chaoslite-cfv1.1.8.2.pk3

PK3 29 MiB 0 map(s)

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        "source": "pk3",
        "name": "Credits+Readme.txt",
        "contents": "Chaos Lite v1.1.8 For Complex Doom: ClusterFuck\n\nIncluded:\nCCH (Colorful Complex Hell) by Zordanis\nChaos Lite by SyfeKS\nChaos Lite Options by SyfeKS\n\nPlace at the end of the load order or after complex-cf patch at least.\nreplaces multiple spawners,Status Bar, Keyconf and Player\n\nreport Bugs/Issues on Youtube on the most recent Update of the mod's video:\nYoutube/SyfeKS\n\nPlease do not use anything from this package without asking permission first\n\n//\nCredits:\nThe CF Discord      - For helping with the clean up / Attack Suggestions on the Shadow Annihilator Imp\nDusted Pandemonic   - Spawner stuff / Touhou base stuff / Masterspark Code / Other stuff\nUntitled\t\t\t- Iku's Card Thunder Base / Touhou Base (mostly idea wise)\nTwilight Frontier   - Touhou Sprites\nGeneral Roasterrock - For the Enraged Base stuff\nMow / Overlord\t\t- Nine's PyroShot Base (Commander Pyro)\nMr. Satan\t\t\t- ACS Coding Help\nCarrot \t\t\t\t- Phase Rifle Sprites / Plasma Handgun Sprites\nBlood \t\t\t\t- Legendary Redeemer Lightning Base\nTormentor667        - Avatar Base / Satyr Base / Dune Warrior / Catharsi Base\nBen2k9\t\t\t\t- Dark Gargoyle Base / Cyber Baron Base\nVirtue              - Dark Gargoyle Base\nBlue Shadow         - Dual Axe Base / Overlord Base\nEriance\t\t\t\t- Overlord Base / Draugr Base / Nailgun Base\nMagicWazard         - Overlord Base\nYuraoftheHairFan    - PyroSuccubus Base / BabyCaco Base\nIcyTux\t\t\t\t- Undead Hunter Base\namv2k9\t\t\t\t- Plant/Vampire attack\nVader\t\t\t\t- Shadow Caco/Poe Sprites / Satyr Base\nGhastly Dragon      - Spirit Imp Base\nhnsolo77            - Poe Base\nNeoworm             - Dune Warrior Base\nDas_M\t\t\t\t- Demon Tech Trooper Sprites\nUnTrustable\t\t\t- Four-Armed HellKnight Base (EvolutionaryBaron?)\nFrom Software \t\t- Permafrost Nightmare Nine Sounds (maybe/armored core?)\nBethesda Softworks  - Plasma Handgun reload sounds\nID Software\t\t\t- Any base materials used\nRaven Software \t\t- Any base materials used\n\n*by base i mean like base materials, can be sprites, sounds, code or maybe ideas.\n\n//\nMusic Credits:\nLost Soul From Stalingrad (LEGM111) \"mikedm92 - Get Psyched (OC Remix)\"\nFallen Archangel (LEGM112)          \"Beartooth - I Have a Problem (Instrumental cover by Andrew Baena)\"\nShadow Orin (LEGM113)               \"SHO - Corpse Voyage ~ Be of Good Cheer! (Rock Version)\"\nLegendary Avatar (LEGM114)          \"Quincas Moreira - Chtulthu\"\nLegendary Succubus (LEGM115)\t\t\"Density & Time - Stealer\"\nLegendary Shadow Succubus (LEGM116) \"Gunnar Olsen - Operator Error\"\nFrozen Baka Cirno (LEGM117)         \"Bach - Baptized in Ice\"\nWinterStorm Iku (LEGM118)\t\t\t\"Hanu Dixit - ThunderStorm\"\nColorful Destroyer Marisa (LEGM119)\t\"???\"**\nNightmare Succubus (LEGM120)        \"Nana Kwabena - Black Magic\"**\nPermafrost Nightmare Nine (LEGM121) \"Hainbach - Vehicle Chase\"**\nPhantom Sheriff (LEGM122) \t\t\t\"Myuu - Final Boss\"** (***)\n\nSome songs were edited for a better loop.\n** songs not included in this version.\n*** may not be a thing in Chaos Lite\n\n//\nAdded Options:\n\nWeapon Spawner Selection - Changes the map spawned weapon spawners to a set value for more of a challenge or for a complete randomizer\n\nDefault - Basic randomized weapon spawner in CF (this is the default)\nNo Legendary - Does not spawn Legendary and Up weapons (will still drop from enemies that drop it)\nNo Nemesis - Does not spawn Nemesis Weapons (will still drop from enemies)\nNo Random - Drops the default weapons where they are supposed to be\nShuffle Lite - Creates a lighter randomized spawner (more limited then Super Shuffle) comes in a version that spawns Legendary weapons\nSuper Shuffle - Mixes most weapons around for a completely random set (does not drop D-BFG for example)\n\nPlasma Pistol Operation - Changes the Plasma Handgun / Pistol operation\n\nStandard - each shot takes one cell to fire and charge mode takes 5 cells (default)\nRecharge - like the old versions of the plasma pistol. uses an internal battery for standard shots (takes 6 to fire) with quicker recharge then the old standard although can burn out and will require a full charge if used too much. burns 10 cells on charge shots, requires reload after each shot.\nInfinite - doesnt take any ammo in its main fire, charge shots cost some of the clip (5)\nNone \t - Doesnt give a secondary pistol at spawn\n\n//\nTodo:\n-Clean up Succubus Sprites\n-Rename all the Spawners\n\nChangelog:\nNote: 1.1.8 is somewhat of a code change beta for 1.2\n\nv1.1.7 changes: (taken from 1.2b)\n-Music was compressed to take up less overall space\n-Changed the Charge Plasma Handgun to allow throwing Grenades and Mines while recharging (will recharge while throwing too)\n-Added New Weapon Spawners (Shuffle Lite/Plus)\n-Changed the Odds on Super Shuffle again. broken with backpacks and starting gear however still.\n-Added an option to disable the plasma handgun\n-Changed some stuff on the Phase D-Tech Rifle, decals be purple, changed damagetype to null.\n-Changed the Hexen Lightning because it dealt damage to allies regardless of changes to code\n-Added afew +FORCERADIUSDMG tags to explosions that should harm you even if you have the gold rune\n-Added some duplicate attacks where species tags are a thing. (the minimum)\n-Added Color Tags to certain monsters, also adjusted some of the existing tags to be better\n-Fixed a sprite conflict with the Watcher and the 'Shadow Attack' sprites on the Dark Gargoyle\n-Fixed other sprite conflicts\n-Fixed the \"no2hou\" option for the touhous existing in Chaos Lite\n-Re-Colored The Projectiles for Legendary Types (which effected some others)\n-Reduced the Health on the Legendary Avatar to 4500 (from 6000)\n-Reduced the Speed of the Legendary Avatar to 30 (from 32, somehow making him smaller gave him a speed boost)\n-Re-typed the Legendary Avatar's fireball to legendary (because i thought it would conflict with others)\n-Added Leg Fiend's Boomerangs and Comets to the Legendary Avatar\n-Adjusted the Radius/height of the Legendary Avatar so he doesnt get as stuck that often\n-Dark Gargoyle is now referred to as \"Shadow Gargoyle\" (since it only spawns off of a Shadow Succubus)\n-Added a Charge Lunge to the Shadow Gargoyle\n-Cleaned up the missile state on the Shadow Gargoyle\n-Changed the sounds (added sounds) on the Shadow Gargoyle\n-Increased the default Health of all Succubi to 650\n-Increased the default Speed of all Succubi to 15\n-Gave the default tag of MissileMore to all Succubi\n-Added damage immunity to \"Noble Comets\" typed damage to the Succubi\n-Changed up all the Succubi attacks again\n-Reduced casting times on all Succubi\n-Re-typed the Pyro Succubus' flames from her fireball to be fire again so she doesnt take damage from it\n-Re-typed the Thunderwing Succubus' lightning ball to thunder so she doesnt take damage from it (also added species \"Nobles\" so she doesnt hurt other succubi)\n-Increased the PoisonIvy Succubus' speed (+2)\n-Increased the drop rates of drops from all Succubi\n-Changed the Shadow Projectiles on various Shadow monsters to not deal damage to same species\n-Renamed the Legendary Succubus' Actor\n-Decreased the casting times on the Legendary Succubus again\n-Fixed some issues with the Legendary Succubus preforming attacks (again)\n-Removed the Shadow Ball from the Legendary Succubus for more Legendary based variant\n-Added the Ice Comet but in Legendary form to the Legendary Succubus\n-Increased the Teleportation Rate of the Legendary Succubus (also increases if failing to change to flying state)\n-Fixed some attacks dropping the Legendary Succubus from a flying state if used\n-Re-Named Shadow Legendary Succubus to Phantom Succubus (still summonable the same way)\n-Gave the Phantom Succubus phasing states\n-Lowered the Phantom Succubus' health to 3000 (from 6000)\n-Increased Damage Factor to 0.6 on the Phantom Succubus\n-Added Resistance to Nemesis weapons to the Phantom Succubus (half-damage of the default DF)\n-Decreased Phantom Succubus' Speed to 22 (from 26)\n-Lowered Phantom Succubus' pain chance to 50 (from 60)\n-Reduced the Casting Times on Phantom Succubus' attacks\n-Changed some RedSoul factors\n-Added A_BossDeath to Orin (so she triggers events if she can and just in case)\n-Boosted Shadow Orin's spawning rate to what the Gore Carriers was and removed the Gore Carrier for now\n-Increased the rate that Corpse Hunter skill will trigger on Shadow Orin to 30 (from 15)\n-Changed the Actor name for Frozen Baka Cirno for 'spawner' reasons (mostly for 1.2 but theres another reason to why as well)\n-Increased Cirno's Melee damage because she wasnt that harmful at close range.\n-Adjusted projectile offsets on Frozen Baka Cirno as they were too high on some of her attacks.\n-Fixed the Damage Range on Frozen Baka Cirno's Comets.\n-Added another CellPack (small) to Frozen Baka Cirno's drops (and a message)\n-Changed the Effects on WinterStorm Iku and her Spawnable Souls\n-Added some dodge states to Winterstorm Iku\n-Increased the chance of Winterstorm Iku to use her lightning strike by a small amount\n-Increased the intensity of Winterstorm Iku's Lightning Strike by also having it spawn around her\n-Extended the Lightning Strike on Winterstorm Iku by 2 more chances\n-Added a Lightning Strike on Iku's Death State\n-Made a Vanilla mode version of the Lightning Strike\n-Increased the base damage and range of the Lightning Strike\n-FrozenSouls should no longer harm each other\n-FrozenSouls are now known as Lightning Souls\n-Finally really dealt with the Blue Catharsi's over blown death explosion sounds. (i mean i did before but this method i am using now is better)\n-Blue Catharsi is now referred to as \"Corrupted Catharsi\" (still summonable the same)\n-Corrected some infighting issues on the Frozen Shadow\n-Changed the Spirit Imp's Orbits due to various things\n-Fixed the crashing issue with the Spirit Imp and MM 8-Bit Deathmatch\n-Changed how the Spirit Imp's Ghost works. has LOOKALLAROUND to help it seek a corpse. increased speed to 13(was 10)\n-Dark Imp (Red Imp) looks at the player when charging Laser instead of stopping mid-turn (hopefully)\n-Dark Imp is now Crimson Imp (still summonable as redimp)\n-Decreased the Health on the Shadow Annihilator Imp to 800 (from 850)\n-Increased Health on the infection fiend to 350 (was 300)\n-Cleaned up the Infected Hunter's Sprites (still might change for 1.2)\n-Cleaned up the Infected Hunter's Drops\n-Made the Infected Hunter resist damage from his own d-tech rifle, with pain immunity to it.\n-Withered Knights \"Casting\" times reduced\n-Sounds on Withered Knight changed\n-Tries to keep the Withered Knight from infighting with other Revenant again by adding immunity to Cadaver rockets.\n-Changed the Casting Time on the Phase Tormentor's Pyroshot\n-Changed the Casting Time on the Ancient Revenant's 15k attack\n-Changed the Comet Attack start sound on the FrozenKnight\n-Cleaned up the Fallen Archangel's Decorate (less errors in console)\n-Upon request removed hellstorm rocket shots from Fallen Archangel\n-Increased the Speed on the Fallen Archangel to 24 (from 12)\n-reduced health on the Fallen Archangel to 4000 (from 4500)\n-Corrected some resistance issues on the Fallen Archangel (BFGs no longer as effective)\n-Adjusted Offsets on Fallen Archangel to hopefully look like he is firing from his cannons\n-Reduced the Health on the Lost Soul From Stalingrad to 3500 (was 4000)\n-Increased the Damage Factor to 0.5 on the Lost Soul From Stalingrad (from 0.6)\n-Removed the melee state on the Lost Soul From Stalingrad to prevent him from being an easy target at close range\n\nV1.1.5 changes:\n-Fixed a maybe rare error with WinterStorm Iku (oops)\n-WinterStorm Iku's \"card attack\" now tries to strike a little closer to the player\n-Swapped WinterStorm Iku's \"card attack\" attack for the more \"Touhou Doom\" Lightning style instead of Leg Redeemer Lightning since it kills anything it hits. this version ignores Touhou and Legendary when dealing damage.\n-Increased the overall damage on the back-off lightnings (Red+Purple)\n-Gave the \"card attack\" a unique death message even though it still counts as killing yourself.\n-Gave the Normal Satyr a normal death message for lunges since they didnt have any\n-Re-typed damage types on the Legendary Avatar attacks (for preventing in-fighting against other legendary)\n-Fixed the left most purple/red lightning bolts so it has a proper top/bottom ratio\n-Reduced some casting times on some of Legendary Avatar's Attacks (mostly on the back-off lightning)\n-Re-typed damage types on the Legendary Succubus (for preventing in-fighting against other legendary)\n-Re-typed damage types on Shadow Orin (since shes immune to legendary anyway)\n-Gave some NoTimeFreeze tags to Frozen Baka Cirno (because her attacks lacked those)\n-Adjusted some weight of some lighter hellknight types\n-Adjusted pain odds on the Succubi\n-Adjusted drop tables on the Succubi to have more common Mana drops\n-Increased the explosion damage&radius of the Fireballs (including Cirno's Ice Fire)\n\nv1.1 changes:\n-Changed most of Chaos Lite Monster's attack odds to increase aggressiveness\n-Changed some DamageTypes to add certain attack immunity to certain enemy types\n-Withered Knight's pain chance reduced by half\n-Withered Knight's speed increased again to 18 (from 15)\n-Withered Knight's axe speeds are slightly increased by at least 2 each\n-Withered Knight's melee range doubled, attack increased slightly\n-Withered Knight's Health slightly increased to 700 (from 600)\n-Withered Knight is now considered as a \"Revenant\" class instead of a \"Knight\" class to prevent some infighting between \"Skeletons\"\n-Withered Knight's Red Axe curved arc changed to make it better at turning\n-Legendary Succubus' speed slightly increased to 28 (from 25)\n-Changed Legendary Succubus' chase option odds to reduce passiveness and pointless teleporting except on pain state\n-Removed Legendary Succubus' Ground Dodge state to try increase aggressiveness\n-Lowered Legendary Succubus' pain chance slightly\n-Lowered the \"Casting\" times on most of the Legendary Succubus' attacks\n-Changed the projectile type on the Legendary Succubus' Plant Shot spread attack\n-Increased the Legendary Lightning damage values as they werent as high as i thought they were\n-Shadow Legendary Succubus' speed increased to 26 (from 20)\n-Reduced Shadow Legendary Succubus' ranged revive odds\n-Altered the Missile States on the Succubi to have better combos\n-PoisonIvy Succubus attacks changed, now includes 2 sets of leaf attacks\n-Spirit Imp has added effects to increase visibility if its alive\n-Spirit Imp changed attacks by adding a Spirit Flame\n-Spirit Imp attack casting time reduced\n-Spirit Imp drops reduced due to odds still being too high\n-Spirit Imp missing sounds re-added\n-Gave the satyrs a custom lunge that deals slightly more damage\n-Shadow Satyr added a short 1-2 ball throw attack\n-Blue Catharsi takes only half damage from explosions\n-HellFire Lord's Attack odds changed to reduce floor attack spam\n-Infection Fiend's speed increased to 20 (was 13)\n-Infection Fiend's lunge damage increased (including poison)\n-Increased Shadow Orin's Spawn rate slightly\n-Red Souls should no longer take damage from Shadow Orin's closeness retaliation attack (aka the purple lightning)\n-Added Frozen Baka Cirno\n-Added Winterstorm Iku\n\nv1.0.1 changes:\n-Lava Revenant missing sprites replaced\n-Made quick changes to the Lava Revenant\n-Lava Revenant now referred to as Ancient Revenant\n-Made sure the Phase CyberNoble exists\n-Phase CyberNoble missing sprites replaced\n-Frozen HellKnight's attacks odds changed to prevent icespike spam\n-Frozen HellKnight's Death changed slightly\n\nChanges from Chaos Lite: (from CB.5)\n-Satyr and Shadow Satyr are now slightly faster\n-Satyr and Shadow Satyr now lunge with both arms (chance of a lunge with either arm)\n-Shadow Satyr's Sprites slightly re-colored\n-Shadow Satyr's Attacks & Odds have been cleaned up\n-Shadow Satyr fires 4 projectiles instead of 3\n-Shadow Satyr's spread attack no longer fires in the wrong order\n-Undead Hunter's attack animation is slightly slower\n-Undead Hunter's drops fixed to not conflict with the random spawner (or super shuffles)\n-Shadow Annihilator Imp Sprites slightly re-colored\n-Shadow Annihilator fires Phase D-tech as well as normal D-tech instead of the Shadow Ball\n-Withered Knight Sprites re-colored\n-Withered Knight is now faster (speed increased from 10 to 15)\n-Withered Knight's Axes are faster and deal more damage\n-Spirit Imp no longer over-drops so drop tables are slightly increased\n-HK Succubus Sprites slightly re-colored\n-Pyro Succubus' attacks reworked\n-Shadow Succubus Sprites slightly re-colored\n-Shadow Succubus' summoning are limited to 3 spawn tokens\n-Shadow Succubus' summoning portal time reduced to 2-3 seconds (from 6)\n-Dark Gargoyle returns a spawn token to the Shadow Succubus that spawned upon any type of death\n-Dark Gargoyle now has sprites for throwing a shadow ball\n-Dark Gargoyle will fire more shadow projectiles instead of just one\n-ThunderWing Succubus Sprites re-colored to be darker in tone\n-PoisonIvy Succubus Sprites slightly re-colored, including the leaves (more purple tones)\n-PoisonIvy Succubus' leaf attacks overall damage increased to make it more threating\n-Ice Succubus Sprites re-colored\n-Ice Succubus projectiles changed still as fast\n-Legendary Avatar Sprites slightly touched up. (might have to do some more coloring work)\n-Legendary Avatar now uses LEGM114 instead of LEGM29\n-Legendary Avatar now only uses his Red Lightning if you are 325 units away and now uses the Fire Blasts as the main attack\n-Legendary Avatar other attack odds adjusted\n-Legendary Succubus Sprites re-colored\n-Legendary Succubus now uses LEGM115 instead of LEGM28\n-Legendary Succubus attacking odds slightly adjusted\n-Shadow Legendary Succubus Sprites re-colored\n-Shadow Legendary Succubus now uses LEGM116 instead of LEGM54\n-Shadow Legendary Succubus attack odds slightly adjusted\n-Shadow Legendary Succubus gets slightly more aggressive at lower health\n-Shadow Legendary Succubus more likely to revive dead monsters at lower health\n-Shadow Legendary Succubus no longer has a chance to change into the Shadow Legendary Avatar\n-Removed Shadow Legendary Avatar to make more changes\n-Added Shadow Orin (an unfinished CCH monster)\n\nChanges From CCH: (from 1.15.5 or 1.155)\n-Cleaned up things\n-No longer tries to load a ACS library that doesnt exist\n-Phase Rifle no longer reloads itself on pickup\n-Phase Rifle no longer uses base demon magazine (might need a reload on pick-up if using other weapon mods)\n-Phase Rifle only now puts you in a invisible state if you reload an empty magazine\n-Phase Rifle's Magazine reduced to 50 (was 60)\n-Phase Rifle Projectile damage lowered to 10 (was 20, although it will still be 20 for monsters that use it)\n-Void Phase Imp's health reduced to 250 (was 1000)\n-Void Phase Imp now has altered sprites to make it different from the normal Phase Imp (from R667)\n-Void Phase Imp's ghosting effects removed (except on teleport)\n-Void Phase Imp attack odds were adjusted and one was removed due to it not working properly\n-Void Phase Imp renamed to Shadow Phase Imp (actor name changed)\n-Blue Shadow's ghosting effects removed\n-Blue Shadow's health increased to 600 (was 165)\n-Blue Shadow's Death effects changed to favor more to the Doom Shadow's Death Effects\n-Blue Shadow attacks & attack odds were adjusted\n-Blue Shadow renamed to Frozen Shadow (actor name also changed)\n-Blue Catharsi no longer blows up your speakers on death (still loud though)\n-Blue Catharsi drops less D-BFG ammo\n-Removed \"Enraged\" things from the Red Imp and replaced the effects on the laser attack\n-Red Dark Imp no longer goes Invul for its Laser Attack, but gains Pain Immunity\n-Infected Hunter changed sounds to avoid confusion against the Legendary Stealth Trooper (or Nemesis, like my experience)\n-Infected Hunter's HP Increased to 250 (was 125)\n-Infected Hunter's Damage Factor was removed (from 0.5)\n-Infected Hunter's drop table adjusted to make a few things drop a little less\n-Infected Hunter now fires burst rounds (up to 3)\n-Infected Hunter's Railgun now has a charge up with sound\n-Infected Hunter gains pain immunity during Railgun attack\n-Infected Hunter's XDeath no longer causes issues with mines\n-Infection Fiend is now slightly faster\n-Infection Fiend's Drops slightly reduced (no longer drops 2 clips worth of d-tech as one drop)\n-Phase Tormentor's Drops Changed (less likely to drop life rune, more likely to drop ammo)\n-Phase Tormentor no longer drops items not in \"dropitem\" upon its death\n-Phase Tormentor's Attack odds adjusted\n-Phase Tormentor no longer makes a pistol sound when casting Dark Matter\n-Phase Tormentor now only spawns one Phase Elemental at a time (instead of 4) and is limited to 2 spawn tokens\n-Phase Elementals spawned by the Phase Tormentor returns a spawn token to the one who spawned them by any type of death\n-HellFire Lord drops slightly adjusted\n-HellFire Lord no longer refers to anything \"Enraged\"\n-Phase Cyber-Noble drops reduced (was over-dropping before like a demon tech box that gave 200 rounds)\n-Poes now spawn ontop of each other in order for them to spawn together (maybe and if they cant spawn in the area given another caco variant spawns instead)\n-Fallen Archangel's Song changed to \"I Have a Problem (Instrumental cover by Andrew Baena)\"\n-Fallen Archangel HP increased to 4500 (was 3000)\n-Fallen Archangel DamageFactor changed to 0.6 (from 0.1)\n-Fallen Archangel no longer directly refers to anything \"Enraged\"\n-Fallen Archangel no longer spawns colored smoke (except on color change) so you can tell what color you are fighting against\n-Fallen Archangel no longer uses the wrong sounds to fire BFGs\n-Fallen Archangel has drops limited to what color it dies as\n-Lost Soul from Stalingrad's song changed to \"Get Psyched\"\n-Lost Soul from Stalingrad HP increased to 4000 (was 3000)\n-Lost Soul from Stalingrad DamageFactor changed to 0.6 (from 0.1)\n-Lost Soul from Stalingrad Drops limited based upon colored death\n-Lost Soul from Stalingrad no longer spawns all of the colored smokes, only Vexed Nemesis smoke (not a Vexed monster just works)\n-Frozen Knight no longer shares the same Doomednum as the Hell Duke\n-Frozen Knight no longer drops a box of demon tech ammo worth 200 shots\n-Frozen Knight no longer goes Invul while spamming comets\n-Red Cacodemon was downgraded to a minion\n-Red Cacodemon returns spawn tokens upon death to Shadow Orin\n-Red Cacodemon is refered to as a Red Soul\n\nChanges from CLOptions: (from v0.3.5SA)\nAdded RawAnger's weapons to the Keyconf\nAdded RawAnger's weapons to the spawners (Super Shuffle only)\nAdded The Phase Rifle to the Spawners (Plasma Spawn and Super Shuffle)"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "server int SKS_WeaponSpawner = 1;\nuser int SKS_SecondaryWeapon = 0;\nuser int SKS_IkuThunder = 0;"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "DECAL PDTRScorch\n{\nPic PTDEZ0\nAdd 1.0\nX-Scale 0.06\nY-Scale 0.06\nFullBright\nRandomFlipx\nRandomFlipy\nAnimator GoAway\nLowerDecal DoomImpScorch\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "#include \"Actors/Weapons/PhaseDTechRifle.txt\"\n\n#include \"Actors/Monsters/SaytrBase.txt\"\n#include \"Actors/Monsters/VoidSaytr.txt\"\n#include \"Actors/Monsters/BlueImp.txt\"\n#include \"Actors/Monsters/BlueImp2.txt\"\n#include \"Actors/Monsters/RedDarkImp.txt\"\n#include \"Actors/Monsters/VoidPhaseImp.txt\"\n#include \"Actors/Monsters/InfectedHunter.txt\"\n#include \"Actors/Monsters/UndeadHunter.txt\"\n#include \"Actors/Monsters/GreenFiend.txt\"\n#include \"Actors/Monsters/ShadowAnnihilator.txt\"\n#include \"Actors/Monsters/SpiritImp.txt\"\n#include \"Actors/Monsters/DualAxeKnight.txt\"\n#include \"Actors/Monsters/LegendaryAvatar.txt\"\n#include \"Actors/Monsters/HKSuccubus.txt\"\n#include \"Actors/Monsters/PyroSuccubus.txt\"\n#include \"Actors/Monsters/DarkGaroyle.txt\"\n#include \"Actors/Monsters/ShadowSuccubus.txt\"\n#include \"Actors/Monsters/ThunderWing.txt\"\n#include \"Actors/Monsters/PoisonIvy.txt\"\n#include \"Actors/Monsters/IceSuccubus.txt\"\n#include \"Actors/Monsters/LegendarySuccubus.txt\"\n#include \"Actors/Monsters/PurplePainElemental.txt\"\n#include \"Actors/Monsters/HellFireLord.txt\"\n#include \"Actors/Monsters/FrozenKnight.txt\"\n#include \"Actors/Monsters/RedRev.txt\"\n#include \"Actors/Monsters/ShadowCaco.txt\"\n#include \"Actors/Monsters/PhaseNoble.txt\"\n#include \"Actors/Monsters/WhiteCydestroyer.txt\"\n#include \"Actors/Monsters/WhiteNazi.txt\"\n#include \"Actors/Monsters/BabyRedCaco.txt\"\n#include \"Actors/Monsters/PhaseOrin.txt\"\n#include \"Actors/Monsters/FrozenBaka.txt\"\n#include \"Actors/Monsters/WinterStorm.txt\"\n\n#include \"Actors/Spawners/EnemySpawner.txt\"\n\n#include \"Actors/Player/CLPlayer.txt\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "OBJECT LegendarySuccubus\n{\nFrame SUC7A { Light SmallLegLight }\nFrame SUC7B { Light SmallLegLight }\nFrame SUC7C { Light SmallLegLight }\nFrame SUC7D { Light SmallLegLight }\nFrame SUC7E { Light SmallLegLight }\nFrame SUC7F { Light SmallLegLight }\nFrame SUC7G { Light SmallLegLight }\nFrame SUC7L { Light SmallLegLight }\nFrame SUF7A { Light SmallLegLight }\nFrame SUF7B { Light SmallLegLight }\nFrame SUF7C { Light SmallLegLight }\nFrame SUF7D { Light SmallLegLight }\nFrame SUF7E { Light SmallLegLight }\nFrame SUF7F { Light SmallLegLight }\nFrame SUF7G { Light SmallLegLight }\nFrame SUF7L { Light SmallLegLight }\n}\n\nOBJECT ShadowLegSuccubus\n{\nFrame SUC8A { Light SmallLegLight }\nFrame SUC8B { Light SmallLegLight }\nFrame SUC8C { Light SmallLegLight }\nFrame SUC8D { Light SmallLegLight }\nFrame SUC8E { Light SmallLegLight }\nFrame SUC8F { Light SmallLegLight }\nFrame SUC8G { Light SmallLegLight }\nFrame SUC8L { Light SmallLegLight }\n}\n\nOBJECT LegendaryAvatar\n{\nFrame AVATA { Light MediumLegLight }\nFrame AVATB { Light MediumLegLight }\nFrame AVATC { Light MediumLegLight }\nFrame AVATD { Light MediumLegLight }\nFrame AVATE { Light MediumLegLight }\nFrame AVATF { Light MediumLegLight }\nFrame AVATG { Light MediumLegLight }\nFrame AVATH { Light MediumLegLight }\nFrame AVATI { Light MediumLegLight }\nFrame AVATJ { Light MediumLegLight }\nFrame AVATK { Light MediumLegLight }\nFrame AVATL { Light MediumLegLight }\nFrame AVATM { Light MediumLegLight }\n}\n\nPulseLight IkuWarningLight\n{\nColor 1.0 1.0 1.0\nSize 1\nSecondarySize 384\ninterval 1.5\n}"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model BlueCathDBFGshot\n{\n   Path \"models/tracers\"\n   SKIN 0 \"tracer5b.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRC5 A 0 0\n}\n\nModel BlueCathDeathDBFGshot\n{\n   Path \"models/tracers\"\n   SKIN 0 \"tracer5b.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRC5 A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "Sndinfo.txt",
        "contents": "/////Satyrs\n\nsatyr/sight dssatsit\nsatyr/death dssatdth\n\n////Hunters\n\nundeadhunter/activate DSDHACT\nundeadhunter/pain DSDHPAIN\nundeadhunter/death DSDHDTH\nundeadhunter/xdeath DSDHXDTH\n\n////Spirit Imp\n\nSpiritImp/Active\tSPIPACTI\n$Random SpiritImp/Death { SPIPDEA1 SPIPDEA2 }\nSPIPDEA1\t\tSPIPDEA1\nSPIPDEA2\t\tSPIPDEA2\n$Random SpiritImp/Sight { SPIPSIG1 SPIPSIG2 }\nSPIPSIG1\t\tSPIPSIG1\nSPIPSIG2\t\tSPIPSIG2\n\nharvester/scream shfbscrm\nharvester/ghost shghscrm\n\n////Withered Knight\n\nWitherKnight/Attack KGTAT2\nWitherKnight/Melee  KGTATK\nWitherKnight/Death  KGTDTH\n\n////Pyro Succubus\n\n$random pyr/sight   { pyr/sight1  pyr/sight2 }\npyr/pain            pyropain\npyr/death           pyrodth\npyr/sight1          pyrosit1\npyr/active          pyroact\nweapons/pyrobrn      pyrobrn\nweapons/pyroxxpl      pyroxxpl\n\n$random pyr/active { pyr/active1 pyr/active2 }\n$random pyr/attack { pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack1 }\npyr/sight1\t\tpyrosit1\npyr/sight2\t\tpyrosit2\npyr/active1\t\tpyroact1\npyr/active2\t\tpyroact2\npyr/attack2\t\tnosound\npyr/pain\t\tpyropain\npyr/death\t\tpyrodth\nweapons/pyrobrn\t\tpyrobrn\nweapons/pyroxxpl    pyroxxpl\nweapons/bwoosh      DSBWOOSH\nweapons/gntini      dsgntini\npyr/resurrected\t\tpyroheal\nMageLightningFire   dslight\n\n////Legendary/Phantom Succubus\nLpyr/Sight      Pyrosit5\n$random Lpyr/active { pyr/act3 pyr/act4 }\npyr/act3        pyroact3\npyr/act4        pyroact4\nLpyr/Heal       pyrohel2\nLpyr/Pain       pyropan2\nLpyr/death      pyrodth2\n\n////Nightmare Succubus\n$random Npyr/sight   { pyr/sight3  pyr/sight4 }\n$random Npyr/active  { pyr/act3 pyr/act 5 }\npyr/sight3\t\tpyrosit3\npyr/sight4\t\tpyrosit4\npyr/act5        pyroact5\npyr/Death3      pyrodth3\n\n////Baby Caco Minion\n\nBabyCaco/Sight CACOBSIT\nBabyCaco/Pain CACOBPAI\nBabyCaco/Death CACOBDTH\nBabyCaco/Active BABYACT\nBabyCaco/Melee\tBABYBITE\n\n////Avatar\n\nmonster/avasit dsavasit\nmonster/avapai dsavapai\nmonster/avadth dsavadth\nmonster/avaact dsavaact\nmonster/avaatk dsavaatk\n\nweapons/justfi dsjustfi\nweapons/devexp dsdevexp\nweapons/firex2 dsfirex2\nweapons/devzap dsdevzap\nweapons/gnthit dsgnthit\nmonster/hadsit dshadsit\n\nmonster/bomb FIREBALL\nmonster/explode DSCMTEXP\n\n////PermaFrost\n\n$random 9/sight { 9/sight1 9/sight2 }\n9/sight1    9SIGH1\n9/sight2    9SIGH2\n\n$random 9/idle { 9/idle1 9/idle2 9/idle3 }\n9/idle1     9ACT1\n9/idle2     9ACT2\n9/idle3     9ACT3\n\n$random 9/warn { 9/warn1 9/warn2 }\n9/warn1     9WARN1\n9/warn2     9WARN2\n\n9/death     9DEATH\n\n////Star Cannon\nWeapons/KarasawaHit\tKSAWHIT\nWeapons/KarasawaFly\tKSAWFLY\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaCharge\tKSAWCHRG\n\n$Limit Weapons/KarasawaFly \t0\n$Limit Weapons/KarasawaHit\t0\n$Limit Weapons/KarasawaFire 0\n\n////Demon Tech Axe\nweapons/plasmashock\tAXEHITDT\nweapons/hum\tAXEPOWER\nweapons/axeswing AXESWING\nweapons/axehit AXENORMA"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BabyRedCaco.txt",
        "contents": "Actor RedSoul : CacoDemon~\n{\n\tHealth 100\n\tRadius 18\n\tHeight 36\n\tMass 200\n\tSpeed 14\n\tPainChance 70\n\tDamageFactor \"Fire\",0\n\tDamageFactor \"PhaseComet\", 0\n\tDamageFactor \"ShadowFire\", 0\n\tDamageFactor \"SuccubusThunder\", 0\n\tDamageFactor \"Legendary\", 0.3\n\tSeeSound \"BabyCaco/Sight\"\n\tPainSound \"BabyCaco/Pain\"\n\tDeathSound \"BabyCaco/Death\"\n\tActiveSound \"BabyCaco/Active\"\n\tBloodColor \"Red\"\n\tObituary \"%o got ruined by a minion of Shadow Orin.\"\n\tHitObituary \"%o was nibbled to death by the minion of Shadow Orin.\"\n\tSpecies \"Touhou\"\n\tTag \"\\c[q3]RedSoul\\c-\"\n\tMONSTER\n\t+NOGRAVITY\n\t+FLOAT\n\t+DONTHARMSPECIES\n\t-CountKill\n\tStates\n\t{\n\tSpawn:\n\t\tRCAC A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tRCAC A 1 A_Chase\n\t\tTNT1 A 0 A_Jump(4,\"Dodge\")\n\t\tLoop\n\tDodge:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,14,0,0)\n\t\tRCAC AAAA 3 A_Chase\n\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n\tMelee:\n\t\tRCAC AB 5 A_FaceTarget\n\t\tRCAC C 5 A_CustomMeleeAttack(Random(7,14),\"caco/melee\")\n\t\tGoto See\n\tMissile:\n        TNT1 A 0 A_JumpIfCloser(250,\"ShadowLunge\")\n\t\tRCAC AB 5 A_FaceTarget\n\t\tRCAC C 5 Bright A_CustomMissile(\"SSatyrBall\", 17, random(1,8))\n\t\tGoto See\n\tShadowLunge:\n\t\tRCAC A 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BabyCaco/Sight\")\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 ThrustThing(0,13)\n\t\tRCAC C 2 Bright A_Recoil(-28)\n\t\tRCAC C 2 A_CustomMissile(\"RedSoulLunge\")\n\t\tRCAC C 7 A_ScaleVelocity(0.2)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tRCAC A 1 A_ScaleVelocity(0)\n\t\tGoto See\n\tPain:\n\t\tRCAC D 3\n\t\tRCAC D 3 A_Pain\n\t\tRCAC E 6\n\t\tGoto See\n\tDeath:\n        TNT1 A 0 A_TakeInventory(\"OrinTokens\",1,0,AAPTR_MASTER)\n\t\tRCAC F 8\n\t\tRCAC G 8 A_Scream\n\t\tRCAC H 8\n\t\tRCAC I 8\n\t\tRCAC J 8 A_NoBlocking\n\t\tRCAC K 8\n\t\tRCAC L -1 A_SetFloorClip\n\t\tStop\n\tXDeath:\n        Goto Death\n\tIce:\n        TNT1 A 0 A_TakeInventory(\"OrinTokens\",1,0,AAPTR_MASTER)\n\t\tRCAC F 5 A_GenericFreezeDeath\n\t\tRCAC F 1 A_FreezeDeathChunks\n\t\twait\n\tRaise:\n        Stop\n\t}\n}\n\nactor RedSoulLunge : PinkyLunge\n{\n\tSpecies \"Touhou\"\n}\n\nACTOR RedSoulGhost\n{\n\tScale 1.2\n\tRENDERSTYLE Translucent\n\tAlpha 0.75\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+NOINTERACTION\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tRCAC A 2 A_FadeOut(0.09)\n\t\tLoop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BlueImp.txt",
        "contents": "ACTOR FrozenShadow\n{\nHealth 600\nRadius 20\nHeight 56\nSpeed 8\nBloodColor \"Blue\"\nMeleeDamage 10\nPainChance 140\nPainChance \"SoulToxic\", 60\nPainChance \"FatFlamer\", 60\nPainChance \"FiendFire\", 60\nDamageFactor \"ImpComet\", 0.0\nSeeSound \"Poe/Sight\"\nActiveSound \"Poe/active\"\nPainSound \"Poe/pain\"\nDeathSound \"Poe/death\"\nObituary \"%o was chilled out by a Frozen Shadow.\"\nHitObituary \"%o was shredded by a Frozen Shadow.\"\nDropItem \"LifeEssence\" 50\nDropItem \"ArmorBonusMax\" 50\nDamageType \"Ice\"\n+DONTHARMSPECIES\nDamagefactor \"Acid\", 0.4\nDamagefactor \"SatanGuard\", 0.0\nDamagefactor \"Ice\", 0.0\nDamagefactor \"Fire\", 0.4\n//No Infighting\nDamagefactor \"Shadow\", 0.0\nDamagefactor \"AdvancedImp\", 0.0\nDamagefactor \"Catharsi15k\", 0.0\nDamagefactor \"Catharsi10K\", 0.0\nDamagefactor \"HellionFire\", 0.0\nDamagefactor \"Nightshade\", 0.0\nSpecies \"Imps\"\nTag \"\\c[e3]Frozen Shadow\\c-\"\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\nStates\n{\nSpawn:\n\tBSHD A 1 Bright A_Look\n\tLoop\nSee:\n\tBSHD BBBB 1 Bright A_Chase\n\tBSHD CCCC 1 Bright A_Chase\n\tBSHD DDDD 1 Bright A_Chase\n\tBSHD EEEE 1 Bright A_Chase\n\tLoop\nMelee:\n    Goto Missile\nMissile:\n\tTNT1 A 0 A_Jump(70, \"NormalSpread\")\n\tTNT1 A 0 A_Jump(60, \"Freeze\")\n\tTNT1 A 0 A_Jump(30, \"GhostSeeker\")\n\tTNT1 A 0 A_Jump(40, \"BlueLazer\")\nNormalCombo:\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(150, \"See\")\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tGoto See\nNormalSpread:\n\tBSHD F 4 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 25)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 13)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, -13)\n\tBSHD GG 3 BRIGHT A_CustomMissile(\"FrostCoveredBall\", 32, 0, -25)\n\tGoTo See\nFreeze:\n\tBSHD FFF 5 BRIGHT A_FaceTarget\n\tBSHD G 6 BRIGHT A_CustomMissile(\"FRZRPoltBomb\", 32, 0, 0)\n\tGoto See\nGhostSeeker:\n    BSHD FFFFFF 5 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/justfi\")\n    BSHD G 4 Bright A_CustomMissile(\"ColdSpiritMissile\", 32, 0, 0)\n    Goto See\nBlueLazer:\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrozenImpLaser\",32,0,0,CMF_TRACKOWNER)\n\tGoTo See\nPain:\n\tBSHD H 4 A_Pain\n\tGoto See\nDeath:\n    BSHD H 30 A_Scream\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"IceWraithBDSSpawn\",CHAN_AUTO,1.0,0)\n\tTNT1 A 0 A_PlaySound(\"SoulRazeLaugh3\",CHAN_AUTO,1.0,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"SmokeFX\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"BigRedBloodCloud\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAAAAA 0 A_CustomMissile(\"RedBloodCloud\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,0,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,45,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-45,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,90,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-90,CMF_AIMDIRECTION |CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,135,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-135,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,180,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tBSHD N 4 Bright A_Fall\n\tBSHD MOPQR 4 Bright\n\tBSHD S 4 Bright\n\tBSHD T 525\n\tBSHD T 5 A_FadeOut(0.1,1)\n\tWait\n    }\n}\n\nActor BlueDoomShadowTrailSpawner\n{\nHeight 56\nRadius 1\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"BlueDoomShadowTrail\",0,0,0,random(-6,6),random(-6,6),random(-6,6),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueDoomShadowTrail2Spawner\n{\nHeight 56\nRadius 1\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"BlueDoomShadowTrail2\",0,0,0,random(-5,3),random(-5,5),random(-3,3),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueDoomShadowTrail\n{\nRenderstyle Translucent\nAlpha 0.6\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tBSHD A 4\n\t\tBSHD A 1 A_FadeOut(0.125,1)\n\t\tWait\n\t}\n}\n\nActor BlueDoomShadowTrail2\n{\nRenderstyle Translucent\nAlpha 0.6\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+THRUACTORS\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\")\n\tSpawn1:\n\t\tBSHD CDEB 4\n\t\tBSHD B 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn2:\n\t\tBSHD BCDE 4\n\t\tBSHD E 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn3:\n\t\tBSHD EBCD 4\n\t\tBSHD D 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn4:\n\t\tBSHD DEBC 4\n\t\tBSHD C 1 A_FadeOut(0.125,1)\n\t\tWait\n\t}\n}\n\nActor IceWraithBDS : DoomWraith\n{\n    DamageType \"Ice\"\n\tSpecies \"Imps\"\n\t+DONTHARMSPECIES\n\tStates\n\t{\n\tSpawn:\n\t\tSPI4 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tSPI4 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ScaleVelocity(0.3)\n\t\tTNT1 A 0 A_ChangeFlag(HEXENBOUNCE,1)\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueKaboomage\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\ttnt1 a 0 A_Explode(20,160,0,0,138)\n\t\tSPI4 HIJ 2 Bright\n\t\tSPI2 KLMMM 4 Bright A_FadeOut\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BlueKaboomage : Kaboom6\n{\n    Scale 1.15\n}\n\nActor FrozenImpLaser : ImpureLaser\n{\n\tSpecies \"Imps\"\n\t+DONTHARMSPECIES\n}\n\nActor SpiritMissileBase\n{\n    Radius 4\n\tHeight 4\n\tSpeed 20\n\tDamage 20\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tScale 0.8\n\tSeeSound \"monster/bomb\"\n\tDeathSound \"monster/explode\"\n\tDecal \"Scorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tSPIR A 0 Bright\n\t\tSPIR B 0 Bright\n\t\tSPIR K 3 Bright\n\t\tSPIR L 3 Bright\n\t\tSPIR M 3 Bright\n\t\tSPIR N 3 Bright\n\t\tSPIR O 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR HolyMissileTrailBase\n{\n   Radius 3\n   Height 3\n   Speed 19\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.67\n   +FireDamage\n   states\n   {\n   Spawn:\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n      SPIR QRS 4\n      Goto Death\n   Toaster:\n      TNT1 A -1\n\t  Stop\n   Death:\n      SPIR C 3 BRIGHT\n      SPIR D 3 BRIGHT\n      Stop\n   }\n}\n\nActor ColdSpiritMissile : SpiritMissileBase\n{\n    DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPI4 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI4 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI4 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI4 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI4 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI4 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI4 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI4 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI4 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI4 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI4 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tSPI4 A 0 Bright\n\t\tSPI4 B 0 Bright\n\t\tSPI2 K 3 Bright\n\t\tSPI2 L 3 Bright\n\t\tSPI2 M 3 Bright\n\t\tSPI2 N 3 Bright\n\t\tSPI2 O 3 Bright\n\t\tStop\n\t}\n}\n\nActor HolyMissileTrailCold : HolyMissileTrailBase\n{\n   states\n   {\n   Spawn:\n      SPI2 QRS 4\n      Goto Death\n   Death:\n      SPI4 C 3 BRIGHT\n      SPI4 D 3 BRIGHT\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BlueImp2.txt",
        "contents": "Actor CorruptedCatharsi\n{\nMONSTER\nHealth 400\nHeight 56\nRadius 18\nMass 100\nSpeed 6\nBloodColor \"Blue\"\nPainchance \"Mine\", 128\nPainchance \"AdvancedImp\", 0\nPainchance \"Shadow\", 0\nPainchance \"SoulToxic\", 0\nPainchance \"Cacolich\", 0\nPainChance 30\n+NODROPOFF\n+NORADIUSDMG\n+MissileMore\n+MissileEvenMore\n+QuickToRetaliate\n+FloorClip\n+AvoidMelee\n+DONTHARMSPECIES\nSpecies \"Imps\"\nRadiusDamageFactor 0.5\nDamagefactor \"AdvancedImp\", 0.0\nDamagefactor \"Shadow\", 0.0\nDamagefactor \"Catharsi15k\", 0.0\nDamagefactor \"Catharsi10K\", 0.0\nDamagefactor \"Nightshade\", 0.0\nDamagefactor \"HellionFire\", 0.0\nDamageFactor \"SoulToxic\", 0.25\nDamageFactor \"Cacolich\", 0.25\nDamageFactor \"DBFG10K2\", 0\nDamageFactor \"GeneralTracer\", 0\nDropItem \"LifeEssence\", 235, 20\nDropItem \"PortableMedkit\" 190\nDropItem \"ArmorPlate\" 190\nDropItem \"BackPack\" 55\nDropItem \"DCell\" 20\nDropItem \"DCell\" 20\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"MineAmmo\" 123 1\nSEESOUND \"catharsi/sit\"\nPAINSOUND \"catharsi/pain\"\nDEATHSOUND \"catharsi/death\"\nACTIVESOUND \"imp/active\"\nOBITUARY \"%o was blasted into a new dimension by the Corrupted Catharsi.\"\nTag \"\\c[f0]Corrupted Catharsi\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tBCTH A 10 A_Look\n\t\tBCTH A 0 A_Jump(30,1)\n\t\tLoop\n\t\tBCTH A 0 A_PlaySound(\"catharsi/idle\")\n\t\tLoop\n\tSee:\n\t\tBCTH AABB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tBCTH CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tTNT1 A 0 A_Jump(62,\"Boost\")\n\t\tLoop\n\tBoost:\n\t\tBCTH A 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostA\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH A 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostA\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH B 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH B 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tBCTH C 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH C 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH D 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostD\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH D 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostD\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tTNT1 A 0 A_Jump(50,\"See\")\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0\n\t\tBCTH E 1 A_Jump(110,\"BFG10K\")\n\t\tBCTH EEEEEE 3 A_FaceTarget\n\tMissileLoop:\n\t\tBCTH E 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBCTH F 2 BRIGHT A_CustomMissile(\"BlueAnni15K\",30,8,random(4,-8),0)\n\t\tBCTH EE 2 A_FaceTarget\n\t\tBCTH E 1 A_Jump(32,\"Break\")\n\t\tBCTH E 1 A_CPosRefire\n\t\tLoop\n\tBreak:\n\t\tBCTH E 15\n\t\tGoTo See\n\tBFG10K:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge2\",CHAN_WEAPON)\n\t\tBCTH EEEEEEE 8 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgfire2\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"BlueCathDBFGshot\",30,8,random(-4,4),0)\n\t\tBCTH EEEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/dbfgcooldown2\",CHAN_WEAPON)\n\t\tGoTo See\n\tPain:\n\t\tTNT1 A 0\n\t\tBCTH G 3 A_Pain\n\t\tGoTo See\n\tXDeath:\n\tDeath:\n\t\tTNT1 A 0\n\t\tBCTH GGGG 8 A_PlaySound(\"monster/homingrockbeep\",6)\n\t\tBCTH O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_Explode(80,300)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode2\",6)\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile(\"BlueCathDeathDBFGshot\",30,0,random(0,360),2,random(0,360))\n\t\tBCTH P 5\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBCTH QRSTUV 3\n\t\tBCTH W -1\n\t\tStop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tBCTH WVUTSRQP 4\n\t\tBCTH G 5\n\t\tGoTo See\n\t}\n}\n\nACTOR BlueCatharsiGhostA\n{\nHeight 56\nRadius 2\nRENDERSTYLE Translucent\nAlpha 0.7\n+NONSHOOTABLE\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 1 Bright\n\t\tGoto Fade\n\tFade:\n\t\tBCTH A 2 A_FadeOut(0.1,1)\n\t\tLoop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueCatharsiGhostB : BlueCatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH B 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nActor BlueCatharsiGhostC : BlueCatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH C 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nActor BlueCatharsiGhostD : BlueCatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH D 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nActor BlueCathDeathDBFGshot : CorruptedGeneral10KProjectile\n{\n\tSEESOUND \"\"\n\tDEATHSOUND \"\"\n\tSpecies \"Imps\"\n}\n\nActor BlueCathDBFGshot : FastProjectile\n{\n\tProjectile\n\tHeight 1\n\tRadius 1\n\tSpeed 200\n\tRenderstyle Add\n\tAlpha 0.75\n\tDamage 80 // 100\n\t+ActivatePCross\n\t+FORCEXYBILLBOARD\n\t+ForceRadiusDmg\n\tSpecies \"Imps\"\n\tDamageType \"DBFG10K2\"\n\tDeathSound \"Weapons/dbfgexplode2\"\n\tStates\n\t{\n\tSpawn:\n\t\tTRC5 A 1 Bright\n\t\tLoop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"T3DBFG10kDeathParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"T3DBFGShotShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBG3X A 3 Bright\n\t\tBG3X B 3 Bright\n\t\tBG3X C 3 Bright\n\t\tBG3X D 3 Bright\n\t\tBG3X E 3 Bright\n\t\tBG3X F 3 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/DarkGaroyle.txt",
        "contents": "//Watcher created by Ben2k9/Virtue\n\nACTOR DarkGMinion : HereticImp\n{\n  Health 110\n  Radius 16\n  Height 36\n  Mass 200\n  Speed 15\n  Painchance 50\n  scale 1.2\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  +MISSILEMORE\n  +DONTHURTSPECIES\n  -CountKill // Is an Minion therefore doesnt count in kill counts\n  Species \"Nobles\"\n  DamageFactor \"Fire\", 0\n  DamageFactor \"ShadowFire\", 0\n  DamageFactor \"SuccubusThunder\", 0\n  DamageFactor \"NobleComet\", 0\n  DropItem \"LifeEssence\" 50\n  DropItem \"ArmorBonusMax\" 50\n  SeeSound \"himp/sight\"\n  AttackSound \"himp/attack\"\n  PainSound \"demon/pain\"\n  DeathSound \"himp/death\"\n  ActiveSound \"demon/active\"\n  Obituary \"%o was burnt by a Shadow Gargoyle.\"\n  HitObituary \"%o was slashed by a Shadow Gargoyle.\"\n  Tag \"\\c[k5]Shadow Gargoyle\\c-\"\n  States\n  {\n  Spawn:\n    WATC ABCB 10 A_Look\n    Loop\n  See:\n    WATC AABBCCBB 3 A_Chase\n    Loop\n  Melee:\n    WATC DE 4 BRIGHT A_FaceTarget\n\tWATC F 4 BRIGHT A_CustomMeleeAttack(random(7,14),\"Imp/melee\")\n    WATC \"[\\]\" 4 BRIGHT A_FaceTarget\n\tWATC ] 0 BRIGHT A_CustomMeleeAttack(random(7,14),\"Imp/melee\")\n    Goto See\n  Missile:\n    TNT1 A 0 A_Stop\n    TNT1 A 0 A_JumpIfCloser(300,\"ShadowLunge\")\n    WATC E 0 A_jump(100,\"beastball\")\n  Mainattack:\n\tWATC DE 4 A_FaceTarget\n    WATC F 4 BRIGHT A_CustomComboAttack(\"NewImpBall\", 28, 14)\n    WATC \"[\\]\" 4 A_FaceTarget\n    WATC ] 0 BRIGHT A_CustomComboAttack(\"NewImpBall\", 28, -14)\n    WATC DE 4 A_FaceTarget\n    WATC F 4 BRIGHT A_CustomComboAttack(\"NewImpBall\", 28, 14)\n    Goto See\n  Beastball:\n    WAT4 DE 6 A_FaceTarget\n    WAT4 F 6 Bright A_Custommissile (\"ShadowNobleShadowBall\", 27, 0, 0)\n    TNT1 A 0 A_Jump(128, \"Beastball\")\n    Goto See\n  ShadowLunge:\n\tWAT4 D 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Imp/melee\")\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThing(0,13)\n\tWAT4 E 2 Bright A_Recoil(-28)\n\tWAT4 F 2 Bright A_CustomMissile(\"MinionLunge\")\n\tWAT4 F 7 Bright A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tWAT4 F 1 A_ScaleVelocity(0)\n\tGoto See\n  Pain:\n    WATC G 3\n    WATC G 3 A_Pain\n    Goto See\n  Death:\n    TNT1 A 0 A_TakeInventory(\"SuccubusToken\",1,0,AAPTR_MASTER)\n    WATC G 4 A_ImpDeath\n    WATC H 5\n    Wait\n  XDeath:\n    TNT1 A 0 A_TakeInventory(\"SuccubusToken\",1,0,AAPTR_MASTER)\n    WATC S 5 A_ImpXDeath1\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n    WATC TU 5\n    WATC V 5 A_Gravity\n    WATC W 5\n    Wait\n  Crash:\n    WATC I 7 A_ImpExplode\n\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n    WATC J 7 A_Scream\n    WATC K 7\n    WATC L -1\n    Stop\n  XCrash:\n    WATC X 7\n    WATC Y 7\n    WATC Z -1\n    Stop\n  Ice:\n    TNT1 A 0 A_TakeInventory(\"SuccubusToken\",1,0,AAPTR_MASTER)\n\tWATC G 5 A_GenericFreezeDeath\n\tWATC G 1 A_FreezeDeathChunks\n\twait\n  }\n}\n\nActor MinionLunge : PinkyLunge\n{\n\tSpecies \"Nobles\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/DualAxeKnight.txt",
        "contents": "ACTOR WitheredKnight\n{\n  Health 700\n  Radius 30\n  Height 62\n  Mass 350\n  Speed 18\n  FastSpeed 23\n  Painchance 40\n  PainThreshold 12\n  MeleeRange 90\n  Monster\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  +DONTOVERLAP\n  +MissileMore\n  +MISSILEEVENMORE\n  Tag \"Withered Knight\"\n  Obituary \"%o withered away from the axe of a Withered Knight.\"\n  BloodColor \"black\"\n  Species \"Skeletons\"\n  DamageFactor \"CadaverRocket\", 0\n  SeeSound \"monsters/hfirerevenantsight\"\n  AttackSound \"WitherKnight/Melee\"\n  PainSound \"knight/pain\"\n  DeathSound \"WitherKnight/Death\"\n  ActiveSound \"knight/active\"\n  DropItem \"LifeEssence\" 85\n  DropItem \"ArmorEssence\" 90\n  DropItem \"Newshell\" 80 8\n  States\n  {\n  Spawn:\n    XNIG A 10 A_Look\n    Loop\n  See:\n    XNIG AA 3 A_Chase\n\tXNIG BB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tXNIG CC 3 A_Chase\n\tXNIG DD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n    Loop\n  Melee:\n    XNIG E 8 A_FaceTarget\n    XNIG F 6 A_PlaySound(\"WitherKnight/Melee\")\n\tXNIG G 4 A_CustomMeleeAttack(16,\"WitherKnight/Attack\")\n\tXNIG A 2 A_FaceTarget\n\tXNIG H 8 A_FaceTarget\n\tXNIG I 6 A_PlaySound(\"WitherKnight/Melee\")\n\tXNIG J 4 A_CustomMeleeAttack(16,\"WitherKnight/Attack\")\n\tGoto See\n  Missile:\n    TNT1 A 0 A_Jump(90, \"BloodAxe\")\n\tTNT1 A 0 A_Jump(128, \"BlueAxe\")\n  EtherealAxe:\n    XNIG E 6 A_FaceTarget\n    XNIG F 6 A_FaceTarget\n\tXNIG G 6 A_CustomMissile(\"CDKnightAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG E 6 A_FaceTarget\n    XNIG F 6 A_FaceTarget\n\tXNIG G 6 A_CustomMissile(\"CDKnightAxe\", 32, 3 * random(1, 8),0,0,0)\n\tTNT1 A 0 A_Jump(60, \"BlueAxe\")\n    Goto See\n  BlueAxe:\n    XNIG H 6 A_FaceTarget\n    XNIG I 6 A_FaceTarget\n\tXNIG J 6 A_CustomMissile(\"BlueKAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG H 6 A_FaceTarget\n    XNIG I 6 A_FaceTarget\n\tXNIG J 6 A_CustomMissile(\"BlueKAxe\", 32, 3 * random(1, 8),0,0,0)\n    Goto See\n  BloodAxe:\n    XNIG H 6 A_FaceTarget\n    XNIG I 6 A_FaceTarget\n    XNIG J 6 A_CustomMissile(\"CDRedAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG H 6 A_FaceTarget\n    XNIG I 6 A_FaceTarget\n\tXNIG J 6 A_CustomMissile(\"CDRedAxe\", 32, 3 * random(1, 8),0,0,0)\n    Goto See\n  Pain:\n    XNIG K 3\n    XNIG K 3 A_Pain\n    Goto See\n  Death:\n    XNIG L 6\n    XNIG M 6 A_Scream\n    XNIG N 6\n    XNIG O 6 A_NoBlocking\n    XNIG PQ 6\n    XNIG R -1\n    Stop\n  Raise:\n    XNIG RPQONML 7\n\tGoto See\n  }\n}\n\nACTOR CDKnightAxe\n{\n  Radius 10\n  Height 8\n  Speed 14\n  FastSpeed 20\n  Damage 15\n  Projectile\n  -NOBLOCKMAP\n  -ACTIVATEIMPACT\n  -ACTIVATEPCROSS\n  +WINDTHRUST\n  +THRUGHOST\n  SeeSound \"WitherKnight/Melee\"\n  DeathSound \"monsters/newfireexplode\"\n  States\n  {\n  Spawn:\n    SPAX A 3 Bright\n    SPAX BC 3 Bright\n    Loop\n  Death:\n    SPAX DEF 6 Bright\n    Stop\n  }\n}\n\nActor BlueKAxe : CDKnightAxe\n{\n  Speed 20\n  FastSpeed 26\n  Damage 15\n  States\n  {\n  Spawn:\n    BLAX A 3 Bright\n    BLAX BC 3 Bright\n    Loop\n  Death:\n    BLAX DEF 6 Bright\n    Stop\n  }\n}\n\nACTOR CDRedAxe : RedAxe\n{\n  +SEEKERMISSILE\n  Speed 15\n  FastSpeed 20\n  Damage 13\n  BloodColor \"Red\"\n  SeeSound \"WitherKnight/Melee\"\n  DeathSound \"monsters/newfireexplode\"\n  States\n  {\n  Spawn:\n     RAXE AB 5 Bright A_DripBlood\n\t RAXE A 0 A_SeekerMissile(50, 30)\n     Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Frozen.txt",
        "contents": "Actor FrzHellKnight : FrozenHellKnight\n{\n\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/FrozenBaka.txt",
        "contents": "Actor FrozenBakaCirno : GenericBoss\n{\n\tHealth 3411\n\tBloodColor \"Blue\"\n\tSpeed 20\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+Boss\n\t+NOICEDEATH\n\tMeleeRange 60\n\tDamageFactor 0.9\n\tDamageFactor \"Ice\", 0\n\tDamageFactor \"Legendary\", 0.5\n\tDamageFactor \"SuccubusThunder\", 0\n\tDamageFactor \"ShadowFire\", 0\n\tDropItem \"BossLifeEssence\" 255 25\n\tDropItem \"BossArmorBonusMax\" 255 1\n\tDropItem \"NewCell\" 128\n\tDropItem \"NewCell\" 64 // she does not drop the book or mana due to dropping the freeze rifle instead with cells\n\tDropItem \"Freezer Rifle\" 80\n\tDropItem \"DemonicChalice\" 128\n\tDropItem \"SkullOfPower\" 128\n\tTag \"\\c[e3]Frozen Baka Cirno\\c-\"\n\tObituary \"%o was placed into a -999 degree deep freeze by Cirno.\"\n\tHITObituary \"%o learned that getting too close to Cirno didnt equal anything close to 9.\"\n\tDeathsound \"Realdead\"\n\tvar int user_music;\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Disable2hu\") == 1, \"Remove\")\n\tIdle:\n\t    CIRN AAAABBBBCCCCDDDDEEEEFFFF 2 A_Look\n\t\tLoop\n\tRemove:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"Cacodemon~\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t\tTNT1 A 0\n\t\tStop\n\tSee:\n\t    TNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,117)\n\t\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tCIRN ABC 3 A_Chase(\"Melee\",\"Missile\",CHF_FASTCHASE)\n\t\tCIRN DEF 3 A_Chase(\"Melee\",\"Missile\",CHF_FASTCHASE)\n        Loop\n\tMelee:\n\t    TNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN J 4\n\t\tCIRN K 3 A_SkelWhoosh\n\t\tCIRN L 3 A_FaceTarget\n\t\tCIRN M 3 A_CustomMeleeAttack(9+Random(20,32),\"Skeleton/Melee\")\n\t\tCIRN N 1\n\t\tCIRN N 1 A_Pain\n\t\tGoto See\n\tMissile:\n\t    TNT1 A 0 A_JumpIfCloser(150,\"FrzFireSpread\")\n\t    TNT1 A 0 A_Jump(128,\"IceCometSingle\",\"Frzbombshot\")\n\t\tTNT1 A 0 A_Jump(70,\"FrzFireSpread\")\n\t\tTNT1 A 0 A_Jump(60,\"FrzFireTightSpread\",\"SpreadComet\")\n\tFrzFire:\n\t\tTNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN G 4\n\t\tCIRN H 4 A_FaceTarget\n\t\tCIRN I 4 A_CustomMissile(\"CirnoFireBurst\",27,-5,0)\n\t\tTNT1 A 0 A_Jump(128,\"FrzFire\")\n\t\tGoto See\n\tFrzFireSpread:\n\t\tTNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN G 4\n\t\tCIRN H 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,10)\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,0)\n\t\tCIRN I 4 A_CustomMissile(\"CirnoFireBurst\",27,-5,-10)\n\t\tGoto See\n\tFrzFireTightSpread:\n\t\tTNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN G 4\n\t\tCIRN H 4 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,9)\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,5)\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,0)\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoFireBurst\",27,-5,-5)\n\t\tCIRN I 4 A_CustomMissile(\"CirnoFireBurst\",27,-5,-9)\n\t\tGoto See\n\tFrzbombshot:\n\t\tTNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN J 4\n\t\tCIRN K 4\n\t\tCIRN L 4 A_FaceTarget\n\t\tCIRN M 4 A_CustomMissile(\"CirnoFrzShot\",32,-5,0)\n\t\tTNT1 A 0 A_Jump(80,\"Frzbombshot\")\n\t\tGoto See\n\tIceCometSingle:\n        TNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t\tCIRN O 4\n\t\tCIRN P 4\n\t\tCIRN Q 4 A_FaceTarget\n\t\tCIRN R 4 A_CustomMissile(\"CirnoComet\",32,-5,0)\n\t\tTNT1 A 0 A_Jump(128,\"IceCometSingle\")\n\t\tTNT1 A 0 A_Jump(50,\"SpreadComet\")\n\t\tGoto See\n\tSpreadComet:\n\t    TNT1 A 0 A_SpawnItem(\"FRZRAGFlameSpawner\",0,0,0,0)\n\t    CIRN N 8\n\t\tCIRN JJJJJJ 6 A_FaceTarget\n\t\tCIRN P 3\n\t\tCIRN Q 3\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,-10,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,-20,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,-30,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,0,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,10,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_CustomMissile(\"CirnoComet\",45,0,20,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tCIRN R 8 A_CustomMissile(\"CirnoComet\",45,0,30,CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tGoto See\n\tPain:\n\t\tCIRN U 4 A_Pain\n\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n\tXDeath:\n\tDeath:\n\t\tCIRN V 30 A_Scream\n\t\tTNT1 A 0 A_ChangeFlag(\"LOWGRAVITY\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\",0)\n\t\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\t\tCIRN UU 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN UU 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCIRN U 1 A_ICEGUYDIE\n\t\tWait\n\t}\n}\n\nActor CirnoFrzShot : FRZRPoltBomb\n{\n    +NOTIMEFREEZE\n\t+DontHarmSpecies\n\tSpecies \"Touhou\"\n    Scale 1.1\n\tSpeed 30\n}\n\nActor CirnoComet : HomingComet\n{\n\t-SEEKERMissile\n\t+NOTIMEFREEZE\n\t+ForceRadiusDMG\n\t+DontHarmSpecies\n\tSpecies \"Touhou\"\n\tDamage 18\n\tDamageType \"Ice\"\n\tSpeed 30\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Explode(23,60,0,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tHPCM D 3 Bright A_SpawnItemEx(\"BlueCometDeathGlow\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tHPCM E 3 Bright A_SpawnItemEx(\"BlueCometDeath\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tStop\n\t}\n}\n\nActor CirnoFireBurst : LegAvaFireBall\n{\n    +NOTIMEFREEZE\n\t+DontHarmSpecies\n\tSpecies \"Touhou\"\n\tDamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n      LBA1 ABC 1 BRIGHT A_SpawnItemEx(\"AvaPyroTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n      Loop\n\tDeath:\n\t  TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n      LBA1 DEFG 3 BRIGHT A_Die\n      Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/FrozenKnight.txt",
        "contents": "ACTOR FrozenHellKnight : HellKnight~\n{\nHealth 1250\nPainChance 40\nPainChance \"Explosion\", 60\nScale 1.15\nBloodColor \"Blue\"\nMeleeDamage 8\nDamageType \"Ice\"\nDropItem \"BossLifeEssence\" 128 25\nDropItem \"BossArmorBonusMax\" 128 1\nDropItem \"Freezer Rifle\" 80\nDropItem \"NewCell\" 128\nDropItem \"NewCell\" 64\nDamageFactor \"NobleComet\", 0\nSpecies \"Nobles\"\n+MISSILEEVENMORE\n+FASTMELEE\n+QUICKTORETALIATE\nObituary \"%o was chilled to below -1000 degrees by a Frozen Knight.\"\nHitObituary \"%o felt the chilling hands of the Frozen Knight.\"\nSeeSound \"duke/see\"\nTag \"\\c[e3]Frozen Knight\\c-\"\nActiveSound \"duke/idle\"\nPainSound \"duke/pain\"\nDeathSound \"duke/death\"\nMeleeSound \"baron/melee\"\nStates\n{\nSpawn:\n        FKNG A 7 Bright A_Look\n\t\tFKNG A 7 Bright A_Look\n\t\tFKNG A 7 Bright A_Look\n\t\tFKNG A 7 Bright A_Look\n        Loop\nSee:\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueWalkFire\",0,0,0,0,0,0,0,128)\n        FKNG AA 3 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueWalkFire\",0,0,0,0,0,0,0,128)\n        FKNG BB 3 Bright A_Chase\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueWalkFire\",0,0,0,0,0,0,0,128)\n        FKNG CC 3 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueWalkFire\",0,0,0,0,0,0,0,128)\n\t\tFKNG DD 3 Bright A_Chase\n        Loop\nMissile:\n        TNT1 A 0 Bright A_Jump(200,\"GiantBalls\",\"FrozenBalls\",\"BurstComet\",\"SpamBurstComet\")\n\t\tTNT1 A 0 A_Jump(25,\"FloorHugger\")\nNormal:\n        FKNG EF 6 Bright A_FaceTarget\n\t\tFKNG G 1 Bright A_CustomMissile(\"PaladinBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"PaladinBall\", 32, 0, -5)\n\t\tFKNG G 4 Bright A_CustomMissile(\"PaladinBall\", 32, 0, 5)\n        FKNG IJ 6 Bright A_FaceTarget\n\t\tFKNG K 1 Bright A_CustomMissile(\"PaladinBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"PaladinBall\", 32, 0, -5)\n\t\tFKNG K 4 Bright A_CustomMissile(\"PaladinBall\", 32, 0, 5)\n\t\tTNT1 A 0 A_Jump(87,\"GiantBalls\",\"BurstComet\",\"FrozenBalls\")\n        Goto See\nFrozenBalls:\n\t\tFKNG EF 6 Bright A_FaceTarget\n\t\tFKNG G 1 Bright A_CustomMissile(\"FRZRPoltBomb\", 32, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"FRZRPoltBomb\", 32, 0, -5)\n\t\tFKNG G 4 Bright A_CustomMissile(\"FRZRPoltBomb\", 32, 0, 5)\n\t\tTNT1 A 0 A_Jump(87,\"GiantBalls\",\"BurstComet\")\n        Goto See\nGiantBalls:\n\t\tFKNG EF 7 Bright A_FaceTarget\n\t\tFKNG G 6 Bright A_CustomMissile(\"BlueAnni15K\", 32, 0, 0)\n\t\tFKNG IJ 7 Bright A_FaceTarget\n\t\tFKNG K 6 Bright A_CustomMissile(\"BlueAnni15K\", 32, 0, 0)\n\t\tTNT1 A 0 A_Jump(87,\"BurstComet\")\n\t\tGoto See\nBurstComet:\n        FKNG MN 8 Bright A_FaceTarget\n        FKNG O 2 Bright A_Custommissile(\"PaladinComet\",32,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"PaladinComet\",32,0,-10)\n\t\tFKNG O 5 Bright A_Custommissile(\"PaladinComet\",32,0,10)\n\t\tTNT1 A 0 A_Jump(87,\"FloorHugger\",\"SpamBurstComet\")\n        Goto See\nSpamBurstComet:\n\t\tTNT1 A 0 A_PlaySound (\"duke/see\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG MN 8 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n        FKNG O 2 Bright A_Custommissile(\"BlueComet\",32,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"HomingComet\",32,0,-10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG MN 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n        FKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"HomingComet\",32,0,-10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG O 5 Bright A_Custommissile(\"HomingComet\",32,0,10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG MN 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n        FKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"HomingComet\",32,0,-10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG MN 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n        FKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"HomingComet\",32,0,-10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tFKNG O 2 Bright A_Custommissile(\"HomingComet\",32,0,10)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n\t\tGoto See\nFloorHugger:\n        FKNG ON 8 Bright A_FaceTarget\n\t\tFKNG M 2 Bright\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HPBlueFire2Spawner\",0,0,0,0)\n        FKNG M 8 Bright A_GiveToTarget(\"IceSpikeInventory\",1)\n\t\tGoto See\nMelee:\n        FKNG EF 7 Bright A_FaceTarget\n        FKNG G 6 Bright A_MeleeAttack\n        Goto See\nPain:\n        FKNG Q 4 Bright A_Pain\n        Goto See\nDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"DukeToken\",3)\n        FKNG R 10 Bright A_Scream\n\t\tFKNG RRRRSSSSTTTTUUUUVVVV 2 Bright A_CustomMissile(\"BlueKaboom\", random(20,80), 0, random(0,360), 2, random(0,360))\n        TNT1 AAAA 0 A_CustomMissile(\"SmokeFX\", Random(40,80), 0, random(0,360), 2, random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceChunk\", Random(30,80), Random(0,20), Random(0,100))\n\t\tFKNG V 1 A_IceGuyDie\n\t    Stop\nXDeath:\n        Goto Death\nRaise:\n\t    Stop\n        }\n}\n\nACTOR BlueWalkFire\n{\n  Scale 1.4\n  Speed 0\n  RenderStyle Add\n  Alpha 0.75\n  +NOCLIP\n  +MISSILE\n  +DROPOFF\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +NOTELEPORT\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 10\n    BKTF ABC 3 Bright\n    TNT1 A 0 A_Jump(191,3)\n    TNT1 A 0 A_CustomMissile(\"BlueWalkFire\", 0, 24, 0)\n    TNT1 A 0 A_CustomMissile(\"BlueWalkFire\", 0, -24, 0)\n    BKTF DEFGHIJKLMNO 3 Bright\n    Stop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/GreenFiend.txt",
        "contents": "ACTOR GreenFiend : BullFiend\n{\nMonster\nHealth 350\nSpeed 20\nPainChance 45\nBloodColor \"Green\"\nScale 1.15\n+MISSILEMORE\n+QUICKTORETALIATE\n+THRUSPECIES\n+MissileMore\n+DONTHARMSPECIES\nSpecies \"Fiends\"\nDropItem \"LifeEssence\", 125\nDropItem \"ArmorBonusMax\", 125\nDropItem \"DemonAmmo\", 90\nSeeSound \"blooddemon/sight\"\nPainSound \"blooddemon/pain\"\nDeathSound \"blooddemon/death\"\nActiveSound \"blooddemon/active\"\nAttackSound \"cyberfiend/melee\"\nObituary \"%o was corroded by a Infection Fiend.\"\nHitObituary \"An Infection Fiend tore up %o's corpse and hid the remains.\"\nTag \"\\c[g4]Infection Fiend\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM AABB 2 A_Chase\n\t\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\",CHAN_BODY)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\",CHAN_BODY)\n\t\tLoop\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM EF 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 4 A_MeleeAttack\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM E 5 A_FaceTarget\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfCloser(225,\"Lunge\")\n\tNormal:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM GE 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tGDEM F 6 Bright A_CustomMissile(\"PoisonBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM E 5\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tLunge:\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_PlaySound(\"cyberfiend/melee\")\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM EF 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM F 2 A_Recoil(-28)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM F 3 A_CustomMissile(\"PinkyLungePoison\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 6\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 2 A_ScaleVelocity(0.2)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM G 1 A_ScaleVelocity(0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM H 4 A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tXDeath:\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM I 3\n\t\tGDEX A 3 A_XScream\n\t\tGDEX B 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tGDEX C 3 A_NoBlocking\n\t\tGDEX D 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tGDEX EFG 3\n\t\tGDEX H -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tGDEM I 5 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM J 5 A_Scream\n\t\tGDEM K 4\n\t\tGDEM L 4 A_NoBlocking\n\t\tGDEM M 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tGDEM N 63000 CanRaise\n\t\tStop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tGDEM NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor PinkyLungePoison : PinkyLunge\n{\n\tPoisonDamage 25\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/HellFireLord.txt",
        "contents": "Actor RedHellKnight : HellKnight\n{\n\tHealth 1250\n\tPainChance 45\n\tPainChance \"Explosion\", 60\n\tScale 1.15\n\tBloodColor \"Red\"\n\tMeleeDamage 15\n\tDropItem \"BossLifeEssence\" 128 2\n\tDropItem \"BossArmorBonusMax\" 128 1\n\tDropItem \"DemonAmmoBox\" 128\n\tDamageFactor \"NobleComet\", 0.0\n\tSpecies \"Nobles\"\n\t+MISSILEMORE\n\t+FASTMELEE\n\t+QUICKTORETALIATE\n\tObituary \"%o was melted by the Hellfire Lord.\"\n\tHitObituary \"%o received a sweet burning hug from the Hellfire Lord.\"\n\tSeeSound \"TLord/See\"\n\tDeathSound \"TLord/Death\"\n\tPainSound \"TLord/Pain\"\n\tMeleeSound \"baron/melee\"\n\tTag \"\\c[z4]HellFire \\c[u2]Lord\"\n\tStates\n\t{\nSpawn:\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOD A 7 Bright A_Look\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOD A 7 Bright A_Look\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOI A 7 Bright A_Look\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOI A 7 Bright A_Look\n         Loop\nSee:\n         TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n         HLOD AA 3 Bright A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOD BB 3 Bright A_Chase\n         TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n         HLOD CC 3 Bright A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\t\t HLOD DD 3 Bright A_Chase\n\t\t TNT1 A 0 A_Jump(62,\"Rush\")\n         Loop\nRush:\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD A 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD A 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD B 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD B 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD C 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD C 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD D 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HFLordGhost\",0,0,0,0,0,0,0,128)\n\t\t HLOD D 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\t\t HLOD D 1 A_Chase\n\t\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\t TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\t\t TNT1 A 0 A_Jump(80,\"See\")\n\t     TNT1 A 0 A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\t\t Loop\nMissile:\n         TNT1 A 0 Bright A_Jump(180,\"FastBall\",\"Comet\")\n\t\t TNT1 A 0 A_Jump(70, \"PaladinRefrenece\")\nNormal:\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n         HLOD EF 6 Bright A_FaceTarget\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLOD G 1 Bright A_CustomMissile(\"HABall\", 42, 0, 0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLOD G 4 Bright A_CustomMissile(\"HABall\", 42, 0, 6)\n         HLOD IJ 6 Bright A_FaceTarget\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLOD K 1 Bright A_CustomMissile(\"HABall\", 42, 0, 0)\n\t\t TNT1 A 0 A_CustomMissile(\"HABall\", 42, 0, -6)\n\t\t HLOD K 4 Bright A_CustomMissile(\"HABall\", 42, 0, 6)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t TNT1 A 0 A_Jump(87,\"Fastball\",\"PaladinRefrenece\")\n         Goto See\nFastBall:\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n         HLOD EF 5 Bright A_FaceTarget\n         HLOD G 0 Bright A_Custommissile (\"RMArchonFastBall\", 32, 0, 0)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLOD G 5 Bright A_Custommissile (\"RMArchonFastBall\", 32, 0, -6)\n         HLOD IJ 5 Bright A_FaceTarget\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLOD K 0 Bright A_Custommissile (\"RMArchonFastBall\", 32, 0, 0)\n         HLOD K 5 Bright A_Custommissile (\"RMArchonFastBall\", 32, 0, -6)\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t TNT1 A 0 Bright A_Jump(87,\"Comet\",\"PaladinRefrenece\")\n         Goto See\nComet:\n         HLO2 AB 8 Bright A_FaceTarget\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n         HLO2 C 7 Bright A_Custommissile (\"HAComet\", 32, 0, 0)\n\t\t Goto See\nPaladinRefrenece:\n\t\t TNT1 A 0 A_SetInvulnerable\n\t\t TNT1 A 0 A_FaceTarget\n\t\t HLO2 AAAA 5 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t HLO2 BBB 3 Bright A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t TNT1 A 0 Bright A_CustomMissile(\"RedPaladinAttack\",0,0,random(0,359))\n\t\t TNT1 A 0 Bright A_CustomMissile(\"RedPaladinAttack\",0,0,random(0,359))\n\t\t TNT1 A 0 Bright A_CustomMissile(\"RedPaladinAttack\",0,0,random(0,359))\n\t\t TNT1 A 0 Bright A_CustomMissile(\"RedPaladinAttack\",0,0,random(0,359))\n\t\t TNT1 A 0 Bright A_CustomMissile(\"RedPaladinAttack\",0,0,random(0,359))\n\t\t HLO2 CCCCC 5 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n\t\t TNT1 A 0 A_UnSetInvulnerable\n\t\t GoTo See\nMelee:\n         HLO2 AB 7 Bright A_FaceTarget\n\t\t TNT1 A 0 A_SpawnItemEx(\"HellFireBaronFlameSpawner\")\n         HLO2 C 6 Bright A_MeleeAttack\n         Goto See\nPain:\n        HLOD N 4 Bright A_Pain\n        Goto See\nPainMissile:\n\t\tHLOD N 10 Bright A_Pain\n        Goto Missile\n    Death:\n\t\tHLOD O 7\n\t\tHLOD P 6 A_Scream\n\t\tHLOD Q 5 A_Fall\n\t\tHLOD R 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tHLOD ST 4 A_SpawnItemEx(\"OrangeGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tHLOD U -1 A_KillMaster\n\t    Stop\nRaise:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tHLOD UTSRQPO 6\n        Goto See\n        }\n}\n\nACTOR HFLordGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n    HLOD A 2 A_FadeOut(0.09)\n    Loop\n    }\n}\n\nACTOR RedPaladinAttack : LegNobleBall3\n{\nSpeed 26\nDamage 5\nStates\n{\nSpawn:\nEBA3 A 0\nEBA3 A 0 A_LoopActiveSound\nEBA3 A 0 A_CountDown\nEBA3 ABCABC 1 BRIGHT A_SpawnItemEx(\"RedPaladinAttackTrail\",0,0,0,0,0,0,0,128)\nTNT1 AA 0 A_CustomMissile(\"RedPaladinSmall\",0,0,random(0,359))\nEBA3 A 0 A_SeekerMissile(14,0)\nGoto Spawn+1\nDeath:\nEBA3 A 0 A_Explode(32,64,0)\nEBA3 A 0 A_SpawnItem(\"ELegNobleBall3Explode\")\nEBA3 ABC 4\nStop\n}\n}\n\nACTOR RedPaladinAttackTrail : LegNobleBall3Trail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n    EBA3 ABC 1 A_FadeOut(0.09)\n    Goto Spawn+3\n    }\n}\n\nACTOR RedPaladinSmall : LegNobleBall3Small\n{\nSpeed 48\nDamage 6\nBounceCount 5\nStates\n{\nSpawn:\nEBA3 A 0\nEBA3 A 0 A_LoopActiveSound\nEBA3 A 0 A_CountDown\nEBA3 ABC 1 BRIGHT A_SpawnItemEx(\"PaladinAttackSmallTrail\",0,0,0,0,0,0,0,128)\nGoto Spawn+1\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nEBA3 ABC 4\nStop\n}\n}\n\nACTOR RedPaladinAttackSmallTrail : RedPaladinAttackTrail { Scale 0.424}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/HKSuccubus.txt",
        "contents": "actor SuccubusBase\n{\n\thealth 600\n\tradius 16\n\theight 56\n\tmass 700\n\tspeed 15\n\tScale 0.95\n\tPainchance 55\n\tDamageFactor Ice, 1.5\n\tDamageFactor Fire, 0\n\tDamageFactor \"SuccubusThunder\", 0\n\tDamageFactor \"NobleComet\", 0\n    seesound \"pyr/sight\"\n    painsound \"pyr/pain\"\n    deathsound \"pyr/death\"\n    activesound \"pyr/active\"\n\tRENDERSTYLE TRANSLUCENT\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\t+QUICKTORETALIATE\n\t+MissileMore\n\tDropItem \"LifeEssence\" 140\n\tDropItem \"ArmorBonusMax\" 140\n\tDropItem \"DustMana\" 75 30\n\tSpecies \"Nobles\"\n}\n\nActor HellKNSuccubus : SuccubusBase\n{\n\tObituary  \"%o was not expecting that from a Succubus\"\n\tTag \"Succubus\"\n    DamageFactor ice,1\n    DamageFactor Fire,0.8\n\t+DONTHURTSPECIES\n\t+MissileEvenMore\n    Species \"Nobles\"\n\tStates\n\t{\n\tSpawn:\n\t    SUC1 B 10 Bright A_Look\n        Loop\n    See:\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tSUC1 AABB 3 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tSUC1 CCDD 3 Bright A_Chase\n\t\tLoop\n\tMissile:\n\t    TNT1 A 0 A_Jump(90, \"Comets\")\n\t\tTNT1 A 0 A_Jump(64, \"SpreadMissile\")\n\tMainMissile:\n\t    SUC1 EF 6 A_FaceTarget\n        SUC1 G 6 Bright A_Custommissile(\"KnightFastBall\", 32, 0, 0)\n        SUC1 EF 6 A_FaceTarget\n        SUC1 G 6 Bright A_Custommissile(\"KnightFastBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_Jump(70, \"MainMissile\")\n        Goto See\n\tSpreadMissile:\n        SUC1 EF 8 Bright A_FaceTarget\n        SUC1 G 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 25)\n        TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 15)\n\t    TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 0)\n\t    TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, -15)\n\t    SUC1 G 6 Bright A_Custommissile (\"KnightFastBall\", 27, 0, -25)\n\t\tTNT1 A 0 A_Jump(50, \"SpreadMissile\")\n\t\tGoto See\n\tComets:\n\t\tSUC1 EF 8 Bright A_FaceTarget\n\t\tSUC1 G 8 A_CustomMissile(\"SuccubusComet\",27,0,0)\n\t\tSUC1 EF 8 Bright A_FaceTarget\n\t\tSUC1 G 8 A_CustomMissile(\"SuccubusComet\",27,0,0)\n\t\tSUC1 EF 8 Bright A_FaceTarget\n\t\tSUC1 G 8 A_CustomMissile(\"SuccubusComet\",27,0,0)\n\t\tGoto See\n\tPain:\n        SUC1 L 4 Bright\n        SUC1 L 4 Bright A_Pain\n        Goto See\n    Death:\n       SUC1 M 7 Bright\n       SUC1 N 7 Bright A_Scream\n       SUC1 O 7 Bright\n       SUC1 P 7  A_NoBlocking\n       SUC1 QRST 7\n       SUC1 U -1\n       Stop\n    Raise:\n\t   SUC1 UTSRQ 8 Bright\n\t   SUC1 P 0 A_PlaySoundEx(\"pyr/resurrected\", 3)\n\t   SUC1 PONM 8 Bright\n\t   Goto See\n\t}\n}\n\nActor SuccubusComet : HDComet\n{\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tHCMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"SuccubusCometTail\",0,0,0,0,0,0,0,128)\n\t}\n}\n\nActor SuccubusCometTail : HDCometTail\n{\n\tScale 0.7\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/IceSuccubus.txt",
        "contents": "Actor IceSuccubus : Succubusbase\n{\n    Obituary \"%o couldn't break the Ice between them and the Succubus.\"\n\tTag \"\\c[e3]Ice Succubus\\c-\"\n\tDamageFactor ice,0\n\tDamageFactor Fire,1.2\n\tDamageFactor \"PlayerPyro\", 1.2\n    States\n    {\n    Spawn:\n\t\tSUC6 B 10 Bright A_Look\n\t\tLoop\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"DROPOFF\",0)\n\t\tSUC6 AABB 3 Bright A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"IceFire1\",0,0,0,1,0,0,0,128)\n\t\tSUC6 CCDD 3 Bright A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"IceFire1\",0,0,0,1,0,0,0,128)\n\t\tSUC6 A 0 A_Jump(32,\"Grav\")\n\t\tLoop\n    Grav:\n\t\tTNT1 A 0 A_JumpIf( Z + height + 100 >= CeilingZ, \"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"DROPOFF\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FLOAT\",1)\n\t\tGoto Fly\n    Fly:\n\t\tSUF6 AA 4 BRIGHT ThrustThingZ(0,15,0,0)\n\t\tSUF6 AABBCCDD 2 BRIGHT\n\t\tGoto Hover\n    Land:\n\t\tSUF6 AA 4 BRIGHT ThrustThingZ(0,-20,0,0)\n\t\tSUF6 A 1 BRIGHT A_CheckFloor(\"See\")\n\t\tSUF6 AABBCCDD 2 BRIGHT\n\t\tSUF6 A 1 BRIGHT A_CheckFloor(\"See\")\n\t\tGoto Hover\n    Hover:\n\t\tSUF6 AABBCCDD 2 BRIGHT A_Chase (0, \"MissileF\")\n\t\tSUF6 A 0 BRIGHT A_Jump(64,\"Fly\")\n\t\tSUF6 A 0 BRIGHT A_Jump(32,\"Land\")\n\t\tLoop\n\tMissile:\n\t    TNT1 A 0 A_Jump(100, \"IcyComets\")\n\t\tTNT1 A 0 A_Jump(90, \"IceShotsPolt\")\n\tTripleShot:\n\t\tSUC6 EF 6 Bright A_FaceTarget\n\t\tSUC6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tSUC6 EF 6 Bright A_FaceTarget\n\t\tSUC6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tSUC6 EF 6 Bright A_FaceTarget\n\t\tSUC6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tGoto See\n\tIceShotsPolt:\n\t\tSUC6 EF 6 Bright A_FaceTarget\n\t\tSUC6 G 6 Bright A_Custommissile (\"FRZRPoltBomb\", 27, 0, 0)\n\t\tSUC6 EF 6 Bright A_FaceTarget\n\t\tSUC6 G 6 Bright A_Custommissile (\"FRZRPoltBomb\", 27, 0, 0)\n\t\tGoto See\n\tIcyComets:\n\t\tSUC6 EF 8 Bright A_FaceTarget\n\t\tSUC6 G 8 Bright A_CustomMissile(\"IceSuccubusComet\",27,0,0)\n\t\tSUC6 EF 8 Bright A_FaceTarget\n\t\tSUC6 G 8 Bright A_CustomMissile(\"IceSuccubusComet\",27,0,0)\n\t\tGoto See\n\tMissileF:\n\t\tTNT1 A 0 A_Jump(100, \"IceCometsF\")\n\t\tTNT1 A 0 A_Jump(80, \"IceShotsPoltF\")\n\tTripleShotF:\n\t\tSUF6 EF 6 Bright A_FaceTarget\n\t\tSUF6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tSUF6 EF 6 Bright A_FaceTarget\n\t\tSUF6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tSUF6 EF 6 Bright A_FaceTarget\n\t\tSUF6 G 6 Bright A_Custommissile (\"SuccubusFrostAttack\", 27, 0, 0)\n\t\tGoto Hover\n\tIceShotsPoltF:\n\t\tSUF6 E 8 Bright A_FaceTarget\n\t\tSUF6 F 8 Bright A_FaceTarget\n\t\tSUF6 G 1 Bright A_Custommissile (\"FRZRPoltBomb\", 27, 0, 0)\n\t\tSUF6 E 8 Bright A_FaceTarget\n\t\tSUF6 F 8 Bright A_FaceTarget\n\t\tSUF6 G 1 Bright A_Custommissile (\"FRZRPoltBomb\", 27, 0, 0)\n\t\tGoto Hover\n\tIceCometsF:\n\t\tSUC6 EF 8 Bright A_FaceTarget\n\t\tSUC6 G 8 Bright A_CustomMissile(\"IceSuccubusComet\",27,0,0)\n\t\tSUC6 EF 8 Bright A_FaceTarget\n\t\tSUC6 G 8 Bright A_CustomMissile(\"IceSuccubusComet\",27,0,0)\n\t\tGoto Hover\n   Pain:\n\t\tSUC6 L 2 Bright\n\t\tSUC6 L 2 Bright A_Pain\n\t\tGoto See\n   Death:\n\t\tSUC6 M 7 Bright\n\t\tSUC6 N 7 Bright A_Scream\n\t\tSUC6 O 7 Bright\n\t\tSUC6 P 7  A_NoBlocking\n\t\tSUC6 QRST 7\n\t\tSUC6 U -1\n\t\tStop\n\tRaise:\n\t\tSUC6 UTSRQ 8 Bright\n\t\tSUC6 P 0 A_PlaySoundEx(\"pyr/resurrected\", 3)\n\t\tSUC6 PONM 8 Bright\n\t\tGoto See\n \t}\n}\n\nActor SuccubusFrostAttack : FrostCoveredBall\n{\n\tSpeed 23\n\tDamage 13\n}\n\nACTOR IceFire1\n{\n     Translation \"176:191=196:197\",  // Reds\n\t            \"32:47=196:197\",    // Deep Reds\n\t            \"64:79=195:196\",    // Browns\n\t\t\t\t\"48:63=194:195\",    // Peaches\n\t            \"215:223=194:195\",  // Oranges\n\t\t\t\t\"160:167=192:194\",  // Golds\n\t\t\t    \"224:231=192:194\"\t// Yellow\n     +NOCLIP\n     +MISSILE\n     +DROPOFF\n     +RANDOMIZE\n     Scale 0.8\n     Speed 1\n     RENDERSTYLE ADD\n     ALPHA 0.67\n     States\n     {\n     Spawn:\n          NULL A 8\n          FRTN A 3 Bright\n\t      FRTN A 0\n\t      FRTN B 3 Bright\n\t      FRTN B 0\n\t      FRTN C 3 Bright\n\t      FRTN C 0\n          FRTN C 0\n          FRTN DEFGHIJKLMNO 3 Bright\n          Stop\n     }\n}\n\nActor IceSuccubusComet : CryoComet\n{\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tCRTT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"SuccubusCryoCometTail\",0,0,0,0,0,0,0,128)\n\t}\n}\n\nActor SuccubusCryoCometTail : CryoCometTail\n{\n\tScale 0.62\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/InfectedHunter.txt",
        "contents": "ACTOR InfectedHunter\n{\n\tHealth 250\n\tRadius 20\n\tHeight 56\n\tSpeed 15\n\tMass 100\n\tPainChance 160\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\tBloodColor \"Green\"\n\tDamageFactor \"ZombieDemonTech\", 0.25\n\tPainChance \"ZombieDemonTech\", 0\n\tAttackSound \"weapons/assaultrifle\"\n\tSeeSound \"undeadhunter/activate\"\n\tPainSound \"undeadhunter/pain\"\n\tDeathSound \"undeadhunter/death\"\n\tActiveSound \"shotguy/active\"\n\tDropItem \"ModdedGreenArmor\" 90 1\n\tDropItem \"HandGrenadeAmmo\" 190 1\n\tDropItem \"MineAmmo\" 170 1\n\tDropItem \"AmmoPack\" 90\n\tDropItem \"Backpack\" 50 1\n\tDropItem \"Armorplate\" 200 1\n\tDropItem \"Portablemedkit\" 180 1\n\tDropItem \"DemonAmmoBox\" 100\n\tDropItem \"Demon Tech Rifle \" 80 1\n\tTag \"\\c[g4]Infected hunter\\c-\"\n\tObituary \"%o was the prey for an Infected Hunter.\"\n\tStates\n\t{\n\tSpawn:\n        SY05 A 10 A_Look\n        Loop\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        SY05 AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        SY05 CCDD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tSY05 A 0 A_Jump(80,\"Rush\")\n\t\tTNT1 A 0 A_Jump(80,\"Phase\")\n        Loop\n\tPhase:\n\t\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tSY05 A 2 A_FaceTarget\n\t\tSY05 A 1 A_SetTranslucent(0.75)\n\t\tSY05 A 1 A_SetTranslucent(0.55)\n\t\tSY05 A 1 A_SetTranslucent(0.35)\n\t\tSY05 A 1 A_SetTranslucent(0.20)\n\t\tGoto Phased\n\tUnPhase:\n\t\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tSY05 A 1 A_SetTranslucent(0.15)\n\t\tSY05 A 1 A_SetTranslucent(0.35)\n\t\tSY05 A 1 A_SetTranslucent(0.55)\n\t\tSY05 A 1 A_SetTranslucent(0.75)\n\t\tTNT1 A 0 A_SetTranslucent(1)\n\t\tSY05 A 2 A_FaceTarget\n\t\tGoto See\n\tPhased:\n\t\tSY05 AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n\t\tSY05 AABBCCDDAABBCCDD 1 A_Chase\n\t\tTNT1 A 0 A_Jump(128,\"UnPhase\")\n\t\tGoto Phased+32\n\tRush:\n\t\tSY05 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tSY05 D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSY05 AA 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSY05 BB 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSY05 CC 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSY05 DD 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tGoto See\n\tMissile:\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 Bright A_Jump(60,\"DtechRailGun\")\n\t\tTNT1 A 0 Bright A_Jump(180,\"DtechRapidRifle\")\n\tDTechRifleBurst: // Need to do an F frame 'SY05 F 1 Bright'\n    \tSY05 E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright //this one\n        SY05 E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright //this one\n        SY05 E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright\t//this one\n        Goto See\n\tDTechRapidRifle:\n\t\tSY05 E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tSY05 E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 F 1 Bright //This one\n\t\tTNT1 A 0 A_CPosRefire\n\t\tTNT1 A 0 A_Jump(20, \"See\")\n\t\tGoto DtechRapidRifle\n\tDTechRailgun:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t\tSY05 E 0 A_FaceTarget\n\t\tSY05 E 0 A_SpawnItemEx(\"InfectedHunterLineSpawner\",0,0,23,0,0,0,0,128)\n\t\tSY05 EEE 4 A_SpawnItemEx(\"InfectedHunterLineSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tSY05 EEE 4 A_SpawnItemEx(\"InfectedHunterLineSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"DTRailCore\",28,6)\n\t\tTNT1 A 0 A_CustomMissile(\"DarkAnnihilatorRail\",28,6)\n\t\tSY05 E 6 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tSY05 E 5 Bright\n\t\tGoto See\n\tPain:\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_Jump(90,\"Rush\")\n\t\tSY05 H 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tSY05 H 0 A_Pain\n\t\tSY05 H 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tGoto see\n\tDeath:\n        SY05 I 5\n        SY05 J 5 A_Scream\n        SY05 K 5 A_Fall\n\t\tSY05 L 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n        SY05 L -1\n        Stop\n\tXDeath:\n\t\tSY05 M 2 A_XScream\n\t\tSY05 N 2 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tSY05 O 2\n\t\tSY05 P 2 A_Noblocking\n\t\tSY05 Q 2\n\t\tSY05 R -1\n        Stop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n        SY05 LKJI 5\n        Goto See\n\t}\n}\n\nACTOR GreenChaingunnerA\n{\n\tScale 1.1\n\tRadius 20\n\tHeight 56\n\tSpeed 0\n\tAlpha 0.7\n\tPROJECTILE\n\tRENDERSTYLE Translucent\n\t+NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tSY05 A 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerB : GreenChaingunnerA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tSY05 B 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerC : GreenChaingunnerA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tSY05 C 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerD : GreenChaingunnerA\n{\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tSY05 D 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nActor GreenZombieStrafing : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  +NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"GreenZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"GreenZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"GreenZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"GreenZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"GreenZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nActor GreenZombieJumping : LegZombieStrafing\n{\n  +NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n    NULL A 1 A_CheckFloor(1)\n    Stop\n\tNULL A 1 A_Jump(242,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n    Stop\n\tNULL A 1\n    Stop\n  }\n}\n\nACTOR GreenZombieStrafeSens : Inventory{Inventory.MaxAmount 1}\n\nActor InfectedHunterLineSpawner : GreenPowerLineSpawner\n{\n    +NoTimeFreeze\n\tScale 1.3\n}"
      }
    ]
  },
  "maps": []
}

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