duelitempatch-v4a-4.pk3

PK3 2.2 KiB 0 map(s)

Counts

endoom0
graphics0
lumps3
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "07ee82a4-ca4d-4bca-86e9-b37855038d0e",
    "sha1": "ed7bcd13ab97fa2c22ecd3ca820098e8f1daebd9",
    "sha256": "a79d0e4f4608897bc14a425d898761a66a07cdda743845cc0e13eb3541933de3",
    "filenames": [
      "duelitempatch-v4a-4.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2014-07-31 12:06:26",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2014-07-31 12:06:26",
    "file": {
      "type": "PK3",
      "size": 2260,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/ed7bcd13ab97fa2c22ecd3ca820098e8f1daebd9/ed7bcd13ab97fa2c22ecd3ca820098e8f1daebd9.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "duelitempatch-v4a-4.pk3",
      "description": "This is a small patch PK3 file containing only three lumps and no maps. It primarily modifies or removes certain inventory items and weapons, as indicated by the included DECORATE actor replacements and weapon definitions. There are no gameplay maps or monster data, so no difficulty, combat style, or thematic elements are present. The patch appears to be a utility or balance adjustment for an existing mod or map set rather than a standalone WAD. Compatibility details are not specified, but the lack of maps and minimal content suggests it is an add-on for Boom-compatible or similar source ports.",
      "tags": [
        "boom_compatible",
        "no_maps",
        "patch",
        "utility"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/itemremoval.txt",
        "contents": "actor Nothing1 replaces ETank\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 : Nothing1 replaces MTank\n{\n}\n\nactor Nothing3 : Nothing1 replaces TimeStopperGiver\n{\n}\n\nactor Nothing4 : Nothing1 replaces ProtoUpgrade\n{\n}\n\nactor Nothing5 : Nothing1 replaces EddieSummon\n{\n}\n\nactor Nothing6 : Nothing1 replaces ExitUnit\n{\n}\n\nactor Item2Replacement : Item2 replaces AdaptorUpgrade\n{\n}\n\nactor Nothing8 : Nothing1 replaces TrebleSentry\n{\n}\n\nactor Nothing9 : Nothing1 replaces PartyBall\n{\n}\n\nactor Nothing10 : Nothing1 replaces BeatSupport\n{\n}\n\nactor Nothing11 : Nothing1 replaces ArrowBusterUpgrade\n{\n}\n\nactor Nothing12 : Nothing1 replaces LaserBusterUpgrade\n{\n}\n\nactor RushCoilReplacement : RushCoil replaces TrebleBoostUpgrade\n{\n}\n\nactor Item1Replacement : Item1 replaces RushJet\n{\n}\n\nactor Nothing13 : Nothing1 replaces SkullBarrierGiver\n{\n}\n\nactor Nothing14 : Nothing1 replaces ReggaeCall\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/inventory/mm6/plantbarrier.txt",
        "contents": "actor PlantBarrierWep : MegaBuster 10069\n{\n//$Category MM8BDM-Weapons\nWeapon.AmmoGive 28\nWeapon.SlotNumber 7\nInventory.Pickupmessage \"Power up! Plant Barrier!\"\nObituary \"$OB_PLANTBARRIER\"\nweapon.ammotype \"PlantBarrierAmmo\"\nweapon.ammouse 2\ninventory.pickupsound \"weapon/weaponup\"\ninventory.icon \"PLANTSI\"\n+WEAPON.AMMO_OPTIONAL\nScale 2.0\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nReady:\nPLAA A 0 ACS_ExecuteAlways(998,0,39)\nPLAA A 0 A_ClearRefire\nPLAA A 1 A_WeaponReady\nGoto Ready+2\nDeselect:\nPLAA A 0 A_TakeInventory(\"PlantWeakener\", 1)\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,24)\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nPLAA A 1 A_Lower\nGoto Deselect+1\nPLAA A 0\nPLAA A 0 A_TakeInventory(\"ShieldCheck\",1)\nGoto Deselect+1\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nPLAA A 1 A_Raise\nLoop\nFire:\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\",1,\"ShieldThrow\")\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPLAA A 1 A_GiveInventory(\"ShieldCheck\",1)\ngoto ShieldActive\nShieldActive:\nPLAA B 0 A_GunFlash\nPLAA BCDEFGH 2\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nGoto Shield\nShield:\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA A 0 A_TakeInventory(\"PlantBarrierAmmo\",1)\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nPLAA AA 1 A_WeaponReady\nPLAA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nPLAA A 0 HealThing(1)\nPLAA A 0 A_JumpIf(health>=100,\"Waiting\")\nLoop\nWaiting:\nPLAA A 1 A_WeaponReady\nPLAA A 0 A_JumpIfHealthLower(100, \"Shield\")\nPLAA A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Waiting\")\nGoto ShieldThrow\nShieldThrow:\nPLAA A 0 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_JumpIfNoAmmo(\"ShieldThrow2\")\nPLAA A 0 A_FireCustomMissile(\"PlantBarrier\", 0, 1, 0, 0)\nGoto ShieldThrow2\nShieldThrow2:\nPLAA IJ 2\nPLAA K 6\nPLAA JI 3\nPLAA AAAA 1\ngoto Ready+1\nNoAmmo:\nPLAA A 0 ACS_Execute(979,0)\nPLAA A 0 A_TakeInventory(\"PlantWeakener\", 1)\nPLAA A 1 A_TakeInventory(\"ShieldCheck\",999)\nPLAA A 0 A_Refire\ngoto Ready+1\nFlash:\nTNT1 A 0 A_GiveInventory(\"PlantWeakener\", 1)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier1\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier2\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier3\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier4\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier5\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier6\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier7\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier8\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier9\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier10\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier11\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier12\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier13\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier14\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier15\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier16\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, 1)\nGoto NoFlash\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier17\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 1 A_SpawnItemEx(\"PlantBarrier18\", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)\nTNT1 A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Flash\")\nGoto NoFlash\nNoFlash:\nTNT1 A 0 A_TakeInventory(\"PlantWeakener\", 1)\nTNT1 A 0\nstop\n}\n}\n\nactor PlantWeakener : PowerProtection\n{\ndamagefactor \"normal\", 1.3\npowerup.duration 0x7ffffffff\n}\n\nactor PlantBarrier1\n{\nscale 2.5\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nPLAN A 1\nPLAN A 1\nstop\n}\n}\n\nactor PlantBarrier2 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN B 1\nPLAN B 1\nstop\n}\n}\n\nactor PlantBarrier3 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN C 1\nPLAN C 1\nstop\n}\n}\n\nactor PlantBarrier4 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN D 1\nPLAN D 1\nstop\n}\n}\n\nactor PlantBarrier5 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN E 1\nPLAN E 1\nstop\n}\n}\n\nactor PlantBarrier6 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN F 1\nPLAN F 1\nstop\n}\n}\n\nactor PlantBarrier7 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN G 1\nPLAN G 1\nstop\n}\n}\n\nactor PlantBarrier8 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN H 1\nPLAN H 1\nstop\n}\n}\n\nactor PlantBarrier9 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN I 1\nPLAN I 1\nstop\n}\n}\n\nactor PlantBarrier10 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN J 1\nPLAN J 1\nstop\n}\n}\n\nactor PlantBarrier11 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN K 1\nPLAN K 1\nstop\n}\n}\n\nactor PlantBarrier12 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN L 1\nPLAN L 1\nstop\n}\n}\n\nactor PlantBarrier13 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN M 1\nPLAN M 1\nstop\n}\n}\n\nactor PlantBarrier14 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN N 1\nPLAN N 1\nstop\n}\n}\n\nactor PlantBarrier15 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN O 1\nPLAN O 1\nstop\n}\n}\n\nactor PlantBarrier16 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN P 1\nPLAN P 1\nstop\n}\n}\n\nactor PlantBarrier17 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN Q 1\nPLAN Q 1\nstop\n}\n}\n\nactor PlantBarrier18 : PlantBarrier1\n{\nStates\n{\nSpawn:\nPLAN R 1\nPLAN R 1\nstop\n}\n}\n\nactor PlantBarrierAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 28\n}\n\nactor PlantBarrier\n{\nscale 2.5\nPROJECTILE\n+DONTSPLASH\nDamage (25)\ndamagetype \"PlantBarrier\"\nObituary \"$OB_PLANTBARRIER\"\nSpeed 32\nRadius 12\nHeight 12\nStates\n{\nSpawn:\nPLAN ABCDEFGHIJKLMNOPQR 1\nloop\n}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.