeAttack(FRandom(1,8)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\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,0,80,24,0)\n SPD1 JIHGF 6\n\tGoto See\n }\n}\n\nActor ShadowWizard 32590\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 +USEKILLSCRIPTS\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,0,900,68,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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n SHWZ G 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,190)\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,0,68,0)\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 (FRandom(21,41)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,10,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 32584\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 +USEKILLSCRIPTS\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(ACS_ExecuteWithResult(WOC_MONSTERSCALE,ACTIVATOR,FRandom(2,16)), \"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(2,16)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,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_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n\tSPD2 F 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)\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,0,160,24,0)\n SPD2 JIHGF 6\n\tGoto See\n }\n}\n\nActor FireImp 32585\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+USEKILLSCRIPTS\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)\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_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,0,35)\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,0,35)\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\"----\" 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 (FRandom(1,8)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,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 15603\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+USEKILLSCRIPTS\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)\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_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,0,25)\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,0,25)\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 (FRandom(1,8)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,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": "Actors/StoneGolem.txt",
"contents": "Actor StoneGolem 15604\n{\n //$Category Monsters\n //$Title Stone Golem\n Obituary \"%o was pummeled by a Stone Golem\"\n Health 800\n Radius 26\n Height 75\n Mass 2000\n Scale 1.2\n Speed 12\n Damage (20)\n DamageFactor \"Ice\", 0.5\n DamageFactor \"Fire\", 0.5\n MeleeThreshold 96\n MeleeDamage 8\n DeathSound \"Golem/Death\"\n MeleeSound \"Golem/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +NoBlood\n +NoIceDeath\n Tag \"Stone Golem\"\n DropItem \"Money\" 192\n DropItem \"Money1\" 32\n DropItem \"Money2\" 16\n DropItem \"Money3\" 8\n DropItem \"ChestKey\" 2\n dropitem \"ArtiEmptyFlask\" 64\n dropitem \"ReagentRed\" 64\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 800, 92, WOC_SUBBOSS)\n Idle:\n GOL1 A 10 A_Look\n See:\n GOL1 BB 5 A_Chase\n GOL1 C 0 A_PlaySound(\"Golem/Step\")\n GOL1 CCDD 5 A_Chase\n GOL1 A 0 A_PlaySound(\"Golem/Step\")\n GOL1 AA 5 A_Chase\n Loop\n Melee:\n GOL1 EF 6 A_FaceTarget\n\tGOL1 G 6 A_CustomMeleeAttack(FRandom(40,60)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,ACTIVATOR,0), \"GoldGolem/melee\", \"\", \"Physical\")\n Goto See\n Missile:\n GOL1 G 0 A_JumpIfCloser(256, 1)\n Goto See\n GOL1 G 10 A_FaceTarget\n GOL1 G 20 A_SkullAttack\n GOL1 G 6 A_Stop\n Goto See\n Death:\n \tGOL1 H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,80)\n GOL1 H 35 A_Scream\n GOL1 I 3 A_PlaySound(\"Golem/StoneFall\")\n GOL1 JK 3\n GOL1 L 3 A_NoBlocking\n GOL1 MNOPQRSTUV 3\n GOL1 W -1\n Stop\n\tRaise:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 800, 92, WOC_SUBBOSS)\n\tGOL4 VUTSRQPONM 3\n\tGOL4 I 5\n\n }\n}"
},
{
"source": "pk3",
"name": "Actors/CrystalGolem.txt",
"contents": "Actor CrystalGolem 32577\n{\n Obituary \"%o became mangled by an enchanted Crystal Golem\"\n Health 3000\n Radius 26\n Height 75\n Mass 2000\n Scale 1.2\n Speed 12\n RenderStyle Translucent\n Alpha 0.7\n Damage (40)\n DamageFactor \"Ice\", 0.5\n DamageFactor \"Fire\", 0.5\n MeleeThreshold 96\n MeleeDamage 15\n DeathSound \"Golem/Death\"\n MeleeSound \"Golem/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +NoBlood\n +NoIceDeath\n\tDropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n\tDropItem \"Money1\" 32\n\tDropItem \"Money2\" 16\n\tDropItem \"Money3\" 8\n\tDropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n\tDropItem \"Money1\" 32\n\tDropItem \"Money2\" 16\n\tDropItem \"Money3\" 8\n\tDropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n\tDropItem \"Money1\" 32\n\tDropItem \"Money2\" 16\n\tDropItem \"Money3\" 8\n\tDropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n\tDropItem \"Money1\" 32\n\tDropItem \"Money2\" 16\n\tDropItem \"Money3\" 8\n\tDropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n DropItem \"Money\" 192\n\tDropItem \"Money1\" 32\n\tDropItem \"Money2\" 16\n\tDropItem \"Money3\" 64\n\tDropItem \"ChestKey\" 2\n\tTag \"Crystal Golem\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,3000,92)\n Idle:\n GOL4 A 10 A_Look\n See:\n GOL4 BB 5 A_Chase\n GOL4 C 0 A_PlaySound(\"Golem/Step\")\n GOL4 CCDD 5 A_Chase\n GOL4 A 0 A_PlaySound(\"Golem/Step\")\n GOL4 AA 5 A_Chase\n Loop\n Melee:\n GOL4 EF 6 A_FaceTarget\n\tGOL4 G 6 A_CustomMeleeAttack(FRandom(40,60)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,ACTIVATOR,0), \"GoldGolem/melee\", \"\", \"Physical\")\n Goto See\n Missile:\n GOL4 G 0 A_JumpIfCloser(256, 1)\n Goto See\n GOL4 G 10 A_FaceTarget\n GOL4 G 20 A_SkullAttack\n GOL4 G 6 A_Stop\n Goto See\n Death:\n \tGOL4 H 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,300)\n GOL4 H 35 A_Scream\n GOL4 I 3 A_PlaySound(\"Golem/StoneFall\")\n GOL4 L 3 A_NoBlocking\n GOL4 MNOPQRSTUV 3\n GOL4 W -1\n Stop\n Raise:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 3000, 92, WOC_SUBBOSS)\n\tGOL4 VUTSRQPONM 3\n\tGOL4 I 5\n }\n}"
},
{
"source": "pk3",
"name": "Actors/NeoIceGolem.txt",
"contents": "Actor NeoIceGolem 15602\n{\n //$Category Monsters\n Health 700\n Radius 26\n Height 66\n Mass 600\n Speed 16\n Painchance 32\n DamageFactor \"Fire\", 1.2\n DamageFactor \"Ice\", 0.4\n Monster\n +FloorClip\n +NoBlood\n RenderStyle Translucent\n Alpha 0.8\n Scale 1.1\n SeeSound \"mummy/sight\"\n AttackSound \"mummy/attack1\"\n PainSound \"mummy/pain\"\n ActiveSound \"mummy/active\"\n HitObituary \"%o was bludgeoned by an ice golem!\"\n Tag \"Ice Golem\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,700,92)\n IGLM AB 10 A_Look\n Idle:\n\tIGLM AB 10 A_Look\n See:\n IGLM A 0 A_JumpIfHealthLower(150, 1)\n Goto See+2\n IGLM A 0 A_Jump(12, \"Regenerate\")\n IGLM ABCD 5 A_Chase\n Loop\n Melee:\n IGLM E 0 A_Jump(128, \"Melee2\")\n IGLM E 6 A_FaceTarget\n IGLM F 6 A_CustomMeleeAttack(Random(5,10)*2 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 16, ACTIVATOR, 0), \"mummy/attack2\", \"mummy/attack\")\n IGLM G 6\n Goto See\n Melee2:\n IGLM H 6 A_FaceTarget\n IGLM F 6 A_CustomMeleeAttack(Random(5,10)*2 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 16, ACTIVATOR, 0), \"mummy/attack2\", \"mummy/attack\")\n\tIGLM J 6\n Goto See\n Regenerate:\n IGLM K 10\n IGLM K 0 A_PlayWeaponSound(\"misc/freeze\")\n IGLM K 0 A_ChangeFlag(\"NoPain\", 1)\n IGLM K 0 A_GiveInventory(\"IceGolemArmor\", 1)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 HealThing(15)\n IGLM KKKKKKKKKK 1 A_SpawnItemEx(\"IceGolemParticleA\", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)\n IGLM K 0 A_ChangeFlag(\"NoPain\", 0)\n IGLM K 0 A_TakeInventory(\"BasicArmor\", 100)\n Goto See\n Pain:\n IGLM L 4\n IGLM L 4 A_Pain\n Goto See\n Death:\n \tIGLM L 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,70)\n IGLM L 12\n IGLM L 0 A_SetTranslucent(1.0, 0)\n IGLM L 1 A_IceGuyDie\n Stop\n }\n}\n\nActor IceGolemArmor : BasicArmorPickup\n{\n Inventory.PickupMessage \"\"\n Armor.SaveAmount 100\n Armor.SavePercent 100\n Armor.MaxFullAbsorb 100\n states\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor IceGolemParticleA\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +NoClip\n RenderStyle Add\n Scale 0.0275\n States\n {\n Spawn:\n IGLP A 0 A_SpawnItemEx(\"IceGolemParticleTrail\", -(MomX*1.2), -(MomY*1.2), (MomZ*-1.2), (MomX*0.8), (MomY*0.8), (MomZ*0.8), -Angle, 138)\n IGLP A 1 A_FadeOut(0.065)\n Loop\n }\n}\n\nActor IceGolemParticleTrail : IceGolemParticleA\n{\n States\n {\n Spawn:\n IGLP A 1 A_FadeOut(0.075)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/IronGolem.txt",
"contents": "Actor IronGolem 15684\n{\n //$Category Monsters\n Obituary \"%o felt the sting of an Iron Golem's jewel\"\n HitObituary \"%o was crushed by an Iron Golem's fist\"\n Health 1200\n Radius 26\n Height 75\n Mass 2000\n Scale 1.2\n Speed 12\n DamageFactor \"Ice\", 0.5\n DamageFactor \"Fire\", 0.5\n MeleeThreshold 256\n MeleeDamage 10\n DeathSound \"Golem/Death\"\n MeleeSound \"Golem/Melee\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +NoBlood\n +NoIceDeath\n Tag \"Iron Golem\"\n DropItem \"Money\" 192\n DropItem \"Money1\" 32\n DropItem \"Money2\" 16\n DropItem \"Money3\" 8\n DropItem \"ChestKey\" 2\n DropItem \"TerrorSphere\" 3\n dropitem \"ArtiEmptyFlask\" 64\n dropitem \"ReagentRed\" 64\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,1200,92)\n Idle:\n GOL2 A 10 A_Look\n See:\n GOL2 BB 5 A_Chase\n GOL2 C 0 A_PlaySound(\"Golem/Step\")\n GOL2 CCDD 5 A_Chase\n GOL2 A 0 A_PlaySound(\"Golem/Step\")\n GOL2 AA 5 A_Chase\n Loop\n Melee:\n GOL2 EF 6 A_FaceTarget\n\tGOL2 G 6 A_CustomMeleeAttack(random(40, 60) + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 16, ACTIVATOR, 0), \"GoldGolem/melee\", \"\", \"Physical\")\n\tGoto See\n Missile:\n GOL2 H 0 A_PlaySound(\"Golem/Charge\")\n GOL2 HHHHHHHHH 6 A_FaceTarget\n GOL2 H 12 A_CustomMissile(\"IronGolemBall\", 68, 0, 0)\n Goto See\n Death:\n\tGOL2 I 4 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,80)\n GOL2 I 35 A_Scream\n GOL2 J 3 A_PlaySound(\"Golem/MetalFall\")\n GOL2 KL 3\n GOL2 M 3 A_NoBlocking\n GOL2 NOPQRSTUVW 3\n GOL2 X -1\n Stop\n Raise:\n\tGOL2 WVUTSRQPON 4\n\tgoto See\n\t}\n}\n\nActor IronGolemBall\n{\n Radius 6\n Height 8\n Mass 1\n Speed 12\n Damage (random(8,64)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n Projectile\n +SeekerMissile\n Decal PlasmaScorchLower\n SeeSound \"Golem/IronBall\"\n DeathSound \"Golem/IronBallHit\"\n RenderStyle Translucent\n Scale 0.6\n Alpha 0.7\n states\n {\n Spawn:\n G2PJ AB 3 Bright A_SeekerMissile(15, 15)\n Loop\n Death:\n G2PJ CDEF 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Gorgon.txt",
"contents": "Actor Gorgon 32581\n{\n //$Category Monsters\n Obituary \"%o was helpless in the face of a Gorgon's beauty.\"\n Health 425\n Radius 20\n Height 56\n Mass 1000\n Speed 6\n PainChance 32\n Scale 0.95\n SeeSound \"Medusa/Sight\"\n PainSound \"Medusa/Pain\"\n DeathSound \"Medusa/Death\"\n ActiveSound \"Medusa/Active\"\n MeleeSound \"Medusa/Melee\"\n PainChance \"Convert\", 255\n Damagetype \"Physical\"\n Monster\n +FloorClip\n +DontHurtSpecies\n +QuickToRetaliate\n /*+NODAMAGETHRUST*/\n +USEKILLSCRIPTS\n Species \"Revenant\"\n Tag \"Gorgon\"\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money\" 64\n DropItem \"Money1\" 8\n DropItem \"Money2\" 4\n DropItem \"Money3\" 2\n DropItem \"ChestKey\" 2\n DropItem \"Armour6\" 8\n States\n {\n Spawn:\n MEDU A 0\n\tMEDU A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,425,68,0)\n Idle:\n MEDU A 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU A 1 A_Look\n Loop\n See:\n MEDU A 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU AABBCCDD 5 A_Chase\n MEDU D 0 A_JumpIfInTargetLOS(1,10,0,384)\n\tLoop\n\tMEDU D 0 A_JumpIfTargetInLOS(1,10,0,384)\n\tLoop\n\tMEDU D 0 A_CheckLOF(\"Gaze\",CLOFF_MUSTBESHOOTABLE,384)\n\tLoop\n Melee:\n MEDU AAA 4 A_FaceTarget\n MEDU E 6 A_CustomComboAttack(\"MedusaBall\", 40, FRandom(15,30)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,ACTIVATOR,0), \"Medusa/Melee\", \"Physical\", 1)\n Goto See\n Missile:\n MEDU A 0 A_Jump(256, \"Gaze\")\n MEDU AAA 4 A_FaceTarget\n MEDU E 6 A_CustomComboAttack(\"MedusaBall\", 40, FRandom(15,30)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,16,ACTIVATOR,0), \"Medusa/Melee\", \"Physical\", 1)\n Goto See\n Gaze:\n MEDU E 0 A_JumpIfInTargetLOS(1,10,0,384)\n\tGoto Missile+1\n\tMEDU E 0 A_JumpIfTargetInLOS(1,10,0,384)\n\tGoto Missile+1\n\tMEDU E 0 A_CheckLOF(1,CLOFF_MUSTBESHOOTABLE,384)\n\tGoto Missile+1\n MEDU E 0 A_PlaySoundEx(\"Medusa/Gaze\", \"SoundSlot7\", 1)\n\tMEDU E 0 A_GiveToTarget(\"MedusaScreenFX\",1)\n\tMEDU E 0 A_FaceTarget\n MEDU E 5 A_CustomBulletAttack(0, 0, 1, ACS_ExecuteWithResult(WOC_MONSTERSCALE,4,ACTIVATOR,4), \"MedusaPuff\", 384, CBAF_NORANDOM)\n MEDU E 0 A_JumpIfInTargetLOS(1,10,0,384)\n\tGoto See\n\tMEDU E 0 A_JumpIfTargetInLOS(1,10,0,384)\n\tGoto See\n\tMEDU E 0 A_CheckLOF(1,CLOFF_MUSTBESHOOTABLE,384)\n\tGoto See\n MEDU E 0 A_SpidRefire\n Goto Gaze+3\n Pain:\n MEDU F 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU F 3\n MEDU F 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_NamedExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tgoto See\n Death:\n MEDU P 4 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,42,30)\n MEDU G 0 A_StopSoundEx(\"SoundSlot7\")\n MEDU G 6 A_Scream\n MEDU HIJ 6\n MEDU K 6 A_NoBlocking\n MEDU LMNO 6\n MEDU P -1\n Stop\n Raise:\n MEDU P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,425,68,0)\n\tMEDU ONMLKJIHG 4\n\tGoto See\n }\n}\n\nActor MedusaBall\n{\n Radius 6\n Height 8\n Mass 1\n Speed 12\n Damage 15\n Projectile\n +SeekerMissile\n /*+NODAMAGETHRUST*/\n Damagetype \"Poison\"\n PoisonDamage 1, 5, 35\n +ADDITIVEPOISONDAMAGE\n PoisonDamageType \"PoisonTrue\"\n Decal PlasmaScorchLower\n SeeSound \"Medusa/Attack\"\n DeathSound \"Medusa/Hit\"\n RenderStyle Add\n Alpha 0.7\n Scale 0.85\n states\n {\n Spawn:\n FVUL A 0\n FVUL A 0 A_PlaySoundEx(\"SerpentFXContinuous\", \"Body\", 1)\n FVUL A 0 A_SeekerMissile(2,2,SMF_PRECISE)\n FVUL AAA 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,128,0)\n\tFVUL A 0 A_SeekerMissile(2,2,SMF_PRECISE)\n\tFVUL BBB 1 Bright A_SpawnItemEx(\"CStaffTrail\",0,0,0,0,0,0,0,128,0)\n Goto Spawn+2\n Death:\n FVUL CDEF 3 Bright\n Stop\n }\n}\n\nActor MedusaPuff : BulletPuff\n{\n +NoClip\n +PuffOnActors\n -BloodSplatter\n +BloodLessImpact\n +NoDamageThrust\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"MedusaFreezer\")\n Stop\n }\n}\n\nActor MedusaFreezer\n{\n Radius 10\n Height 20\n +Solid\n +NonShootable\n -Shootable\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 6\n Stop\n }\n}\n\nActor MedusaScreenFX : CustomInventory\n{\n inventory.maxamount 0\n inventory.usesound \"misc/invuse\"\n +AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n\tTNT1 A 1\n\tStop\n Use:\n TNT1 A 1 A_SetBlend(\"Grey\",0.1,7)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Yakman.txt",
"contents": "ACTOR Yakman 15503\n{\n\t//$Category Monsters\n Health 300\n Radius 16\n Height 64\n Mass 500\n Speed 11\n Scale 0.33\n PainChance 200\n MONSTER\n +BOSSDEATH\n +FLOORCLIP\n +StrifeDamage\n SeeSound \"yakman/roar\"\n PainSound \"yakman/pain\"\n DeathSound \"yakman/death\"\n ActiveSound \"yakman/idle\"\n MeleeSound \"werejaguar/slam\"\n MeleeDamage 10\n MeleeRange 72\n MinMissileChance 254\n Obituary \"%o got a nasty case of frostbite from a Gyagk.\"\n HitObituary \"%o was mauled to death by a Gyagk.\"\n PainChance \"Charm\", 192\n PainChance \"Terror\", 192\n PainChance \"Defile\", 255\n PainChance \"Drain\", 96\n PainChance \"Chaos\", 255\n PainChance \"ChaosExpl1\", 255\n PainChance \"ChaosExpl2\", 255\n PainChance \"Slow\", 180\n\tTag \"Gyagk\"\n States\n {\n Pain.Charm:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",1)\n\tGoto See\n Pain.Morale:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tGoto See\n\tPain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,X),\"ConvertMe\")\n\tGoto See\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 92)\n\tYAKI A 10 A_Look\n Idle:\n\tYAKI A 10 A_Look\n\tLoop\n See:\n\tYAKH B 4 A_FaceTarget\n\tYAKH DFHJLOPQ 4\n\tGoto \"Chase\"\n SeeSlow:\n\tYAKH B 4 A_FaceTarget\n\tYAKH DFHJLOPQ 8\n\tGoto \"ChaseSlow\"\n Chase:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"ChaseSlow\")\n\tYAKC AACCEEGGIIKK 2 A_Chase\n\tTNT1 A 0 A_JumpIfInventory(\"DefileCheck\",1,2)\n\tTNT1 A 0\n\tLoop\n\tTNT1 A 0 A_Jump(5,\"Death\")\n\tLoop\n ChaseSlow:\n\tYAKC AACCEEGGIIKK 4 A_Chase\n\tTNT1 A 0 A_JumpIfInventory(\"DefileCheck\",1,2)\n\tTNT1 A 0\n\tLoop\n\tTNT1 A 0 A_Jump(5,\"Death\")\n\tLoop\n ChaseOnly:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"ChaseOnlySlow\")\n\tYAKC AACCEEGGIIKK 2 A_ExtChase(0,0)\n\tGoto \"Chase\"\n ChaseOnlySlow:\n\tYAKC AACCEEGGIIKK 4 A_ExtChase(0,0)\n\tGoto \"ChaseSlow\"\n Melee:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"MeleeSlow\")\n\tNULL A 0 A_FaceTarget\n\tYAKE AC 4 A_Recoil(-3)\n\tNULL A 0 A_FaceTarget\n\tNULL A 0 A_MeleeAttack\n\tYAKE E 4 A_Recoil(-3)\n\tNULL A 0 A_MeleeAttack\n\tNULL A 0 A_FaceTarget\n\tYAKE GI 4 A_Recoil(-3)\n\tNULL A 0 A_FaceTarget\n\tYAKE K 4 A_Recoil(-3)\n\tGoto \"ChaseOnly\"\n MeleeSlow:\n\tNULL A 0 A_FaceTarget\n\tYAKE AC 8 A_Recoil(-3)\n\tNULL A 0 A_FaceTarget\n\tNULL A 0 A_MeleeAttack\n\tYAKE E 4 A_Recoil(-3)\n\tNULL A 0 A_MeleeAttack\n\tNULL A 0 A_FaceTarget\n\tYAKE GI 8 A_Recoil(-3)\n\tNULL A 0 A_FaceTarget\n\tYAKE K 8 A_Recoil(-3)\n\tGoto \"ChaseOnlySlow\"\n Missile:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"MissileSlow\")\n\tTNT1 A 0 A_Jump(50,\"Howl\")\n\tNULL A 0 A_PlaySoundEx(\"yakman/roar\",\"Auto\")\n\tYAKH B 2 A_FaceTarget\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,0)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,10)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,20)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,30)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,40)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,50)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,60)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,70)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,80)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,90)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,100)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,110)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,120)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,130)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,140)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,150)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,160)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,170)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,180)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-10)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-20)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-30)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-40)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-50)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-60)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-70)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-80)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-90)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-100)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-110)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-120)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-130)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-140)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-150)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-160)\n\tNULL A 0 A_CustomMissile(\"IceSpellBall\",32,0,-170)\n\tYAKH DFHJLOPQ 4\n\tGoto \"Chase\"\n MissileSlow:\n\tTNT1 A 0 A_Jump(50,\"HowlSlow\")\n\tNULL A 0 A_PlaySoundEx(\"yakman/roar\",\"Auto\")\n\tYAKH B 4 A_FaceTarget\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,0)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,10)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,20)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,30)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,40)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,50)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,60)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,70)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,80)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,90)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,100)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,110)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,120)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,130)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,140)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,150)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,160)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,170)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,180)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-10)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-20)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-30)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-40)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-50)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-60)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-70)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-80)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-90)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-100)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-110)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-120)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-130)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-140)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-150)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-160)\n\tNULL A 0 A_CustomMissile(\"IceSpellBallSlow\",32,0,-170)\n\tYAKH DFHJLOPQ 8\n\tGoto \"ChaseSlow\"\n Howl:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"HowlSlow\")\n\tNULL A 0 A_PlaySoundEx(\"yakman/roar\",\"Auto\")\n\tYAKH B 2 A_FaceTarget\n\tYAKH DFHJLOPQ 4\n\tGoto \"Chase\"\n HowlSlow:\n\tNULL A 0 A_PlaySoundEx(\"yakman/roar\",\"Auto\")\n\tYAKH B 4 A_FaceTarget\n\tYAKH DFHJLOPQ 8\n\tGoto \"ChaseSlow\"\n Pain:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"PainSlow\")\n\tYAKP F 3\n\tYAKP F 3 A_Pain\n\tGoto \"Chase\"\n PainSlow:\n\tYAKP F 6\n\tYAKP F 6 A_Pain\n\tGoto \"ChaseSlow\"\n Ice:\n\tYAKP F 5 A_GenericFreezeDeath\n\tYAKP A 0 A_KillMaster\n\tYAKP F 1 A_FreezeDeathChunks\n\tWait\n Death:\n \tYAKD A 4 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,340)\n\tYAKD A 4\n\tYAKD C 4 A_Scream\n\tYAKD E 4 A_NoBlocking\n\tYAKD GIKM 4\n\tYAKD OQ 3\n\tNULL A 0 A_PlaySound(\"hoooof\")\n\tYAKD SUW 3\n\tYAKD Y -1 A_KillMaster\n\tStop\n Raise:\n YAKD P 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,300,68,0)\n\tYAKD NKIG 4\n\tGoto See\n\tConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,340)\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)\n\tGoto See\n\n }\n}\n\nActor IceSpellBall\n{\n Projectile\n +ICEDAMAGE\n +SEEKERMISSILE\n Speed 12\n Damage (random(2,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,TARGET,0)))\n Radius 12\n Height 12\n Scale 1.2\n RenderStyle Add\n Alpha 0.9\n States\n {\n Spawn:\n\tSHRD AAA 2 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD A 0 A_SeekerMissile(2,2)\n\tSHRD BBB 2 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD B 0 A_SeekerMissile(2,2)\n\tSHRD CCC 2 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD C 0 A_SeekerMissile(2,2)\n\tLoop\n Death:\n\tSHEX ABCDE 3\n\tStop\n }\n}\n\nACTOR IceSpellBallSlow : IceSpellBall\n{\n Speed 6\n States\n {\n Spawn:\n\tSHRD AAA 4 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD A 0 A_SeekerMissile(2,2)\n\tSHRD BBB 4 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD B 0 A_SeekerMissile(2,2)\n\tSHRD CCC 4 A_CustomMissile(\"IceSpellBallTrail\",0,0,0)\n\tSHRD C 0 A_SeekerMissile(2,2)\n\tLoop\n }\n}\n\nActor IceSpellBallTrail\n{\n Projectile\n Speed 0\n +NOCLIP\n RenderStyle Add\n Alpha 0.4\n Scale 0.4\n States\n {\n Spawn:\n\tPLSS ABCDEFGHIJKLMNOPQRSTUVWYZ 1 Bright\n\tPLSZ ABC 1 Bright\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/ForkPeasant.txt",
"contents": "ACTOR forkpeasant 7101\n{\n //$Category Friendly\n\t//$Title Fork Peasant\n Health 50\n Radius 20\n Height 56\n Mass 100\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n +missilemore\n +missileevenmore\n +FRIENDLY\n minmissilechance 2\n\n scale 1\n SeeSound \"grunt/sight\"\n\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n Obituary \"%o was killed by a worker.\"\n Tag \"Peasant with Pitchfork\"\n\n States\n {\n Spawn:\n \tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 50, 92, WOC_SUBBOSS)\n FORK A 10 A_Look\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\", True)\n Idle:\n FORK A 10 A_Look\n Loop\n See:\n FORK AABBCCDD 3 A_Chase\n Loop\n Melee:\n FORK EE 2 A_FaceTarget\n FORK F 4 bright A_PlaySound(\"skeleton/swing\")\n FORK G 5 bright A_Custommeleeattack(random(5,30),\"skeleton/melee\",none)\n FORK EE 2 A_FaceTarget\n FORK F 4 bright A_PlaySound(\"skeleton/swing\")\n FORK G 5 bright A_Custommeleeattack(random(5,30),\"skeleton/melee\",none)\n Goto See\n Pain:\n FORK E 3\n FORK E 3 A_Pain\n Goto See\n Death:\n FORK H 5\n FORK I 5 A_Scream\n FORK J 5 A_NoBlocking\n FORK KLMN 5\n FORK O -1\n Stop\n Raise:\n FORK ONLNM 5\n\tGoto See\n\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Decorations.txt",
"contents": "Actor Icethree\n{\nheight 128\nradius 16\n+solid\nstates\n{\nspawn:\n ICTH A -1\n loop\n }\n}\n\nActor Icethree2\n{\nheight 128\nradius 16\n+solid\nstates\n{\nspawn:\n UCTH A -1\n loop\n }\n}\nACTOR DSparilStatue 10300\n{\n Radius 16\n Height 96\n +SOLID\n States\n {\n Spawn:\n STAD ABCDE 3 Bright\n Loop\n }\n}\nActor GiantYorik : ZWingedStatue 16721\n{\nscale 4\nradius 40\nHeight 248\n}\n\nActor LightBlueGlowingPatchSmall : FogPatchSmall 16717\n{\ntranslation \"0:9=146:163\", \"10:13=50:50\", \"14:31=160:163\"\n}\nActor LightBlueGlowingPatchMedium : FogPatchMedium 16718\n{\ntranslation \"0:9=146:163\", \"10:13=50:50\", \"14:31=160:163\"\n}\nActor LightBlueGlowingPatchLarge : FogPatchlarge 16719\n{\ntranslation \"0:9=146:163\", \"10:13=50:50\", \"14:31=160:163\"\n}\nActor PedestalGrizin : SwitchingDecoration 32571\n{\n radius 32\n height 64\n +SOLID\n states\n {\n Spawn:\n GRIT C -1\n stop\n Active:\n GRIT D -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/GiantGolem.txt",
"contents": "ACTOR GiantStoneGolem 10304\n{\n\t//$Category Monsters\n Health 1200\n Radius 16\n Height 64\n Speed 8\n Scale 1\n Mass 10000\n MONSTER\n +DONTMORPH\n +NOBLOOD\n +NOICEDEATH\n +NOBLOCKMONST\n +FLOORCLIP\n Damage (FRandom(2,8)+(ACS_ExecuteWithResult(WOC_MONSTERSCALE,2,TARGET,0)))\n DamageFactor \"Golem\", 0\n MeleeDamage 8\n MeleeRange 72\n PainChance 20\n PainChance \"Golem\", 0\n PainChance \"Charm\", 192\n PainChance \"Terror\", 192\n PainChance \"Drain\", 110\n PainChance \"Chaos\", 255\n PainChance \"ChaosExpl1\", 255\n PainChance \"ChaosExpl2\", 255\n PainChance \"Slow\", 192\n MeleeSound \"h2golem/hit\"\n DeathSound \"h2golem/death\"\n MinMissileChance 200\n Obituary \"%o was stoned by a Giant.\"\n\tTag \"Giant Stone Golem\"\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\tDropItem \"Armour7\" 8\n\tDropItem \"Armour6\" 8\n\tDropItem \"AccessoryRandomSpawner\" 32\n States\n {\n\tPain.Charm:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\",1)\n\tGoto See\n Pain.Morale:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tGoto See\n Pain.Drain:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"DrainGiver\",0,0,0,0,0,0,0,32,0)\n\tGoto See\n Pain.Slow:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"SlowCheck\",1)\n\tGoto SeeSlow\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 92)\n\tSGOL A 5 A_Look\n\tIdle:\n\tSGOL A 5 A_Look\n\tLoop\n See:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"SeeSlow\")\n\tSGOL A 0 A_UnSetInvulnerable\n\tSGOL A 0 A_Stop\n\tSGOL A 0 A_JumpIfInventory(\"SGolemCharge\",1,2)\n\tSGOL A 0 A_Jump(256,4)\n\tSGOL ST 3 A_CustomMeleeAttack(6*random(1,8),\"h2golem/hit\",\"none\")\n\tSGOL T 0 A_TakeInventory(\"SGolemCharge\",1)\n\tSGOL AABBCC 3 A_Chase\n\tSGOL D 3 A_PlaySound(\"h2golem/step\")\n\tSGOL DEEFFG 3 A_Chase\n\tSGOL G 3 A_PlaySound(\"h2golem/step\")\n\tGoto See+8\n SeeSlow:\n\tSGOL A 0 A_UnSetInvulnerable\n\tSGOL A 0 A_Stop\n\tSGOL A 0 A_JumpIfInventory(\"SGolemCharge\",1,2)\n\tSGOL A 0 A_Jump(256,4)\n\tSGOL ST 6 A_CustomMeleeAttack(6*random(1,8),\"h2golem/hit\",\"none\")\n\tSGOL T 0 A_TakeInventory(\"SGolemCharge\",1)\n\tSGOL AABBCC 6 A_Chase\n\tSGOL D 3 A_PlaySound(\"h2golem/step\")\n\tSGOL DEEFFG 6 A_Chase\n\tSGOL G 3 A_PlaySound(\"h2golem/step\")\n\tGoto See+7\n Missile:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"MissileSlow\")\n\tSGOL PQ 3 A_FaceTarget\n\tSGOL Q 0 A_FaceTarget\n\tSGOL Q 0 A_SetInvulnerable\n\tSGOL Q 0 A_GiveInventory(\"SGolemCharge\",1)\n\tSGOL Q 0 A_PlaySound(\"h2golem/charge\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 1 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"See\")\n\tSGOL R 0 A_UnSetInvulnerable\n\tGoto See\n MissileSlow:\n\tSGOL PQ 6 A_FaceTarget\n\tSGOL Q 0 A_FaceTarget\n\tSGOL Q 0 A_SetInvulnerable\n\tSGOL Q 0 A_GiveInventory(\"SGolemCharge\",1)\n\tSGOL Q 0 A_PlaySound(\"h2golem/charge\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 2 A_Recoil(-2)\n\tSGOL R 0 A_JumpIfCloser(50,\"SeeSlow\")\n\tSGOL R 0 A_UnSetInvulnerable\n\tGoto SeeSlow\n Melee:\n\tTNT1 A 0 A_JumpIfInventory(\"SlowCheck\",1,\"MeleeSlow\")\n\tSGOL H 0 A_UnSetInvulnerable\n\tSGOL HIJK 3 A_FaceTarget\n\tSGOL K 0 A_PlaySound(\"h2golem/punch\")\n\tSGOL LM 3 A_MeleeAttack\n\tSGOL NO 3 A_FaceTarget\n\tGoto See+8\n MeleeSlow:\n\tSGOL H 0 A_UnSetInvulnerable\n\tSGOL HIJK 6 A_FaceTarget\n\tSGOL K 0 A_PlaySound(\"h2golem/punch\")\n\tSGOL LM 6 A_MeleeAttack\n\tSGOL NO 6 A_FaceTarget\n\tGoto SeeSlow+7\n Death:\n\tSGOL U 5\n\tSGOL V 5 A_Scream\n\tSGOL WXY 5\n\tSGOL Z 20\n\tSGOL Z 0 A_NoBlocking\n\tSGOL Z 0 A_PlaySound(\"h2golem/explode\")\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tSGOL Z 0 A_CustomMissile(\"StoneChunk\",random(5,40),random(10,-10),random(1,360),2,random(10,50))\n\tStop\n }\n}\n\nACTOR SGolemCharge : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\n\nACTOR StoneChunk\n{\n Mass 10\n Radius 5\n Height 8\n Speed 10\n PROJECTILE\n -NOGRAVITY\n +DOOMBOUNCE\n +ROCKETTRAIL\n +DONTSPLASH\n +CANBOUNCEWATER\n +BOUNCEONACTORS\n +RANDOMIZE\n Scale 0.2\n States\n {\n Spawn:\n\tSCHU ABCAABBCC 3\n\tLoop\n Death:\n\tTNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Raducal.txt",
"contents": "ACTOR NewRaducal\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 (\"WDemonProj2\",46,-8,3,0,0)\n AVAT J 4 Bright A_CustomMissile (\"WDemonProj2\",46,-8,3,0,0)\n AVAT J 3 Bright A_CustomMissile (\"WDemonProj2\",46,-8,3,0,0)\n\t AVAT J 2 Bright A_CustomMissile (\"WDemonProj2\",46,-8,3,0,0)\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": "Actors/FemalePeasant.txt",
"contents": "ACTOR FemalePeasant\n{\n Health 160\n Radius 20\n Height 56\n Speed 8\n PainChance 200\n Monster\n +FLOORCLIP\n SeeSound \"ZAKASEE\"\n AttackSound \"ZAKAATTA\"\n PainSound \"ZAKAPAIN\"\n DeathSound \"ZAKADEAT\"\n ActiveSound \"ZAKASEE\"\n Obituary \"%o was killed by a Peasant Girl.\"\n meleerange 72\n MaxTargetRange 64\n Tag \"Peasant Girl\"\n DropItem \"Money\" 192\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,160, 92)\n Idle:\n SAMV AB 10 A_Look\n Loop\n See:\n SAMV AABBCCDD 2 A_Chase\n Loop\n Melee:\n SAMV E 4 a_facetarget\n SAMV E 0 a_recoil(-2)\n\tSAMV F 4 A_CustomMeleeAttack(ACS_ExecuteWithResult(WOC_MONSTERSCALE,ACTIVATOR,FRandom(10,20)), \"GoldGolem/melee\", \"\", \"Physical\")\n SAMV G 6 a_facetarget\n SAMV H 0 a_recoil(-2)\n\tSAMV F 4 A_CustomMeleeAttack(ACS_ExecuteWithResult(WOC_MONSTERSCALE,ACTIVATOR,FRandom(10,20)), \"GoldGolem/melee\", \"\", \"Physical\")\n Goto See\n Pain:\n SAMV B 3\n SAMV B 3 A_Pain\n Goto See\n Death:\n SAMV I 5\n SAMV J 5 A_Scream\n SAMV K 5 A_NoBlocking\n SAMV LMNO 5\n SAMV P -1\n Stop\n }\n}\nACTOR Melina : Maiden 27976\n{\n\tTag \"Melina Saori\"\n\tDropItem \"Money\" 192\n\tTranslation \"16:47=80:111\" , \"192:207=95:111\" , \"240:246=5:8\"\n\n}"
},
{
"source": "pk3",
"name": "Actors/Samurai.txt",
"contents": "ACTOR Samurai\n{\n Health 160\n Radius 20\n Height 56\n Speed 12\n PainChance 200\n Monster\n +FLOORCLIP\n SeeSound \"ZAKASEE\"\n AttackSound \"ZAKAATTA\"\n PainSound \"ZAKAPAIN\"\n DeathSound \"ZAKADEAT\"\n ActiveSound \"ZAKASEE\"\n Obituary \"%o was killed by a Samurai.\"\n meleerange 72\n MaxTargetRange 64\n States\n {\n Spawn:\n SAMU AB 10 A_Look\n Loop\n See:\n SAMU AABBCCDD 2 A_Chase\n Loop\n Melee:\n SAMU E 4 a_facetarget\n SAMU E 0 a_recoil(-2)\n SAMU F 4 a_custommeleeattack(random(10,50),\"KATANHIT\",\"ZAKAATTA\",\"Melee\",true)\n SAMU G 6 a_facetarget\n SAMU H 0 a_recoil(-2)\n SAMU H 6 a_custommeleeattack(random(10,50),\"KATANHIT\",\"ZAKAATTA\",\"Melee\",true)\n Goto See\n Pain:\n SAMU B 3\n SAMU B 3 A_Pain\n Goto See\n Death:\n SAMU I 5\n SAMU J 5 A_Scream\n SAMU K 5 A_NoBlocking\n SAMU LMNO 5\n SAMU P -1\n Stop\n }\n}\nACTOR Samurai2 : Samurai\n{\nTranslation \"16:47=80:111\" , \"192:207=95:111\" , \"240:246=5:8\"\n}"
},
{
"source": "pk3",
"name": "Actors/Explode.txt",
"contents": "Actor BossDeathExplosion\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionMediumBigSprite\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExploMediumBigBack1\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExploMediumBigBack1\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExploMediumBigBack1\", random(-96, 96), random(-96, 96), random(8, 96), 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\tStop\n\t}\n}\nActor BossDeathExplosionHuge : BossDeathExplosion\n{\n\tScale 2.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_PlaySound(\"BigSorcererBallExplode\")\n\t\tTNT1 A 0 A_CustomMissile(\"ExploSmokeGeneralBig\",0,0,0)\n\t\tEXP3 A 0 A_CustomMissile(\"ExploSmoke\",0+Random(0,25),0+Random(5,-5),0+Random(0,370))\n\t\tEXP3 A 2 Bright A_Explode(128,128)\n\t\tEXP3 A 0 A_CustomMissile(\"ExploSmoke\",0+Random(0,25),0+Random(5,-5),0+Random(0,370))\n\t\tEXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright A_FadeOut(0.025)\n\t\tStop\n\t}\n}\nActor ExplosionMediumSprite\n{\n\t+NOINTERACTION +NOTELESTOMP\n\tSpeed 0\n\tRadius 3\n\tHeight 5\n\tRenderStyle Add\n\tAlpha 0.7\n\tScale 0.49\n\tStates\n\t{\n\tSpawn:\n\tDecide:\n\t\tTNT1 A 0 A_Jump(128,2,4,5)\n\t\tX003 ABCDE 1 Bright A_FadeOut(0.025)\n\t\tTNT1 A 0 A_ScaleVelocity(0.8)\n\t\tX003 FGHIJ 1 Bright A_FadeOut(0.025)\n\t\tTNT1 A 0 A_ScaleVelocity(0.7)\n\t\tX003 KLMNO 1 Bright A_FadeOut(0.025)\n\t\tTNT1 A 0 A_ScaleVelocity(0.55)\n\t\tX003 PQRST 1 Bright A_FadeOut(0.025)\n\t\tTNT1 A 0 A_ScaleVelocity(0.45)\n\t\tX003 UVWXYZ 1 Bright A_FadeOut(0.025)\n\t\tStop\n\t}\n}\nActor ExplosionMediumBigSprite\n{\n\t+NOINTERACTION +NOTELESTOMP\n\tSpeed 0\n\tRadius 3\n\tHeight 5\n\tRenderStyle Add\n\tAlpha 0.7\n\tScale 0.73\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(128,2,4,5)\n\t\tX003 ABCDE 2 Bright A_FadeOut(0.03)\n\t\tTNT1 A 0 A_ScaleVelocity(0.8)\n\t\tX003 FGHIJ 2 Bright A_FadeOut(0.03)\n\t\tTNT1 A 0 A_ScaleVelocity(0.7)\n\t\tX003 KLMNO 2 Bright A_FadeOut(0.03)\n\t\tTNT1 A 0 A_ScaleVelocity(0.55)\n\t\tX003 PQRST 2 Bright A_FadeOut(0.03)\n\t\tTNT1 A 0 A_ScaleVelocity(0.45)\n\t\tX003 UVWXYZ 2 Bright A_FadeOut(0.035)\n\t\tStop\n\t}\n}\nActor ExploMediumBigBack1\n{\n\t+NOINTERACTION +NOTELESTOMP\n\tRenderStyle Add\n\tScale 1.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Jump(256,\"S1\",\"S2\",\"S3\",\"S4\")\n\tS1:\n\t\tTNT1 A 0 A_SetScale(1.4*frandom(-1,1),1.4*frandom(-1,1))\n\t\tX004 ABCDEFGHIJKLMNOPQ 2 Bright A_FadeOut(0.03)\n\t\tStop\n\tS2:\n\t\tTNT1 A 0 A_SetScale(1.3*frandom(-1,1),1.3*frandom(-1,1))\n\t\tX005 ABCDEFGHI 1 Bright A_FadeOut(0.015)\n\t\tX005 JKLMNOPQRSTUVWX 2 Bright A_FadeOut(0.03)\n\t\tStop\n\tS3:\n\t\tTNT1 A 0 A_SetScale(1.3*frandom(-1,1),1.3*frandom(-1,1))\n\t\tX006 ABCDEFGHIJKLMNOP 2 Bright A_FadeOut(0.03)\n\t\tStop\n\tS4:\n\t\tTNT1 A 0 A_SetScale(2.7*frandom(-1,1),2.7*frandom(-1,1))\n\t\tX015 ABCDEFGHIJKLMNOPQRSTUVWX 2 Bright A_FadeOut(0.042)\n\t\tStop\n\t}\n}\nACTOR SmokeFX4 : SmokeFX\n{\nScale 0.35\nSpeed 1\nRenderstyle Add\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMK3 ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nActor KESExplosionSprites\n{\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tXPLO ABC 3 Bright A_FadeOut(0.04)\n\t\tTNT1 A 0 A_ScaleVelocity(0.9)\n\t\tXPLO DEF 3 Bright A_FadeOut(0.04)\n\t\tTNT1 A 0 A_ScaleVelocity(0.8)\n\t\tXPLO GHI 3 Bright A_FadeOut(0.04)\n\t\tTNT1 A 0 A_ScaleVelocity(0.7)\n\t\tXPLO JK 3 Bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\nActor KESExplosionSpritesSmall : KESExplosionSprites\n{\n\t+NOINTERACTION\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.4\n}"
},
{
"source": "pk3",
"name": "Actors/Maiden.txt",
"contents": "ACTOR Maiden 27975\n{\n //$Title Shrine Maiden\n //$Category Friendly\n Health 260\n Scale 0.65\n Radius 20\n Height 56\n Speed 10\n PainChance 200\n Monster\n +FLOORCLIP\n SeeSound \"ZAKASEE\"\n AttackSound \"ZAKAATTA\"\n PainSound \"ZAKAPAIN\"\n DeathSound \"ZAKADEAT\"\n ActiveSound \"ZAKAIDLE\"\n Obituary \"%o was killed by a Shrine Maiden.\"\n meleerange 72\n MaxTargetRange 64\n Tag \"Shrine Maiden\"\n DropItem \"Money\" 192\n +FRIENDLY\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 260, 92, WOC_SUBBOSS)\n Idle:\n KAGR AA 10 A_Look\n Loop\n See:\n KAGR AABBCCDD 3 A_Chase\n Loop\n Melee:\n KAGR E 4 a_facetarget\n KAGR E 0 a_recoil(-2)\n KAGR FG 2 a_facetarget\n KAGR HI 4 a_facetarget\n KAGR JK 4 a_custommeleeattack(FRandom(10,30)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0),\"KATANHIT\",\"ZAKAATTA\",\"Melee\",true)\n KAGR KIHE 2 a_facetarget\n Goto See\n Pain:\n KAGR B 3\n KAGR B 3 A_Pain\n Goto See\n Death:\n KAGR L 5\n KAGR M 5 A_Scream\n KAGR N 5 A_NoBlocking\n KAGR OPQR 5\n KAGR S -1\n Stop\n Raise:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,200, 92)\n KAGR S 5 A_UnSetFloorClip\n KAGR RQPO 5 Bright\n goto See\n\n }\n}\nACTOR Melina : Maiden 27976\n{\n\tTag \"Melina Saori\"\n\ttranslation \"164:184=231:239\", \"241:241=235:235\"\n\tDropItem \"Money\" 192\n}\nACTOR MagicMaiden : Maiden\n{\n\ttranslation \"164:182=146:160\", \"240:245=146:163\"\n\tTag \"Shrine Maiden (Magic)\"\n\tDropItem \"Money\" 192\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 320, 92, WOC_SUBBOSS)\n Idle:\n KAGR AA 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n Loop\n See:\n KAGR AABBCCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiBlueSparkleSpawner\",0,0,0,0)\n Loop\n Melee:\n KAGR E 4 a_facetarget\n KAGR E 0 a_recoil(-2)\n KAGR FG 2 a_facetarget\n KAGR HI 4 a_facetarget\n KAGR JK 4 a_custommeleeattack(FRandom(10,30)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0),\"KATANHIT\",\"ZAKAATTA\",\"Melee\",true)\n KAGR KIHE 2 a_facetarget\n Goto See\n Missile:\n KAGR E 4 a_facetarget\n KAGR E 0 a_recoil(-2)\n KAGR FG 2 a_facetarget\n KAGR HI 4 a_facetarget\n KAGR JK 4 A_CustomBulletAttack(0, 0, 1, 0, \"MoonSatyrMeteorSpawner\")\n KAGR KIHE 2 a_facetarget\n Goto See\n\n Pain:\n KAGR B 3\n KAGR B 3 A_Pain\n Goto See\n Death:\n KAGR L 5\n KAGR M 5 A_Scream\n KAGR N 5 A_NoBlocking\n KAGR OPQR 5\n KAGR S -1\n Stop\n Raise:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,200, 92)\n KAGR S 5 A_UnSetFloorClip\n KAGR RQPO 5 Bright\n goto See\n\t}\n}\nACTOR SentryMaiden : Maiden\n{\n\tTag \"Shrine Maiden (Sentry)\"\n\ttranslation \"164:184=192:202\", \"241:241=197:197\"\n\tDropItem \"Money\" 192\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 300, 92, WOC_SUBBOSS)\n Idle:\n KAGR AA 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n Loop\n See:\n KAGR AABBCCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"GenkiGreenSparkleSpawner\",0,0,0,0)\n Loop\n Melee:\n KAGR E 4 a_facetarget\n KAGR E 0 a_recoil(-2)\n KAGR FG 2 a_facetarget\n KAGR HI 4 a_facetarget\n KAGR JK 4 a_custommeleeattack(FRandom(10,30)+ACS_ExecuteWithResult(WOC_MONSTERSCALE,3,ACTIVATOR,0),\"KATANHIT\",\"ZAKAATTA\",\"Melee\",true)\n KAGR KIHE 2 a_facetarget\n Goto See\n Missile:\n KAGR E 4 a_facetarget\n KAGR E 0 a_recoil(-2)\n KAGR FG 2 a_facetarget\n KAGR HI 4 a_facetarget\n KAGR JK 4 A_DropItem(\"GemTurret\",1,64)\n KAGR KIHE 2 a_facetarget\n Goto See\n Pain:\n KAGR B 3\n KAGR B 3 A_Pain\n Goto See\n Death:\n KAGR L 5\n KAGR M 5 A_Scream\n KAGR N 5 A_NoBlocking\n KAGR OPQR 5\n KAGR S -1\n Stop\n Raise:\n \tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0,200, 92)\n KAGR S 5 A_UnSetFloorClip\n KAGR RQPO 5 Bright\n goto See\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}\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_Explode(128 + ACS_ExecuteWithResult(WOC_MONSTERSCALE, 28, TARGET, 0), 288, 0, 0, 72)\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": "Actors/GlowMushroom.txt",
"contents": "Actor GlowingMushroom 27797\n{\n\t//$Category Monsters\n\t//$Sprite GSHRB0\n\tTag \"Sentient Glowing Mushroom\"\n\tScale 0.5\n\tRadius 10\n\tHeight 24\n\tHealth 50\n\tDamageFactor Poison, 0\n\tDamageFactor PoisonCloud, 0\n\tMaxTargetRange 4\n\tMonster\n\t+NOTARGET\n\t+NOBLOOD\n\t+CANTSEEK\n\t+NOTAUTOAIMED\n\tDeathSound \"Mushroom/Die\"\n\tObituary \"%o's lung was filled with poisonous spores.\"\n\tStates\n\t{\n\tSpawn:\n\tGSHR A 1 A_Look\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERSCRIPT, 0, 50, 92)\n\tIdle:\n\t\tGSHR A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tGSHR A 6 A_Chase(0,\"Missile\",CHF_DONTMOVE)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CloudStillNotGoneYet\",1,\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"CANTSEEK\",false)\n\t\tGSHR B 4 A_ChangeFlag(\"NOTAUTOAIMED\",false)\n\t\tGSHR CD 4\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,0,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,45,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,90,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,135,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,180,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,225,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,270,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,315,CMF_AIMDIRECTION,random(-15,0))\n\t\tGSHR E 8 A_PlaySound(\"Mushroom/Attack\",0,1.0)\n\t\tGSHR DF 4\n\t\tTNT1 A 0 A_ChangeFlag(\"CANTSEEK\",true)\n\t\tGSHR B 4 A_ChangeFlag(\"NOTAUTOAIMED\",true)\n\t\tGSHR A 4 A_GiveInventory(\"CloudStillNotGoneYet\")\n\t\tGoto See\n\tDeath:\n\t\tGSHR G 4 A_ScreamandUnblock\n\t\tGSHR H 6\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,0,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,45,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,90,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,135,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,180,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,225,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,270,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 A_CustomMissile(\"GlowingShroomCloud\",16,0,315,CMF_AIMDIRECTION,random(-15,0))\n\t\tTNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT, 0, 320)\n\t\tGSHR I 6 A_PlaySound(\"Mushroom/Attack\",0,1.0)\n\t\tGSHR J 6\n\t\tGSHR K -1\n\t\tStop\n\tBurn:\n\t\tGSHR H 3\n\t\tGSHR L 4 Bright A_PlaySound(\"Mushroom/Fire\",0,1.0)\n\t\tGSHR M 4 Bright A_Fall\n\t\tGSHR NOP 5 Bright\n\t\tGSHR UQR 4\n\t\tGSHR S -1\n\t\tStop\n\tIce:\n\t\tGSHR T 5 A_FreezeDeath\n\t\tGSHR T 1 A_FreezeDeathChunks\n\t\tWait\n\tMeleeStrike:\n\t\tGSHR CD 4 A_FaceTarget\n\t\tGSHR DF 4 A_CustomMeleeAttack(ACS_ExecuteWithResult(WOC_MONSTERSCALE,ACTIVATOR,FRandom(8,15)), \"clink/attack\", \"clink/swing\", \"Physical\", 1)\n\t\tGoto See\n\n\t}\n}\n\nActor CloudStillNotGoneYet : Powerup\n{\n\tInventory.ForbiddenTo \"PlayerPawn\"\n\tPowerup.Duration -5\n}\n\nActor GlowingShroomCloud\n{\n\tRadius 24\n\tHeight 30\n\tScale 0.8\n\tRenderStyle Translucent\n\tAlpha 0.3\n\tObituary \"%o's lung was filled with poisonous spores.\"\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NODAMAGETHRUST\n\t+DONTSPLASH\n\t+CANBLAST\n\t+BLOODLESSIMPACT\n\tSpeed 10\n\tDamageType PoisonCloud\n\tPoisonDamage 5\n\tPoisonDamageType PoisonCloud\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tSPRC C 4 A_Explode(1,24,XF_NOTMISSILE)\n\t\tTNT1 A 0 A_ScaleVelocity(0.15)\n\t\tSPRC D 4 A_Explode(1,24,XF_NOTMISSILE)\n\t\tTNT1 A 0 A_ScaleVelocity(0.15)\n\t\t// TNT1 A 0 A_Jump(200, \"MeleeStrike\")\n\t\tSPRC FEGHI 4 A_Explode(1,24,XF_NOTMISSILE)\n\t\tTNT1 A 0 A_ScaleVelocity(0.75)\n\t\tTNT1 A 0 A_CountDown\n\t\tGoto Spawn+6\n\tDeath:\n\t\tSPRC HGFDC 4\n\t\tStop\n\t}\n}\n\nActor BigGlowingMushroom //give it an editor number yourself\n{\n\t//$Category lights\n\t//$Sprite GSHRA0\n\t//$Title \"Glowing Mushroom (big)\"\n\tScale 0.5\n\tRadius 12\n\tHeight 24\n\tStates\n\t{\n\tSpawn:\n\t\tGSHR A -1\n\t\tStop\n\t}\n}\n\nActor GlowingMushroomSpawner : RandomSpawner //give it an editor number yourself\n{\n\t//$Category Monsters\n\t//$Sprite GSHRA0\n\t//$Title \"Sentient Glowing Mushroom (Random)\"\n\tRadius 12\n\tHeight 24\n\tDropItem \"SentientGlowingMushroom\"\n\tDropItem \"BigGlowingMushroom\"\n}"
}
]
},
"maps": []
}