Raw model (for completeness)
{
"meta": {
"id": "09c82ffb-d956-4ec8-aa83-fdea046143e6",
"sha1": "2888504fb6a4ee9c52817bb91c93a4fa1b2542d7",
"sha256": "be317d7a8b66361cbcec195098767cb4438e5e987f670b761af29d7828d2c3f0",
"filenames": [
"wandererrc16patch.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"HEXEN"
],
"filename": null,
"added": "2013-04-18 22:03:42",
"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": "2013-04-18 22:03:42",
"file": {
"type": "PK3",
"size": 6981678,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2888504fb6a4ee9c52817bb91c93a4fa1b2542d7/2888504fb6a4ee9c52817bb91c93a4fa1b2542d7.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 2042,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"HEXEN"
]
},
"text_files": [
{
"source": "pk3",
"name": "actors/Wanderer.txt",
"contents": "ACTOR WandererPlayerClass : PlayerPawn\n{\n\tSpeed 1\n\tHealth 240\n\tRadius 16\n\tHeight 56\n\tMass 150\n\tplayer.maxhealth 240\n\tPainChance 255\n player.jumpz 13.44\n\tscale 0.85\n Damagefactor \"Annihilate\", .7\n\tDamagefactor \"HeroSuppression\", .5\n\tDamagefactor \"Heal\", 0\n\t+NOSKIN\n\t+NORADIUSDMG\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Wanderer\"\n\tPlayer.StartItem \"watchersummoner\"\n\tPlayer.StartItem \"SummonMana\", 100\n\tPlayer.StartItem \"Teletimer\"\n\t//Player.StartItem \"ConfettiRFix\"\n\tPlayer.StartItem \"RingOfTheOwl\", 3\n\tPlayer.StartItem \"ManaRegen\", 1\n\tPlayer.StartItem \"HeroManaRegen\", 1\n\tPlayer.runhealth 120\n\tplayer.forwardmove 0.85, 0.90\n\tDamagefactor \"Kaboom\", .6\n\tDamagefactor \"VirusBoom\", .6\n\tDamagefactor \"Sniper\", .5\n\tDamagefactor \"Reaver\", .5\n\tDamageFactor \"Spectre\", .5\n\tbloodtype hblood\n\tplayer.weaponslot 1, WatcherSummoner, CultistSummoner, EvilKnightSummoner\n\tplayer.weaponslot 2, VulgarSummoner, VulgarRetrofit, CorruptVulgarSummoner, ButcherSummoner, ButcherUpgradeSummoner\n\tPlayer.weaponslot 3, RealmWickedSummoner, HellionSummoner, NightmareSummoner, RealmFallenSummoner, FallenUpgradeSummoner\n\tplayer.weaponslot 4, HellhoundSummoner, ObsidianSatyrSummoner, HellRoseSummoner, ShadowBeastSummoner\n\tplayer.weaponslot 5, RealmOverlordSummoner, AvatarSummoner, AzazelSummoner\n\tplayer.weaponslot 6, EmPowerSummoner\n\tPlayer.SoundClass \"prealm\"\n\tStates\n\t{\n\tSpawn:\n\tNPLA A 0\n NPLA A -1 //SetPlayerProperty(0,1,2)\n\t\tLoop\n\tSee:\n \t\tNPLA A 4\n\t\t\tNPLA A 0 A_CheckFloor(2)\n\t\t\tNPLA A 0 A_Jump(256, 2)\n \t\tNPLA B 0 A_PlaySound(\"gibbage/xpstep\")\n\t\t\tNPLA B 4\n \t\tNPLA C 4\n\t\t\tNPLA A 0 A_CheckFloor(2)\n\t\t\tNPLA A 0 A_Jump(256, 2)\n \t\tNPLA D 0 A_PlaySound(\"gibbage/xpstep\")\n\t\t\tNPLA D 4\n\t\t\tgoto Spawn\n\tMissile:\n\t\tNPLA F 0 A_AlertMonsters\n\t\tNPLA E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tNPLA F 0 A_AlertMonsters\n\t\tNPLA F 6 BRIGHT\n\t\tGoto Missile\n\tPain.Sniper:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,3)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.Suppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.Suppression2:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.HeroSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.BlueSniper:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,3)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.BlueSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.BlueSuppression2:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.BlueSuppression3:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.BlueHeroSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.RedSniper:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,3)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.RedSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.RedSuppression2:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.RedSuppression3:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.RedHeroSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.GreenSniper:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,3)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.GreenSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.GreenSuppression2:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.GreenSuppression3:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.GreenHeroSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.YellowSniper:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,3)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.YellowSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.YellowSuppression2:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n Pain.YellowSuppression3:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.YellowHeroSuppression:\n\t\tNPLA G 0 ACS_ExecuteAlways(110,0,100,2)\n\t\tNPLA G 4\n\t\tNPLA G 4 A_Pain\n\t\tGoto Spawn\n \tDeath:\n\t\t\tDAED H 0 ACS_ExecuteAlways(136, 0)\n\tDAED H 0 ACS_ExecuteAlways(137, 0)\n \t\t NPLA H 5\n \t\t NPLA I 5 A_PlayerScream\n \t\t NPLA J 5 A_NoBlocking\n \t\t NPLA K 5\n \t\t NPLA L 1 A_SpawnItem (\"Bodythud\", 0, 0, 0, 0)\n \t\t NPLA L 5\n \t\t NPLA MN 5\n \t\t NPLA N -1\n \t\t Stop\n\tXDeath:\n\t\t\tDAED H 0 ACS_ExecuteAlways(136, 0)\n\tDAED H 0 ACS_ExecuteAlways(137, 0)\n \t\t NPLA O 5 A_SpawnItem(\"Gibber\")\n NPLA P 5 A_XScream\n NPLA Q 5 A_NoBlocking\n NPLA RSTUVW 5\n NPLA X -1\n Stop\n\n\t}\n}\n\nActor RingOfTheOwl : CustomInventory\n{\n Inventory.DefMaxAmount\n Inventory.PickupSound \"misc/p_pkup\"\n Inventory.PickupMessage \"Ring of the Owl\"\n Inventory.Icon \"ARTIATLP\"\n +Inventory.PickupFlash\n +FloatBob\n +CountItem\n +INVBAR\n Scale 0.7\n States\n {\n Spawn:\n RTWL B 1 Bright\n Loop\n Use:\n \tTNT1 A 0 A_JumpIfInventory(\"TeleTimer\", 1, \"Failed\")\n\tTNT1 A 0 A_GiveInventory(\"SpeedTeleportOut\", 1)\n\tTNT1 A 0 A_GiveInventory(\"SpeedTeleport\")\n\tStop\n Failed:\n\tTNT1 A 0 A_Print(\"You cannot use this yet.\")\n\tFail\n }\n}\n\nActor SpeedTeleportOut : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 1.5\n}\n\nActor TeleTimer : Powerup\n{\n\tPowerup.Duration -30\n}\n\nActor SpeedTeleport : ArtiTeleport\n{\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n}"
},
{
"source": "pk3",
"name": "actors/Weapons.txt",
"contents": "////////////////////\n/////Summoners//////\n////////////////////\n\n//Weak Summoning Spell\n\nACTOR WatcherSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n\tWTCS A 0 acs_executealways(800,0,1)\n\tGoto Set\n Set:\n WTCS A 1 A_WeaponReady\n LOOP\n Deselect:\n WTCS A 1 A_Lower\n LOOP\n Select:\n WTCS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 3, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",3)\n TRID D 0 A_GiveInventory (\"watchers\",1)\n TRID D 4 A_FireCustomMissile (\"watcsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"cultistsknightsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"watchers\", 15, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Cultists and Evil Knights have been unlocked!\")\n TRID A 0 A_GiveInventory(\"cultistsknightsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"CultistSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"EvilKnightSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nACTOR watchers : Inventory\n{\ninventory.maxamount 15\n}\n\nActor cultistsknightsunlocked : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR watcsummonball\n{\n Radius 24\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n SHAD C 26\n Death:\n SHEX A 1 A_SpawnItemEx (watcher,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR CultistSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n CLTS A 0 acs_executealways(800,0,2)\n\t Goto Set\n Set:\n CLTS A 1 A_WeaponReady\n LOOP\n Deselect:\n CLTS A 1 A_Lower\n LOOP\n Select:\n CLTS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 4, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",4)\n TRID D 0 A_GiveInventory (\"cultists\",1)\n TRID D 4 A_FireCustomMissile (\"cultsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"vulgarunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"cultists\", 10, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Vulgars have been unlocked!\")\n TRID A 0 A_GiveInventory(\"vulgarunlocked\", 1)\n TRID A 0 A_GiveInventory(\"VulgarSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"VulgarRetroFit\", 1)\n\t TRID A 0 A_GiveInventory(\"CorruptVulgarSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor Cultists : Inventory\n{\n\tInventory.MaxAmount 10\n}\n\nActor Vulgarunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR cultsummonball\n{\n Radius 20\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (thrall,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR EvilKnightSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n KGTS A 0 acs_executealways(800,0,3)\n\t Goto Set\n\t Set:\n KGTS A 1 A_WeaponReady\n LOOP\n Deselect:\n KGTS A 1 A_Lower\n LOOP\n Select:\n KGTS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 5, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",5)\n TRID D 0 A_GiveInventory (\"eknights\",1)\n TRID D 4 A_FireCustomMissile (\"knightsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"butchersunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"eknights\", 8, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Butchers have been unlocked!\")\n TRID A 0 A_GiveInventory(\"butchersunlocked\", 1)\n TRID A 0 A_GiveInventory(\"ButcherSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"ButcherUpgradeSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor EKnights : Inventory\n{\n\tInventory.MaxAmount 8\n}\n\nActor butchersunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR knightsummonball\n{\n Radius 20\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (evilknight,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR VulgarSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n VLGS A 0 acs_executealways(800,0,4)\n\t Set:\n VLGS A 1 A_WeaponReady\n LOOP\n Deselect:\n VLGS A 1 A_Lower\n LOOP\n Select:\n VLGS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 6, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",6)\n TRID D 0 A_GiveInventory (\"vulgars\",1)\n TRID D 4 A_FireCustomMissile (\"vulgarsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"hellionsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"vulgars\", 9, 3)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_JumpIfInventory(\"wickedunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hellions and Wickeds have been unlocked!\")\n TRID A 0 A_GiveInventory(\"hellionsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellionSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"wickedunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"RealmWickedSummoner\")\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hellions have been unlocked!\")\n TRID A 0 A_GiveInventory(\"hellionsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellionSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n }\n}\n\nACTOR vulgarretrofit : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n VLGR A 0 acs_executealways(800,0,16)\n\t Set:\n VLGR A 1 A_WeaponReady\n LOOP\n Deselect:\n VLGR A 1 A_Lower\n LOOP\n Select:\n VLGR A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 3, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\", 3)\n TRID D 4 A_FireCustomMissile(\"agauresupgrade\",0,1,0,8,0)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nACTOR CorruptVulgarSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n VLGU A 0 acs_executealways(800,0,20)\n\t Set:\n VLGU A 1 A_WeaponReady\n LOOP\n Deselect:\n VLGU A 1 A_Lower\n LOOP\n Select:\n VLGU A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 9, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n\t TRID A 0 A_JumpIfInventory (\"Heromana\", 1, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",9)\n\t TRID D 0 A_TakeInventory(\"HeroMana\", 1)\n TRID D 0 A_GiveInventory (\"vulgars\",1)\n TRID D 4 A_FireCustomMissile (\"agauressummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"hellionsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"vulgars\", 9, 3)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_JumpIfInventory(\"wickedunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hellions and Wickeds have been unlocked!\")\n TRID A 0 A_GiveInventory(\"hellionsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellionSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"wickedunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"RealmWickedSummoner\")\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hellions have been unlocked!\")\n TRID A 0 A_GiveInventory(\"hellionsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellionSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n }\n}\n\nACTOR agauressummonball\n{\n Radius 20\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (agaures,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nActor Vulgars : Inventory\n{\n\tInventory.MaxAmount 9\n}\n\nactor hellionsunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR vulgarsummonball\n{\n Radius 20\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (vulgar,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\n//Weak Summoners END\n\n//Medium Summoning Spell\n\nACTOR HellionSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n HLIS A 0 acs_executealways(800,0,7)\n\t Set:\n HLIS A 1 A_WeaponReady\n LOOP\n Deselect:\n HLIS A 1 A_Lower\n LOOP\n Select:\n HLIS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 12, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 3, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",12)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 3)\n TRID D 0 A_GiveInventory (\"hellions\",1)\n TRID D 4 A_FireCustomMissile (\"hellionsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"fallensunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"hellions\", 6, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Fallens have been unlocked!\")\n TRID A 0 A_GiveInventory(\"fallensunlocked\", 1)\n TRID A 0 A_GiveInventory(\"RealmFallenSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"FallenUpgradeSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor hellions : inventory\n{\n\tInventory.maxamount 6\n}\n\nActor fallensunlocked : inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR hellionsummonball\n{\n Radius 22\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (hellion,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nActor RealmWickedSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n WCKS A 0 acs_executealways(800,0,8)\n Set:\n WCKS A 1 A_WeaponReady\n LOOP\n Deselect:\n WCKS A 1 A_Lower\n LOOP\n Select:\n WCKS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 10, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 2, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",10)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 2)\n TRID D 4 A_FireCustomMissile (\"RealmWickedSummonBall\",0,1,0,8,0)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor Wickedunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR RealmWickedSummonBall\n{\n Radius 25\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n SHAD C 26\n Death:\n SHEX A 1 A_SpawnItemEx (realmwicked,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR ButcherSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n BTCS A 0 acs_executealways(800,0,5)\n\t Set:\n BTCS A 1 A_WeaponReady\n LOOP\n Deselect:\n BTCS A 1 A_Lower\n LOOP\n Select:\n BTCS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 8, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",8)\n TRID D 0 A_GiveInventory (\"butchers\",1)\n\t TRID D 0 A_JumpIfInventory(\"ButcherUpgrade\", 1, \"FireA\")\n TRID D 4 A_FireCustomMissile (\"butchersummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"nightmaresunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"butchers\", 8, 3)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_JumpIfInventory(\"wickedunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Nightmares and Wickeds have been unlocked!\")\n TRID A 0 A_GiveInventory(\"nightmaresunlocked\", 1)\n TRID A 0 A_GiveInventory(\"NightmareSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"wickedunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"RealmWickedSummoner\")\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Nightmares have been unlocked!\")\n TRID A 0 A_GiveInventory(\"nightmaresunlocked\", 1)\n TRID A 0 A_GiveInventory(\"NightmareSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n\tFireA:\n TRID D 4 A_FireCustomMissile (\"abutchersummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"nightmaresunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"butchers\", 8, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_JumpIfInventory(\"wickedunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Nightmares and Wickeds have been unlocked!\")\n TRID A 0 A_GiveInventory(\"nightmaresunlocked\", 1)\n TRID A 0 A_GiveInventory(\"NightmareSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"wickedunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"RealmWickedSummoner\")\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Nightmares have been unlocked!\")\n TRID A 0 A_GiveInventory(\"nightmaresunlocked\", 1)\n TRID A 0 A_GiveInventory(\"NightmareSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n }\n}\n\nACTOR Butcherupgradesummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n TNT1 A 0 acs_executealways(800,0,17)\n Set:\n BTCU A 1 A_WeaponReady\n LOOP\n Deselect:\n BTCU A 1 A_Lower\n LOOP\n Select:\n BTCU A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 30, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 15, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID B 2\n TRID C 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\", 30)\n TRID D 0 A_TakeInventory (\"Heromana\", 15)\n TRID C 4 A_GiveInventory (\"Butcherupgrade\", 1)\n PUNH D 0 A_Print(\"Butchers can now push when in Pain!\")\n TRID B 2\n TRID A 2 A_TakeInventory(\"butcherupgradesummoner\")\n goto Set\n }\n}\n\nActor ButcherUpgrade : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor butchers : Inventory\n{\n\tInventory.MaxAmount 8\n}\n\nActor nightmaresunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR butchersummonball\n{\n Radius 22\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (butcher,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR abutchersummonball\n{\n Radius 22\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n loop\n Death:\n SHEX A 1 A_SpawnItemEx (abutcher,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR NightmareSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n NGHS A 0 acs_executealways(800,0,6)\n Set:\n NGHS A 1 A_WeaponReady\n LOOP\n Deselect:\n NGHS A 1 A_Lower\n LOOP\n Select:\n NGHS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 9, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 2, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",9)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 2)\n TRID D 0 A_GiveInventory (\"nightmares\",1)\n TRID D 4 A_FireCustomMissile (\"nightmaresummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"hellhoundsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"nightmares\", 7, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hellhounds have been unlocked!\")\n TRID A 0 A_GiveInventory(\"hellhoundsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellhoundSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor nightmares : Inventory\n{\n\tInventory.MaxAmount 7\n}\n\nActor hellhoundsunlocked : inventory\n{\n\tinventory.maxamount 1\n}\n\nACTOR nightmaresummonball\n{\n Radius 20\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n Loop\n Death:\n SHEX A 1 A_SpawnItemEx (znightmare,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR RealmFallenSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n FLNS A 0 acs_executealways(800,0,9)\n\t Set:\n FLNS A 1 A_WeaponReady\n LOOP\n Deselect:\n FLNS A 1 A_Lower\n LOOP\n Select:\n FLNS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 18, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 5, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",18)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 5)\n TRID D 0 A_GiveInventory (\"fallens\",1)\n\t TRID A 0 A_JumpIfInventory(\"Fallenupgrade\", 1, \"FireA\")\n TRID D 4 A_FireCustomMissile (\"zfallensummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"satyrsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"fallens\", 5, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Obsidian Satyrs have been unlocked!\")\n TRID A 0 A_GiveInventory(\"satyrsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"ObsidianSatyrSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n FireA:\n TRID D 4 A_FireCustomMissile (\"afallensummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"satyrsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory(\"fallens\", 5, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Obsidian Satyrs have been unlocked!\")\n TRID A 0 A_GiveInventory(\"satyrsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"ObsidianSatyrSummoner\", 1)\n TRID C 2\n TRID B 2\n\t Goto Set\n }\n}\n\nACTOR fallenupgradesummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n TNT1 A 0 acs_executealways(800,0,18)\n\t Set:\n FLNR A 1 A_WeaponReady\n LOOP\n Deselect:\n FLNR A 1 A_Lower\n LOOP\n Select:\n FLNR A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 25, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 20, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID B 2\n TRID C 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\", 25)\n TRID D 0 A_TakeInventory (\"Heromana\", 20)\n TRID C 4 A_GiveInventory (\"Fallenupgrade\", 1)\n PUNH D 0 A_Print(\"Fallens can now strafe!\")\n TRID B 2\n TRID A 2 A_TakeInventory(\"fallenupgradesummoner\")\n goto Set\n }\n}\n\nActor FallenUpgrade : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR afallensummonball\n{\n Radius 24\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n SHAD C 26\n Death:\n SHEX A 1 A_SpawnItemEx (afallen,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nActor Fallens : Inventory\n{\n\tInventory.MaxAmount 5\n}\n\nActor Satyrsunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR zfallensummonball\n{\n Radius 24\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n SHAD C 26\n Death:\n SHEX A 1 A_SpawnItemEx (zfallen,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\n//Medium Summoners END\n\n//Strong Summoning Spell\n\nACTOR HellHoundSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n HLHS A 0 acs_executealways(800,0,10)\n\t Set:\n HLHS A 1 A_WeaponReady\n LOOP\n Deselect:\n HLHS A 1 A_Lower\n LOOP\n Select:\n HLHS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 20, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 6, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",20)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 6)\n TRID D 0 A_GiveInventory (\"hellhounds\",1)\n TRID D 4 A_FireCustomMissile (\"houndsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"shadowbeastsunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"hellhounds\", 6, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Shadow Beasts have been unlocked!\")\n TRID A 0 A_GiveInventory(\"shadowbeastsunlocked\", 1)\n TRID A 0 A_GiveInventory(\"ShadowBeastSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor hellhounds : Inventory\n{\n\tInventory.MaxAmount 6\n}\n\nActor shadowbeastsunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR houndsummonball\n{\n Radius 30\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n Loop\n Death:\n SHEX A 1 A_SpawnItemEx (hellhound,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR ObsidianSatyrSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n OSTS A 0 acs_executealways(800,0,11)\n\t Set:\n OSTS A 1 A_WeaponReady\n LOOP\n Deselect:\n OSTS A 1 A_Lower\n LOOP\n Select:\n OSTS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 33, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 7, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",33)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 7)\n TRID D 0 A_GiveInventory (\"satyrs\",1)\n TRID D 4 A_FireCustomMissile (\"obbysatyrsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"rosesunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"satyrs\", 4, 3)\n TRID C 2\n TRID B 2\n goto Set\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"Hell Roses and the EmPower spell has been unlocked!\")\n TRID A 0 A_GiveInventory(\"rosesunlocked\", 1)\n TRID A 0 A_GiveInventory(\"HellRoseSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"EmPowerSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nActor Satyrs : Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nActor Rosesunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR obbysatyrsummonball\n{\n Radius 24\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n Loop\n Death:\n SHEX A 1 A_SpawnItemEx (obsidiansatyr,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR HellRoseSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n ROSS A 0 acs_executealways(800,0,12)\n\t Set:\n ROSS A 1 A_WeaponReady\n LOOP\n Deselect:\n ROSS A 1 A_Lower\n LOOP\n Select:\n ROSS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 40, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 15, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",40)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 15)\n TRID D 0 A_GiveInventory (\"roses\",1)\n TRID D 4 A_FireCustomMissile (\"rosesummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"zoverlordunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"roses\", 1, 3)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_JumpIfInventory(\"Azazelunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"The Overlord and Azazel have been unlocked!\")\n TRID A 0 A_GiveInventory(\"azazelunlocked\", 1)\n TRID A 0 A_GiveInventory(\"AzazelSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"RealmOverLordSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"zoverlordunlocked\", 1)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"The Overlord has been unlocked!\")\n\t TRID A 0 A_GiveInventory(\"RealmOverLordSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"zoverlordunlocked\", 1)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nACTOR rosesummonball\n{\n Radius 32\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n Loop\n Death:\n SHEX A 1 A_SpawnItemEx (hellrose,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nActor Zoverlordunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor Azazelunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor roses : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR ShadowBeastSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n SDBS A 0 acs_executealways(800,0,13)\n\t Set:\n SDBS A 1 A_WeaponReady\n LOOP\n Deselect:\n SDBS A 1 A_Lower\n LOOP\n Select:\n SDBS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 40, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 12, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summon\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",40)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 12)\n TRID D 0 A_GiveInventory (\"shadowbeasts\",1)\n TRID D 4 A_FireCustomMissile (\"shadowbeastsummonball\",0,1,0,8,0)\n TRID A 0 A_JumpIfInventory(\"avatarunlocked\", 1, 2)\n TRID A 0 A_JumpIfInventory (\"shadowbeasts\", 3, 3)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_JumpIfInventory(\"Azazelunlocked\", 1, 9)\n TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"The Avatar and Azazel have been unlocked!\")\n TRID A 0 A_GiveInventory(\"Azazelunlocked\", 1)\n TRID A 0 A_GiveInventory(\"AzazelSummoner\", 1)\n\t TRID A 0 A_GiveInventory(\"Avatarunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"AvatarSummoner\", 1)\n TRID C 2\n TRID B 2\n goto Set\n\t TRID A 0 A_Playsound(\"unlock\")\n TRID A 0 A_Print(\"The Avatar has been unlocked!\")\n\t TRID A 0 A_GiveInventory(\"Avatarunlocked\", 1)\n\t TRID A 0 A_GiveInventory(\"AvatarSummoner\", 1)\n\t Goto Set\n }\n}\n\nActor shadowbeasts : Inventory\n{\n\tInventory.MaxAmount 3\n}\n\nActor avatarunlocked : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR shadowbeastsummonball\n{\n Radius 40\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n SHAD ABC 1\n SHAD AB 1\n SHAD C 1 A_gravity\n Loop\n Death:\n SHEX A 1 A_SpawnItemEx (shadowbeast,0,0,0,0,0,0,0,28,0)\n SHEX BCDE 1\n TNT1 A 1\n stop\n }\n}\n\nACTOR RealmOverLordSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n ORLS A 0 acs_executealways(800,0,21)\n\t Set:\n ORLS A 70 A_WeaponReady\n\t ORLS A 0 A_FireCustomMissile (\"overlordcheck\",0,0,0,0,0)\n LOOP\n Deselect:\n ORLS A 1 A_Lower\n LOOP\n Select:\n ORLS A 1 A_Raise\n LOOP\n Fire:\n \t\tTRID A 0 A_JumpIfInventory (\"ThirdCoolDown\", 1, \"Set\")\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 70, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 60, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",70)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 60)\n TRID D 4 A_FireCustomMissile (\"zOverlordsummonball\",0,1,0,8,0)\n TRID C 0 acs_executealways(889)\n\t TRID C 0 ACS_ExecuteAlways(105,0, 2)\n\t TRID C 0 ACS_ExecuteAlways(115,0, 0)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nACTOR zoverlordsummonball\n{\n\n Radius 43\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n FX03 B 5\n FX03 B 1 A_gravity\n\t FX03 B 23\n Death:\n FX03 C 1 A_SpawnItemEx (zoverlord,0,0,0,0,0,0,0,28,0)\n FX03 DEFG 1\n TNT1 A 1\n stop\n }\n}\nACTOR overlordcheck\n{\n Radius 43\n Height 90\n Speed 30\n Damage 0\n RENDERSTYLE ADD\n alpha 1\n PROJECTILE\n +DONTSPLASH\n +SKYEXPLODE\n +CLIENTSIDEONLY\n SeeSound \"\"\n DONTHURTSHOOTER\n States\n {\n Spawn:\n NULL A 5 Bright\n NULL A 1 A_gravity\n wait\n XDeath:\n ROVL A 1 Bright\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\nROVL A 1 Bright A_FadeOut(0.1)\n stop\n Death:\n GOVL A 5 Bright\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\nGOVL A 1 Bright A_FadeOut(0.1)\n stop\n }\n}\n\nACTOR AvatarSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n AVTS A 0 acs_executealways(800,0,14)\n\t Set:\n AVTS A 70 A_WeaponReady\n\t AVTS A 0 A_FireCustomMissile (\"avatarcheck\",0,0,0,0,0)\n LOOP\n Deselect:\n AVTS A 1 A_Lower\n LOOP\n Select:\n AVTS A 1 A_Raise\n LOOP\n Fire:\n \t\tTRID A 0 A_JumpIfInventory (\"SecondCoolDown\", 1, \"Set\")\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 70, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 70, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",70)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 70)\n TRID D 4 A_FireCustomMissile (\"Avatarsummonball\",0,1,0,8,0)\n TRID C 0 acs_executealways(806)\n\t TRID C 0 ACS_ExecuteAlways(105,0, 1)\n\t TRID C 0 ACS_ExecuteAlways(114,0, 0)\n TRID C 2\n TRID B 2\n goto Set\n }\n}\n\nACTOR avatarsummonball\n{\n Radius 30\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +SKYEXPLODE\n +DONTREFLECT\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n FX03 B 5\n FX03 B 1 A_gravity\n loop\n Death:\n FX03 C 1 A_SpawnItemEx (avatar,0,0,0,0,0,0,0,28,0)\n FX03 DEFG 1\n stop\n }\n}\n\nACTOR avatarcheck\n{\n Radius 30\n Height 96\n Speed 30\n Damage 0\n RENDERSTYLE ADD\n alpha 1\n PROJECTILE\n +DONTSPLASH\n +SKYEXPLODE\n +CLIENTSIDEONLY\n SeeSound \"\"\n DONTHURTSHOOTER\n States\n {\n Spawn:\n NULL A 5 Bright\n NULL A 1 A_gravity\n wait\n XDeath:\n RAVT A 1 Bright\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\nRAVT A 1 Bright A_FadeOut(0.1)\n stop\n Death:\n GAVT A 5 Bright\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\nGAVT A 1 Bright A_FadeOut(0.1)\n stop\n }\n}\n\nACTOR AzazelSummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n WMCS ABCB 4\n LOOP\n Ready:\n AZLS A 0 acs_executealways(800,0,15)\n\t Set:\n AZLS A 70 A_WeaponReady\n\t AZLS A 0 A_FireCustomMissile (\"azazelcheck\",0,0,0,0,0)\n LOOP\n Deselect:\n AZLS A 1 A_Lower\n LOOP\n Select:\n AZLS A 1 A_Raise\n LOOP\n Fire:\n \t\tTRID A 0 A_JumpIfInventory (\"UltimateCoolDown\", 1, \"Set\")\n TRID A 0 A_JumpIfInventory (\"Summonmana\", 110, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 0 A_JumpIfInventory (\"Heromana\", 100, 2)\n TRID A 3 acs_executealways(750,0,201)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\",110)\n\t TRID D 0 A_TakeInventory (\"Heromana\", 100)\n TRID D 4 A_FireCustomMissile (\"Azazelsummonball\",0,1,0,8,0)\n TRID C 0 acs_executealways(805)\n\t TRID C 0 ACS_ExecuteAlways(105,0, 0)\n\t TRID C 0 ACS_ExecuteAlways(113,0, 0)\n TRID C 2\n TRID B 2\n Goto Set\n }\n}\n\nACTOR Azazelsummonball\n{\n Radius 28\n Height 3\n Speed 30\n Damage 0\n PROJECTILE\n +DONTREFLECT\n +SKYEXPLODE\n RENDERSTYLE Add\n ALPHA 1.0\n States\n {\n Spawn:\n FX03 B 5\n FX03 B 1 A_gravity\n loop\n Death:\n FX03 C 1 A_SpawnItemEx (azazel,0,0,0,0,0,0,0,28,0)\n FX03 DEFG 1\n stop\n }\n}\n\nACTOR azazelcheck\n{\n Radius 28\n Height 88\n Speed 30\n Damage 0\n Scale 1.2\n RENDERSTYLE ADD\n alpha 1\n PROJECTILE\n +DONTSPLASH\n +SKYEXPLODE\n +CLIENTSIDEONLY\n SeeSound \"\"\n DONTHURTSHOOTER\n States\n {\n Spawn:\n NULL A 5 Bright\n NULL A 1 A_gravity\n wait\n XDeath:\n RAZL A 1 Bright\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\nRAZL A 1 Bright A_FadeOut(0.1)\n stop\n Death:\n GAZL A 5 Bright\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\nGAZL A 1 Bright A_FadeOut(0.1)\n stop\n }\n}\n\nACTOR empowersummoner : Shotgun\n{\n obituary \"%o got killed by %k's harmless spell!\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n +AMMO_OPTIONAL\n Weapon.AmmoType \"Summonmana\"\n Weapon.AmmoType2 \"Heromana\"\n States\n {\n Spawn:\n TNT1 A 0\n EMPS ABCB 4\n LOOP\n Ready:\n EMPS A 0 acs_executealways(800,0,19)\n Set:\n EMPS A 1 A_WeaponReady\n LOOP\n Deselect:\n EMPS A 1 A_Lower\n LOOP\n Select:\n EMPS A 1 A_Raise\n LOOP\n Fire:\n TRID A 0 A_JumpIfInventory (\"summonmana\", 20, 2)\n TRID A 3 acs_executealways(750,0,200)\n Goto Set\n TRID A 6\n TRID BC 2\n TRID D 2 A_PlaysoundEx(\"summonhero\",\"Weapon\")\n TRID D 0 A_TakeInventory (\"Summonmana\", 20)\n TRID D 5 A_FireCustomMissile (\"empowerthing\", 0, 1, 0, 8, 0)\n TRID C 2\n TRID B 2\n Goto Set\n }\n}\n\nActor EmPowerThing\n{\n //damage (1)\n radius 3\n height 3\n damagetype Empowered\n PROJECTILE\n speed 30 //unless you add more than one tic to the projectile, this is distance\n +DONTREFLECT\n -SOLID\n +FORCERADIUSDMG\n states\n {\n Spawn:\n EMPB A 4 //intentional fall-through\n EMPB A 1 A_Gravity\n loop\n Death:\n EMPB A 1 A_Explode((2), 175, 0)\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Watcher.txt",
"contents": "//Watcher\nACTOR Watcher\n{\nHealth 80\nRadius 24\nHeight 40\nMass 150\nSpeed 8\nPainChance 120\nMeleeRange 48\nDamagefactor \"Sniper\", 1.5\n Damagefactor \"Suppression2\", 1.3\n dropitem \"summonmana\", 256, 1\n PainChance \"Empowered\", 255\n Painchance \"Shadowbeastcloud\", 0\nMONSTER\nSeeSound \"monster/watsit\"\nPainSound \"monster/watpai\"\nDeathSound \"monster/watdth\"\nActiveSound \"monster/watact\"\nAttackSound \"caco/melee\"\nObituary \"%o was stared at by the watcher\"\n+NOGRAVITY\n+FLOAT\n-COUNTKILL\n+QUICKTORETALIATE\n+PUSHABLE\n+FLOATBOB\nStates\n {\n Spawn:\n WATC A 10 A_Look\n Goto See\n See:\n\t WATC A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t SPOS A 0 A_Jump(20, \"Giveup\")\n\t WATC A 1 A_PlaySound(\"gibbage/fly\")\n WATC AAAAAAAAAAAAAAA 3 A_Chase\n Loop\n ESee:\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t SPOS A 0 A_Jump(20, \"Giveup\")\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WATC A 1 A_PlaySound(\"gibbage/fly\")\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t WATC A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n WATC A 3 A_Chase\n\t //WATC AAAAAAAAAAAAAA 3 A_Chase\n Loop\n Giveup:\n\t SPOS A 0 A_ClearTarget\n\t Goto see\n Missile:\n\t WATC E 0 A_AlertMonsters\n WATC E 5 A_FaceTarget\n WATC F 4 A_FaceTarget\n\t WATC G 0 Bright A_Recoil(7)\n WATC G 5 BRIGHT A_CustomMissile(\"WatcherShot\",12,0,0)\n\t WATC G 0 Bright A_Stop\n Goto See\n Melee:\n WATC BCD 3 A_FaceTarget\n WATC A 3 A_CustomMeleeAttack(random(5,6), \"caco/melee\", \"caco/melee\", Normal)\n Goto See\n Pain:\n WATC H 3\n WATC H 3 A_Pain\n Goto See\n Pain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n TNT1 A 0 A_ChangeFlag(\"FLOATBOB\",0)\n WATC I 8 A_scream\n WATC JKLM 6\n WATC N 6 A_noblocking\n WATC N 0 A_SetFloorClip\n WATC O -1\n stop\n Raise:\n WATC ONMLKJI 8\n\t TNT1 A 0 A_ChangeFlag(\"FLOATBOB\",0)\n Goto See\n }\n}\n\nACTOR WatcherShot\n{\n Radius 4\n Height 8\n Speed 20\n Damage 2\n RENDERSTYLE ADD\n ALPHA 0.67\n PROJECTILE\n +THRUGHOST\n +FORCEXYBILLBOARD\n +DONTREFLECT\n SeeSound \"monster/watatk\"\n DeathSound \"monster/wathit\"\n Decal \"PlasmaScorchLower\"\n Obituary \"%o was spotted by %k'd watcher.\"\n States\n {\n Spawn:\n FWAT AB 4 Bright\n loop\n Death:\n FWAT CDE 4 Bright\n stop\n }\n}\n//End of Watcher"
},
{
"source": "pk3",
"name": "actors/Cultist.txt",
"contents": "ACTOR Thrall\n{\nHealth 100\nPainChance 80\nPainChance \"Empowered\", 255\nDamagefactor \"Sniper\", 1.5\n Damagefactor \"Suppression2\", 1.3\n dropitem \"summonmana\", 256, 1\n Painchance \"Shadowbeastcloud\", 0\n bloodtype hblood\nScale 0.90\nSpeed 10\nRadius 20\nHeight 56\n//minmissilechance 140\nMass 110\nMONSTER\n+FLOORCLIP\n-COUNTKILL\n+DONTHURTSPECIES\n-NOGRAVITY\n-FLOAT\n//+MISSILEMORE\n+QUICKTORETALIATE\n+PUSHABLE\nObituary \"%o was killed by a lowly Cultist.\"\nSeeSound \"monster/culsit\"\nAttackSound \"monster/culatk\"\nPainSound \"monster/culpai\"\nDeathSound \"monster/culdth\"\nActiveSound \"monster/culact\"\nStates\n {\n Spawn:\n CULT AB 10 A_Look\n Goto See\n See:\n\t\tCULT A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1, \"ESee\")\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tCULT A 4 A_Chase\n\t\tCULT A 4 A_Chase\n\t\tCULT B 3 A_Chase\n\t\tCULT B 1 A_PlaySound(\"gibbage/xhrstep\")\n\t\tCULT C 4 A_Chase\n\t\tCULT C 4 A_Chase\n\t\tCULT D 3 A_Chase\n\t\tCULT D 1 A_PlaySound(\"gibbage/xhrstep\")\n\t Loop\n\tESee:\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tCULT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT A 4 A_Chase\n\t\tCULT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT A 4 A_Chase\n\t\tCULT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT B 3 A_Chase\n\t\tCULT B 1 A_PlaySound(\"gibbage/xhrstep\")\n\t\tCULT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT C 4 A_Chase\n\t\tCULT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT C 4 A_Chase\n\t\tCULT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tCULT D 3 A_Chase\n\t\tCULT D 1 A_PlaySound(\"gibbage/xhrstep\")\n\t Loop\n\tGiveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tgoto See\n Missile:\n CULT EE 4 A_FaceTarget\n CULT F 0 Bright A_CustomMissile (\"ThrallShot1\",42,-6,0,1,0)\n CULT F 0 Bright A_CustomMissile (\"ThrallShot1\",42,6,0,1,0)\n CULT F 3 Bright\n Goto See\n Pain:\n CULT G 2\n CULT G 2 A_Pain\n Goto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t Goto ESee\n Death:\n CULT H 8\n CULT I 8 A_Scream\n CULT J 4\n\t CULT K 0 A_PlaySound(\"gibbage/xbody\")\n CULT K 4 A_NoBlocking\n CULT L 4\n CULT M -1\n Stop\n XDEATH:\n CULT N 5 A_SpawnItem(\"GIBBER\")\n CULT O 5 A_XScream\n CULT P 5 A_NoBlocking\n CULT QR 5\n\t CULT S 5 A_PlaySound(\"gibbage/xvile\")\n\t CULT TUV 5\n CULT W -1\n Raise:\n CULT MLKJHI 5\n Goto See\n }\n}\n\nACTOR ThrallShot1\n{\n Radius 4\n Height 6\n Speed 32\n Damage 2\n RENDERSTYLE ADD\n ALPHA 0.67\n PROJECTILE\n +BLOODSPLATTER\n Decal \"BulletChip\"\n DeathSound \"monster/disht1\"\n SeeSound \"monster/culatk\"\n Obituary \"%o was killed by %k's lowly Cultist.\"\n States\n {\n Spawn:\n CFX4 A 2 Bright\n CFX4 B 2 Bright\n loop\n Death:\n CFX4 CDEF 3 Bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/EvilKnight.txt",
"contents": "// Evil Knight\nactor EvilKnight\n{\n Health 110\n Radius 20\n Height 56\n PainChance 60\n Mass 175\n MeleeRange 58\n Speed 9\n Scale 0.85\n\t+PUSHABLE\n Monster\n +FLOORCLIP\n\t+QUICKTORETALIATE\n\t-COUNTKILL\n\tDamagefactor \"Sniper\", 1.5\n Damagefactor \"Suppression2\", 1.3\n PainChance \"EmPowered\", 255\n SeeSound \"dknight/sight\"\n ActiveSound \"dknight/active\"\n MeleeSound \"dknight/melee\"\n PainSound \"dknight/pain\"\n DeathSound \"dknight/death\"\n dropitem \"summonmana\", 256, 1\n\tPainchance \"Shadowbeastcloud\", 0\n HitObituary \"%o was sliced by an evil knight.\"\n Obituary \"%o was burned from an evil knight's fireballs.\"\n\tBloodType \"hblood\"\n States\n {\n Spawn:\n\t KNGT EE 0 A_GiveInventory(\"KnightArmor\", 100)\n\tIdle:\n KNGT E 5 A_Look\n Goto See\n Giveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tKNGT A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1, \"ESee\")\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(40, \"Giveup\")\n KNGT A 4 A_Chase\n KNGT A 4 A_Chase\n KNGT B 3 A_Chase\n KNGT B 1 A_PlaySound(\"gibbage/xpstep\")\n KNGT C 4 A_Chase\n KNGT C 4 A_Chase\n KNGT D 3 A_Chase\n KNGT D 1 A_PlaySound(\"gibbage/xpstep\")\n Loop\n\t ESee:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(40, \"Giveup\")\n\t\tKNGT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT A 4 A_Chase\n\t KNGT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT A 4 A_Chase\n\t KNGT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT B 3 A_Chase\n KNGT B 1 A_PlaySound(\"gibbage/xpstep\")\n\t KNGT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT C 4 A_Chase\n\t KNGT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT C 4 A_Chase\n\t KNGT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n KNGT D 3 A_Chase\n KNGT D 1 A_PlaySound(\"gibbage/xpstep\")\n Loop\n Melee:\n KNGT E 2 A_FaceTarget\n KNGT F 2 A_FaceTarget\n KNGT F 0 A_PlaySound(\"dknight/swing\")\n KNGT FGH 2\n\t //KNGT F 0 A_PlaySound(\"dknight/Melee\", CHAN_WEAPON)\n KNGT I 2 A_CustomMeleeAttack(10, \"dknight/melee\")\n KNGT J 2\n KNGT E 2\n Goto See\n Missile:\n\t\tKNGT A 0 A_JumpIfCloser(450, \"Fireshot\")\n\t\tGoto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(30)\n\t WATC H 0 A_GiveInventory(\"KnightArmor\", 20)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n\tFireShot:\n KNGT E 3 A_FaceTarget\n KNGT F 3 A_FaceTarget\n KNGT FGH 4\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,-4)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,-2)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,0)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,2)\n KNGT I 1 A_CustomMissile(\"KFireBall\",32,0,4)\n KNGT E 3\n Goto See\n Pain:\n KNGT E 3 A_Pain\n KNGT E 3\n Goto See\n Death:\n KNGT K 6 A_Scream\n KNGT LM 5\n KNGT N 5\n\t KNGT O 5 A_PlaySound(\"gibbage/xbody\")\n\t KNGT PQ 5\n KNGT R 1 A_NoBlocking\n KNGT R -1\n Stop\n Raise:\n\t KNGT RQPONMLK 6\n\t Goto See\n }\n}\n\nactor KFireBall\n{\n Radius 13\n Height 8\n Speed 22\n Damage (random(2,5))\n\t+THRUGHOST\n\tObituary \"%o was slain by an evil knight under %k's command.\"\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"hellguard/shot\"\n DeathSound \"hellguard/shothit\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n HGFB ABCD 2 Bright\n Loop\n Death:\n HGFB EFGH 4 Bright\n Stop\n }\n}\n\nactor KnightArmor : BasicArmorBonus\n{\n armor.maxsaveamount 100\n armor.savepercent 100\n armor.saveamount 100\n Inventory.Icon \"BON2A0\"\n states\n {\n Spawn:\n ABO2 AB 3\n ABO2 C 6\n ABO2 B 3\n loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Vulgar.txt",
"contents": "//Vulgar\nactor Vulgar\n{\n obituary \"%o was poisoned by a vulgar.\"\n hitobituary \"A Vulgar had %o for lunch.\"\n health 210\n radius 20\n height 56\n mass 120\n speed 8\n painchance 90\n painchance \"agauresdmg\", 255\n painchance \"Empowered\", 255\n MeleeRange 56\n +QUICKTORETALIATE\n -COUNTKILL\n //MinMissileChance 140\n dropitem \"summonmana\", 256, 1\n seesound \"monster/vulsit\"\n painsound \"monster/vulpai\"\n deathsound \"monster/vuldth\"\n activesound \"monster/vulact\"\n Damagefactor \"Sniper\", 1.5\n Damagefactor \"Suppression2\", 1.3\n Painchance \"Shadowbeastcloud\", 0\n bloodtype hblood\n MONSTER\n +FLOORCLIP\n -COUNTKILL\n +PUSHABLE\n states\n {\n Spawn:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 3)\n VULG AB 10 A_Look\n Goto See\n\tAGUR AB 10 A_Look\n\tGoto See\n See:\n VULG A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1, \"ESee\")\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 11)\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n VULG A 4 A_Chase\n VULG A 4 A_Chase\n VULG B 3 A_Chase\n VULG B 1 A_PlaySound(\"gibbage/xfstep\")\n VULG C 4 A_Chase\n VULG C 4 A_Chase\n VULG D 3 A_Chase\n VULG D 1 A_PlaySound(\"gibbage/xfstep\")\n loop\n\tSPOS A 0 A_JumpIfTargetinLOS(2, 180)\n\t\tSPOS A 0 A_Jump(25, \"Giveup\")\n AGUR A 4 A_Chase\n AGUR A 4 A_Chase\n AGUR B 3 A_Chase\n AGUR B 1 A_PlaySound(\"gibbage/xfstep\")\n AGUR C 4 A_Chase\n AGUR C 4 A_Chase\n AGUR D 3 A_Chase\n AGUR D 1 A_PlaySound(\"gibbage/xfstep\")\n\t loop\n\tESee:\n\tVULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 17)\n\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tVULG A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG A 4 A_Chase\n\tVULG A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG A 4 A_Chase\n\t VULG A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG B 3 A_Chase\n VULG B 1 A_PlaySound(\"gibbage/xfstep\")\n\t VULG C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG C 4 A_Chase\n\t VULG C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG C 4 A_Chase\n\t VULG C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n VULG D 3 A_Chase\n VULG D 1 A_PlaySound(\"gibbage/xfstep\")\n loop\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 180)\n\t\tSPOS A 0 A_Jump(25, \"Giveup\")\n\t\tAGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tAGUR A 4 A_Chase\n\t\tAGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR A 4 A_Chase\n\t AGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR B 3 A_Chase\n AGUR B 1 A_PlaySound(\"gibbage/xfstep\")\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR C 4 A_Chase\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR C 4 A_Chase\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR D 3 A_Chase\n AGUR D 1 A_PlaySound(\"gibbage/xfstep\")\n\t loop\n Melee:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 5)\n VULG E 4 A_FaceTarget\n VULG F 3 A_PlaySound(\"monster/vulswg\")\n VULG F 3 A_FaceTarget\n VULG G 3 A_CustomMeleeAttack(8, \"monster/vulhit\")\n goto See\n AGUR E 4 A_FaceTarget\n AGUR F 3 A_PlaySound(\"monster/vulswg\")\n AGUR F 3 A_FaceTarget\n AGUR G 3 A_CustomMeleeAttack(10, \"monster/vulhit\")\n goto See\n Missile:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 4)\n VULG E 4 A_FaceTarget\n\tVULG F 4 A_FaceTarget\n VULG G 6 A_CustomMissile(\"VulgarShot\",37,0,0,0,0)\n goto See\n AGUR EF 4 A_FaceTarget\n\t/*AGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, -10, 0, 0)\n AGUR G 6 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, 10, 0, 0)\n\tAGUR EF 8 A_FaceTarget\n AGUR G 6 A_CustomMissile(\"AgauresBall\", 37, 0, 0, 0, 0)\n\tAGUR EF 8 A_FaceTarget\n\tAGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, -10, 0, 0)\n AGUR G 6 A_CustomMissile(\"SpeedyAgauresBall\",37,0,10,0,0)\n\tAGUR EF 8 A_FaceTarget*/\n\tAGUR G 0 A_CustomMissile(\"AgauresBall\", 37, 0, -6, 0, 0)\n\tAGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, 0, 0, 0)\n AGUR G 6 A_CustomMissile(\"AgauresBall\", 37, 0, 6, 0, 0)\n\tgoto see\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n Pain:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 3)\n VULG H 2\n VULG H 2 A_Pain\n goto See\n AGUR H 1\n\tAGUR H 1 A_Pain\n\tGoto See\n Pain.Agauresdmg:\n \tVULG A 0 A_GiveInventory(\"Agauresitem\", 1)\n\tVULG A 0 HealThing(1)\n\tGoto See\n Pain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 8)\n VULG I 8\n VULG J 8 A_Scream\n VULG KL 6\n\tVULG M 0 A_PlaySound(\"gibbage/xbody\")\n VULG M 6 A_NoBlocking\n VULG N -1\n stop\n AGUR I 8\n AGUR J 8 A_Scream\n AGUR KL 6\n\tAGUR M 0 A_PlaySound(\"gibbage/xbody\")\n AGUR M 6 A_NoBlocking\n AGUR N -1\n stop\n XDeath:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 10)\n VULG O 5\n\tVULG P 0 A_SpawnItem(\"GIBBER\")\n VULG P 5 A_XScream\n VULG Q 5\n VULG R 5 A_NoBlocking\n VULG S 5 A_PlaySound(\"gibbage/xvile\")\n\tVULG TU 5\n VULG V -1\n stop\n\tAGUR O 5\n\tAGUR P 0 A_SpawnItem(\"GIBBER\")\n AGUR P 5 A_XScream\n AGUR Q 5\n AGUR R 5 A_NoBlocking\n AGUR S 5 A_PlaySound(\"gibbage/xvile\")\n\tAGUR TU 5\n AGUR V -1\n\tstop\n Raise:\n VULG A 0 A_JumpIfInventory(\"Agauresitem\", 1, 6)\n VULG ML 8\n VULG KJI 6\n goto See\n AGUR ML 8\n AGUR KJI 6\n goto See\n }\n}\n\nACTOR VulgarShot\n{\n Radius 8\n Height 16\n Speed 21\n Damage 4\n PoisonDamage 32\n RENDERSTYLE ADD\n //ALPHA 0.67\n PROJECTILE\n obituary \"%k's vulgar poisoned %o.\"\n Seesound \"poly/stmdr1\"\n DeathSound \"monster/vulhit\"\n States\n {\n Spawn:\n FVUL AAABBB 1 Bright// A_SpawnItemEx(\"VulgarShotFX\",0,0,0,0,0,0,0,128,0)\n loop\n Death:\n FVUL CDEF 4 Bright\n stop\n }\n}\n\nACTOR VulgarShotFX\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n ALPHA 0.75\n States\n {\n Spawn:\n NULL A 1 Bright\n VBFX ABCDEFG 2 Bright\n Stop\n }\n}\n\nACTOR agauresupgrade\n{\n damage (1)\n radius 6\n height 6\n speed 50 //unless you add more than one tic to the projectile, this is distance\n PROJECTILE\n +NODAMAGETHRUST\n +DONTREFLECT\n damagetype agauresdmg\n states\n {\n Spawn:\n FX04 A 1\n loop\n Death:\n FX04 A 1\n stop\n }\n}\n\nACTOR agauresitem : Inventory\n{\ninventory.maxamount 1\n}\n\n//End of Vulgar\n\nActor Agaures : Vulgar\n{\n\t-COUNTKILL\n\tstates\n {\n Spawn:\n\tAGUR AB 10 A_Look\n\tGoto See\n See:\n AGUR A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1, \"ESee\")\n\tSPOS A 0 A_JumpIfTargetinLOS(2, 180)\n\t\tSPOS A 0 A_Jump(25, \"Giveup\")\n AGUR A 4 A_Chase\n AGUR A 4 A_Chase\n AGUR B 3 A_Chase\n AGUR B 1 A_PlaySound(\"gibbage/xfstep\")\n AGUR C 4 A_Chase\n AGUR C 4 A_Chase\n AGUR D 3 A_Chase\n AGUR D 1 A_PlaySound(\"gibbage/xfstep\")\n\t loop\n\t ESee:\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 180)\n\t\tSPOS A 0 A_Jump(25, \"Giveup\")\n\t\tAGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t\tAGUR A 4 A_Chase\n\t\tAGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR A 4 A_Chase\n\t AGUR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR B 3 A_Chase\n AGUR B 1 A_PlaySound(\"gibbage/xfstep\")\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR C 4 A_Chase\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR C 4 A_Chase\n\t AGUR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n AGUR D 3 A_Chase\n AGUR D 1 A_PlaySound(\"gibbage/xfstep\")\n\t loop\n Melee:\n AGUR E 4 A_FaceTarget\n AGUR F 3 A_PlaySound(\"monster/vulswg\")\n AGUR F 3 A_FaceTarget\n AGUR G 3 A_CustomMeleeAttack(10, \"monster/vulhit\", \"none\", Normal)\n goto See\n Missile:\n AGUR EF 4 A_FaceTarget\n\t/*AGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, -10, 0, 0)\n AGUR G 6 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, 10, 0, 0)\n\tAGUR EF 8 A_FaceTarget\n AGUR G 6 A_CustomMissile(\"AgauresBall\", 37, 0, 0, 0, 0)\n\tAGUR EF 8 A_FaceTarget\n\tAGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, -10, 0, 0)\n AGUR G 6 A_CustomMissile(\"SpeedyAgauresBall\",37,0,10,0,0)\n\tAGUR EF 8 A_FaceTarget*/\n\tAGUR G 0 A_CustomMissile(\"AgauresBall\", 37, 0, -8, 0, 0)\n\tAGUR G 0 A_CustomMissile(\"SpeedyAgauresBall\", 37, 0, 0, 0, 0)\n AGUR G 6 A_CustomMissile(\"AgauresBall\", 37, 0, 8, 0, 0)\n\tGoto See\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n Pain:\n AGUR H 1\n\tAGUR H 1 A_Pain\n\tGoto See\n Pain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n AGUR I 8\n AGUR J 8 A_Scream\n AGUR KL 6\n\tAGUR M 0 A_PlaySound(\"gibbage/xbody\")\n AGUR M 6 A_NoBlocking\n AGUR N -1\n stop\n\tXDeath:\n AGUR O 5\n AGUR P 0 A_SpawnItem(\"GIBBER\")\n AGUR P 5 A_XScream\n AGUR Q 5\n AGUR R 5 A_NoBlocking\n AGUR S 5 A_PlaySound(\"gibbage/xvile\")\n\tAGUR TU 5\n AGUR V -1\n\tStop\n Raise:\n AGUR ML 8\n AGUR KJI 6\n goto See\n }\n}\n\nActor AgauresBall\n{\n Radius 8\n Height 16\n Speed 25\n Damage 4\n RenderStyle Add\n //Alpha 0.67\n PROJECTILE\n +THRUGHOST\n obituary \"%o was poisoned by a vulgar.\"\n damagetype \"Suppression\"\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n States\n {\n Spawn:\n BLVB AAABBB 1 Bright A_SpawnItemEx(\"AgauresBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n loop\n Death:\n BLVB CDEF 4 Bright\n stop\n }\n}\n\nActor AgauresBallTrail\n{\n Radius 0\n Height 1\n PROJECTILE\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 1 Bright\n BLTR ABCDEFG 2 Bright\n Stop\n }\n}\n\nActor SpeedyAgauresBall : AgauresBall\n{\n Speed 20\n Damage 4\n}"
},
{
"source": "pk3",
"name": "actors/Butcher.txt",
"contents": "Actor Butcher\n{\n Obituary \"%o was too close to %k's butcher.\"\n HitObituary \"%o was too close to %k's butcher.\"\n Health 250\n PainChance \"EmPowered\", 255\n Radius 22\n Height 62\n Mass 800\n Speed 8\n PainChance 100\n MeleeRange 76\n SeeSound \"Butcher/Sight\"\n PainSound \"Butcher/Pain\"\n DeathSound \"Butcher/Death\"\n ActiveSound \"Butcher/Active\"\n Painchance \"Shadowbeastcloud\", 0\n Monster\n dropitem \"summonmana\", 256, 1\n +FloorClip\n +QUICKTORETALIATE\n -COUNTKILL\n +PUSHABLE\n +CANNOTPUSH\n BloodType \"hblood\"\n States\n {\n Spawn:\n BCHR AAAAAAAAAABBBBBBBBBB 1 A_Look\n Goto See\n Giveup:\n\tSPOS A 0 A_ClearTarget\n\tGoto see\n See:\n\tVULG A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1, \"ESee\")\n\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(40, \"Giveup\")\n BCHR A 4 A_Chase\n\tBCHR A 4 A_Chase\n\tBCHR B 4 A_Chase\n\tBCHR B 4 A_Chase\n BCHR C 0 A_PlaySoundEx(\"Butcher/Step\", \"SoundSlot7\", 0)\n BCHR C 4 A_Chase\n\tBCHR C 4 A_Chase\n\tBCHR D 4 A_Chase\n\tBCHR D 4 A_Chase\n BCHR A 0 A_PlaySoundEx(\"Butcher/Step\", \"SoundSlot7\", 0)\n Loop\n\tESee:\n\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(40, \"Giveup\")\n\tBCHR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BCHR A 4 A_Chase\n\tBCHR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR A 4 A_Chase\n\tBCHR A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR B 4 A_Chase\n\tBCHR B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR B 4 A_Chase\n\tBCHR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BCHR C 0 A_PlaySoundEx(\"Butcher/Step\", \"SoundSlot7\", 0)\n BCHR C 4 A_Chase\n\tBCHR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR C 4 A_Chase\n\tBCHR C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR D 4 A_Chase\n\tBCHR D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,40), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\tBCHR D 4 A_Chase\n BCHR A 0 A_PlaySoundEx(\"Butcher/Step\", \"SoundSlot7\", 0)\n Loop\n Melee:\n BCHR EF 6 A_FaceTarget\n BCHR G 0 A_PlaySound(\"Butcher/Melee\")\n BCHR G 6 A_CustomMeleeAttack(random(15,19), \"Butcher/Melee\")\n Goto See\n Pain:\n BCHR H 3\n BCHR H 3 A_Pain\n Goto See\n Pain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n BCHR I 0 A_SpawnItem(\"GIBBER\")\n BCHR H 0 A_PlaySound(\"Butcher/Death\", 6)\n BCHR I 0 A_PlaySound(\"Butcher/Explode\", 5)\n BCHR IJK 6\n BCHR L 0 A_FaceTarget\n BCHR L 6 A_SpawnItemEx(\"ButcherHammer\", 0, -18, 24, 3, 0, 3, -85, 128)\n BCHR M 6 A_NoBlocking\n BCHR N 6\n\tBCHR O 6 A_PlaySound(\"gibbage/xvile\")\n\tBCHR P 6\n BCHR Q -1\n Stop\n Raise:\n BCHR QPONMLKJIH 6\n\tGoto See\n }\n}\n\nActor AButcher : Butcher\n{\n\tStates\n\t{\n\tPain:\n BCHR H 1\n\tBCHR H 2 A_CustomMissile(\"RadiusThruster\")\n BCHR H 3 A_Pain\n Goto See\n\t}\n}\n\nActor RadiusThruster\n{\n\tProjectile\n\tSpeed 0\n\tRadius 8\n\tHeight 8\n\t+RIPPER\n\t+PAINLESS\n\t+BLOODLESSIMPACT\n\tRenderstyle Add\n\tAlpha 0.1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 K 0 Bright\n\tAVSP KK 1 Bright A_RadiusThrust(800, 256, 0)\n\tAVSP LMNO 3 Bright\n\tStop\n\t}\n}\n\nActor ButcherHammer\n{\n +DoomBounce\n //Projectile\n +BounceOnActors\n Gravity 0.4\n Speed 3\n States\n {\n Spawn:\n BRHM ABCD 5\n BRHM E 300\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Wicked.txt",
"contents": "ACTOR RealmWicked\n{\nHealth 240\nRadius 25\nHeight 88\nMass 200\nSpeed 10\nPainChance 64\nMONSTER\n+NOGRAVITY\n+FLOAT\n+QUICKTORETALIATE\n+PUSHABLE\n-COUNTKILL\nbloodtype hblood\nObituary \"%o got blasted by a Wicked.\"\nSeeSound \"monster/wiksit\"\nPainSound \"monster/wikpai\"\nDeathSound \"monster/wikdth\"\nActiveSound \"monster/wikact\"\npainchance \"EmPowered\", 255\ndropitem \"smallmana\", 256, 5\nPainchance \"Shadowbeastcloud\", 0\nStates\n {\n Spawn:\n WICK ABCD 4 A_Look\n Goto See\n Giveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tWICK A 1 A_PlaySound(\"gibbage/fly\")\n WICK AABBCCDD 4 A_Chase\n\t WICK A 0 A_Jump(64,1)\n Goto See\n WICK A 0\n Goto See2\n See2:\n\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee2\")\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tWICK E 1 A_PlaySound(\"gibbage/fly\")\n WICK EEFFGGHH 2 A_Chase\n WICK E 0 A_Jump(32,1)\n Goto See2\n WICK E 0\n Goto See\n\tESee:\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t SPOS A 0 A_Jump(20, \"Giveup\")\n\t WICK A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK A 1 A_PlaySound(\"gibbage/fly\")\n WICK A 4 A_Chase\n\t WICK A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK A 4 A_Chase\n\t WICK A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK B 4 A_Chase\n\t WICK B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK B 4 A_Chase\n\t WICK B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK C 4 A_Chase\n\t WICK C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK C 4 A_Chase\n\t WICK D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK D 4 A_Chase\n\t WICK D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK D 4 A_Chase\n\t WICK D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK D 0 A_Jump(64,1)\n Goto ESee\n WICK A 0\n Goto ESee2\n ESee2:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(20, \"Giveup\")\n\t\tWICK A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK E 1 A_PlaySound(\"gibbage/fly\")\n WICK E 2 A_Chase\n\t WICK E 2 A_Chase\n\t WICK E 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK F 2 A_Chase\n\t WICK F 2 A_Chase\n\t WICK G 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK G 2 A_Chase\n\t WICK G 2 A_Chase\n\t WICK G 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,72), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t WICK H 2 A_Chase\n\t WICK H 2 A_Chase\n\t\tWICK E 0 A_Jump(32,1)\n\t\tGoto ESee2\n\t\tWICK E 0\n\t\tGoto ESee\n Missile:\n WICK I 1 A_PlaySound(\"monster/wikatk\")\n WICK I 4 A_FaceTarget\n WICK J 4 BRIGHT A_FaceTarget\n WICK K 4 BRIGHT A_CustomMissile(\"RealmWickedShot\",60,0,0)\n WICK L 4\n WICK A 0 A_Jump(64,1)\n Goto See\n WICK A 0\n Goto See2\n Pain:\n WICK M 3\n WICK M 3 A_Pain\n WICK M 3\n Goto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n\t WICK N 0 A_SpawnItem(\"Gibber\")\n WICK N 5 A_Scream\n WICK OP 5 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n WICK P 0 A_SpawnItemEX(\"RealmWickedTorso\",0,0,48,0,0,0,0,16)\n WICT A 5 A_NoBlocking\n WICT BCDEF 5\n WICT G 300 A_SetFloorClip\n Stop\n }\n}\n\nACTOR RealmWickedShot\n{\n Radius 8\n Height 8\n Speed 14\n Damage (random(1,8)*(5+(ACS_ExecuteWithResult(899)/20)))\n RENDERSTYLE Add\n DamageType fire\n ALPHA 0.67\n PROJECTILE\n +SEEKERMISSILE\n +FORCEXYBILLBOARD\n Obituary \"%o got blasted by %k's Wicked.\"\n Seesound \"weapons/firmfi\"\n DeathSound \"weapons/firex5\"\n States\n {\n Spawn:\n\t WIBL A 0 Bright Acs_ExecuteAlways(900)\n\t WIBL A 0 Bright A_SeekerMissile(8,8)\n WIBL ABCD 1 Bright A_SpawnItemEx(\"RealmWickedFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t WIBL ABCD 1 Bright A_SpawnItemEx(\"RealmWickedFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t WIBL ABCD 1 Bright A_SpawnItemEx(\"RealmWickedFX\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,128,0)\n\t WIBL D 0 Bright A_GiveInventory(\"WickedDistanceCheck\",8)\n loop\n Death:\n WIBL JKLMN 3 Bright\n stop\n }\n}\n\nActor WickedDistanceCheck : Inventory\n{\n\tInventory.MaxAmount 100\n}\n\nActor RealmWickedSpeedCheck : Inventory\n{\n\tInventory.MaxAmount 14\n}\n\nACTOR RealmWickedFX\n{\n Radius 2\n Height 2\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n WIBL EFGHI 3 BRIGHT\n Stop\n }\n}\n\nACTOR RealmWickedTorso\n{\n Health 1000000000000\n Mass 1000000\n Radius 1\n Height 1\n -COUNTKILL\n +NONSHOOTABLE\n +NORADIUSDMG\n +DROPOFF\n +NOTELEPORT\n +CORPSE\n States\n {\n Spawn:\n WICK Q 5 A_PlaySound(\"monster/tenpn1\")\n WICK R 5 A_CheckFloor(\"Ground\")\n goto Spawn+1\n Ground:\n WICK S 1 A_SetFloorClip\n WICK S 4 A_PlaySound(\"monster/tenpn2\")\n WICK TUV 5\n WICK W 300\n\t Stop\n Death:\n NULL A 1\n stop\n }\n}\n\nACTOR RealmWickedTorsoRes\n{\n Radius 24\n Height 24\n +NOGRAVITY\n +NOBLOCKMAP\n +NOCLIP\n States\n {\n Spawn:\n WICK WVUTSRQ 5\n stop\n }\n}\n//End of RealmWicked"
},
{
"source": "pk3",
"name": "actors/Hellion.txt",
"contents": "//Hellion\nactor Hellion\n{\n obituary \"A Hellion burned %o to a crisp.\"\n health 330\n radius 22\n height 62\n mass 120\n speed 10\n painchance 20\n MaxTargetRange 1024\n painchance \"EmPowered\", 255\n dropitem \"smallmana\", 256, 5\n Scale 1.1\n seesound \"monster/hlnsit\"\n painsound \"monster/hlnpai\"\n deathsound \"monster/hlndth\"\n activesound \"monster/hlnact\"\n MONSTER\n +FLOORCLIP\n +PUSHABLE\n -COUNTKILL\n +QUICKTORETALIATE\n +DONTHURTSPECIES\n bloodtype hblood\n states\n {\n Spawn:\n HELN AB 10 A_Look\n Goto See\n\tSee:\n\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(30, \"Giveup\")\n HELN A 1 A_PlaySound(\"gibbage/xfstep\")\n HELN A 3 A_Chase\n HELN B 2 A_Chase\n HELN B 2 A_Chase\n HELN C 2 A_Chase\n HELN C 2 A_Chase\n HELN D 1 A_PlaySound(\"gibbage/xfstep\")\n HELN D 2 A_Chase\n HELN E 2 A_Chase\n HELN E 2 A_Chase\n HELN F 2 A_Chase\n HELN F 2 A_Chase\n loop\n ESee:\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(30, \"Giveup\")\n\tHELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN A 1 A_PlaySound(\"gibbage/xfstep\")\n HELN A 3 A_Chase\n\t HELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN B 2 A_Chase\n HELN B 2 A_Chase\n\t HELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN C 2 A_Chase\n HELN C 2 A_Chase\n\t HELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN D 1 A_PlaySound(\"gibbage/xfstep\")\n HELN D 2 A_Chase\n HELN E 2 A_Chase\n\t HELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN E 2 A_Chase\n HELN F 2 A_Chase\n\t HELN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,46), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HELN F 2 A_Chase\n loop\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n Missile:\n HELN G 0 A_VileStart\n\t//HELN G 0 A_GiveInventory(\"HellionCooldown\")\n\tHELN G 3\n\tHELN G 0 A_CustomMissile(\"HellionFire\")\n HELN HGHGHGHGHGHGHGHGHGHGHGH 3 Bright A_FaceTarget\n //HELN L 6 Bright A_CustomMissile(\"HellionBall\",32,0,0,0,0)\n //HELN L 1\n goto See\n Pain:\n HELN M 2\n HELN M 2 A_Pain\n goto See\nPain.Empowered:\n\t WATC H 0 HealThing(52)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n HELN N 6\n HELN O 6 A_Scream\n HELN PQ 6\n\tHELN R 6 A_PlaySound(\"gibbage/xbody\")\n HELN S 6 A_NoBlocking\n HELN T -1\n stop\n XDeath:\n HELG A 5 A_SpawnItem(\"GIBBER\")\n HELG B 5 A_XScream\n HELG C 5\n HELG D 5 A_NoBlocking\n HELG EF 5\n HELG GHI 5\n HELG I -1\n stop\n Raise:\n HELN TSRQPON 6\n goto See\n }\n}\n\nACTOR HellionBall : CacodemonBall\n{\nDamage 9\nSpeed 27\nAlpha 0.80\nDamageType fire\nobituary \"%k's Hellion burned %o to a crisp.\"\n+FORCEXYBILLBOARD\n//Decal \"Scorch\"\n+THRUGHOST\nSeeSound \"Monster/hlnatk\"\nDeathSound \"Monster/hlnexp\"\n states\n {\n Spawn:\n HLBL AB 3 bright A_SpawnItemEx(\"HellionPuff\",0,0,0,0,0,0)\n loop\n Death:\n HLBL JKLMN 3 bright\n stop\n }\n}\n\nACTOR HellionPuff\n{\n Radius 3\n Height 3\n RENDERSTYLE ADD\n Alpha 0.67\n +NOGRAVITY\n +NOBLOCKMAP\n +DONTSPLASH\n +FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n NULL A 3 Bright\n HLBL CDEFGHI 3 BRIGHT\n Stop\n }\n}\n\nActor HellionFire\n{\n Obituary \"%o got was set ablaze by a Hellion.\"\n Radius 16\n Height 1\n Speed 0\n RENDERSTYLE ADD\n DamageType fire\n ALPHA 0.67\n +NOGRAVITY\n +SEEKERMISSILE\n +NOTARGET\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n Damagetype \"Shadowbeastcloud\"\n States\n {\n Spawn:\n HLFR AA 0 Bright A_Fire\n\tHLFR A 0 Bright A_StartFire\n HLFR A 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR B 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR C 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR D 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR E 0 Bright A_Fire\n HLFR E 2 Bright A_FireCrackle\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR F 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR G 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR H 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR I 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR E 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR F 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR G 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR H 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR I 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR E 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR F 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR G 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR H 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR A 0 Bright A_Fire\n HLFR I 2 Bright A_FireCrackle\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR E 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR F 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR G 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR H 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR I 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n\tHLFR E 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR F 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR G 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR H 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR I 2 Bright A_Fire\n\tHLFR A 0 Bright A_Explode(1,32,0)\n HLFR J 2 Bright A_Fire\n Stop\n }\n}\n\nActor HellionCooldown : Powerup\n{\n\tPowerup.Duration 58\n}\n\n//End of Hellion"
},
{
"source": "pk3",
"name": "actors/Nightmare.txt",
"contents": "ACTOR zNightmare\n{\n\t//$Category \"Monsters\"\n Health 300\n Radius 20\n Height 56\n Speed 13\n PainChance 60\n\tPainChance \"EmPowered\", 255\n MONSTER\n\t+STEALTH\n +FLOORCLIP\n\t+QUICKTORETALIATE\n\t-COUNTKILL\n\t+GHOST\n\t+CANNOTPUSH\n\t+NOBLOOD\n\t+SHADOW\n\t+DONTOVERLAP\n\t-SOLID\n\tdropitem \"summonmana\", 256, 1\n\tPainchance \"Shadowbeastcloud\", 0\n RenderStyle Add\n\tMeleeRange 64\n\tMass 300\n SeeSound \"nightmare/sight\"\n PainSound \"nightmare/pain\"\n DeathSound \"nightmare/death\"\n ActiveSound \"nightmare/active\"\n\t//AttackSound \"nightmare/melee\"\n HitObituary \"%o was tormented by %k's nightmare.\"\n States\n {\n Spawn:\n NMRE AB 10 A_Look\n Goto See\n Giveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(40, \"Giveup\")\n NMRE AABBCCDD 3 A_Chase\n NMRE D 0 A_Jump(64,1)\n Loop\n NMRE D 0 A_SpawnItemEX(\"zNightmareWisp\")\n Loop\n Melee:\n NMRE EF 5 A_FaceTarget\n\t\tNMRE G 0 A_PlaySound(\"nightmare/melee\")\n NMRE G 5 A_CustomMeleeAttack(random(13,14), \"nightmare/melee\")\n Goto See\n Pain:\n NMRE H 2\n NMRE H 4 A_Pain\n Goto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(50)\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto See\n Death:\n NMRE P 5 A_ScreamAndUnblock\n NMRE PPPPPPPPPP 1 A_FadeOut(0.02)\n\t\tNMRE PPPPPPPPPP 1 A_FadeOut(0.02)\n\t\tNMRE PPPPPPPPPP 1 A_FadeOut(0.02)\n\t\tNMRE PPPPPPPPPP 1 A_FadeOut(0.02)\n\t\tNMRE PPPPPPPPPP 1 A_FadeOut(0.02)\n Stop\n }\n}\n\nACTOR zNightmareWisp\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 0\n\tDamage 0\n\tRenderstyle Add\n\tPROJECTILE\n\t//+NOCLIP\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t//+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tNMRE IJKLMNO 3\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Fallens.txt",
"contents": "ACTOR zFallen\n{\nHealth 455\nRadius 24\nHeight 48\nMass 400\nSpeed 12\nPainChance 30\ndropitem \"smallmana\", 256, 5\nMONSTER\n+NOGRAVITY\n+FLOAT\n+QUICKTORETALIATE\n+PUSHABLE\n-COUNTKILL\nObituary \"%o got burned by a Fallen.\"\nSeeSound \"monster/falsit\"\nPainSound \"monster/falpai\"\nDeathSound \"monster/faldth\"\nActiveSound \"monster/hlnact\"\nPainChance \"Empowered\", 255\nbloodtype bulletpuffed\nStates\n {\n Spawn:\n \t\tFALN A 0 Bright\n FALN ABCDB 8 Bright A_Look\n Goto See\n See:\n\t\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1,\"ESee\")\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 200)\n\t SPOS A 0 A_Jump(15, \"Giveup\")\n FALN A 1 Bright A_Playsound (\"monster/falwng\")\n FALN AA 2 Bright A_Chase\n\t FALN BB 2 Bright A_Chase\n\t FALN CC 2 Bright A_Chase\n\t FALN DD 2 Bright A_Chase\n\t FALN BB 2 Bright A_Chase\n Goto See\n\tESee:\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 200)\n\t SPOS A 0 A_Jump(15, \"Giveup\")\n FALN A 1 Bright A_Playsound (\"monster/falwng\")\n FALN AA 2 Bright A_Chase\n\t FALN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN BB 2 Bright A_Chase\n\t FALN B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN CC 2 Bright A_Chase\n\t FALN C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN DD 2 Bright A_Chase\n\t FALN D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN BB 2 Bright A_Chase\n Goto See\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n Missile:\n FALN CE 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot2\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot\",40,0,0)\n FALN E 2 BRIGHT\n FALN F 2 BRIGHT\n FALN E 0 BRIGHT A_Jump(128, 3)\n FALN EE 1 BRIGHT\n\t FALN E 1 BRIGHT\n Goto See\n Pain:\n FALN E 3 Bright\n FALN E 3 Bright A_Pain\n FALN E 3 Bright\n Goto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(71)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n FALN G 5 Bright\n FALN H 5 Bright A_Scream\n FALN I 5 Bright\n\t FALN J 5 Bright\n\t Wait\n Crash:\n\t FALN K 5 Bright A_PlaySound(\"gibbage/xvile\")\n FALN L 5 Bright A_NoBlocking\n FALN M -1 A_SetFloorClip\n Stop\n Raise:\n\t\tFALN LKJIHG 5 Bright\n\t\tGoto See\n }\n}\n\nActor AFallen : zFallen\n{\n\tStates\n\t{\n\tSee:\n\t\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\",1,\"ESee\")\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 200)\n\t SPOS A 0 A_Jump(15, \"Giveup\")\n FALN A 1 Bright A_Playsound (\"monster/falwng\")\n\t FALN AA 2 Bright A_Chase\n\t FALN BB 2 Bright A_FastChase\n\t FALN CC 2 Bright A_Chase\n\t FALN DD 2 Bright A_FastChase\n\t FALN BB 2 Bright A_Chase\n Goto See\n\tESee:\n\t SPOS A 0 A_JumpIfTargetinLOS(2, 200)\n\t SPOS A 0 A_Jump(15, \"Giveup\")\n FALN A 1 Bright A_Playsound (\"monster/falwng\")\n FALN AA 2 Bright A_Chase\n\t FALN A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN BB 2 Bright A_FastChase\n\t FALN B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN CC 2 Bright A_Chase\n\t FALN C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN DD 2 Bright A_FastChase\n\t FALN D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t FALN BB 2 Bright A_Chase\n Goto See\n\t Missile:\n FALN CE 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot2\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 2 BRIGHT A_CustomMissile (\"zFallenShot\",40,0,0)\n FALN E 2 BRIGHT\n FALN F 2 BRIGHT\n\t FALN E 0 BRIGHT A_Jump(128, 3)\n FALN EE 1 BRIGHT A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t FALN E 1 BRIGHT\n Goto See\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n\t}\n}\n\nACTOR zFallenFX\n{\n Radius 3\n Height 3\n Speed 0\n Scale 1.25\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n ALPHA 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n FBFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR zFallenShot\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 22\n\tDamage 4\n\tScale 0.9\n\tProjectile\n\t+RANDOMIZE\n\t+THRUGHOST\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeesound \"weapons/firmfi\"\n DeathSound \"weapons/firex5\"\n Obituary \"%o got burned by %k's Fallen.\"\n\tDecal BaronScorch\n\tDamagetype Fire\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 AAABBB 2 BRIGHT A_CustomMissile(\"zFallenFX\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nActor zFallenShot2 : zFallenShot\n{\n\t+THRUGHOST\n}\n\nACTOR zFallenSP\n{\n Radius 2\n Height 2\n Speed 0\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE Normal\n -NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n FBSP AB 3 BRIGHT A_Countdown\n loop\n Death:\n FBSP CDE 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/HellHound.txt",
"contents": "ACTOR HellHound\n{\nHealth 650\nPainChance 20\nSpeed 7\nRadius 30\nHeight 50\nMass 1000\nMONSTER\n+FLOORCLIP\n+QUICKTORETALIATE\n+PUSHABLE\n-COUNTKILL\nMeleeRange 78\nPainChance \"Empowered\", 255\ndropitem \"mediummana\", 256, 10\nObituary \"%o was burned alive by a hellhound.\"\nHitObituary \"%o was fed to %k's hellhound.\"\nPainchance \"Shadowbeastcloud\", 0\nSeeSound \"monster/dogsit\"\nAttackSound \"monster/dogatk\"\nPainSound \"monster/dogpai\"\nDeathSound \"monster/dogdth\"\nActiveSound \"monster/dogact\"\nBloodType \"hblood\"\nStates\n {\n Spawn:\n HDOG AA 10 A_Look\n Goto See\n Giveup:\n\t\tHDOG A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tHDOG A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n\t\tHDOG A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tHDOG A 0 A_Jump(30, \"Giveup\")\n HDOG A 1 A_Chase\n\t HDOG AAA 1 A_Chase(\"Melee\", \"\")\n\t HDOG B 1 A_Chase\n\t HDOG BBB 1 A_Chase(\"Melee\", \"\")\n\t HDOG C 1 A_Chase\n\t HDOG CCC 1 A_Chase(\"Melee\", \"\")\n\t HDOG D 1 A_Chase\n\t HDOG DDD 1 A_Chase(\"Melee\", \"\")\n\t HDOG E 0 A_PlaySound(\"gibbage/xf2step\")\n\t HDOG E 1 A_Chase\n\t HDOG EEE 1 A_Chase(\"Melee\", \"\")\n\t HDOG F 1 A_Chase\n\t HDOG FFF 1 A_Chase(\"Melee\", \"\")\n Loop\n\t ESee:\n\t\tHDOG A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tHDOG A 0 A_Jump(30, \"Giveup\")\n\t\tHDOG A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n HDOG A 1 A_Chase\n\t HDOG AAA 1 A_Chase(\"Melee\", \"\")\n\t HDOG A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t HDOG B 1 A_Chase\n\t HDOG BBB 1 A_Chase(\"Melee\", \"\")\n\t HDOG B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t HDOG C 1 A_Chase\n\t HDOG CCC 1 A_Chase(\"Melee\", \"\")\n\t HDOG D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t HDOG D 1 A_Chase\n\t HDOG DDD 1 A_Chase(\"Melee\", \"\")\n\t HDOG E 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t HDOG E 0 A_PlaySound(\"gibbage/xf2step\")\n\t HDOG E 1 A_Chase\n\t HDOG EEE 1 A_Chase(\"Melee\", \"\")\n\t HDOG E 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,34), 0, 0, 0.5*random(2,5), 0, 128, 32)\n\t HDOG F 1 A_Chase\n\t HDOG FFF 1 A_Chase(\"Melee\", \"\")\n Loop\n Melee:\n HDOG GH 6 A_FaceTarget\n HDOG I 5 A_CustomMeleeAttack(random(27,32), \"monster/dogbit\")\n Goto See\n Missile:\n HDOG G 0 A_JumpIfCloser(400,2)\n HDOG G 0\n Goto See\n HDOG G 10 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n\t HDOG H 0 A_FaceTarget\n HDOG H 1 A_CustomMissile (\"DogFire\",27,0,random(-3,3),0,0)\n HDOG I 6\n Goto See\n Pain:\n HDOG J 2\n HDOG J 2 A_Pain\n Goto See\n\tPain.Empowered:\n\t WATC H 0 HealThing(98)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n Death:\n HDOG K 8 A_SpawnItem(\"GIBBER\")\n HDOG L 8 A_Scream\n HDOG M 4\n HDOG N 4 A_NoBlocking\n HDOG O 4 A_PlaySound(\"gibbage/xbody\")\n\t HDOG P 4\n HDOG Q 300\n Stop\n }\n}\n\nACTOR DogFire\n{\n Radius 6\n Height 8\n Speed 16\n Damage (random(1,7))\n PROJECTILE\n RENDERSTYLE ADD\n DamageType Fire\n ALPHA 0.67\n SCALE 0.8\n SeeSound \"hellh/bigbrn\"\n DeathSound \"hellh/bigbrn\"\n DONTHURTSHOOTER\n +THRUGHOST\n Obituary \"%o was fed to %k's hellhound.\"\n States\n {\n Spawn:\n TNT1 A 2 Bright\n HHFX A 3 BRIGHT\n HHFX B 3 BRIGHT\n HHFX C 3 BRIGHT\n HHFX D 3 BRIGHT\n HHFX E 3 BRIGHT\n HHFX F 3 BRIGHT //416\n HHFX G 3 BRIGHT\n HHFX H 2 BRIGHT\n stop\n Death:\n\t TNT1 A 1 Bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/ObSatyr.txt",
"contents": "Actor ObsidianSatyr\n{\n Health 900\n Radius 24\n Height 75\n Speed 7\n Mass 8000\n Painchance 0\n PainChance \"Empowered\", 255\n dropitem \"mediummana\", 256, 10\n MONSTER\n +FLOORCLIP\n +NOBLOODDECALS\n +QUICKTORETALIATE\n -COUNTKILL\n bloodtype BulletPuffed\n SeeSound \"Obsidian/Sight\"\n DeathSound \"Obsidian/Death\"\n Obituary \"%o was struck down by an obsidian satyr\"\n HitObituary \"%o was mashed by an obsidian satyr\"\n MeleeRange 74\n //AttackSound \"Baron/Melee\"\n States\n {\n Spawn:\n \tOSTT A 0\n \tPOSS A 0 acs_executealways(100, 0, 75) //third number is actor height\n OSTT A 1 A_Look\n Goto See\n\tIdle:\n\tOSTT A 1 A_Look\n\tGoto See\n See:\n\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n SPOS A 0 A_JumpIfTargetinLOS(2, 360)\n\tSPOS A 0 A_Jump(50, \"Giveup\")\n OSTT A 4 A_Chase\n OSTT A 4 A_Chase\n OSTT B 3 A_Chase\n OSTT B 1 A_PlaySound(\"gibbage/xbstep\")\n OSTT C 4 A_Chase\n OSTT C 4 A_Chase\n OSTT D 3 A_Chase\n OSTT D 1 A_PlaySound(\"gibbage/xbstep\")\n Loop\n ESee:\n SPOS A 0 A_JumpIfTargetinLOS(2, 360)\n\tSPOS A 0 A_Jump(50, \"Giveup\")\n\tOSTT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT A 4 A_Chase\n\tOSTT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT A 4 A_Chase\n\t OSTT A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT B 3 A_Chase\n OSTT B 1 A_PlaySound(\"gibbage/xbstep\")\n\t OSTT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT C 4 A_Chase\n\t OSTT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT C 4 A_Chase\n\t OSTT C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,59), 0, 0, 0.5*random(2,5), 0, 128, 32)\n OSTT D 3 A_Chase\n OSTT D 1 A_PlaySound(\"gibbage/xbstep\")\n Loop\n Giveup:\n SPOS A 0 A_ClearTarget\n\tGoto see\n Melee:\n\tOSTT E 0 A_JumpIfInventory(\"SatyrMelee\", 1, 6)\n OSTT EF 6 A_FaceTarget\n\tOSTT G 0 A_PlaySound(\"Baron/Melee\")\n OSTT G 6 A_CustomMeleeAttack(28, \"Baron/Melee\")\n\tOSTT G 0 A_GiveInventory(\"SatyrMelee\")\n\tGoto See\n OSTT PQ 6 A_FaceTarget\n\tOSTT R 0 A_PlaySound(\"Baron/Melee\")\n OSTT R 6 A_CustomMeleeAttack(28, \"Baron/Melee\")\n\tOSTT R 0 A_TakeInventory(\"SatyrMelee\")\n Goto See\n Missile:\n \tOSTT E 0 A_JumpIfCloser(200, 2)\n OSTT E 0 A_Jump(64, \"ProtectionShield\")\n OSTT EF 4 A_FaceTarget\n OSTT G 4 A_CustomMissile(\"ObsidianBlast\")\n OSTT PQ 4 A_FaceTarget\n OSTT R 4 A_CustomMissile(\"ObsidianBlast\")\n Goto See\n\tPain:\n Pain.Empowered:\n\t OSTT H 0 HealThing(150)\n\t OSTT H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t OSTT H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t OSTT H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t OSTT H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t Goto ESee\n ProtectionShield:\n \tOSTT EF 6 A_FaceTarget\n\tOSTT G 1 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, 0, 2)\n OSTT G 0 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, 10, 2)\n OSTT G 1 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, -10, 2)\n\tOSTT G 0 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, 20, 2)\n OSTT G 1 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, -20, 2)\n OSTT G 0 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, 30, 2)\n OSTT G 2 bright A_CustomMissile(\"ObbyShieldSpawner\", 38, 0, -30, 2)\n Goto See\n Death:\n OSTT HI 5\n OSTT J 5 A_Scream\n OSTT K 6\n OSTT L 7 A_Fall\n OSTT M 5 A_PlaySound(\"gibbage/xbody\")\n\tOSTT N 5\n OSTT O 300\n Stop\n }\n}\n\nActor SatyrMelee : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor ObbyShieldSpawner\n{\n radius 0\n height 0\n damage 0\n speed 15\n +NOCLIP\n +DROPOFF\n +FLOORCLIP\n +NOBLOCKMAP\n States\n {\n Spawn:\n TNT1 A 10\n Death:\n TNT1 A 0 A_PlaySound(\"Obsidian/Shield\")\n TNT1 A 1 A_SpawnItem(\"ObbyShield\")\n Stop\n }\n}\n\nActor ObbyShield\n{\n renderstyle translucent\n alpha 0.3\n radius 15\n height 70\n mass 1000000\n //translation ice\n +SHOOTABLE\n +NOGRAVITY\n +NOTELEPORT\n +NODAMAGE\n +GHOST\n bloodtype \"bulletpuffed\"\n states\n {\n Spawn:\n OBSS AAAAAAAAAA 35 bright\n Death:\n OBSS A 3 bright A_FadeOut(0.05)\n Loop\n }\n}\n\nActor ObsidianBlast\n{\n Radius 9\n Height 8\n Speed 29\n //scale 0.5\n Damage 9\n Projectile\n //translation ice\n +RANDOMIZE\n +THRUGHOST\n Obituary \"%k's obsidian satyr stuck down %o.\"\n RenderStyle Add\n Alpha 1\n SeeSound \"Obby/BlastFire\"\n DeathSound \"Obby/BlastHit\"\n States\n {\n Spawn:\n ILSB ABCDEFGH 2 bright\n Loop\n Death:\n ILSB AIJKLM 2 bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Rose.txt",
"contents": "ACTOR Hellrose\n{\n\tHealth 500\n\tPainchance 0\n\theight 56\n radius 32\n Mass 5000\n Speed 0\n Scale 0.8\n\tObituary \"%o is six feet under.\"\n\tdropitem \"mediummana\", 256, 10\n\tBloodColor \"0 50 0\"\n\tBloodType \"GreenBlood\"\n\tMaxTargetRange 2056\n\tPainChance \"Empowered\", 255\n\tPainChance \"VineRestore\", 255\n\tMONSTER\n\t+DONTMORPH\n\t+NOICEDEATH\n\t+FLOORCLIP\n\t+STANDSTILL\n\t-COUNTKILL\n\t+LOOKALLAROUND\n\t-CANPUSHWALLS\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t ROSE A 0\n \t POSS A 0 acs_executealways(100, 0, 56) //third number is actor height\n\t\tROSE AAAB 10 A_Look\n\t\tGoto See\n\t\tIdle:\n\t\tROSE AAAB 10 A_Look\n\t\tGoto See\n\tGiveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 360)\n\t\tSPOS A 0 A_Jump(50, \"Giveup\")\n\t\tROSE AAA 3 A_Chase\n\t\tROSE A 0 A_Jump(64,1,11,28)\n\t\tLoop\n\t\tROSE BBCC 3 A_Chase\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tLoop\n\t\tROSE BBCCDD 3 A_Chase\n\t\tROSE DDDD 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE C 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tLoop\n\t\tROSE BBCCDDEE 3 A_Chase\n\t\tROSE EEEE 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE D 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE DDDD 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE C 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tLoop\n\tMissile:\n\t\tROSE A 0 A_JumpIfInventory(\"HellRoseLimiter\", 25, \"See\")\n\t\tROSE A 0 A_Jump(64,14,32)\n\t\tROSE BBCC 3\n\t\tROSE CCC 0 A_Spawnitem(\"HellroseBramble\", 64, 1, 1)\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 0 A_GiveInventory(\"HellRoseLimiter\", 3)\n\t\tGoto See\n\t\tROSE BBCCDD 3\n\t\tROSE DD 0 A_Spawnitem(\"HellroseBramble\", 56, 1, 1)\n\t\tROSE DDDD 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE C 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 0 A_GiveInventory(\"HellRoseLimiter\", 2)\n\t\tGoto See\n\t\tROSE BBCCDDEE 3\n\t\tROSE EE 0 A_Spawnitem(\"HellroseBramble\", 56, 1, 1)\n\t\tROSE EEEE 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE D 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE DDDD 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE C 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE CCC 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 3 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE BB 0 A_SpawnItemEx(\"RoseSpore\", 0, 0, 56, 2, 0, 2, Random(0, 360), 128)\n\t\tROSE B 0 A_GiveInventory(\"HellRoseLimiter\", 2)\n\t\tGoto See\n\tDeath:\n\t\tROSE F 0 A_SpawnItemEx(\"KaGas\", 0, 0, random(24,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tROSE F 1 A_SpawnitemEx (\"GIB1GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE F 1 A_SpawnitemEx (\"GIB2GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE F 1 A_SpawnitemEx (\"GIB3GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE F 1 A_SpawnitemEx (\"GIB4GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE F 1 A_SpawnitemEx (\"GIB5GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tROSE G 5 A_Scream\n\t\tROSE H 5 A_Fall\n\t\tROSE I 0 A_PlaySound(\"gibbage/xbody\")\n\t\tROSE I 5 A_KillChildren\n\t\tROSE J 5\n\t\tROSE K 103\n\t\tROSE K 0 A_KillChildren\n\t\tROSE K 300\n\t\tStop\n\tPain.Empowered:\n\t WATC H 0 HealThing(90)\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t //WATC H 0 A_TakeInventory(\"HellRoseLimiter\", 5)\n\t Goto See\n\tPain.VineRestore:\n\t\tWATC H 0 HealThing(1)\n\t\tWATC H 0 A_TakeInventory(\"HellRoseLimiter\", 1)\n\t Goto See\n\tXDeath:\n\t\tROSE L 0 A_SpawnItemEx(\"KaGas\", 0, 0, random(24,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tROSE L 0 A_SpawnItem(\"GREENGIBBER\")\n\t\tROSE L 1 A_SpawnitemEx (\"GIB1GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE L 1 A_SpawnitemEx (\"GIB2GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE L 1 A_SpawnitemEx (\"GIB3GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE L 1 A_SpawnitemEx (\"GIB4GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSE L 1 A_SpawnitemEx (\"GIB5GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tROSE M 5 A_XScream\n\t\tROSE N 5 A_Fall\n\t\tROSE O 5 A_KillChildren\n\t\tROSE PQ 5\n\t\tROSE R 98\n\t\tROSE R 0 A_KillChildren\n\t\tROSE R 300\n\t\tStop\n\t}\n}\n\nActor HellRoseLimiter : Inventory\n{\n\tInventory.Maxamount 25\n}\n\nACTOR HellroseBramble\n{\n height 64\n radius 20\n speed 12\n Health 40\n Mass 10000000\n MeleeRange 20\n BloodColor \"0 50 0\"\n Painchance 128\n Damagefactor \"Sniper\", 1.5\n Damagefactor \"Suppression2\", 1.3\n Damagefactor \"Suppression\", 1.2\n Damagefactor \"KaBoom\", 1.2\n Bloodtype \"GreenBlood\"\n MONSTER\n //MaxDropOffHeight 1024\n //MaxStepHeight 1024\n +DROPOFF\n -SHOOTABLE\n -COUNTKILL\n -SOLID\n +NOICEDEATH\n +FLOORCLIP\n +FLOORHUGGER\n +LOOKALLAROUND\n +QUICKTORETALIATE\n Obituary \"%o is six feet under.\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_UnsetShootable\n ROSX RST 4 A_Look\n Loop\n Giveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 360)\n\t\tSPOS A 0 A_Jump(50, \"Giveup\")\n ROSX RS 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX RS 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX RS 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX RS 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX RS 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX RS 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX TR 3 A_Chase\n ROSX R 0 //A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX ST 3 A_Chase\n ROSX R 0 A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n Goto Melee\n Melee:\n TNT1 A 0 A_SetShootable\n ROSX RQ 4\n ROSX R 0 //A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX R 0 //A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX R 0 //A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX R 0 //A_SpawnItemEx(\"Drt2\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX R 0 //A_SpawnItemEx(\"Drt1\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX R 0 //A_SpawnItemEx(\"Drt3\", 0, 0, 0, 5, 0, 3, Random(0, 360), 128)\n ROSX P 4 A_CustomMissile(\"BrambleProjectile\")\n ROSX ONML 4\n ROSX ABC 4\n ROSX D 0 A_FaceTarget\n ROSX D 3 A_CustomMissile(\"BrambleProjectile\")\n ROSX A 0 A_Jump(64,6)\n ROSX EF 5\n ROSX G 0 A_FaceTarget\n ROSX G 3 A_CustomMissile(\"BrambleProjectile\")\n ROSX G 0 A_CPosRefire\n Goto Melee +17\n ROSX JKL 4\n ROSX H 3 A_CustomMissile(\"BrambleProjectile\")\n ROSX H 0 A_CPosRefire\n Goto Melee +17\n Pain:\n ROSX LMNOPQR 3\n TNT1 A 0 A_UnSetShootable\n Goto See +30\n Death:\n\t\tROSX U 0 A_DamageMaster(1,\"VineRestore\")\n ROSX U 5 A_SpawnitemEx (\"GIB1GREEN\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n ROSX V 5 A_Scream\n ROSX W 5 A_Fall\n ROSX XRR 5\n ROSX RRRRRRRRR 2 A_FadeOut (0.1)\n stop\n }\n}\n\nActor BrambleProjectile\n{\n\tProjectile\n\tDamage (1)\n\tradius 56\n\tHeight 8\n\tSpeed 0\n\t+DONTREFLECT\n\t+NODAMAGETHRUST\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tObituary \"%k's hellrose buried %o.\"\n\t//PoisonDamage 5\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1 A_ChangeFlag(\"PainLess\", 1)\n\tDeath:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nactor RoseSpore\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n +RANDOMIZE\n\t+CLIENTSIDEONLY\n renderstyle translucent\n alpha 0.5\n Radius 2\n Damage 0\n //SeeSound \"hellrose/dirt\"\n Speed 3\n States\n {\n Spawn:\n ROSE A 0 A_SetGravity (0.5)\n ROSE A 0 ThrustThingZ (0, 20, 0, 1)\n goto Death\n Death:\n ROSE SSS 3\n ROSE SSSSSS 3 A_FadeOut (0.3)\n Stop\n }\n}\n\nactor Drt1\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n +RANDOMIZE\n\t+CLIENTSIDEONLY\n Radius 2\n Damage 0\n //SeeSound \"hellrose/dirt\"\n Speed 5\n States\n {\n Spawn:\n DIRT A 0 A_SetGravity (0.5)\n DIRT A 0 ThrustThingZ (0, 15, 0, 1)\n goto See\n See:\n DIRT ABC 5\n loop\n Death:\n DIRT JKL 3\n Stop\n }\n}\n\nactor Drt2\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n +RANDOMIZE\n\t+CLIENTSIDEONLY\n Radius 2\n Damage 0\n //SeeSound \"hellrose/dirt\"\n Speed 5\n States\n {\n Spawn:\n DIRT A 0 A_SetGravity (0.5)\n DIRT A 0 ThrustThingZ (0, 15, 0, 1)\n goto See\n See:\n DIRT DEF 5\n loop\n Death:\n DIRT JKL 3\n Stop\n }\n}\n\nactor Drt3\n{\n PROJECTILE\n -NOGRAVITY\n -NOBLOCKMAP\n -NOTELEPORT\n +RANDOMIZE\n\t+CLIENTSIDEONLY\n Radius 2\n Damage 0\n //SeeSound \"hellrose/dirt\"\n Speed 5\n States\n {\n Spawn:\n DIRT A 0 A_SetGravity (0.5)\n DIRT A 0 ThrustThingZ (0, 15, 0, 1)\n goto See\n See:\n DIRT GHI 5\n loop\n Death:\n DIRT JKL 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Shadowbeast.txt",
"contents": "ACTOR ShadowBeast\n{\n OBITUARY \"%o was killed by a shadow beast.\"\n Bloodcolor \"70 AC 00\"\n Health 1200\n Radius 40\n Height 80\n Mass 1200\n Speed 8\n PainChance 5\n dropitem \"mediummana\", 256, 10\n PainChance \"EmPowered\", 255\n SEESOUND \"shadowbeast/sight\"\n PAINSOUND \"shadowbeast/pain\"\n DEATHSOUND \"shadowbeast/death\"\n ACTIVESOUND \"shadowbeast/active\"\n Painchance \"Shadowbeastcloud\", 0\n MONSTER\n +QUICKTORETALIATE\n +FLOORCLIP\n -COUNTKILL\n BloodType \"greenblood\"\n states\n {\n Spawn:\n BDEM A 0\n \tPOSS A 0 acs_executealways(100, 0, 88) //third number is actor height\n BDEM AB 10 A_Look\n Goto See\n\tIdle:\n\tBDEM AB 10 A_Look\n Goto See\n Giveup:\n\t\tSPOS A 0 A_ClearTarget\n\t\tGoto see\n\tSee:\n\tSPOS A 0 A_JumpIfInventory(\"EmpoweredEffectItem\", 1, \"ESee\")\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(30, \"Giveup\")\n BDEM A 1 A_PlaySound(\"gibbage/xf2step\")\n BDEM A 3 A_Chase\n BDEM B 4 A_Chase\n BDEM C 1 A_PlaySound(\"gibbage/xf2step\")\n BDEM C 3 A_Chase\n BDEM D 4 A_Chase\n BDEM E 4 A_Chase\n BDEM F 4 A_Chase\n Loop\n\tESee:\n\t\tSPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\t\tSPOS A 0 A_Jump(30, \"Giveup\")\n\t\tBDEM A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM A 1 A_PlaySound(\"gibbage/xf2step\")\n BDEM A 3 A_Chase\n\tBDEM A 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM B 4 A_Chase\n\tBDEM B 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM C 1 A_PlaySound(\"gibbage/xf2step\")\n BDEM C 3 A_Chase\n\tBDEM C 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM D 4 A_Chase\n\tBDEM D 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM E 4 A_Chase\n\tBDEM E 0 A_SpawnItemEx(\"EmpowerEffect\", random(-16,16), random(-16,16), random(16,64), 0, 0, 0.5*random(2,5), 0, 128, 32)\n BDEM F 4 A_Chase\n Loop\n Missile:\n TNT1 A 0 A_JumpIfCloser(400, 5)\n BDEM H 6 A_FaceTarget\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, -15, 0)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 15, 0)\n BDEM I 6 A_CustomMissile (\"ShadowBeast_Ball1\", 51, 0, 0)\n Goto See\n BDEM H 3 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -6)\n BDEM I 0 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -3)\n BDEM I 0 A_FaceTarget\n BDEM I 3 A_CustomMissile (\"ShadowBeast_Ball2g\", 56, 0, 0)\n BDEM I 0 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 3)\n BDEM I 0 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 6)\n Goto See\n Death:\n\tBDEM JJJJJ 0 A_SpawnItemEx(\"ShadowBeastCloud\",random(-32,32),random(-32,32),32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n BDEM J 4\n BDEM K 5 A_Scream\n BDEM L 4\n BDEM M 5\n BDEM N 4 A_PlaySound(\"gibbage/xbody\")\n BDEM O 5 A_NoBlocking\n BDEM P 4\n BDEM Q 300\n stop\n Pain.Empowered:\n\t WATC H 0 HealThing(180)\n\t WATC H 0 A_GiveInventory(\"EmpoweredEffectItem\")\n\t WATC H 0 A_ChangeFlag(\"NORADIUSDMG\", 1)\n\t WATC H 0 A_ChangeFlag(\"CANTSEEK\", 1)\n\t WATC H 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\tGoto ESee\n\tPain:\n\t\tBDEM G 4 A_Pain\n\t\tGoto See\n }\n}\n\nACTOR ShadowBeast_Creature\n{\n Alpha 1.0\n Radius 10\n Height 20\n Renderstyle Add\n Speed 16\n MONSTER\n -SOLID\n -SHOOTABLE\n +NOINFIGHTING\n +NOTARGET\n //+FRIGHTENED\n MaxDropOffHeight 1024\n MaxStepHeight 1024\n //+NOGRAVITY\n states\n {\n \tSpawn:\n \t TNT1 A 0\n \t TNT1 A 0 A_Playsound(\"shadowbeast/spiritsit\")\n \t Goto See\n \tSee:\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t BDSP AABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABBAABB 2 A_Chase(\"\",\"\",CHF_RESURRECT)\n\t Goto Death\n\tHeal:\n\t BDSP A 2 A_Die\n\t Goto Death\n\tDeath:\n\t TNT1 A 0 A_Playsound(\"shadowbeast/spiritdth\")\n\t BDSP EFGHIJ 5\n\t Stop\n }\n}\n\nACTOR ShadowBeast_Sparkle\n{\n\tAlpha 1.0\n Renderstyle Add\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tSpeed 0\n\tPROJECTILE\n\tScale 1.0\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_Jump(128,4)\n\t\t TNT1 A 0 A_Jump(128,2)\n\t\t BDP1 GHI 5\n\t\t stop\n\t}\n}\n\nACTOR ShadowBeast_Ball1\n{\n Alpha 1.0\n Renderstyle Add\n Speed 27\n Radius 10\n Height 6\n Damage 7\n OBITUARY \"%o was killed by %k's shadow beast.\"\n DamageType Poison\n Projectile\n +SPAWNSOUNDSOURCE\n PoisonDamage 35\n RenderStyle Add\n SeeSound \"shadowbeast/pr1sight\"\n DeathSound \"shadowbeast/pr1death\"\n States\n {\n Spawn:\n BDP2 ABC 4 Bright\n Loop\n Death:\n BDP2 DE 4 Bright\n BDP2 FGH 3 Bright\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball2\n{\n Alpha 1.0\n Renderstyle Add\n Radius 8\n Height 6\n Damage 5\n Speed 24\n OBITUARY \"%o was killed by %k's shadow beast.\"\n PROJECTILE\n +THRUGHOST\n +DONTREFLECT\n PoisonDamage 30\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 DE 1 A_BishopMissileWeave\n\t Loop\n Death:\n BDP1 FGHI 3\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball2g\n{\n Alpha 1.0\n Renderstyle Add\n Radius 8\n Height 6\n Damage 5\n Speed 24\n OBITUARY \"%o was killed by %k's shadow beast.\"\n PROJECTILE\n +DONTREFLECT\n PoisonDamage 30\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 DE 1 A_BishopMissileWeave\n\t Loop\n Death:\n BDP1 FGHI 3\n Stop\n }\n}\n\nActor ShadowbeastCloud\n{\n\tRadius 16\n\tHeight 24\n\tMass 0x7fffffff\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+DROPOFF\n\t+NODAMAGETHRUST\n\t+DONTSPLASH\n\t+CANBLAST\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\t//+MISSILE\n\t+RIPPER\n\t+NOEXPLODEFLOOR\n\t+SKYEXPLODE\n\tBOUNCEFACTOR 0\n\tWALLBOUNCEFACTOR 0\n\t+BLOODLESSIMPACT\n\tPoisonDamage 1000000\n\tRenderStyle Add\n\tAlpha 0.6\n\tDeathSound \"shadowbeast/cloud\"\n\tDamagetype \"Shadowbeastcloud\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSBG EFGHI 2\n\t\tPSBG AA 0 A_Stop\n\t\tPSBG A 0 A_Jump(256,\"State1\", \"State2\", \"State3\", \"State4\", \"State5\")\n\t\tGoto Death\n\tState1:\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tPSBG EEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_Explode(1,48)\n\t\tGoto Death\n\tState2:\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tPSBG FFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_Explode(1,48)\n\t\tGoto Death\n\tState3:\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tPSBG GGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Explode(1,48)\n\t\tGoto Death\n\tState4:\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tPSBG HHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_Explode(1,48)\n\t\tGoto Death\n\tState5:\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tPSBG IIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_Explode(1,48)\n\t\tGoto Death\n\tDeath:\n \tPSBG HG 7\n \tPSBG FD 6\n \tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Overlord.txt",
"contents": "//The Overlord\nactor zOverLord\n{\nHealth 4300\nRadius 43\nHeight 90\nMass 3900\nSpeed 13\nPainChance 0\nMONSTER\nObituary \"%o was smitten by the Overlord.\"\nHitObituary \"The overlord ate %o for lunch.\"\n+FLOORCLIP\n+NORADIUSDMG\n+FLOAT\n+NOGRAVITY\n+QUICKTORETALIATE\n+NOICEDEATH\n+MISSILEEVENMORE\n+DONTRIP\n-COUNTKILL\nSeeSound \"monster/ovlsit\"\nPainSound \"monster/ovlpai\"\nDeathSound \"monster/ovldth\"\nActiveSound \"monster/ovlact\"\nBloodType \"hblood\"\ndropitem \"largemana\", 256, 25\ndamagefactor \"Annihilate\", 0\n damagefactor \"Ridiculous\", 0.6\n states\n {\n Spawn:\n OVLD A 0\n POSS A 0 acs_executealways(100, 0, 90) //third number is actor height\n AVAT A 0 acs_executealways (886,0)\n OVLD A 10 A_Look\n Goto See\n\tIdle:\n\tOVLD A 10 A_Look\n Goto See\n Giveup:\n SPOS A 0 A_ClearTarget\n goto See\n See:\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(30, \"Giveup\")\n\tOVLD A 1 A_PlaySound(\"gibbage/flyloud\")\n OVLD AABBAACCAABBAACC 3 A_Chase\n Loop\n Missile:\n OVLD D 0 A_FaceTarget\n OVLD D 0 A_Jump(256,\"Missile2\",\"Missile3\")\n Missile4:\n\tOVLD GH 4\n\tOVLD H 1 A_PlaySound(\"weapons/shock\")\n\tOVLD H 3 A_CustomMissile(\"ZStormLite2\", 43)\n\tOVLD H 1 A_FaceTarget\n\tOVLD H 3 A_CustomMissile(\"ZStormLite2\", 43)\n\tOVLD H 1 A_FaceTarget\n\tOVLD H 3 A_CustomMissile(\"ZStormLite2\", 43)\n\tOVLD H 1 A_FaceTarget\n\tGoto See\n Missile2:\n OVLD GH 4 Bright A_FaceTarget\n OVLD H 0 Bright A_JumpIfHealthLower(2300,3)\n OVLD H 1 Bright A_PlaySound(\"weapons/shock\")\n OVLD H 7 Bright A_CustomMissile(\"ZStormShot1\",43,0,0,0,0)\n goto See\n OVLD H 1 Bright A_PlaySound(\"weapons/shock\")\n OVLD H 7 Bright A_CustomMissile(\"ZStormShot2\",43,0,0,0,0)\n goto See\n Missile3:\n OVLD JJJJJJJJ 1 A_FaceTarget\n\tOVLD K 0 Bright A_JumpIfHealthLower(2300, 7)\n OVLD K 0 Bright A_CustomMissile(\"ZHadesBall\",92,-40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZHadesBall\",8,-40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZHadesBall\",92,40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZHadesBall\",8,40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZOverBall\",54,-50,0,random(-1,1),random(-1,1))\n OVLD K 4 Bright A_CustomMissile(\"ZOverBall\",54,50,0,random(-1,1),random(-1,1))\n\tGoto See\n\tOVLD K 0 Bright A_CustomMissile(\"ZOverBall\",92,-40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZOverBall\",8,-40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZOverBall\",92,40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZOverBall\",8,40,0,random(-1,1),random(-1,1))\n OVLD K 0 Bright A_CustomMissile(\"ZHadesBall\",54,-50,0,random(-1,1),random(-1,1))\n OVLD K 4 Bright A_CustomMissile(\"ZHadesBall\",54,50,0,random(-1,1),random(-1,1))\n\tGoto See\n Death:\n OVLD M 0 acs_executealways (888,0)\n OVLD M 0 bright A_Facetarget\n OVLD M 5 bright A_Scream\n\tOVLD MMM 1 bright A_SpawnItem(\"Gibber\")\n OVLD NNNNNNNNOOOOOOOO 1 bright A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tOVLD PPPPP 0 bright A_CustomMissile(\"zOverFlesh1\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD PPPPP 0 bright A_CustomMissile(\"zOverFlesh2\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD PPPPPPPPPP 0 A_CustomMissile(\"zOverFlesh3\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD PPPPPPPPPP 0 A_CustomMissile(\"zOverFlesh4\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD PPPPPPPPPP 0 A_CustomMissile(\"zOverFlesh5\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD PPPPPPPPPP 0 A_CustomMissile(\"zOverFlesh6\",random(0,90),random(0,40),random(-180,180),2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverBigArm1\",40,-40,-90,2,random(-1,1))\n OVLD P 0 bright A_CustomMissile(\"zOverBigArm2\",40,40,90,2,random(-1,1))\n OVLD P 0 bright A_CustomMissile(\"zOverSmallArm1\",100,-30,-90,2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverSmallArm1\",100,30,90,2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverSmallArm2\",100,-30,-90,2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverSmallArm2\",100,30,90,2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverHorn1\",110,-16,-90,2,random(-15,15))\n OVLD P 0 bright A_CustomMissile(\"zOverHorn2\",110,16,90,2,random(-15,15))\n OVLD PPPPPPPPQQQQQQQQRRRRRRRRSSSSSSSSTTTTTTTTUUUUUUUUVVVVVVVV 1 bright A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tOVLD V 0 bright A_Noblocking\n stop\n }\n}\n\nACTOR ZOverFlesh1\n{\n Speed 8\n Mass 100\n Radius 1\n Height 1\n PROJECTILE\n +THRUGHOST\n +CLIENTSIDEONLY\n -NOGRAVITY\n +LOWGRAVITY\n States\n {\n Spawn:\n OVF1 ACEGIKM 5\n loop\n Death:\n OVF1 O 3\n OVF1 Q 300\n stop\n }\n}\n\nACTOR zOverFlesh2 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF1 BDFHJLN 5\n loop\n Death:\n OVF1 P 3\n OVF1 R 300\n stop\n }\n}\n\nACTOR zOverFlesh3 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF2 ACEG 5\n loop\n Death:\n OVF2 I 300\n stop\n }\n}\n\nACTOR zOverFlesh4 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF2 BDFH 5\n loop\n Death:\n OVF2 J 300\n stop\n }\n}\n\nACTOR zOverFlesh5 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF3 ACEGI 5\n loop\n Death:\n OVF3 K 300\n stop\n }\n}\n\nACTOR zOverFlesh6 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF3 BDFHJ 5\n loop\n Death:\n OVF3 L 300\n stop\n }\n}\n\nACTOR zOverBigArm1 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF4 ACEGI 5\n loop\n Death:\n OVF4 K 3\n OVF4 M 300\n stop\n }\n}\n\nACTOR zOverBigArm2 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF4 BDFHJ 5\n loop\n Death:\n OVF4 L 3\n OVF4 N 300\n stop\n }\n}\n\nACTOR zOverSmallArm1 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF5 ACEG 5\n loop\n Death:\n OVF5 I 300\n stop\n }\n}\n\nACTOR zOverSmallArm2 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF5 BDFH 5\n loop\n Death:\n OVF5 J 300\n stop\n }\n}\n\nACTOR zOverHorn1 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF6 ACEGI 5\n loop\n Death:\n OVF6 K 300\n stop\n }\n}\n\nACTOR zOverHorn2 : ZOverFlesh1\n{\n States\n {\n Spawn:\n OVF6 BDFHJ 5\n loop\n Death:\n OVF6 L 300\n stop\n }\n}\n\nACTOR ZStormShot1\n{\n Radius 12\n Height 6\n Speed 30\n Damage 20\n +NODAMAGETHRUST\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.80\n +FORCEXYBILLBOARD\n Obituary \"%o was smitten by the Overlord and %k.\"\n DeathSound \"weapons/devexp\"\n States\n {\n Spawn:\n LFX1 STUVW 1 Bright\n LFX1 W 0 Bright A_CustomMissile(\"ZStormLite1\",0,0,90,CMF_TRACKOWNER|CMF_AIMDIRECTION)\n LFX1 W 0 Bright A_CustomMissile(\"ZStormLite1\",0,0,270,CMF_TRACKOWNER|CMF_AIMDIRECTION)\n loop\n Death:\n LFX1 STUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVW 1 Bright A_Explode(3,32,0)\n stop\n }\n}\n\nACTOR ZStormShot2\n{\n Radius 12\n Height 6\n Speed 30\n Damage 20\n +NODAMAGETHRUST\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.80\n +FORCEXYBILLBOARD\n DeathSound \"weapons/devexp\"\n Obituary \"%o was smitten by the Overlord and %k.\"\n states\n {\n Spawn:\n LFX1 STUVW 1 BRIGHT\n LFX1 S 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,0,CMF_TRACKOWNER|CMF_AIMDIRECTION,0)\n LFX1 T 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,20,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 U 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,40,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 V 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,60,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 W 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,80,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 S 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,100,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 T 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,120,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 U 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,140,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 V 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,160,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 W 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,180,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 S 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,200,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 T 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,220,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 U 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,240,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 V 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,260,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 W 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,280,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 S 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,300,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 T 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,320,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 U 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,340,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n LFX1 V 1 BRIGHT A_CustomMissile(\"ZStormLite1\",0,0,360,CMF_TRACKOWNER|CMF_AIMDIRECTION,-1)\n Loop\n Death:\n\tLFX1 STUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVW 1 Bright A_Explode(3,32,0)\n stop\n }\n}\n\nACTOR ZStormLite2\n{\n Radius 8\n Height 12\n Speed 32\n Damage 9\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.80\n DeathSound \"weapons/devzap\"\n +FORCEXYBILLBOARD\n Obituary \"%o was smitten by the Overlord and %k.\"\n States\n {\n Spawn:\n LFX1 XYZ 5 Bright\n Loop\n Death:\n DLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR ZStormLite1\n{\n Radius 6\n Height 12\n Speed 32\n Damage 10\n PROJECTILE\n RENDERSTYLE ADD\n Alpha 0.80\n DeathSound \"weapons/devzap\"\n +FORCEXYBILLBOARD\n Obituary \"%o was smitten by the Overlord and %k.\"\n ReactionTime 40\n States\n {\n Spawn:\n DLIT ABC 1 Bright A_CountDown\n Loop\n Death:\n DLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR ZOverBall\n{\n Radius 10\n Height 20\n Speed 25\n Damage 6\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n Translation \"192:207=168:191\", \"240:246=184:191\"\n +FORCEXYBILLBOARD\n DeathSound \"weapons/devzap\"\n Obituary \"%o was smitten by the Overlord and %k.\"\n States\n {\n Spawn:\n AFX1 ABC 1 Bright\n loop\n Death:\n AFX1 DE 4 Bright\n AFX1 FGHI 4 bright\n stop\n }\n}\n\nACTOR ZHadesBall : CacodemonBall\n{\nDamage 5\nSpeed 25\nAlpha 0.80\n+FORCEXYBILLBOARD\nSeeSound \"Monster/hadtel\"\nDeathSound \"Monster/hadsit\"\nObituary \"%o was smitten by the Overlord and %k.\"\n states\n {\n Spawn:\n HEFX AB 4 bright\n loop\n Death:\n HEFX CDEEFGH 3 bright\n stop\n }\n}\n\n//End of Overlord"
},
{
"source": "pk3",
"name": "actors/Avatar.txt",
"contents": "ACTOR Avatar\n{\nHealth 4500\nPainChance 0\nSpeed 16\nRadius 30\nHeight 96\nMass 4000\nMONSTER\n+QUICKTORETALIATE\n+NORADIUSDMG\n+NODROPOFF\n+NOICEDEATH\n+DONTRIP\n-COUNTKILL\n+FLOORCLIP\ndamagefactor \"Annihilate\", 0\n damagefactor \"Ridiculous\", 0.6\nMinMissileChance 130\ndropitem \"largemana\", 256, 25\nObituary \"%o was smoten by the Dark Avatar under %k's rule.\"\nSeeSound \"monster/avasit\"\nPainSound \"monster/avapai\"\nDeathSound \"monster/avadth\"\nActiveSound \"monster/avaact\"\nBloodType \"hblood\"\nStates\n {\n Spawn:\n AVAT A 0\n AVAT A 0 A_CustomMissile(\"OrbitFire\", 56, 0, 0, 2, 0)\n AVAT A 0 A_CustomMissile(\"OrbitWhite\", 56, 0, 180, 2, 0)\n AVAT A 0 A_CustomMissile(\"OrbitRed\", 56, 0, 180, 2, 0)\n AVAT A 0 A_CustomMissile(\"OrbitBlue\", 56, 0, 180, 2, 0)\n POSS A 0 acs_executealways(100, 0, 96) //third number is actor height\n AVAT A 0 acs_executealways (817,0)\n AVAT AB 10 A_Look\n Goto See\n\t Idle:\n\t AVAT AB 10 A_Look\n Goto See\n\tGiveup:\n SPOS A 0 A_ClearTarget\n goto See\n See:\n SPOS A 0 A_JumpIfTargetinLOS(2, 180)\n\tSPOS A 0 A_Jump(25, \"Giveup\")\n\t AVAT A 1 A_PlaySound(\"gibbage/xbstep\")\n AVAT A 4 A_Chase\n AVAT B 5 A_Chase\n AVAT C 1 A_PlaySound(\"gibbage/xbstep\")\n AVAT C 4 A_Chase\n AVAT D 5 A_Chase\n Loop\n Missile:\n\t\tAVAT B 0 A_JumpIfCloser(512, 2)\n\t\tAVAT B 0 A_JumpIfCloser(1024, 2)\n\t\tGoto Missile4Check\n AVAT B 0 A_Jump(256,\"Missile1\", \"Missile2\", \"Missile3\")\n\t AVAT B 0 A_Jump(256,\"Missile2\", \"Missile3\")\n\t Goto Missile4Check\n Missile4Check:\n\t\tAVAT B 0 A_Jump(256,\"Missile4\", \"Missile2\", \"Missile3\")\n\t\tGoto Missile4\n Missile1: //Red Lightning\n AVAT E 0 Bright A_FaceTarget\n AVAT E 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget\n AVAT F 1 Bright A_PlaySound (\"MageLightningFire\")\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,15,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,15,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,0,2,45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,0,2,-45)\n AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,-15,2,45)\n AVAT F 14 Bright A_CustomMissile (\"RedLiteBot\",0,0,-15,2,-45)\n Goto See\n Missile2: //Blue Ball\n AVAT I 0 Bright A_FaceTarget\n AVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget\n AVAT J 15 Bright A_CustomMissile (\"AvaBall1\",56,0,0,0,0)\n Goto See\n Missile3:\n AVAT K 0 Bright A_FaceTarget\n AVAT K 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n AVAT L 2 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-4,4),0,0)\n AVAT L 0 Bright A_FaceTarget\n Goto See\n Missile4:\n AVAT G 0 Bright A_FaceTarget\n AVAT G 1 Bright A_PlaySound (\"monster/avaatk\")\n AVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n AVAT H 1 Bright A_PlaySound(\"weapons/justfi\")\n AVAT H 14 Bright A_CustomMissile (\"HolyMissile2\",52,0,0,0,0)\n Goto See\n Pain:\n AVAT M 2\n AVAT M 2 A_Pain\n Goto See\n Death:\n \t\tCYBR A 0 acs_executealways (818,0)\n\t\tAVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tAVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tAVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tAVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\tAVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AVAT N 7 Bright\n AVAT O 7 Bright A_Scream\n AVAT P 7 Bright\n AVAT Q 7 Bright A_NoBlocking\n AVAT RSTU 7 Bright\n AVAT V 300\n\t Stop\n }\n}\n\nActor OrbitBlue\n{\n SeeSound \"\"\n +NOCLIP\n +NOINTERACTION\n Radius 6\n Height 8\n Scale 0.28\n Speed 5\n Scale 0.55\n Projectile\n States\n {\n Spawn:\n TNT1 AAAAAA 1 A_SpawnItemEx(\"OrbitBlueTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitBlue\", 0, 0, 70)\n TNT1 A 0 A_SpawnItemEx(\"OrbitBlueTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitBlueTail\n{\n Radius 3\n Height 3\n RenderStyle Add\n Alpha 0.4\n PROJECTILE\n +CLIENTSIDEONLY\n +FIREDAMAGE\n +NOCLIP\n +NOINTERACTION\n States\n {\n Spawn:\n BORB GHIJKLMNOPQR 1 Bright\n Stop\n }\n}\n\nActor OrbitRed : OrbitBlue\n{\n States\n {\n Spawn:\n TNT1 AAAAAA 1 A_SpawnItemEx(\"OrbitRedTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitRed\", 0, 0, -70)\n TNT1 A 0 A_SpawnItemEx(\"OrbitRedTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitRedTail : OrbitBlueTail\n{\n\tTranslation \"192:207=168:187\", \"240:246=188:191\"\n}\n\nActor OrbitWhite : OrbitBlue\n{\n States\n {\n Spawn:\n TNT1 AAAAAA 1 A_SpawnItemEx(\"OrbitWhiteTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitWhite\", 0, 0, 75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitWhiteTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitWhiteTail : OrbitBlueTail\n{\n\tTranslation \"192:207=81:104\", \"240:246=105:111\"\n}\n\nActor OrbitFire : OrbitBlue\n{\n States\n {\n Spawn:\n TNT1 AAAAAA 1 A_SpawnItemEx(\"OrbitFireTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitFire\", 0, 0, -75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitFireTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitFireTail : OrbitBlueTail\n{\n\tTranslation \"192:207=208:223\", \"240:243=232:235\", \"244:244=239:239\", \"245:246=1:2\"\n}\n\nACTOR RedLiteTop : LightningCeiling\n{\n\tHealth 168\n\tDamagetype \"HeroSuppression\"\n\tObituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n\t+FOILINVUL\n\t+DONTREFLECT\n}\n\nACTOR RedLiteBot : LightningFloor\n{\n\thealth 168\n\tDamagetype \"HeroSuppression\"\n\tObituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n\t+FOILINVUL\n\t+DONTREFLECT\n}\n\nActor _LightningZap : LightningZap replaces LightningZap\n{\n\t+FOILINVUL\n\t+DONTREFLECT\n\tDamagetype \"HeroSuppression\"\n\tObituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n}\n\nACTOR AvaBall1\n{\n Radius 13\n Height 8\n Speed 15\n Damage 30\n PROJECTILE\n RENDERSTYLE ADD\n Decal \"AVALightning\"\n Damagetype \"HeroSuppression\"\n Obituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n ALPHA 0.80\n SeeSound \"weapons/gntini\"\n DeathSound \"weapons/devexp\"\n States\n {\n Spawn:\n AFX4 ABCDEFGH 1 Bright A_Explode(6, 256)\n loop\n Death:\n AFX4 I 5 Bright\n AFX4 JKL 5 Bright A_Explode(55,256,0)\n stop\n }\n}\n\nACTOR AvaFireBall\n{\n Radius 9\n Height 18\n Speed 26\n Damage 6\n PROJECTILE\n Damagetype \"Fire\"\n RENDERSTYLE ADD\n ALPHA 0.80\n SeeSound \"weapons/bwoosh\"\n DeathSound \"weapons/firex2\"\n Obituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n States\n {\n Spawn:\n AFX5 ABC 3 Bright\n loop\n Death:\n AFX5 D 3 Bright A_Explode(8,48,0)\n AFX5 EFGH 3 Bright\n stop\n }\n}\n\nACTOR AvaBall2\n{\n Radius 10\n Height 20\n Speed 15\n Damage 0\n ExplosionDamage 64\n ExplosionRadius 32\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"weapons/devzap\"\n States\n {\n Spawn:\n AFX1 ABC 1 Bright\n loop\n Death:\n AFX1 DE 4 Bright A_Explode\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,0,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,60,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,120,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,180,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,240,2)\n AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,300,2)\n AFX1 FGHI 4 bright\n stop\n }\n}\n\nACTOR AvaBall3\n{\n Radius 6\n Height 12\n Speed 12\n Damage 0\n ExplosionDamage 24\n ExplosionRadius 16\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"weapons/gnthit\"\n States\n {\n Spawn:\n AFX2 ABC 1 Bright\n loop\n Death:\n AFX2 D 4 Bright A_Explode\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,0,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,60,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,120,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,180,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,240,2)\n AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,300,2)\n AFX2 EFG 4 bright\n stop\n }\n}\n\nACTOR AvaBall4\n{\n Radius 3\n Height 6\n Speed 10\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n +THRUGHOST\n DeathSound \"monster/hadsit\"\n States\n {\n Spawn:\n AFX3 ABC 1 Bright\n loop\n Death:\n AFX3 D 3 Bright A_Explode(8,8,0)\n AFX3 EFGH 3 Bright\n stop\n }\n}\n\nACTOR HolyMissile2\n{\n Radius 3\n Height 3\n Speed 20\n Damage 80\n PROJECTILE\n Damagetype \"HeroSuppression\"\n +SEEKERMISSILE\n +STRIFEDAMAGE\n Obituary \"%o was smoten by the Dark Avatar under %k's rule.\"\n RENDERSTYLE ADD\n ALPHA 0.67\n MissileType HolyMissileTrail\n SeeSound \"monster/bomb\"\n DeathSound \"monster/explode\"\n States\n {\n Spawn:\n\tAVSP A 0 Bright A_SeekerMissile(10,10)\n AVSP ABABAB 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n AVSP B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n AVSP A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n AVSP B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n AVSP A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n AVSP B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n Loop\n Death:\n //AVSP A 0 Bright A_RadiusThrust(2400, 512, 0)\n //AVSP B 0 Bright\n AVSP K 3 Bright A_RadiusThrust(4800, 512, 0)\n AVSP L 3 Bright\n AVSP M 3 Bright\n AVSP N 3 Bright\n AVSP O 3 Bright\n Stop\n }\n}\n\nACTOR HolyMissileTrail\n{\n Radius 3\n Height 3\n Speed 15\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n Alpha 0.67\n +FireDamage\n states\n {\n Spawn:\n AVSP QRS 4\n Goto Death\n Death:\n AVSP C 3 BRIGHT\n AVSP D 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Azazel.txt",
"contents": "//=====================================================================================\n//=====================================================================================\n\n//=====================================================================================\n//=====================================================================================\nactor Azazel\n{\n Health 5500\n Radius 28\n Height 88\n Speed 11\n PainChance 0\n Mass 5500\n\tScale 1.2\n MONSTER\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODROPOFF\n\t+NORADIUSDMG\n\t+DONTRIP\n\t-COUNTKILL\n\t+FLOORCLIP\n MinMissileChance 40\n\tdropitem \"largemana\", 256, 25\n SeeSound \"diablo2/goatman/sight\"\n PainSound \"diablo2/goatman/pain\"\n DeathSound \"Goat/death\"\n ActiveSound \"diablo2/goatman/idle\"\n MeleeSound \"baron/melee\"\n Obituary \"%k and Azazel slaughtered %o.\"\n damagefactor \"Annihilate\", 0\n damagefactor \"Ridiculous\", 0.6\n BloodType \"hblood\"\n States\n {\n Spawn:\n AVAT A 0\n POSS A 0 acs_executealways(100, 0, 88) //third number is actor height\n AVAT A 0 acs_executealways (819,0)\n\tAZEW A 10 A_Look\n\tGoto See\n\tIdle:\n\tAZEW A 10 A_Look\n\tGoto See\n Giveup:\n SPOS A 0 A_ClearTarget\n goto See\n See:\n SPOS A 0 A_JumpIfTargetinLOS(2, 140)\n\tSPOS A 0 A_Jump(30, \"Giveup\")\n //AZEW AABBCCDD 3 A_Chase\n\t\tAZEW A 4 A_Chase\n AZEW A 4 A_Chase\n AZEW B 3 A_Chase\n AZEW B 1 A_PlaySound(\"gibbage/xbstep\")\n AZEW C 4 A_Chase\n AZEW C 4 A_Chase\n AZEW D 3 A_Chase\n AZEW D 1 A_PlaySound(\"gibbage/xbstep\")\n Loop\n Missile:\n\t TNT1 A 0 A_Jump(256,\"MDoubleSerie2\",\"MDoubleSerie\")\n /*MLeftHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA D 3 A_FaceTarget\n\t AZEA E 3 A_FaceTarget\n\t AZEA F 6 A_CustomMissile(\"SatyrLordMissile1\",42,-5,0)\n\t Goto see\n MRightHand:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA A 3 A_FaceTarget\n\t AZEA B 3 A_FaceTarget\n\t AZEA C 6 A_CustomMissile(\"SatyrLordMissile2\",42,5,0)\n\t Goto see*/\n\tMDoubleSerie3:\n\t TNT1 A 0 A_Jump(256, \"MDoubleSerie2\", \"MDoubleSerie\")\n\tMDoubleSerie2:\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA D 3 A_FaceTarget\n\t AZEA E 3 A_FaceTarget\n\t AZEA F 6 A_CustomMissile(\"SatyrLordMissile1\",42,-5,0)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t AZEA A 3 A_FaceTarget\n\t AZEA B 3 A_FaceTarget\n\t AZEA C 6 A_CustomMissile(\"SatyrLordMissile2\",42,5,0)\n\t Goto see\n MDoubleSerie:\n\t TNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,72,0,0,0,32)\n\t AZEA E 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,55,0,0,0,32)\n\t AZEA F 6 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,33,0,0,0,32)\n\t TNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,72,0,0,0,32)\n\t AZEA B 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,55,0,0,0,32)\n\t AZEA C 6 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,33,0,0,0,32)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA D 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",72,-20,0)\n\t AZEA E 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",55,-9,0)\n\t AZEA F 6 A_CustomMissile(\"SatyrLordMissileDual1Real\",33,4,0)\n\t TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t TNT1 A 0 A_FaceTarget\n\t AZEA A 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",72,20,0)\n\t AZEA B 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",55,9,0)\n\t AZEA C 6 A_CustomMissile(\"SatyrLordMissileDual2Real\",33,-4,0)\n\t Goto see\n Pain:\n AZEP A 2\n AZEP A 2 A_Pain\n Goto See\n Death:\n\t\tAZED A 0 acs_executealways (820,0)\n\t\tAZED A 25 A_Scream\n\t\tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED A 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AZED A 5\n AZED B 5 A_SpawnItem(\"Gibber\")\n AZED C 5 A_SpawnItem(\"Gibber\")\n AZED D 4 A_Fall\n AZED E 4 A_PlaySound(\"gibbage/xbody\")\n AZED F 3\n\t\tAZED G 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaBoom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n \tAZED G 1 A_SpawnItemEx (\"KaGas\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n AZED G 300 A_SpawnItemEx(\"ZBishopPuff\", 0,0,2, 0,0,0,0, 128)\n Stop\n }\n}\n\n//*************************************************\n//*************************************************\nactor SLGroundFire\n{\n\tProjectile\n\tSpeed 16\n\tDamage 3\n\t+RIPPER\n\tScale 0.4\n\t+FLOORHUGGER\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tFX03 B 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 C 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 D 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 E 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 F 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 G 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 H 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 I 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 J 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 K 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 L 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 M 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 N 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 O 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 P 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Q 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 R 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 S 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 T 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 U 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 V 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 W 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 X 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tFX03 Y 1 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_Explode(64,64,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner\n{\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra\n{\n\tProjectile\n\tDamage 0\n\t+NOCLIP\n\tSpeed 0\n\tRadius 1\n\t+DONTBLAST\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSTAR P 3 Bright\n\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\tSTAR P 3 Bright\n\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tNULL A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1\n{\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 33\n\tDamage 26\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\tObituary \"%k and Azazel slaughtered %o.\"\n\t//+FOILINVUL\n\t+DONTREFLECT\n\t+EXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tANFB AAA 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\tANFB BBB 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\tANFB CCC 1 Bright A_CustomMissile(\"SLM1Trail\",random(-5,5),random(8,-8),0)\n\t\tLoop\n\tDeath:\n\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,8),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2\n{\n\tSpeed 15\n\tdamage 18\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+FOILINVUL\n\t//+DONTREFLECT\n\tObituary \"%k and Azazel slaughtered %o.\"\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n\t\tPSMM A 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM A 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM B 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM C 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\n\t\tPSMM D 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM E 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tPSMM F 2 Bright A_SeekerMissile(2,2)\n\t\tTNT1 A 0 A_CustomMissile(\"SLM2Trail\",0,0,0)\n\t\tgoto Spawn+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail\n{\n\tProjectile\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual1Real\n{\n\tProjectile\n\tSpeed 28\n\tScale 0.34\n\tRenderStyle Add\n\tDamage 16\n\tRadius 6\n\theight 12\n\tObituary \"%k and Azazel slaughtered %o.\"\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\t//+FOILINVUL\n\t+DONTREFLECT\n\t+EXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tAVSB A 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB A 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB B 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB B 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB C 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB C 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB D 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tAVSB D 1 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tTNT1 AA 0 A_CustomMissile(\"SLMD1RTrail\",random(-5,5),random(8,-8),0)\n\t\tLoop\n\tDeath:\n\t\tAVSE GHIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n//*************************************************\n\nActor SatyrLordMissileDual2Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tAWSF DEDE 2 Bright\n\t\tAWSF DEDE 2 Bright\n\t\tAWSF DEDE 2 Bright\n\t\tAWSF DEDE 2 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 35\n\tRadius 6\n\tDamage 12\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\t+FOILINVUL\n\t//+DONTREFLECT\n\tObituary \"%k and Azazel slaughtered %o.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAWSF D 1\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tAWSF D 1\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tAWSF E 1 Bright\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tAWSF E 1 Bright\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tLoop\n\tDeath:\n\t\tAWSF GHI 4 Bright\n\t\tAWSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}"
}
]
},
"maps": []
}