Counts

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lumps680
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Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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      {
        "source": "pk3",
        "name": "old-ChangeLog.txt",
        "contents": "/////Everything writen here was made by joshua\\\\\\\\\\\n\nMain file taken: hem-custom-1.30.pk3 (for the creation of this file)\n\nI have no clue who owned the BFG 20K, but I don't know how to make the nuclear\nsprites work, I've tried the basics, yes, but still not sure how.\n\nCode taken from: hem-custom-cf-v1.30.pk3\n\nIt was edited to make the weapon more useful and versatile.\nSince none of this is owned by me, the original creator of HEM, has all rights\nto take this file down, due to the code probably being owned by the creator.\n\nPhase Gaus (Yes, it's spelled this way) taken from cch1.15 (Removed weapon)\n\nBFG 3500, taken from complex-doom-invasion, which I think that is a weapon that is\nacquirable, but nonetheless ,it is fun.\n\nReal edits:\n\nExos drops the BFG 20K, BFG 3500, and a Swiborg sphere due to it never being spawned\non the ground at all.\n\nThe Jetpack Zombie drops the Phase Gaus, because I think that common enemies like the\nPhase Cyberdemon can't have an item like that due to them being very common spawns.\n\nBFG 20K deals 3500 damage (direct upgrade to the BFG 3500, and to compensate for the\nvery very slow firing speed and recharge time)\n\nBFG 3500 deals a moderate 2700 damage, being the starter extreme superweapon to be\ngained, if it is acquired before the BFG 20K.\n\nBoth weapons have removed -NOWEAPONDROP flags for teamwork usage, and for people to\nhave a chance to use some of the \"obscure\" weapons.\n\nLCA-DJB and COMPLEX-INVASION is owned by DoomJoshuaBoy (I think.)\n\nEvery weapon in this package was not made by me, and I have not made any of this work\nexcept for editing the weapons to a desired state, and making the BFG3500's sprite.\nthis file was only made for personal/public use in my TSPG hosted server, the\ncontent of this file is just to give some of the old, unused, or unseen weapons a\nlittle bit of life and action in-game.\n\nThe Blue (It's actually \"Red\" in the code) BFG was a bit balanced due to it\ndestroying almost every normal cyberdemon spawn with at least 5000 health.\n\nThe Red BFG is from cch1.15.pk3\n\n                          Updates for Version 2:\n\nMassively overhauled the BFG 20K, it is now a multi-purpose, endgame weapon.\nWith two firing modes, primary fires the normal BFG 20K energy ball, and the\nsecondary fire shoots an unstable, prototype plasma ball that can defeat most\nmonsters with high health very quickly. it can be shot at the floor, and will bounce\non it, making the altfire a good horde controlling weapon.\n\nThe BFG 20K has been given an extremely good update, due to it not having the\nexplosion sprites working, or something like that, I've added stuff from the other\nfiles to fill in the blank space. Not only the BFG 20K's primary fire is now\nmore useful than before, but now it also fires some Demon Technology Devastator\nbits after being shot at the wall. (the small little balls that happen to come out\nof the DT Devastator)\n\nThe Red BFG was reintroduced (although unofficially, just like everything in this file)\nas well as the Phase Gaus(s) was given better statistics to make up for its \"Marine\"\ndamage type, and due to it not damaging some monsters, I'd say that it's worth it.\n\nRed BFG was balanced to fit the game better, now using a little bit more ammo just\nto balance things out. Damage was also reduced (I think. I honestly forgot.) to not\ninstakill some of the 2k health enemies.\n\nBFG 3500 was given an idle state with the lights in it moving up and down in sequence\nas well as it was given the priority to use the D-Cells, that are only used by the\nD-BFG, they are now used by the BFG 3500, and is the first weapon to ever use the\nD-Cells beside the D-BFG.\n\nThe BFG 20K still deals extreme damage at close range, even to the player itself, you\nmight be wondering why, but it's because that the shots that it fires deal so much\ndamage, that you've gotta have a downside to the weapon, or else it'd turn into one\nof those easy-to-use weapons that you just spam them to win, with barely any ammo\nusage.\n\nRed BFG is dropped by the Enraged Legendary Cybruiser (Prototype)\n\nPhase Gaus(s) is still dropped by the Jetpack Zombie.\n\nAs well as the BFG3500, and BFG 20K are also dropped by the same good ol' Exos that\nbarely spawns no matter if cf_altcyberspawn is on or off.\n\nAll of these weapons are property to their respective owners, iD Software was respon-\nsable for the creation of the game engine, and we are all extremely grateful\nfor that.\n\n                             Updates for Version 3:\n\nAdded the Planet Cracker, from complex-unamaker-addon-27.pk3, it now has an altfire\nthat shoots Railgun Slugs from the Blue Cardinal. (Side note: it doesn't have its\nown sounds due to me not being able to use them no matter the directory I put them\nin, so I had to improvise, and used the normal sounds. The alternate fire deals\napprox. 1000-1505 damage per slug. it uses 5 D-cell, making it a nice\nalternative to the primary fire the Planet Cracker has. Primary fire from the\nPlanet Cracker deals a tremendous 3000 damage. Almost the same amount of damage\nof the BFG 20K's primary fire. Primary fire uses 10 D-Cells.\n\nThe Blue Cardinal drops the Planet Cracker. As well a little suprise for those\ninterested in extra suprises. Chances of the Planet Cracker dropping are 128. Lower\nthan the D-BFG he drops.\n\nThe Enraged Legendary Cybruiser also features an extra drop, just for a little bit\nof fun. Chance of it spawning is 50, it's lower than the Enraged sphere he drops.\n\nThe Planet Cracker is the 2nd weapon to ever use the D-Cells as a source of ammo\nexcept for the D-BFG which was already made for the use of the D-Cells.\n\n-Removed some of the code from the BFG 20K's original plasma ball due to none of\nthe files being found, and because it would probably lag out lots of people in-game.\n\n+Buffed the Phase Gauss with 100 extra max. damage just to compensate for the small\nDemon Tech ammo it uses.\n\n                             Updates for Version 4:\n\nFixed the Planet Cracker not playing any of its original sounds. (turns out I really\ndon't know everything about Doom yet)\n\n+Added the Legendary Super Chaingun.\n\n+Added the Enraged Super Chaingun.\n\nTerrible pickup sprites: me, Doom 0.3 Alpha (I think.)\n\nThe Legendary and Enraged miniguns are from xtraweapons-v2.3.pk3.\n\nTerrible dual-barrel Minigun sprites: edited by me.\n\n+Added possible support for Slade3...?\n\n- Melodica on Doomworld for Beta Super Shotgun\n- Implementing a Vexed Pump Shotgun for later, but not right now.\n\n> Big update: Added 9 useful utilities for the player to use (Y'know the support\nthingies that some monsters use? EX: Enraged Legendary Turret, Enraged Prox. Mine,\netc. They can now be used by the player! Yes, 9 items in total, which are:\n\nLegendary Grenades, Nemesis Spring Mines, Enraged Legendary Thermonuclear Bomb,\nEnraged Legendary Proximity Mine, Enraged Legendary Landmine, Legendary Landmine,\nLegendary Mini Turret, Legendary Predator Turret, and an Enraged Legendary Sentry Gun\n\nAll of these items can be obtained by defeating the monster that uses the item,\nexcept for the Nemesis Spring Mine, that I couldn't make a Nemesis monster drop it\ndue to \"DECORATE\" errors which I have no clue how to fix, so the Nemesis Spring Mines\nare dropped by the exos (again, unfortunately...Maybe laziness as well, but I don't\nknow.)\n\nAbout drops - the Enraged Legendary Cybruiser drops the Enraged Legendary Super\nChaingun, as well as it still drops its suprise drop. The Enraged Legendary Commando\nand the Enraged Legendary Baby Sentient can also drop it. But keep in mind though:\n\nDrop rates in every monster except for the Enraged Legendary Baby Sentient, are\nreduced for better balance in-game. They are very small, and unlikely to be dropped.\n\nThe Legendary Super Chaingun is dropped by the Legendary Commndo, and the Legendary\nBaby Sentient, also reduced chances for them to drop, just for a little balance\n\nNote: Every monster that uses its special support item, or misc. support item, if\nyou know that monster well, you'll know very well that it will drop its special\nitem, although with a chance of it dropping, of\n\nAll of the Enraged, Legendary, and Nemesis items are from their respective\nmodifications:\n\n isanelca-custom-v1.2-cf.1.pk3\n lca-v1.5.9.6.pk3\n complex-dust-cluterfuck-v2.30.pk3\n\n                              Updates for Version 5:\n\nIntroduced the Phase Rapid Shotgun that actually alerts monsters because I've actually\ntried everything to try to make it not alert monsters, but it still does, Alternate\nfire activates the phase mode, that uses 3 shells, and lasts 15 seconds. Is also\ncumulative just like the Phase Demon Tech Rifle. Only the Cyber Brute can\ndrop the Phase Rapid Shotgun. Just to make him a little bit more useful and fun to be\naround the map other than a simple replacement.\n\n+Added the Demon Tech Nailgun from lca-rtd_v1.59.pk3 (Author is possibly named\n\"MagicWazard\", but I am not completely sure who is the owner of the pack.)\nIt also has the +NOALERT flag, but I think that it's the same situation as my shotgun\nbasically, it is the father of the Phase series, due to it having the +NOALERT flag\neven before the possible creation and beggining of Clusterfuck. Although I might be\njust overreacting, but yeah, it might've been the first silenced weapon.\n\n+Added, and modified, the True Legendary Railgun! From lca-djb-v4.2.6.pk3. This thing\n, you have no clue how happy I am that I added this, it's because back in the day, I\n, one day, played LCA, and had no clue about what i was doing whatsoever, and I've\nonly acquired the Legendary Railgun once at that time, due to me not having interest\nin Doom, and the Legendary Complex Addon and Clusterfuck community, before they\nbecame famous. And before Clusterfuck existed, of course. But yeah, it acts the same\nway, it deals a ton of damage, although I'm not completely sure what does more damage\n, the A_RailAttack projectile with predefined damage, or the Railgun slug actor, due\nto me putting the RailAttack one with a specific number of damage, and the slug\nanother different number. So yeah, it basically deals a ton of damage, and is only\ndropped by the True Legendary Baby Sentient, True Legendary Sentient, or the\nTrue Legendary Zombie. Last two I have no clue if they drop it because xtraweapons\nhas replaced the preexisting monster names, and even after trying to replace the\nactors, I've had no luck in making the original spawn dropping it, but if you do\nactually get it from the True Legendary Sentient, or the Zombie, congrats, it might\nhave worked the way I planned. I've tested it multiple times, and couldn't get the\noriginal actors to drop it except for the Baby Sentient.\n\n(The A_RailAttack Projectile\ndeals 1000 to 1670 damage, the slug actor 1000 to 1750 damage. Just putting this here\nbecause I just checked the values right now, and that updating this part of the text\nwould require me to rewrite almost everything to fit into the screen)\n\nIt has a magazine capacity of 6, to make up for its extremely rare ammotype, which\nis the True Legendary Cells, only dropped by the truly legendary monsters. It deals\nmore damage than the Legendary Railgun, and has its own looks (badly edited sprite\ntaken from lca-djb-v4.2.6.pk3, edited to look even worst sadly by me) as well as its\ndifferent colored ejected cell magazine, and Cell Pack and normal Cell magazine. All\npoorly edited that don't display the correct colors in Software mode just like the\nPhase Rapid Shotgun's sprite, by me, base from lca-djb-v4.2.6.pk3.\n\nAbyssal Satyr now drops a ton of goodies upon death. As well as it drops an\nunfinished weapon that I made. Yay! Infinite ammo! I'm a terrible person.\nBut it now drops 4 Black Runes, just for teamwork sake, and for YOU, the PLAYER, to\ndrop some for your friends to enjoy the game together.\n\nI honestly prefer the Abyssal Satyr to drop these things, other than dropping a\nfreaking weak armor sphere, and some health bonuses, that are the exact equivalent of\nnothing. Yeah, that's all that I have to offer in this update.\n\n                            Updates for Version 6:\n\n+Added the Enraged Legendary Rune, from some of the older version of Insane LCA, as\nwell as monsters that can drop it. (except for the knight, behemoth, and zombie)\n+Added the Supercharged series, featuring 3 weapons: BFG 9500, Demon Tech BFG 10K,\nand Demon Tech Rifle.\n+Added the... True Legendary BFG 15K.\nMagazine capcity on the Demon Tech Nailgun was raised to 120 due to the addition of\nthe Supercharged Demon Tech Rifle, as well as the damage that each one of the Demon\nTech \"Nails\" deal.\nFixed the True Legendary Railgun not penetrating all Legendaries, so I added the\n\"Superweapon\" damagetype, so it's right over there with the True Legendary BFG.\nDamage dealt by the True Legendary Railgun was increased to compete with the True\nLegendary BFG 15K. (Also, the True Legendary BFG 15K, and the Railgun, both of them\npenetrate invulnerability and pass through Time Freeze. As well as the Railgun's mag-\nazine, which wasn't immune to Time Freeze before, and didn't eject after reloading in\nTime Freeze.)\n\nThe True Legendary BFG 15K can only be dropped by the True Legendary Baby Sentient,\nwith an extremely small chance of dropping, for balance. It has amplified damage, to\nkeep up with the True Legendary Railgun. It is supossed to be used as a cheap, auto-\nmatic legendary weapon. The projectiles, when shot in sequence, can sometimes reach\na higher amount of damage than the True Legendary Railgun's slug, as well as it can\nbe used as a last-resort in case you have high latency, or your aim with a Railgun is\nbad. It can also be a cheaper alternative if you want to save your True Legendary\nCell ammunition, as it can sometimes reach high amounts of damage than what a single\nRailgun slug can do in one shot. (10 True Legendary Cells)\n\nThe Supercharged series, that feature the Supercharged Demon Tech BFG 10K, Demon Tech\nRifle, and BFG 9500, are all cheaper alternatives to the original weapons, that deal\nmore damage, and use less ammunition.\n\nBFG 9500 deals 500 damage per Supercharged BFG Ball, using 5 Energy Cells per shot.\nDemon Tech BFG 10K deals 1200 damage per Supercharged DT BFG Ball, the tracers are\ngreen because I have no clue how to make them change, I've tried literally everything\nThe Demon Tech Rifle deals 75 damage per Supercharged DT Rifle projectile, making it\nthe best assault rifle, with a Demon Technology ammo capacity of 80, it gives the\nplayer lots of chances to hit the shots, due to them having higher damage than the\nDemon Tech Nailgun.\n\nAdded Xtraweapons drops to Legendary Baby Demolisher, True Legendary Baby Sentient,\nLegendary Baby Sentient, and HEMHeresiarch, True Legendary Baby Sentient has a chance\nof 24 of dropping the Real True Legendary BFG. Legendary Sentient can drop the normal\nLegendary BFG 15K, with a chance of 35 to drop from it, as well as the Legendary Baby\nDemolisher(Chance of 40) and the Legendary Cyber Noble. (Chance of 20)\n\nHeresiarch has been given a bunch of goodies and stuff to make up for his\nbarely-spawned-self, which literally barely spawns. Like, I'm not kidding, I've only\nseen him spawn 2 or 3 times in my server. That's how rare he is.\n\nBasically: Fantasy Staff(4), the Advanced Necronomicron(2), Occult Spellbook(2), Real\nTrue Legendary BFG(4,chance of 20 to drop), Big Fear Gun(4,chance of 15 to drop)\nSpread Runes(4,chance of 200 to drop), True Legendary Runes(4), Nemesis\n(4,chance of 170 of dropping), Unmaker(4,chance of 160 of dropping) Hell Staff(1),\nBlack Rune(4, separate) and 8 Terminator spheres with a chance of 80 to drop.\n\nAll of this loot is to make up for the nothingness that the\nHeresiarch gave the Player(s), this is just to compensate for the teamwork and\ncasualties that the players suffered.\n\n                             Updates for Version 7:\n\nRemoved 4 weapons: Phase Gauss, Red BFG, Phase Rapid Shotgun and Vexed Pump Shotgun\ndue to complaints, if more are to come, possibly more will be removed.\n\nAdded Legendary Karasawa and Enraged Legendary Karasawa to replace the rest of the\nremoved weapons. Both feature legendary and enraged projectile code from\ninsanelca-custom-v1.2-cf.1.pk3 and lca-v1.5.9.6.pk3.\n\nOnly the fiends can drop these weapons.\n\nReduced the chances of dropping endgame things from HEMHeresiarch."
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//BFG 3500\n\nbfg3500/fire BFG35CH\nbfg3500/explode BFG35EX\n$rolloff bfg3500/explode 1200 3000\n$limit bfg3500/explode 0\n\n//Planet Cracker\n\nweapons/PlanetCrackerUp\t\t\t\t\tDSPCUP\nweapons/PlanetCrackerDown\t\t\t\tDSPCDOWN\nweapons/PlanetCrackerReload\t\t\t\tDSPCREL\nweapons/PlanetCrackerPickup\t\t\t\tSUPRIONP\n\nweapons/PlanetCrackerImpact\t\t\t\tDSPCIMPC\nweapons/PlanetCrackerBoom\t\t\t\tDSPCBOOM\nweapons/PlanetCrackerRain\t\t\t\tDSPCRAIN\nweapons/PlanetCrackerBlast\t\t\t\tDSPCBLST\nweapons/PlanetCrackerHit\t\t\t\tDSPCHIT\n\nweapons/PlanetCracker_Fire\t\t\t\tDSPCFIRE\nweapons/PlanetCracker_Cling\t\t\t\tDSPCCLNG\n\nweapons/PlanetCracker_Charge\t\t\tDSPCCHRG\nweapons/PlanetCracker_Ready\t\t\t\tDSPCRDY\n\nweapons/PlanetCracker_MiniCharge1\t\tDSPCCHR1\nweapons/PlanetCracker_MiniCharge2\t\tDSPCCHR2\nweapons/PlanetCracker_MiniCharge3\t\tDSPCCHR3\n\nweapons/PlanetCracker_MiniBip1\t\t\tDSPCBIP1\nweapons/PlanetCracker_MiniBip2\t\t\tDSPCBIP2\nweapons/PlanetCracker_MiniBip3\t\t\tDSPCBIP3\nweapons/PlanetCracker_MiniBip4\t\t\tDSPCBIP4\n\nweapons/PlanetCracker_Void\t\t\t\tDSPCVOID\nweapons/PlanetCracker_Mechanism1\t\tDSPCMCH1\nweapons/PlanetCracker_Mechanism2\t\tDSPCMCH2\nweapons/PlanetCracker_Mechanism3\t\tDSPCMCH3\nweapons/PlanetCracker_Hyper\t\t\t\tDSPCHYPE\n\n$rolloff Weapons/PlanetCrackerBoom 3100 10200\n$rolloff Weapons/PlanetCrackerRain 3100 10200\n$rolloff Weapons/PlanetCrackerBlast 3100 10200\n\n//Legendary Fusion Cannon\nweapons/LFusionCannonUp LFCUP\nweapons/LFusionCannonIdle LFCIDLE\nweapons/LFusionCannonCharging LFCCHARG\nweapons/LFusionCannonFire LFCFIRE\n\n//Enraged Legendary Behemoth Cannon\n\nLegBeheCannon/up\tLEGBCRDY\n\n//Vexed Rifle\n$random VexedRifle/Fire { VNRFIRE1 VNRFIRE2 VNRFIRE3 }\n$rolloff VexedRifle/Fire\t400 2200\nVNRFIRE1 VNRFIRE1\nVNRFIRE2 VNRFIRE2\nVNRFIRE3 VNRFIRE3\nVexedRifle/Up\t\t\t\tVNRIFUP\n\n//True Legendary Pulverizer\nTrueLegPulverizer/Idle\t\tTLPUIDLE\nTrueLegPulverizer/Fire\t\tTLPUFIRE\nLegendaryFusionCell/PickUp\tLFCPIKUP\n\n//Legendary Devastator\nLegDevastator/Pickup\t\tLEGDEVUP\n\n//Commander Devastator\nCommanderDevastator/Pickup\tCMDDEVUP\n\n//Enraged Rune\nEnragedRune/PickUp\t\t\tENRUPICK\nEnragedRune/Idle\t\t\tENRUIDLE\n\n//Tech Blaster\n\nTechBlaster/Fire\t\t\tTBSRFIRE\nTechBlaster/Explode\t\t\tTBSRPEXP\nTechBlaster/PickUp\t\t\tTBPICKUP\nTechBlaster/Idle\t\t\tTBIDLEBZ\nTechBlaster/Steam\t\t\tTBRSTEAM\n\n//VoidRune\nVoidRune/Idle\t\t\t\tVOIDIDLE\n\n//Demon Heart\nDemonHeart/Pickup\t\t\tDMNHRTUP\nDemonHeart/Idle\t\t\t\tDHRTIDLE\nDemonHeart/activate\t\t\tDHRTUSE\n\n//Legendary Demon Heart\nLegDemonHeart/Pickup\t\tLEGDMNHT\nLegDemonHeart/activate\t\tLDHRTUSE\n\n//True Legendary Demon Heart\nTLegDemonHeart/Pickup\t\tTLDMNHRT\nTLegDemonHeart/activate\t\tTLHRTUSE\n\n//Nemesis Demon Heart\nNDemonHeart/Pickup\t\tNDMNHRT\nNDemonHeart/Idle\t\tNHRTIDLE\nNDemonHeart/Activate\tNDHRTUSE"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "POINTLIGHT BFG3500SprayExplode4\n{\ncolor 0.4 0.4 1.0\nOffSet 0 0 0\nSize 32\n}\n\nOBJECT BFG3500Spray\n{\nFrame BSS9A { Light BFG3500SprayExplode1 }\nFrame BSS9B { Light BFG3500SprayExplode2 }\nFrame BSS9C { Light BFG3500SprayExplode3 }\nFrame BSS9D { Light BFG3500SprayExplode4 }\n}\n\nOBJECT PlayerTrueLegendaryBFG15KBall\n{\nFrame SFS1A { Light SBFG95002Ball1 }\nFrame SFS1B { Light SBFG95002Ball1 }\nFrame SFE3A { Light SBFG95002BallExplode1 }\nFrame SFE3B { Light SBFG95002BallExplode2 }\nFrame SFE3C { Light SBFG95002BallExplode3 }\nFrame SFE3D { Light SBFG95002BallExplode4 }\nFrame SFE3E { Light SBFG95002BallExplode5 }\nFrame SFE3F { Light SBFG95002BallExplode6 }\n}\n\npulselight UnBallLight1Old\n{\ncolor 1.0 0.0 0.0\nsize 10\noffset 0 16 0\nsubtractive 0\ndontlightself 1\n}\n\npulselight UnBallLight2Old\n{\ncolor 0.5 0.0 0.0\nsize 10\noffset 0 16 0\nsubtractive 0\ndontlightself 1\n}\n\nObject UnmakerBall\n{\nFrame BFS1A { Light UnBallLight1Old}\nFrame BFS1B { Light UnBallLight2Old}\n}\n\nFLICKERLIGHT LegendaryRuneFIXLIGHT\n{\nColor 0.8 0.4 0\nOffSet 0 8 0\nSize 20\nSecondarySize 35\nChance 0.2\n}\n\nOBJECT LegendaryRuneFIX\n{\nFrame   LGRNA { Light LegendaryRuneFIXLIGHT }\n}\n\n//Legendary Monster GLDEFs\n\nOBJECT LegendaryZombie2\n{\nFrame LPOS { Light SmallLegLight }\n}\nOBJECT LegendaryBabyDemolisher\n{\nFrame LBDS { Light MediumLegLight }\n}\nOBJECT LegendaryBabySentientFIX\n{\nFrame LBBS { Light MediumLegLight }\n}\nOBJECT LegendaryBehemothFIX\n{\nFrame LEG2 { Light MediumLegLight }\n}\nOBJECT LegendaryCyberNobleFIX\n{\nFrame LCBS { Light MediumLegLight }\n}\nOBJECT LegendaryCyberdemonFIX\n{\nFrame CYBR { Light BigLegLight }\nFrame LBE3 { Light BigLegLight }\nFrame LBBEA { Light BigLegLight }\nFrame LBBEB { Light BigLegLight }\n}\nOBJECT LegendaryFiendFIX\n{\nFrame LFND { Light SmallLegPinkyLight }\n}\nOBJECT LegendaryDoomguyFIX\n{\nFrame LG47 { Light SmallLegLight }\nFrame LGAG { Light SmallLegLight }\nFrame LGPC { Light SmallLegLight }\nFrame PRLG { Light SmallLegLight }\nFrame LGBG { Light SmallLegLight }\nFrame LGFT { Light SmallLegLight }\n}\n\n//True Legendary Monster GLDEFs\nOBJECT TrueLegendaryZombieFIX\n{\nFrame TLZO { Light SmallTLegLight }\n}\nOBJECT TrueLegendaryCyberdemonFIX\n{\nFrame TLCD { Light BigTLegLight }\nFrame LBE4 { Light BigTLegLight }\nFrame TLCBA { Light BigTLegLight }\nFrame TLCBB { Light BigTLegLight }\nFrame TLCCA { Light BigTLegLight }\nFrame TLCCB { Light BigTLegLight }\nFrame TLCLA { Light BigTLegLight }\nFrame TLCLB { Light BigTLegLight }\n}\nOBJECT TrueLegendaryCyberdemonNormalFIX\n{\nFrame TLCD { Light BigTLegLight }\nFrame LBE4 { Light BigTLegLight }\nFrame TLCBA { Light BigTLegLight }\nFrame TLCBB { Light BigTLegLight }\nFrame TLCCA { Light BigTLegLight }\nFrame TLCCB { Light BigTLegLight }\nFrame TLCLA { Light BigTLegLight }\nFrame TLCLB { Light BigTLegLight }\n}\nOBJECT TrueLegendarySentientFIX\n{\nFrame TLSN { Light BossFire3 }\n}\nOBJECT TrueLegendaryCardinalFIX\n{\nFrame TLRD { Light BigLegLight }\nFrame TLRUA { Light BigLegLight }\nFrame TLRUB { Light BigLegLight }\nFrame TLR2 { Light BigLegLight }\nFrame TLR3 { Light BigLegLight }\n}\nOBJECT TrueLegendaryBabySentientFIX\n{\nFrame TBBS { Light MediumTrueLegLight }\n}\n\n//Enraged Legendary Monster GLDEFs\nOBJECT EnragedLegendaryAssaultCaptainFIX\n{\nFrame IASG { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryBehemothFIX\n{\nFrame EEG2 { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryChainsawZombieFIX\n{\nFrame ECSZ { Light BigRedLight }\n}\nOBJECT EnragedLegendaryCommandoFIX\n{\nFrame ECOS { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryCowboyFIX\n{\nFrame EWGU { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryCybruiserFIX\n{\nFrame ERUS { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryFiendFIX\n{\nFrame EFND { Light SmallELegFiendLight }\n}\nOBJECT EnragedLegendaryHellKnightFIX\n{\nFrame ENBL { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryImpFIX\n{\nFrame IEGN { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryKriegerFIX\n{\nFrame EHMF { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryRedeemerFIX\n{\nFrame ERED  { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryRevenantFIX\n{\nFrame EREV { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryStealthTrooperFIX\n{\nFrame ECMD { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryTormentorFIX\n{\nFrame EPAI  { Light MediumELegLight }\n}\nOBJECT EnragedLegendaryZombieFIX\n{\nFrame IPOS { Light SmallELegLight }\nFrame IPO2 { Light SmallELegLight }\n}\nOBJECT EnragedLegendaryBabySentientFIX\n{\nFrame EBBS { Light MediumELegLight }\n}\n\n//Bosses GLDEFs\nOBJECT AbyssalSatyrFIX\n{\nFrame OSST { Light AbyssalPurpleLight }\n}\nOBJECT HEMHeresiarchFIX\n{\nFrame HIER { Light HeresiarchRedLight }\n}\nOBJECT ActuallyGoodHeresiarchFIX\n{\nFrame HIER { Light HeresiarchRedLight }\n}\n\n//Vexed Nemesis Monsters GLDEFs\nOBJECT VexedNemesisZombieFIX\n{\nFrame VNZO { Light SmallTrueNemesisLight }\n}\nOBJECT VexedNemesisImpFIX\n{\nFrame VSIN { Light SmallTrueNemesisLight }\n}\n\n//bonuses\nPULSELIGHT DropNHealthBonusLight\n{\nColor 0.3 0.3 0.3\nSize 16\nSecondarySize 28\nInterval 0.9\nOffset 0 12 0\nDontlightself 1\nSubtractive 1\n}\nOBJECT DropNArmorBonus\n{\nFrame NARBA0 { Light DropNArmorBonusLightA }\nFrame NARBB0 { Light DropNArmorBonusLightB }\n}\nPULSELIGHT DropNArmorBonusLightA\n{\nColor 0.3 0.3 0.3\nOffSet 0 12 0\nSize 16\nSecondarySize 28\nInterval 1\nDontlightself 1\nSubtractive 1\n}\nPULSELIGHT DropNArmorBonusLightB\n{\nColor 0.3 0.3 0.3\nOffSet 0 12 0\nSize 16\nSecondarySize 28\nInterval 1\n}\nPULSELIGHT DropNArmorBonusLight\n{\nColor 0.3 0.3 0.3\nOffSet 0 12 0\nSize 6\nSecondarySize 8\nInterval 1\nDontlightself 1\nSubtractive 1\n}\nOBJECT DropNHealthBonus\n{\nFrame NLIF { Light DropNHealthBonusLight }\n}\n\nPULSELIGHT DropILHealthBonusLight\n{\nColor 0.8 0.4 0.0\nSize 16\nSecondarySize 28\nInterval 0.9\nOffSet 0 12 0\n}\nPULSELIGHT DropILArmorBonusLight\n{\nColor 0.8 0.4 0.0\nSize 16\nSecondarySize 28\nInterval 0.9\nOffSet 0 12 0\n}\nOBJECT DropILArmorBonus\n{\nFrame LLFS { light DropILArmorBonusLight }\n}\nOBJECT DropILHealthBonus\n{\nFrame LLIF { Light DropILHealthBonusLight }\n}\n\nPULSELIGHT DropLHealthBonusLight\n{\nColor 0.4 0.4 0.0\nSize 12\nSecondarySize 24\nInterval 0.9\nOffSet 0 12 0\n}\nOBJECT DropLHealthbonus\n{\nFrame LLIF { light DropLHealthBonusLight }\n}\nPULSELIGHT DropLArmorBonusLight\n{\nColor 0.4 0.4 0.0\nSize 12\nSecondarySize 24\nInterval 0.9\nOffSet 0 12 0\n}\nOBJECT DropLArmorBonus\n{\nFrame LLFS { Light DropLArmorBonusLight }\n}\n\nPULSELIGHT DropHemHealthBonusLight\n{\nColor 0.8 0.0 0.0\nSize 6\nSecondarySize 8\nInterval 0.8\nOffSet 0 0 0\n}\nOBJECT DropHemHealthBonus\n{\nFrame MHBS { Light DropHemHealthBonusLight }\n}\nOBJECT DropHEMArmorBonus\n{\nFrame HABOB { Light DropHEMArmorBonus }\n}\nPULSELIGHT DropHEMArmorBonus\n{\nColor 1.0 0.1 0\nOffSet 0 12 0\nSize 16\nSecondarySize 28\nInterval 0.9\n}\n\nPULSELIGHT SwiborgHealthBonusLight\n{\nColor 1.0 0.0 0.0\nSize 20\nSecondarySize 30\nInterval 0.5\nOffSet 0 20 0\n}\nOBJECT SwiborgHealthBonus\n{\nFrame SWIB { Light SwiborgHealthBonusLight }\n}\nPULSELIGHT SwiborgArmorBonusLightD\n{\nColor 1.0 0.0 0.0\nSize 20\nSecondarySize 30\nInterval 1\nOffSet 0 20 0\n}\nPULSELIGHT SwiborgArmorBonusLightE\n{\nColor 1.0 0.0 0.0\nSize 25\nSecondarySize 35\nInterval 1\nOffSet 0 20 0\n}\nPULSELIGHT SwiborgArmorBonusLightF\n{\nColor 1.0 0.0 0.0\nSize 30\nSecondarySize 40\nInterval 1\nOffSet 0 20 0\n}\nOBJECT SwiborgArmorBonus\n{\nFrame HABOD { Light SwiborgArmorBonusLightD }\nFrame HABOE { Light SwiborgArmorBonusLightE }\nFrame HABOF { Light SwiborgArmorBonusLightF }\n}\nOBJECT EnragedLegendaryRune\n{\nFrame EGRNA { Light EnragedRuneLight }\n}\nPULSELIGHT EnragedRuneLight\n{\nColor 1.0 0.2 0.0\nSize 25\nSecondarySize 35\nInterval 0.2\nOffSet 0 20 0\n}\n\n//The Hearts\n\nOBJECT DemonHeart\n{\nFrame DMHTA { Light DemonHeartA }\nFrame DMHTB { Light DemonHeartB }\n}\nPointLight DemonHeartA\n{\n    color 0.6 0.0 0.0\n    size 64\n    offset 0 32 0\n}\nPointLight DemonHeartB\n{\n    color 0.6 0.0 0.0\n    size 32\n    offset 0 32 0\n}\nOBJECT LegendaryDemonHeart\n{\nFrame LDHTA { Light LegDemonHeartA }\nFrame LDHTB { Light LegDemonHeartB }\n}\nPointLight LegDemonHeartA\n{\n    color 1.0 1.0 0.0\n    size 64\n    offset 0 32 0\n}\nPointLight LegDemonHeartB\n{\n    color 1.0 1.0 0.0\n    size 32\n    offset 0 32 0\n}\nOBJECT TrueLegendaryDemonHeart\n{\nFrame TLHTA { Light TLegDemonHeartA }\nFrame TLHTB { Light TLegDemonHeartB }\n}\nPointLight TLegDemonHeartA\n{\n    color 0.0 0.0 1.0\n    size 128\n    offset 0 32 0\n}\nPointLight TLegDemonHeartB\n{\n    color 0.0 0.0 1.0\n    size 64\n    offset 0 32 0\n}\nOBJECT NemesisDemonHeart\n{\nFrame NDHTA { Light NDemonHeartA }\nFrame NDHTB { Light NDemonHeartB }\n}\nPointLight NDemonHeartA\n{\n    color 1.0 0.5 1.0\n    size 128\n    offset 0 32 0\n\tsubtractive 1\n}\nPointLight NDemonHeartB\n{\n    color 1.0 0.5 1.0\n    size 64\n    offset 0 32 0\n\tsubtractive 1\n}\n\n//Skulltag Runes\n\nOBJECT InventoryStrengthRune\n{\nFrame IDDRA { Light InvStrengthRuneA }\nFrame IDDRB { Light InvStrengthRuneB }\nFrame IDDRC { Light InvStrengthRuneC }\nFrame IDDRD { Light InvStrengthRuneD }\nFrame IDDRE { Light InvStrengthRuneE }\n\n}\nPointLight InvStrengthRuneA\n{\n    color 1.0 0.8 0.0\n    size 60\n    offset 0 32 0\n}\nPointLight InvStrengthRuneB\n{\n    color 1.0 0.8 0.0\n    size 62\n    offset 0 32 0\n}\nPointLight InvStrengthRuneC\n{\n    color 1.0 0.8 0.0\n    size 64\n    offset 0 32 0\n}\nPointLight InvStrengthRuneD\n{\n    color 1.0 0.8 0.0\n    size 66\n    offset 0 32 0\n}\nPointLight InvStrengthRuneE\n{\n    color 1.0 0.8 0.0\n    size 68\n    offset 0 32 0\n}\n\nOBJECT InventoryResistanceRune\n{\nFrame IDDR { Light InvResistanceRune }\n}\nPulseLight InvResistanceRune\n{\n    color 1.0 1.0 0.0\n    size 60\n    offset 0 32 0\n\tSecondarySize 76\n\tInterval 0.7\n}\n\nOBJECT InventoryDrainRune\n{\nFrame ISCRA { Light InvDrainRuneA }\nFrame ISCRB { Light InvDrainRuneB }\nFrame ISCRC { Light InvDrainRuneC }\nFrame ISCRD { Light InvDrainRuneD }\n\n}\nPointLight InvDrainRuneA\n{\n    color 0.8 0.0 0.0\n    size 60\n    offset 0 32 0\n}\nPointLight InvDrainRuneB\n{\n    color 0.8 0.0 0.0\n    size 62\n    offset 0 32 0\n}\nPointLight InvDrainRuneC\n{\n    color 0.8 0.0 0.0\n    size 64\n    offset 0 32 0\n}\nPointLight InvDrainRuneD\n{\n    color 0.8 0.0 0.0\n    size 66\n    offset 0 32 0\n}\n\nOBJECT InventoryHighJumpRune\n{\nFrame IHJRA { Light InvHighJumpRuneA }\nFrame IHJRB { Light InvHighJumpRuneB }\nFrame IHJRC { Light InvHighJumpRuneC }\nFrame IHJRD { Light InvHighJumpRuneD }\n\n}\nPointLight InvHighJumpRuneA\n{\n    color 0.4 0.8 0.0\n    size 60\n    offset 0 32 0\n}\nPointLight InvHighJumpRuneB\n{\n    color 0.4 0.8 0.0\n    size 62\n    offset 0 32 0\n}\nPointLight InvHighJumpRuneC\n{\n    color 0.4 0.8 0.0\n    size 64\n    offset 0 32 0\n}\nPointLight InvHighJumpRuneD\n{\n    color 0.4 0.8 0.0\n    size 66\n    offset 0 32 0\n}"
      },
      {
        "source": "pk3",
        "name": "Changelog.txt",
        "contents": "This addon might be a little broken but maybe with a bit of hard work it can get improved\nThis isn't officially \"version 9\" but since I added a couple of new things then this is like a new version\nAlso, there isn't a \"bfg20kv9\", I added the \"FIXED\" to let admins know this a (mostly) stable version, so they don't ban it instantly\nPlease let me know in the legendary discord about anything related to this fix.\nAll changes below made by RickyV\n\nbfg20k version 9 FIX changelog:\n\n++Fixed (finally) the exploit that could lag and even crash servers\n+Added the alt-fire for the planet cracker to the original ion blast from russian overkill\n+Added the Gurumaster's death ball to the Legendary Fusion Cannon\n+Added new effects to the Nuclear BFG primary and secundary projectiles\n+Added new effects to the Portable Nuclear Trap bomb\n+Added new sounds to the Legendary Fusion Cannon\n+Buffed the Enraged Karasawa to shoot a little faster\n+Buffed the Enraged Behemoth Cannon to Shoot a little faster\n+Buffed the enraged rune, now it gives you extra damage/resistance to legendary weapons/enemies\n+Buffed the BFG 3500 explosion pulse\n+Buffed the Death ball from the Legendary Fusion Cannon to shoot legendary projectile while flying\n*Changed most of the pick up texts for weapons items to be more readable\n*Changed some obituaries to be more readable\n*Changed the \"Real True Legendary BFG\" To the \"Legendary Fusion Cannon\"\n*Changed the \"bfg20k\" to \"the Nuclear BFG\"\n*Changed the \"demon tech nailgun\" to the \"Dual Super-Charged Rifle\"\n*Changed the Legendary/enraged Karasawa projectile zig-zag to go straight\n*Changed the \"Legendary super chaingun\" to the \"Legendary minigun\" and the \"enraged super chaingun\" to \"the The Dual Enraged Minigun\"\n*Changed the \"Plasmatic Assault Shotgun\" to the \"Rapid Fire Plasma Shotgun\"\n*Changed the \"enraged thermonuclear bfg20k bomb\" to the \"Portable Nuclear Trap bomb\"\n*Changed the Portable Nuclear Trap bomb to explode instead of shooting a bfg20k ball\n*Changed all the weapons being on SLOT 0, now they are in their respective slots\n*Fixed the monsters dropping normal skulltag runes instead of the inventory runes\n*Fixed Monsters not droping the Life/super rune and only dropping the leg rune\n*Fixed the enraged rune not working\n*Fixed legendary weapons doing dmg to enemies immune or resistant to legendary weapons\n*Fixed some weapons having no damage factor values\n*Fixed Dual Super-Charged Rifle having green and red effects while flying and on impact\n*Fixed the enraged minigun doing WAY more damage that it should, also it now shoots 2 bullets instead of 1\n*Fixed all the mines having the incorrect damage factor values\n*Fixed little bugs here and there\n-nerfed The Rapid Fire Plasma Shotgun damage to 5\n-Nerfed Super-charged rifle now uses 5 ammo instead of 1, increased magazine from 80 to 100\n-Nerfed Super-charged bfg9000 now uses 60 ammo instead of 5(lol), added extra effects\n-Nerfed Super-charged DTBFG10K Now uses 125 ammo instead of 100, on impact it shoots a tracer every 1 degree, for a total of 360, 20 dmg each\n-Nerfed true leg railgun now uses 10 ammo per shot instead of 5\n-Nerfed the Nuclear BFG's Singularity ball damage and it can't no longer bounce\n-Nerfed the drops for the heresiarch and the abysal satyr, now they don't drop 5 billion items\n-Nerfed the BFG 3500 one-shotting everything\n-Removed the leg devastator alt-fire\n-Removed code in decorate/keyconf containing removed weapons\n\n/////BFG20K version 10 FIX changelog\\\\\\\\\\\n*Fixed bugs on some monsters\n*Fixed missing sprites for the BFG3500\n*changed the location of all the code files to the \"decorate\" folder instead of the \"actors\"\n+Added new items to the Legendary Doomguy also they spread a little so they aren't all in one spot\n-Removed spawner and alt spawner since they don't work\n-Removed unused files to free up space\n\n/////BFG20K version 11 FIX changelog\\\\\\\\\\\n\n*Fixed the KEYCONF having the wrong player class\n*Fixed players having self-damage on weapons that shouldn't do self-damage\n*Fixed trueleg sentient not spawning\n*fixed trueleg Zombie not spawning\n*fixed the legendary minigun and the enraged minigun having self-damage\n\n/////BFG20K version 12 FIX changelog\\\\\\\\\\  This version made by Titatium\n+Added new weapon Vexed Nemesis Rifle, it will be drop from Vexed Zombie and Vexed Imp\n+Added new weapon Legendary Quad Shotgun, it will be drop some legendary enemies and true legenadries\n+Added new weapon Old Unmaker, because i changed new one on my addon (XtraWeapons 3.0 / TXS 1.0)\n+Added new ammo Vexed Nemesis Demon Ammo\n+Added new code Vexed Morestuffs for Vexed Zombie and Vexed Imp with Vexed ammo and chance for Super Nemesis Sphere and Old Unmaker\n+Adeed new sprites to Enraged Behemoth Cannon\n+Added decorate keys to rest of weapons\n+Added file CREDITS shows who was made\n+Added file SBARINFO\n+Added one sound to The Dual Enraged Minigun for EmptySpinDown\n*Changed new projectile to True Legendary BFG 15K\n*Changed arranged sounds files\n*Changed obituary to The Dual Enraged Minigun offended to killer\n*Fixed one sound to Enraged Behemoth Cannon\n*Fixed Legendary Minigun and The Dual Enraged Minigun sprites with perfect offsets\n*Fixed True Legendary Zombie and True Legendary Sentient no lights\n-Removed all NOGRAVITY flags to skulltag runes\n\n/////BFG20K version 13 FIX changelog\\\\\\\\\\ This version made by rickyV\n*Fixed the Legendary Devastator's ball Shooting the wrong projectiles\n*Fixed the Legendary Devastator's effects being affected by time freeze\n*Fixed the Legendary Doomguy Not dropping the life rune\n*Fixed the Nuclear BFG's obituary\n+Added new weapon the Rapid Fire Plasma Shotgun\n-Removed some SBARINFO weapons that don't exist\n*Fixed Planet Cracker typo on SBARINFO\n*Fixed the Nuclear BFG's green ball missing trail\n*Fixed the Ammo Sphere giving ammo that doesn't exist\n*Changed the Ammo sphere to regenerate all ammo\n*Fixed the backpacks not having enraged legendary bullets\n-Nerfed the ammo sphere duration to 1 minute from 15 minutes\n+Added the Enraged Legendary Rune to the HUD\n+Added the Legendary health and armor bonuses (rare!)\n+Added the hellfire health bonus (Very rare!)\n+Added the Enraged Legendary health and armor bonuses (really rare!)\n+Added the Nemesis health and armor bonuses (Extremely rare!!)\n+Added the Swiborg Health And Armor Bonuses (ULTRA RARE!!!)\n*Changed the Spread killer to drop a spread rune when used, added new messages too\n\n/////BFG20K version 14 FIX changelog\\\\\\\\\\\n++Fixed major bug that caused the HellFire Armor to crash the game\n*Fixed upgraded terminator sphere not appearing in the HUD\n\n/////Complex-BFG20K_V0.15 Changelog\\\\\\\\\\\n+Merged spritefix patch into BFG20K and all included fixes\n*Changed the lumps to be in their own folders\n+Added all the new weapons to the random spawners, now they can randomly spawn on the map\n+Added obituary to nuclear BFG\n+Added all the mega spheres/ultra spheres to the megasphere spawner\n*Fixed missing ammo on exp shotgun and leg bfg's\n*Fixed weapons being first on their category, now they are in order\n*Fixed the supercharged bfg10k crashing the game\n*fixed the Legendary Devastator Shooting rail attacks at players\n\n/////Complex-BFG20K_V0.16 Changelog\\\\\\\\\\\n*Fixed tech erasus not spawning in the plasmagun spawner\n+Added phase rifle to plasmagun spawner\n*Fixed Freeze BFG not spawning in the BFG9000 spawner\n*Fixed planet cracket not being selectable\n*Fixed DT-BFG10K not being selectable\n*Fixed missing ammo counter on some weapons\n*Fixed missing effect on swiborg bonuses\n*Fixed missing effect on SC BFG9000\n*Fixed missing BackPacks on player spawn\n-Removed duplicated code from hemitems\n+Added effects to some items\n-Removed unused alpha sprites\n*Fixed Planet Cracker's altfire using no ammo\n\n/////Complex-BFG20K_V0.17 Changelog\\\\\\\\\\\n*Fixed Explosive Shotgun HUD sprite(FINALLY)\n*Changed the health/armor bonuses to be rarer\n*Changed the mega/ultra spheres to be rarer\n*Fixed typo on HellStormBFG obituary\n+Buffed HellStormBFG primary fire to shoot straight\n+Added secundary fire to HellStormBFG\n\n/////Complex-BFG20K_V0.18 Changelog\\\\\\\\\\\n-Removed irrevelant fixed sprites\n*Fixed pulse shotgun and Rapid Fire Plasma Shotgun doing self dmg\n*Fixed Legendary Fusion Cannon Doing damage to team mates\n*Fixed Legendary Fusion Cannon Causing lag\n*Fixed armor shard not spawning\n\n/////Complex-BFG20K_V0.19 Changelog\\\\\\\\\\\n*Fixed planet cracker Ion Blast causing a crash\n*Fixed planet cracker Ion Blast doing self damage\n*Changed the Planet Cracker Ion Beams Effect\n*Fixed Strength rune sprite looking like a torch\n+Added new items to the berserk spawner\n+Added Inventory runes to the berserk spawner(very rare drop)\n*Changed the OldUnmaker to the Skin Laser, new alt-fire too\n\n/////Complex-BFG20K_V0.20 Changelog\\\\\\\\\\\n+Added the \"True Legendary Pulverizer\"\n-Nerfed the \"Plasmatic Assault Shotgun\"\n+Buffed the \"BFG 3500\"\n+Buffed \"The Nuclear BFG\"\n+Buffed the \"SuperCharged BFG9500\"\n+Buffed the \"SuperCharged Demon Tech Rifle\"\n+Buffed the \"Vexed Nemesis Rifle\"\n+Buffed the \"enraged Legendary rune\", gives more regeneration\n-Nerfed the \"Abyssal Satyr\" and \"Heresiarch\" drop chances\n*Fixed some typos in abituaries\n+Added \"enraged Legendary rune\" to the \"Enraged Legendary Imp\" drops\n*Changed \"PlanetCracker\" ammo type to \"TrueLegendarycell\"\n*removed \"PlanetCracker\" from Corrupted Cardinal drops\n+Added \"PlanetCracker\" to the True Legendary Sentient drops\n+Added new drop for the True Legendary Cardinal\n*Fixed Acid Worm not going through players\n\n/////Complex-BFG20K_V0.21 Changelog\\\\\\\\\\\n*Fixed Nuclear BFG doing no dmg + added effects\n\n/////Complex-BFG20K_V0.22 Changelog\\\\\\\\\\\n+Fixed legendary runes drop rates, legendary rune now has the highest drop chance, then life, then super, then a shuffle sphere\n*Fixed super charged rifle reloading at full ammo\n*Fixed super charged rifle doing self damage\n*Fixed dual super charged rifle doing self damage\n-Nerfed super charged rifle and dual super charged rifle to 50 dmg from 80\n+Enraged legendary Rune now drops on death like the rest of the runes\n+Added a couple of drops to Exos\n+Added extra drops to nemesis enemies\n+Added true leg cells and vexed ammo to the backpacks\n\n/////Complex-ClusterWeaponsV1.0 Changelog\\\\\\\\\\\n*Fixed black rune pushing other players\n-Removed the effects from the \"Legendary Fusion Cannon\" to reduce lag\n-Removed effect on the dark matter for causing massive lag when spammed\n+Added the Terminator, the black rune and the nemesis mega sphere to drop on death\n*spread rune now can't be picked if the player activated it\n-Removed Legendary/Enraged mines/items\n-Removed \"Nuclear BFG(BFG20K)\"\n-Removed \"Legendary Quad Shotgun\"\n-Removed Redundant copy-pasted code from most monsters\n++Since The BFG20K got removed, the name of this wad is redundant\n++Officially changing the name to \"Complex-ClusterWeaponsV1.0.pk3\"\n\n/////Complex-ClusterWeaponsV1.1 Changelog\\\\\\\\\\\n++Fixed SBARINFO causing a crash\n+Added \"Undroppable\" flags too all of the weapons\n*Fixed armor bonuses not working, buffed the enraged, nemesis and swiborg armor ammount, +made them a bit rarer\n+Added new ammo type \"LegendaryFusionCell\", dropped by true legendaries\n+Added the new \"LegendaryFusionCell\" ammo type to the \"True Legendary Pulverizer\"\n+Added the new \"LegendaryFusionCell\" ammo type to the \"Legendary Fusion Cannon\" Secondary attack\n*Fixed the shuffle sphere from XtraWeapons giving broken items/weapons\n*Fixed \"Commander Devastator\" altfire DTBFG10K ball hitbox\n+Added new pickup sounds to the \"Commander Devastator\" and \"Legendary Devastator\"\n*Fixed the \"Tech Erasus\" not being able to shoot monsters below are above the player\n*Changed the \"Explosive Shotgun\" and \"Explosive SSG\" to be the first weapons to select in slot 3\n\n/////Complex-ClusterWeaponsV1.2 Changelog\\\\\\\\\\\n-Removed \"Legendary minigun\" and \"Enraged minigun\"\n-Removed the old unmaker\n-Removed the \"SuperCharged Rifle\"\n*Changed the \"Super Charged BFG9500\" and \"SuperCharged DTBFG10K\" to instead of being new weapons, they are now upgrades to the \"BFG 9500\" and \"Demon Tech BFG10K\"\n-Removed Runes that didn't work\n*Changed the remaining 4 runes (Strength,Protection,HighJump and Drain) now they work like powerups\n+Added the strength, resistance and high jump to the item drops of \"Corruption\", \"HellsMinister\" and \"LordArchon\" respectively\n+Added Effects to the 4 runes\n++Now With the runes changed, cluster weapons no longer needs skulltag data file to work\n*Changed the \"Black Rune\" into the \"Void Rune\", no longer pushes monsters, instead it Scares monsters away, added new sounds\n+Added New idle and pickup sounds to the \"Enraged Rune\"\n*Changed the \"Planet Cracker\" to the \"True Legendary Plasmatic Cannon\" also Changed the Alt-fire\n+Added new sprites to the \"True Legendary Plasmatic Cannon\"\n*Fixed the Tech Erasus Projectile not being a fast projectile\n*Fixed the True Legendary BFG ball laser attacks and sprite\n+Added new Effects to the \"True Legendary Railgun\"\n*Fixed missing GLDEFs to the \"True Legendary BFG15K\" Projectile\n\n/////Complex-ClusterWeaponsV1.3 Changelog\\\\\\\\\\ Required update for compatability with Titanium's Xtra Stuff Addon\n*Fixed removed weapons appearing in the SBARINFO and spawners\n*Fixed missing weapons spawns\n*Fixed missing GLDEFS\n\n/////Complex-ClusterWeaponsV1.4 Changelog\\\\\\\\\\\n+Added the Enraged Legendary Rune to all the enraged Legendary Monsters\n+Added four new items \"The Demon Heart\", \"The Legendary Demon Heart\", \"The True Legendary Demon Heart\" and \"The Nemesis Demon Heart\"\n+Added the hearts to randomly drop from each ultra sphere respectively\n+Added GLDEFS to the Skulltag runes\n*Cleaned up the decorate files\n*Fixed the ammopacks not working if you had certain ammo types at full (now it doesn't check for full ammo)\n*Buffed the \"tech blaster\", Increased Damage\n*Buffed the \"Legendary Karasawa\" and \"Enraged Legendary Karasawa\" Increased Bounce Factor\n*Fixed swiborg health/armor bonus effects\n\n/////Complex-ClusterWeaponsV1.4.1 Changelog\\\\\\\\\\\n*Fixed Hearts not working after a map change\n*Fixed some enraged enemies not being replaced\n*Fixed typo on enraged legendary zombie\n*Fixed exos drops\n*Fixed true legendary baby sentient drops\n*Fixed the hearts not activating before the salvation spheres\n*Fixed the hearts not giving a silent ultrasphere\n*Fixed missing enraged monsters\n\n/////Complex-ClusterWeaponsV1.4.2 Changelog\\\\\\\\\\\n*Fixed missing enraged revenant\n*Fixed legendary rune not spawning\n*Fixed random crash\n\n/////Complex-ClusterWeaponsV1.4.3 Changelog\\\\\\\\\\\n*Fixed skulltag runes not working after a map change\n*Fixed another random crash\n*Fixed (finally) the ark backpack not spawning\n*Fixed GLDEFs to every replaced monster"
      },
      {
        "source": "pk3",
        "name": "SpriteFix-Changelog.txt",
        "contents": "/////Sprites Fixed\\\\\\\\\\\n\n*Fixed the Legendary BFG sprite looking like the Legendary Fusion Cannon\n+Changed the Legendary BFG10K a bit so it looks different\n*Fixed the fantasy staff pickup sprite looking like a barrel\n*Fixed The True Legendary BFG Ball sprite\n\nCredits to:\n-Dusted\t\t\t\t(For complex-dust)\n-Zordanis\t\t\t(For CCH)\n-SyfeKS\t\t\t\t(For Chaos Lite)\n-Eriance\t\t\t(For explosive shotgun sprites)\n-Legendary\t\t\t(For Legendary Complex Addon)\n-Sentey\t\t\t\t(For Legendary Complex Addon)\n-Strathos\t\t\t(For Legendary Complex Addon)\n-Blood\t\t\t\t(For Legendary Complex Addon)\n-Overlord\t\t\t(For Legendary Complex Addon)\n-Arkore\t\t\t\t(For Legendary Complex Addon)\n-TheUndeadSoldier\t(For Legendary Complex Addon)\n-Zheg\t\t\t\t(For Legendary BFG sprites)\n-GeneralRoasterRock (For Enraged Legendary sprites)"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "LASER\nRUNESCRIPTS\nHeartScripts"
      },
      {
        "source": "pk3",
        "name": "decorate/items/HemItems.txt",
        "contents": "Actor TerminatorItem : CustomInventory replaces Terminator\n{\nMass 1\nGravity 1.0\n+COUNTITEM\n-FLOAT\n+FLOATBOB\n-NOGRAVITY\n+NOTIMEFREEZE\n+FORCEXYBILLBOARD\n+INVENTORY.BIGPOWERUP\n+INVENTORY.AUTOACTIVATE\nInventory.MaxAmount 0\nInventory.PickupSound \"misc/p_pkup\"\nInventory.PickupMessage \"TERMINATOR!\"\nTag \"Terminator Artifact\"\nStates\n  {\n  Spawn:\n    TNT1 A 0 A_CustomMissile (\"LegendaryOrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    ARNO AABB 1 Bright A_SpawnItem(\"LegendaryRedSphereFlare\",0,38)\n    TNT1 A 0 A_CustomMissile (\"LegendaryOrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    ARNO CCDD 1 Bright A_SpawnItem(\"LegendaryRedSphereFlare\",0,38)\n\tLoop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TerminatorDamage2\",1,\"FuckGoBack\")\n\tTNT1 A 0 A_JumpIfInventory(\"TerminatorDamage\",1,\"Upgrade\")\n\tTNT1 A 0 Healthing(670,670)\n\tTNT1 A 0 A_Print(\"TERMINATOR SPHERE! Double Damage to all your weapons!!\")\n\tTNT1 A 0 A_GiveInventory(\"HellfireArmor\",1)\n\tTNT1 A 0 A_GiveInventory(\"TerminatorCheck\",1)\n\tTNT1 A 1 A_GiveInventory(\"TerminatorDamage\",1)\n\tStop\n  Upgrade:\n\tTNT1 A 0\n\tTNT1 A 0 Healthing(777,777)\n\tTNT1 A 0 A_Print(\"UPGRADED TERMINATOR SPHERE! QUADRUPLE DAMAGE to all of your weapons!!\")\n\tTNT1 A 0 A_GiveInventory(\"HellfireArmor\",1)\n\tTNT1 A 0 A_TakeInventory(\"TerminatorDamage\",1)\n\tTNT1 A 0 A_TakeInventory(\"TerminatorCheck\",1)\n\tTNT1 A 0 A_GiveInventory(\"TerminatorCheck2\",1)\n\tTNT1 A 1 A_GiveInventory(\"TerminatorDamage2\",1)\n\tStop\n  FuckGoBack:\n\tTNT1 A 1\n\tFail\n  }\n}\nACTOR TerminatorCheck : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\nACTOR TerminatorCheck2 : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR \"CWAmmoPack\" : \"AmmoPack \" Replaces \"AmmoPack \"\n{\nScale 0.8\nInventory.Amount 1\nInventory.MaxAmount 5\nInventory.InterHubAmount 5\nInventory.PickupSound \"pickups/iammosatchel\"\nInventory.UseSound \"Null\"\nInventory.PickupMessage \"Ammo Satchel\"\nInventory.Icon \"INASA0\"\n+INVENTORY.INVBAR\n+FLOORCLIP\nStates\n  {\n  Spawn:\n      ASAT A -1\n      Stop\n  Use:\n      //TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoFull\", 0) == 2, \"Full\") Commented out until I can figure out how to fix the ACS script so it works with all the ammo types\n\t  TNT1 A 0 A_PlaySound(\"ammosatchel/use\")\n\t  TNT1 A 0 A_GiveInventory(\"BulletMag\",20)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",10)\n\t  TNT1 A 0 A_GiveInventory(\"NewShell\",8)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryShell\",4)\n\t  TNT1 A 0 A_GiveInventory(\"Gas\",20)\n\t  TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",10)\n\t  TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",10)\n\t  TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",10)\n\t  TNT1 A 0 A_GiveInventory(\"Missile\",4)\n\t  TNT1 A 0 A_GiveInventory(\"NewCell\",20)\n\t  TNT1 A 0 A_GiveInventory(\"DemonAmmo\",20)\n\t  TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",10)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",10)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryCell\",10)\n\t  TNT1 A 0 A_GiveInventory(\"HadesCrystal\",10)\n\t  TNT1 A 0 A_GiveInventory(\"AcidAmmo\",10)\n\t  TNT1 A 0 A_GiveInventory(\"DustMana\",10)\n\t  TNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t  TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",1)\n\t  TNT1 A 0 A_GiveInventory(\"MineAmmo\",1)\n\t  TNT1 A 0 A_GiveInventory(\"DCell\",1)\n\t  TNT1 A 0 A_GiveInventory(\"NemesisShell\",4)\n\t  TNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",5)\n\t  TNT1 A 0 A_GiveInventory(\"VexNemDemonAmmo\",2)\n\t  TNT1 A 0 A_GiveInventory(\"TrueLegendaryCell\",5)\n\t  Stop\n  Full:\n      TNT1 A 0\n\t  Fail\n  }\n}\n\nActor AmmoRegenerate : PowerTargeter\n{\n-COUNTITEM\n+NOTIMEFREEZE\n+INVENTORY.PERSISTENTPOWER\nPowerup.Duration -60\nStates\n\t{\n\tTargeter:\n\t\tTNT1 A 0\n\t\tTNT1 A 35\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_GetCurrentHealth\") > 0,2)\n\t\tTNT1 A 0 A_Jump(256,9)\n\t\tTNT1 A 0 A_GiveInventory(\"BulletMag\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NewShell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"Missile\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NewCell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryCell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HadesCrystal\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AcidAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"MineAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"VexNemDemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryCell\",1)\n\t\tLoop\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor FullCombatPackFIX : CustomInventory replaces FullCombatPack\n{\nHeight 36\n+INVENTORY.ALWAYSPICKUP\nInventory.PickupSound \"items/pack\"\nInventory.PickupMessage \"You got a full combat pack.\"\nStates\n\t{\n\tSpawn:\n\t\tCFLT A -1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n\t    TNT1 A 0 A_GiveInventory(\"BulletMag\",200)\n\t    TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",60)\n\t    TNT1 A 0 A_GiveInventory(\"NewShell\",50)\n\t    TNT1 A 0 A_GiveInventory(\"LegendaryShell\",18)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryCell\",100)\n\t    TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",18)\n\t    TNT1 A 0 A_GiveInventory(\"Missile\",50)\n\t    TNT1 A 0 A_GiveInventory(\"Gas\",300)\n\t    TNT1 A 0 A_GiveInventory(\"NewCell\",300)\n\t    TNT1 A 0 A_GiveInventory(\"DemonAmmo\",300)\n\t    TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",100)\n\t    TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"HadesCrystal\",300)\n    \tTNT1 A 0 A_GiveInventory(\"AcidAmmo\",150)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",150)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t    TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",4)\n\t    TNT1 A 0 A_GiveInventory(\"MineAmmo\",4)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\")\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",3)\n\t\tTNT1 A 0 A_GiveInventory(\"VexNemDemonAmmo\",8)\n\t\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryCell\",25)\n\t\tTNT1 A 1 Healthing(10,200)\n\t\tStop\n\t}\n}\n\nACTOR FullBackpackFIX : FullBackpack Replaces FullBackpack\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a full reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tFLPK ABCD 4\n\t\tLoop\n    Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n\t    TNT1 A 0 A_GiveInventory(\"BulletMag\",200)\n\t    TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",60)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",60)\n\t    TNT1 A 0 A_GiveInventory(\"NewShell\",50)\n\t    TNT1 A 0 A_GiveInventory(\"LegendaryShell\",18)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryCell\",100)\n\t    TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",18)\n\t    TNT1 A 0 A_GiveInventory(\"Missile\",50)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",300)\n\t    TNT1 A 0 A_GiveInventory(\"NewCell\",300)\n\t    TNT1 A 0 A_GiveInventory(\"DemonAmmo\",300)\n\t    TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",100)\n\t    TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",100)\n\t    TNT1 A 0 A_GiveInventory(\"HadesCrystal\",300)\n\t    TNT1 A 0 A_GiveInventory(\"AcidAmmo\",150)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",150)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t    TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",4)\n\t    TNT1 A 0 A_GiveInventory(\"MineAmmo\",4)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",3)\n\t\tTNT1 A 0 A_GiveInventory(\"VexNemDemonAmmo\",8)\n\t\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryCell\",25)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t\tTNT1 A 0 A_Jumpif(ACS_NamedExecuteWithResult(\"Supplybackpack\") == 2, \"Random\")\n\t\tTNT1 A 0 A_GiveInventory(\"FullBeaconSupplyPickup\",1)\n\t    TNT1 A 1 Healthing(100)\n \t    TNT1 A 1 Healthing(15,200)\n\t\tStop\n    Random:\n\t\tTNT1 A 0 A_GiveInventory(\"RandomBeaconSupplyPickup\",1)\n\t    TNT1 A 1 Healthing(100)\n \t    TNT1 A 1 Healthing(10,200)\n\t}\n}\n\nACTOR CWArkBackpack : ArkBackPack Replaces FakeArkBackpack\n{\nStates\n\t{\n\tSpawn:\n\t\tABPK ABCD 4\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"BulletMag\",200)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"NewShell\",80)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",40)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",200)\n\t\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"Missile\",40)\n\t\tTNT1 A 0 A_GiveInventory(\"NewCell\",200)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",200)\n\t\tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryCell\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"HadesCrystal\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"AcidAmmo\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",50)\n\t\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"MineAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",40)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",50)\n\t\tTNT1 A 0 A_GiveInventory(\"VexNemDemonAmmo\",20)\n\t\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryCell\",50)\n\t\tTNT1 A 0 A_GiveInventory(\"ArmorBoostGiver\", 1)\n\t\tTNT1 A 1 Healthing(100)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/items/ExtraItems.txt",
        "contents": "Actor VoidRune : CustomInventory\n{\n+FloatBob\n+Inventory.InvBar\n+Inventory.PickupFlash\n+Inventory.FancyPickupSound\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\n+Inventory.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 0\nInventory.Icon \"BLRNE0\"\nActiveSound \"VoidRune/Idle\"\nInventory.PickupMessage \"Void Rune\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_LoopActiveSound\n\t\tBLRN ABCD 3 Bright A_SpawnItemEx(\"VoidFlameSpawner\")\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"VoidRuneItem\",1,\"Nope\")\n\t\tTNT1 A 0 A_PlaySound(\"Pyro/blast\",7)\n\t\tTNT1 A 1 A_GiveInventory(\"PowerVoid\")\n\t\tTNT1 A 0 A_GiveInventory(\"VoidRuneItem\")\n\t\tStop\n\tNope:\n\tBLRN A 1\n\tFail\n\t}\n}\n\nActor VoidFlameSpawner : RedParticleSpawner\n{\n+NOTIMEFREEZE\n+NOINTERACTION\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"VoidFlame\",random(5,-5),random(5,-5),random(10,20),0,0,random(2,4),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tStop\n\t}\n}\nACTOR VoidFlame\n{\nRenderStyle Add\nScale 0.5\n+NOTIMEFREEZE\n+NOINTERACTION\n+FORCEXYBILLBOARD\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304, 1) == 1, \"Toaster\")\n\t\tTNT1 A 1 Bright\n\t\tTNT1 A 0 Bright A_Jump(256,1,2,3,4)\n\t\tTNT1 AAA 1 Bright\n\t\tTNT1 A 0 Bright\n\t\tPMKE ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\t\tWait\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR PowerVoid : PowerFrightener\n{\n  Powerup.Duration 0X7FFFFFFF\n}\n\nACTOR VoidRuneItem : Weapon\n{\nWeapon.SelectionOrder 99999\n+NOTIMEFREEZE\n+WEAPON.NOALERT\n+INVENTORY.UNDROPPABLE\n+WEAPON.CHEATNOTWEAPON\n+WEAPON.NO_AUTO_SWITCH\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tReady:\n\t\tTNT1 A 1\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}\nActor EnragedLegendaryRune : CustomInventory\n{\n  +FLOATBOB\n  +COUNTITEM\n  +NOTIMEFREEZE\n  ActiveSound \"EnragedRune/Idle\"\n  Inventory.PickupMessage \"\\ck Enraged Legendary Rune! \\c- Legendary Weapons get stronger!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n {\n  Spawn:\n    TNT1 A 0 A_LoopActiveSound\n\tTNT1 A 0 A_CustomMissile (\"EnragedHellionSmokeSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tEGRN A 1 Bright\n \tEGRN AAAAAA 2 Bright A_CustomMissile (\"ELegendaryDRuneFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n    Loop\n  Pickup:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"EnragedLegendaryRuneItem\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"EnragedRune/PickUp\")\n\tTNT1 A 0 A_GiveInventory(\"EnragedPower\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegDoubleFiringSpeed\")\n\tTNT1 A 0 A_GiveInventory(\"LegIronFeet\",1)\n    TNT1 A 0 A_GiveInventory(\"EnragedProtection\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedSpeed\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLife\",1)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryRuneItem\",1)\n\tTNT1 A 1 A_StopSound\n\tStop\n  Nope:\n\tEGRN A 1\n\tFail\n  }\n}\n\nActor PowerEnragedLife : PowerTargeter\n{\nPowerup.Duration -20\nStates\n{\nTargeter:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ELegArmorRegenBonus\", 1)\n\tTNT1 A 0 HealThing(2,400)\n\tTNT1 A 30\n    Loop\n}\n}\nACTOR EnragedLife : PowerEnragedLife\n{\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\n+NOTIMEFREEZE\nPowerup.Duration 0x7FFFFFFF\n}\n\nACTOR ELegArmorRegenBonus : BasicArmorBonus\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nArmor.SaveAmount 2\nArmor.MaxSaveAmount 200\nArmor.SavePercent 100\nDamageFactor \"PDTBFG\", 0.1\nDamageFactor \"PDTBFGTracer\", 0.1\nDamageFactor \"Cyber10K\", 0.01\nDamageFactor \"Legendary\", 0.1\nDamageFactor \"Legendary1\", 0.1\nDamageFactor \"LegendaryGuru\", 0.1\nDamageFactor \"BFGSplash\", 0.35\nDamageFactor \"BFGSpray\", 0.35\nDamageFactor \"Explosion\", 0.5\nDamageFactor \"Plasma\", 0.5\nInventory.Icon \"ELGAA0\"\n}\n\nActor EnragedPower : PowerDamage //let's make this rune unique, it gives extra dmg to legendary weapons\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    +NOTIMEFREEZE\n    Powerup.Duration 0x7FFFFFFF\n    DamageFactor \"Legendary\", 2.5\n\tDamageFactor \"legendary1\", 2.5\n\tDamageFactor \"LegendaryGuruPlayer\", 2.5\n\tDamageFactor \"PlayerNemesisPlasma\", 2.25\n}\n\nActor EnragedProtection : PowerProtection //as well as extra protection to legendary enemies\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    +NOTIMEFREEZE\n\t+NORADIUSDMG\n    Powerup.Duration 0x7FFFFFFF\n    DamageFactor \"legendary\", 0.35\n\tDamageFactor \"legendary1\", 0.35\n\tDamageFactor \"Cyber10K\", 0.65\n\tDamageFactor \"PlayerNemesisPlasma\", 0.45\n    ActiveSound \"Pickups/LegProtectionActive\"\n}\n\nACTOR EnragedSpeed : PowerSpeed\n{\n\t +INVENTORY.AUTOACTIVATE\n\t +INVENTORY.ALWAYSPICKUP\n\t +POWERSPEED.NOTRAIL\n\t Speed 1.75\n\t Inventory.MaxAmount 1\n\t Powerup.Duration 0x7FFFFFFF\n}\n\nACTOR EnragedLegendaryRuneItem : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\n//=================================================================================================\n//\n// Strength rune\n//\n//=================================================================================================\nACTOR AttaccRune : PowerDamage\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    Powerup.Duration 0x7FFFFFFF\n    DamageFactor \"normal\", 2.5\n}\nACTOR InventoryStrengthRune : CustomInventory 5119\n{\n\t+FLOORCLIP\n\t+FLOATBOB\n\t+COUNTITEM\n    +INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.Icon \"ATACRUNE\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"STRENGTH RUNE!\"\n\tInventory.PickupAnnouncerEntry \"strength\"\n\tTag \"Strength Rune\"\n\tStates\n\t{\n\tSpawn:\n\t\tIDDR ABCDE 6 A_CustomMissile (\"LegendaryRedParticleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AttaccRuneItem\",1,\"Nope\")\n\t\tTNT1 A 0 A_GiveInventory(\"AttaccRune\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AttaccRuneItem\",1)\n\t\tStop\n\tNope:\n\t\tIDDR A 1\n\t\tFail\n\t}\n}\nACTOR AttaccRuneItem : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Drain rune\n//\n//=================================================================================================\nACTOR SuccRune : PowerDrain\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    +NOTIMEFREEZE\n    Powerup.Duration 0x7FFFFFFF\n\tPowerup.Strength 1.0\n}\n\nACTOR InventoryDrainRune : CustomInventory 5117\n{\n\t+FLOORCLIP\n\t+FLOATBOB\n\t+COUNTITEM\n    +INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.Icon \"SUCCRUNE\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"DRAIN RUNE!\"\n\tInventory.PickupAnnouncerEntry \"drain\"\n\tTag \"Drain Rune\"\n\tStates\n\t{\n\tSpawn:\n\t\tISCR ABCD 6 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuccRuneItem\",1,\"Nope\")\n\t\tTNT1 A 0 A_GiveInventory(\"SuccRune\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SuccRuneItem\",1)\n\t\tStop\n\tNope:\n\t\tISCR A 1\n\t\tFail\n\n\t}\n}\nACTOR SuccRuneItem : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Resistance rune\n//\n//=================================================================================================\n\nACTOR ProteccRune : PowerProtection\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    +NOTIMEFREEZE\n    Powerup.Duration 0x7FFFFFFF\n\t+NORADIUSDMG\n\t+DONTRIP\n\t+DONTSQUASH\n\tDamageFactor \"normal\", 0.45\n}\n\nACTOR InventoryResistanceRune : CustomInventory 5115\n{\n\t+FLOORCLIP\n\t+FLOATBOB\n\t+COUNTITEM\n    +INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.Icon \"PROTECRN\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"RESISTANCE RUNE!\"\n\tInventory.PickupAnnouncerEntry \"resistance\"\n\tTag \"Resistance Rune\"\n\tStates\n\t{\n\tSpawn:\n\t\tIRSR ABCDEFGH 6 A_CustomMissile (\"LegendaryGreenParticleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ProteccRuneItem\",1,\"Nope\")\n\t\tTNT1 A 0 A_GiveInventory(\"ProteccRune\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ProteccRuneItem\",1)\n\tStop\n\tNope:\n\t\tIRSR A 1\n\t\tFail\n\t}\n}\nACTOR ProteccRuneItem : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// High jump rune\n//\n//=================================================================================================\nACTOR StrongLegsRune : PowerHighJump 5111\n{\n\t+INVENTORY.HUBPOWER\n\t+INVENTORY.PERSISTENTPOWER\n    +NOTIMEFREEZE\n    Powerup.Duration 0x7FFFFFFF\n\tPowerup.Strength 2.25\n}\n\nACTOR InventoryHighJumpRune : CustomInventory 5111\n{\n\t+FLOORCLIP\n\t+FLOATBOB\n\t+COUNTITEM\n    +INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.Icon \"JUMPRUNE\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.PickupMessage \"HIGH JUMP RUNE!\"\n\tInventory.PickupAnnouncerEntry \"highjump\"\n\tTag \"High Jump Rune\"\n\tStates\n\t{\n\tSpawn:\n\t\tIHJR ABCD 6 A_CustomMissile (\"LegendaryGreenPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StrongLegsRuneItem\",1,\"Nope\")\n\t\tTNT1 A 0 A_GiveInventory(\"StrongLegsRune\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StrongLegsRuneItem\",1)\n\tStop\n\tNope:\n\t\tIHJR A 1\n\t\tFail\n\t}\n}\nACTOR StrongLegsRuneItem : Weapon {\n\tWeapon.SelectionOrder 99999\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n    +NOTIMEFREEZE\n\tStates {\n\tSpawn:\n\tTNT1 A 0\n\tReady:\n\tTNT1 A 0\n\tDeselect:\n\tTNT1 A 0\n\tSelect:\n\tTNT1 A 0\n\tFire:\n\tTNT1 A 0\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/items/ExtraBonuses.txt",
        "contents": "Actor DropHemHealthBonus : NewMaxHealthBonus\n{\nScale 0.3\nInventory.Amount 8\nInventory.MaxAmount 667\nInventory.PickupMessage \"Hellfire Health Bonus\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tMHBS ABCDCB 4 A_CustomMissile (\"RedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\t}\n}\n\nActor DropHemArmorBonus : HEMArmorBonusMax\n{\n\tInventory.Amount 8\n\tInventory.PickupMessage \"HellFire Armor Bonus\"\n\tInventory.Icon \"HFARA0\"\n\tDamageFactor \"PDTBFG\", 0.05\n\tDamageFactor \"PDTBFGTracer\", 0.05\n\tDamageFactor \"Cyber10K\", 0.001\n\tDamageFactor \"Legendary\", 0.05\n\tDamageFactor \"Legendary1\", 0.05\n\tDamageFactor \"LegendaryGuru\", 0.05\n\tDamageFactor \"BFGSplash\", 0.15\n\tDamageFactor \"BFGSpray\", 0.15\n\tDamageFactor \"Explosion\", 0.3\n\tDamageFactor \"Plasma\", 0.3\n\tDamageFactor \"HFCyb3r\", 0.7\n\tDamageFactor 0.3\n\tInventory.Icon \"HFARA0\"\n\tArmor.SavePercent 100\n\t+NOTIMEFREEZE\n}\n\nActor DropLHealthBonus : BossLifeEssence\n{\nInventory.Amount 16\nInventory.MaxAmount 500\nInventory.PickupMessage \"Legendary Health bonus\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tLLIF ABCD 3 Bright A_CustomMissile (\"LegendaryBluePowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\t}\n}\n\nACTOR DropLArmorBonus : LegendaryArmorBonusMax\n{\nScale 0.75\n\tArmor.SaveAmount 16\n\tArmor.MaxSaveAmount 500\n\tInventory.Pickupmessage \"Legendary Armor Bonus\"\n\t+NOTIMEFREEZE\n\tMass 0x7FFFFFFF\n\tDamageFactor \"PDTBFG\", 0.10\n\tDamageFactor \"PDTBFGTracer\", 0.10\n\tDamageFactor \"Cyber10K\", 0.01\n\tDamageFactor \"Legendary\", 0.10\n\tDamageFactor \"Legendary1\", 0.10\n\tDamageFactor \"LegendaryGuru\", 0.10\n\tDamageFactor \"BFGSplash\", 0.35\n\tDamageFactor \"BFGSpray\", 0.35\n\tDamageFactor \"Explosion\", 0.5\n\tDamageFactor \"Plasma\", 0.5\n\tDamageFactor 0.5\n\tInventory.Icon \"LEGAA0\"\n\tArmor.SavePercent 100\nStates\n\t{\n\tSpawn:\n\t\tLLFS ABCDEFGHIJKJIHGFEDCB 2 Bright A_SpawnItemEx(\"LegendaryBluePowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t}\n}\n\nActor DropNHealthBonus : BossLifeEssence\n{\nscale 1.1\nInventory.Amount 64\nInventory.MaxAmount 1200\nInventory.PickupMessage \"Nemesis Health Bonus\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNLIF ABCD 3 Bright A_SpawnItemEx (\"NemesisHellionSmokespawner\")\n\t\tLoop\n\t}\n}\n\nactor DropNArmorBonus : NemesisArmorBonusMax\n{\nscale 1.1\nArmor.SaveAmount 64\nArmor.SavePercent 100\nInventory.Pickupmessage \"Nemesis Armor Bonus\"\nInventory.Icon \"UNNAB0\"\n\n}\n\nActor DropILHealthBonus : BossLifeEssence\n{\nScale 0.9\nInventory.Amount 32\nInventory.MaxAmount 750\nInventory.PickupMessage \"Enraged Health Bonus\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tLLIF ABCD 3 Bright A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tLoop\n\t}\n}\n\nACTOR DropILArmorBonus : DropLArmorBonus\n{\n\tScale 0.95\n\tArmor.SaveAmount 32\n\tArmor.MaxSaveAmount 750\n\tInventory.Icon \"ELGAA0\"\n\tInventory.Pickupmessage \"Enraged Armor Bonus\"\n\t+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tLLFS ABCDEFGHIJKJIHGFEDCB 2 Bright A_SpawnItemEx(\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t}\n}\n\nActor SwiborgHealthBonus : BossLifeEssence\n{\nScale 0.5\nInventory.Amount 128\nInventory.PickupSound \"Pickups/LichSkull\"\nInventory.PickupMessage \"Misterious Health Bonus filled with Pure Rage\"\nInventory.MaxAmount 6666\n+NOTIMEFREEZE\n+BIGPOWERUP\nStates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 1, 0, random(0,-360), 2, random(0,360))\n\t\tSWIB A 5 Bright A_SpawnItemEx(\"LegendaryRedSparkleSpawner\",0,0,-16)\n\t\tLoop\n\t}\n}\n\nActor SwiborgArmorBonus : HEMArmorBonusMax\n{\n+NORADIUSDMG\n+NOTIMEFREEZE\n+BIGPOWERUP\n-INVENTORY.QUIET\n+INVENTORY.BIGPOWERUP\nScale 1.25\nArmor.SavePercent 100.0\nArmor.SaveAmount 128\nArmor.MaxSaveAmount 6666\nInventory.PickupMessage \"Misterious Armor Bonus Filled with Pure Rage\"\nDamageFactor  0.01\nInventory.Icon \"SWIBA0\"\n\nStates\n\t{\n\tSpawn:\n\t\tHABO C 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tHABO D 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tHABO E 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tHABO FF 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tHABO E 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tTNT1 AAA 0 A_CustomMissile (\"LegendaryRedPowerLineSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tHABO D 5 A_SpawnItemEx(\"LegendaryOrangeSparkleSpawner\",0,0,-16)\n\t\tLoop\n\t}\n}\n\nACTOR NemesisHKItemRandomizer2 Replaces NemesisHKItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(25,\"Ammo\")\nTNT1 A 0 A_Jump(256,\"Health\",\"Armor\")\nHealth:\nTNT1 A 0 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 0 A_SpawnItemEx(\"DropNHealthBonus\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)\nTNT1 A 1 A_SpawnItemEx(\"NemesisHealthBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nArmor:\nTNT1 A 0 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 0 A_SpawnItemEx(\"DropNArmorBonus\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorBonusMax\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\nAmmo:\nTNT1 A 0 A_SpawnItemEx(\"NLDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nTNT1 A 0 A_SpawnItemEx(\"VexNemDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)\nTNT1 A 1 A_SpawnItemEx(\"NLDemonAmmo\",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))\nStop\n}\n}\n\nACTOR NemesisHKSuperItemRandomizer2 Replaces NemesisHKSuperItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(32,\"NemesisSphere\",\"NemesisArmor\",\"NemesisArmorSphere\")\nNothing:\nTNT1 A 1\nStop\nNemesisSphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisSphere\",0,0,32)\nStop\nNemesisArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmor\",0,0,32)\nStop\nNemesisArmorsphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmorsphere\",0,0,32)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/items/TheHearts.txt",
        "contents": "ACTOR DemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite NDHTA0\n//$Title \"Demon Heart\"\n  Inventory.PickupSound \"DemonHeart/Pickup\"\n  Inventory.PickupMessage \"The Demon Heart - Automatically used on low health\"\n  Inventory.Icon DMNHRT\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Tag \"The Demon Heart\"\n  ActiveSound \"DemonHeart/Idle\"\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +FLOATBOB\n  +FLOAT\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\")\n    DMHT AAAAA 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT AAAAA 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT AABBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tDMHT BBBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"RedSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    Loop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Pickup\")\n\tTNT1 A 0 ACS_NamedExecute(\"DemonHeartScript\",0)\n\tTNT1 A 0 A_StopSound\n\tStop\n  Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Heart only activates at low health!\")\n\tFail\n  Nop:\n\tTNT1 A 1\n\tFail\n  }\n}\n\nACTOR UltraSphereFIX : UltraSphere 32603 { }\nACTOR  UltraSphereQuiet : UltraSphere\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR UltraSphereSpawner : RandomSpawner Replaces UltraSphere\n{\nDropItem \"UltraSphereFIX\", 256, 75\nDropItem \"DemonHeart\", 256, 25\n}\n\nACTOR LegendaryDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite LDHTA0\n//$Title \"Legendary Demon Heart\"\n  Inventory.PickupSound \"LegDemonHeart/Pickup\"\n  Inventory.PickupMessage \"\\c[z3]The Legendary Demon Heart\\c- - Automatically used on low health\"\n  Inventory.Icon LEDMNHRT\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Tag \"The Legendary Demon Heart\"\n  ActiveSound \"DemonHeart/Idle\"\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +FLOATBOB\n  +FLOAT\n  +NOTIMEFREEZE\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\")\n    LDHT AAAAA 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT AAAAA 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT AABBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLDHT BBBBBB 1 Bright A_SpawnItem(\"YellowSphereFlare\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"yellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    Loop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_PlaySound(\"LegDemonHeart/Pickup\")\n\tTNT1 A 0 ACS_NamedExecute(\"LegendaryDemonHeartScript\",0)\n\tTNT1 A 1 A_StopSound\n\tStop\n  Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Legendary Heart only activates at low health!\")\n\tFail\n  Nop:\n\tTNT1 A 1\n\tFail\n  }\n}\n\nACTOR LegendaryUltraSphereFIX : LegendaryUltraSphere 16703 { }\nACTOR  LegendaryUltraSphereQuiet : LegendaryUltraSphere\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR LegendaryUltraSphereSpawner : RandomSpawner Replaces LegendaryUltraSphere\n{\nDropItem \"LegendaryUltraSphereFIX\", 256, 75\nDropItem \"LegendaryDemonHeart\", 256, 25\n}\n\nACTOR TrueLegendaryDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite TLHTA0\n//$Title \"True Legendary Demon Heart\"\n  Inventory.PickupSound \"TLegDemonHeart/Pickup\"\n  Inventory.PickupMessage \"\\c[l5]The True Legendary Demon Heart\\c- - Automatically used on low health\"\n  Inventory.Icon TLEGDHRT\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Tag \"The True Legendary Demon Heart\"\n  ActiveSound \"DemonHeart/Idle\"\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +NOTIMEFREEZE\n  +FLOATBOB\n  +FLOAT\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DemonHeart/Idle\")\n    TLHT A 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT A 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT A 2 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 3 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 5 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLHT B 6 Bright A_SpawnItem(\"TrueLegendarySphereFlameSpawner\",0,0)\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLoop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_PlaySound(\"TLegDemonHeart/Pickup\")\n\tTNT1 A 0 ACS_NamedExecute(\"TrueLegendaryDemonHeartScript\",0)\n\tStop\n  Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The True Legendary Heart only activates at low health!\")\n\tFail\n  Nop:\n\tTNT1 A 1\n\tFail\n  }\n}\n\nACTOR TrueLegendaryUltraSphereFIX : TrueLegendaryUltraSphere { }\nACTOR TrueLegendaryUltraSphereQuiet : TrueLegendaryUltraSphere\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR TrueLegendaryUltraSphereSpawner : RandomSpawner Replaces TrueLegendaryUltraSphere\n{\nDropItem \"TrueLegendaryUltraSphereFIX\", 256, 75\nDropItem \"TrueLegendaryDemonHeart\", 256, 25\n}\n\nACTOR NemesisDemonHeart : CustomInventory\n{\n//$Category Powerups/Heart\n//$Sprite NDHTA0\n//$Title \"Nemesis Demon Heart\"\n  Inventory.PickupSound \"NDemonHeart/Pickup\"\n  Inventory.PickupMessage \"\\c[g2]The Nemesis Demon Heart!\\c- - Automatically used on low health\"\n  Inventory.Icon NDMNHRT\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Tag \"The Nemesis Demon Heart\"\n  ActiveSound \"NDemonHeart/Idle\"\n  +INVENTORY.BIGPOWERUP\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.INVBAR\n  +NOTIMEFREEZE\n  +FLOATBOB\n  +FLOAT\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_PlaySound(\"NDemonHeart/Idle\")\n    NDHT A 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT A 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tNDHT B 3 Bright A_SpawnItem(\"NemSphereSmoke\",0,38)\n\tTNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    Loop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisDemonHeart\",1,\"Nop\")\n\tTNT1 A 0 A_PlaySound(\"NDemonHeart/Pickup\")\n\tTNT1 A 0 ACS_NamedExecute(\"NemesisDemonHeartScript\",0)\n\tStop\n  Use:\n\tTNT1 A 0\n\tTNT1 A 0 A_Print(\"The Nemesis Heart only activates at low health!\")\n\tFail\n  Nop:\n\tTNT1 A 1\n\tFail\n  }\n}\n\nACTOR NemesisSuperSphereFIX : NemesisSuperSphere 30443 { }\nACTOR  NemesisSuperSphereQuiet : NemesisSuperSphere\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.ALWAYSPICKUP\n}\n\nACTOR NemesisSuperSphereSpawner : RandomSpawner Replaces NemesisSuperSphere\n{\nDropItem \"NemesisSuperSphereFIX\", 256, 70\nDropItem \"NemesisDemonHeart\", 256, 30\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Cybers/Exos.txt",
        "contents": "Actor ExosFIX : Exos replaces Exos\n{\nDropItem \"NemesisHealthBonusMax\" 256\nDropItem \"NemesisArmorBonus32\" 256\nDropItem \"PureRage\" 128\nDropItem \"PureRage\" 128\nDropItem \"PortableMedCellPack\" 128\nDropitem \"NemesisArmor\" 64\nDropItem \"nemesissphere\" 64\nDropItem \"NemesissuperSphere\" 32\nDropItem \"Nemesisarmorsphere\" 128\nDropItem \"hellstormcannon\" 256\nDropItem \"DropNHealthBonus\" 250\nDropItem \"DropNArmorBonus\" 250\nDropItem \"BulletBox\" 256\nDropItem \"BulletMag\" 256\nDropItem \"DemonAmmoBox\" 128\nDropItem \"AmmoPack\" 256\nDropItem \"AmmoPack\" 256\nDropItem \"AmmoPack\" 256\nDropItem \"AmmoPack\" 256\nDropItem \"SpringMine\" 256\nDropItem \"SpringMine\" 256\nDropItem \"SpringMine\" 256\nDropItem \"SpringMine\" 256\nDropItem \"DemonicChalice\" 64\nDropItem \"SkullOfPower\" 64\nDropItem \"DTBFGSuperChargeUpgrade\", 32\nTag \"Exos\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/VexNem/VexedNemesisZombie.txt",
        "contents": "ACTOR VexedNemesisZombieFIX : VexedNemesisZombie replaces VexedNemesisZombie\n{\n  DropItem \"NemesisHealthBonusMax\", 256, 32\n  DropItem \"NemesisArmorBonus32\", 256\n  DropItem \"NemesisHealthBonusMax\", 256, 32\n  DropItem \"NemesisArmorBonus32\", 256\n  DropItem \"EnragedLegendaryArmor\", 128, 1\n  DropItem \"LegAmmoSphere\", 200, 3\n  DropItem \"EnragedLegendaryPowerShard\", 100, 1\n  DropItem \"HandGrenadeAmmo\", 235, 2\n  DropItem \"MineAmmo\", 235, 2\n  DropItem \"Backpack\", 198, 1\n  DropItem \"Armorplate\", 205, 1\n  DropItem \"Portablemedkit\", 210, 1\n  DropItem \"VexNemDemonAmmoBox\", 200\n  DropItem \"VexNemDemonAmmo\", 250\n  DropItem \"LegendaryRune\", 200, 1\n  DropItem \"Vexed Nemesis Rifle\", 200, 1\n  Tag \"\\c[w2]Vexed Nemesis Zombie\\c-\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/VexNem/VexedNemesisImp.txt",
        "contents": "ACTOR VexedNemesisImpFIX : VexedNemesisImp replaces VexedNemesisImp\n{\n  DropItem \"EnragedLegendarySphere\" 70\n  DropItem \"NemesisHealthBonusMax\", 256, 32\n  DropItem \"NemesisArmorBonus32\", 256\n  DropItem \"NemesisHealthBonusMax\", 256, 32\n  DropItem \"NemesisArmorBonus32\", 256\n  DropItem \"LegendaryPowerSphere\" 85\n  DropItem \"VexNemDemonAmmoBox\" 200\n  DropItem \"VexNemDemonAmmo\" 256\n  DropItem \"Vexed Nemesis Rifle\" 50\n  DropItem \"Legendary BFG 10K\" 50\n  DropItem \"LegendaryRune\" 60\n  Tag \"\\c[w2]Vexed Nemesis Imp\\c-\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Bosses/AbyssalSatyr.txt",
        "contents": "Actor AbyssalSatyrFIX : AbyssalSatyr Replaces AbyssalSatyr 30317\n{\nTag \"\\c[s9]Abyssal Satyr\\c-\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tOSST H 5 A_Scream\n\t\tTNT1 A 0 A_KillChildren\n\t\tOSST HHHHHHHHHHHH 1 Bright A_CustomMissile(\"Kaboom26\",random(20,100),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"BigPurpleBloodCloud\",random(10,100),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tOSST IJKLMN 4\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Hem_LightOnMap\",0,2,64)\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_SpawnItemEx(\"VoidRune\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Turbosphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,64)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"AbyssOrb\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"AbyssalCastOrb\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UltraSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisSuperSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,100)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,250)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RingOfRegeneration\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,250)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Terminator\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,250)\n\t\tTNT1 A 0 A_RemoveChildren\n\t\tOSST O 63000 CanRaise\n\t\t\"####\" \"#\" 5 A_FadeOut(0.1,1)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Bosses/Corruption.txt",
        "contents": "Actor CorruptionFIX : Corruption Replaces Corruption\n{\nDropItem \"InventoryStrengthRune\" 256\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Bosses/HellsMinister.txt",
        "contents": "ACTOR HellsMinisterFIX : HellsMinister Replaces HellsMinister\n{\nDropItem \"InventoryResistanceRune\" 256\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Bosses/LordArchon.txt",
        "contents": "ACTOR LordArchonFIX : LordArchon Replaces LordArchon\n{\nDropItem \"InventoryHighJumpRune\" 256\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Bosses/NewHeresiarch.txt",
        "contents": "Actor ActuallyGoodHeresiarchFIX : ActuallyGoodHeresiarch replaces ActuallyGoodHeresiarch\n{\n  Tag \"\\c[a0]Heresiarch\\c-\"\n  States\n  {\n  Death:\n\tHIER P 5 Bright\n\tTNT1 A 0 A_LowGravity\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlaySound(\"Heresiarch/Death1\",7,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SetUserVar(\"user_lcounter\",0)\n\tTNT1 A 0 A_JumpIf(user_lcounter > 12,\"DeathContinue\")\n\tTNT1 A 0 A_SetUserVar(\"user_lcounter\",user_lcounter+1)\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",1)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom23\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",3)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom24\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tHIER PP 1 Bright A_CustomMissile(\"Kaboom25\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",4)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom24\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tHIER PP 1 Bright A_CustomMissile(\"Kaboom23\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",5)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom25\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",6)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom25\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tHIER PP 1 Bright A_CustomMissile(\"Kaboom23\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",7)\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom24\",random(38,100), random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",1)\n\tHIER PP 1 Bright A_CustomMissile(\"Kaboom25\",random(38,100), random(-5,5),random(0,360),2,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",3)\n\tHIER PP 1 Bright A_CustomMissile(\"Kaboom24\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tHIER P 1 Bright A_CustomMissile(\"Kaboom23\",random(38,100),random(-5,5),random(0,360),2,random(0,360))\n\tGoto Death+5\n  DeathContinue:\n\tTNT1 A 0 A_SpawnItemEx(\"HeresiarchDeathBlueLaserSpawner\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HeresiarchDeathKaboomEffectSpawner\",0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Heresiarch/Death2\",7,1.0,0,ATTN_NONE)\n\tHIER Q 5 Bright A_ScreamAndUnblock\n\tTNT1 A 0 A_Explode(50,900,0)\n\tTNT1 A 0 A_KillChildren\n\tTNT1 A 0 A_PlaySound(\"DoomWraithSpawn\",5,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"Heresiarch/ExplodeDeath\",6,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,20,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,40,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,60,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,80,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,100,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,120,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,140,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,160,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,180,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-20,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-40,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-60,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-80,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-100,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-120,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-140,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchWraith\",35,0,-160,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"HeresiDeathFlare1\",0,0,64)\n\tHIER Q 6 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"HeresiDeathFlare2\",0,0,64,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tHIER R 6 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"HeresiDeathFlare3\",0,0,64,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tHIER R 4 Bright\n\tTNT1 A 0 A_CustomMissile(\"HeresiarchDeathResurrect\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,90)\n\tTNT1 A 0 A_SpawnItemEx(\"HEMHeresiarchDeathFX\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tHIER RRRRRRRRRR 1\n\tTNT1 A 0 A_Gravity\n\tTNT1 A 0 A_ChangeFlag(DONTFALL,0)\n\tTNT1 A 0 A_RemoveChildren\n\tHIER STUVW 7\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"ResetSky\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisMegaSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HadesCrystalBundle\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"AcidWormFIX\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisDemonHeart\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"PartialKakuhou\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)\n\tTNT1 AAA 0 A_SpawnItemEx(\"ShadowCastOrb\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisArmorSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"Unmaker\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"FantasyStaff2\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OccultSpellbook\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellStaff\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"Terminator\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,250)\n\tTNT1 A 0 A_SpawnItemEx(\"HEMFly\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,250)\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n\tHIER X -1\n\tStop\n  }\n}\nActor HEMHeresiarchFIX : HEMHeresiarch Replaces HEMHeresiarch 30318\n{\nDropItem \"DropNHealthBonus\" 256\nDropItem \"DropNArmorBonus\" 256\nDropItem \"NemesisArmorSphere\", 220\nDropItem \"NemesisDemonHeart\", 100\nDropItem \"HEMFly\", 200\nDropItem \"OccultSpellbook\", 256\nDropItem \"Terminator\", 10\nDropItem \"SkullOfPower\", 200\nTag \"\\c[a0]Heresiarch\\c-\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Legendary/LegendaryBabyDemolisher.txt",
        "contents": "ACTOR LegendaryBabyDemolisherFIX : LegendaryBabyDemolisher Replaces LegendaryBabyDemolisher 30336\n{\nDropItem \"BossLifeEssence\", 256, 150\nDropItem \"HEMBossArmorBonusMax35\", 256\nDropItem \"LegendarySphere\", 110\nDropItem \"Legendary BFG15K\", 40\nDropItem \"LegendaryRune\", 100\nDropItem \"Legendary Railgun\", 110\nDropItem \"LDemonAmmoBox\", 180\nDropItem \"Legendary Plasmatic Rifle\", 127\nDropItem \"LegTimeFreezeSphere\", 80\nDropItem \"Legendary Lightning Rifle\", 128\nDropItem \"Legendary Demon Tech Devastator\" 5\nTag \"\\c[z3]Legendary Baby Demolisher\\c-\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/Monsters/Legendary/LegendaryBabySentient.txt",
        "contents": "ACTOR LegendaryBabySentientFIX : LegendaryBabySentient replaces LegendaryBabySentient 16513\n{\nDropItem \"LegendaryArmor\" 100\nDropItem \"LegendaryRune\" 100\nDropItem \"LDemonAmmoBox\" 250\nDropItem \"LDemonAmmo\" 250\nDropItem \"BossLifeEssence\" 256\nDropItem \"BossArmorBonusMax\" 256\nDropItem \"Legendary Plasmatic Cannon\" 170\nDropItem \"LegAmmoSphere\" 70\nDropItem \"LegendaryRune\" 50\nDropItem \"Legendary BFG15K\" 35\nDropItem \"Legendary Demon Tech Devastator\" 10\nTag \"\\c[z3]Legendary Baby Sentient\\c-\"\n}"
      }
    ]
  },
  "maps": []
}

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