Raw model (for completeness)
{
"meta": {
"id": "0a161b38-0166-4454-b5bc-22b1b8980bb5",
"sha1": "d463b175ea0cbddf21344e601f7899462108d012",
"sha256": "fa090d5cd3351abf9d720de607367f63f7fbe44437e6cd04fd2c170a73bd6dc8",
"filenames": [
"wrathofcronoshereticpatch1_5a.pk3"
],
"additional": {
"engines": [],
"iwad": [
"HEXEN"
],
"filename": null,
"added": "2013-07-01 14:56:30",
"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": "2013-07-01 14:56:30",
"file": {
"type": "PK3",
"size": 658412,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d463b175ea0cbddf21344e601f7899462108d012/d463b175ea0cbddf21344e601f7899462108d012.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 478,
"maps": 0,
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"iwads_guess": [
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"text_files": [
{
"source": "pk3",
"name": "HEREMONS.txt",
"contents": "//Weredragon\n\nActor NewBeast : Beast replaces Beast\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\tDropItem \"NewMana1\", 84, 30\n\tMeleerange 64\n\tHealth 280\n\tStates\n\t{\n\tSpawn:\n\t\tBEAS A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tBEAS A 0 ACS_ExecuteAlways(913,0,280,16,0)//increase health on higher difficulties\n\t\tBEAS AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBEAS AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,45)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMissile:\n\t\tBEAS H 10 A_FaceTarget\n\t\tBEAS I 10 A_CustomComboAttack(\"BeastBall\", 32, random(1,8)*3 + (ACS_ExecuteWithResult(912,1,0,0)), \"beast/attack\")\n\t\tGoto See\n\tDeath:\n\t\tBEAS A 0 ACS_ExecuteAlways(914,0,45)\n\t\tBEAS R 6\n\t\tBEAS S 6 A_Scream\n\t\tBEAS TUV 6\n\t\tBEAS W 6 A_NoBlocking\n\t\tBEAS XY 6\n\t\tBEAS Z -1\n\t\tStop\n\tXDeath:\n\t\tBEAS J 0 A_SpawnItemEX(\"GIBBER\")\n\t\tBEAS J 5 ACS_ExecuteAlways(914,0,45)\n\t\tBEAS K 6 A_Scream\n\t\tBEAS L 5\n\t\tBEAS M 6\n\t\tBEAS N 5\n\t\tBEAS O 6 A_NoBlocking\n\t\tBEAS P 5\n\t\tBEAS Q -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,45)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewBeastBall : BeastBall replaces BeastBall\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\n//Sabreclaw\n\nActor NewClinkHeretic : Clink replaces Clink\n{\n DropItem \"ForceCube\" 8\n DropItem \"NewMana2\", 84, 15\n PainChance \"Convert\", 255\n Damage (random(6,18)+(ACS_ExecuteWithResult(912,1,0,0)))\n +NODAMAGETHRUST\n Obituary \"$OB_CLINK\" // \"%o was slashed by a sabreclaw.\"\n MeleeRange 52\n MaxTargetRange 200\n Health 200\n States\n {\n Spawn:\n\tCLNK A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tCLNK A 0 ACS_ExecuteAlways(913,0,200,10,0)//increase health on higher difficulties\n CLNK AB 10 A_Look\n Loop\n Idle:\n CLNK AB 10 A_Look\n Loop\n See:\n CLNK A 3 A_Chase\n\tCLNK B 3 A_Chase\n\tCLNK C 3 A_Chase\n\tCLNK D 3 A_Chase\n Loop\n Melee:\n CLNK E 5 A_FaceTarget\n CLNK F 4 A_FaceTarget\n CLNK G 7 A_CustomMeleeAttack(random(3,9)+(ACS_ExecuteWithResult(912,1,0,0)/2), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n Goto See\n Missile:\n\tCLNK P 6 A_FaceTarget\n\tCLNK P 0 A_FaceTarget\n\tCLNK Q 1 ThrustThingZ(0,40,0,1)\n CLNK E 0 A_FaceTarget\n CLNK Q 0 A_Recoil (-10)\n\tCLNK QQQQQQQQQQQQQQQPPPPPP 1 A_JumpIfCloser(71, \"MeleeStrike\")\n\tGoto See\n\tMeleeStrike:\n\t\tCLNK G 0 A_FaceTarget\n\t\tCLNK G 7 A_CustomMeleeAttack((random(6,18)+(ACS_ExecuteWithResult(912,1,0,0))), \"clink/attack\", \"clink/attack\", \"melee\", 1)\n\t\tGoto See\n Pain:\n CLNK H 3\n CLNK H 3 A_Pain\n Goto See\n Pain.Morale:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\tGoto Pain\n Feared:\n\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\tGoto Pain\n Pain.Convert:\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,6),\"ConvertMe\")\n\tgoto Pain\n ConvertMe:\n\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\tgoto See\n Death:\n\tCLNK I 0 ACS_ExecuteAlways(914,0,40)\n CLNK I 6 A_Scream\n\tCLNK J 6\n CLNK K 5\n CLNK L 5 A_NoBlocking\n CLNK MN 5\n CLNK O -1\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\"----\" G 5 A_GenericFreezeDeath\n\t\"----\" G 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\n// Iron-Lich\nActor NewIronLich : IronLich Replaces IronLich\n{\n\tDropitem \"NewMana1\", 84, 15\n\tDropitem \"ArtiEgg\", 51\n\tDamagefactor \"DeathBlow\", 0\n\t+NODAMAGETHRUST\n\tHealth 1000\n\tStates\n\t{\n\tSpawn:\n\t\tLICH A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tLICH A 0 ACS_ExecuteAlways(913,0,1000,40,0)//increase health on higher difficulties\n\t\tLICH A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tLICH A 10 A_Look\n\t\tLoop\n\tDeath:\n\t\tLICH C 0 ACS_ExecuteAlways(914,0,90)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH C 1 A_SpawnItemEx (\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tLICH D 7 A_Scream\n\t\tLICH EF 7\n\t\tLICH G 7 A_NoBlocking\n\t\tLICH H 7\n\t\tLICH I -1 A_BossDeath\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,90)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewHeadFX1 : HeadFX1 replaces HeadFX1\n{\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\tDamagetype \"Ice\"\n\tDeathSound \"MageShardsExplode\"\n\t+NODAMAGETHRUST\n\tStates\n {\n Spawn:\n\tFX05 AAABBBCCC 1 Bright A_SpawnItemEx(\"IceCometTrail\",0,0,0,0,0,0,0,128)\n\tLoop\n\t}\n}\n\nActor NewHeadFX2 : HeadFX2 replaces HeadFX2\n{\n\tDamage ((random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\tDamagetype \"Ice\"\n\t+NODAMAGETHRUST\n}\n\nActor NewHeadFX3 : HeadFX3 replaces HeadFX3\n{\n\tDamage ((random(1,8)*5)+(ACS_ExecuteWithResult(912,2,0,0)))\n\tDeathSound \"FireBall\"\n\t+NODAMAGETHRUST\n}\n\nActor NewWhirlWind : Whirlwind replaces WhirlWind\n{\n\tDamage (random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\tStates\n\t{\n\tSpawn:\n\t\tFX07 DEFG 3\n\tChase:\n\t\tFX07 A 1 A_WhirlwindSeek\n\t\tFX07 A 1\n\t\tFX07 AAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,2),random(90,270))\n\t\tFX07 A 1\n\t\tFX07 B 1 A_WhirlwindSeek\n\t\tFX07 BBB 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,1),random(90,270))\n\t\tFX07 B 1\n\t\tFX07 B 1\n\t\tFX07 C 1 A_WhirlwindSeek\n\t\tFX07 CC 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,4),random(90,270))\n\t\tFX07 C 1\n\t\tFX07 C 1\n\t\tFX07 CCC 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,1),random(90,270))\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 G 4\n\t\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 F 4\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 E 4\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"LeafFX\",0,0,random(0,8),random(-5,0), random(-5,0),random(0,7),random(0,360))\n\t\tFX07 D 4\n\t\tStop\n\t}\n}\n\nACTOR LeafFX\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +CANNOTPUSH\n +CLIENTSIDEONLY\n +NOINTERACTION\n scale 1.1\n States\n {\n Spawn:\n SMOK A 0\n\tTNT1 A 1 A_Jump(256,\"LEF1A0\",\"LEF2A0\",\"LEF3A0\")\n\tLoop\n LEF1A0:\n LEF1 ABCDEFGHIABCDEFGHI 2\n FadeLoopA:\n LEF1 ABCDEFGHI 1 A_FadeOut\n\tLoop\n LEF2A0:\n LEF2 ABCDEFGHIABCDEFGHIABCDEFGHI 2\n FadeLoopB:\n LEF2 ABCDEFGHI 1 A_FadeOut\n\tLoop\n LEF3A0:\n LEF3 ABCDE 2\n FadeLoopB:\n LEF3 ABCDE 1 A_FadeOut\n\tLoop\n }\n}\n\n//Undead Knight\n\nActor NewKnight : Knight Replaces Knight\n{\n\t+NOBLOOD\n\tMeleerange 72\n\tPainChance \"Convert\", 255\n\tDropItem \"NewMana1\", 84, 15\n\tHealth 250\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tKNIG A 0 ACS_ExecuteAlways(913,0,250,13,0)//increase health on higher difficulties\n\t\tKNIG AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tKNIG AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,7),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\tMissile:\n\t\tKNIG E 10 A_FaceTarget\n\t\tKNIG F 8 A_FaceTarget\n\t\tKNIG F 0 A_Jump(41, \"RedAxe\")\n\t\tKNIG G 8 A_CustomComboAttack(\"KnightAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\t\tKNIG E 10 A_FaceTarget\n\t\tKNIG F 8 A_FaceTarget\n\t\tKNIG F 0 A_Jump(41, \"RedAxe2\")\n\t\tKNIG G 8 A_CustomComboAttack(\"KnightAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\t\tGoto See\n\tRedAxe:\n\t\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\t\tGoto Missile+4\n\tRedAxe2:\n\t\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\t\tGoto See\n\tDeath:\n\t\tKNIG A 0 ACS_ExecuteAlways(914,0,40)\n\t\tKNIG I 6\n\t\tKNIG J 6 A_Scream\n\t\tKNIG K 6\n\t\tKNIG L 6 A_NoBlocking\n\t\tKNIG MN 6\n\t\tKNIG O -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewKnightGhost : NewKnight replaces KnightGhost 65\n{\n Game Heretic\n SpawnID 129\n +SHADOW\n +GHOST\n Translation \"209:224=145:160\"\n RenderStyle Translucent\n Alpha 0.4\n States\n {\n Melee:\n Missile:\n\tKNIG E 10 A_FaceTarget\n\tKNIG F 8 A_FaceTarget\n\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\tKNIG E 10 A_FaceTarget\n\tKNIG F 8 A_FaceTarget\n\tKNIG G 8 A_CustomComboAttack(\"RedAxe\", 32, (3 * random(1, 8)) + (ACS_ExecuteWithResult(912,1,0,0)), \"hknight/melee\")\n\tGoto See\n\t}\n}\n\nActor NewKnightAxe : KnightAxe replaces KnightAxe\n{\n\tDamage ((random(1,8)*2)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewRedAxe : RedAxe replaces RedAxe\n{\n\tDamage ((random(1,8)*7)+(ACS_ExecuteWithResult(912,3,0,0)))\n\t+NODAMAGETHRUST\n}\n\n//Maulotaur\nACTOR NewMinotaurHeretic : Minotaur replaces Minotaur\n{\n Damage 7\n DamageFactor \"DeathBlow\", 0\n Damagefactor \"PoisonCloud\", 0.25\n health 6000\n painchance 0\n meleerange 164\n mass 800\n -NORADIUSDMG\n +DONTHURTSPECIES\n +NODAMAGETHRUST\n DropItem \"NewArtiSuperHealth\", 51\n DropItem \"NewMana2\", 84, 45\n Obituary \"%o was burnt to a crisp by the Maulotaur.\"\n HitObituary \"%o was crushed by the Maulotaur.\"\n states\n {\n Spawn:\n\tMNTR A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\tMNTR A 0 ACS_ExecuteAlways(913,0,6000,200,0)//increase health on higher difficulties//A_JumpIf(ACS_ExecuteWithResult(536,0,0,0)==1,\"Mutate\")\n MNTR AB 10 A_Look\n Loop\n\tIdle:\n\tMNTR AB 10 A_Look\n Loop\n Melee:\n MNTR U 0 A_UnSetInvulnerable\n\tMNTR U 0 A_TakeInventory(\"Hammercheck\", 1)\n MNTR V 10 A_FaceTarget\n MNTR W 7 A_FaceTarget\n MNTR X 12 A_CustomMeleeAttack ((random(1,8)*7)+(ACS_ExecuteWithResult(912,3,0,0)), \"minotaur/melee\")\n Goto See\n Missile:\n MNTR U 0 A_UnSetInvulnerable\n MNTR V 0 A_Jump(51, 2)\n MNTR V 0 A_JumpIfCloser(800, \"Hammer\")\n\tMNTR V 0 A_TakeInventory(\"Hammercheck\", 1)\n \tMNTR V 0 A_Jump(104, 2)\n MNTR V 0 A_JumpIfCloser(2000, \"Charge\")\n MNTR V 10\n MNTR Y 4 A_FaceTarget\n\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 0)\n\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 2.8125)\n\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -2.8125)\n\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, 5.625)\n\tMNTR Z 0 A_CustomMissile(\"HMinotaurFX1\", 40, 0, -5.625)\n MNTR Z 9\n Goto See\n Hammer:\n MNTR U 0 A_UnSetInvulnerable\n \tMNTR V 0 A_JumpIfInventory(\"Hammercheck\", 1, \"Missile\")\n MNTR V 10 A_FaceTarget\n MNTR W 7 A_FaceTarget\n\tMNTR W 0 A_PlaySound(\"minotaur/attack3\", CHAN_VOICE)\n\tMNTR X 0 A_PlaySound(\"minotaur/attack1\", CHAN_WEAPON)\n MNTR X 12 A_CustomMissile(\"HMinotaurFX2\", 0, 0, 0)\n\tMNTR V 0 A_Jump(192, \"HammerLoop\")\n Goto See\n HammerLoop:\n MNTR X 12 A_GiveInventory(\"Hammercheck\", 1)\n Goto Hammer\n Charge:\n\tMNTR U 0 A_SetInvulnerable\n MNTR U 0 A_FaceTarget\n MNTR U 0 A_SkullAttack(13)\n\tMNTR U 0 A_SpawnItemEx(\"MinoPuff\",0,0,0,0,0,2)\n\tMNTR U 0 A_FaceTarget\n\tMNTR U 2\n\tMNTR U 0 A_JumpIf(z - floorz >= 15, \"ChargeStop\")\n goto Charge+2\n ChargeStop:\n SPOS A 0 A_Stop\n goto See\n See:\n MNTR A 0 A_UnSetInvulnerable\n MNTR ABCD 5 A_Chase\n Loop\n Death:\n\tMNTR A 0 ACS_ExecuteAlways(914,0,400)\n\tMNTR F 0 A_SpawnItem(\"BOSSGIBBER\")\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR F 1 A_SpawnItemEx(\"Kaboom\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n MNTR G 5\n MNTR H 6 A_Scream\n MNTR I 5\n MNTR J 6\n MNTR K 5\n MNTR L 6\n\tMNTR M 0 A_SpawnItem(\"BOSSGIBBER\")\n MNTR M 5 A_NoBlocking\n MNTR N 6\n MNTR O 5\n MNTR P 6\n MNTR Q 5\n MNTR R 6\n MNTR S 5\n MNTR T -1 A_BossDeath\n Stop\n Ice:\n\t\"----\" A 0 ACS_ExecuteAlways(914,0,400)\n\t\"----\" E 5 A_GenericFreezeDeath\n\t\"----\" E 1 A_FreezeDeathChunks\n\tWait\n }\n}\n\nActor HMinotaurFX1 : MinotaurFX1\n{\n\tDamage ((Random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor HMinotaurFX2 : MinotaurFX2\n{\n\tDamage ((Random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tFX13 A 2 Bright A_SpawnItemEx(\"HMinotaurFX3\",random(-2,2),random(-2,2),0)\n\t\tLoop\n\tDeath:\n\t\tFX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(912,15,0,0)), 128, 0)\n\t\tFX13 JKLM 4 Bright\n\t\tStop\n\t}\n}\n\nActor HMinotaurFX3 : MinotaurFX3\n{\n\tDamage ((Random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tDeath:\n\t\tFX13 I 4 Bright A_Explode(128+(ACS_ExecuteWithResult(912,15,0,0)), 128, 0)\n\t\tFX13 JKLM 4 Bright\n\t\tStop\n\t}\n}\n\n//Golems\n\nActor NewMummy : Mummy replaces Mummy\n{\n\tMeleerange 52\n\tPainChance \"Convert\", 255\n\tDropItem \"NewMana1\", 84, 5\n\tHealth 120\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tMUMM A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tMUMM A 0 ACS_ExecuteAlways(913,0,120,9,0)//increase health on higher difficulties\n\t\tMUMM AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tMUMM AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,4),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tMUMM E 6 A_FaceTarget\n\t\tMUMM F 6 A_CustomMeleeAttack(random(1,8)*2 + (ACS_ExecuteWithResult(912,1,0,0)), \"mummy/attack2\", \"mummy/attack\")\n\t\tMUMM G 6\n\t\tGoto See\n\tDeath:\n\t\tMUMM A 0 ACS_ExecuteAlways(914,0,20)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM I 1 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_Scream\n\t\tMUMM JJ 1 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_SpawnItemEx(\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM J 1 A_SpawnItemEx(\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 0 A_SpawnItemEx(\"MummySoul\", 0,0,10, 0,0,1, random(0,360), 128)\n\t\tMUMM K 1 A_SpawnItemEx(\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 1 A_SpawnItemEx(\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM K 3 A_SpawnItemEx(\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tMUMM L 5\n\t\tMUMM M 5 A_NoBlocking\n\t\tMUMM NO 5\n\t\tMUMM P -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewMummyGhost : NewMummy replaces MummyGhost 69\n{\n Game Heretic\n SpawnID 8\n +SHADOW\n +GHOST\n RenderStyle Translucent\n Alpha 0.4\n}\n\nACTOR NewMummyLeader : NewMummy replaces MummyLeader 45\n{\n Game Heretic\n SpawnID 2\n Health 160\n PainChance 64\n Obituary \"$OB_MUMMYLEADER\"\n +NODAMAGETHRUST\n States\n {\n Spawn:\n\t\tMUMM A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tMUMM A 0 ACS_ExecuteAlways(913,0,160,10,0)//increase health on higher difficulties\n\t\tMUMM AB 10 A_Look\n\t\tLoop\n Missile:\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_CustomComboAttack(\"MummyFX1\", 32, (random(1,8)*2) + (ACS_ExecuteWithResult(912,1,0,0)), \"mummy/attack2\")\n Goto See\n }\n}\n\nActor NewMummyFX1 : MummyFX1 replaces MummyFX1\n{\n\tDamage ((Random(1,8)*4)+(ACS_ExecuteWithResult(912,2,0,0)))\n\t+NODAMAGETHRUST\n}\n\nACTOR NewMummyLeaderGhost : NewMummyLeader replaces MummyLeaderGhost 46\n{\n Game Heretic\n SpawnID 9\n +SHADOW\n +GHOST\n RenderStyle Translucent\n Alpha 0.4\n}\n\n//Ophidian\n\nActor NewSnake : Snake replaces Snake\n{\n\tDropItem \"NewMana2\", 84, 30\n\tPainChance \"Convert\", 255\n\tHealth 350\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSNKE A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSNKE A 0 ACS_ExecuteAlways(913,0,350,20,0)//increase health on higher difficulties\n\t\tSNKE AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSNKE AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,80),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,8),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,55)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tSNKE A 0 ACS_ExecuteAlways(914,0,55)\n\t\tSNKE G 5 A_SpawnItem(\"GIBBER\")\n\t\tSNKE H 5 A_Scream\n\t\tSNKE IJKL 5\n\t\tSNKE M 5 A_NoBlocking\n\t\tSNKE NO 5\n\t\tSNKE P -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,55)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewSnakeProjA : SnakeProjA replaces SnakeProjA\n{\n\tDamage (Random(1,8)+(ACS_ExecuteWithResult(912,1,0,0)/3))\n\tDamagetype \"Ice\"\n\t+NODAMAGETHRUST\n}\n\nActor NewSnakeProjB : SnakeProjB replaces SnakeProjB\n{\n\tDamage ((Random(1,8)*3)+(ACS_ExecuteWithResult(912,1,0,0)))\n\t+NODAMAGETHRUST\n}\n\nActor NewSorcerer1 : Sorcerer1 replaces Sorcerer1\n{\n\tHealth 20000\n\tPainChance 0\n\t-NORADIUSDMG\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tSRCR A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSRCR A 0 ACS_ExecuteAlways(913,0,20000,0,0)//increase health on higher difficulties\n\t\tSRCR AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSRCR AB 10 A_Look\n\t\tLoop\n\tDeath:\n\t\tSRCR E 7 ACS_ExecuteAlways(914,0,2000)\n\t\tSRCR E 0 A_SpawnItem(\"GIBBER\")\n\t\tSRCR F 7 A_Scream\n\t\tSRCR G 7\n\t\tSRCR HIJK 6\n\t\tSRCR L 25 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 20 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n\t\tSRCR MN 5\n\t\tSRCR O 4\n\t\tSRCR L 12\n\t\tSRCR P -1 A_SorcererRise\n\t}\n}\n\nActor NewSorcerer2 : Sorcerer2 replaces Sorcerer2\n{\n\tHealth 35000\n\t-NORADIUSDMG\n\tPainChance 0\n\tDamagefactor \"DeathBlow\", 0\n\tDamagefactor \"PoisonCloud\", 0.25\n\t+NODAMAGETHRUST\n\t+DONTHURTSPECIES\n\tStates\n\t{\n\tSpawn:\n\t\tSOR2 A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tSOR2 A 0 ACS_ExecuteAlways(913,0,35000,0,0)//increase health on higher difficulties\n\t\tSOR2 AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tSOR2 AB 10 A_Look\n\t\tLoop\n\tRise:\n\t\tSOR2 A 0\n\t\tSOR2 A 0 ACS_ExecuteAlways(913,0,35000,0,0)//increase health on higher difficulties\n\t\tSOR2 AB 4\n\t\tSOR2 C 4 A_PlaySound(\"dsparil/rise\", CHAN_BODY, 1, FALSE, ATTN_NONE)\n\t\tSOR2 DEF 4\n\t\tSOR2 G 12 A_PlaySound(\"dsparil/sight\", CHAN_BODY, 1, FALSE, ATTN_NONE)\n\t\tGoto See\n\tDeath:\n\t\tSOR2 E 0 ACS_ExecuteAlways(914,0,3500)\n\t\tSDTH A 8 Bright A_Sor2DthInit\n\t\tSDTH B 8 Bright\n\t\tSDTH C 8 Bright A_PlaySoundEx(\"dsparil/scream\", \"Body\")\n\t\tSDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH D 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH E 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n SDTH F 2 Bright A_SpawnItemEx(\"KaZap\", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)\n\t\tSDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n\t\tSDTH AAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KaZap\", 0, 0, 48, (0.1)*Random(100, 400), 0, (0.1)*Random(-400, 400), Random(0, 720), 128)\n\t\tSDTH AAAAAAAAA 0 A_SpawnItemEx(\"KaZap\", 0, 0, 48, (0.1)*Random(100, 400), 0, (0.1)*Random(-400, 400), Random(0, 720), 128)\n\t\tSDTH H 6\n\t\tSDTH I 18\n\t\tSDTH J 6 A_NoBlocking\n\t\tSDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n\t\tSDTH LMN 6\n\t\tSDTH O -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor NewSorcererFX1 : SorcererFX1 replaces SorcererFX1\n{\n\tDamage ((random(1,8)*10) + ACS_ExecuteWithResult(912,4,0,0))\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n FX14 AABBCC 2 Bright A_spawnitemEx(\"Sorcerer1FX1Trail\")\n Loop\n\t}\n}\n\nACTOR Sorcerer1FX1Trail\n{\n Radius 1\n Height 1\n\tGravity 0\n\tSpeed 1\n\tScale 0.3\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tRenderstyle Add\n States\n {\n Spawn:\n FX14 DEFGH 2 bright\n Stop\n }\n}\n\nACTOR NewSorcerer2FX1 : Sorcerer2FX1 replaces Sorcerer2FX1\n{\n Damage (random(1,8) + ACS_ExecuteWithResult(912,1,0,0)/3)\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n States\n {\n Spawn:\n TH16 ABC 3 Bright A_BlueSpark\n Loop\n Death:\n TH16 G 5 Bright A_Explode((random(80,111) + ACS_ExecuteWithResult(912,3,0,0))*4,128,0)\n TH16 HIJKL 5 Bright\n Stop\n }\n}\n\n//Disciple of D'Sparil\n\nActor NewWizard : Wizard replaces Wizard\n{\n\tPainChance \"Convert\", 255\n\tDropitem \"NewMana1\", 84, 15\n\tDropitem \"NewArtiHealingRadius\", 4\n\tDropitem \"NewArtiSpeedBoots\", 4\n\tDropitem \"ForceCube\", 4\n\tHealth 220\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tWZRD A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tWZRD A 0 ACS_ExecuteAlways(913,0,220,12,0)//increase health on higher difficulties\n\t\tWZRD AB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tWZRD AB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,70),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,9),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,40)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tWZRD A 0 ACS_ExecuteAlways(914,0,40)\n\t\tWZRD F 6 A_GhostOff\n\t\tWZRD G 6 A_Scream\n\t\tWZRD HI 6\n\t\tWZRD J 6 A_NoBlocking\n\t\tWZRD KL 6\n\t\tWZRD M -1 A_SetFloorClip\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,40)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor NewWizardFX1 : WizardFX1 replaces WizardFX1\n{\n\tDamage ((3 * random(1, 8)) + ACS_ExecuteWithResult(912,1,0,0))\n\t+NODAMAGETHRUST\n}\n\n//Fatso\n\nActor NewHereticImp : HereticImp replaces HereticImp\n{\n\tPainChance \"Convert\", 255\n\t+NODAMAGETHRUST\n\thealth 70\n\tStates\n\t{\n\tSpawn:\n\t\tIMPX A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tIMPX A 0 ACS_ExecuteAlways(913,0,70,7)//increase health on higher difficulties\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tPain.Morale:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"WarCry\",Random(0,60),\"Feared\")\n\t\tGoto Pain\n\tFeared:\n\t\tTNT1 A 0 A_Changeflag(\"Frightened\", 1)\n\t\tGoto Pain\n\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,15)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tMelee:\n\t\tIMPX DE 6 A_FaceTarget\n\t\tIMPX F 6 A_CustomMeleeAttack(random(5,12) + ACS_ExecuteWithResult(912,1,0,0), \"himp/attack\", \"himp/attack\")\n\t\tGoto See\n\tDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(914,0,15)\n\t\tIMPX G 1 A_ImpDeath\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 2\n\t\tWait\n\tXDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(914,0,15)\n\t\tIMPX S 5 A_ImpXDeath1\n\t\tIMPX TU 5\n\t\tIMPX V 5 A_Gravity\n\t\tIMPX W 5\n\t\tWait\n\tCrash:\n\t\tIMPX III 1 A_SpawnItemEx(\"Blood\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX I 4 A_ImpExplode\n\t\tIMPX J 7 A_Scream\n\t\tIMPX K 7\n\t\tIMPX L -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,15)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nACTOR NewHereticImpLeader : NewHereticImp replaces HereticImpLeader 5\n{\n Game Heretic\n SpawnID 7\n Health 120\n -MISSILEMORE\n AttackSound \"himp/leaderattack\"\n States\n {\n\tSpawn:\n\t\tIMPX A 0 A_JumpIf(Acs_ExecuteWithResult(542),2)\n\t\tIMPX A 0 ACS_ExecuteAlways(913,0,120,9,0)//increase health on higher difficulties\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tIMPX ABCB 10 A_Look\n\t\tLoop\n\tMelee:\n\t\tStop\n\tMissile:\n\t\tIMPX DE 6 A_FaceTarget\n\t\tIMPX F 6 A_CustomComboAttack(\"HereticImpBall\", 32, random(5,12) + ACS_ExecuteWithResult(912,1,0,0), \"himp/leaderattack\")\n\t\tGoto See\n\t\tPain.Convert:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Visions\",Random(0,3),\"ConvertMe\")\n\t\tgoto Pain\n\tConvertMe:\n\t\tTNT1 A 0 ACS_ExecuteAlways(914,0,20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(560,0,0,0,0)\n\t\tgoto See\n\tDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(914,0,20)\n\t\tIMPX G 1 A_ImpDeath\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB1\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX G 1 A_SpawnItemEx (\"GIB3\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB4\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB5\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 1 A_SpawnItemEx (\"GIB2\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX H 2\n\t\tWait\n\tXDeath:\n\t\tIMPX A 0 ACS_ExecuteAlways(914,0,20)\n\t\tIMPX S 5 A_ImpXDeath1\n\t\tIMPX TU 5\n\t\tIMPX V 5 A_Gravity\n\t\tIMPX W 5\n\t\tWait\n\tCrash:\n\t\tIMPX III 1 A_SpawnItemEx(\"Blood\", 0, 0, random(0,42), 0, 0, random(2,6), random(0,360), 128)\n\t\tIMPX I 4 A_ImpExplode\n\t\tIMPX J 7 A_Scream\n\t\tIMPX K 7\n\t\tIMPX L -1\n\t\tStop\n\tIce:\n\t\t\"----\" A 0 ACS_ExecuteAlways(914,0,20)\n\t\t\"----\" G 5 A_GenericFreezeDeath\n\t\t\"----\" G 1 A_FreezeDeathChunks\n\t\tWait\n }\n}\n\nActor NewHereticImpBall : HereticImpBall replaces HereticImpBall\n{\n\tDamage (random(1, 8) + ACS_ExecuteWithResult(912,1,0,0)/3)\n\t+NODAMAGETHRUST\n}\n\nActor NewPod : Pod replaces Pod\n{\n\t+NODAMAGETHRUST\n\tDamagetype PoisonCloud\n\tPoisonDamage 10000\n\tStates\n\t{\n Spawn:\n PPOD A 10\n Loop\n Pain:\n PPOD B 14 A_PodPain\n Goto Spawn\n\tDeath:\n\t\tPPOD C 5 Bright A_RemovePod\n\t\tPPOD D 5 Bright A_Scream\n\t\tPPOD E 5 Bright A_SpawnItemEx(\"PoisonPodExplosion\")//A_Explode(128+(ACS_ExecuteWithResult(912,4,0,0)),128)\n\t\tPPOD F 10 Bright\n\t\tStop\n\t\tGrow:\n PPOD IJKLMNOP 3\n Goto Spawn\n\t}\n}\n\nActor PoisonPodExplosion\n{\n\tPROJECTILE\n\t+NOCLIP\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+PAINLESS\n\tDamagetype PoisonCloud\n\tPoisonDamage 10000\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 1 A_Explode(128+(ACS_ExecuteWithResult(912,4,0,0)),128)\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "gldefs.txt",
"contents": "// ------------------------------------------------------\n// ---------------- HERETIC GAME LIGHTS -----------------\n// ------------------------------------------------------\n\n// ---------------------\n// -- Heretic Weapons --\n// ---------------------\n\n// Wand puffs\npointlight WANDPUFF1\n{\n color 1.0 1.0 0.0\n size 32\n}\n\npointlight WANDPUFF2\n{\n color 0.7 0.7 0.0\n size 24\n}\n\npointlight WANDPUFF3\n{\n color 0.4 0.4 0.0\n size 16\n}\n\npointlight WANDPUFF4\n{\n color 0.2 0.2 0.0\n size 8\n}\n\nobject GoldWandPuff1\n{\n frame PUF2A { light WANDPUFF1 }\n frame PUF2B { light WANDPUFF2 }\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\nobject GoldWandPuff2\n{\n frame PUF2C { light WANDPUFF3 }\n frame PUF2D { light WANDPUFF4 }\n}\n\n// Tomed wand projectile\npointlight WANDBALL\n{\n color 1.0 1.0 0.0\n size 24\n}\n\npointlight WANDBALL_X1\n{\n color 0.8 0.8 0.0\n size 32\n}\n\npointlight WANDBALL_X2\n{\n color 0.6 0.6 0.0\n size 34\n}\n\npointlight WANDBALL_X3\n{\n color 0.4 0.4 0.0\n size 36\n}\n\npointlight WANDBALL_X4\n{\n color 0.2 0.2 0.0\n size 38\n}\n\nobject GoldWandFX2\n{\n frame FX01C { light WANDBALL }\n frame FX01D { light WANDBALL }\n\n frame FX01E { light WANDBALL_X1 }\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\nobject NewEggFX\n{\n frame FX01F { light WANDBALL_X2 }\n frame FX01G { light WANDBALL_X3 }\n frame FX01H { light WANDBALL_X4 }\n}\n\n// Crossbow secondary projectile\npointlight SMALLBOWBOLT\n{\n color 0.0 1.0 0.0\n size 40\n}\n\nflickerlight SMALLBOWBOLT_X1\n{\n color 0.0 0.7 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X2\n{\n color 0.0 0.4 0.0\n size 40\n secondarySize 44\n chance 0.3\n}\n\nflickerlight SMALLBOWBOLT_X3\n{\n color 0.0 0.2 0.0\n size 32\n secondarySize 36\n chance 0.3\n}\n\nobject CrossbowFX3\n{\n frame FX03A { light SMALLBOWBOLT }\n\n frame FX03C { light SMALLBOWBOLT_X1 }\n frame FX03D { light SMALLBOWBOLT_X2 }\n frame FX03E { light SMALLBOWBOLT_X3 }\n}\n\n// Crossbow primary proectile\npointlight BIGBOWBOLT\n{\n color 0.7 1.0 0.0\n size 64\n}\n\nflickerlight BIGBOWBOLT_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 74\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X2\n{\n color 0.4 0.6 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight BIGBOWBOLT_X3\n{\n color 0.2 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject CrossbowFX1\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow projectile\nobject CrossbowFX2\n{\n frame FX03B { light BIGBOWBOLT }\n\n frame FX03H { light BIGBOWBOLT_X1 }\n frame FX03I { light BIGBOWBOLT_X2 }\n frame FX03J { light BIGBOWBOLT_X3 }\n}\n\n// Tomed crossbow trail (slows down too much :P)\npointlight BOWTRAIL1\n{\n color 0.0 1.0 0.0\n size 24\n}\n\npointlight BOWTRAIL2\n{\n color 0.0 0.7 0.0\n size 16\n}\n\n//object CrossbowFX4\n//{\n //frame FX03F { light BOWTRAIL1 }\n //frame FX03G { light BOWTRAIL2 }\n//}\n\n// Claw puff\npointlight CLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 32\n}\n\npointlight CLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 24\n}\n\npointlight CLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 16\n}\n\npointlight CLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 8\n}\n\nobject BlasterPuff\n{\n frame FX17A { light CLAWPUFF1 }\n frame FX17B { light CLAWPUFF2 }\n frame FX17C { light CLAWPUFF3 }\n frame FX17D { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n}\n\n// Tomed claw puff\npointlight BIGCLAWPUFF1\n{\n color 0.4 0.4 1.0\n size 56\n}\n\npointlight BIGCLAWPUFF2\n{\n color 0.3 0.3 0.8\n size 48\n}\n\npointlight BIGCLAWPUFF3\n{\n color 0.2 0.2 0.6\n size 40\n}\n\npointlight BIGCLAWPUFF4\n{\n color 0.1 0.1 0.4\n size 32\n}\n\npointlight BIGCLAWPUFF5\n{\n color 0.0 0.0 0.2\n size 24\n}\n\nobject BlasterFX1\n{\n frame FX18C { light BIGCLAWPUFF1 }\n frame FX18D { light BIGCLAWPUFF2 }\n frame FX18E { light BIGCLAWPUFF3 }\n frame FX18F { light BIGCLAWPUFF4 }\n frame FX18G { light BIGCLAWPUFF5 }\n}\n\n// Hellstaff bolt\npointlight HELLSTAFFBALL\n{\n color 1.0 0.2 0.2\n size 56\n}\n\nflickerlight HELLSTAFFBALL_X1\n{\n color 1.0 0.4 0.4\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X2\n{\n color 0.8 0.3 0.3\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X3\n{\n color 0.6 0.2 0.2\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X4\n{\n color 0.4 0.1 0.1\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight HELLSTAFFBALL_X5\n{\n color 0.2 0.0 0.0\n size 96\n secondarySize 104\n chance 0.3\n}\n\nobject HornRodFX1\n{\n frame FX00A { light HELLSTAFFBALL }\n frame FX00B { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\nobject HornRodFX2\n{\n frame FX00C { light HELLSTAFFBALL }\n frame FX00D { light HELLSTAFFBALL }\n frame FX00E { light HELLSTAFFBALL }\n frame FX00F { light HELLSTAFFBALL }\n\n frame FX00H { light HELLSTAFFBALL_X1 }\n frame FX00I { light HELLSTAFFBALL_X2 }\n frame FX00J { light HELLSTAFFBALL_X3 }\n frame FX00K { light HELLSTAFFBALL_X4 }\n frame FX00L { light HELLSTAFFBALL_X5 }\n}\n\n// Tomed hellstaff rain\npointlight REDRAIN\n{\n color 1.0 0.0 0.0\n size 32\n}\n\npointlight REDRAIN_X1\n{\n color 1.0 0.4 0.4\n size 48\n}\n\npointlight REDRAIN_X2\n{\n color 0.8 0.3 0.3\n size 40\n}\n\npointlight REDRAIN_X3\n{\n color 0.5 0.1 0.1\n size 32\n}\n\npointlight REDRAIN_X4\n{\n color 0.3 0.0 0.0\n size 24\n}\n\nobject RainPillar\n{\n frame FX22A { light REDRAIN }\n frame FX22B { light REDRAIN }\n\n frame FX22C { light REDRAIN_X1 }\n frame FX22D { light REDRAIN_X2 }\n frame FX22E { light REDRAIN_X3 }\n frame FX22F { light REDRAIN_X4 }\n}\n\n// Phoenix rod shot\npointlight PHOENIXSHOT\n{\n color 1.0 0.6 0.0\n size 64\n}\n\nflickerlight PHOENIX_X1\n{\n color 1.0 0.8 0.4\n size 104\n secondarySize 112\n chance 0.3\n}\n\nflickerlight PHOENIX_X2\n{\n color 1.0 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight PHOENIX_X3\n{\n color 0.8 0.6 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight PHOENIX_X4\n{\n color 0.6 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight PHOENIX_X5\n{\n color 0.4 0.2 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight PHOENIX_X6\n{\n color 0.2 0.0 0.0\n size 24\n secondarySize 32\n chance 0.3\n}\n\nobject PhoenixFX1\n{\n frame FX04A { light PHOENIXSHOT }\n\n frame FX08A { light PHOENIX_X1 }\n frame FX08B { light PHOENIX_X2 }\n frame FX08C { light PHOENIX_X3 }\n frame FX08D { light PHOENIX_X4 }\n frame FX08E { light PHOENIX_X5 }\n frame FX08F { light PHOENIX_X6 }\n frame FX08G { light PHOENIX_X6 }\n frame FX08H { light PHOENIX_X6 }\n}\n\n// Phoenix rod flamethrower\nflickerlight PHOENIXFLAME\n{\n color 0.7 0.4 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME2\n{\n color 0.5 0.2 0.0\n size 24\n secondarySize 32\n chance 0.5\n}\n\nflickerlight PHOENIXFLAME3\n{\n color 0.3 0.1 0.0\n size 16\n secondarySize 24\n chance 0.5\n}\n\nobject PhoenixFX2\n{\n frame FX09A { light PHOENIXFLAME }\n frame FX09B { light PHOENIXFLAME }\n\n frame FX09C { light PHOENIXFLAME2 }\n frame FX09D { light PHOENIXFLAME3 }\n}\n\n// Mace ball explosion\nflickerlight MACEBALL_X1\n{\n color 0.8 0.8 0.2\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight MACEBALL_X2\n{\n color 0.6 0.6 0.1\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MACEBALL_X3\n{\n color 0.4 0.4 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight MACEBALL_X4\n{\n color 0.2 0.2 0.0\n size 16\n secondarySize 24\n chance 0.3\n}\n\nobject MaceFX1\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX2\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX3\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\nobject MaceFX4\n{\n frame FX02G { light MACEBALL_X1 }\n frame FX02H { light MACEBALL_X2 }\n frame FX02I { light MACEBALL_X3 }\n frame FX02J { light MACEBALL_X4 }\n}\n\n// ---------------------\n// -- Heretic Enemies --\n// ---------------------\n\n// Heretic imp fireball\npointlight HIMPBALL\n{\n color 1.0 0.8 0.0\n size 32\n}\n\nflickerlight HIMPBALL_X1\n{\n color 0.8 0.5 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight HIMPBALL_X2\n{\n color 0.6 0.3 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight HIMPBALL_X3\n{\n color 0.3 0.1 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject NewHereticImpBall\n{\n frame FX10A { light HIMPBALL }\n frame FX10B { light HIMPBALL }\n frame FX10C { light HIMPBALL }\n\n frame FX10D { light HIMPBALL }\n frame FX10E { light HIMPBALL_X1 }\n frame FX10F { light HIMPBALL_X2 }\n frame FX10G { light HIMPBALL_X3 }\n}\n\n// Mummy\nflickerlight MUMMYATK\n{\n color 1.0 1.0 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nobject NewMummyLeader\n{\n frame MUMMY { light MUMMYATK }\n}\n\nobject NewMummyLeaderGhost\n{\n frame MUMMY { light MUMMYATK }\n}\n\n// Mummy fireball\nflickerlight MUMMYBALL\n{\n color 1.0 1.0 0.0\n size 40\n secondarySize 48\n chance 0.4\n}\n\nflickerlight MUMMYBALL_X1\n{\n color 0.7 0.7 0.0\n size 48\n secondarySize 56\n chance 0.4\n}\n\nflickerlight MUMMYBALL_X2\n{\n color 0.4 0.4 0.0\n size 56\n secondarySize 64\n chance 0.4\n}\n\nflickerlight MUMMYBALL_X3\n{\n color 0.2 0.2 0.0\n size 64\n secondarySize 72\n chance 0.4\n}\n\nobject NewMummyFX1\n{\n frame FX15A { light MUMMYBALL }\n frame FX15B { light MUMMYBALL }\n frame FX15C { light MUMMYBALL }\n\n frame FX15D { light MUMMYBALL_X1 }\n frame FX15E { light MUMMYBALL_X2 }\n frame FX15F { light MUMMYBALL_X3 }\n}\n\n// Green flying axe\npointlight GREENAXE\n{\n color 0.0 1.0 0.0\n size 32\n}\n\nflickerlight GREENAXE_X1\n{\n color 0.0 0.7 0.0\n size 32\n secondarySize 48\n chance 0.3\n}\n\nflickerlight GREENAXE_X2\n{\n color 0.0 0.4 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight GREENAXE_X3\n{\n color 0.0 0.2 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nobject NewKnightAxe\n{\n frame SPAXA { light GREENAXE }\n frame SPAXB { light GREENAXE }\n frame SPAXC { light GREENAXE }\n\n frame SPAXD { light GREENAXE_X1 }\n frame SPAXE { light GREENAXE_X2 }\n frame SPAXF { light GREENAXE_X3 }\n}\n\n// Red flying axe\npointlight REDAXE\n{\n color 1.0 0.0 0.0\n size 32\n}\n\nflickerlight REDAXE_X1\n{\n color 0.7 0.0 0.0\n size 32\n secondarySize 48\n chance 0.3\n}\n\nflickerlight REDAXE_X2\n{\n color 0.4 0.0 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight REDAXE_X3\n{\n color 0.2 0.0 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nobject NewRedAxe\n{\n frame RAXEA { light REDAXE }\n frame RAXEB { light REDAXE }\n\n frame RAXEC { light REDAXE_X1 }\n frame RAXED { light REDAXE_X2 }\n frame RAXEE { light REDAXE_X3 }\n}\n\n// Disciple fireball\nflickerlight DISCIPLEBALL\n{\n color 1.0 0.0 1.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight DISCIPLEBALL_X1\n{\n color 0.7 0.0 0.7\n size 16\n secondarySize 24\n chance 0.3\n}\n\nflickerlight DISCIPLEBALL_X2\n{\n color 0.3 0.0 0.3\n size 8\n secondarySize 16\n chance 0.3\n}\n\nobject NewWizardFX1\n{\n frame FX11A { light DISCIPLEBALL }\n frame FX11B { light DISCIPLEBALL }\n frame FX11C { light DISCIPLEBALL }\n\n frame FX11D { light DISCIPLEBALL }\n frame FX11E { light DISCIPLEBALL }\n frame FX11F { light DISCIPLEBALL_X1 }\n frame FX11G { light DISCIPLEBALL_X2 }\n}\n\n// Iron lich death explosion\nflickerlight IRONLICH1\n{\n color 1.0 0.4 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 40 0\n}\n\nflickerlight IRONLICH2\n{\n color 1.0 0.7 0.0\n size 80\n secondarySize 88\n chance 0.3\n offset 0 44 0\n}\n\nflickerlight IRONLICH3\n{\n color 0.8 0.4 0.0\n size 64\n secondarySize 72\n chance 0.3\n offset 0 48 0\n}\n\nflickerlight IRONLICH4\n{\n color 0.4 0.0 0.0\n size 48\n secondarySize 56\n chance 0.3\n offset 0 40 0\n}\n\nobject NewIronlich\n{\n frame LICHD { light IRONLICH1 }\n frame LICHE { light IRONLICH2 }\n frame LICHF { light IRONLICH3 }\n frame LICHG { light IRONLICH4 }\n}\n\n// IronLich frost ball\npointlight FROSTBALL\n{\n color 0.4 0.4 1.0\n size 48\n}\n\npointlight FROSTBALL_X1\n{\n color 0.4 0.4 1.0\n size 64\n}\n\npointlight FROSTBALL_X2\n{\n color 0.2 0.2 0.7\n size 56\n}\n\npointlight FROSTBALL_X3\n{\n color 0.0 0.0 0.4\n size 48\n}\n\npointlight FROSTBALL_X4\n{\n color 0.0 0.0 0.2\n size 40\n}\n\nobject NewHeadFX1\n{\n frame FX05A { light FROSTBALL }\n frame FX05B { light FROSTBALL }\n frame FX05C { light FROSTBALL }\n\n frame FX05D { light FROSTBALL_X1 }\n frame FX05E { light FROSTBALL_X2 }\n frame FX05F { light FROSTBALL_X3 }\n frame FX05G { light FROSTBALL_X4 }\n}\n\n// Frost shard (spawned by frost ball)\npointlight FROSTSHARD\n{\n color 0.0 0.0 0.5\n size 32\n}\n\nobject NewHeadFX2\n{\n frame FX05H { light FROSTSHARD }\n frame FX05I { light FROSTSHARD }\n frame FX05J { light FROSTSHARD }\n}\n\n// Ironlich fire wall\nflickerlight LICHFIRE\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X1\n{\n color 0.9 0.4 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight LICHFIRE_X2\n{\n color 0.7 0.1 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nflickerlight LICHFIRE_X3\n{\n color 0.4 0.0 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nflickerlight LICHFIRE_X4\n{\n color 0.2 0.0 0.0\n size 32\n secondarySize 40\n chance 0.5\n}\n\nobject NewHeadFX3\n{\n frame FX06A { light LICHFIRE }\n frame FX06B { light LICHFIRE }\n frame FX06C { light LICHFIRE }\n\n frame FX06D { light LICHFIRE_X1 }\n frame FX06E { light LICHFIRE_X2 }\n frame FX06F { light LICHFIRE_X3 }\n frame FX06G { light LICHFIRE_X4 }\n}\n\n// Clinker death explosion\nflickerlight CLINK_X1\n{\n color 1.0 0.8 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nflickerlight CLINK_X2\n{\n color 1.0 0.6 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight CLINK_X3\n{\n color 0.6 0.3 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight CLINK_X4\n{\n color 0.3 0.0 0.0\n size 48\n secondarySize 56\n chance 0.5\n}\n\nobject NewClinkHeretic\n{\n frame CLNKK { light CLINK_X1 }\n frame CLNKL { light CLINK_X2 }\n frame CLNKM { light CLINK_X3 }\n frame CLNKN { light CLINK_X4 }\n}\n\n// Weredragon\nflickerlight BEASTATK\n{\n color 1.0 0.7 0.0\n size 56\n secondarySize 64\n chance 0.5\n offset 0 48 0\n}\n\nobject NewBeast\n{\n frame BEASI { light BEASTATK }\n}\n\n// Weredragon fireball\nflickerlight BEASTBALL\n{\n color 1.0 0.4 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight BEASTBALL_X1\n{\n color 0.8 0.2 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight BEASTBALL_X2\n{\n color 0.6 0.0 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight BEASTBALL_X3\n{\n color 0.4 0.0 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nflickerlight BEASTBALL_X4\n{\n color 0.2 0.0 0.0\n size 28\n secondarySize 32\n chance 0.3\n}\n\nobject NewBeastBall\n{\n frame FRB1A { light BEASTBALL }\n frame FRB1B { light BEASTBALL }\n frame FRB1C { light BEASTBALL }\n\n frame FRB1D { light BEASTBALL_X1 }\n frame FRB1E { light BEASTBALL_X2 }\n frame FRB1F { light BEASTBALL_X3 }\n frame FRB1G { light BEASTBALL_X4 }\n}\n\n// Small ophidian shot\npointlight SNAKESHOT1\n{\n color 0.5 0.3 1.0\n size 24\n}\n\nflickerlight SNAKESHOT1_X1\n{\n color 0.5 0.3 1.0\n size 24\n secondarySize 26\n chance 0.3\n}\n\nflickerlight SNAKESHOT1_X2\n{\n color 0.4 0.1 0.7\n size 24\n secondarySize 26\n chance 0.3\n}\n\nflickerlight SNAKESHOT1_X3\n{\n color 0.3 0.0 0.5\n size 28\n secondarySize 30\n chance 0.3\n}\n\nflickerlight SNAKESHOT1_X4\n{\n color 0.3 0.0 0.3\n size 26\n secondarySize 28\n chance 0.3\n}\n\nobject NewSnakeProjA\n{\n frame SNFXA { light SNAKESHOT1 }\n frame SNFXB { light SNAKESHOT1 }\n frame SNFXC { light SNAKESHOT1 }\n frame SNFXD { light SNAKESHOT1 }\n\n frame SNFXE { light SNAKESHOT1_X1 }\n frame SNFXF { light SNAKESHOT1_X2 }\n frame SNFXG { light SNAKESHOT1_X3 }\n frame SNFXH { light SNAKESHOT1_X4 }\n}\n\n// Large ophidian shot\npointlight SNAKESHOT2\n{\n color 1.0 0.6 0.0\n size 32\n}\n\nflickerlight SNAKESHOT2_X1\n{\n color 1.0 0.6 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight SNAKESHOT2_X2\n{\n color 0.6 0.3 0.0\n size 48\n secondarySize 52\n chance 0.3\n}\n\nflickerlight SNAKESHOT2_X3\n{\n color 0.3 0.0 0.0\n size 44\n secondarySize 48\n chance 0.3\n}\n\nobject NewSnakeProjB\n{\n frame SNFXJ { light SNAKESHOT2 }\n frame SNFXK { light SNAKESHOT2 }\n\n frame SNFXL { light SNAKESHOT2_X1 }\n frame SNFXM { light SNAKESHOT2_X2 }\n frame SNFXN { light SNAKESHOT2_X3 }\n}\n\n// Maulotaur fireball\nflickerlight MAULBALL\n{\n color 1.0 0.7 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nflickerlight MAULBALL_X1\n{\n color 0.8 0.6 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight MAULBALL_X2\n{\n color 0.8 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight MAULBALL_X3\n{\n color 0.6 0.2 0.0\n size 40\n secondarySize 48\n chance 0.3\n}\n\nflickerlight MAULBALL_X4\n{\n color 0.4 0.1 0.0\n size 32\n secondarySize 40\n chance 0.3\n}\n\nobject HMinotaurFX1\n{\n frame FX12A { light MAULBALL }\n frame FX12B { light MAULBALL }\n\n frame FX12C { light MAULBALL_X1 }\n frame FX12D { light MAULBALL_X2 }\n frame FX12E { light MAULBALL_X3 }\n frame FX12F { light MAULBALL_X3 }\n frame FX12G { light MAULBALL_X4 }\n frame FX12H { light MAULBALL_X4 }\n}\n\n// Maulotaur ground flame\npulselight MAULFLAME\n{\n color 1.0 0.7 0.0\n size 1\n secondarySize 64\n interval 6.0\n}\n\nflickerlight MAULFLAME_X1\n{\n color 1.0 0.7 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight MAULFLAME_X2\n{\n color 1.0 0.7 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight MAULFLAME_X3\n{\n color 0.7 0.4 0.0\n size 64\n secondarySize 68\n chance 0.3\n}\n\nflickerlight MAULFLAME_X4\n{\n color 0.5 0.1 0.0\n size 68\n secondarySize 72\n chance 0.3\n}\n\nflickerlight MAULFLAME_X5\n{\n color 0.2 0.0 0.0\n size 72\n secondarySize 76\n chance 0.3\n}\n\nobject HMinotaurFX2\n{\n frame FX13B { light MAULFLAME }\n frame FX13C { light MAULFLAME }\n frame FX13D { light MAULFLAME }\n frame FX13E { light MAULFLAME }\n frame FX13F { light MAULFLAME }\n frame FX13G { light MAULFLAME }\n frame FX13H { light MAULFLAME }\n\n frame FX13I { light MAULFLAME_X1 }\n frame FX13J { light MAULFLAME_X2 }\n frame FX13K { light MAULFLAME_X3 }\n frame FX13L { light MAULFLAME_X4 }\n frame FX13M { light MAULFLAME_X5 }\n}\n\nobject HMinotaurFX3\n{\n frame FX13B { light MAULFLAME }\n frame FX13C { light MAULFLAME }\n frame FX13D { light MAULFLAME }\n frame FX13E { light MAULFLAME }\n frame FX13F { light MAULFLAME }\n frame FX13G { light MAULFLAME }\n frame FX13H { light MAULFLAME }\n\n frame FX13I { light MAULFLAME_X1 }\n frame FX13J { light MAULFLAME_X2 }\n frame FX13K { light MAULFLAME_X3 }\n frame FX13L { light MAULFLAME_X4 }\n frame FX13M { light MAULFLAME_X5 }\n}\n\n// D'Sparil serpent fireball\nflickerlight SERPENTBALL\n{\n color 1.0 0.95 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X1\n{\n color 1.0 0.95 0.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X2\n{\n color 0.8 0.8 0.0\n size 72\n secondarySize 80\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X3\n{\n color 0.5 0.5 0.0\n size 88\n secondarySize 96\n chance 0.5\n}\n\nflickerlight SERPENTBALL_X4\n{\n color 0.2 0.2 0.0\n size 96\n secondarySize 104\n chance 0.5\n}\n\nobject NewSorcererFX1\n{\n frame FX14A { light SERPENTBALL }\n frame FX14B { light SERPENTBALL }\n frame FX14C { light SERPENTBALL }\n\n frame FX14D { light SERPENTBALL_X1 }\n frame FX14E { light SERPENTBALL_X2 }\n frame FX14F { light SERPENTBALL_X3 }\n frame FX14G { light SERPENTBALL_X4 }\n frame FX14H { light SERPENTBALL_X4 }\n}\n\n// D'Sparil blue bolt\nflickerlight DSPARILBALL\n{\n color 0.3 0.3 1.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nflickerlight DSPARILBALL_X1\n{\n color 0.3 0.3 1.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight DSPARILBALL_X2\n{\n color 0.2 0.2 0.8\n size 80\n secondarySize 88\n chance 0.3\n}\n\nflickerlight DSPARILBALL_X3\n{\n color 0.1 0.1 0.6\n size 88\n secondarySize 92\n chance 0.3\n}\n\nflickerlight DSPARILBALL_X4\n{\n color 0.0 0.0 0.4\n size 82\n secondarySize 86\n chance 0.3\n}\n\nflickerlight DSPARILBALL_X5\n{\n color 0.0 0.0 0.2\n size 82\n secondarySize 86\n chance 0.3\n}\n\nobject NewSorcerer2FX1\n{\n frame TH16A { light DSPARILBALL }\n frame TH16B { light DSPARILBALL }\n frame TH16C { light DSPARILBALL }\n\n frame TH16G { light DSPARILBALL_X1 }\n frame TH16H { light DSPARILBALL_X2 }\n frame TH16I { light DSPARILBALL_X3 }\n frame TH16J { light DSPARILBALL_X4 }\n frame TH16K { light DSPARILBALL_X5 }\n frame TH16L { light DSPARILBALL_X5 }\n}\n\n// D'Sparil\nflickerlight DSPARILATK\n{\n color 0.3 0.3 1.0\n size 64\n secondarySize 72\n chance 0.5\n}\n\nobject NewSorcerer2\n{\n frame SOR2R { light DSPARILATK }\n frame SOR2S { light DSPARILATK }\n frame SOR2T { light DSPARILATK }\n}\n\n// -------------------------\n// -- Heretic Decorations --\n// -------------------------\n\n// Wall Torch\nflickerlight2 WALLTORCH\n{\n color 1.0 0.8 0.0\n size 32\n secondarySize 36\n interval 0.1\n offset 0 70 0\n}\n\nobject WallTorch\n{\n frame WTRH { light WALLTORCH }\n}\n\n// Fire Brazier\nflickerlight2 FIREBRAZ\n{\n color 1.0 0.8 0.0\n size 68\n secondarySize 76\n interval 0.1\n offset 0 48 0\n}\n\nobject FireBrazier\n{\n frame KFR1 { light FIREBRAZ }\n}\n\n// Serpent torch\nflickerlight2 SERPTORCH\n{\n color 1.0 0.8 0.0\n size 48\n secondarySize 56\n interval 0.1\n offset 0 48 0\n}\n\nobject SerpentTorch\n{\n frame SRTC { light SERPTORCH }\n}\n\n// Chandelier\nflickerlight2 CHANDELIER\n{\n color 1.0 1.0 0.0\n size 64\n secondarySize 68\n interval 0.1\n}\n\nobject Chandelier\n{\n frame CHDL { light CHANDELIER }\n}\n\n// Pod\nflickerlight POD_X1\n{\n color 0.0 1.0 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight POD_X2\n{\n color 0.0 0.7 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight POD_X3\n{\n color 0.0 0.4 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight POD_X4\n{\n color 0.0 0.2 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nobject NewPod\n{\n frame PPODC { light POD_X1 }\n frame PPODD { light POD_X2 }\n frame PPODE { light POD_X3 }\n frame PPODF { light POD_X4 }\n}\n\n// Big volcano fireball\nflickerlight VOLCANOBALL1\n{\n color 1.0 0.5 0.0\n size 56\n secondarySize 64\n chance 0.5\n}\n\nobject NewVolcanoBlast\n{\n frame VFBL { light VOLCANOBALL1 }\n}\n\n// Small volcano fireball\nflickerlight VOLCANOBALL1\n{\n color 1.0 0.5 0.0\n size 40\n secondarySize 48\n chance 0.5\n}\n\nobject NewVolcanoTBlast\n{\n frame VTFB { light VOLCANOBALL1 }\n}\n\n// Blue Key Statue\npointlight BLUESTATUE\n{\n color 0.0 0.0 1.0\n size 32\n offset 0 64 0\n}\n\nobject KeyGizmoBlue\n{\n frame KGZ1 { light BLUESTATUE }\n}\n\n// Yellow Key Statue\npointlight YELLOWSTATUE\n{\n color 1.0 1.0 0.0\n size 32\n offset 0 64 0\n}\n\nobject KeyGizmoYellow\n{\n frame KGZ1 { light YELLOWSTATUE }\n}\n\n// Green Key Statue\npointlight GREENSTATUE\n{\n color 0.0 1.0 0.0\n size 32\n offset 0 64 0\n}\n\nobject KeyGizmoGreen\n{\n frame KGZ1 { light GREENSTATUE }\n}\n\n// -------------------\n// -- Heretic Items --\n// -------------------\n\n// Time bomb explosion\nflickerlight TIMEBOMB_X1\n{\n color 1.0 0.6 0.0\n size 48\n secondarySize 56\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X1\n{\n color 0.8 0.4 0.0\n size 56\n secondarySize 64\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X1\n{\n color 0.6 0.2 0.0\n size 64\n secondarySize 72\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X1\n{\n color 0.4 0.0 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight TIMEBOMB_X1\n{\n color 0.2 0.0 0.0\n size 80\n secondarySize 88\n chance 0.3\n}\n\nobject ActivatedTimeBomb\n{\n frame XPL1A { light TIMEBOMB_X1 }\n frame XPL1B { light TIMEBOMB_X2 }\n frame XPL1C { light TIMEBOMB_X3 }\n frame XPL1D { light TIMEBOMB_X4 }\n frame XPL1E { light TIMEBOMB_X5 }\n frame XPL1F { light TIMEBOMB_X5 }\n}\n\n// Small wand ammo\npointlight SWANDAMMO\n{\n color 1.0 1.0 0.0\n size 8\n}\n\nobject GoldWandAmmo\n{\n frame AMG1 { light SWANDAMMO }\n}\n\n// Large wand ammo\npulselight LWANDAMMO\n{\n color 1.0 1.0 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject GoldWandHefty\n{\n frame AMG2 { light LWANDAMMO }\n}\n\n// Ethereal arrows\npointlight ETHARROWS\n{\n color 0.0 1.0 0.0\n size 12\n offset 0 8 0\n}\n\nobject CrossbowAmmo\n{\n frame AMC1 { light ETHARROWS }\n}\n\n// Quiver of ethereal arrows\npulselight ETHQUIVER\n{\n color 0.0 1.0 0.0\n size 16\n secondarySize 18\n interval 2.0\n offset 0 16 0\n}\n\nobject CrossbowHefty\n{\n frame AMC2 { light ETHQUIVER }\n}\n\n// Small claw ammo\npulselight SCLAWAMMO\n{\n color 0.0 0.0 1.0\n size 8\n secondarySize 10\n interval 2.0\n}\n\nobject BlasterAmmo\n{\n frame AMB1 { light SCLAWAMMO }\n}\n\n// Large claw ammo\npulselight LCLAWAMMO\n{\n color 0.0 0.0 1.0\n size 16\n secondarySize 18\n interval 2.0\n offset 0 6 0\n}\n\nobject BlasterHefty\n{\n frame AMB2 { light LCLAWAMMO }\n}\n\n// Small hellstaff ammo\npulselight SSTAFFAMMO\n{\n color 1.0 0.0 0.0\n size 8\n secondarySize 10\n interval 2.0\n}\n\nobject SkullRodAmmo\n{\n frame AMS1 { light SSTAFFAMMO }\n}\n\n// Large hellstaff ammo\npulselight LSTAFFAMMO\n{\n color 1.0 0.0 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject SkullRodHefty\n{\n frame AMS2 { light LSTAFFAMMO }\n}\n\n// Small phoenix rod ammo\npulselight SRODAMMO\n{\n color 1.0 0.6 0.0\n size 8\n secondarySize 10\n interval 2.0\n}\n\nobject PhoenixRodAmmo\n{\n frame AMP1 { light SRODAMMO }\n}\n\n// Large phoenix rod ammo\npulselight LRODAMMO\n{\n color 1.0 0.6 0.0\n size 16\n secondarySize 18\n interval 2.0\n}\n\nobject PhoenixRodHefty\n{\n frame AMP2 { light LRODAMMO }\n}\n\n// Yellow Key\npulselight HYELLOWKEY\n{\n color 1.0 1.0 0.0\n size 24\n secondarySize 26\n interval 2.0\n}\nobject NewKeyYellow\n{\n frame CKYY { light HYELLOWKEY }\n}\n\n// Blue Key\npulselight HBLUEKEY\n{\n color 0.0 0.0 1.0\n size 24\n secondarySize 26\n interval 2.0\n}\n\nobject NewKeyBlue\n{\n frame BKYY { light HBLUEKEY }\n}\n\n// Green Key\npulselight HGREENKEY\n{\n color 0.0 1.0 0.0\n size 24\n secondarySize 26\n interval 2.0\n}\n\nobject NewKeyGreen\n{\n frame AKYY { light HGREENKEY }\n}\n\n// ---------------------\n// -- Heretic Effects --\n// ---------------------\n\n// Heretic Teleport fog\npointlight HTFOG1\n{\n color 0.4 0.4 1.0\n size 64\n}\n\npointlight HTFOG2\n{\n color 0.4 0.4 1.0\n size 40\n}\n\npointlight HTFOG3\n{\n color 0.4 0.4 1.0\n size 16\n}\n\nflickerlight HTFOG4\n{\n color 0.5 0.5 1.0\n size 40\n secondarySize 48\n chance 0.4\n}\n\nflickerlight HTFOG5\n{\n color 0.5 0.5 1.0\n size 56\n secondarySize 64\n chance 0.4\n}\n\nobject TeleportFog\n{\n frame TELEA { light HTFOG1 }\n frame TELEB { light HTFOG2 }\n frame TELEC { light HTFOG3 }\n frame TELED { light HTFOG4 }\n frame TELEE { light HTFOG4 }\n frame TELEF { light HTFOG4 }\n frame TELEG { light HTFOG5 }\n frame TELEH { light HTFOG5 }\n}\n\nPointLight MorphOvumLight\n{\n Color 0.8 1.0 1.0\n Size 24\n Offset 0 36 0\n}\n\nObject ArtiEgg\n{\n Frame EGGC { Light MorphOvumLight }\n}\n\nPointLight GhostSphereLight\n{\n Color 0.0 0.4 0.0\n Size 24\n Offset 0 36 0\n}\n\nObject ArtiInvisibility\n{\n Frame INVS { Light MorphOvumLight }\n}\n\nobject KaZap\n{\n frame FX17E { light CLAWPUFF4 }\n frame FX17F { light CLAWPUFF1 }\n frame FX17G { light CLAWPUFF2 }\n frame FX17H { light CLAWPUFF3 }\n frame FX17I { light CLAWPUFF4 }\n frame FX17J { light CLAWPUFF1 }\n frame FX17K { light CLAWPUFF2 }\n frame FX17L { light CLAWPUFF3 }\n}\n\nGlow\n{\n\tFlats\n\t{\n\t\tFLATHUH1\n\t\tFLATHUH2\n\t\tFLATHUH3\n\t\tFLATHUH4\n\n\t\tFLTLAVA1\n\t\tFLTLAVA2\n\t\tFLTLAVA3\n\t\tFLTLAVA4\n\t\t}\n}\n\nflickerlight Telefog\n{\n color 0.0 0.5 1.0\n size 56\n secondarySize 64\n chance 0.4\n}\n\nobject TeleFogFlare\n{\n frame SPKG { light TELEFOG }\n}"
},
{
"source": "pk3",
"name": "PLAYERS.txt",
"contents": "//----------------------------MODIFIED CLASSES\nActor NewFighterPlayer : FighterPlayer Replaces FighterPlayer\n{\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DisplayName \"Fighter\"\n\tPlayer.MaxHealth 9999\n\tHealth 115\n\tPlayer.StartItem \"CurrentMaxHealth\", 115\n\tPlayer.StartItem \"CurrentMaxArmor\", 250\n\tPlayer.StartItem \"ImAFighter\"\n\tPlayer.StartItem \"SpikedGauntlets\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",22\n\tPlayer.StartItem \"Rolling\", 6\n\tPlayer.StartItem \"Strength\",15\n\tPlayer.StartItem \"Agility\",12\n\tPlayer.StartItem \"Constitution\",15\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",5\n\tPlayer.StartItem \"Intellect\",5\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.85\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tHeight 56\n\tScale 0.85\n\tPlayer.ViewHeight 41\n\tPlayer.ColorRange 209, 224\n\tPlayer.SoundClass \"FighterD\"\n\tStates\n {\n Spawn:\n\tFIGH A 1 //ACS_ExecuteAlways(556,0,0,0,0)\n\tLoop\n See:\n FIGH ABCD 4\n Goto Spawn\n Missile:\n Melee:\n FIGH EF 8\n Goto Spawn\n Pain:\n\tFIGH G 0 A_JumpIfInventory(\"Concentration\", 1, 2)\n\tFIGH G 0 A_Jump(256,4)\n\tFIGH G 0 A_Jump(200-(Acs_ExecuteWithResult(571)*10),3)\n\tFIGH G 0 A_GiveInventory(\"Mana1\", Acs_ExecuteWithResult(571)+2)\n FIGH G 0 A_GiveInventory(\"Mana2\", Acs_ExecuteWithResult(571)+2)\n\tFIGH G 4\n FIGH G 4 A_Pain\n Goto Spawn\n Pain.ManaDrain:\n\tFIGH G 0 A_TakeInventory(\"Mana1\", 5)\n \tFIGH G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n Death:\n FIGH H 6\n FIGH I 6 A_PlayerScream\n FIGH JK 6\n FIGH L 6 A_NoBlocking\n FIGH M 6\n FIGH N -1\n Stop\n XDeath:\n\tFIGH O 0 A_SpawnItem(\"GIBBER\")\n FIGH O 5 A_XScream\n FIGH P 5 //A_SkullPop\n FIGH R 5 A_NoBlocking\n FIGH STUV 5\n FIGH W -1\n Stop\n Ice:\n TNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\tTNT1 A 1 A_SpawnItemEx(\"BarbarianIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\tTNT1 AA -1\n\tStop\n Burn:\n FDTH A 5 BRIGHT A_PlaySound(\"*burndeath\")\n FDTH B 4 BRIGHT\n FDTH G 5 BRIGHT\n FDTH H 4 BRIGHT A_PlayerScream\n FDTH I 5 BRIGHT\n FDTH J 4 BRIGHT\n FDTH K 5 BRIGHT\n FDTH L 4 BRIGHT\n FDTH M 5 BRIGHT\n FDTH N 4 BRIGHT\n FDTH O 5 BRIGHT\n FDTH P 4 BRIGHT\n FDTH Q 5 BRIGHT\n FDTH R 4 BRIGHT\n FDTH S 5 BRIGHT A_NoBlocking\n FDTH T 4 BRIGHT\n FDTH U 5 BRIGHT\n FDTH V 4 BRIGHT\n ACLO E 35 A_CheckPlayerDone\n Wait\n ACLO E 8\n Stop\n\tDeathBlow:\n\t\"----\" A 0 A_JumpIfInventory(\"DeathBlowing\", 1, \"Spawn\")\n\t\"----\" A 0 A_JumpIfInventory(\"MP\", 15, 1)\n\tGoto BlowRefund\n\t\"----\" A 0 A_TakeInventory(\"MP\", 15)\n\t\"----\" A 0 A_AlertMonsters\n \t\"----\" A 0 A_GiveInventory(\"DeathBlowing\",1)\n\tGoto Spawn\n\tMightyBlow:\n\t\"----\" A 0 A_JumpIfInventory(\"MightyBlowing\", 1, \"Spawn\")\n\t\"----\" A 0 A_JumpIfInventory(\"MP\", 2+acs_executewithresult(516,11)/4, 1)\n\tGoto BlowRefund\n\t\"----\" A 0 A_TakeInventory(\"MP\", 2+acs_executewithresult(516,11)/4)\n\t\"----\" A 0 A_AlertMonsters\n \t\"----\" A 0 A_GiveInventory(\"MightyBlowing\",1)\n\tGoto Spawn\n\tStomp:\n\t\"----\" A 0 A_PlaySound(\"Fighter/Stomp\")\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 ACS_ExecuteAlways(507,0,0,0,0)\n\tGoto Spawn\n\tBloodRush:\n\t\"----\" A 0 A_GiveInventory(\"Powerbloodrush\")\n\t\"----\" A 0 A_PlaySound(\"ability/BloodRush\")\n\t\"----\" A 0 ACS_ExecuteAlways(512,0,0,0,0)\n\tGoto Spawn\n\tDeflection:\n\t\"----\" A 0 A_JumpIfInventory(\"PowerDeflectionIcon\",1,\"Spawn\")\n\t\"----\" A 0 ACS_ExecuteAlways(513,0,0,0,0)\n\tGoto Spawn\n\tWarcry:\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 A_GiveInventory(\"UseWarCry\")\n\tGoto Spawn\n\tHookShot:\n\t\"----\" A 0 A_AlertMonsters\n\t\"----\" A 0 A_GiveInventory(\"UseHookShot\")\n\tGoto Spawn\n\tBeserk:\n\t\"----\" A 0 A_JumpIfInventory(\"Beserking\",1,\"Spawn\")\n\t\"----\" A 0 A_GiveInventory(\"Powerbeserk\")\n\t\"----\" A 0 ACS_ExecuteAlways(511,0,0,0,0)\n\tGoto Spawn\n\tAdrenaline:\n\t\"----\" A 0 A_JumpIfInventory(\"IHaveAdrenaline\",1,\"Spawn\")\n\t\"----\" A 0 A_GiveInventory(\"IHaveAdrenaline\")\n\t\"----\" A 0 ACS_ExecuteAlways(514,0,0,0,0)\n\tGoto Spawn\n\tCharge:\n\t\"----\" A 0 A_GiveInventory(\"Chargeing\",1)\n\t\"----\" A 0 ACS_ExecuteAlways(558,0,0,0,0)\n\tGoto Spawn\n\tBlowRefund:\n\t\"----\" A 0 A_Print(\"Not Enough Magick!\")\n\tGoto Spawn\n }\n}\n\nActor NewClericPlayer : ClericPlayer Replaces ClericPlayer\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\t+QUICKTORETALIATE\n\t+THRUSPECIES\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Cleric\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 100\n\tPlayer.StartItem \"CurrentMaxArmor\", 200\n\tHealth 100\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImACleric\"\n\tPlayer.StartItem \"MaceOfContrition\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",37\n\tPlayer.StartItem \"Strength\",12\n\tPlayer.StartItem \"Agility\",8\n\tPlayer.StartItem \"Constitution\",13\n\tPlayer.StartItem \"Willpower\",14\n\tPlayer.StartItem \"Wisdom\",8\n\tPlayer.StartItem \"Intellect\",7\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.9\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tHeight 56\n\tScale 0.85\n\tPlayer.ViewHeight 41\n\tPlayer.ColorRange 209, 224\n\tPlayer.SoundClass \"ClericD\"\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"CrusaderIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tCLER G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tCLER G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tPain:\n\t\tCLER H 0 A_JumpIfInventory(\"Retribution\", random(1,10), 2)\n\t\tCLER H 0 A_Jump(256,2)\n\t\tCLER H 0 A_CustomMissile(\"RetributionBall\")//A_TakeInventory(\"ClericArmorBonus\", 1)\n\t\tCLER H 4\n\t\tCLER H 4 A_Pain\n\t\tGoto Spawn\n\tSee:\n\t\tCLER ABCD 4\n\t\tGoto Spawn\n\tXDeath:\n\t\tCLER R 0 A_SpawnItem(\"GIBBER\")\n\t\tCLER R 5 A_XScream\n\t\tCLER S 5\n\t\tCLER T 5 A_NoBlocking\n\t\tCLER UVWXYZ 5\n\t\tCLER [ -1\n\t\tStop\n\tCurse:\n\t\t\"----\" A 0 A_GiveInventory(\"UseCurse\",1)//A_CustomMissile(\"CurseMissile\",20,0,0)//A_FireCustomMissile(\"CurseMissile\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tHolyShield:\n\t\t\"----\" A 0 A_PlaySound(\"holyshield/start\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseHolyShield\",1)\n\t\tgoto spawn\n\tConsecration:\n\t\t\"----\" A 0 A_GiveInventory(\"ConsecrationTimer\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\t\"----\" A 0 A_GiveInventory(\"UseConsecration\",1)\n\t\tgoto spawn\n\tPreserveranceAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHavePreserverance\",1,\"PreserveranceAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_Print(\"Preserverance Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(515,0,0,0,0)\n\t\tgoto spawn\n\tPreserveranceAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_Print(\"Preserverance Aura Deactivated\")\n\t\tGoto Spawn\n\tProtectAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHaveProtect\",1,\"ProtectAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_Print(\"Protect Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(508,0,0,0,0)\n\t\tgoto spawn\n\tProtectAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_Print(\"Protect Aura Deactivated\")\n\t\tGoto Spawn\n\tBlessing:\n\t\t\"----\" A 0 Acs_executealways(503)\n\t\t\"----\" A 0 A_PlaySound(\"pickup/health\")\n\t\tGoto spawn\n\tSummonAncestors:\n\t\t\"----\" A 0 A_GiveInventory(\"UseSummonAncestors\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto spawn\n\tSacrifice:\n\t\t\"----\" A 0 A_GiveInventory(\"Sacrificeing\",20+(ACS_ExecuteWithResult(526,0,0,0)*3))\n\t\t\"----\" A 0 A_JumpIfHealthLower(50-ACS_ExecuteWithResult(526,0,0,0),\"NoHealth\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(525,0,0,0,0)\n\t\t\"----\" A 0 //A_TakeInventory(\"MP\",10)\n\t\t\"----\" A 0 A_GiveInventory(\"PowerSacrifice\")\n\t\t\"----\" A 0 A_GiveInventory(\"SacrificeSplash\")\n\t\tgoto spawn\n\tFireCurse:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFireCurse\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonLegend:\n\t\t\"----\" A 0 ACS_ExecuteAlways(530,0,0,0,0)//A_SpawnItem (\"HolyLegend\", 60, 40)\n\t\t\"----\" A 0 //A_TakeInventory(\"MP\",20)\n\t\tgoto spawn\n\tDivinePunishment:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDivinePunishment\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFuryAura:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveProtect\", 1)\n\t\t\"----\" A 0 A_TakeInventory(\"IHavePreserverance\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"IHaveFury\",1,\"FuryAuraD\")\n\t\t\"----\" A 0 A_GiveInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_Print(\"Fury Aura Activated\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(546,0,0,0,0)//A_SpawnItem (\"HolyLegend\", 60, 40)\n\t\t\"----\" A 0 //A_TakeInventory(\"MP\",40)\n\t\tgoto spawn\n\tFuryAuraD:\n\t\t\"----\" A 0 A_TakeInventory(\"IHaveFury\", 1)\n\t\t\"----\" A 0 A_Print(\"Fury Aura Deactivated\")\n\t\tGoto Spawn\n\tVisions:\n\t\t\"----\" A 0 A_GiveInventory(\"UseVisions\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tNoHealth:\n\t\t\"----\" A 0 A_Print(\"Not Enough Health!\")\n\t\tgoto spawn\n\t}\n}\n\nActor NewMagePlayer : MagePlayer Replaces MagePlayer\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.MaxHealth 9999\n\tPlayer.StartItem \"CurrentMaxHealth\", 55\n\tPlayer.StartItem \"CurrentMaxArmor\", 50\n\tHealth 55\n\tPlayer.StartItem \"ImAMage\"\n\tPlayer.StartItem \"SapphireWand\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",100\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"Strength\",7\n\tPlayer.StartItem \"Agility\",7\n\tPlayer.StartItem \"Constitution\",7\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",14\n\tPlayer.StartItem \"Intellect\",15\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.95\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tHeight 56\n\tScale 0.85\n\tPlayer.ViewHeight 41\n\tPlayer.ColorRange 209, 224\n\tPlayer.SoundClass \"MageD\"\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"MageIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tSee:\n\t\tMAGE ABCD 4\n\t\tGoto Spawn\n\tPain.ManaDrain:\n\t\tMAGE G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tMAGE G 0 A_TakeInventory(\"Mana2\", 5)\n \tGoto Pain\n\tPain:\n\t\tMAGE G 4 //A_TakeInventory(\"MageArmorBonus\", 1)\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tXDeath:\n\t\tMAGE O 0 A_SpawnItem(\"GIBBER\")\n\t\tMAGE O 5 A_XScream\n\t\tMAGE P 5\n\t\tMAGE R 5 A_NoBlocking\n\t\tMAGE STUVW 5\n\t\tMAGE X -1\n\t\tStop\n\tTelekinesis:\n\t\t//\"----\" A 0 A_TakeInventory(\"MP\",4)\n\t\t\"----\" A 0 ACS_ExecuteAlways(502,0,0,0,0)\n\t\tgoto spawn\n\tFireTrap:\n\t\t\"----\" A 0 A_SpawnItemEx(\"FireTrapEffects\", cos(-pitch)*141, 0, 40+(sin(-pitch))*40)//ACS_ExecuteAlways(534,0,0,0,0)////A_SpawnItem(\"FireTrapEffects\",151,40,0)\n\t\t\"----\" A 0 A_PlaySound(\"ability/firetrap\")\n\t\tgoto spawn\n\tManaCharge:\n\t\t\"----\" A 0 A_JumpIfInventory(\"ManaChargeing\",1,2)\n\t\t\"----\" A 0 ACS_ExecuteAlways(509,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Mana Charge deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"ManaChargeing\",1)\n\t\tgoto spawn\n\tSpark:\n\t\t\"----\" A 0 A_GiveInventory(\"Sparking\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tDeepFreeze:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDeepFreeze\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPolyMorph:\n\t\t\"----\" A 0 A_PlaySound (\"PigActive1\")\n\t\t\"----\" A 0 A_GiveInventory(\"UsePolyMorph\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFireball:\n\t\t\"----\" A 0 A_GiveInventory(\"UseMFireBall\")//ACS_ExecuteAlways(515,0,0,0,0)//A_FireCustomMissile(\"FireballFX\",0,0,0,42)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tMeteor:\n\t\t\"----\" A 0 A_GiveInventory(\"UseMeteor\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tArcaneBomb:\n\t\t\"----\" A 0 A_GiveInventory(\"UseArcaneBomb\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPillarOfFlame:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePillarOfFlame\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tFroststorm:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFrostStorm\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tEnergyAbsorb:\n\t\t\"----\" A 0 A_PlaySound(\"MageLightningContinuous\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(561,0,0,0,0)//gives charge to lightning dependent on Energy Absorb level\n\t\tgoto spawn\n\tThunderStorm:\n\t\t\"----\" A 0 A_JumpIfInventory(\"ThunderStorming\",1,\"TSDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"ThunderStorming\",1)\n\t\t\"----\" A 0 ACS_ExecuteAlways(506,0,0,0,0)\n\t\tGoto Spawn\n\tTSDeactivate:\n\t\t\"----\" A 0 A_Print(\"Thunderstorm deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Thunderstorming\",1)\n\t\tGoto spawn\n\tBlizzard:\n\t\t\"----\" A 0 A_GiveInventory(\"UseBlizzard\", 1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto Spawn\n\tIceBolt:\n\t\t\"----\" A 0 A_GiveInventory(\"UseIceBolt\", 1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tGoto Spawn\n\t}\n}\n\nActor NewHunterPlayer : PlayerPawn\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 85\n\tPlayer.StartItem \"CurrentMaxArmor\", 150\n\tHealth 85\n\tRadius 16\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n Height 56\n Scale 0.85\n Speed 1\n +NOSKIN\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 41\n\tPlayer.SoundClass \"Hunter\"\n\tPainSound \"HUNTPN2\"\n\tPlayer.SpawnClass \"Cleric\"\n\tPlayer.InvulnerabilityMode \"Ghost\"\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImAHunter\"\n\tPlayer.StartItem \"Machete\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",54\n\tPlayer.StartItem \"Strength\",10\n\tPlayer.StartItem \"Agility\",14\n\tPlayer.StartItem \"Constitution\",10\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",10\n\tPlayer.StartItem \"Intellect\",8\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.9\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tPlayer.ColorRange 209, 224\n\t//Player.Portrait P_HWALK1\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"HunterIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tHUNT G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tHUNT G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tSpawn:\n\t\tHUNT A -1\n\t\tStop\n\tSee:\n\t\tHUNT ABCD 4\n\t\tGoto Spawn\n\tMissile:\n\t\tHUNT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tHUNT E 6\n\t\tGoto Missile\n\tPain:\n\t\tHUNT F 4 //A_TakeInventory(\"HunterArmorBonus\", 1)\n\t\tHUNT F 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tHUNT H 6\n HUNT I 6 A_PlayerScream\n HUNT JK 6\n HUNT L 6 A_NoBlocking\n HUNT MN 6\n HUNT O -1\n Stop\n\tXDeath:\n\t\tHUNT O 0 A_SpawnItem(\"GIBBER\")\n HUNT Q 5 A_XScream\n HUNT R 0 A_NoBlocking\n HUNT R 5\n HUNT STUVW 5\n HUNT Y -1\n Stop\n\tBurn:\n\t\tHUNT X 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH G 5 Bright\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\tBearTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"BearTrapItemLayer\")\n\t\tgoto spawn\n\tRavenCompanion:\n\t\t\"----\" A 0 ACS_ExecuteAlways(520,0,0,0,0)\n\t\tgoto spawn\n\tFanOfKnives:\n\t\t\"----\" A 0 A_GiveInventory(\"UseFanOfKnives\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tTripBomb:\n\t\t\"----\" A 0 A_GiveInventory(\"UseTripBomb\")\n\t\tgoto spawn\n\tFireArrow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"FireSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"FireSpellInv\")\n\t\tgoto spawn\n\tBlock:\n\t\t\"----\" A 0 A_JumpIfInventory(\"BlockingItem\", 1, \"Spawn\")\n\t\t\"----\" A 0 A_JumpIfInventory(\"MP\", acs_executewithresult(925), 1)\n\t\tGoto BlockRefund\n\t\t\"----\" A 0 A_TakeInventory(\"MP\", acs_executewithresult(925))\n\t\t\"----\" A 0 acs_executealways(501)\n\t\t\"----\" A 0 A_GiveInventory(\"BlockingItem\")\n\t\tgoto spawn\n\tSpikeTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"SpikeTrapItemLayer\")\n\t\tgoto spawn\n\tIceArrow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"IceSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"IceSpellInv\")\n\t\tgoto spawn\n\tNoxiousTrap:\n\t\t\"----\" A 0 A_GiveInventory(\"NoxiousTrapItemLayer\")\n\t\tgoto spawn\n\tLightningArrow:\n\t \"----\" A 0 A_JumpIfInventory(\"ThunderSpellInv\", 1, \"SpellBreaker\")\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_GiveInventory(\"ThunderSpellInv\")\n\t\tgoto spawn\n\tSpellBreaker:\n\t\t\"----\" A 0 A_TakeInventory(\"FireSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"IceSpellInv\")\n\t\t\"----\" A 0 A_TakeInventory(\"ThunderSpellInv\")\n\t\tGoto Spawn\n\tPrecision:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Precisioning\",1,2)\n\t\t\"----\" A 0 ACS_ExecuteAlways(917,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Precision deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Precisioning\",1)\n\t\tgoto spawn\n\tSprint:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Sprinting\",1,2)\n\t\t\"----\" A 0 ACS_ExecuteAlways(518,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Sprint deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Sprinting\",1)\n\t\tgoto spawn\n\tCamoflauge:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Stealthing\",1,2)\n\t\t\"----\" A 0 ACS_ExecuteAlways(519,0,0,0,0)\n\t\tgoto spawn\n\t\t\"----\" A 0 A_Print(\"Camoflauge deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Stealthing\",1)\n\t\tgoto spawn\n\tBlockRefund:\n\t\t\"----\" A 0 A_Print(\"Not Enough Magick!\")\n\t\tGoto Spawn\n\t}\n}\n\nActor NewNecromancerPlayer : PlayerPawn\n{\n\n\t+NOICEDEATH\n\t+DONTBLAST\n\t//+GHOST\n\tSpecies \"Player\"\n\tPlayer.MaxHealth 9999\n\tPlayer.DisplayName \"Necromancer\"\n\tPlayer.StartItem \"CurrentMaxHealth\", 70\n\tPlayer.StartItem \"CurrentMaxArmor\", 100\n\tHealth 70\n\tRadius 16\n\tPlayer.HexenArmor 0, 0, 0, 0, 0\n\tHeight 56\n\tScale 0.85\n\tSpeed 1\n\t+NOSKIN\n\tRadiusDamageFactor 0.25\n\tPlayer.JumpZ 9.75\n\tPlayer.Viewheight 41\n\tPlayer.SoundClass \"MageD\"\n\tPainSound \"PlayerMagePain\"\n\tPlayer.SpawnClass \"Mage\"\n\tPlayer.InvulnerabilityMode \"Reflective\"\n\tPlayer.ForwardMove 1.0,1.0\n\tPlayer.SideMove 1.0,1.0\n\tPlayer.StartItem \"ImAWarlock\"\n\tPlayer.StartItem \"Sickle\",1\n\tPlayer.StartItem \"Level\",1\n\tPlayer.StartItem \"MP\",75\n\tPlayer.StartItem \"Strength\",8\n\tPlayer.StartItem \"Agility\",10\n\tPlayer.StartItem \"Constitution\",8\n\tPlayer.StartItem \"Willpower\",10\n\tPlayer.StartItem \"Wisdom\",12\n\tPlayer.StartItem \"Intellect\",14\n\t+THRUSPECIES\n\tDamageFactor AcolyteHealing, 0\n\t//Damagefactor \"Falling\", 1000\n\tDamageFactor \"Normal\", 0.95\n\tDamagefactor \"Suicide\", 1000\n\tDamagefactor \"Telefrag\", 1000\n\tDamageFactor \"Poison\", 1.0\n\tDamageFactor \"PoisonCloud\", 1.0\n\t+NODAMAGETHRUST\n\tPlayer.ColorRange 209, 224\n\tstates\n\t{\n\tIce:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"misc/freeze\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"NecromancerIceCorpse\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION)\n\t\tTNT1 AA -1\n\t\tStop\n\tPain.ManaDrain:\n\t\tNECR G 0 A_TakeInventory(\"Mana1\", 5)\n \t\tNECR G 0 A_TakeInventory(\"Mana2\", 5)\n Goto Pain\n\tSpawn:\n\t\tNECR A -1\n\t\tLoop\n\tSee:\n\t\tNECR ABCD 4\n\t\tGoto Spawn\n\tMelee:\n\tMissile:\n\t\tNECR E 8\n\t\tNECR F 8 Bright\n\t\tGoto Spawn\n\tPain:\n\t\tNECR G 4\n\t\tNECR G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tNECR H 8\n\t\tNECR I 8 A_PlayerScream\n\t\tNECR J 4\n\t\tNECR K 4 A_NoBlocking\n\t\tNECR L 4\n\t\tNECR M -1\n\t\tStop\n\tXDEATH:\n\t\tNECR N 5 A_SpawnItem(\"GIBBER\")\n\t\tNECR O 5 A_XScream\n\t\tNECR P 5 A_NoBlocking\n\t\tNECR QR 5\n\t\tNECR S 5\n\t\tNECR TUV 5\n\t\tNECR W -1\n\t\tStop\n\tBurn:\n\t\tFDTH G 5 Bright A_PlaySound(\"*burndeath\")\n\t\tFDTH H 4 Bright A_PlayerScream\n\t\tFDTH I 5 Bright\n\t\tFDTH J 4 Bright\n\t\tFDTH K 5 Bright\n\t\tFDTH L 4 Bright\n\t\tFDTH M 5 Bright\n\t\tFDTH N 4 Bright\n\t\tFDTH O 5 Bright\n\t\tFDTH P 4 Bright\n\t\tFDTH Q 5 Bright\n\t\tFDTH R 4 Bright\n\t\tFDTH S 5 Bright A_NoBlocking\n\t\tFDTH T 4 Bright\n\t\tFDTH U 5 Bright\n\t\tFDTH V 4 Bright\n\t\tACLO E 35 A_CheckPlayerDone\n\t\tWait\n\t\tACLO E 8\n\t\tStop\n\tEnfeeble:\n\t\t\"----\" A 0 A_PlaySound(\"ability/enfeeble\")\n\t\t\"----\" A 0 A_GiveInventory(\"useEnfeeble\")//ACS_ExecuteAlways(970,0,0,0,0)\n\t\tgoto spawn\n\tSummonShadow:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"Shadow/active\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(971,0,0,0,0)\n\t\tgoto spawn\n\tBlight:\n\t\t\"----\" A 0 A_PlaySound(\"PoisonShroomDeath\")\n\t\t\"----\" A 0 A_GiveInventory(\"useBlight\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tTerrify:\n\t\t\"----\" A 0 A_PlaySound(\"whiteballbsee\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseTerrify\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonGhoul:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/ghlsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(974,0,0,0,0)\n\t\tgoto spawn\n\tDarkness:\n\t\t\"----\" A 0 A_GiveInventory(\"UseDarkness\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tPoisonBlast:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonBlast\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tChaos:\n\t\t\"----\" A 0 A_PlaySound(\"ability/chaos\")\n\t\t\"----\" A 0 A_GiveInventory(\"UseChaos\",1)\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tSummonRevenant:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/incsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(976,0,0,0,0)\n\t\tgoto spawn\n\tPoisonNova:\n\t\t\"----\" A 0 A_GiveInventory(\"UsePoisonNova\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tMiasma:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Miasmaing\",1,\"MiasmaDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Miasmaing\",1)\n\t\t\"----\" A 0 ACS_ExecuteAlways(977,0,0,0,0)\n\t\tGoto Spawn\n\tMiasmaDeactivate:\n\t\t\"----\" A 0 A_Print(\"Miasma deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Miasmaing\",1)\n\t\tGoto spawn\n\tDrain:\n\t\t\"----\" A 0 A_JumpIfInventory(\"Sapping\",1,\"DrainDeactivate\")\n\t\t\"----\" A 0 A_GiveInventory(\"Sapping\",1)\n\t\t\"----\" A 0 ACS_ExecuteAlways(978,0,0,0,0)\n\t\tGoto Spawn\n\tBoneShower:\n\t\t\"----\" A 0 A_GiveInventory(\"UseBoneShower\")\n\t\t\"----\" A 0 A_AlertMonsters\n\t\tgoto spawn\n\tDrainDeactivate:\n\t\t\"----\" A 0 A_Print(\"Drain deactivated\")\n\t\t\"----\" A 0 A_TakeInventory(\"Sapping\",1)\n\t\tGoto spawn\n\tSummonDeathKnight:\n\t\t\"----\" A 0 A_JumpIfInventory(\"NecromancerPetCheck\", 1, 3)\n\t\t\"----\" A 0 A_SpawnItemEx(\"NewMinotaurSmoke\")\n\t\t\"----\" A 0 A_PlaySound(\"monster/dknsit\")\n\t\t\"----\" A 0 ACS_ExecuteAlways(979,0,0,0,0)\n\t\tgoto spawn\n\tMetamorph:\n\t\t\"----\" A 0 ACS_ExecuteAlways(980,0,0,0,0)\n\t\tGoto Spawn\n\t}\n}\n\nActor BarbarianIceCorpse\n{\n\tRadius 16\n\tHeight 56\n\tHealth 1\n\tScale 0.85\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tFIGH G 0\n\t\tFIGH G 0 A_Die(\"Ice\")\n\t\tFIGH G 1 A_IceGuyDie\n\t\tFIGH G -1\n\t\tStop\n\tIce:\n\t\tFIGH G 5 A_GenericFreezeDeath\n\t\tFIGH G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor CrusaderIceCorpse\n{\n\tRadius 16\n\tHeight 56\n\tHealth 1\n\tScale 0.85\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tCLER H 0\n\t\tCLER H 0 A_Die(\"Ice\")\n\t\tCLER H 1 A_IceGuyDie\n\t\tCLER H -1\n\t\tStop\n\tIce:\n\t\tCLER H 5 A_GenericFreezeDeath\n\t\tCLER H 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor MageIceCorpse\n{\n\tRadius 16\n\tHeight 56\n\tHealth 1\n\tScale 0.85\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE G 0\n\t\tMAGE G 0 A_Die(\"Ice\")\n\t\tMAGE G 1 A_IceGuyDie\n\t\tMAGE G -1\n\t\tStop\n\tIce:\n\t\tMAGE G 5 A_GenericFreezeDeath\n\t\tMAGE G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor HunterIceCorpse\n{\n\tRadius 16\n\tHeight 56\n\tHealth 1\n\tScale 0.85\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tHUNT F 0\n\t\tHUNT F 0 A_Die(\"Ice\")\n\t\tHUNT F 1 A_IceGuyDie\n\t\tHUNT F -1\n\t\tStop\n\tIce:\n\t\tHUNT F 5 A_GenericFreezeDeath\n\t\tHUNT F 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NecromancerIceCorpse\n{\n\tRadius 16\n\tHeight 56\n\tHealth 1\n\tScale 0.85\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\tStates\n\t{\n\tSpawn:\n\t\tNECR G 0\n\t\tNECR G 0 A_Die(\"Ice\")\n\t\tNECR G 1 A_IceGuyDie\n\t\tNECR G -1\n\t\tStop\n\tIce:\n\t\tNECR G 5 A_GenericFreezeDeath\n\t\tNECR G 1 A_FreezeDeathChunks\n\t\twait\n\t}\n}\n\nActor NewMana1 : Mana1 replaces Mana1\n{\n\tInventory.PickupSound \"pickup/mana\"\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMAN1 ABCDEFGHI 4 Bright\n\t\tLoop\n\t}\n}\n\nActor NewMana2 : Mana2 replaces Mana2\n{\n\tInventory.PickupSound \"pickup/mana\"\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMAN2 ABCDEFGHIJKLMNOP 4 Bright\n\t\tLoop\n\t}\n}\n\nActor NewMana3 : Mana3 replaces Mana3\n{\n\tInventory.PickupSound \"pickup/mana\"\n\tRadius 20\n\tHeight 16\n}"
}
]
},
"maps": []
}