doombrik.pk3

PK3 7.7 MiB 1 map(s)

Counts

endoom0
graphics0
lumps945
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "083ba046-5925-45bb-9e48-0462ecc7fa69",
    "sha1": "8218ab9b56e4c92746a6161d520096919048f3df",
    "sha256": "8a3f7ce39544ebe757034474ef866360c5387b49a89cd5c320cf3a0d9c7635c2",
    "filenames": [
      "doombrik.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/08/22 12:50:11",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "MAP02": "MAP02.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021/08/22 12:50:11",
    "file": {
      "type": "PK3",
      "size": 8089959,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8218ab9b56e4c92746a6161d520096919048f3df/8218ab9b56e4c92746a6161d520096919048f3df.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01",
        "MAP02"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 945,
        "maps": 2,
        "palettes": 0
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/fx/smoke_gray.txt",
        "contents": "//==============GRAY SMOKE (Small, Medium and Large)================\n//used by the naposoldiers to make a smoke effect when they\n//fire their musket rifles\n\nactor SmallGraySmoke\n{\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      SMOW A 20 Bright A_FadeOut(0.1)\n      SMOW A 20 Bright A_FadeOut(0.1)\n      SMOW A 20 Bright A_FadeOut(0.1)\n      SMOW A 20 Bright A_FadeOut(0.1)\n      SMOW A 20 Bright A_FadeOut(0.1)\n      SMOW A 20 Bright A_FadeOut(0.1)\n\t  SMOW A 20 Bright A_FadeOut(0.1)\n\t  SMOW A 20 Bright A_FadeOut(0.1)\n\t  SMOW A 20 Bright A_FadeOut(0.1)\n\t  SMOW A 20 Bright A_FadeOut(0.1)\n\t  Stop\n   }\n}\n\nactor MediumGraySmoke\n{\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      SMOW B 20 Bright A_FadeOut(0.1)\n      SMOW B 20 Bright A_FadeOut(0.1)\n      SMOW B 20 Bright A_FadeOut(0.1)\n      SMOW B 20 Bright A_FadeOut(0.1)\n      SMOW B 20 Bright A_FadeOut(0.1)\n      SMOW B 20 Bright A_FadeOut(0.1)\n\t  SMOW B 20 Bright A_FadeOut(0.1)\n\t  SMOW B 20 Bright A_FadeOut(0.1)\n\t  SMOW B 20 Bright A_FadeOut(0.1)\n\t  SMOW B 20 Bright A_FadeOut(0.1)\n\t  Stop\n   }\n}\n\nactor LargeGraySmoke\n{\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      SMOW C 20 Bright A_FadeOut(0.1)\n      SMOW C 20 Bright A_FadeOut(0.1)\n      SMOW C 20 Bright A_FadeOut(0.1)\n      SMOW C 20 Bright A_FadeOut(0.1)\n      SMOW C 20 Bright A_FadeOut(0.1)\n      SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  SMOW C 20 Bright A_FadeOut(0.05)\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/fx/muzzleflashes.txt",
        "contents": "//==============MUZZLEFLASHES================\n//used by some actors\n\n//===MUZZLEFLASH1===\n//mid-sized muzzlefire\n\nactor Muzzleflash1\n{\n   +NOGRAVITY\n   States\n   {\n   Spawn:\n   MZL1 A 4 bright\n   stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/items/healthball05.txt",
        "contents": "ACTOR HealthBall5 : Health 25004\n//a bonus item that gives 5 hp\n//cannot go over 100hp\n{\n  Inventory.PickupMessage \"Picked up a health ball.\"\n  Inventory.Amount 5\n  Inventory.MaxAmount 100\n  //$Category LegoHealth\n  States\n  {\n  Spawn:\n    HH05 ABCDEFGH 4\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_archer.txt",
        "contents": "//==============LEGO ARCHER==============\n//enemy\n\nactor LegoArcher 25020\n{\n  Health 90\n  Speed 10\n  Radius 30\n  Height 56\n  Mass 70\n  Monster\n  MissileType \"Arrow\"\n  SeeSound \"ARCHSEE\"\n  AttackSound \"ARCHFIRE\"\n  DeathSound \"MAGEDEAD\"\n  ActiveSound \"ARCHACTI\"\n  Obituary \"%o has been killed by a lego archer.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      ARCH A 1 A_Look\n\t  Loop\n   See:\n      ARCH BC 5 A_Chase\n\t  Loop\n   Missile:\n      ARCH DE 5 A_FaceTarget\n\t  ARCH F 5 A_FaceTarget\n\t  ARCH F 0 A_PlaySound (\"ARCHPULL\")\n\t  ARCH G 10 A_FaceTarget\n\t  ARCH I 0 A_PlaySound (\"ARCHRELA\")\n\t  ARCH I 5 A_MissileAttack\n\t  ARCH I 3 A_MonsterRefire (130, \"See\")\n      Goto Missile\n   Death:\n\t  ARCH J 3 A_Scream\n\t  ARCH KL 3\n\t  ARCH M -1\n\t  Stop\n    }\n}\n\n//===ARROW===\n//projectile fired by the lego archer\nactor Arrow\n{\n  Radius 11\n  Height 8\n  Speed 40\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  SeeSound \"ARRWFIRE\"\n  DeathSound \"ARRWDEAD\"\n  Obituary \"%o has been hit by an arrow.\"\n  States\n  {\n  Spawn:\n    ARRW A 1\n    Loop\n  Death:\n    ARRW A 70 A_PlaySound (\"ARRWDEAD\")\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_horse_white.txt",
        "contents": "//==============LEGO WHITE HORSE==============\n//wandering animal\n\nactor LegoHorseWhite 25018\n{\n  Health 220\n  Speed 5\n  Radius 56\n  Height 80\n  Mass 200\n  Monster\n  DeathSound \"HORSDEAD\"\n  ActiveSound \"HORSACTI\"\n   +FLOORCLIP\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      HORW A 1 A_Jump (150, \"Wander\")\n\t  HORW A 140 //horse eats stuff on floor\n\t  HORW BC 5\n\t  HORW D 10\n\t  HORW C 20\n\t  HORW D 10\n\t  HORW C 20\n\t  HORW B 5\n\t  HORW A 35\n\t  Loop\n   Wander:\n      HORW E 0 A_Jump (20, \"Spawn\")\n\t  HORW E 0 A_PlaySound (\"HORSWALK\")\n\t  HORW EFG 7 A_Wander\n\t  HORW G 0 A_PlaySound (\"HORSWALK\")\n\t  HORW H 7 A_Wander\n\t  Loop\n   Death:\n      HORW I 6 A_PlaySound (\"HORSDEAD\")\n\t  HORW JKL 6\n\t  HORW M 75\n\t  HORW NOPQPQPQPON 6\n\t  HORW M -1\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_knight.txt",
        "contents": "//==============LEGO KNIGHT==============\n//enemy\n\nactor LegoKnight 25015\n{\n  Health 100\n  Speed 10\n  Radius 30\n  Height 56\n  Mass 100\n  Monster\n  SeeSound \"KNGTSEE\"\n  AttackSound \"KNGTFIRE\"\n  DeathSound \"KNGTDEAD\"\n  ActiveSound \"KNGTACTI\"\n  Obituary \"%o has been killed by a legoknight.\"\n  //$Category Monsters\n   +FLOORCLIP\n   +NOBLOOD\n   States\n   {\n   Spawn:\n      KNGT A 1 A_Look\n   See:\n      KNGT B 4 A_Chase\n\t  KNGT C 4 A_Chase\n\t  KGNT C 0 A_PlaySound(\"KNGTWALK\")\n\t  Loop\n   Melee:\n      KNGT D 0 A_PlaySound(\"KNGTFIRE\")\n\t  KNGT D 5\n\t  KNGT E 5 Fast A_FaceTarget\n\t  KNGT F 5 Fast A_CustomMeleeAttack (10)\n      Goto See\n   Death:\n      KNGT G 4 A_Scream\n\t  KNGT HI 4\n\t  KNGT J -1\n\t  Stop\n\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_mage.txt",
        "contents": "//==============LEGO MAGE==============\n//enemy\n\nactor LegoMage 25017\n{\n  Health 120\n  Speed 10\n  Radius 30\n  Height 56\n  Mass 70\n  Monster\n  MissileType \"MagicProjectile1\"\n  SeeSound \"KNGTSEE\"\n  AttackSound \"MAGEFIRE\"\n  DeathSound \"MAGEDEAD\"\n  ActiveSound \"KNGTACTI\"\n  Obituary \"%o has been killed by a legomage.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      MAGE A 35 A_Look\n\t  MAGE A 35 A_Look\n\t  MAGE A 35 A_Look\n\t  MAGE A 35 A_Look\n\t  MAGE BCDEDEDEDEDEDEDCB 5 A_Look\n\t  Loop\n   See:\n      MAGE FG 5 A_Chase\n\t  Loop\n   Missile:\n      MAGE HIJ 5 A_FaceTarget\n\t  MAGE K 5 A_MissileAttack\n      Goto See\n   Death:\n      MAGE LMN 3\n\t  MAGE O 3 A_PlaySound (\"MAGEDEAD\")\n\t  MAGE P 3\n\t  MAGE Q 70\n\t  MAGE RST 3\n\t  Stop\n    }\n}\n\n//===MAGIC PROJECTILE 1 (fired by the Lego Mage)===\n//magic projectile fired by the lego mage\nactor MagicProjectile1 25019\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 10\n  Projectile\n  +RANDOMIZE\n  SeeSound \"MGC1FIRE\"\n  DeathSound \"MGC1DEAD\"\n  Obituary \"%o has been hit by a magic spell.\"\n  //$Category Projectiles\n  States\n  {\n  Spawn:\n    LSRB A 1 Bright\n    Loop\n  Death:\n    LSRB B 0 A_PlaySound (\"DSFIRXPL\")\n    LSRB B 3 Bright\n\tLSRB C 3 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_minifig_test.txt",
        "contents": "//==============MINIFIG TEST==============\nactor Minifig 20999\n{\n   Health 64\n   Radius 20\n   Height 56\n   Speed 16\n   Mass 20\n   MONSTER\n   +FLOORCLIP\n   +NOBLOOD\n   //$Category Monsters\n   States\n   {\n   Spawn:\n      MNFG A 1 A_Look\n   See:\n      MNFG BC 6 A_Chase\n      Loop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_naposoldier_blue.txt",
        "contents": "//==============LEGO NAPOSOLDIER (BLUE)==============\n//(Napoleonic Wars Era footsoldier, blue)\n\nactor LegoNapoSoldierBlue 25021\n{\n  Health 90\n  Speed 10\n  Radius 30\n  Height 64\n  Mass 80\n  Monster\n  Painchance 180\n  //+NOINFIGHTING\n  //Missiletype \"Tracer\" //commented because A_CustomMissile is\n  //somewhat better for accuracy stuff (with Random()).\n  //Before they fired \"Invisible Bullet\".\n  //See below for the old code for \"Invisible Bullet\".\n  SeeSound \"NSO1SEE\"\n  AttackSound \"NSO1FIRE\"\n  DeathSound \"NSO1DEAD\"\n  ActiveSound \"NSO1ACTI\"\n  Obituary \"%o has been killed by a lego Napo soldier.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      NSOB A 1 A_Look\n\t  Loop\n   See:\n      NSOB BC 5 A_Chase\n\t  NSOB C 0 A_PlaySound (\"NSO1WALK\")\n\t  Loop\n   Missile:\n      NSOB DE 5\n\t  NSOB F 10 A_FaceTarget\n\t  //NSOB G 1 A_CustomBulletAttack (2,2,1,5)\n\t  CANN G 0 A_SpawnItemEx (\"Muzzleflash1\", 96, -16, 48)\n\t  NSOB G 1 A_CustomMissile(\"Tracer\", 32, 0, Random(-2,2))\n\t  NSOB G 1 A_SpawnItemEx (\"SmallGraySmoke\", 32, -16, 48, 0.2 , 0, 0.3)\n\t  NSOB H 2\n\t  NSOB F 3 A_SpawnItemEx (\"MediumGraySmoke\", 64, -16, 56, 0.2 , 0, 0.1)\n\t  NSOB F 3 A_SpawnItemEx (\"LargeGraySmoke\", 128, -16, 64, 0.2 , 0, 0.1)\n\t  NSOB F 4 A_FaceTarget\n\t  NSOB ED 5\n      Goto See\n   Pain:\n      NSOB P 6\n\t  Goto See\n   Death:\n\t  NSOB I 3 A_Scream\n\t  NSOB JKLMN 6\n\t  NSOB O -1\n\t  Stop\n    }\n}\n\n//===TRACER===\n//maybe better than the invisible bullet\n//Hitscan attacks make them fire at each other like idiots\nactor Tracer : FastProjectile\n{\n  Radius 2\n  Height 8\n  Speed 120\n  Damage 5\n  Projectile\n  MissileType \"DisappearingPuff\" //trail\n  MissileHeight 8\n  +RANDOMIZE\n  SeeSound \"NSO1FIRE\"\n  Obituary \"%o has been killed by a musket rifle bullet.\"\n  States\n  {\n  Spawn:\n    PUFF A 1\n    Loop\n  }\n}\n\n//===DISAPPEARINGPUFF===\n//so the Tracer can look like a tracer and not a small dot\nactor DisappearingPuff\n{\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    PUFF AAA 1 A_FadeOut (0.3)\n\tPUFF A 1 A_FadeOut (0.1)\n    Stop\n  }\n}\n\n//===INVISIBLE BULLET===\n//replaced by the \"Tracer\"\n//invisible hyper-fast bullet fired by lego Naposoldiers\n//Hitscan attacks make them fire at each other like idiots\n//actor InvisibleBullet\n//{\n  //Radius 8\n  //Height 8\n  //Speed 120\n  //Damage 5\n  //Projectile\n  //+RANDOMIZE\n  //SeeSound \"NSO1FIRE\"\n  //Obituary \"%o has been killed by a musket rifle bullet.\"\n  //States\n  //{\n  //Spawn:\n    //TNT1 A 1\n    //Loop\n  //}\n//}\n\n//===Tracer"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_skeleton.txt",
        "contents": "//==============LEGO SKELETON==============\n//Can be summoned by the lego mage\n\nactor LegoSkeleton 25022\n{\n  Health 60\n  Speed 10\n  Radius 30\n  Height 64\n  Mass 70\n  Monster\n  Painchance 180\n  Missiletype \"Bone\"\n  SeeSound \"SKLTSEE\"\n  AttackSound \"SKLTFIRE\"\n  DeathSound \"SKLTDEAD\"\n  ActiveSound \"SKLTACTI\"\n  Obituary \"%o has been killed by a lego skeleton.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      SKLT A 1 A_Look\n\t  Loop\n   See:\n      SKLT BC 5 A_Chase\n\t  SKLT C 0 A_PlaySound (\"SKLTWALK\")\n\t  Loop\n   Melee:\n   Missile:\n\t  SKLT DEF 7 A_FaceTarget\n\t  SKLT G 2 A_CustomComboAttack(\"Bone\", 32, 10 * random(1, 8), \"KNGTFIRE\")\n\t  SKLT H 2\n\t  SKLT I 5\n      Goto See\n   Pain:\n      SKLT P 6\n\t  Goto See\n   Death:\n\t  SKLT J 6 A_Scream\n\t  SKLT K 6 A_NoBlocking\n\t  SKLT LM 6\n\t  SKLT N 105\n\t  SKLT N 0 A_Jump (127, \"GTRaise\") //for GoToRaise\n\t  SKLT N -1\n\t  Stop\n   XDeath:\n      SKLT O 2 A_Scream\n\t  Stop\n   GTRaise:\n      SKLT N -1 Thing_Raise(0)\n   Raise:\n\t  SKLT MLKJ 6\n\t  Goto See\n    }\n}\n\n//===BONE===\n//projectile fired by the lego skeleton\nactor Bone\n{\n  Radius 11\n  Height 8\n  Speed 10\n  Damage 3\n  Projectile\n  +RANDOMIZE\n  Obituary \"%o has been hit by a bone.\"\n  //$Category Projectiles\n  States\n  {\n  Spawn:\n    BONE A 2 A_PlaySound (\"KNGTFIRE\")\n\tBONE BCD 2\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/toy_soldier_green.txt",
        "contents": "//==============TOY SOLDIER (GREEN)==============\n//Cannot move. Green. 16 angles (frames go from A to G)\n//Explode when they die!\n\nactor ToySoldierGreen 25023\n{\n  Health 120\n  Speed 0\n  Radius 30\n  Height 96\n  Mass 150\n  Monster\n  SeeSound \"TGS1SEE\"\n  AttackSound \"TGS1FIRE\"\n  DeathSound \"TGS1DEAD\"\n  ActiveSound \"TGS1ACTI\"\n  Obituary \"%o has been killed by a green toy soldier.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      GTS1 A 1 A_Look\n\t  Loop\n   See:\n      GTS1 A 1 A_Chase\n\t  Loop\n   Missile:\n\t  GTS1 A 7 A_FaceTarget\n\t  GTS1 B 2 bright A_CustomBulletAttack (2, 3, 1, 2)\n\t  GTS1 C 2\n\t  GTS1 A 1 A_MonsterRefire (100, \"See\")\n      Goto Missile+1\n   Death:\n      EXL1 A 0 A_Scream\n\t  EXL1 A 3 Bright A_Explode\n      EXL1 BEGHIJMNO 3 Bright\n\t  Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/mecha1_red.txt",
        "contents": "//==============MECHA1 RED==============\n//enemy\n\nactor Mecha1Red 25025\n{\n  Health 600\n  Speed 20\n  Radius 30\n  Height 128\n  Mass 300\n  Monster\n  MissileType \"LaserRed\"\n  SeeSound \"MEKASEE\"\n  AttackSound \"MEKAFIRE\"\n  DeathSound \"MEKADEA1\"\n  ActiveSound \"MEKAACTI\"\n  Obituary \"%o has been killed by a red mecha toy.\"\n   +FLOORCLIP\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      MEKA A 6 A_Look\n\t  Loop\n   See:\n      MEKA B 0 A_PlaySound (\"MEKAWALK\")\n\t  MEKA BCD 5 A_Chase\n\t  Loop\n   Missile:\n      MEKA EFGH 5 A_FaceTarget\n\t  MEKA I 2 bright A_MissileAttack\n\t  MEKA H 1 A_FaceTarget\n\t  MEKA H 1 A_MonsterRefire(127, \"See\")\n\t  MEKA G 2\n      Goto Missile+4\n   Death:\n      MEKA J 13 A_Scream\n\t  MEKA KL 13\n\t  MEKA M -1 A_PlaySound (\"MEKADEA2\")\n\t  Stop\n    }\n}\n\n//===RED LASER (fired by the mecha1 red)===\n\nactor LaserRed\n{\n  Radius 11\n  Height 32\n  Speed 30\n  Damage 10\n  Projectile\n  +RANDOMIZE\n  SeeSound \"MEKAFIRE\"\n  DeathSound \"LSRBDEAD\"\n  Obituary \"%o has been hit by a red laser beam.\"\n  //$Category Projectiles\n  States\n  {\n  Spawn:\n    MLAS ABCD 2 Bright\n    Loop\n  Death:\n    LSRB B 3 Bright\n\tLSRB C 3 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/lego_cannon.txt",
        "contents": "//==============LEGO CANNON (BLUE)==============\n//will probably change, because that much shoddy sprites\n//are not manageable anymore\n//update. All sprites have been deleted because fsdf it, now the\n//cannon is much simpler but at least it doesn't look like complete zmbf\n\nactor LegoCannon 25028\n{\n  Health 800\n  Speed 0\n  Radius 16\n  Height 64\n  Mass 500\n  Monster\n  MissileType \"Round\"\n  SeeSound \"CANOSEE\"\n  AttackSound \"RONDFIRE\"\n  DeathSound \"CANODEAD\"\n  Obituary \"%o has been killed by a lego cannon.\"\n   +NOBLOOD\n  //$Category Monsters\n   States\n   {\n   Spawn:\n      CANN A 1 A_Look\n\t  Loop\n   See:\n      CANN A 1 A_Chase\n\t  Loop\n   Missile:\n      CANN A 15 A_FaceTarget\n\t  CANN B 0 A_SpawnItemEx (\"Muzzleflash1\", 16, 16, 64)\n\t  CANN B 1 bright A_MissileAttack\n\t  CANN B 0 A_SpawnItemEx (\"SmallGraySmoke\", 16, 0, 56, 0.2, 0, 0.1)\n\t  CANN C 4 bright A_FaceTarget\n\t  CANN A 6 A_SpawnItemEx (\"MediumGraySmoke\", 20, 0, 56, 0.2, 0, 0.1)\n\t  CANN A 1 A_SpawnItemEx (\"LargeGraySmoke\", 24, 0, 56, 0.2, 0, 0.1)\n\t  CANN A 175\n      Goto See\n    }\n}\n\n//===ROUND===\n//projectile fired by the lego canon\nactor Round\n{\n  Radius 16\n  Height 16\n  Speed 60\n  Damage 70\n  Gravity 0.25\n  Projectile\n  -NOGRAVITY\n  +RANDOMIZE\n  SeeSound \"RONDFIRE\"\n  DeathSound \"RONDDEAD\"\n  Obituary \"%o has been hit by a cannon round.\"\n  States\n  {\n  Spawn:\n    ROND A 1\n    Loop\n  Death:\n    ROND A 0 A_Gravity\n    ROND A 200 A_PlaySound (\"RONDDEAD\")\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/ammo.txt",
        "contents": "//===================================================================\n//========================Lego Energy Ammo=============================\n//===================================================================\n\n//not the one loaded in the weapon\nactor LegoEnergyAmmo : Ammo 25012\n{\n  Inventory.PickupMessage \"Picked up a lego energy cell\"\n  Inventory.Amount 50\n  Inventory.MaxAmount 200\n  Inventory.Icon \"LSBAA0\"\n  Ammo.BackpackAmount 25\n  Ammo.BackpackMaxAmount 400\n  //$Category Ammunition\n  States\n  {\n  Spawn:\n    LSBA A -1\n    Stop\n  }\n}\n\n//===LegoEnergyAmmoLoaded (that is loaded)===\n\nactor LegoEnergyAmmoLoaded : Ammo\n{\n  Inventory.MaxAmount 50\n  Inventory.Icon \"LSBAA0\"\n  +IGNORESKILL\n}\n\n//===================================================================\n//=============================Lego Rocket Ammo=======================\n//===================================================================\n\nactor LegoRocketAmmo : Ammo 25010\n{\n  Inventory.PickupMessage \"Picked up a lego rocket\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 50\n  Inventory.Icon \"LRCAA0\"\n  Ammo.BackpackAmount 2\n  Ammo.BackpackMaxAmount 100\n  //$Category Ammunition\n  States\n  {\n  Spawn:\n    LRCA A -1\n    Stop\n  }\n}\n\n//===================================================================\n//=============================Firecracker Ammo=======================\n//===================================================================\n\nactor FirecrackerAmmo : Ammo 25026\n{\n  Inventory.PickupMessage \"Picked up a firecracker\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 25\n  Inventory.Icon \"FCRMA0\"\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 50\n  //$Category Ammunition\n  States\n  {\n  Spawn:\n    FCRM A -1\n    Stop\n  }\n}\n\n//===================================================================\n//=============================Yellow Coin=============================\n//===================================================================\n\nactor CoinYellow : Ammo 25002\n{\n  Inventory.PickupMessage \"Yellow coin\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.Icon \"COINA0\"\n  Ammo.BackpackAmount 5\n  Ammo.BackpackMaxAmount 200\n  //$Category Coins\n  States\n  {\n  Spawn:\n    COIN HGFEDCBA 2\n    Loop\n  }\n}\n\n//===================================================================\n//=============================Blue Coin=============================\n//===================================================================\n\nactor CoinBlue : Ammo 25003\n{\n  Inventory.PickupMessage \"Blue coin\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.Icon \"BOINA0\"\n  Ammo.BackpackAmount 5\n  Ammo.BackpackMaxAmount 200\n  //$Category Coins\n  States\n  {\n  Spawn:\n    BOIN ABCDEFGH 2\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/firecrackers.txt",
        "contents": "//==============FIRECRACKER (weapon)==============\n\nactor FirecrackerWeapon : Weapon 25006\n{\n  decal BulletChip\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got Firecrackers!\"\n  inventory.icon \"FCRAA0\"\n  weapon.selectionorder 400\n  weapon.slotnumber 5\n  weapon.ammotype \"FirecrackerAmmo\"\n  weapon.ammogive 8\n  weapon.ammoUse 1\n  AttackSound \"weapons/lsg1\"\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    FCRA A -1\n    stop\n  Ready:\n    FCRK A 140 A_WeaponReady\n    FCRK B 3 A_WeaponReady\n    FCRK C 3 A_WeaponReady\n    FCRK D 3 A_WeaponReady\n    FCRK C 3 A_WeaponReady\n    FCRK B 3 A_WeaponReady\n    loop\n  Deselect:\n    FCRK A 1 A_Lower\n    loop\n  Select:\n    FCRK A 1 A_Raise\n    loop\n  Fire:\n    FCRK E 3\n\tFCRK F 0 A_TakeInventory(\"FirecrackerAmmo\", 1)\n    FCRK F 3 A_SpawnItemEX (\"Firecracker\", 64, 0, 64, 0, 0, 0, 0)\n    FCRK GHI 1\n    FCRK J 20\n    FCRK J 10 A_ReFire\n    Goto Ready\n  }\n}\n\n//===FIRECRACKER (object)===\n\nactor Firecracker 25007\n{\n +FLOORCLIP\n //$Category LegoObjects\n states\n  {\n  Spawn:\n    FCRO A 2\n    FCRO B 1 A_PlaySound (\"FCROFUSE\", CHAN_WEAPON)\n    FCRO CBCBCBCBCBCBCBCBCBCDEDEDEDEDEDEDEDEDEDE 1\n    FCRO FGFGFGFGFGFGFGFGFGFGHIHIHIHIHIHIHIHIHIHI 1\n    FCRO J 3 A_PlaySound (\"FCROEXPL\", CHAN_WEAPON)\n    FCRO K 3 A_Explode\n    FCRO LMNO 3\n    FCRO O 3 A_Explode\n    FCRO PQ 3\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/health_dispenser.txt",
        "contents": "//==============HEALTH DISPENSER==============\n//its screen position should be -58 -41 for all sprites\n\nactor HealthDispenser : Weapon 25005\n{\n  decal BulletChip\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got the Health Dispenser\"\n  inventory.icon \"HDIFA0\"\n  weapon.selectionorder 400\n  weapon.slotnumber 4\n  weapon.ammotype \"CoinBlue\"\n  weapon.ammogive 5\n  weapon.ammoUse 5\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    HDIF A -1\n    stop\n  Ready:\n    HDIS A 1 A_WeaponReady\n    loop\n  Deselect:\n    HDIS A 1 A_Lower\n    loop\n  Select:\n    HDIS A 1 A_Raise\n    loop\n  Fire:\n    HDIS BCDEFGGBCDEFGGBCDEFGBCDEFGGBCDEFGG 2\n    HDIS HIJKL 5\n\tHDIS L 0 A_TakeInventory(\"Coinblue\", 5)\n    HDIS M 5 A_SpawnItem (\"HealthBall5\", 64, 0, 0, 0)\n    HDIS NOPQ 5\n    Goto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/lego_laser-rifle.txt",
        "contents": "//==============LEGO LASER RIFLE==============\n//thanks to GunLab for the excellent tutorial on how\n//to make a weapon that reloads\n\nactor LegoLaserRifle : Weapon 25011\n{\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got the Lego Laser Rifle!\"\n  inventory.icon \"LASMA0\"\n  weapon.selectionorder 300\n  weapon.slotnumber 6\n  weapon.ammotype1 \"LegoEnergyAmmoLoaded\"\n  weapon.ammoUse1 1\n  weapon.ammogive1 50\n  weapon.ammotype2 \"LegoEnergyAmmo\"\n  Weapon.AmmoUse2 0\n  Weapon.AmmoGive2 0\n  +Weapon.Ammo_Optional\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    LASM A -1\n    stop\n  Ready:\n    LASR A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n    loop\n  Deselect:\n    LASR A 1 A_Lower\n    loop\n  Select:\n    LASR A 0 A_PlaySound (\"LASRSLCT\")\n    LASR A 1 A_Raise\n    loop\n  Fire:\n    LASR A 0 A_JumpIfNoAmmo (\"NoAmmo\")\n    LASR B 2 A_FireCustomMissile (\"LegoLaser\", 0, 1, 16)\n\tLASR C 2\n    Goto Ready\n  NoAmmo:\n    LASR R 5 A_PlaySound (\"LASRNAMO\", CHAN_WEAPON)\n\tGoto Ready\n  Reload:\n    LASR A 0 A_JumpIfInventory(\"LegoEnergyAmmoLoaded\", 50, 2) // If the gun's full, jump 2 states.\n    LASR A 0 A_JumpIfInventory(\"LegoEnergyAmmo\", 50, \"ReloadWork\") // If there's extra ammo, reload.\n    LASR A 1 // Here's where that first line ends up - the gun does nothing and returns to Ready.\n    Goto Ready\n  ReloadWork:\n    LASR D 3\n\tLASR E 3 A_PlaySound (\"LASRREL1\", CHAN_WEAPON)\n\tLASR FGHIJK 3\n\tLASR L 3 A_PlaySound (\"LASRREL2\", CHAN_WEAPON)\n\tLASR MN 3\n\tLASR O 0 A_GiveInventory(\"LegoEnergyAmmoLoaded\", 50)\n\tLASR O 3 A_TakeInventory(\"LegoEnergyAmmo\", 50)\n\tLASR PQ 3\n\tGoto Ready\n  }\n}\n\n//===LegoLaser (fired by LegoLaserRifle)===\n\nactor LegoLaser 25014\n{\n  Radius 11\n  Height 8\n  Speed 60\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  SeeSound \"LASRFIRE\"\n  DeathSound \"LASRDEAD\"\n  Obituary \"%o has been hit by a legolaser.\"\n  //$Category Projectiles\n  States\n  {\n  Spawn:\n    LSRB A 1 Bright\n    Loop\n  Death:\n    LSRB B 3 Bright\n\tLSRB C 3 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/lego_panzerfaust.txt",
        "contents": "//==============LEGO PANZERFAUST==============\n\nactor LegoPanzerfaust : Weapon 25008\n{\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got the Lego Panzerfaust!\"\n  inventory.icon \"LPZMA0\"\n  weapon.selectionorder 200\n  weapon.slotnumber 5\n  weapon.ammotype \"LegoRocketAmmo\"\n  weapon.ammogive 1\n  weapon.ammoUse 1\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    LPZM A -1\n    stop\n  Ready:\n    LPZF A 1 A_WeaponReady\n    loop\n  Deselect:\n    LPZF A 1 A_Lower\n    loop\n  Select:\n    LPZF A 1 A_Raise\n    loop\n  Fire:\n    LPZF B 1 A_FireCustomMissile (\"LegoRocket\")\n    LPZF B 0 A_PlaySound (\"LPZMREL1\")\n    LPZF BC 3\n    LPZF CDE 5\n    LPZF FGHI 5\n    LPZF J 5 A_PlaySound (\"LPZMREL2\")\n    LPZF KLMN 5\n    Goto Ready\n  }\n}\n\n//===LegoRocket (fired by LegoPanzerfaust)===\n\nactor LegoRocket 25009\n{\n  Radius 11\n  Height 8\n  Speed 40\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  SeeSound \"LRCKFIRE\"\n  DeathSound \"LRCKEXPL\"\n  Obituary \"%o has been hit by a legorocket.\"\n  //$Category Projectiles\n  States\n  {\n  Spawn:\n    LRCK A 1 Bright\n    Loop\n  Death:\n    EXL1 A 2 Bright A_Explode\n\tEXL1 BEGHIJMNO 2 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/lego_speakergun.txt",
        "contents": "//==============LEGO SPEAKER GUN==============\n//its screen position should be as follow\n//LSK1A0 -216 -40\n//LSK1B0 -218 -37\n//LSK1C0 -228 -33\n//LSK1D0 -232 -30\n//LSK1E0 -237 -27\n\nactor LegoSpeakerGun : Weapon 25001\n{\n  decal BulletChip\n  inventory.pickupsound \"misc/w_pkup\"\n  inventory.pickupmessage \"You got the LSG!\"\n  inventory.icon \"LSG1A0\"\n  weapon.selectionorder 400\n  weapon.slotnumber 3\n  weapon.ammotype \"Shell\"\n  weapon.ammogive 8\n  weapon.ammoUse 1\n  AttackSound \"LSG1FIRE\"\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    LSG1 A -1\n    stop\n  Ready:\n    LSK1 A 1 A_WeaponReady\n    loop\n  Deselect:\n    LSK1 A 1 A_Lower\n    loop\n  Select:\n    LSK1 A 1 A_Raise\n    loop\n  Fire:\n    LSK1 A 0 A_GunFlash\n\tLSK1 A 0 A_PlaySound(\"LSG1FIRE\", CHAN_WEAPON)\n    LSK1 B 2 A_FireBullets (2, 2, 3, 5, \"BulletPuff\")\n    LSK1 CDE 2\n    LSK1 D 5\n    LSK1 A 5 A_ReFire\n    Goto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/lego_sword_gray.txt",
        "contents": "//==============LEGO SWORD (GRAY)==============\n\nactor LegoSwordGray : Weapon 25016\n{\n  inventory.pickupsound \"SWRDSLCT\"\n  inventory.pickupmessage \"You got the Lego Sword!\"\n  inventory.icon \"SWRMA0\"\n  weapon.selectionorder 100\n  weapon.slotnumber 1\n  AttackSound \"SWRDHIT\"\n  //$Category Weapons\n  states\n  {\n  Spawn:\n    SWRM A -1\n    stop\n  Ready:\n    SWRD A 1 A_WeaponReady\n    loop\n  Deselect:\n    SWRD A 1 A_Lower\n    loop\n  Select:\n    SWRD A 1 A_Raise\n    loop\n  Fire:\n    SWRD BC 3\n\tSWRD B 0 A_PlaySound (\"KNGTFIRE\")\n\tSWRD D 3 A_CustomPunch (20, 1, TRUE, \"BULLETPUFF\", 96)\n\tSWRD EFG 3\n    Goto Ready\n  }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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