arkdoom-v0.9.8c-hell.pk3

PK3 11 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3766
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "09fc3ba0-f61a-4aed-bb21-2b6fe0035798",
    "sha1": "f1ba282a8f15a1850212a1b956b20827068ca370",
    "sha256": "22c89ac47484db62cefdc3f41a6b927cf9e4ea5ea88f3a0d9ca1ded2a1e239a9",
    "filenames": [
      "arkdoom-v0.9.8c-hell.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-05-03 07:03:54",
      "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": "2018-05-03 07:03:54",
    "file": {
      "type": "PK3",
      "size": 11856334,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f1ba282a8f15a1850212a1b956b20827068ca370/f1ba282a8f15a1850212a1b956b20827068ca370.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3766,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "Arkdoom v0.9.8c Hell",
      "description": "Arkdoom v0.9.8c Hell is a large-scale total conversion mod featuring extensive monster replacements and spawner mechanics that overhaul classic Doom enemies into more powerful variants. The WAD contains no traditional maps but focuses on a comprehensive monster and gameplay rebalancing, emphasizing harder combat encounters with enhanced demons and new enemy types. The theme centers on hellish environments with heavy use of demon-themed textures and assets. Resource balance and map progression details are not applicable due to the absence of maps. Compatibility is oriented towards modern source ports supporting DECORATE and advanced scripting.",
      "tags": [
        "boom_compatible",
        "hell",
        "large_megawad",
        "monster_swarms",
        "setpiece_focused",
        "very_hard"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate/monsters/spawners.txt",
        "contents": "///////////////////////////////////////////////////////////////////////////////\n// Monsters\n///////////////////////////////////////////////////////////////////////////////\n\nACTOR ZombiemanSpawner : RandomSpawner Replaces Zombieman\n{\nDropItem \"T3FormerRanger\", 256, 90\nDropItem \"T3SuperShotgunner\", 256, 5\nDropItem \"T3QuadShotgunner\", 256, 2\n\nDropItem \"T3Rottweiler\", 256, 2\nDropItem \"T3Zombieman\", 256, 1\n}\n\nACTOR ShotgunZombieSpawner : RandomSpawner Replaces ShotgunGuy\n{\nDropItem \"T3SuperShotgunner\", 256, 90\nDropItem \"T3QuadShotgunner\", 256, 7\n\nDropItem \"T3Rottweiler\", 256, 2\nDropItem \"T3ShotgunGuy\", 256, 1\n}\n\nACTOR ChainZombieSpawner : RandomSpawner Replaces ChaingunGuy\n{\nDropItem \"T3DoubleChaingunner\", 256, 85\nDropItem \"T3Minigunner\", 256, 8\n\nDropItem \"T3ChannelerZombie\", 256, 1\nDropItem \"T3DeviationZombie\", 256, 1\nDropItem \"T3RepeaterZombie\", 256, 1\nDropItem \"T3GRifleZombie\", 256, 1\nDropItem \"T3BFGGuy\", 256, 1\nDropItem \"T3DevastatorZombie\", 256, 1\n\nDropItem \"T3ChaingunGuy\", 256, 1\n}\n\nACTOR ImpSpawner : RandomSpawner Replaces DoomImp\n{\nDropItem \"T3Devil\", 256, 90\nDropItem \"T3NetherImp\", 256, 5\nDropItem \"T3VoidImp\", 256, 4\n\nDropItem \"T3DoomImp\", 256, 1\n}\n\nACTOR DemonSpawner : RandomSpawner Replaces Demon\n{\nDropItem \"T3BloodDemon\", 256, 99\n\nDropItem \"T3Demon\", 256, 1\n}\nACTOR SpectreSpawner : DemonSpawner Replaces Spectre { }\n\nACTOR BaronSpawner : RandomSpawner Replaces BaronOfHell\n{\nDropItem \"T3Belphegor\", 256, 99\n\nDropItem \"T3BaronOfHell\", 256, 1\n}\n\nACTOR KnightSpawner : RandomSpawner Replaces HellKnight\n{\nDropItem \"T3Squire\", 256, 99\n\nDropItem \"T3HellKnight\", 256, 1\n}\n\nACTOR CacodemonSpawner : RandomSpawner Replaces Cacodemon\n{\nDropItem \"T3EnhancedCacodemon\", 256, 99\n\nDropItem \"T3Cacodemon\", 256, 1\n}\n\nACTOR LostSoulSpawner : RandomSpawner Replaces LostSoul\n{\nDropItem \"T3Phantasm\", 256, 99\n\nDropItem \"T3LostSoul\", 256, 1\n}\n\nACTOR PainElementalSpawner : RandomSpawner Replaces PainElemental\n{\nDropItem \"T3PlasmaElemental\", 256, 99\n\nDropItem \"T3PainElemental\", 256, 1\n}\n\nACTOR RevenantSpawner : RandomSpawner Replaces Revenant\n{\nDropItem \"T3Incarnate\", 256, 99\n\nDropItem \"T3Revenant\", 256, 1\n}\n\nACTOR FatsoSpawner : RandomSpawner Replaces Fatso\n{\nDropItem \"T3Hectebus\", 256, 95\n\nDropItem \"T3Fatso\", 256, 1\n}\n\nACTOR VileSpawner : RandomSpawner Replaces Archvile\n{\nDropItem \"T3Diabloist\", 256, 99\n\nDropItem \"T3Archvile\", 256, 1\n}\n\nACTOR CyberdemonSpawner : RandomSpawner Replaces Cyberdemon\n{\nDropItem \"T3Thamuz\", 256, 90\nDropItem \"T3Cyberlord\", 256, 9\n\nDropItem \"T3Cyberdemon\", 256, 1\n}\n\nACTOR ArachnotronSpawner : RandomSpawner Replaces Arachnotron\n{\nDropItem \"T3ArachnotronMK2\", 256, 95\nDropItem \"T3FusionSpider\", 256, 4\n\nDropItem \"T3Arachnotron\", 256, 1\n}\n\nACTOR SpiderMastermindSpawner : RandomSpawner Replaces SpiderMastermind\n{\nDropItem \"T3Cyberdemolisher\", 256, 90\nDropItem \"T3Arachnophyte\", 256, 9\n\nDropItem \"T3SpiderMastermind\", 256, 1\n}\n\nACTOR WolfensteinSpawner : RandomSpawner Replaces WolfensteinSS\n{\nDropItem \"T3WolfensteinSS\", 256, 100\n}\n\nACTOR BossBrainSpawner : RandomSpawner Replaces BossBrain\n{\nDropItem \"T3BossBrain\", 256, 100\n}\n\n// Stealth\n/* Doesn't work:\nACTOR StealthArachnotronSpawner : ArachnotronSpawner Replaces StealthArachnotron { }\nACTOR StealthArchvileSpawner : VileSpawner Replaces StealthArchvile { }\nACTOR StealthBaronSpawner : BaronSpawner Replaces StealthBaron { }\nACTOR StealthCacodemonSpawner : CacodemonSpawner Replaces StealthCacodemon { }\nACTOR StealthChaingunGuySpawner : ChainZombieSpawner Replaces StealthChaingunGuy { }\nACTOR StealthDemonSpawner : DemonSpawner Replaces StealthDemon { }\nACTOR StealthHellKnightSpawner : KnightSpawner Replaces StealthHellKnight { }\nACTOR StealthDoomImpSpawner : ImpSpawner Replaces StealthDoomImp { }\nACTOR StealthFatsoSpawner : FatsoSpawner Replaces StealthFatso { }\nACTOR StealthRevenantSpawner : RevenantSpawner Replaces StealthRevenant  { }\nACTOR StealthShotgunGuySpawner : ShotgunZombieSpawner Replaces StealthShotgunGuy { }\nACTOR StealthZombieManSpawner : ZombiemanSpawner Replaces StealthZombieMan { }\n*/"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/rnzombie.txt",
        "contents": "//definition for the Former Ranger\n//he uses a 3-round burst attack when close; from further away, he uses more accurate single shots\n//his current range threshold is 768 units before he starts sniping, but this is easily configurable\nActor T3FormerRanger 10040 //insert your own DoomEd number here\n{\n//$Category Monsters\n//$Sprite BPOSA1\n//$Title \"ArkDoom - Former Ranger\"\n  Game Doom\n  obituary \"%o was hunted down by a Ranger.\"\n  health 50\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 170\n  Decal \"BulletChip\"\n  seesound \"grunt/sight\"\n  attacksound \"grunt/attack2\"//change to \"grunt/attack\" for the stock sound\n  painsound \"grunt/pain\"\n  deathsound \"grunt/death\"\n  activesound \"grunt/active\"\n  MONSTER\n  +FLOORCLIP\n\n  DropItem \"Clip\", 255\n  DropItem \"Clip\", 128\n\n  States\n  {\n  Spawn:\n    BPOS AB 10 A_Look\n    loop\n  See:\n    BPOS AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    BPOS E 10 A_FaceTarget\n\tgoto WhichMissileType\n  WhichMissileType:\n    BPOS E 0 A_JumpIfCloser(768, \"BurstFire\")\n\tBPOS E 0 A_Jump(64, \"SnipeFire2\")\n\tgoto SnipeFire\n  SnipeFire:\n    BPOS F 4 bright A_CustomBulletAttack(10, 1, 1, random(1,5) * 3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\tBPOS E 10 A_CPosRefire\n\tgoto WhichMissileType\n  SnipeFire2:\n    BPOS EE 10 A_FaceTarget\n\tBPOS F 4 bright A_CustomBulletAttack(8, 1, 1, random(1,5) * 3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\tBPOS E 10 A_CPosRefire\n\tgoto WhichMissileType\n  BurstFire:\n\tBPOS F 4 bright A_CustomBulletAttack(13, 2, 1, random(1,5) * 3, \"BulletPuff\", 0, CBAF_NORANDOM)//A_CPosAttack\n\tBPOS E 3 A_FaceTarget\n\tBPOS F 4 bright A_CustomBulletAttack(13, 2, 1, random(1,5) * 3, \"BulletPuff\", 0, CBAF_NORANDOM)//A_CPosAttack\n\tBPOS E 3 A_FaceTarget\n\tBPOS F 4 bright A_CustomBulletAttack(13, 2, 1, random(1,5) * 3, \"BulletPuff\", 0, CBAF_NORANDOM)//A_CPosAttack\n\tBPOS E 10 A_CPosRefire\n\tgoto WhichMissileType\n  Pain:\n    BPOS G 3\n    BPOS G 3 A_Pain\n    goto See\n  Death:\n    BPOS H 5\n    BPOS I 5 A_Scream\n    BPOS J 5 A_NoBlocking\n    BPOS K 5\n    BPOS L -1\n    stop\n  XDeath:\n    BPOS M 5\n    BPOS N 5 A_XScream\n    BPOS O 5 A_NoBlocking\n    BPOS PQRST 5\n    BPOS U -1\n    stop\n  Raise:\n    BPOS LKJIH 5\n    goto See\n  }\n}\n\n//definition for a decorative corpse object\nactor RangerCorpse\n{\n  //$Category Decoration\n  //$Title \"Dead Former Ranger\"\n  Game Doom\n  States\n  {\n  Spawn:\n\tBPOS L -1\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/bdemon.txt",
        "contents": "ACTOR T3BloodDemon : Demon 10020\n{\n//$Category Monsters\n//$Sprite SRG2A1C1\n//$Title \"ArkDoom - Blood Demon\"\n    Health 250\n    Speed 9\n    //Height 64\n    //Radius 30\n    Mass 600\n    PainChance 160\n    REACTIONTIME 8\n    //SCALE 1.25\n    +DONTHARMSPECIES\n    +QUICKTORETALIATE\n    +FLOORCLIP\n    SeeSound \"blooddemon/sight\"\n    PainSound \"blooddemon/pain\"\n    DeathSound \"blooddemon/death\"\n    ActiveSound \"blooddemon/active\"\n    //MeleeSound \"blooddemon/melee\"\n    HitObituary \"%o was chewed up and spat out by a Blood Demon.\"\n\n    DropItem \"T3HealthBonus\" 40 23\n\n    States\n    {\n    Spawn:\n       SRG2 AB 8 A_Look\n       Loop\n    See:\n       SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 AABB 2 A_Chase\n       SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n       SRG2 CCDD 2 A_Chase\n       Loop\n    Melee:\n       SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n       SRG2 EF 6 A_FaceTarget\n       //SRG2 G 8 A_MeleeAttack\n       SRG2 G 6 A_CustomMeleeAttack(20)\n       Goto See\n    Pain:\n       SRG2 H 2\n       SRG2 H 2 A_Pain\n       Goto See\n    Death:\n       SRG2 I 8\n       SRG2 I 0 A_FaceTarget\n       SRG2 J 8 A_Scream\n       SRG2 K 4\n       SRG2 L 4 A_NoBlocking\n       SRG2 M 4\n       SRG2 N 1024\n       Stop\n    XDeath:\n       SRG2 I 5\n       SARG O 5 A_XScream\n       SARG P 5 A_NoBlocking\n       SARG QRSTUV 5\n       SARG V 1024\n       Stop\n    Raise:\n       SRG2 NMLKJI 5\n       Goto See\n    }\n}\n\nACTOR BloodDemonArm\n{\n    Radius 8\n    Height 8\n    Speed 8\n    +DOOMBOUNCE\n    +DROPOFF\n    +Missile\n      States\n    {\n    Spawn:\n         SG2A ABCDEFGH 2\n         Loop\n    Death:\n     SG2A I -1\n     Loop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/devil.txt",
        "contents": "ACTOR T3Devil : DoomImp 10021\n{\n//$Category Monsters\n//$Sprite TRO2A1C1\n//$Title \"ArkDoom - Devil\"\n  Obituary \"%o was fried by a Devil.\"\n  Hitobituary \"%o was flayed by a Devil.\"\n  Health 100\n  Radius 20\n  Height 56\n  Mass 120\n  Speed 10\n  Painchance 120\n  +DONTHARMSPECIES\n  SeeSound \"monster/dvlsit\"\n  PainSound \"monster/dvlpai\"\n  DeathSound \"monster/dvldth\"\n  ActiveSound \"monster/dvlact\"\n  MONSTER\n  +FLOORCLIP\n\n  DropItem \"T3HealthBonus\" 40 23\n\n  States\n  {\n  Spawn:\n    TRO2 AB 9 A_Look\n    Loop\n  See:\n    TRO2 AABBCCDD 3 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TRO2 EF 5 A_FaceTarget\n    TRO2 G 4 A_TroopAttack\n    TRO2 B 2\n    TRO2 VW 5 A_FaceTarget\n    TRO2 X 4 A_TroopAttack\n    TRO2 E 0 A_Jump(200,9)\n    TRO2 D 2\n    TRO2 EF 5 A_FaceTarget\n    TRO2 G 4 A_TroopAttack\n    TRO2 B 2\n    TRO2 VW 5 A_FaceTarget\n    TRO2 X 4 A_TroopAttack\n    TRO2 B 0\n    Goto See\n  Pain:\n    TRO2 H 2\n    TRO2 H 2 A_Pain\n    Goto See\n  Death:\n    TRO2 I 8\n    TRO2 J 8 A_Scream\n    TRO2 K 6\n    TRO2 L 6 A_NoBlocking\n    TRO2 M 1024\n    Stop\n  XDeath:\n    TRO2 N 5\n    TRO2 O 5 A_XScream\n    TRO2 P 5\n    TRO2 Q 5 A_NoBlocking\n    TRO2 RST 5\n    TRO2 U 1024\n    Stop\n  Raise:\n    TRO2 ML 8\n    TRO2 KJI 6\n    Goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/nethimp.txt",
        "contents": "ACTOR T3NetherImp : DoomImp 10022\n{\n//$Category Monsters\n//$Sprite DRKFA1\n//$Title \"ArkDoom - Nether Imp\"\n    Health 200\n    Radius 20\n    Height 56\n    Speed 9\n    PainChance 140\n    Mass 500\n    Scale 1.2\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n    MeleeDamage 6\n    MissileType \"InfernoBall\"\n    Missileheight 32\n\n    DropItem \"T3HealthBonus\" 40 23\n\n    States\n    {\n    Spawn:\n        DRKF AB 10 A_Look\n        Loop\n    See:\n        DRKF AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n        DRKF IJ 8 A_FaceTarget\n        DRKF K 6 A_ComboAttack\n        Goto See\n    Missile:\n        DRKF E 1 A_Jump (255, \"Attack1\", \"Attack2\")\n        Goto See\n    Attack1:\n        DRKF EF 8 A_FaceTarget\n        DRKF G 6 A_CustomMissile (\"NetherLightning\", 32, 0, 0)\n        Goto See\n    Attack2:\n        DRKF IJ 8 A_FaceTarget\n        DRKF K 6 A_CustomMissile (\"InfernoBall\", 32, 0, 0)\n        Goto See\n    Pain:\n        DRKF H 2\n        DRKF H 2 A_Pain\n        Goto See\n    Death:\n        DRKF L 8\n        DRKF M 8 A_Scream\n        DRKF N 5\n        DRKF O 5 A_Fall\n        DRKF P 1024\n        Stop\n    XDeath:\n        DRKF Q 5\n        DRKF R 5 A_XScream\n        DRKF S 5\n        DRKF T 5 A_Fall\n        DRKF UVW 5\n        DRKF X 1024\n        Stop\n    Raise:\n        DRKF PO 8\n        DRKF NML 6\n        Goto See\n    }\n}\n\nACTOR InfernoBall\n{\n    Radius 8\n    Height 6\n    Speed 20\n    Damage 12\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        IBAL AAAABBBB 1 Bright A_SpawnItemEx (\"InfernoBallTrail\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n        Loop\n    Death:\n        IBAL CDE 4 Bright\n        Stop\n    }\n}\n\nACTOR InfernoBallTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    Damage 0\n    +NOGRAVITY\n    Scale 0.2\n    States\n    {\n    Spawn:\n        ITRL ABCDEFGHIJKLMN 1 Bright\n        stop\n    }\n}\n\nACTOR NetherLightning\n{\n    Radius 8\n    Height 6\n    Speed 24\n    Damage 4\n    PROJECTILE\n    +RIPPER\n    RENDERSTYLE ADD\n    ALPHA 0.75\n    Scale 0.75\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        NLIT AA 1 Bright A_SpawnItemEx (\"NetherLightningTrail\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n        NLIT A 0 Bright A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n        NLIT AA 1 Bright A_SpawnItemEx (\"NetherLightningTrail\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n        NLIT A 0 Bright A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n        loop\n    Death:\n        NLIT ABCDEFG 1 Bright\n        Stop\n    }\n}\n\nACTOR NetherLightningTrail\n{\n    Radius 8\n    Height 6\n    Speed 1\n    Damage 0\n    PROJECTILE\n    +RIPPER\n    RENDERSTYLE ADD\n    ALPHA 0.75\n    Scale 0.75\n    States\n    {\n    Spawn:\n        NLIT A 1 A_FadeOut (0.025)\n        NLIT A 0 A_Jump (32, \"Spark\")\n        loop\n    Spark:\n        NLIT A 0 A_SpawnItemEx (\"NetherLightningSpark\", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)\n        goto Spawn\n    }\n}\n\nACTOR NetherLightningSpark\n{\n    Radius 1\n    Height 1\n    Speed 0\n    Damage 0\n    +NOGRAVITY\n    Scale 0.3\n    States\n    {\n    Spawn:\n        NLIT BCDEFG 1 Bright\n        stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/voidimp.txt",
        "contents": "ACTOR T3VoidImp : DoomImp 10023\n{\n//$Category Monsters\n//$Sprite DRKVA1\n//$Title \"ArkDoom - Void Imp\"\n    Health 150\n    Radius 20\n    Height 56\n    Speed 7\n    PainChance 160\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"imp/sight\"\n    PainSound \"imp/pain\"\n    DeathSound \"imp/death\"\n    ActiveSound \"imp/active\"\n    MeleeSound \"imp/melee\"\n    Obituary \"%o was cursed by a dark imp.\"\n    HitObituary \"%o was touched by a dark imp.\"\n    MissileType DarkNormal\n    MeleeDamage 3\n\n    DropItem \"T3HealthBonus\" 40 23\n\n    States\n    {\n    Spawn:\n        DRKV AB 9 A_Look\n        Loop\n    See:\n        DRKV AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_ComboAttack\n        Goto See\n    Missile:\n        DRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n        Goto Missile+7\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n        DRKV E 0 A_Jump(64,4)\n        DRKV EF 8 A_FaceTarget\n        DRKV G 6 A_CustomMissile(\"DarkNormal\", 32, 0, 0)\n        Goto See\n        DRKV IJ 8 Bright A_FaceTarget\n        DRKV K 6 Bright A_CustomMissile(\"DarkStrong\", 32, 0, 0)\n        Goto See\n    Pain:\n        DRKV H 2\n        DRKV H 2 A_Pain\n        Goto See\n    Death:\n        DRKV L 8\n        DRKV M 8 A_Scream\n        DRKV N 5\n        DRKV O 5 A_Fall\n        DRKV P 1024\n        Stop\n    XDeath:\n        DRKI N 5\n        DRKI O 5 A_XScream\n        DRKI P 5\n        DRKI Q 5 A_Fall\n        DRKI RST 5\n        DRKI U 1024\n        Stop\n    Raise:\n        DRKV PO 8\n        DRKV NML 6\n        Goto See\n    }\n}\n\nACTOR DarkNormal\n{\n    Radius 8\n    Height 6\n    Speed 12\n    Damage 3\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB1 AB 4 Bright\n        Loop\n    Death:\n        DKB1 CDE 4 Bright\n        Stop\n    }\n}\n\nACTOR DarkStrong\n{\n    Radius 8\n    Height 6\n    Speed 12\n    Damage 6\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.67\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n        DKB2 AB 4 Bright A_SpawnItemEx(\"DarkTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Loop\n    Death:\n        DKB2 CDE 4 Bright\n        Stop\n    }\n}\n\nACTOR DarkTail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.5\n    States\n    {\n    Spawn:\n        DKBT ABCDEF 2 Bright\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/belphegr.txt",
        "contents": "ACTOR T3Belphegor 10024\n{\n//$Category Monsters\n//$Sprite BLPHA1\n//$Title \"ArkDoom - Belphegor\"\n   Health 1100\n   Speed 8\n   Radius 24\n   Height 64\n   PainChance 40\n   Mass 1000\n   Meleedamage 15\n   Species \"Baron\"\n   DamageType \"HellFire\"\n   DamageFactor \"HellFire\", 0.0\n   BloodColor \"7D 9D 59\"\n   SeeSound \"baron/sight\"\n   PainSound \"baron/pain\"\n   DeathSound \"baron/death\"\n   ActiveSound \"baron/active\"\n   MeleeSound \"baron/melee\"\n   REACTIONTIME 8\n   MONSTER\n   +DONTHARMSPECIES\n   +QUICKTORETALIATE\n   +FLOORCLIP\n   Missiletype T3BelphegorBall\n   Obituary \"%o was incinerated by a Belphegor.\"\n   HitObituary \"the last thing %o saw was the Belphegor's abs.\"\n   States\n   {\n   Spawn:\n      BLPH AB 10 A_Look\n      Loop\n   See:\n      BLPH AABBCCDD 3 A_Chase\n      Loop\n   Missile:\n      BLPH E 8 A_FaceTarget\n      BLPH F 8 A_FaceTarget\n      BLPH G 8 A_ComboAttack\n      BLPH F 8 A_FaceTarget\n      BLPH G 8 A_ComboAttack\n      BLPH F 8 A_FaceTarget\n      BLPH G 8 A_ComboAttack\n      Goto See\n   Melee:\n      BLPH EF 8 A_FaceTarget\n      BLPH G 8 A_ComboAttack\n      Goto See\n   Pain:\n      BLPH H 2\n      BLPH H 2 A_Pain\n      Goto See\n   Death:\n      BLPH I 8\n      BLPH J 8 A_Scream\n      BLPH K 8\n      BLPH L 8 A_NoBlocking\n      BLPH MN 8\n      BLPH O -1\n      Stop\n   Raise:\n      BLPH ONMLKJI 8\n      Goto See\n   }\n}\n\nACTOR T3BelphegorBall\n{\n    Radius 6\n    Height 8\n    Speed 20\n    Damage 10\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.85\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    Decal BaronScorch\n    States\n    {\n    Spawn:\n        BAL7 AB 3 Bright A_SpawnItemEx(\"BelphSmokeTrail\", 0, 0, 0)\n        Loop\n    Death:\n        BAL7 CDE 6 Bright\n        Stop\n    }\n}\n\nACTOR BelphShotFlame1 : GreenTorchFire1\n{\n  +NOGRAVITY\n  Scale 0.15\n  Alpha 0.5\n}\n\nACTOR BelphShotFlame2 : GreenTorchFire2\n{\n  +NOGRAVITY\n  Scale 0.15\n  Alpha 0.5\n}\n\nACTOR BelphSmokeTrail : T3BaseEffect\n{\n  Projectile\n  RenderStyle Add\n  +NOCLIP\n  Alpha 0.85\n  Scale 0.5\n  States\n  {\n  Spawn:\n  //SMK1 J 3\n  TNT1 A 0\n  TNT1 A 2 Bright A_SpawnItemEx(\"BelphShotFlame1\", 0, 0, Random(-2, 2), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(100, 240), 0, 128, 0)\n  TNT1 A 2 Bright A_SpawnItemEx(\"BelphShotFlame2\", 0, 0, Random(-2, 2), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(100, 240), 0, 128, 0)\n\n  SMK1 ABCDEFGHI 2 Bright\n  Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/cybbaron.txt",
        "contents": "ACTOR T3Cyberbaron : BaronOfHell 10025\n{\n//$Category Monsters\n//$Sprite CBOSA1\n//$Title \"ArkDoom - Cyber Baron\"\n  Obituary \"%o was splayed by Cyberbaron.\"\n  HitObituary \"%o was ripped to shreds by Cyberbaron.\"\n  Health 1400\n  Mass 1000\n  Speed 10\n  Painchance 40\n  MeleeDamage 16\n  DamageType \"HellFire\"\n  DamageFactor \"HellFire\", 0.0\n  Species \"Baron\"\n  //Scale 1.25\n  Seesound \"cbaron/sight\"\n  Painsound \"cbaron/pain\"\n  Deathsound \"cbaron/death\"\n  Activesound \"cbaron/active\"\n  Monster\n\n  DropItem \"RocketLauncher\" 256\n  DropItem \"T3HealthBonus\" 40 23\n  DropItem \"RocketBox\" 40 4\n\n  -NORADIUSDMG\n  +DONTHARMSPECIES\n  +QUICKTORETALIATE\n  +NOINFIGHTING\n  // +FLOORCLIP\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +FASTMELEE\n  +BOSS\n\n  States\n  {\n  Spawn:\n    CBOS AB 10 A_Look\n    Loop\n  See:\n    CBOS A 3 A_Chase\n    CBOS A 3 A_Chase\n    CBOS B 0 A_playsound(\"cbaron/metal\")\n    CBOS BB 3 A_Chase\n    CBOS CC 3 A_Chase\n    CBOS D 3 A_Chase\n    CBOS D 3 A_Hoof\n    Loop\n  Melee:\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n    Goto See\n  Missile:\n    CBOS E 0 A_Jump(100, \"FireBall\")\n\tCBOS E 16 A_FaceTarget\n\tCBOS F 16 A_CustomMissile(\"BaronRocket\", 33, 16, Random(-4, 4))\n\tGoto See\n  FireBall:\n    CBOS PQ 8 A_FaceTarget\n    CBOS R 8 A_BruisAttack\n    Goto Missile\n  Pain:\n    CBOS H 2\n    CBOS H 2 A_Pain\n    Goto See\n  Death:\n    CBOS I 8\n    CBOS J 8 A_Scream\n    CBOS K 8 bright A_Playsound(\"world/barrelx\")\n    CBOS L 8 bright A_NoBlocking\n    CBOS M 8 bright\n    CBOS N 8 bright\n    CBOS O 1024\n    Stop\n   }\n}\n\nACTOR BaronRocket : Rocket {\n    Damage 20\n\tScale 0.85\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 3 Bright\n\t    TNT1 A 0\n\t\tLoop\n\tDeath:\n\t\tMISL B 8 Bright A_Explode\n\t    TNT1 A 0 Radius_Quake(5, 10, 0, 3, 0)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/squire.txt",
        "contents": "ACTOR T3Squire : BaronOfHell 10042\n{\n//$Category Monsters\n//$Sprite BOS6A1\n//$Title \"ArkDoom - Squire\"\n  Obituary \"%o was scorched by a Squire.\"\n  Hitobituary \"%o was torn up by a Squire.\"\n  Health 600\n  GibHealth 50\n  BloodColor \"00 66 00\"\n  Species \"Baron\"\n  DamageType \"HellFire\"\n  DamageFactor \"HellFire\", 0.0\n  SeeSound \"squire/sight\"\n  PainSound \"knight/pain\"\n  DeathSound \"squire/death\"\n  ActiveSound \"knight/active\"\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    BOS6 AB 10 A_Look\n    loop\n  See:\n       BOS6 AABBCCDD 4 A_Chase\n    loop\n  Melee:\n      BOS6 EF 8 A_FaceTarget\n    BOS6 G 8 A_CustomMeleeAttack(6, \"baron/melee\")\n    goto See\n  Missile:\n    BOS6 EF 8 A_FaceTarget\n    BOS6 G 8 A_CustomMissile(\"SquireShot\")\n    goto See\n  Pain:\n    BOS6 H 2\n    BOS6 H 2 A_Pain\n    goto See\n  Death:\n    BOS6 I 8\n    BOS6 J 8 A_Scream\n    BOS6 K 8\n    BOS6 L 8 A_NoBlocking\n    BOS6 MN 8\n    BOS6 O -1\n    Stop\n  XDeath:\n    BOS6 P 8\n    BOS6 Q 8 A_XScream\n    BOS6 R 8\n    BOS6 S 8 A_NoBlocking\n    BOS6 TU 8\n    BOS6 V -1\n    Stop\n  Raise:\n    BOS6 ONMLKJI 8\n    goto See\n  }\n}\n\nACTOR SquireShot\n{\n  Speed 15\n  FastSpeed 20\n  Radius 8\n  Height 16\n  Damage 10\n  Projectile\n  RenderStyle Add\n  SeeSound \"fireball/fire\"\n  DeathSound \"fireball/hit\"\n  Alpha 0.85\n\n  States\n  {\n  Spawn:\n    HHFX ABC 3 Bright A_SpawnItemEx(\"SmokeTrail\", 0, 0, 0)\n    Loop\n  Death:\n    HHFX DE 4 Bright\n    HHFX FGH 3 Bright\n    Stop\n  }\n}\n\nACTOR SquireShotFlame1 : RedTorchFire1\n{\n  +NOGRAVITY\n  Scale 0.2\n  Alpha 0.75\n}\n\nACTOR SquireShotFlame2 : RedTorchFire2\n{\n  +NOGRAVITY\n  Scale 0.2\n  Alpha 0.75\n}\n\nACTOR SmokeTrail : T3BaseEffect\n{\n  Projectile\n  RenderStyle Translucent\n  +NOCLIP\n  Alpha 0.65\n  Scale 0.5\n  States\n  {\n  Spawn:\n  //SMK1 J 3\n  TNT1 A 0\n  TNT1 A 2 Bright A_SpawnItemEx(\"SquireShotFlame1\", 0, 0, Random(-2, 2), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(100, 240), 0, 128, 0)\n  TNT1 A 2 Bright A_SpawnItemEx(\"SquireShotFlame2\", 0, 0, Random(-2, 2), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(100, 240), 0, 128, 0)\n\n  SMK1 ABCDEFGHI 2 Bright\n  Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/incarnte.txt",
        "contents": "ACTOR T3Incarnate 10026\n{\n//$Category Monsters\n//$Sprite INCAA1D1\n//$Title \"ArkDoom - Incarnate\"\n    Health 400\n    Radius 20\n    Height 56\n    Mass 500\n    Speed 10\n    MeleeThreshold 196\n    PainChance 120\n    MONSTER\n    +MISSILEMORE\n    +FLOORCLIP\n\t+DONTHARMSPECIES\n\tSpecies \"Revenant\"\n    Damagefactor IncarnateShot, 0\n    Obituary \"%o was killed by a Death Incarnate's glare.\"\n    HitObituary \"%o was beaten to death by a Death Incarnate.\"\n    SeeSound \"monster/incsit\"\n    PainSound \"skeleton/pain\"\n    DeathSound \"monster/incdth\"\n    ActiveSound \"monster/incact\"\n    AttackSound \"monster/incatk\"\n    MeleeSound \"monster/inchit\"\n\n\tStates\n    {\n    Spawn:\n       INCA AB 10 A_Look\n       Loop\n    See:\n       INCA AABBCCDDEEFF 2 A_Chase\n       Loop\n    Melee:\n       INCA G 0 A_Jump(128,5)\n       INCA G 0 A_FaceTarget\n       INCA G 6 A_SkelWhoosh\n       INCA H 6 A_FaceTarget\n       INCA I 6 A_MeleeAttack\n       Goto See\n       INCA R 0 A_FaceTarget\n       INCA R 5 A_SkelWhoosh\n       INCA S 5 A_FaceTarget\n       INCA T 5 A_MeleeAttack\n       INCA G 0 A_FaceTarget\n       INCA G 5 A_SkelWhoosh\n       INCA H 5 A_FaceTarget\n       INCA I 5 A_MeleeAttack\n       Goto See\n    Missile:\n       //INCA J 5 A_FaceTarget\n       //INCA J 5\n       //INCA U 10 Bright A_CustomBulletAttack(30,0,5,3,\"DIpuff\",1024)\n       //INCA K 10\n       INCA J 1 BRIGHT A_FaceTarget\n       INCA J 5 BRIGHT A_FaceTarget\n       INCA U 6 BRIGHT A_CustomMissile(\"T3IncarnateTracer\", 48.0) //A_SkelMissile\n       INCA K 6 A_FaceTarget\n       Goto See\n    Pain:\n       INCA L 5\n       INCA L 5 A_Pain\n       Goto See\n    Death:\n       INCA LM 7\n       INCA N 7 A_Scream\n       INCA O 7 A_NoBlocking\n       INCA P 7\n       INCA Q 1024\n       Stop\n    XDeath:\n       INCX A 10 Bright A_Playsound(\"monster/incexp\")\n       INCX BC 5 Bright A_NoBlocking\n       INCX D 5 Bright\n       INCX EFGHIJ 5 Bright\n       INCX K 1024\n\t   Stop\n    Raise:\n       Stop\n   }\n}\n\nACTOR T3IncarnateTracer : RevenantTracer\n{\n    Speed 12\n    Damage 12\n    //SeeSound \"skeleton/attack\"\n    //DeathSound \"skeleton/tracex\"\n    States\n    {\n    Spawn:\n        INBL AB 2 BRIGHT A_Tracer\n        Loop\n    Death:\n        FBXP A 8 BRIGHT\n        FBXP B 6 BRIGHT\n        FBXP C 4 BRIGHT\n        Stop\n    }\n}\n\n//new visible puff\nACTOR DIPuff\n{\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +RANDOMIZE\n   +PUFFONACTORS\n   RENDERSTYLE Add\n   DamageType IncarnateShot\n   States\n   {\n   Spawn:\n\t  INPF ABCDE 3 Bright\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/enhcaco.txt",
        "contents": "ACTOR T3EnhancedCacodemon 10027\n{\n//$Category Monsters\n//$Sprite ENCDA1\n//$Title \"ArkDoom - Enhanced Cacodemon\"\n   Health 550\n   Speed 8\n   Radius 31\n   Height 56\n   PainChance 112\n   Mass 400\n   Meleedamage 6\n   REACTIONTIME 8\n   MONSTER\n   +NOGRAVITY\n   +FLOAT\n   SeeSound \"caco/sight\"\n   PainSound \"caco/pain\"\n   DeathSound \"caco/death\"\n   ActiveSound \"caco/active\"\n   HitObituary \"%o was mowed down by an enhanced cacodemon.\"\n   Obituary \"%o was made into a snack by the enhanced cacodemon.\"\n   States\n   {\n   Spawn:\n      ENCD A 10 A_Look\n      Loop\n   See:\n      ENCD A 3 A_Chase\n      Loop\n   Missile:\n      ENCD BC 5 A_FaceTarget\n      ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 0, 1)\n      ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, -8, 1)\n      ENCD B 5 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 8, 1)\n      Goto See\n   Pain:\n      ENCD D 4\n      ENCD D 4 A_Pain\n      ENCD D 5\n      Goto See\n   Death:\n      ENCD E 8\n      ENCD F 8 A_Scream\n      ENCD GH 8\n      ENCD I 8 A_NoBlocking\n      ENCD J 1024 A_SetFloorClip\n      Stop\n   Raise:\n      ENCD J 8 A_UnsetFloorClip\n      ENCD IHGFE 8\n      Goto See\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/helemntl.txt",
        "contents": "Actor T3Helemental 10028\n{\n//$Category Monsters\n//$Sprite HELEA1\n//$Title \"ArkDoom - Hades Elemental\"\n  Obituary \"%o was electrocuted by a Hades-Elemental.\"\n  HitObituary \"%o got chomped by a Hades-Elemental.\"\n  Health 600\n  Radius 31\n  Height 56\n  Mass 800\n  Speed 10\n  PainChance 64\n  MeleeDamage 10\n  DamageType normal\n  SeeSound \"monster/helsit\"\n  PainSound \"monster/helpai\"\n  DeathSound \"monster/heldth\"\n  ActiveSound \"monster/helact\"\n  MeleeSound \"caco/melee\"\n  Monster\n  +Float\n  +NoGravity\n  +MissileMore\n  +Notarget\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  +NoRadiusDmg\n\n  DropItem \"T3HealthBonus\" 40 23\n\n  States\n  {\n  Spawn:\n    HELE A 9 A_Look\n    Loop\n  See:\n    HELE A 0 A_SetShootable\n    HELE AAAAAAAAAAAA 3 A_Chase\n    HELE A 0 A_Jump(72,1)\n    Goto See+1\n    HELE A 0 A_UnSetshootable\n    HELE A 1 A_PlaySound(\"monster/heltel\")\n    HELE A 1 A_SetTranslucent(0.90)\n    HELE A 1 A_SetTranslucent(0.80)\n    HELE A 1 A_SetTranslucent(0.70)\n    HELE A 1 A_SetTranslucent(0.60)\n    HELE A 1 A_SetTranslucent(0.50)\n    HELE A 1 A_SetTranslucent(0.40)\n    HELE A 1 A_SetTranslucent(0.30)\n    HELE A 1 A_SetTranslucent(0.20)\n    HELE A 1 A_SetTranslucent(0.10)\n    TNT1 A 0 A_Jump(128,25)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    TNT1 A 0 A_Jump(128,25)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n    HELE A 1 A_PlaySound(\"monster/heltel\")\n    HELE A 1 A_SetTranslucent(0.10)\n    HELE A 1 A_SetTranslucent(0.20)\n    HELE A 1 A_SetTranslucent(0.30)\n    HELE A 1 A_SetTranslucent(0.40)\n    HELE A 1 A_SetTranslucent(0.50)\n    HELE A 1 A_SetTranslucent(0.60)\n    HELE A 1 A_SetTranslucent(0.70)\n    HELE A 1 A_SetTranslucent(0.80)\n    HELE A 1 A_SetTranslucent(0.90)\n    HELE A 1 A_SetTranslucent(1.0)\n    HELE A 0 A_SetShootable\n    Goto See\n  Missile:\n    HELE A 0 A_Jump(80,1)\n    Goto Missile1\n    HELE A 0 A_Jump(128,1)\n    Goto Missile2\n    HELE A 0\n    Goto Missile3\n  Missile1:\n    HELE EF 5 Bright A_Facetarget\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBall\",24,0,-10,0,0)\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBall\",24,0,-5,0,0)\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBall\",24,0,0,0,0)\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBall\",24,0,5,0,0)\n    HELE G 5 Bright A_CustomMissile(\"T3HadesBall\",24,0,10,0,0)\n    Goto See+1\n  Missile2:\n    HELE EF 5 Bright A_Facetarget\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBolt\",32,0,-16,0,0)\n    HELE G 0 Bright A_CustomMissile(\"T3HadesBolt\",32,0,0,0,0)\n    HELE G 5 Bright A_CustomMissile(\"T3HadesBolt\",32,0,16,0,0)\n    Goto See+1\n  Missile3:\n    HELE BC 5 Bright A_Facetarget\n    HELE D 5 Bright A_DualPainAttack(\"T3HS\")\n    Goto See+1\n  Melee:\n    HELE ABD 5 Bright A_Facetarget\n    HELE C 5 Bright A_MeleeAttack\n    Goto See+1\n  Pain:\n    HELE H 3\n    HELE H 3 A_Pain\n    HELE H 6\n    Goto See\n  Death:\n    HELE I 5 Bright A_Scream\n    HELE JKL 5 Bright\n    HELE M 5 Bright A_NoBlocking\n    HELE M 0 Bright A_SpawnItemEx(\"T3HS\",36,36)\n    HELE M 0 Bright A_SpawnItemEx(\"T3HS\",-36,36)\n    HELE M 0 Bright A_SpawnItemEx(\"T3HS\",-36,-36)\n    HELE M 0 Bright A_SpawnItemEx(\"T3HS\",36,-36)\n    HELE NOP 5 Bright\n    HELE QRSTU 5\n    HELE V 1024 A_SetFloorClip\n    Stop\n  }\n}\n\nActor T3HadesBall : CacodemonBall\n{\n  Damage 15\n  Speed 15\n  Alpha 0.80\n  DamageType lightning\n  +ThruGhost\n  +ForceXYBillboard\n  SeeSound \"Monster/hadtel\"\n  DeathSound \"Monster/hadsit\"\n  Decal \"CacoScorch\"\n  States\n  {\n  Spawn:\n    HEFX AB 4 Bright\n    Loop\n  Death:\n    HEFX CDEEFGH 3 bright\n    Stop\n  }\n}\n\nActor T3HadesBolt : CacodemonBall\n{\n  Damage 5\n  Speed 5\n  Radius 8\n  Height 8\n  Damagetype lightning\n  SeeSound \"weapons/none\"\n  DeathSound \"weapons/gntidl\"\n  YScale 4.0\n  XScale 2.0\n  ReactionTime 35\n  +FloorHugger\n  +HexenBounce\n  +Ripper\n  -NoGravity\n  -StrifeDamage\n  States\n  {\n  Spawn:\n    LFX2 F 1 Bright A_Explode(16,64,0)\n    LFX2 F 0 Bright A_CustomMissile(\"T3HadesBolt2\",0,0,0,6,90)\n    LFX2 F 0 ThrustThing(random(0,255),1,0,0)\n    LFX2 G 1 Bright A_Explode(16,64,0)\n    LFX2 G 0 Bright A_CustomMissile(\"T3HadesBolt2\",0,0,0,6,90)\n    LFX2 H 1 Bright A_Explode(16,64,0)\n    LFX2 H 0 Bright A_CustomMissile(\"T3HadesBolt2\",0,0,0,6,90)\n    LFX2 I 1 Bright A_Explode(16,64,0)\n    LFX2 I 0 Bright A_CustomMissile(\"T3HadesBolt2\",0,0,0,6,90)\n    LFX2 J 1 Bright A_Explode(16,64,0)\n    LFX2 J 0 Bright A_CustomMissile(\"T3HadesBolt2\",0,0,0,6,90)\n    LFX2 J 0 Bright A_CountDown\n    Loop\n  Death:\n    LFX2 FGHIJ 2 Bright A_Explode(32,64,0)\n    Stop\n  }\n}\n\nActor T3HadesBolt2 : CacodemonBall\n{\n  Damage 0\n  Speed 184\n  RenderStyle None\n  DamageType Lightning\n  +ThruGhost\n  +Ripper\n  SeeSound \"Monster/hadtel\"\n  DeathSound \"Monster/hadsit\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 Bright A_Explode(16,64,0)\n    Loop\n  Death:\n    TNT1 A 1 Bright\n    Stop\n  }\n}\n//End of Hades Elemental\n\n//Hades Sphere\nACTOR T3HS 30116\n{\n  //$Title \"ArkDoom - Hades Sphere\"\n  //$Category Monsters\n  Health 35\n  Radius 24\n  Height 48\n  Mass 3000\n  Speed 10\n  Obituary \"%o was blown away by a Hades Sphere.\"\n  Monster\n  SeeSound \"monster/hadsit\"\n  DeathSound \"monster/hadexp\"\n  +LOOKALLAROUND\n  +DONTGIB\n  +NOTARGET\n  +NOGRAVITY\n  +FLOAT\n  +DONTFALL\n  //+DONTHARMCLASS // [MagicWazard] See \"notes\" below\n  States\n  {\n  Spawn:\n    TNT1 A 1 Bright A_Look\n    Loop\n  See:\n    HADE EFGH 4 Bright\n  SeeLoop:\n    HADE A 2 Bright A_Playsound(\"monster/hadwlk\")\n    HADE ABBCCDD 2 Bright A_GiveInventory(\"HS_SpecialChase\", 1) // [Blue Shadow] Conditional A_Chase\n    //TNT1 A 0 A_CheckFlag(\"SKULLFLY\", \"SeeLoop\") // [Blue Shadow] Don't bother trying to teleport out while \"skull-flying\"\n    TNT1 A 0 A_Jump(32, \"TeleportOut\")\n    Loop\n  TeleportOut:\n    TNT1 A 0 A_UnSetSolid\n    TNT1 A 0 A_UnSetShootable\n    HADE H 5 Bright A_Playsound(\"monster/hadtel\")\n    HADE GFEIJKL 4 Bright\n  SeeTeleport:\n    TNT1 AAAAAAAA 2 A_Chase(0)\n    TNT1 A 0 A_Jump(96, \"TeleportIn\")\n    Loop\n  TeleportIn:\n    HADE L 3 Bright A_Playsound(\"monster/hadtel\")\n    HADE KJIEFG 4 Bright\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_SetSolid\n    Goto SeeLoop\n  Melee:\n    TNT1 A 0 A_SetInvulnerable\n    HADE HGFE 4 Bright\n    TNT1 A 0 A_UnSetInvulnerable\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_Die\n    Stop\n  Death:\n    TNT1 A 0 A_NoBlocking\n    TNT1 A 0 A_SetTranslucent(0.9, 1)\n    TNT1 A 0 A_Scream\n    HADE M 4 Bright A_Explode(112, 112)\n    HADE NOPQ 5 Bright\n    Stop\n  XDeath:\n    TNT1 A 0 A_Noblocking\n    HADE H 5 Bright A_PlaySound(\"monster/haddth\")\n    HADE GFE 4 Bright\n    HADE RSTUVWX 4 Bright\n    Stop\n  Death.Ice:\n    TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", FALSE)\n    Goto GenericFreezeDeath\n  }\n}\n\n// [MagicWazard] NOTES: +DONTHARMCLASS was originally enabled, but HS were still\n// able to damage each other with self-destructs due to way the self-destruct\n// was coded. Now that the self-destruct code has been changed, they are\n// invulnerable to each others' explosions if that flag is enabled. Keep\n// +DONTHARMCLASS disabled if you want the HS to be vunlerable to each others'\n// explosions! Remove the comments and enable the flag if you want the HS to be\n// immune to other HS' self-destruct damage.\n\n// [Blue Shadow] Depending on whether or not the Hades Sphere is currently flying\n// (due to A_SkullAttack), choose the appropriate \"chase mode\".\nACTOR HS_SpecialChase : CustomInventory\n{\n  States\n  {\n  Pickup:\n    //TNT1 A 0 A_CheckFlag(\"SKULLFLY\", \"ThrustChase\")\n    TNT1 A 0 A_Chase\n    Stop\n  ThrustChase:\n    TNT1 A 0 A_Chase(\"\", \"\")\n    Stop\n  }\n}\n//End of Hades Sphere"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/phantasm.txt",
        "contents": "//definition for the Phantasm, based off the Phantom (Tier 1 Lost Soul) from Doom RPG\nActor T3Phantasm 10029 //add your own Doom Ed number here\n{\n//$Category Monsters\n//$Sprite PHNTA1\n//$Title \"ArkDoom - Phantasm\"\n  Game Doom\n  //$Category Monsters\n  //$Title \"ArkDoom - Phantasm\"\n  Health 150\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 10\n  Damage 3\n  PainChance 256\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +DONTFALL\n  +NOICEDEATH\n  AttackSound \"phantasm/attack\"\n  PainSound \"phantasm/pain\"\n  DeathSound \"phantasm/death\"\n  ActiveSound \"demon/active\"\n  RenderStyle Add\n  BloodColor \"green\"\n  Species \"Elemental\"\n  Obituary \"%o was smoked by a Phantasm.\"\n  States\n  {\n  Spawn:\n    PHNT AB 5 BRIGHT A_Look\n    Loop\n  See:\n\tPHNT AABB 3 BRIGHT A_Chase\n    Loop\n  Missile:\n    PHNT C 10 BRIGHT A_FaceTarget\n    PHNT D 4 BRIGHT A_SkullAttack\n    PHNT CD 4 BRIGHT\n\tGoto Missile +2\n  Pain:\n    PHNT E 3 BRIGHT\n    PHNT E 3 BRIGHT A_Pain\n    Goto See\n  Death:\n    PHNT E 6 BRIGHT\n    PHNT F 6 BRIGHT A_Scream\n\n\tPHNT EF 3 BRIGHT A_SpawnItemEx(\"T3PhantasmPuff\", random(-15,15), random(-15,15), random(12, 24), 0, 0, 1)\n\tTNT1 A 0 A_PlaySound(\"phantasm/attack\")\n\tPHNT EF 3 BRIGHT A_SpawnItemEx(\"T3PhantasmPuff\", random(-15,15), random(-15,15), random(12, 24), 0, 0, 1)\n\tTNT1 A 0 A_PlaySound(\"phantasm/attack\")\n\tPHNT EF 3 BRIGHT A_SpawnItemEx(\"T3PhantasmPuff\", random(-15,15), random(-15,15), random(12, 24), 0, 0, 1)\n\tTNT1 A 0 A_PlaySound(\"phantasm/attack\")\n\tPHNT EF 3 BRIGHT A_SpawnItemEx(\"T3PhantasmPuff\", random(-15,15), random(-15,15), random(12, 24), 0, 0, 1)\n\tTNT1 A 0 A_PlaySound(\"phantasm/attack\")\n\n\tPHNT FEFEFE 2 BRIGHT A_SpawnItemEx(\"T3PhantasmPuff\", random(-15,15), random(-15,15), random(12, 24), 0, 0, 1)\n    PHNT G 6 BRIGHT\n\tTNT1 A 0 A_Explode(64, 128, 0, false, 32)\n\tPHNT H 6 BRIGHT A_PlaySound(\"phantasm/explode\")\n    PHNT I 6 BRIGHT A_NoBlocking\n    PHNT J 6\n    PHNT K 6\n    Stop\n  }\n}\n\nActor T3PhantasmPuff : BulletPuff\n{\n  Translation \"160:167=112:127\", \"48:79=112:127\"\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/painplas.txt",
        "contents": "ACTOR T3PlasmaElemental 10030\n{\n//$Category Monsters\n//$Sprite PLEMA1\n//$Title \"ArkDoom - Plasma Elemental\"\n   Health 500\n   Speed 8\n   Radius 31\n   Height 56\n   PainChance 112\n   Mass 400\n   MONSTER\n   +NOGRAVITY\n   +FLOAT\n   +DROPOFF\n   SeeSound \"Pain/Sight\"\n   PainSound \"Pain/Pain\"\n   DeathSound \"Pain/Death\"\n   ActiveSound \"Pain/Active\"\n   Obituary \"%o was fried by a Plasma Elemental.\"\n   States\n   {\n   Spawn:\n      PLEM A 10 A_Look\n      Loop\n   See:\n      PLEM AABBCC 3 A_Chase\n      Loop\n   Missile:\n      PLEM D 5 A_FaceTarget\n      PLEM E 5 A_FaceTarget\n      PLEM F 1 A_FaceTarget\n\n      TNT1 A 0 A_Jump(128, 3)\n\t  PLEM F 3 BRIGHT A_FaceTarget\n\t  PAIN F 1 BRIGHT A_PainAttack\n\t  Goto See\n\n      PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n      Goto See\n   Pain:\n      PLEM G 3\n      PLEM G 6 A_Pain\n      Goto See\n   Death:\n      PLEM H 8\n      PLEM I 8 A_Scream\n      PLEM JK 8 BRIGHT\n      PLEM L 8 BRIGHT A_NoBlocking\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -180)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -160)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -140)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -120)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -100)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -80)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -60)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -40)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -20)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 0)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 20)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 40)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 60)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 80)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 100)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 120)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 140)\n      PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 160)\n      PLEM M 8\n      Stop\n   }\n}\n\n/*\nACTOR ElementalPlasma\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"baby/attack\"\n\tDeathSound \"baby/shotx\"\n\tDecal ArachnotronScorch\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS AB 5 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tAPBX ABCDE 5 BRIGHT\n\t\tStop\n\t}\n}\n*/\n\nACTOR ElementalPlasma : T2Bolt\n{\n  //Radius 10\n  //Height 8\n  Scale 0.5\n  Speed 18\n  FastSpeed 25\n  Damage 10\n  Alpha 0.97\n  SeeSound \"Imp/Attack\"\n  DeathSound \"Imp/ShotX\"\n  Decal Scorch\n  Species \"Elemental\"\n  +MTHRUSPECIES\n  +THRUSPECIES\n  States\n  {\n  Spawn:\n\tD3BP ABCDEFG 1 Bright A_SpawnItemEx(\"ElementalPlasmaTrail\")\n\tLoop\n  Death:\n\tD3BX A 0 A_PlaySound(\"weapons/respawnhit\", 0, 0.75, 0, ATTN_NORM)\n\tD3BX A 0 A_Explode(96, 96, 0, 1)\n\tD3BX A 0 A_SpawnItemEx(\"ElementalPlasmaExp\")\n\tStop\n  }\n}\n\nACTOR ElementalPlasmaTrail : T2BoltTrail\n{\n\tScale 0.35\n\tAlpha 0.75\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tD3BP A 0\n\t\t\tD3BP A 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP B 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP C 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP D 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP E 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP F 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP G 1 Bright A_FadeOut(0.1)\n\t\t\tLoop\n\t}\n}\n\nACTOR ElementalPlasmaExp\n{\n    Scale 0.5\n\tAlpha 0.75\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tD3BP A 0\n\t\tD3BX A 1 Bright A_FadeOut(0.05)\n\t\tD3BX B 1 Bright A_FadeOut(0.05)\n\t\tD3BX C 1 Bright A_FadeOut(0.045)\n\t\tD3BX D 1 Bright A_FadeOut(0.035)\n\t\tD3BX E 1 Bright A_FadeOut(0.025)\n\t\tD3BX F 1 Bright A_FadeOut(0.015)\n\tContinuous:\n\t\tD3BX G 1 Bright A_FadeOut(0.065)\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/hectebus.txt",
        "contents": "Actor T3Hectebus : Fatso 10031\n{\n//$Category Monsters\n//$Sprite HECTA1\n//$Title \"ArkDoom - Hectebus\"\n  Health 600\n  Speed 10\n  PainChance 70\n  BloodColor \"73 00 00\"\n  Mass 1500\n  SeeSound \"Hectebus/Sight\"\n  PainSound \"Hectebus/Pain\"\n  DeathSound \"Hectebus/Death\"\n  ActiveSound \"Hectebus/Active\"\n  Monster\n  +DONTHARMSPECIES\n  +FloorClip\n  +MissileMore\n  Obituary \"%o was cremated by a Hectebus.\"\n\n  DamageFactor \"MancFire\", 0.0 // 0.05\n\n  DropItem \"T3HealthBonus\" 40 23\n\n  States\n  {\n  Spawn:\n    HECT AAAAAAAAAABBBBBBBBBB 1 A_Look\n    Loop\n  See:\n    HECT ABC 4 A_Chase\n    HECT D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n    HECT DEF 4 A_Chase\n    HECT A 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n    Loop\n  Missile:\n    HECT G 0 A_PlaySoundEx(\"Hectebus/Attack\", \"SoundSlot6\", 0)\n    HECT GGGG 3 A_FaceTarget\n    HECT G 0 A_Jump(64, \"Missile2\")\n    HECT U 3 Bright A_CustomMissile(\"Hecteball\", 35, 41, 0)\n    HECT IGG 3 A_FaceTarget\n    HECT K 0 A_SpidReFire\n    HECT V 3 Bright A_CustomMissile(\"Hecteball\", 35, -41, 0)\n    HECT IGG 3 A_FaceTarget\n    HECT K 0 A_Jump(96, 2)\n    HECT K 0 A_SpidReFire\n    Goto Missile+6\n    HECT K 0\n    Goto See\n  Missile2:\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 3 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 3 A_FaceTarget\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 3 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 3 A_FaceTarget\n    HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n    HECT H 3 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n    HECT IGG 3 A_FaceTarget\n    HECT K 0 A_Jump(200, 2)\n    HECT K 0 A_SpidReFire\n    Goto Missile2\n    HECT K 0\n    Goto See\n  Pain:\n    HECT J 4 A_Pain\n    Goto See\n  Death:\n    HECT K 6 A_Scream\n    HECT L 6\n    HECT M 6\n    HECT N 6 A_Fall\n    HECT O 6\n    HECT P 6\n    HECT Q 6\n    HECT R 6\n    HECT S 6\n    HECT T 1024\n    Stop\n  }\n}\n\nACTOR Hecteball : T2Bolt\n{\n  Radius 11\n  Height 8\n  Scale 0.5\n  Speed 18\n  Damage 10\n  DamageType \"MancFire\"\n  Alpha 0.97\n  SeeSound \"Imp/Attack\"\n  DeathSound \"Imp/ShotX\"\n  Projectile\n  Renderstyle Add\n  +EXPLODEONWATER\n  +FORCERADIUSDMG\n  +DONTBLAST\n  Decal Scorch\n  Species \"Mancubus\"\n  Obituary \"%k got hit by %o's hecteball!\"\n\n  States\n  {\n  Spawn:\n\tD3BP ABCDEFG 1 Bright A_SpawnItemEx(\"HecteballTrail\")\n\tLoop\n  Death:\n\tTNT1 A 0 A_PlaySound(\"Hectebus/FireExplode\", 0, 0.75, 0, ATTN_NORM)\n\tTNT1 A 0 A_Explode(64, 64, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"HecteballExp\")\n\tStop\n  }\n}\n\nACTOR HecteballExp : D3BLExpSml\n{\n}\n\nACTOR HecteballTrail : T2BoltTrail\n{\n\tScale 0.35\n\tAlpha 0.75\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tD3BP A 0\n\t\t\tD3BP A 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP B 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP C 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP D 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP E 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP F 1 Bright A_FadeOut(0.1)\n\t\t\tD3BP G 1 Bright A_FadeOut(0.1)\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/arachmk2.txt",
        "contents": "ACTOR T3ArachnotronMK2 : Arachnotron 10032\n{\n//$Category Monsters\n//$Sprite BSP2A1D1\n//$Title \"ArkDoom - Arachnotron MK2\"\n  Obituary \"%o was toasted by an augmented arachnotron.\"\n  Health 600\n  Radius 64\n  Height 64\n  Mass 600\n  Speed 14\n  //Scale 1.2\n  Species \"Spider\"\n  PainChance 112\n  BloodColor \"bf af 20\"\n  SeeSound \"baby/sight\"\n  PainSound \"baby/pain\"\n  DeathSound \"baby/death\"\n  ActiveSound \"baby/active\"\n  +DONTHARMSPECIES\n\n  DropItem \"Cell\" 160 88\n  DropItem \"T3ArmorBonus\" 160 23\n\n  States\n  {\n  Spawn:\n    BSP2 AB 9 A_Look\n    Loop\n  See:\n    BSP2 A 18\n    BSP2 A 3 A_BabyMetal\n    BSP2 ABBCC 3 A_Chase\n    BSP2 D 3 A_BabyMetal\n    BSP2 DEEFF 3 A_Chase\n    Goto See+1\n  Missile:\n    BSP2 A 18 Bright A_FaceTarget\n    BSP2 G 2 Bright A_CustomMissile(\"ArachnotronPlasma\",19,-12)\n    BSP2 R 2 Bright\n    BSP2 H 2 Bright A_CustomMissile(\"ArachnotronPlasma\",19,12)\n    BSP2 Q 2 Bright A_SpidRefire\n    Goto Missile+1\n  Pain:\n    BSP2 I 3\n    BSP2 I 3 A_Pain\n    Goto See+1\n  Death:\n    BSP2 J 20 A_Scream\n    BSP2 K 7 A_NoBlocking\n    BSP2 LMNO 7\n    BSP2 P 1024\n    Stop\n  Raise:\n    BSP2 PONMLKJ 5\n    Goto See+1\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/fusnspid.txt",
        "contents": "Actor T3FusionSpider : Arachnotron 10033\n{\n//$Category Monsters\n//$Sprite FSPIA1D1\n//$Title \"ArkDoom - Fusion Spider\"\n  Obituary \"%o was vaporized by a fusion cannon Arachnotron\"\n  Health 600\n  Radius 64\n  Height 64\n  Mass 600\n  Speed 12\n  PainChance 112\n  Species \"Spider\"\n  SeeSound \"baby/sight\"\n  PainSound \"baby/pain\"\n  DeathSound \"baby/death\"\n  ActiveSound \"baby/active\"\n  Monster\n  +FloorClip\n  +MissileMore\n  +MissileEvenMore\n  +DONTHARMSPECIES\n\n  DropItem \"Cell\" 160 94\n  DropItem \"T3ArmorBonus\" 160 24\n\n  States\n  {\n  Spawn:\n    FSPI AB 9 A_Look\n    Loop\n  See:\n    FSPI A 18\n    FSPI A 3 A_BabyMetal\n    FSPI ABBCC 3 A_Chase\n    FSPI D 3 A_BabyMetal\n    FSPI DEEFF 3 A_Chase\n    Goto See+1\n  Missile:\n    FSPI A 4 A_FaceTarget\n    FSPI A 0 A_FaceTarget\n\n    FSPI G 3 Bright A_FaceTarget\n    FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,0)\n\n    FSPI G 3 Bright A_FaceTarget\n    FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,0)\n\n    FSPI G 3 Bright A_FaceTarget\n    FSPI H 3 Bright A_CustomMissile(\"FusionShot\",24,0,0)\n\n    Goto See+1\n  Pain:\n    FSPI I 3\n    FSPI I 3 A_Pain\n    Goto See+1\n  Death:\n    FSPI J 20 A_Scream\n    FSPI K 7 A_NoBlocking\n    FSPI LMNO 7\n    FSPI P 1024 A_BossDeath\n    Stop\n  Raise:\n    FSPI PONMLKJ 5\n    Goto See+1\n  }\n}\n\nActor FusionShot\n{\n  Radius 13\n  Height 8\n  Speed 26\n  Damage 10\n  Scale 1.0\n  RenderStyle Add\n  SeeSound \"fusionspid/see\"\n  DeathSound \"fusionspid/die\"\n  Projectile\n  Decal PlasmaScorchLower\n  states\n  {\n  Spawn:\n    FS03 AB 10 Bright A_SpawnItemEx(\"FusionTrail\", 0, 0, 0, 0, 0, 0, Random(-10, 10), 128)\n    Loop\n  Death:\n    FS03 HIJG 3 Bright\n    Stop\n  }\n}\n\nActor FusionTrail\n{\n  Radius 4\n  Height 8\n  Speed 0\n  Damage 0\n  Scale 1.0\n  RenderStyle Add\n  Projectile\n  states\n  {\n  Spawn:\n    TNT1 A 2\n    FS03 FG 6 Bright A_FadeOut\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/fallen.txt",
        "contents": "Actor T3Fallen 10502\n{\n//$Category Monsters\n//$Sprite FALNA1\n//$Title \"ArkDoom - Fallen\"\n  Health 600\n  Radius 24\n  Height 48\n  Mass 750\n  Speed 12\n  PainChance 80\n  //DamageFactor Fire, 0.0\n  Monster\n  +NoGravity\n  +Float\n  +DONTHARMSPECIES\n  +QUICKTORETALIATE\n  +DONTRIP\n  Obituary \"%o got burned by Fallen.\"\n  SeeSound \"monster/falsit\"\n  PainSound \"monster/falpai\"\n  DeathSound \"monster/faldth\"\n  ActiveSound \"monster/falact\"\n\n  DropItem \"T3HealthBonus\" 40 23\n\n  States\n  {\n  Spawn:\n    FALN ABCDB 8 Bright A_Look\n    Loop\n  See:\n    FALN A 0 Bright A_Jump(128,12)\n    FALN A 1 Bright A_Playsound(\"monster/falwng\")\n    FALN AABBCCDDBB 2 Bright A_Chase\n    Loop\n    FALN B 2 Bright A_FastChase\n    FALN B 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN B 2 Bright A_FastChase\n    FALN B 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN B 0 Bright A_Jump(64, 1)\n    Loop\n    FALN B 2 Bright A_FastChase\n    FALN B 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN B 2 Bright A_FastChase\n    FALN B 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    Loop\n  Missile:\n    FALN C 0 Bright A_Jump(128, 13)\n    FALN CE 2 Bright A_FaceTarget\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN E 2 Bright A_FaceTarget\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN E 2 Bright A_FaceTarget\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN E 2 Bright A_FaceTarget\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN E 2 Bright A_FaceTarget\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN E 5 Bright\n    Goto See\n    FALN C 0 Bright A_FastChase\n    FALN C 2 Bright A_FaceTarget\n    FALN E 0 Bright A_FastChase\n    FALN E 2 Bright A_FaceTarget\n    FALN F 0 Bright A_FastChase\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN F 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN C 0 Bright A_FastChase\n    FALN C 2 Bright A_FaceTarget\n    FALN E 0 Bright A_FastChase\n    FALN E 2 Bright A_FaceTarget\n    FALN F 0 Bright A_FastChase\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN F 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN C 0 Bright A_FastChase\n    FALN C 5 Bright A_FaceTarget\n    FALN E 0 Bright A_FastChase\n    FALN E 2 Bright A_FaceTarget\n    FALN F 0 Bright A_FastChase\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN F 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN C 0 Bright A_FastChase\n    FALN C 2 Bright A_FaceTarget\n    FALN E 0 Bright A_FastChase\n    FALN E 2 Bright A_FaceTarget\n    FALN F 0 Bright A_FastChase\n    FALN F 3 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN F 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN C 0 Bright A_FastChase\n    FALN C 2 Bright A_FaceTarget\n    FALN E 0 Bright A_FastChase\n    FALN E 3 Bright A_FaceTarget\n    FALN F 0 Bright A_FastChase\n    FALN F 2 Bright A_CustomMissile(\"FallenShot\",40,0,0)\n    FALN F 0 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 40, 0, 0, 0, 0, 128)\n    FALN E 5 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  Raise:\n    Stop\n  Death:\n    FALN G 5 Bright\n    FALN H 5 Bright A_Scream\n    FALN IJK 5 Bright\n    FALN L 5 Bright A_NoBlocking\n    FALN M -1 A_SetFloorClip\n    Stop\n  Raise:\n    FALN M 5 A_UnSetFloorClip\n    FALN LKJIHG 5 Bright\n    Goto See\n  }\n}\n\nActor FallenFX\n{\n  Radius 2\n  Height 2\n  Speed 0\n  Scale 1.0\n  Projectile\n  RenderStyle Add\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 FallenShot : T3FBolt\n{\n  Radius 10\n  Height 10\n  Speed 25\n  Damage 15\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.67\n  Scale 0.5\n  Projectile\n  +ThruGhost\n  Seesound \"weapons/firmfi\"\n  DeathSound \"weapons/firex5\"\n  /*States\n  {\n  Spawn:\n    BALF AB 2 Bright A_SpawnItemEx(\"FallenFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    BALF CDEF 4 Bright\n    Stop\n  }*/\n}\n\nActor FallenSP\n{\n  Radius 2\n  Height 2\n  Speed 0\n  ReactionTime 60\n  Projectile\n  RenderStyle Normal\n  -NoGravity\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": "decorate/monsters/diablist.txt",
        "contents": "Actor T3Diabloist : Archvile 10034\n{\n//$Category Monsters\n//$Sprite DIABA1D1\n//$Title \"ArkDoom - Diabloist\"\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Health 600\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 15\n  PainChance 15\n  BloodColor \"08 08 08\"\n  Monster\n  +FireResist\n  +FloorClip\n  +NoTarget\n  +MissileMore\n  +DONTHARMSPECIES\n  Species \"Vile\"\n  SeeSound \"Monster/diasit\"\n  PainSound \"Monster/diapai\"\n  DeathSound \"Monster/diadth\"\n  ActiveSound \"Monster/diaact\"\n  States\n  {\n  Spawn:\n    DIAB AB 10 A_Look\n    Loop\n  See:\n    DIAB AABBCCDDEEFF 2 A_Chase\n    Loop\n  Missile:\n    DIAB G 0 Bright A_JumpIfHealthLower(400, 2)\n    DIAB G 0 Bright A_Jump(256, \"Missile2\", \"Missile3\")\n\tGoto \"Missile4\"\n\tDIAB G 0 BRIGHT A_VileStart\n\tDIAB G 10 BRIGHT A_FaceTarget\n\tDIAB H 8 BRIGHT A_VileTarget\n\tDIAB IJKLMN 8 BRIGHT A_FaceTarget\n\tDIAB O 8 BRIGHT A_VileAttack\n\tDIAB P 20 BRIGHT\n    Goto See\n  Missile2:\n    DIAB N 5 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB P 5 Bright\n    DIAB P 0 Bright A_Jump(64, \"Missile3\")\n    DIAB P 0 Bright A_Jump(128, \"Missile4\")\n    Goto See\n  Missile3:\n    //DIAB GHIJKLM 5 Bright A_FaceTarget\n    //DIAB N 5 Bright A_FaceTarget\n    //DIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n\n\tDIAB G 0 BRIGHT A_VileStart\n\tDIAB G 10 BRIGHT A_FaceTarget\n\tDIAB H 8 BRIGHT A_VileTarget\n\tDIAB IJKLMN 8 BRIGHT A_FaceTarget\n\n\t//DIAB O 8 BRIGHT A_VileAttack\n    DIAB O 8 Bright A_CustomMissile (\"DMissile\",32,0,0)\n\n    //DIAB P 5 Bright\n\tDIAB P 20 BRIGHT\n\n    DIAB P 0 Bright A_Jump (128,1)\n    Goto See\n  Missile4:\n    DIA2 A 8 Bright A_FaceTarget\n    DIA2 B 8 Bright A_FaceTarget\n    DIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n    DIA2 C 8 Bright A_CustomMissile (\"DTracer\",0,40,0)\n    Goto See\n  Pain:\n    DIAB Q 5\n    DIAB Q 5 A_Pain\n    Goto See\n  Death:\n    DIAB Q 7\n    DIAB R 7 A_Scream\n    DIAB S 7 A_NoBlocking\n    DIAB TUVW 7\n    DIAB XY 5\n    DIAB Z 1024\n    Stop\n  }\n}\n\nActor DFire : ArchvileFire Replaces ArchvileFire\n{\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  States\n  {\n  Spawn:\n\tHLFR A 2 BRIGHT  A_StartFire\n\tHLFR BAB 2 BRIGHT  A_Fire\n\tHLFR C 2 BRIGHT  A_FireCrackle\n\tHLFR BCBCDCDCDEDED 2 BRIGHT  A_Fire\n\tHLFR E 2 BRIGHT  A_FireCrackle\n\tHLFR FEFEFGHGHGH 2 BRIGHT  A_Fire\n    Stop\n  }\n}\n\nACTOR DFlare\n{\n  Radius 5\n  Height 5\n  Speed 25\n  Damage 4\n  SpawnID 252\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.85\n  Projectile\n  +ThruGhost\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Seesound \"weapons/firmfi\"\n  DeathSound \"weapons/firex4\"\n  States\n  {\n  Spawn:\n    VBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    CBAL CDEFG 3 Bright\n    Stop\n  }\n}\n\nActor DMissile : CFlameMissile\n{\n  +ThruGhost\n}\n\nActor DTracer\n{\n  Radius 5\n  Height 5\n  Speed 15\n  ReactionTime 175\n  Damage 10\n  DamageType Fire\n  RenderStyle Add\n  Alpha 0.67\n  Projectile\n  +SeekerMissile\n  +FloorHugger\n  +ThruGhost\n  -NoGravity\n  Obituary \"%o got was set ablaze by a Diabloist.\"\n  Seesound \"weapons/diasht\"\n  DeathSound \"weapons/firex3\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 Bright A_SeekerMissile(3, 6)\n    TNT1 A 0 Bright A_Countdown\n    TNT1 A 0 Bright A_SpawnItemEx(\"DTracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    FTRA K 4 Bright\n    FTRA L 4 Bright A_Explode(32, 32)\n    FTRA MNO 3 Bright\n    Stop\n  }\n}\n\nActor MFlareFX\n{\n  Radius 0\n  Height 1\n  Speed 0\n  Projectile\n  RenderStyle Add\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    FDFX ABCDEF 4 Bright\n    Stop\n  }\n}\n\nActor DTracerPuff\n{\n  Radius 1\n  Height 1\n  Speed 0\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.67\n  Projectile\n  +FloorHugger\n  -NoGravity\n  States\n  {\n  Spawn:\n    FTRA ABCDEFGHIJ 3 Bright A_Explode(4, 8)\n    stop\n  }\n}\n\nActor DMissileTrail : CFlameFloor\n{\n  +ThruGhost\n}\n\nActor DMissileCircle : CircleFlame\n{\n +ThruGhost\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/monsters/brdemon.txt",
        "contents": "Actor T3BruiserDemon 10500\n{\n//$Category Monsters\n//$Sprite BRUSA1\n//$Title \"ArkDoom - Bruiser Demon\"\n  Health 1500\n  Radius 24\n  Height 64\n  Mass 1000\n  Speed 12\n  PainChance 40\n  Monster\n  +FloorClip\n  +LookAllAround\n  +MissileEvenMore\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  +DONTRIP\n  MissileType BruiserBall\n  Species \"Baron\"\n  SeeSound \"superbaron/scream\"\n  PainSound \"superbaron/pain\"\n  DeathSound \"superbaron/death\"\n  ActiveSound \"superbaron/act\"\n  MeleeSound \"baron/melee\"\n  Obituary \"%o was slaughtered by Bruiser Demon.\"\n  HitObituary \"%o was cremated by Bruiser Demon.\"\n  MeleeDamage 18\n  DamageType \"HellFire\"\n  DamageFactor \"HellFire\", 0.0\n\n  DropItem \"T3HealthBonus\" 40 23\n\n  States\n  {\n  Spawn:\n    BRUS AB 8 Bright A_Look\n\tLoop\n  See:\n    BRUS AABBCCDD 3 Bright A_Chase\n    Loop\n  Melee:\n    BRUS E 6 Bright A_FaceTarget\n    BRUS F 6 Bright A_FaceTarget\n    BRUS G 6 Bright A_ComboAttack\n    Goto See\n  Missile:\n    BRUS E 0 Bright A_Jump(144, 8)\n    BRUS EF 6 Bright A_FaceTarget\n    BRUS G 6 Bright A_MissileAttack\n    BRUS G 0 Bright A_Jump(96, 1)\n    Goto See\n    BRUS HI 6 Bright A_FaceTarget\n    BRUS J 6 Bright A_MissileAttack\n    Goto See\n    BRUS E 0 Bright A_Jump(96, 20)\n    BRUS E 6 Bright A_FaceTarget\n    BRUS F 4 Bright A_FaceTarget\n    BRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n    BRUS G 0 Bright A_Jump(96, 1)\n    Goto See\n    BRUS H 6 Bright A_FaceTarget\n    BRUS I 4 Bright A_FaceTarget\n    BRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n    Goto See\n    BRUS KL 6 Bright A_FaceTarget\n    BRUS M 0 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-12,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-6,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,6,0)\n    BRUS M 0 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,12,0)\n    Goto See\n  Pain:\n    BRUS N 5 Bright A_Pain\n     Goto See\n  Death:\n    BRUD A 6 Bright A_Scream\n    BRUD BCD 4 Bright\n    BRUD EFG 4 Bright\n    BRUD H 4 Bright A_Fall\n    BRUD IJKLMNOP 4 Bright\n    BRUD QRSTUV 4\n    BRUD W 1024\n    Stop\n  }\n}\n\nActor BruiserBall\n{\n  Radius 12\n  Height 12\n  Speed 20\n  Damage 15\n  DamageType \"HellFire\"\n  Projectile\n  +Randomize\n  RenderStyle \"ADD\"\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  Decal Scorch\n  States\n  {\n  Spawn:\n    BRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    BRBA KLMNOPQRSTUVWX 3 Bright\n    Stop\n  }\n}\n\nActor BruiserBall2\n{\n  Radius 8\n  Height 8\n  Speed 15\n  Damage 18\n  DamageType \"HellFire\"\n  Projectile\n  +Randomize\n  RenderStyle Add\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  Decal BaronScorch\n  States\n  {\n  Spawn:\n    BRB2 AB 6 Bright\n    Loop\n  Death:\n    BRB2 CDEFGHI 3 Bright\n    Stop\n  }\n}\n\nActor BruiserFireSpawner\n{\n  Radius 8\n  Height 8\n  Speed 18\n  Damage 0\n  +Ripper\n  +FloorHugger\n  +BloodlessImpact\n  Projectile\n  MissileType BruiserFire\n  Missileheight 0\n  States\n  {\n  Spawn:\n    TNT1 A 3 Bright A_MissileAttack\n    TNT1 A 3\n    TNT1 A 3\n    Loop\n  Death:\n    TNT1 A 6\n    Stop\n  }\n}\n\nActor BruiserBallTrail2\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Projectile\n  RenderStyle Add\n  Alpha 0.70\n  +NoClip\n  States\n  {\n  Spawn:\n    BRBA CDEFGHIJ 4 Bright\n    Stop\n  }\n}\n\nActor BruiserFire\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Damage 15\n  DamageType \"HellFire\"\n  Projectile\n  RenderStyle Add\n  Alpha 0.9\n  +NoClip\n  +FloorHugger\n  SeeSound \"weapons/rocklx\"\n  States\n  {\n  Spawn:\n    XXBF AB 3 Bright\n    XXBF C 3 Bright A_Explode(96,96,0)\n    XXBF DEFGHIJKLMNOPQRST 3 Bright\n    Stop\n   }\n}"
      }
    ]
  },
  "maps": []
}

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