Raw model (for completeness)
{
"meta": {
"id": "09ab6935-1279-45f0-9831-3619a57e175f",
"sha1": "6554ecbe2edb1dc12b62008531c330387d6affe1",
"sha256": "47d8bf1d0fed38ee868b216ed390b03e367c6ff702ce5a8026d30e00923bffa5",
"filenames": [
"kazumiscomplexaddonpack-alpha-ver.0.6.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2021-01-10 03:04:11",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2021-01-10 03:04:11",
"file": {
"type": "PK3",
"size": 48645159,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6554ecbe2edb1dc12b62008531c330387d6affe1/6554ecbe2edb1dc12b62008531c330387d6affe1.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1376,
"maps": 0,
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}
},
"text_files": [
{
"source": "pk3",
"name": "INFO & CREDITS.txt",
"contents": "This addon is for CF 4.1 and not 4.1.1.\nIt can also be run as a single addon for CF.\n\nORIGINS\n===============================================\nRumia, Daiyousei, Aya, Youmu, Yuyuko, Komachi, Kaguya,\nMokou, Yuuka, Sanae, Alice, Yukari, Shinki, Reimu (used for Hibachi) - Touhou (Made by ZUN)\n\nsin-genjitsuxxx - MUGEN (Made by kanata)\n\nSanic - Sonic the Hedgehog (Meme)\n\nLegendary Chair - Original\n\nEvaccannia DOOM - KE-TSU-I (Made by CAVE)\n\nUtsuho - DustedPandemonic\n\nSPRITES\n===============================================\nLiterally all of the Touhous above - ZUN and Tasofro\n\nsin-genjitsuxxx - Based on one of Reimu's fighting frames and portraits\n\nLegendary Chair - Recolored chair sprites\n\nShinki Edit (Undead Shinki) - Fluffy\n\nRedeemer (Deathead, Armageddon Cannon) base, explosions - Russian Overkill, AEOD, Epic Games\nArmageddon Cannon black recolor - Gorman freebmane (Gay Dickem, Iknowhowtomap)\n\nDECORATE\n===============================================\nKazumi, Fluffy, Untitled\n\nNuclear Missile Launcher original code, grenade code - hem-custom"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "KazumisComplexAddonPack-Alpha-Ver.0.6 Changelog:\n\n-Brought back Utsuho with significant changes\n-Added EXPLOSIONS (Armageddon Cannon, hem grenades)\n-Added a new item\n-Fixed a small Undead Shinki invul bug and additionally fixed some touhous not reacting to the disabler\n-Removed SANIC (for now)\n-A standalone option to disable Legendary Chair"
},
{
"source": "pk3",
"name": "TODO.txt",
"contents": "More touhous\nBuff Doom\nMake the buffed grenades do self damage without hurting other players"
},
{
"source": "pk3",
"name": "actors/FX.txt",
"contents": "Actor DOOKNOOKM\n{\n +NoBlockmap\n +NoGravity\n +NoInteraction\n +ForceRadiusDmg\n DamageType \"TouhouNOOK\"\n Obituary \"%o was completely destroyed by a Touhou's rekt nuke!!!\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"touhou/NOOK\", 5, 1.0, 0, ATTN_NONE)\n TNT1 A 0 A_Quake(9, 210, 0, 1048576, \"None\")\n TNT1 AAAA 0 A_Explode(1000, 2048, 1)\n TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n TNT1 AAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)\n TNT1 A 0 A_SpawnItemEx(\"MegaNukeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n TNT1 A 0 A_SpawnItemEx(\"MegaNukeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_TRANSFERPOINTERS, 0)\n TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlareMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n TNT1 A 0 A_SpawnItemEx(\"MegaNukePillar\", 0, 0, 0, 0, 0, 0, 12, SXF_TRANSFERPOINTERS, 0)\n TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokePillar\", 0, 0, 0, 0, 0, 12, 0, SXF_CLIENTSIDE, 0)\n Stop\n }\n}\n\nActor MegaNukeFire : DOOKNOOKM\n{\n RenderStyle Add\n +NoInteraction\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n Spawn1:\n FLA1 A 0 A_SetScale(ScaleX +0.002, ScaleY +0.002)\n FLA1 A 1 Bright A_FadeOut(0.005)\n Loop\n Spawn2:\n FLA2 A 0 A_SetScale(ScaleX +0.002, ScaleY +0.002)\n FLA2 A 1 Bright A_FadeOut(0.005)\n Loop\n Spawn3:\n FLA3 A 0 A_SetScale(ScaleX +0.002, ScaleY +0.002)\n FLA3 A 1 Bright A_FadeOut(0.005)\n Loop\n Spawn4:\n FLA4 A 0 A_SetScale(ScaleX +0.002, ScaleY +0.002)\n FLA4 A 1 Bright A_FadeOut(0.005)\n Loop\n }\n}\n\nActor MegaNukeSmoke : DOOKNOOKM\n{\n +NoInteraction\n Scale 1.5\n Alpha 0.1\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_NoSmoking\") == 1, \"Toaster\")\n TNT1 AA 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\")\n Spawn1:\n SMKH A 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn1X\")\n SMKH A 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH A 2 A_FadeIn(0.01)\n SMKH A 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn1X:\n SMKH A 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH A 2 A_FadeOut(0.002)\n Loop\n Spawn2:\n SMKH B 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn2X\")\n SMKH B 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH B 2 A_FadeIn(0.01)\n SMKH B 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn2X:\n SMKH B 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH B 2 A_FadeOut(0.002)\n Loop\n Spawn3:\n SMKH C 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn3X\")\n SMKH C 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH C 2 A_FadeIn(0.01)\n SMKH C 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn3X:\n SMKH C 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH C 2 A_FadeOut(0.002)\n Loop\n Spawn4:\n SMKH D 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn4X\")\n SMKH D 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH D 2 A_FadeIn(0.01)\n SMKH D 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn4X:\n SMKH D 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH D 2 A_FadeOut(0.002)\n Loop\n Spawn5:\n SMKH E 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn5X\")\n SMKH E 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH E 2 A_FadeIn(0.01)\n SMKH E 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn5X:\n SMKH E 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH E 2 A_FadeOut(0.002)\n Loop\n Spawn6:\n SMKH F 0 A_JumpIfInventory(\"SmokeCount\",40,\"Spawn6X\")\n SMKH F 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH F 2 A_FadeIn(0.01)\n SMKH F 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n Spawn6X:\n SMKH F 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n SMKH F 2 A_FadeOut(0.002)\n Loop\n \tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor MegaNukeSmoke2 : MegaNukeSmoke\n{\n Scale 2.5\n Alpha 0.05\n}\n\nActor MegaNukeSmoke3 : MegaNukeSmoke\n{\n Alpha 0.05\n}\n\nActor MegaNukeSmokeSpawner : MegaNukeSmoke\n{\n +FORCERADIUSDMG\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_NoSmoking\") == 1, \"SpawnEnd\")\n TNT1 A 0 A_JumpIfInventory(\"SmokeCount\",20,\"SpawnX\")\n TNT1 A 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n TNT1 A 2\n TNT1 A 0 A_GiveInventory(\"SmokeCount\",1)\n Loop\n SpawnX:\n SMKH A 0 A_JumpIfInventory(\"SmokeCount\",80,\"SpawnEnd\")\n SMKH A 0 A_SetScale(ScaleX +0.03, ScaleY +0.03)\n TNT1 A 2\n SMKH A 0 A_GiveInventory(\"SmokeCount\",1)\n SMKH A 0 A_Jump(9,1)\n Loop\n SMKH A 0 A_SpawnItemEx(\"MegaNukeSmoke2\",random(32,-32),random(32,-32),random(16,-16),0.00001 * Random(0, 300000),0,0,random(0,359), SXF_CLIENTSIDE, 0)\n Goto SpawnX\n SpawnEnd:\n TNT1 A 2\n Stop\n }\n}\n\nActor SmokeCount : Inventory { Inventory.MaxAmount 80 +IGNORESKILL }\n\nActor MegaNukeFlare : MegaNukeFire\n{\n Scale 16\n +NoInteraction\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n FLAR A 0 Bright A_SetScale(ScaleX -0.1, ScaleY -0.1)\n FLAR A 1 Bright A_FadeOut(0.01)\n Loop\n }\n}\n\nActor MegaNukeFloor : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, Random(64,256), 0.015 * Random(1900, 2000), 0, 0, Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, Random(64,256), 0.015 * Random(1900, 2000), 0, 0, Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 A 5\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, 0, 0.00001 * Random(0, 400000), 0.00001 * Random(0, 400000), 0.5, Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n Stop\n }\n}\n\nActor MegaNukeSmokeFloor : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeSpawner\", 0, 0, Random(64,256), 0.016 * Random(1900, 2000), 0, -0.4, Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeSpawner\", 0, 0, Random(64,256), 0.015 * Random(1900, 2000), 0, -0.4, Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 A 5\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmoke3\", Random(0,2048), 0, Random(64,192), 0.00001 * Random(0, -500000), 0, 0.00001 * Random(0, -500000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke3\", 0, 0, Random(64,192), 0.00001 * Random(0, 500000), 0, 0, Random(0, 359), SXF_CLIENTSIDE, 0)\n Stop\n Toaster:\n\tTNT1 A 2\n\tstop\n }\n}\n\nActor MegaNukePillar : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(10000, 1000000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(10000, 1000000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(10000, 1000000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 A 0 A_SpawnItem(\"MegaNukeSmokering\", 0, 1600, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(10000, 1000000), Random(0, 359), SXF_TRANSFERPOINTERS, 64)\n Stop\n }\n}\n\nActor MegaNukeSmokePillar : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(-250000, 1000000), Random(0, 359), 128, 0)\n Stop\n }\n}\n\nActor MegaNukeMushroom : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 128), 0, 0, 0.00001 * Random(0, 25000), 0, 0.00001 * Random(900000, 1100000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 192), 0, 0, 0.00001 * Random(0, 50000), 0, 0.00001 * Random(910000, 1090000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 256), 0, 0, 0.00001 * Random(0, 75000), 0, 0.00001 * Random(920000, 1080000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 320), 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(930000, 1070000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 384), 0, 0, 0.00001 * Random(0, 200000), 0, 0.00001 * Random(940000, 1060000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeFire\", Random(0, 448), 0, 0, 0.00001 * Random(0, 350000), 0, 0.00001 * Random(950000, 1050000), Random(0, 359), SXF_TRANSFERPOINTERS, 0)\n Stop\n }\n}\n\nActor MegaNukeSmokeMushroom : DOOKNOOKM\n{\n+CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 192), 0, 0, 0.00001 * Random(0, 100000), 0, 0.00001 * Random(1000000, 1100000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 240), 0, 0, 0.00001 * Random(0, 150000), 0, 0.00001 * Random(950000, 1050000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 288), 0, 0, 0.00001 * Random(0, 200000), 0, 0.00001 * Random(900000, 1000000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 336), 0, 0, 0.00001 * Random(0, 250000), 0, 0.00001 * Random(850000, 950000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 384), 0, 0, 0.00001 * Random(0, 300000), 0, 0.00001 * Random(800000, 900000), Random(0, 359), SXF_CLIENTSIDE, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(0, 432), 0, 0, 0.00001 * Random(0, 350000), 0, 0.00001 * Random(750000, 850000), Random(0, 359), SXF_CLIENTSIDE, 0)\n Stop\n Toaster:\n\tTNT1 A 2\n\tstop\n }\n}\n\nActor MegaNukeFlareMushroom : MegaNukeFlare\n{\n+CLIENTSIDEONLY\n Scale 10\n States\n {\n Spawn:\n FLAR A 0 Bright A_SetScale(ScaleX -0.02, ScaleY -0.02)\n FLAR A 1 Bright A_FadeOut(0.002)\n Loop\n }\n}\n\nActor MegaNukeSmokering : DOOKNOOKM\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(256, 512), 0, 0, 0.01 * Random(750, 850), 0, 0.01 * random(175, 225), Random(0, 179)*2, 128, 0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmoke2\", Random(256, 512), 0, 0, 0.01 * Random(750, 850), 0, 0.01 * random(175, 225), Random(0, 179)*2, 128, 128)\n Stop\n Toaster:\n\tTNT1 A 2\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "actors/DaSpawners.txt",
"contents": "ACTOR CFMastermindSpawner3 replaces SpiderMastermind\n{\n +NOSECTOR\n +NOGRAVITY\n +BOSSDEATH\n +SHOOTABLE\n +ISMONSTER\n +NORADIUSDMG\n +NOINTERACTION\n +NOBLOCKMAP\n Health 0x7FFFFFFF\n Radius 0\n Height 0\n Mass 0x7FFFFFFF\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CFMonsterSpawner\",16)\n\tTNT1 A 10\n\tWait\n Spawn1:\n TNT1 A 1 A_SpawnItemEx(\"Demolisher\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn2:\n TNT1 A 1 A_SpawnItemEx(\"DarkDemolisher\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn3:\n TNT1 A 1 A_SpawnItemEx(\"SpiderMasterspark\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn4:\n TNT1 A 1 A_SpawnItemEx(\"BFGMastermind\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn5:\n TNT1 A 1 A_SpawnItemEx(\"InsanitySpider\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn6:\n TNT1 A 1 A_SpawnItemEx(\"InsanityArachnophyte\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn7:\n TNT1 A 1 A_SpawnItemEx(\"EmpoweredBFGArachnophyte\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn8:\n TNT1 A 1 A_SpawnItemEx(\"CerebralSentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn9:\n TNT1 A 1 A_SpawnItemEx(\"DemolisherMKII\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn10:\n TNT1 A 1 A_SpawnItemEx(\"InsanityDemolisher\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn11:\n TNT1 A 1 A_SpawnItemEx(\"Overseer\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn12:\n TNT1 A 1 A_SpawnItemEx(\"InsanitySentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn13:\n TNT1 A 1 A_SpawnItemEx(\"CerebralCardinal\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn14:\n TNT1 A 1 A_SpawnItemEx(\"CardihilatorDemolisher\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn15:\n TNT1 A 1 A_SpawnItemEx(\"GoreCarrier\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn16:\n TNT1 A 1 A_SpawnItemEx(\"CorruptedSentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn17:\n TNT1 A 1 A_SpawnItemEx(\"SacrosanctOverseer\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn18:\n TNT1 A 1 A_SpawnItemEx(\"InsaneWritheQueen\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn19:\n TNT1 A 1 A_SpawnItemEx(\"LegendarySentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn20:\n TNT1 A 1 A_SpawnItemEx(\"kazumi_sin-genjitsu\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn21:\n TNT1 A 1 A_SpawnItemEx(\"NemesisSentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn22:\n TNT1 A 1 A_SpawnItemEx(\"EnragedLegendarySentient\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn23:\n TNT1 A 1 A_SpawnItemEx(\"Overlord\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn24:\n TNT1 A 1 A_SpawnItemEx(\"Kazumi_EvaccanniaDOOM\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n Spawn25:\n TNT1 A 1 A_SpawnItemEx(\"CerebralCommander\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",16))\n\tGoto CheckIfDead\n CheckIfDead:\n\tTNT1 A 35\n\tLoop\n Die:\n\tTNT1 A 2 A_Die\n\tGoto Death\n Death:\n\tTNT1 A 100 A_Fall\n\tTNT1 A 2 A_BossDeath\n Stop\n }\n}\n\nActor CFCyberSpawner3 replaces CyberDemon\n{\n +NOSECTOR\n +NOGRAVITY\n +BOSSDEATH\n +SHOOTABLE\n +ISMONSTER\n +NORADIUSDMG\n +NOINTERACTION\n +NOBLOCKMAP\n Health 0x7FFFFFFF\n Radius 0\n Height 0\n Mass 0x7FFFFFFF\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteWithResult(\"CFMonsterSpawner\",17)\n\tTNT1 A 10\n\tWait\n Spawn1:\n TNT1 A 1 A_SpawnItemEx(\"CyberLord\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn2:\n TNT1 A 1 A_SpawnItemEx(\"DarkCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn3:\n TNT1 A 1 A_SpawnItemEx(\"CorruptedCyberLord\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn4:\n TNT1 A 1 A_SpawnItemEx(\"Desolator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn5:\n TNT1 A 1 A_SpawnItemEx(\"PhaseCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn6:\n TNT1 A 1 A_SpawnItemEx(\"Cardinal\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn7:\n TNT1 A 1 A_SpawnItemEx(\"DarkAnnihilator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn8:\n TNT1 A 1 A_SpawnItemEx(\"EmpoweredDarkCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn9:\n TNT1 A 1 A_SpawnItemEx(\"ClockworkCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn10:\n TNT1 A 1 A_SpawnItemEx(\"Cardihilator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn11:\n TNT1 A 1 A_SpawnItemEx(\"ClockworkAnnihilator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn12:\n TNT1 A 1 A_SpawnItemEx(\"ClockworkCardinal\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn13:\n TNT1 A 1 A_SpawnItemEx(\"HellfrostCardihilator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn14:\n TNT1 A 1 A_SpawnItemEx(\"TerminatorPrototype\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn15:\n TNT1 A 1 A_SpawnItemEx(\"CorruptedCardinal\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn16:\n TNT1 A 1 A_SpawnItemEx(\"LegendaryCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn17:\n TNT1 A 1 A_SpawnItemEx(\"Plamexis\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn18:\n TNT1 A 1 A_SpawnItemEx(\"Utsuho\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn19:\n TNT1 A 1 A_SpawnItemEx(\"Exos\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn20:\n TNT1 A 1 A_SpawnItemEx(\"DeathLord\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn21:\n TNT1 A 1 A_SpawnItemEx(\"LegendaryAnnihilator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn22:\n TNT1 A 1 A_SpawnItemEx(\"NemesisCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn23:\n TNT1 A 1 A_SpawnItemEx(\"MagaReimu\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn24:\n TNT1 A 1 A_SpawnItemEx(\"Arcradimus2\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn25:\n TNT1 A 1 A_SpawnItemEx(\"LegendaryCardinal\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn26:\n TNT1 A 1 A_SpawnItemEx(\"HellfireCyberdemon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn27:\n TNT1 A 1 A_SpawnItemEx(\"RMTerminator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn28:\n TNT1 A 1 A_SpawnItemEx(\"DementedTerminator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn29:\n TNT1 A 1 A_SpawnItemEx(\"AbyssalSatyr\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn30:\n TNT1 A 1 A_SpawnItemEx(\"Moloch\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn31:\n TNT1 A 1 A_SpawnItemEx(\"ActuallyGoodHeresiarch\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn32:\n TNT1 A 1 A_SpawnItemEx(\"LegendaryTerminator\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn33:\n TNT1 A 1 A_SpawnItemEx(\"Corruption\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn34:\n TNT1 A 1 A_SpawnItemEx(\"LordArchon\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn35:\n TNT1 A 1 A_SpawnItemEx(\"LordOfInsanity\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn36:\n TNT1 A 1 A_SpawnItemEx(\"Kazumi_Hibachi\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n Spawn37:\n TNT1 A 1 A_SpawnItemEx(\"Mainyu\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_TRANSFERAMBUSHFLAG|SXF_NOCHECKPOSITION,0,ACS_NamedExecuteWithResult(\"MonsterSetup\",17))\n\tGoto CheckIfDead\n CheckIfDead:\n TNT1 A 35\n\tLoop\n Die:\n\tTNT1 A 2 A_Die\n\tGoto Death\n Death:\n\tTNT1 A 100 A_Fall\n\tTNT1 A 2 A_BossDeath\n Stop\n }\n}\n\n/*\nActor CFZombieSpawner3 replaces Zombieman\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",1)\n Stop\n }\n}\n\nActor CFShotgunGuySpawner3 replaces ShotgunGuy\n{\n States\n {\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",2)\n Stop\n }\n}\n\nACTOR CFChaingunnerSpawner3 replaces ChaingunGuy\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",3)\n Stop\n\t}\n}\n\nACTOR CFImpSpawner3 replaces DoomImp\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",4)\n Stop\n\t}\n}\n\nACTOR CFDemonSpawner3 replaces Demon\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",5)\n Stop\n\t}\n}\n\nACTOR CFSpectreSpawner3 replaces Spectre\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",6)\n Stop\n\t}\n}\n\nACTOR CFSoulSpawner3 replaces LostSoul\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",7)\n Stop\n\t}\n}\n\nActor CFCacoSpawner3 replaces Cacodemon\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",8)\n Stop\n\t}\n}\n\nACTOR CFElementalSpawner3 replaces PainElemental\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",9)\n Stop\n\t}\n}\n\nACTOR CFArachnoSpawner3 replaces Arachnotron\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",10)\n Stop\n\t}\n}\n\nACTOR CFMancubusSpawner3 replaces Fatso\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",11)\n Stop\n\t}\n}\n\nACTOR CFRevenantSpawner3 replaces Revenant\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",12)\n Stop\n\t}\n}\n\nACTOR CFKnightSpawner3 replaces HellKnight\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",13)\n Stop\n\t}\n}\n\nACTOR CFBaronSpawner3 replaces BaronofHell\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",14)\n Stop\n\t}\n}\n\nActor CFVileSpawner3 replaces Archvile\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",15)\n Stop\n\t}\n}\n\nACTOR CFMastermindSpawner3 replaces SpiderMastermind\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",16)\n Stop\n\t}\n}\n\nActor CFCyberSpawner3 replaces Cyberdemon\n{\n States\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",17)\n Stop\n\t}\n}\n\nActor CFWolfensteinSSSpawner3 replaces WolfensteinSS\n{\n States\n {\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 5 ACS_NamedExecuteWithResult(\"NewCFMonsterSpawner\",18)\n Stop\n }\n}\n\n// A complete set of RandomSpawners for CF 4.1 below, including Kazumi's Addon\n\n/*ACTOR NewZombieSpawner : RandomSpawner Replaces CFZombieSpawner2\n{\nDropitem \"PlasmaGunner\", 256, 120\nDropitem \"PistolZombie\", 256, 80\nDropitem \"AlternateRailgunner\", 256, 50\nDropitem \"SpecOpsRailgunner\", 256, 8\nDropitem \"SuicideBomber\", 256, 7\nDropitem \"DemonTechZombie\", 256, 6\nDropitem \"RocketZombie\", 256, 6\nDropitem \"InsaneZombie\", 256, 3\nDropitem \"PGNZombie\", 256, 2\nDropitem \"LegendaryZombie\", 256, 2\nDropitem \"EnragedLegendaryZombie\", 256, 2\nDropitem \"NemesisZombie\", 256, 1\n}\n\nACTOR NewShotgunGuySpawner : RandomSpawner Replaces CFShotgunGuySpawner2\n{\nDropitem \"ShotgunZombie\", 256, 120\nDropitem \"AssaultShotgunZombie\", 256, 90\nDropitem \"SuperShotgunZombie\", 256, 45\nDropitem \"QuadShotgunZombie\", 256, 24\nDropitem \"SpecOpsShotgunner\", 256, 20\nDropitem \"MRLZombie\", 256, 18\nDropitem \"HomingRocketZombie\", 256, 16\nDropitem \"ExplosiveShotgunZombie\", 256, 15\nDropitem \"Hexa-ShotgunZombie\", 256, 15\nDropitem \"EraserZombie\", 256, 7\nDropitem \"ShotgunCommando\", 256, 7\nDropitem \"InsaneSergeant\", 256, 6\nDropitem \"DTDevastatorZombie\", 256, 5\nDropitem \"DTShotgunZombie\", 256, 4\nDropitem \"CommanderDevastatorZombie\", 256, 4\nDropitem \"ProShotgunCommando\", 256, 4\nDropitem \"EmpoweredProShotgunCommando\", 256, 3\nDropitem \"LegendaryAssaultCaptain\", 256, 2\nDropitem \"LegendaryLieutenant\", 256, 2\nDropitem \"EnragedLegendaryAssaultCaptain\", 256, 2\nDropitem \"NemesisAssaultCaptain\", 256, 1\n}\n\nACTOR NewChaingunnerSpawner : RandomSpawner Replaces CFChaingunnerSpawner2\n{\nDropitem \"AssaultRifleZombie\", 256, 112\nDropitem \"Chaingunner\", 256, 64\nDropitem \"Minigunner\", 256, 38\nDropitem \"SpecOpsMachinegunner\", 256, 18\nDropitem \"RMExplosiveMinigunner\", 256, 10\nDropitem \"FreezerZombie\", 256, 8\nDropitem \"DemonicZombie\", 256, 6\nDropitem \"BFGZombieman\", 256, 4\nDropitem \"BFG10KGeneral\", 256, 4\nDropitem \"FormerAdmiral\", 256, 4\nDropitem \"ToxicZombie\", 256, 4\nDropitem \"RepeaterZombie\", 256, 4\nDropitem \"InsaneChaingunner\", 256, 3\nDropitem \"CorruptedGeneral\", 256, 3\nDropitem \"LegendaryStealthTrooper\", 256, 2\nDropitem \"LegendaryCommando\", 256, 2\nDropitem \"EnragedLegendaryCommando\", 256, 2\nDropitem \"EnragedLegendaryStealthTrooper\", 256, 2\nDropitem \"LegendarySuicideBomber\", 256, 1\nDropitem \"GeneralRoasterock\", 256, 1\nDropitem \"LegendaryDoomguy\", 256, 1\nDropitem \"NemesisCommando\", 256, 1\nDropitem \"NemesisStealthTrooper\", 256, 1\n}\n\nACTOR NewImpSpawner : RandomSpawner Replaces CFImpSpawner2\n{\nDropitem \"Imp\", 256, 120\nDropitem \"VoidImp\", 256, 55\nDropitem \"Devil\", 256, 22\nDropitem \"CryoImp\", 256, 20\nDropitem \"PyroImp\", 256, 20\nDropitem \"ToxicImp\", 256, 16\nDropitem \"PhaseImp\", 256, 15\nDropitem \"CyberImp\", 256, 15\nDropitem \"NetherImp\", 256, 13\nDropitem \"GoreImp\", 256, 13\nDropitem \"ImpLord\", 256, 10\nDropitem \"Hellion\", 256, 10\nDropitem \"CerebralImp\", 256, 6\nDropitem \"DarkCyberImp\", 256, 6\nDropitem \"PainHarvester\", 256, 5\nDropitem \"HEMGhoul\", 256, 5\nDropitem \"Poltergeist\", 256, 5\nDropitem \"AnnihilatorImp\", 256, 5\nDropitem \"InsanityTechImp\", 256, 5\nDropitem \"InsaneAnnihilatorImp\", 256, 4\nDropitem \"BerserkerImp\", 256, 3\nDropitem \"Doom Shadow\", 256, 3\nDropitem \"Salamander\", 256, 3\nDropitem \"Dark Catharsi\", 256, 3\nDropitem \"WarlordImp\", 256, 3\nDropitem \"LegendaryImp\", 256, 2\nDropitem \"LegendaryPhaseImp\", 256, 2\n//Dropitem \"AbyssalImp\", 256, 2 //See ya\nDropitem \"EnragedLegendaryImp\", 256, 2\nDropitem \"NemesisImp\", 256, 1\n}\n\nACTOR NewDemonSpawner : RandomSpawner Replaces CFDemonSpawner2\n{\nDropitem \"BullFiend\", 256, 130\nDropitem \"CyberFiend\", 256, 50\nDropitem \"MagmaFiend\", 256, 25\nDropitem \"CorruptFiend\", 256, 12\nDropitem \"ChaingunFiend\", 256, 8\nDropitem \"DTechFiend\", 256, 7\nDropitem \"AbyssalHound\", 256, 6\nDropitem \"ToxicFiend\", 256, 5\nDropitem \"LegendaryFiend\", 256, 2\nDropitem \"EnragedLegendaryFiend\", 256, 2\nDropitem \"LegendarySuicideBomber\", 256, 2\nDropitem \"EnragedLegendarySuicideBomber\", 256, 2\nDropitem \"NemesisSuicideBomber\", 256, 1\nDropitem \"NemesisFiend\", 256, 1\n}\n\nACTOR NewSpectreSpawner : RandomSpawner Replaces CFSpectreSpawner2\n{\nDropitem \"Spectre~\", 256, 140\nDropitem \"Lurker\", 256, 50\nDropitem \"VoidFiend\", 256, 25\nDropitem \"Spook\", 256, 16\nDropitem \"Mechtre\", 256, 16\nDropitem \"ColdNightmare\", 256, 12\nDropitem \"DTechSpectre\", 256, 10\nDropitem \"FacelessSpectre\", 256, 10\nDropitem \"RabidFiend\", 256, 8\nDropitem \"PhaseNightmare\", 256, 4\nDropitem \"LegendaryApparition\", 256, 2\n}\n\nACTOR NewSoulSpawner : RandomSpawner Replaces CFSoulSpawner2\n{\nDropitem \"Terrorsoul\", 256, 62\nDropitem \"ForgottenOne\", 256, 24\nDropitem \"PhaseSoul\", 256, 13\nDropitem \"PoisonSoul\", 256, 10\nDropitem \"Rictus\", 256, 6\nDropitem \"BabyWatcher\", 256, 3\nDropitem \"Wicked\", 256, 3\nDropitem \"Cruel\", 256, 3\nDropitem \"BloodSkull\", 256, 2\nDropitem \"ChaosSoul\", 256, 2\nDropitem \"ImpureSoul\", 256, 2\n}\n\nACTOR NewCacoSpawner : Randomspawner Replaces CFCacoSpawner2\n{\nDropitem \"Cacodemon~\", 256, 170\nDropitem \"Watcher\", 256, 40\nDropitem \"Agathodemon\", 256, 40\nDropitem \"RMAbaddon\", 256, 34\nDropitem \"CacoLich\", 256, 30\nDropitem \"Cacomental\", 256, 25\nDropitem \"DarkBishop\", 256, 20\nDropitem \"Glaucoma\", 256, 20\nDropitem \"PhaseCacodemon\", 256, 11\nDropitem \"DarkCacolich\", 256, 10\nDropitem \"BFGCacodemon\", 256, 9\nDropitem \"CerebralCaco\", 256, 7\nDropitem \"InsanityCacodemon\", 256, 7\nDropitem \"CerebralRedeemer\", 256, 6\nDropitem \"EmpoweredBFGCacodemon\", 256, 4\nDropitem \"DistortionDisciple\", 256, 4\nDropitem \"Surrogate\", 256, 4\nDropitem \"ImpureElemental\", 256, 2\nDropitem \"LegendaryRedeemer\", 256, 2\nDropitem \"LegendaryNecromancer\", 256, 2\nDropitem \"EnragedLegendaryRedeemer\", 256, 2\nDropitem \"EnragedLegendaryNecromancer\", 256, 2\nDropitem \"NemesisDefiler\", 256, 1 //Changed to be lower\nDropitem \"BloodyFlandre\", 256, 1\nDropitem \"MoonbitchSpawn\", 256, 1\nDropitem \"Lamia\", 256, 1\nDropitem \"Uroboros\", 256, 1\nDropitem \"Tatsuya\", 256, 1\n}\n\nACTOR NewElementalSpawner : Randomspawner Replaces CFElementalSpawner2\n{\nDropitem \"Soulkeeper\", 256, 140\nDropitem \"Defiler\", 256, 40\nDropitem \"PhaseElemental\", 256, 20\nDropitem \"PoisonElemental\", 256, 16\nDropitem \"BombElemental\", 256, 12\nDropitem \"BloodElemental\", 256, 6\nDropitem \"Broat\", 256, 6\nDropitem \"CerebralRedeemer\", 256, 6\nDropitem \"ChaosElemental\", 256, 5\nDropitem \"ImpureElemental\", 256, 3\nDropitem \"LegendaryTormentor\", 256, 2\nDropitem \"EnragedLegendaryTormentor\", 256, 2\nDropitem \"NemesisTormentor\", 256, 1\n}\n\nACTOR NewSpiderSpawner : RandomSpawner Replaces CFArachnoSpawner2\n{\nDropitem \"Dualachnotron\", 256, 150\nDropitem \"Fusionite\", 256, 35\nDropitem \"DTechSpider\", 256, 20\nDropitem \"BabyDemolisher\", 256, 18\nDropitem \"BabyDDemolisher\", 256, 15\nDropitem \"BabySentient\", 256, 12\nDropitem \"LaserSpider\", 256, 10\nDropitem \"BabyOverseer\", 256, 9\nDropitem \"InsaneWrithe\", 256, 7\nDropitem \"BabyBFGMastermind\", 256, 7\nDropitem \"Aracknight\", 256, 6\nDropitem \"Samael\", 256, 6\nDropitem \"BabyInsanitySpider\", 256, 4\nDropitem \"LegendaryBabySentient\", 256, 2\nDropitem \"LegendaryBabyDemolisher\", 256, 2\nDropitem \"EnragedLegendaryBabySentient\", 256, 2\nDropitem \"ManipulatorStandalone\", 256, 2\nDropitem \"NemesisBabySentient\", 256, 1\n}\n\nACTOR NewFatsoSpawner : RandomSpawner Replaces CFMancubusSpawner2\n{\nDropitem \"Hectebus\", 256, 150\nDropitem \"Daedabus\", 256, 35\nDropitem \"Behemoth\", 256, 20\nDropitem \"Barbatos\", 256, 16\nDropitem \"Corpulant\", 256, 12\nDropitem \"Mancutank\", 256, 10\nDropitem \"FreezerBehemoth\", 256, 7\nDropitem \"Demobus\", 256, 6\nDropitem \"Ruffian\", 256, 5\nDropitem \"CrownedOne\", 256, 5\nDropitem \"CerebralBehemoth\", 256, 4\nDropitem \"LegendaryBehemoth\", 256, 2\nDropitem \"EnragedLegendaryBehemoth\", 256, 2\nDropitem \"NemesisBehemoth\", 256, 1\n}\n\nACTOR NewBonerSpawner : RandomSpawner Replaces CFRevenantSpawner2\n{\nDropitem \"Guardian\", 256, 140\nDropitem \"Cadaver\", 256, 35\nDropitem \"HellfireRevenant\", 256, 24\nDropitem \"WidowMaker\", 256, 17\nDropitem \"Famine\", 256, 14\nDropitem \"Pestilence\", 256, 7\nDropitem \"Draugr\", 256, 7\nDropitem \"CerebralIncarnate\", 256, 6\nDropitem \"InsanityRevenant\", 256, 4\nDropitem \"War\", 256, 4\nDropitem \"PhaseGhoul\", 256, 2\nDropitem \"LegendaryRevenant\", 256, 2\nDropitem \"EnragedLegendaryRevenant\", 256, 2\nDropitem \"Kazumi_SanaeKochiya\", 256, 1 //Kazumi\nDropitem \"NemesisRevenant\", 256, 1\n}\n\nACTOR NewKnightSpawner : RandomSpawner Replaces CFKnightSpawner2\n{\nDropitem \"HellKnight~\", 256, 140\nDropitem \"PyroDemon\", 256, 18\nDropitem \"CryoDemon\", 256, 18\nDropitem \"CyberNoble\", 256, 15\nDropitem \"HellGuardian\", 256, 12\nDropitem \"RadiationKnight\", 256, 9\nDropitem \"HellDuke\", 256, 7\nDropitem \"DarkCyberNoble\", 256, 7\nDropitem \"HereticKnight\", 256, 5\nDropitem \"ForgottenWarrior\", 256, 5\nDropitem \"EmpoweredDarkCybernoble\", 256, 4\nDropitem \"InsanityKnight\", 256, 3\nDropitem \"SandSpirit\", 256, 2\nDropitem \"Styx\", 256, 2\nDropitem \"LegendaryHellKnight\", 256, 2\nDropitem \"EnragedLegendaryHellKnight\", 256, 2\nDropitem \"NemesisHellKnight\", 256, 1\n}\n\nACTOR NewBaronSpawner : RandomSpawner Replaces CFBaronSpawner2\n{\nDropitem \"BaronOfHell~\", 256, 130\nDropitem \"BruiserDemon\", 256, 30\nDropitem \"CyberBaron\", 256, 25\nDropitem \"Damned\", 256, 25\nDropitem \"RMAfrit\", 256, 20\nDropitem \"Heterodox\", 256, 19\nDropitem \"PlaguedBruiserDemon\", 256, 17\nDropitem \"Cybruiser\", 256, 16\nDropitem \"PainLord\", 256, 14\nDropitem \"HellfireIfrit\", 256, 10\nDropitem \"RictusIncarnate\", 256, 10\nDropitem \"LesserCardinal\", 256, 10\nDropitem \"InfernalCyberNoble\", 256, 9\nDropitem \"PhaseOverlord2\", 256, 7\nDropitem \"WrathLord\", 256, 7\nDropitem \"CorruptionServantStandalone\", 256, 5\nDropitem \"ProtoDestroyer\", 256, 5\nDropitem \"Cydestroyer\", 256, 5\nDropitem \"InsanityCyberNoble\", 256, 3\nDropitem \"DarkCybruiser\", 256, 3\nDropitem \"HellFireBaron\", 256, 3\nDropitem \"HellPaladin\", 256, 2\nDropitem \"DarkCydestroyer\", 256, 2\nDropitem \"PhaseWarlord\", 256, 2\nDropitem \"LordAsmodeus\", 256, 1\nDropitem \"LegendaryCyberNoble\", 256, 1\nDropitem \"LegendaryAfrit\", 256, 1\nDropitem \"LegendaryArchon\", 256, 1\nDropitem \"EnragedLegendaryCybruiser\", 256, 1\nDropitem \"NemesisCyberNoble\", 256, 1\n}\n\nACTOR NewVileSpawner : RandomSpawner Replaces CFVileSpawner2\n{\nDropitem \"Exile\", 256, 100\nDropitem \"Diabolist\", 256, 18\nDropitem \"ImpureVile\", 256, 14\nDropitem \"Infernalist\", 256, 12\nDropitem \"DarkHellion\", 256, 12\nDropitem \"PhaseExile\", 256, 10\nDropitem \"Hierophant\", 256, 10\nDropitem \"Summoner\", 256, 9\nDropitem \"Velocirator\", 256, 4\nDropitem \"Illusionist\", 256, 3\nDropitem \"DeathKnight\", 256, 2\nDropitem \"LegendaryVile\", 256, 2\nDropitem \"LegendaryCrusader\", 256, 2\nDropitem \"LegendaryVessel\", 256, 2\nDropitem \"NemesisExile\", 256, 2\nDropitem \"IllusoCorpseRandomizer\", 256, 1\nDropitem \"Kazumi_MakaiSlut\", 256, 1 //Kazumi\n}\n\nACTOR NewMastermindSpawner : RandomSpawner Replaces CFMastermindSpawner2\n{\nDropitem \"Demolisher\", 256, 80\nDropitem \"DarkDemolisher\", 256, 20\nDropitem \"SpiderMasterspark\", 256, 20\nDropitem \"BFGMastermind\", 256, 20\nDropitem \"InsanitySpider\", 256, 20\nDropitem \"InsanityArachnophyte\", 256, 16\nDropitem \"EmpoweredBFGArachnophyte\", 256, 16\nDropitem \"CerebralSentient\", 256, 16\nDropitem \"DemolisherMKII\", 256, 15\nDropitem \"InsanityDemolisher\", 256, 13\nDropitem \"Overseer\", 256, 13\nDropitem \"InsanitySentient\", 256, 10\nDropitem \"CerebralCardinal\", 256, 8\nDropitem \"CardihilatorDemolisher\", 256, 8\nDropitem \"GoreCarrier\", 256, 7\nDropitem \"CorruptedSentient\", 256, 7\nDropitem \"SacrosanctOverseer\", 256, 5\nDropitem \"InsaneWritheQueen\", 256, 4\nDropitem \"LegendarySentient\", 256, 3\nDropitem \"kazumi_sin-genjitsu\", 256, 3 //Kazumi, chance may not be final\nDropitem \"NemesisSentient\", 256, 2\nDropitem \"EnragedLegendarySentient\", 256, 2\nDropitem \"Overlord\", 256, 1\nDropitem \"Kazumi_EvaccanniaDOOM\", 256, 1\nDropitem \"CerebralCommander\", 256, 1\n}\n\nACTOR NewCyberSpawner : RandomSpawner Replaces CFCyberSpawner2\n{\nDropitem \"Cyberlord\", 256, 100\nDropitem \"DarkCyberdemon\", 256, 30\nDropitem \"CorruptedCyberLord\", 256, 23\nDropitem \"Desolator\", 256, 23\nDropitem \"PhaseCyberdemon\", 256, 20\nDropitem \"Cardinal\", 256, 15\nDropitem \"DarkAnnihilator\", 256, 13\nDropitem \"EmpoweredDarkCyberdemon\", 256, 13\nDropitem \"ClockworkCyberdemon\", 256, 12\nDropitem \"Cardihilator\", 256, 9\nDropitem \"ClockworkAnnihilator\", 256, 9\nDropitem \"ClockworkCardinal\", 256, 6\nDropitem \"HellfrostCardihilator\", 256, 6\nDropitem \"TerminatorPrototype\", 256, 6\nDropitem \"CorruptedCardinal\", 256, 5\nDropitem \"LegendaryCyberdemon\", 256, 4\nDropitem \"Plamexis\", 256, 4\nDropitem \"Exos\", 256, 4\nDropitem \"DeathLord\", 256, 2\n//Dropitem \"Utsuho\", 256, 2 //Kazumi\nDropitem \"LegendaryAnnihilator\", 256, 2\nDropitem \"NemesisCyberdemon\", 256, 2\nDropitem \"MagaReimu\", 256, 1\nDropitem \"Arcradimus2\", 256, 1\nDropitem \"LegendaryCardinal\", 256, 1\nDropitem \"HellfireCyberdemon\", 256, 1\nDropitem \"RMTerminator\", 256, 1\nDropitem \"DementedTerminator\", 256, 1\nDropitem \"AbyssalSatyr\", 256, 1\nDropitem \"Moloch\", 256, 1\nDropitem \"ActuallyGoodHeresiarch\", 256, 1\nDropitem \"LegendaryTerminator\", 256, 1\nDropitem \"Corruption\", 256, 1\nDropitem \"LordArchon\", 256, 1\nDropitem \"LordOfInsanity\", 256, 1\nDropitem \"Kazumi_Hibachi\", 256, 1 //Kazumi\nDropitem \"Mainyu\", 256, 1\n}\n\nACTOR NewNaziSpawner : RandomSpawner Replaces CFWolfensteinSSSpawner2\n{\nDropitem \"Guard\", 256 100\nDropitem \"SSNazi\", 256 50\nDropitem \"Mutant\", 256 36\nDropitem \"Officer\", 256 30\nDropitem \"NaziDog\", 256 24\nDropitem \"SSRocketMan\", 256 16\nDropitem \"SSSuperSoldier\", 256 12\nDropitem \"RocketDoge\", 256 12\nDropitem \"Hitler\", 256 3\nDropitem \"SSUberSoldat\", 256 2\nDropitem \"SSSuperSoldierPyroCannon\", 256 2\nDropitem \"HEMDeathKnight\", 256 1\nDropitem \"Schabbs\", 256 1\nDropitem \"LegendaryKrieger\", 256 1\n}"
},
{
"source": "pk3",
"name": "actors/MiscSpawners.txt",
"contents": "ACTOR NewExplosiveBarrelRandomSpawner : RandomSpawner Replaces ExplosiveBarrelRandomSpawner\n{\nDropItem \"ModdedExplosiveBarrel2\", 256, 100\nDropItem \"TechBarrel\", 256, 25\nDropItem \"OilBarrel\", 256, 15\nDropItem \"DemonTechBarrel\", 256, 15\nDropItem \"DevastatorBarrel\", 256, 10\nDropItem \"LegendaryBarrel\", 256, 5\nDropItem \"NemesisBarrel\", 256, 1\nDropItem \"Kazumi_LegendaryChair\", 256, 1 //Kazumi\nDropItem \"Kazumi_KaguyaHouraisan\", 256, 1 //Kazumi\n}"
},
{
"source": "pk3",
"name": "actors/ComplexStuff.txt",
"contents": "//Grenade explosion\n\nACTOR ThrownGrenade2 : ThrownGrenade Replaces Throwngrenade\n{\nHeight 2\nRadius 2\nSpeed 30\nScale 0.4\nWallBounceFactor 0.16\nBounceFactor 0.36\nGravity 0.6\nMass 400\nDamage 8\n+MISSILE\n+DROPOFF\n-MOVEWITHSECTOR\n+THRUSPECIES\n+DONTFALL\n+CANBOUNCEWATER\n+DOOMBOUNCE\n+NOTELEPORT\n+FORCERADIUSDMG\n-EXTREMEDEATH\n-NODAMAGETHRUST\n-GRENADETRAIL\n-ROCKETTRAIL\n+DONTHARMSPECIES\n+DONTHARMCLASS\nSpecies \"Player\"\nDamageType \"Explosion\"\nSeeSound \"weapons/hgrenadebounce\"\nObituary \"%o was fragged by %k's hand grenade.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0 A_StopSound\n\t\tHGN1 A 3\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tGoto Death\n\tCrash:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)\n\t\tHGN1 H 1\n\t\tHGN1 H 1 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 1 A_JumpIfInventory(\"GrenadeTime\",20,\"XDeath\")\n\t\tGoto Death+2\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tHGN1 H 1 Bright A_ChangeFlag(EXTREMEDEATH,1)\n\t\tTNT1 A 0 Bright A_NoBlocking\n\t\tTNT1 A 0 Bright A_Explode(100,150,0,0)\n\t\tTNT1 A 0 Bright Radius_Quake(2,24,0,15,0)\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/hgrenadeex\",CHAN_BODY)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1 Bright A_SpawnItem(\"RocketEx\")\n\t\tTNT1 A 0 Bright A_Explode(200,300,0,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"Explosion\",CHAN_WEAPON)\n\t\tTNT1 A 0 Bright A_PlaySound(\"FAREXPL\",CHAN_VOICE)\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"RocketEx\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 48 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Enemies/Rumia.txt",
"contents": "//actor Rumia"
},
{
"source": "pk3",
"name": "actors/Enemies/Daiyousei.txt",
"contents": "//actor Daiyousei"
},
{
"source": "pk3",
"name": "actors/Enemies/Aya.txt",
"contents": "//actor AyaShameimaru"
},
{
"source": "pk3",
"name": "actors/Enemies/Youmu.txt",
"contents": "//actor YoumuKonpaku"
},
{
"source": "pk3",
"name": "actors/Enemies/Yuyuko.txt",
"contents": "//actor YuyukoSaigyouji"
},
{
"source": "pk3",
"name": "actors/Enemies/Komachi.txt",
"contents": "//actor CoinsCoinsEverywhere"
},
{
"source": "pk3",
"name": "actors/Enemies/Kaguya.txt",
"contents": "ACTOR Kazumi_KaguyaHouraisan\n{\n//Enemy Name: Kaguya Houraisan\n//Monster Tier: Hell Knight\n//Enemy Tier: Normal (Touhou)\n//Difficulty: Normal (4/10)\n Speed 0\n MONSTER\n Health 2500\n Radius 20\n Height 62\n Scale 0.55\n MinMissileChance 3000\n Mass 0x7FFFFFFF\n MeleeThreshold 35\n MeleeRange 65\n Species \"Touhou\"\n damagefactor \"Touhou\", 0.0\n +LOOKALLAROUND\n +FLOORCLIP\n +BOSS\n +Neverfast\n +Missilemore\n +Missileevenmore\n +COUNTKILL\n +Dontmorph\n +NORADIUSDMG\n +DONTHURTSPECIES\n +NOTIMEFREEZE\n +NOICEDEATH\n Painchance 64\n Seesound \"\"\n painsound \"touhou/pain\"\n deathsound \"touhou/rekt\"\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LACGrenade\", 0.0\n DamageFactor \"LSSGGrenade\", 0.0\n damagefactor 0.5\n Obituary \"%o couldn't withstand Kaguya Houraisan's unrivaled beauty.\"\n tag \"\\c[n6]Kaguya Houraisan\\c[l5]...?\"\n var int user_delay;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_DisableGirls\") == 1, \"BegoneThot\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Disable2hu\") == 1, \"BegoneThot\")\n SpawnLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n KAGI AAAAAAAAAAAAAAABBBBBCCCCCDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDCCCCCBBBBBEEEFFGGGG 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n IdleMore:\n KAGI H 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n\tLoop\n BegoneThot:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"explosivebarrel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n Prepare:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tTNT1 A 0 A_PlaySound(\"touhou/sight\",7,1.0,0,ATTN_NONE)\n\tgoto FinishPrep\n AltSight:\n \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n FinishPrep:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n Goto See\n See:\n TNT1 A 0 A_SetUserVar(\"user_delay\",0)\n SeeAnim1:\n\tTNT1 A 0 A_JumpIf(user_delay >= 15,\"SeeAnim2\")\n \tKAGI A 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI A 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim2:\n \tTNT1 A 0 A_JumpIf(user_delay >= 20,\"SeeAnim3\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim3:\n \tTNT1 A 0 A_JumpIf(user_delay >= 25,\"SeeAnim4\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim4:\n \tTNT1 A 0 A_JumpIf(user_delay >= 65,\"SeeAnim5\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI D 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim5:\n \tTNT1 A 0 A_JumpIf(user_delay >= 70,\"SeeAnim6\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim6:\n \tTNT1 A 0 A_JumpIf(user_delay >= 75,\"See\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KAGI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n BOUNCEPAD:\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tKAGJ ABC 5\n\tKAGJ D 5 A_GiveInventory(\"KaguyaJump\",1)\n\tKAGJ EF 5\n CheckForFloor:\n\tTNT1 A 0 A_JumpIf(user_delay >= 100,\"Land\")\n TNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+10)\n\tKAGJ GGGGGHHHHH 1 A_CheckFloor(\"Land\")\n Loop\n Land:\n \tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tKAGJ IJ 3 A_Stop\n\tGoto See\n Pain:\n\tTNT1 A 0 A_StopSound(7)\n\tKAGP A 4\n KAGP A 10 A_Pain\n Goto See\n Melee:\n KAGM ABC 3 A_FaceTarget\n\tKAGM D 5 A_CustomMeleeAttack(random(40,60),\"touhou/kaguya/melee\",\"touhou/kaguya/meleemiss\",\"Touhou\")\n\tKAGM EFG 4 A_FaceTarget\n MYST A 0 A_Jump(256,\"Missile\")\n\tGoto See\n Missile:\n MYST A 0 A_facetarget\n\tMYST A 0 A_Jump(256,\"Attack1\", \"Attack2\",\"Attack3\")\n Goto See\n Attack1:\n\tKAG1 A 5 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku6\",30,0,-50)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,-40)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,-30)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,-20)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,-10)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,10)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,20)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,30)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,40)\n\tKAG1 B 0 A_CustomMissile(\"KaguyaDanmaku6\",30,0,50)\n\tKAG1 CDE 5 A_FaceTarget\n\tgoto see\n Attack2:\n\tKAGJ A 5 A_FaceTarget\n\tKAG2 ABABABABAB 5 A_FaceTarget\n\tKAGJ A 3 A_FaceTarget\n\tTNT1 A 0 Bright A_Explode(128,512,0,0)\n\tTNT1 A 0 Bright A_PlaySound(\"touhou/rekt\")\n\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,18,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,36,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,54,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,72,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,90,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,108,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,126,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,162,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,180,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,196,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,216,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,234,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,252,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,270,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,288,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,306,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,324,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 A 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,342,CMF_AIMDIRECTION,random(-90,90))\n\tKAG2 CDE 5 A_FaceTarget\n\tgoto see\n Attack3:\n\tKAG3 AB 5 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,10)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,20)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,30)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,40)\n\tKAG3 C 5 A_CustomMissile(\"KaguyaDanmaku6\",30,0,50)\n\tKAG3 DEEED 5 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,-10)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,-20)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,-30)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,-40)\n\tKAG3 C 5 A_CustomMissile(\"KaguyaDanmaku6\",30,0,-50)\n\tKAG3 BBB 5 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,10)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,20)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,30)\n\tKAG3 C 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,40)\n\tKAG3 C 5 A_CustomMissile(\"KaguyaDanmaku6\",30,0,50)\n\tKAG3 DEFG 5 A_FaceTarget\n\tgoto See\n Death:\n\tTNT1 A 0 A_Pain\n\tKAGP C 70\n\tKAGP BA 5\n\tKAGJ A 5\n\tKAG2 ABABABAB 5\n\tKAGJ A 5\n\tTNT1 A 0 A_SpawnItem(\"BlueLightning\")\n\tKAL2 CDE 5\n\tTNT1 A 0 A_SpawnItemEx(\"Kazumi_LegendaryKaguya\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)\n\tTNT1 A 15\n\tstop\n }\n}\n\nactor Kazumi_LegendaryKaguya : Kazumi_KaguyaHouraisan\n{\n//Enemy Name: Legendary Kaguya Houraisan\n//Monster Tier: Pinky Demon\n//Enemy Tier: Legendary (Touhou)\n//Difficulty: Insane (SURPRISE! 8/10)\n Health 6000\n Painchance 16\n Obituary \"%o died when %g saw Legendary Kaguya's beautiful barrage of danmaku.\"\n tag \"\\c[z3]Legendary Kaguya\"\n\tDamageFactor \"SuperWeapon\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"SatanGuard\", 0.1\n\tDamageFactor \"AbyssalSatyr\", 0.1\n\tDamageFactor \"Moloch\", 0.1\n\tDamageFactor \"Exos\", 0.2\n\tDamageFactor \"ZombieDev\", 0.1\n\tDamageFactor \"Terminator\", 0.1\n\tDamageFactor \"AdvancedImp\", 0.1\n\tDamageFactor \"Legendary1\", 0.1\n\tDamageFactor \"LegendaryGuru\", 0.1\n\tDamageFactor \"UltimateLegendary\", 0.0\n\tDamageFactor \"Nobles\", 0.1\n\tDamageFactor \"VileFires\", 0.1\n\tDamageFactor \"Shadow\", 0.1\n\tDamageFactor \"DarkBruiserBFG10K\", 0.1\n\tDamageFactor \"Cybers\", 0.1\n\tDamageFactor \"Hell\", 0.1\n\tDamageFactor \"Commander\", 0.1\n\tDamageFactor \"Baby15K\", 0.1\n\tDamageFactor \"Cyber10K\", 0.1\n\tDamageFactor \"DemolisherEx\", 0.1\n\tDamageFactor \"DarkDemoEx\", 0.1\n\tDamageFactor \"CerChainguns\", 0.1\n\tDamageFactor \"CerEnergyBall\", 0.1\n\tDamageFactor \"LegMind\", 0.1\n\tDamageFactor \"BeheComet\", 0.1\n\tDamageFactor \"UBDTR\", 0.1\n\tDamageFactor \"NobleComet\", 0.1\n\tDamageFactor \"CacoComet\", 0.1\n\tDamageFactor \"SoulToxic\", 0.1\n\tDamageFactor \"Cacolich\", 0.1\n\tDamageFactor \"CadaverRocket\", 0.1\n\tDamageFactor \"HellComet\", 0.1\n\tDamageFactor \"HFCyber\", 0.1\n\tDamageFactor \"DBFG2\", 0.1\n\tDamageFactor \"DBFG10K2\", 0.1\n\tDamageFactor \"DBFGSplash2\", 0.1\n\tdamagefactor \"Terminator\", 0.01\n\tdamagefactor \"T3rm\", 0.01\n\tdamagefactor \"Term\", 0.1\n dropitem \"LegendaryRune\", 128\n DropItem \"LDemonAmmoBox\" 200\n DropItem \"LDemonAmmoBox\" 200\n DropItem \"LDemonAmmo\" 250\n DropItem \"LDemonAmmo\" 250\n dropitem \"Legendary Revolver\", 48\n dropitem \"Legendary Assault Shotgun\", 48\n dropitem \"Legendary Sawed-Off Shotgun\", 48\n dropitem \"Legendary Light Machine Gun\", 48\n dropitem \"Legendary Plasmatic Cannon\", 48\n dropitem \"Legendary Plasmatic Rifle\", 48\n dropitem \"Legendary BFG 10K\", 48\n dropitem \"Legendary BFG\", 24\n dropitem \"LegendaryBossLifeEssence\", 256\n dropitem \"LegendaryLifeEssence\", 256\n dropitem \"LegendaryBossArmorBonusMax\", 256\n dropitem \"LegendaryArmorBonusMax\", 256\n var int user_music;\n var int user_loopnuke;\n seesound \"\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_DisableGirls\") == 1, \"Remove\")\n SpawnLoop:\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegTermFireBecauseIAmLazy\",0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n KALI AAAAAAAAAAAAAAABBBBBCCCCCDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDCCCCCBBBBBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEFFGGGG 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n IdleMore:\n KALI H 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n Prepare:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tTNT1 A 0 A_PlaySound(\"touhou/sight\",7,1.0,0,ATTN_NONE)\n\tgoto FinishPrep\n AltSight:\n \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n FinishPrep:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n Goto See\n See:\n \tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,814)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tgoto SeeAnim1\n SeeAnim1:\n\tTNT1 A 0 A_JumpIf(user_delay >= 15,\"SeeAnim2\")\n \tKAGI A 0 A_Jump(2,\"BOUNCEPAD\")\n KALI A 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim2:\n \tTNT1 A 0 A_JumpIf(user_delay >= 20,\"SeeAnim3\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KALI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim3:\n \tTNT1 A 0 A_JumpIf(user_delay >= 25,\"SeeAnim4\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KALI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim4:\n \tTNT1 A 0 A_JumpIf(user_delay >= 65,\"SeeAnim5\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KALI D 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim5:\n \tTNT1 A 0 A_JumpIf(user_delay >= 70,\"SeeAnim6\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KALI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n SeeAnim6:\n \tTNT1 A 0 A_JumpIf(user_delay >= 75,\"See\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n KALI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n BOUNCEPAD:\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tKALJ ABC 3\n\tKALJ D 3 A_GiveInventory(\"KaguyaJump\",1)\n\tKALJ EF 3\n CheckForFloor:\n\tTNT1 A 0 A_JumpIf(user_delay >= 60,\"Land\")\n TNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+6)\n\tKALJ GGGHHH 1 A_CheckFloor(\"Land\")\n Loop\n Land:\n\tKALJ IJ 2 A_Stop\n\tGoto See\n Pain:\n KALP A 5 A_Pain\n Goto See\n Melee:\n KALM ABC 2 A_FaceTarget\n\tKALM D 3 A_CustomMeleeAttack(random(150,200),\"touhou/kaguya/melee\",\"touhou/kaguya/meleemiss\",\"Touhou\")\n\tKALM EFG 2 A_FaceTarget\n MYST A 0 A_Jump(256,\"Missile\")\n\tGoto See\n Missile:\n\tTNT1 A 0 A_Jump(4,\"OhShit\")\n MYST A 0 A_facetarget\n\tMYST A 0 A_Jump(256,\"Attack1\", \"Attack2\",\"Attack3\",\"Attack4\",\"Attack5\")\n Goto See\n Attack1:\n\tKAL1 A 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku6\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"KaguyaDanmaku6\",30,0,50)\n\tKAL1 CDE 3 A_FaceTarget\n\tTNT1 A 0 A_Jump(192,\"Attack1\")\n\tgoto see\n Attack2:\n\tKALJ A 5 A_FaceTarget\n\tKAL2 ABABABABABABABABAB 3 A_FaceTarget\n\tKALJ A 3 A_FaceTarget\n\tTNT1 A 0 Bright A_Explode(768,768,0,0)\n\tTNT1 A 0 Bright A_PlaySound(\"touhou/rekt\")\n\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,18,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,36,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,54,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,72,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,90,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,108,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,126,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,162,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,180,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,196,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,216,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,234,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,252,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,270,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,288,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,306,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,324,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,342,CMF_AIMDIRECTION,random(-90,90))\n\tKAL2 CDE 5 A_FaceTarget\n\tgoto see\n Attack3:\n\tKAL3 AB 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DED 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,-50)\n\tKAL3 B 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DED 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,-50)\n\tKAL3 B 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DEFG 3 A_FaceTarget\n\tgoto See\n Attack4:\n\tKAL1 A 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDE 3 A_FaceTarget\n\tgoto See\n Attack5:\n \tKAL3 AB 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 DEFG 3 A_FaceTarget\n\tgoto See\n OhShit:\n\tKALJ A 5 A_FaceTarget\n\tTNT1 A 0 A_PrintBold(\"\\cgTAKE COVER!!!!!\")\n OhShitLoop:\n\tTNT1 A 0 A_JumpIf(user_loopnuke == 10,\"OhShitNuke\")\n\tKAG2 CCC 0 A_SpawnItemEX(\"FakeLegCardinalThunder\",10,0,0,0,0,0,random(0,360))\n\tKAL2 ABABABABABABABABABAB 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_loopnuke\",user_loopnuke+1)\n\tloop\n OhShitNuke:\n\tKALJ A 3 A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"LegendaryCardinalNuke\")\n TNT1 A 0 A_Explode(8000,1642,0,1)\n TNT1 A 0 A_BFGSpray(\"ArcSpray\",15,20)\n KAL2 C 3\n\tTNT1 A 0 DamageThing(1000000)\n\tgoto See\n Death:\n\tKALP C 70 A_PlaySound(\"uroboros/death\",5,1.0,0,ATTN_NONE)\n MYST K 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 A 0 A_Explode(256,256,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 A 15\n\tstop\n }\n}\n\nActor KaguyaJump : LegZombieStrafing\n{\n +NOTIMEFREEZE\n States\n {\n Pickup:\n NULL A 0\n NULL A 0 A_CheckFloor(1)\n Stop\n\tNULL A 0 ThrustThing(random(0,360),random(2,15),3,0)\n\tNULL A 1 ThrustThingZ(0,80,0,1)\n Stop\n }\n}\n\nACTOR KaguyaDanmaku1\n{\n\tPROJECTILE\n\tHeight 5\n\tRadius 5\n\tSpeed 20\n\tScale 1.5\n\tRenderStyle stencil\n\tstencilcolor \"red\"\n\tDecal \"DoomImpScorch\"\n\tDamage 15\n\t+FORCERADIUSDMG\n\t+NOTIMEFREEZE\n\t+THRUSPECIES\n\t+SEEKERMISSILE\n\tDamageType \"Touhou\"\n\tDeathSound \"weapons/demontechex\"\n\tObituary \"%o couldn't withstand Kaguya Houraisan's unrivaled beauty.\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku1Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"RedProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nactor KaguyaDanmaku2 : KaguyaDanmaku1\n{\n\tstencilcolor \"orange\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku2Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"OrangeProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"OrangeProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nactor KaguyaDanmaku3 : KaguyaDanmaku1\n{\n\tstencilcolor \"yellow\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku3Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"YellowProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"YellowProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nactor KaguyaDanmaku4 : KaguyaDanmaku1\n{\n\tstencilcolor \"green\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku4Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"GreenProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"GreenProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nactor KaguyaDanmaku5 : KaguyaDanmaku1\n{\n\tstencilcolor \"blue\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku5Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"BlueProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlueProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nactor KaguyaDanmaku6 : KaguyaDanmaku1\n{\n\tstencilcolor \"purple\"\n\tvar int user_looptime;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",0)\n\tTakeFlight:\n\t\tTNT1 A 0 A_JumpIf(user_looptime == 360,\"Death\")\n\t\tBAL1 A 1 bright A_SpawnItemEX(\"KaguyaDanmaku6Tracer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SetUserVar(\"user_looptime\",user_looptime+1)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PurpleProjExplodeLarge\")\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"PurpleProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\t\tMISL B 8 bright A_Explode(5,100,1)\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\t\tStop\n\t}\n}\n\nACTOR KaguyaDanmaku1Tracer : BFG9500Trail\n{\n\tScale 1.5\n\tRenderStyle stencil\n\tstencilcolor \"red\"\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tBAL1 AAAAAAAAAA 1 Bright A_Fadeout(0.1,0)\n\t\tstop\n\t}\n}\n\nACTOR KaguyaDanmaku2Tracer : KaguyaDanmaku1Tracer {\tstencilcolor \"orange\" }\nACTOR KaguyaDanmaku3Tracer : KaguyaDanmaku1Tracer {\tstencilcolor \"yellow\" }\nACTOR KaguyaDanmaku4Tracer : KaguyaDanmaku1Tracer {\tstencilcolor \"green\" }\nACTOR KaguyaDanmaku5Tracer : KaguyaDanmaku1Tracer {\tstencilcolor \"blue\" }\nACTOR KaguyaDanmaku6Tracer : KaguyaDanmaku1Tracer {\tstencilcolor \"purple\" }"
},
{
"source": "pk3",
"name": "actors/Enemies/Mokou.txt",
"contents": "//actor FujiwaranoMokou"
},
{
"source": "pk3",
"name": "actors/Enemies/Yuuka.txt",
"contents": "ACTOR Kazumi_YuukaKazami\n{\n//Enemy Name: Yuuka Kazami\n//Monster Tier: Zombieman\n//Enemy Tier: Boss (Touhou)\n//Difficulty: Difficult (5/10)\n Health 4000\n Speed 0\n Radius 20\n Height 62\n Scale 0.55\n MinMissileChance 3000\n Mass 0x7FFFFFFF\n MeleeThreshold 35\n MeleeRange 65\n Species \"Touhou\"\n damagefactor \"Touhou\", 0.0\n MONSTER\n +LOOKALLAROUND\n +FLOORCLIP\n +BOSS\n +Neverfast\n +Missilemore\n +COUNTKILL\n +Dontmorph\n +AMBUSH\n +NORADIUSDMG\n +DONTHURTSPECIES\n +NOTIMEFREEZE\n +NOICEDEATH\n Painchance 64\n Seesound \"\"\n painsound \"touhou/pain\"\n deathsound \"touhou/rekt\"\n damagefactor 0.75\n Obituary \"Yuuka Kazami's flowering sadism ended up with %o as a bloody mess.\"\n tag \"\\c[c2]Yuuka Kazami\"\n var int user_music;\n var int user_delay;\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_DisableGirls\") == 1, \"Remove\")\n SpawnLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n YUUS AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDDEEEEEEEEFFFFFFFFGGGGGGGGHHHHHHHHIIIIIIIIJJJJJJJJKKKKKKKKLLLLLLLL 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombieman\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n Prepare:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tTNT1 A 0 A_PlaySound(\"touhou/sight\",7,1.0,0,ATTN_NONE)\n\tgoto FinishPrep\n AltSight:\n \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n FinishPrep:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n Goto See\n See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,815)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS A 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS B 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS C 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS E 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS F 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS G 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS H 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS I 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS J 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS K 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 L 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS D 1 A_Chase\n\tTNT1 L 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_FaceTarget\n YUUS L 1 A_Chase\n\tTNT1 A 0 A_Jump(1,\"Teleporting\")\n\tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n\tTNT1 A 0 A_JumpIfInTargetLOS(\"Missile\",360)\n Loop //How many lines is this?!\n Pain:\n\tTNT1 A 0 A_StopSound(7)\n\tTNT1 A 0 A_Pain\n YUUP ABC 5\n Goto See\n Melee:\n\tYUUM ABC 3\n\tTNT1 A 0 A_JumpIfCloser(65,\"MeleeBoom\")\n\tTNT1 A 0 A_SkelWhoosh\n\tYUUM DEFGH 3\n\tgoto see\n MeleeBoom:\n\tYUUM D 3 A_VileAttack(\"touhou/yuuka/melee\",random(50,60),0,64,1,\"Touhou\")\n\tYUUM EFGH 3\n\tgoto see\n Teleporting:\n\tYUU2 ABCDEFGHIJKLMNO 3\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tTNT1 A 0 A_SpawnItemEX(\"TeleportFog\",0,0,0,0,0,0,0)\n TeleportLoop:\n\tTNT1 A 0 A_JumpIf(user_delay >= 4,\"StopTeleport\")\n\tTNT1 A 15 ThrustThing(random(0,360),20,1)\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tLoop\n StopTeleport:\n\tTNT1 A 0 A_SpawnItemEX(\"TeleportFog\",0,0,0,0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\",1)\n\tYUU2 PQRSTUVWXYZ 3\n\tK92B A 12\n\tYUU2 Z 3\n\tgoto see\n Missile:\n\tTNT1 A 0 A_Jump(256,\"Attack1\",\"Attack2\",\"Attack3\",\"Attack4\")\n\tgoto see\n Attack1:\n\tYUU1 AB 3\n\tYUU1 C 0 A_Playsound(\"remishot\",0)\n\tYUU1 C 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 C 0 A_Playsound(\"remishot\",0)\n\tYUU1 C 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 C 0 A_Playsound(\"remishot\",0)\n\tYUU1 C 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 D 0 A_Playsound(\"remishot\",0)\n\tYUU1 D 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 D 0 A_Playsound(\"remishot\",0)\n\tYUU1 D 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 D 0 A_Playsound(\"remishot\",0)\n\tYUU1 D 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 E 0 A_Playsound(\"remishot\",0)\n\tYUU1 E 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 E 0 A_Playsound(\"remishot\",0)\n\tYUU1 E 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 E 0 A_Playsound(\"remishot\",0)\n\tYUU1 E 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 F 0 A_Playsound(\"remishot\",0)\n\tYUU1 F 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 F 0 A_Playsound(\"remishot\",0)\n\tYUU1 F 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 F 0 A_Playsound(\"remishot\",0)\n\tYUU1 F 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 G 0 A_Playsound(\"remishot\",0)\n\tYUU1 G 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 G 0 A_Playsound(\"remishot\",0)\n\tYUU1 G 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 G 0 A_Playsound(\"remishot\",0)\n\tYUU1 G 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 H 0 A_Playsound(\"remishot\",0)\n\tYUU1 H 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 H 0 A_Playsound(\"remishot\",0)\n\tYUU1 H 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 H 0 A_Playsound(\"remishot\",0)\n\tYUU1 H 1 A_CustomMissile(\"YuukaPlasmaBall\",30,0,random(0,360))\n\tYUU1 IJ 3\n\tgoto See\n Death:\n\tYUUP C 70 A_PlaySound(\"uroboros/death\",5,1.0,0,ATTN_NONE)\n TNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 A 0 A_Explode(256,256,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 A 15\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Enemies/Sanae.txt",
"contents": "ACTOR Kazumi_SanaeKochiya 31460\n{\n//Enemy Name: Sanae Kochiya\n//Monster Tier: Revenant\n//Enemy Tier: Boss (Touhou)\n//Difficulty: Hard (6/10)\n Tag \"\\c[m4]Sanae \\c[m5]Kochiya\"\n Speed 8\n MONSTER\n Health 4000\n Radius 24\n Height 64\n Scale 0.7\n Mass 1000\n MeleeThreshold 64\n MeleeRange 64\n Species \"Touhou\"\n MinMissileChance 160\n +MISSILEMORE\n +QUICKTORETALIATE\n +DONTHURTSPECIES\n +LOOKALLAROUND\n +FLOORCLIP\n +DONTRIP\n +NORADIUSDMG\n +BOSS\n +DONTMORPH\n +NOICEDEATH\n DamageFactor \"Touhou\", 0\n DamageFactor \"Legendary\", 0.5\n DropItem \"ChaosEssence\" 256 1\n DropItem \"BossArmorBonusMax\" 255 1\n DropItem \"DemonicChalice\" 32\n DropItem \"SkullOfPower\" 32\n Painchance 8\n Seesound \"\"\n Painsound \"touhou/pain\"\n Deathsound \"touhou/rekt\"\n Obituary \"%o was miraculously defeated by Sanae.\"\n var int user_angle;\n var int user_position;\n var int user_music;\n DropItem \"\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_DisableGirls\") == 1, \"BegoneThot\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Disable2hu\") == 1, \"BegoneThot\")\n SpawnLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n SANA ABCDEFGH 3 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n Loop\n BegoneThot:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Revenant\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n Prepare:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tTNT1 A 0 A_PlaySound(\"touhou/sight\",7,1.0,0,ATTN_NONE)\n\tgoto FinishPrep\n AltSight:\n \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n FinishPrep:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n Goto See\n See:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,821)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 NoiseAlert(0,0)\n SANA AAABBBCCCDDDEEEFFFGGGHHH 1 A_Chase\n Loop\n Pain:\n\tSANA A 0 A_SetTranslucent(1.0)\n\tSANA A 0 A_GiveInventory(\"SanaeBigStarTrigger\",1)\n SANA I 4 A_Pain\n\tSANA JKJI 4\n Goto See\n Melee:\n\tSNAT A 0 A_Jump(128,\"Missile\")\n\tSNAT A 0 A_Jump(255,\"Melee1\",\"Melee2\",\"Melee3\",\"Melee4\",\"Melee5\")\n Melee1:\n SNAT JKLM 2 A_FaceTarget\n\tSNAT NN 1 A_CustomMeleeAttack(400,\"touhou/remi/hit\",\"none\",\"Touhou\")\n\tSNAT OPQR 2 A_FaceTarget\n\tGoto See\n Melee2:\n SNAT STUV 4 A_FaceTarget\n\tSNAT WWWW 1 A_CustomMeleeAttack(400,\"touhou/remi/hit\",\"none\",\"Touhou\")\n\tSNAT XYZ 4 A_FaceTarget\n\tGoto See\n Melee3:\n SNA2 AB 4 A_FaceTarget\n SNA2 CD 3 A_FaceTarget\n\tSNA2 EEEE 1 A_CustomMeleeAttack(350,\"touhou/remi/hit\",\"none\",\"Touhou\")\n\tSNA2 FGHI 3 A_FaceTarget\n\tGoto See\n Melee4:\n SNA2 JKLMN 2 A_FaceTarget\n\tSNA2 OO 1 A_CustomMeleeAttack(500,\"touhou/remi/hit\",\"none\",\"Touhou\")\n\tSNA2 PQRS 2 A_FaceTarget\n\tGoto See\n Melee5:\n SNA3 ABC 4 A_FaceTarget\n\tSNA3 DDDD 1 A_CustomMeleeAttack(300,\"touhou/remi/hit\",\"none\",\"Touhou\")\n\tSNA3 EFGHI 4 A_FaceTarget\n\tGoto See\n Missile:\n\tSANA A 0 A_Jump(224,\"SmallStars\",\"Amulets1\",\"Amulets2\",\"Snakes\",\"MightyWind\")\n\tGoto Spellcard\n SmallStars:\n SNAT JKLM 2 A_FaceTarget\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,-45)\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,45)\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,-30)\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,30)\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,-15)\n\tSNAT N 0 A_CustomMissile(\"SanaeSmallStar\",32,0,15)\n\tSNAT N 2 A_CustomMissile(\"SanaeSmallStar\",32,0,0)\n\tSNAT OPQR 2 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tGoto See\n Amulets1:\n SNAT STUV 4 A_FaceTarget\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(0)*6+32,cos(0)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(30)*6+32,cos(30)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(60)*6+32,cos(60)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(90)*6+32,cos(90)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(120)*6+32,cos(120)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(150)*6+32,cos(150)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(180)*6+32,cos(180)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(210)*6+32,cos(210)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(240)*6+32,cos(240)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(270)*6+32,cos(270)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(300)*6+32,cos(300)*96,0,CMF_AIMOFFSET)\n\tSNAT W 2 A_CustomMissile(\"SanaeAmulet1\",sin(330)*6+32,cos(330)*96,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(0)*12+32,cos(0)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(30)*12+32,cos(30)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(60)*12+32,cos(60)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(90)*12+32,cos(90)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(120)*12+32,cos(120)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(150)*12+32,cos(150)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(180)*12+32,cos(180)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(210)*12+32,cos(210)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(240)*12+32,cos(240)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(270)*12+32,cos(270)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(300)*12+32,cos(300)*128,0,CMF_AIMOFFSET)\n\tSNAT W 2 A_CustomMissile(\"SanaeAmulet2\",sin(330)*12+32,cos(330)*128,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(0)*18+32,cos(0)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(30)*18+32,cos(30)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(60)*18+32,cos(60)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(90)*18+32,cos(90)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(120)*18+32,cos(120)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(150)*18+32,cos(150)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(180)*18+32,cos(180)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(210)*18+32,cos(210)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(240)*18+32,cos(240)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(270)*18+32,cos(270)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(300)*18+32,cos(300)*160,0,CMF_AIMOFFSET)\n\tSNAT X 2 A_CustomMissile(\"SanaeAmulet3\",sin(330)*18+32,cos(330)*160,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(0)*24+32,cos(0)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(30)*24+32,cos(30)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(60)*24+32,cos(60)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(90)*24+32,cos(90)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(120)*24+32,cos(120)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(150)*24+32,cos(150)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(180)*24+32,cos(180)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(210)*24+32,cos(210)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(240)*24+32,cos(240)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(270)*24+32,cos(270)*192,0,CMF_AIMOFFSET)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(300)*24+32,cos(300)*192,0,CMF_AIMOFFSET)\n\tSNAT X 2 A_CustomMissile(\"SanaeAmulet4\",sin(330)*24+32,cos(330)*192,0,CMF_AIMOFFSET)\n\tSNAT YZ 4 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tGoto See\n Amulets2:\n SNA2 ABCD 4 A_FaceTarget\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(0)*6+32,cos(0)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(30)*6+32,cos(30)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(60)*6+32,cos(60)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(90)*6+32,cos(90)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(120)*6+32,cos(120)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(150)*6+32,cos(150)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(180)*6+32,cos(180)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(210)*6+32,cos(210)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(240)*6+32,cos(240)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(270)*6+32,cos(270)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet1\",sin(300)*6+32,cos(300)*96,0)\n\tSNA2 E 2 A_CustomMissile(\"SanaeAmulet1\",sin(330)*6+32,cos(330)*96,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(0)*12+32,cos(0)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(30)*12+32,cos(30)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(60)*12+32,cos(60)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(90)*12+32,cos(90)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(120)*12+32,cos(120)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(150)*12+32,cos(150)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(180)*12+32,cos(180)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(210)*12+32,cos(210)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(240)*12+32,cos(240)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(270)*12+32,cos(270)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet2\",sin(300)*12+32,cos(300)*128,0)\n\tSNA2 E 2 A_CustomMissile(\"SanaeAmulet2\",sin(330)*12+32,cos(330)*128,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(0)*18+32,cos(0)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(30)*18+32,cos(30)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(60)*18+32,cos(60)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(90)*18+32,cos(90)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(120)*18+32,cos(120)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(150)*18+32,cos(150)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(180)*18+32,cos(180)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(210)*18+32,cos(210)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(240)*18+32,cos(240)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(270)*18+32,cos(270)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet3\",sin(300)*18+32,cos(300)*160,0)\n\tSNA2 F 2 A_CustomMissile(\"SanaeAmulet3\",sin(330)*18+32,cos(330)*160,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(0)*24+32,cos(0)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(30)*24+32,cos(30)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(60)*24+32,cos(60)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(90)*24+32,cos(90)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(120)*24+32,cos(120)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(150)*24+32,cos(150)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(180)*24+32,cos(180)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(210)*24+32,cos(210)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(240)*24+32,cos(240)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(270)*24+32,cos(270)*192,0)\n\tSNAT W 0 A_CustomMissile(\"SanaeAmulet4\",sin(300)*24+32,cos(300)*192,0)\n\tSNA2 F 2 A_CustomMissile(\"SanaeAmulet4\",sin(330)*24+32,cos(330)*192,0)\n\tSNA2 GHI 4 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tGoto See\n Snakes:\n SNA2 JKLMN 2 A_FaceTarget\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,45)\n\tSNA2 O 4 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,45)\n\tSNA2 P 2 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,0)\n\tSNA2 QRS 2 A_FaceTarget\n SNA2 JKLMN 2 A_FaceTarget\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,45)\n\tSNA2 O 4 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,45)\n\tSNA2 P 2 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,0)\n\tSNA2 QRS 2 A_FaceTarget\n SNA2 JKLMN 2 A_FaceTarget\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,45)\n\tSNA2 O 4 A_CustomMissile(\"SanaeSnakeBullet\",32,-64,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,192,0)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,90)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,-45)\n\tSNA2 O 0 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,45)\n\tSNA2 P 2 A_CustomMissile(\"SanaeSnakeBullet\",32,-192,0)\n\tSNA2 QRS 2 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tGoto See\n MightyWind:\n SNA3 AB 4 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 C 2 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 C 2 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 D 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 D 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 D 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 D 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 E 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 E 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 E 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 E 1 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 F 2 A_FaceTarget\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",random(8,56),0,random(-45,90))\n\tSNA3 A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",random(8,56),0,random(-90,45))\n\tSNA3 F 2 A_FaceTarget\n\tSNA3 GHI 4 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tGoto See\n Spellcard:\n\tTNT1 A 0 A_JumpIfInventory(\"SpellcardInactive\",1,\"See\") //Don't use Spellcards if actor is in inventory\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", TRUE)\n SNAT ABCD 5 A_FaceTarget\n\tSNAT A 0 A_PlaySound(\"touhou/spellcard\",0,1.0,0,ATTN_NONE)\n\tSNAT EFGHGFGHGFGH 3 A_FaceTarget\n SNAT I 5 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", FALSE)\n\tSNAT A 0 A_Jump(255,\"GreyThaumaturgy\",\"StarRitual\",\"DivineWind\")\n\tGoto GreyThaumaturgy\n GreyThaumaturgy:\n\tSASP A 0 A_SpawnItemEx(\"SanaeNSBigStarEffect\",0,0,0,0,0,0,0,0,0)\n\tSASP ABCDEFGHIJK 3 A_FaceTarget\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar3\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar4\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar5\",32,0,0)\n\tSASP LMNOPQRSTUV 3 A_FaceTarget\n\tSASP ABCDEFGHIJKLMNOPQRSTUV 3 A_FaceTarget\n\tGoto See\n StarRitual:\n\tSASP A 0 A_SpawnItemEx(\"SanaeNSBigStarEffect\",0,0,0,0,0,0,0,0,0)\n\tSASP ABCDEFGHIJK 3 A_FaceTarget\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,72)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,144)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,216)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar\",32,0,288)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,72)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,144)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,216)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar1\",32,0,288)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,0)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,72)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,144)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,216)\n\tSASP A 0 A_CustomMissile(\"SanaeLargeStar2\",32,0,288)\n\tSASP LMNOPQRSTUV 3 A_FaceTarget\n\tGoto See\n DivineWind:\n\tSNAT A 0 A_TakeInventory(\"EnemyCounter1\",200)\n\tSNAT ABCDE 5 A_FaceTarget\n DivineWindLoop:\n\tSNAT A 0 A_JumpIfInventory(\"EnemyCounter1\",8,\"DivineWindEnd\")\n\tSNAT A 0 A_GiveInventory(\"EnemyCounter1\",1)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,0)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,12)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,24)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,36)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,48)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,60)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,72)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,84)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,96)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,108)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,120)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,132)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,144)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,156)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,168)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,180)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,192)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,204)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,216)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,228)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,240)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,252)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,264)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,276)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,288)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,300)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,312)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,324)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,336)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet1\",32,0,348)\n\tSNAT FGHG 3 A_FaceTarget\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,0)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,12)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,24)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,36)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,48)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,60)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,72)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,84)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,96)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,108)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,120)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,132)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,144)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,156)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,168)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,180)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,192)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,204)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,216)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,228)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,240)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,252)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,264)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,276)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,288)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,300)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,312)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,324)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,336)\n\tSNAT A 0 A_CustomMissile(\"SanaeMightyWindBullet2\",32,0,348)\n\tSNAT FGHG 3 A_FaceTarget\n\tSNAT A 0 A_Jump(64,\"Missile\")\n\tLoop\n DivineWindEnd:\n\tSNAT HI 3 A_FaceTarget\n\tGoto See\n Death:\n\tSANA K 70 A_PlaySound(\"uroboros/death\",5,1.0,0,ATTN_NONE)\n MYST K 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 A 0 A_Explode(256,256,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 A 15\n\tStop\n }\n}\nACTOR SanaeLargeStar\n{\n Radius 10\n Height 20\n Speed 15\n damage 2\n DamageType \"Touhou\"\n Projectile\n +FORCEXYBILLBOARD\n +RIPPER\n RenderStyle Add\n Scale 2.0\n SeeSound \"remishot\"\n DeathSound \"touhou/hit\"\n States\n {\n Spawn:\n\tSNST A 0\n\tSNST ABCDEFABC 4 Bright A_Explode(4,256,0,0,256)\n\tSNST DEFABCDEFABC 3 Bright A_Explode(4,256,0,0,256)\n\tSNST DEFABCDEFABCDEF 2 Bright A_Explode(4,256,0,0,256)\n LoopState:\n SNST ABCDEF 1 Bright A_Explode(4,256,0,0,256)\n\tLoop\n Death:\n SNST ABCDEFABCDEF 1 Bright A_FadeOut\n Stop\n }\n}\nACTOR SanaeLargeStar1 : SanaeLargeStar\n{\n States\n {\n Spawn:\n SNST A 0\n\tSNST A 1\n\tGoto \"Super::Spawn\"\n }\n}\nACTOR SanaeLargeStar2 : SanaeLargeStar\n{\n States\n {\n Spawn:\n SNST A 0\n\tSNST A 2\n\tGoto \"Super::Spawn\"\n }\n}\nACTOR SanaeLargeStar3 : SanaeLargeStar\n{\n States\n {\n Spawn:\n SNST A 0\n\tSNST A 3\n\tGoto \"Super::Spawn\"\n }\n}\nACTOR SanaeLargeStar4 : SanaeLargeStar\n{\n States\n {\n Spawn:\n SNST A 0\n\tSNST A 4\n\tGoto \"Super::Spawn\"\n }\n}\nACTOR SanaeLargeStar5 : SanaeLargeStar\n{\n States\n {\n Spawn:\n SNST A 0\n\tSNST A 5\n\tGoto \"Super::Spawn\"\n }\n}\n\nACTOR SanaeSmallStar\n{\n Radius 4\n Height 8\n Speed 15\n FastSpeed 20\n damage (16)\n DamageType \"Touhou\"\n Projectile\n +FORCEXYBILLBOARD\n +RIPPER\n RenderStyle Add\n Scale 0.5\n SeeSound \"remishot\"\n DeathSound \"touhou/hit\"\n States\n {\n Spawn:\n SNST ABCDEF 1 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tLoop\n Death:\n SNST ABCDEFABCDEF 1 Bright A_FadeOut\n Stop\n }\n}\nACTOR SanaeAmulet1\n{\n Radius 2\n Speed 24\n fastspeed 36\n Height 4\n damage (32)\n DamageType \"Touhou\"\n Projectile\n +FORCEXYBILLBOARD\n //RenderStyle Add\n SeeSound \"remishot\"\n DeathSound \"touhou/hit\"\n States\n {\n Spawn:\n VAMU A 1 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tLoop\n Death:\n VAMU AAAAAAAAAA 1 Bright A_FadeOut\n Stop\n }\n}\nACTOR SanaeAmulet2 : SanaeAmulet1\n{\n Speed 20\n fastspeed 30\n}\nACTOR SanaeAmulet3 : SanaeAmulet1\n{\n Speed 16\n fastspeed 24\n}\nACTOR SanaeAmulet4 : SanaeAmulet1\n{\n Speed 12\n fastspeed 18\n}\nACTOR SanaeSnakeBullet\n{\n Radius 2\n Speed 15\n Height 4\n damage (12)\n DamageType \"Touhou\"\n Projectile\n +FORCEXYBILLBOARD\n +SEEKERMISSILE\n RenderStyle Add\n SeeSound \"remishot\"\n DeathSound \"touhou/hit\"\n States\n {\n Spawn:\n GBL1 A 1 Bright A_Weave(2, 0, 2.0, 0.0)\n\tGBL1 A 0 Bright A_SeekerMissile(0, 20, SMF_PRECISE|SMF_LOOK)\n\tGBL1 A 0 Bright A_SpawnItemEx(\"SanaeSnakeBulletTrail\",0,0,0,0,0,0,0,0,0)\n\tLoop\n Death:\n GBL1 AAAAAAAAAA 1 Bright A_FadeOut\n Stop\n }\n}\nACTOR SanaeSnakeBulletTrail\n{\n +NOGRAVITY\n +NOINTERACTION\n +CLIENTSIDEONLY\n RenderStyle Add\n States\n {\n Spawn:\n GBL1 AAAAAAAAAAAA 1 Bright A_FadeOut(0.1)\n Stop\n }\n}\nACTOR SanaeMightyWindBullet1\n{\n Radius 4\n Height 8\n Speed 20\n fastspeed 30\n damage (80)\n DamageType \"Touhou\"\n Scale 1.3\n Projectile\n +FORCEXYBILLBOARD\n RenderStyle Add\n SeeSound \"remishot\"\n DeathSound \"touhou/hit\"\n States\n {\n Spawn:\n CBL4 A 4 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,2,0,0,0,0)\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,-2,0,0,0,0)\n CBL4 A 4 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,0,2,0,0,0)\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,0,-2,0,0,0)\n\tCBL4 A 0 Bright A_ScaleVelocity(0.9)\n\tCBL4 A 0 Bright A_SetAngle(angle+6)\n\tCBL4 A 0 Bright ThrustThing(angle*256/360, 4, 0, 0)\n Loop\n Death:\n CBL4 AAAAAAAAAA 3 Bright A_FadeOut\n Stop\n }\n}\n\nACTOR SanaeMightyWindBullet2 : SanaeMightyWindBullet1\n{\n States\n {\n Spawn:\n CBL4 A 4 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,2,0,0,0,0)\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,-2,0,0,0,0)\n CBL4 A 4 Bright //A_JumpIfInTargetInventory(\"BulletDeathTrigger\",1,\"Death\")\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,0,2,0,0,0)\n\tCBL4 A 0 Bright A_SpawnItemEx(\"AyaYoukaiKillingFanBulletTrail\",0,0,0,0,0,-2,0,0,0)\n\tCBL4 A 0 Bright A_ScaleVelocity(0.9)\n\tCBL4 A 0 Bright A_SetAngle(angle-6)\n\tCBL4 A 0 Bright ThrustThing(angle*256/360, 4, 0, 0)\n Loop\n Death:\n CBL4 AAAAAAAAAA 3 Bright A_FadeOut\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Enemies/Alice.txt",
"contents": "//actor AliceMargatroid"
},
{
"source": "pk3",
"name": "actors/Enemies/sin-genjitsu.txt",
"contents": "ACTOR kazumi_sin-genjitsu : GenericBoss\n{\n Health 7000\n Mass 0x7FFFFFFF\n Monster\n +LOOKALLAROUND\n +FLOORCLIP\n +BOSS\n +DONTMORPH\n +NOTIMEFREEZE\n +NOTELEFRAG\n +NOCLIP\n +BRIGHT\n +FORCERADIUSDMG\n +QUICKTORETALIATE\n +NOTARGET\n +NOINFIGHTING\n +NOICEDEATH\n +NOFEAR\n Tag \"\\c[t7]s\\c[n6]i\\c[j8]n\\c[c6]-\\c[k5]g\\c[e6]e\\c[d3]n\\c[v0]j\\c[a4]i\\c[g2]tsu\\c-\"\n ActiveSound \"singenjitsu/active\"\n DeathSound \"singenjitsu/death\"\n SeeSound \"singenjitsu/sight\"\n DamageFactor \"Melee\", 0.05\n DamageFactor \"Crush\", 0.1\n DamageFactor \"Acid\", 0.05\n DamageFactor \"Ice\", 0.0\n DamageFactor \"Fire\", 0.0\n DamageFactor \"Poison\", 0.0\n DamageFactor \"PoisonCloud\", 0.0\n DamageFactor \"Electric\", 0.001\n DamageFactor \"Disintegrate\", 0.001\n DamageFactor \"DrainLife\", 0.0\n DamageFactor \"Extreme\", 0.0\n DamageFactor \"Player\", 0.0\n DamageFactor \"Players\", 0.02\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"Explosion\", 0.1\n DamageFactor \"NuclearFire\", 0.01\n DamageFactor \"BFG9500Ball\", 0.25\n DamageFactor \"BFGSplash\", 0.25\n DamageFactor \"UpBFG9500Ball\", 0.25\n DamageFactor \"UpBFGSplash\", 0.15\n DamageFactor \"PDTBFG\", 0.03\n DamageFactor \"PDTBFGTracer\", 0.03\n DamageFactor \"PlayerDevBall\", 0.02\n DamageFactor \"PlayerDevBall2\", 0.02\n DamageFactor \"PlayerDevTracer\", 0.02\n DamageFactor \"PlayerDBFG2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"PlayerDBFGSplash2\", 0.65\n DamageFactor \"PlayerBHole\", 0.05\n DamageFactor \"PlayerNemesisPlasma\", 0.01\n DamageFactor \"Legendary\", 0.015\n DamageFactor \"LegendaryPlayer\", 0.015\n DamageFactor \"PlayerHellfire\", 0.1\n DamageFactor \"SuperWeapon\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.015\n DamageFactor \"SatanGuard\", 0.0\n DamageFactor \"AbyssalSatyr\", 0.0\n DamageFactor \"Moloch\", 0.0\n DamageFactor \"Exos\", 0.0\n DamageFactor \"ZombieDev\", 0.0\n DamageFactor \"Terminator\", 0.0\n DamageFactor \"AdvancedImp\", 0.0\n DamageFactor \"Legendary1\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"UltimateLegendary\", 0.0\n DamageFactor \"Nobles\", 0.0\n DamageFactor \"VileFires\", 0.0\n DamageFactor \"Shadow\", 0.0\n DamageFactor \"DarkBruiserBFG10K\", 0.0\n DamageFactor \"Cybers\", 0.0\n DamageFactor \"Hell\", 0.0\n DamageFactor \"Commander\", 0.0\n DamageFactor \"Baby15K\", 0.0\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"LegMind\", 0.0\n DamageFactor \"BeheComet\", 0.0\n DamageFactor \"UBDTR\", 0.0\n DamageFactor \"NobleComet\", 0.0\n DamageFactor \"CacoComet\", 0.0\n DamageFactor \"SoulToxic\", 0.0\n DamageFactor \"Cacolich\", 0.0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"HellComet\", 0.0\n DamageFactor \"HFCyber\", 0.0\n DamageFactor \"DBFG2\", 0.0\n DamageFactor \"DBFG10K2\", 0.0\n DamageFactor \"DBFGSplash2\", 0.0\n //Holy shit, that's a LOT of damage factors.\n renderstyle add\n speed 4\n Radius 20\n Height 62\n scale 0.7\n dropitem \"RingOfRegeneration\" 30\n obituary \"%o succumbed to sin-genjitsu's mindfuckery.\"\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Disable2hu\") == 1, \"BegoneThot\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_StopSound(7)\n SpawnLoopster:\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SGActiveScript\",0)\n SING A 1 bright A_Look\n\tloop\n BegoneThot:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Spidermastermind\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n See:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tgoto FinishPrep\n AltSight:\n \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n FinishPrep:\n\tTNT1 A 0 A_PlaySound(\"singenjitsu/ambient\",5,3.0,1)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_HardmodeGenjitsu\") == 1,\"SeeCHARGE1\")\n\tgoto SeeLoop\n SeeCHARGE1:\n \tTNT1 A 0 A_PlaySound(\"ESuicide/Scream\",5,1.0,1)\n SeeCHARGE2:\n\tTNT1 A 0 A_Recoil(-15)\n\tTNT1 A 0 A_FaceTarget\n\tSING A 2 bright A_Chase(\"MeleeBoom\")\n\tloop\n SeeLoop:\n\tTNT1 A 0 A_Jump(2,\"GiveAway\")\n\tTNT1 A 0 A_Jump(1,\"TeleportMe\")\n\tTNT1 A 0 A_JumpIfCloser(1024,\"SeeNormal\")\n\tTNT1 AAAAAA 0 A_Chase\n SING A 1 bright A_Chase\n\tLoop\n SeeNormal:\n\tTNT1 A 0 A_Jump(2,\"GiveAway\")\n\tTNT1 A 0 A_Jump(1,\"TeleportMe\")\n\tTNT1 A 0 A_Jump(1,\"Strafing\")\n\tTNT1 A 0 A_JumpIfCloser(512,\"SeeSlow\")\n\tTNT1 AAA 0 A_Chase\n SING A 1 bright A_Chase\n\tgoto SeeLoop\n SeeSlow:\n\tTNT1 A 0 A_Jump(4,\"GiveAway\")\n\tSING A 0 A_Chase\n\tSING A 1 bright A_Chase\n\tgoto SeeLoop\n GiveAway:\n \tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-1,1),random(-1,1),random(-1,1))\n\tgoto SeeLoop\n TeleportMe:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 1 A_Wander\n\tTNT1 A 0 A_Jump(12,\"SeeLoop\")\n\tloop\n Strafing:\n TNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n TNT1 A 0 A_Chase\n //TNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n SING A 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n SING AA 3 Bright A_GiveInventory(\"NLegZombieStrafing2\",1)\n TNT1 A 0 A_Chase\n //TNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n SING A 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n SING AA 3 Bright A_GiveInventory(\"NLegZombieStrafing2\",1)\n TNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n TNT1 A 0 A_Chase\n Goto See Melee:\n\tTNT1 A 0 A_GiveToTarget(\"kazumi_SGfuckery\",1)\n\tSING A 10 bright A_VileAttack(\"singenjitsu/melee\",60,80,96,2,\"Genjitsu\")\n\tgoto seeloop\n MeleeBoom:\n\tTNT1 A 0 A_GiveToTarget(\"kazumi_SGfuckery\",1)\n\tSING A 10 bright A_VileAttack(\"singenjitsu/melee\",9001,0,96,2,\"Genjitsu\")\n\tgoto seeCHARGE2\n Death:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\",0,0,20,random(-3,3),random(-3,3),random(-3,3))\n\tSING A 25 A_Scream\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tTNT1 AA 0 A_SpawnItemEx(\"PhaseSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"ElusiveSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice2\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n \tSING AA 1 A_Fadeout(0.1)\n Stop\n }\n}\n\nactor kazumi_SGfuckery : CustomInventory\n{\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tinventory.maxamount 1\n\tinventory.pickupmessage \"fuck\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\tpickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SingenjitsuJumpscare\",0)\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Enemies/Yukari.txt",
"contents": "//actor YukariYakumo"
}
]
},
"maps": []
}