Counts

endoom0
graphics0
lumps234
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "1005cb40ca9481cf4a368973ae47a951326aee09",
    "sha256": "c8419d15ff54d10a757f172983b3d25f0ecf4995f45d94b9b080338b6225c57d",
    "filenames": [
      "nourprince_weapon_pack_betav2.pk3"
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    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-11-22 18:33:41",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "added": "2015-11-22 18:33:41",
    "file": {
      "type": "PK3",
      "size": 1791381,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1005cb40ca9481cf4a368973ae47a951326aee09/1005cb40ca9481cf4a368973ae47a951326aee09.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 234,
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    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate/Bluetail.txt",
        "contents": "Actor Bluetail : Weapon\n{\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tTag \"Bluetail .50 Caliber Handgun\"\n\tInventory.Pickupmessage \"You've got Bluetail Handgun!\"\n\t+WEAPON.NOAUTOFIRE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\t\tSpawn:\n\t\t2XKP A -1\n\t\tStop\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tDeselect:\n\t\t2XKU IGECA 1\n\t\tTNT1 A 0 A_lower\n\t\tTNT1 A 1 A_lower\n\t\tGoto Deselect+5\n\t\tReady:\n\t\t2XKU ACEGI 1\n\t\t2XKG A 1 A_WeaponReady\n\t\tGoto Ready+5\n\t\tFire:\n\t\t2XKF A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\t2XKG A 1\n\t\tGoto Ready+5\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF BC 1 Bright\n\t\t2XKG BCBA 2\n\t\tGoto Ready+5\n\t\tAltFire:\n\t\t2XKF A 0 A_JumpIfInventory(\"Clip\",1,2)\n\t\t2XKG A 1\n\t\tGoto Ready+5\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto AltFireEnd\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto AltFireEnd\n\t\t2XKF A 0 A_TakeInventory(\"Clip\",1)\n\t\t2XKF A 0 A_Playweaponsound(\"Bluetail/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\t2XKF A 0 A_FireBullets (11.2, 0, 1, 5, \"BulletPuff\")\n\t\t2XKF BC 1 Bright\n\t\tGoto AltFireEnd\n\t\tAltFireEnd:\n\t\t2XKG BCBA 2\n\t\tGoto Ready+5\n\t\t}\n\t}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Slug Shotgun.txt",
        "contents": "Actor SlugShotgun : Weapon replaces Shotgun\n{\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 20\n\tInventory.PickupMessage \"You've got Slug Shotgun! Guarnteed to make holes in some monsters!\"\n\tTag \"Slug Shotgun\"\n\tStates\n\t{\n\tSelect:\n\tTNT1 A 0 A_Raise\n\tTNT1 A 1 A_Raise\n\tLoop\n\tReady:\n\tTKUN ABCDE 1\n\tTKGN A 1 A_WeaponReady\n\tGoto Ready+5\n\tDeselect:\n\tTKUN EDCBA 1\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tGoto Deselect+5\n\tFire:\n\tSHTG A 0 A_FireBullets (10, 5, 14, 10, \"BulletPuff\")\n    SHTG A 0 A_PlayWeaponSound (\"SlugShotgun/Fire\")\n\tSHTG A 0 Radius_Quake(2,4,0,1,0)\n\tTKGN BCBA 2\n\tTKGN D 3\n\tTNT1 A 0 A_PlaySound(\"SlugShotgun/Cock1\")\n\tTKGN EFG 3\n\tTNT1 A 0 A_PlaySound(\"SlugShotgun/Cock2\")\n\tTKGN GFEDA 3\n\tGoto Ready+5\n\tSpawn:\n\tTKSN A -1\n\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Nail Bomb Gun.txt",
        "contents": "Actor SGNail\n{\n  Projectile\n  Radius 6\n  Height 8\n  Speed 44\n  Damage 4\n  +BloodSplatter\n  SeeSound \"\"\n  DeathSound \"\"\n  Decal Bulletchip\n  States\n  {\n  Spawn:\n    NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n    NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n    NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n    Loop\n  Crash:\n    NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n    NLPJ BCDEFG 2\n    Stop\n  XDeath:\n    NLPJ B 0 A_PlaySound(\"Weapons/NailHitBleed\")\n    NLPJ BCDEFG 2\n    Stop\n  Death:\n    NLPJ B 0 A_PlaySound(\"Weapons/NailHit\")\n    NLPJ BCDEFG 2\n    Stop\n  }\n}\n\nActor CenterSGNail : SGNail\n{\n  Speed 40\n  Damage 6\n}\n\nActor NailBlur\n{\n  Height 8\n  Radius 1\n  Damage 0\n  Speed 0.2\n  RenderStyle Translucent\n  Alpha 0.5\n  +NoGravity\n  +DropOff\n  States\n  {\n  Spawn:\n    DART A 1 A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor NailBombGun : Weapon replaces SuperShotgun\n{\n\tWeapon.AmmoType \"Shell\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 30\n\tInventory.Pickupmessage \"You've got Nail Bomb gun! You can hammer those idiots!\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tFLKU ABCD 1\n\t\tFLKG A 1 A_WeaponReady\n\t\tGoto Ready+4\n\t\tDeselect:\n\t\tFLKU DCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+4\n\t\tFire:\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 1, 8, 8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 1, 8, 8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", -2, 1, 8, -8)\n\t\tNLSG B 0 A_FireCustomMissile(\"SGNail\", 2, 1, 8, -8)\n\t\tFLKG A 0 A_PlayWeaponSound(\"NailBombGun/Fire\")\n\t\tTNT1 A 0 Radius_Quake(1,2,0,1,0)\n\t\tFLKF AB 2\n\t\tFLKG BCDE 2\n\t\tFLKF A 0 A_PlaySound(\"NailBombGun/Reload\")\n\t\tFLKG FGHIJKLMNOPQRSTUVW 1\n\t\tGoto Ready+4\n\t\t}\n\t}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Gatling Shotgun.txt",
        "contents": "Actor GatlingShotgun : Weapon replaces Chaingun\n{\n\tWeapon.Ammouse 1\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoType \"Clip\"\n\tInventory.Pickupmessage \"You have got Gatling Shotgun! I'm pretty sure this won't need an explanation how powerful it is.\"\n\tWeapon.UpSound \"GatlingShotgun/Select\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tGGNU ABCDEFGH 1\n\t\tGGNG A 1 A_WeaponReady\n\t\tGoto Ready+8\n\t\tDeselect:\n\t\tGGNU HGFEDCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+8\n\t\tSpawn:\n\t\tGGNG X -1\n\t\tLoop\n\t\tFire:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GatlingShotgun/Start\")\n\t\tGGNG ABC 4\n\t\tGGNG ABC 3\n\t\tGGNG ABC 2\n\t\tGGNG ABC 1\n\t\tGGNG A 0 A_Refire\n\t\tGGNG A 0 A_PlayWeaponSound(\"GatlingShotgun/Stop\")\n\t\tGGNG ABC 2\n\t\tGGNG ABC 3\n\t\tGGNG ABC 4\n\t\tGoto Ready+8\n\t\tHold:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GatlingShotgun/Fire\")\n\t\tTNT1 A 0 Radius_Quake(3,3,0,1,0)\n\t\tGGNF A 1 A_FireBullets (11.2, 7.1, 10, 5, \"BulletPuff\")\n\t\tGGNF B 1\n\t\tGGNF C 1\n\t\tTNT1 A 0 A_Refire\n\t\tGGNG A 0 A_PlayWeaponSound(\"GatlingShotgun/Stop\")\n\t\tGGNG ABC 2\n\t\tGGNG ABC 3\n\t\tGGNG ABC 4\n\t\tGoto Ready+8\n\t\t}\n\t}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Land Mine.txt",
        "contents": "Actor LandMine : Weapon replaces Chainsaw\n{\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tInventory.PickupMessage \"Picked up Land Mines! You can explode a monster safely!\"\n\tStates\n\t{\n\t\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tReady:\n\t\tMINE ABCDE 1\n\t\tMINE F 1 A_WeaponReady\n\t\tGoto Ready+5\n\t\tDeselect:\n\t\tMINE EDCBA 1\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+5\n\t\tFire:\n\t\tMINE FEDCBAAABCDEF 1\n\t\tMINE G 1 A_FireCustomMissile(\"Mine2\",0,1,0,8)\n\t\tMINE HIJK 1\n\t\tTNT1 A 32\n\t\tMINE ABCDE 1\n\t\tGoto Ready+5\n\t\tSpawn:\n\t\tLMIN A -1\n\t\tLoop\n\t\t}\n\t}\n\nActor Mine\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 20\nDamage 0\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 2\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+DOOMBOUNCE\n+THRUGHOST\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tLMIN A 0 A_SpawnItem(\"MineBase\")\n\tStop\n}\n}\nActor MineBase\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 20\nDamage 1\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 0\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+THRUGHOST\n+DEHEXPLOSION\n+FORCERADIUSDMG\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tMISL B 8 A_Explode\n\tMISL C 6\n\tMISL D 4\n\tStop\n}\n}\nActor Mine2 : Mine\n{\nSpeed 15\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/M79 Grenade Launcher.txt",
        "contents": "actor M79 : Weapon replaces RocketLauncher\n{\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 4\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.SlotNumber 5\n  Inventory.PickupMessage \"You got the M79 Grenade Launcher that explodes on impact!\"\n  Decal Scorch\n  States\n  {\n  Ready:\n    M79G KJIHGFE 1\n\tM79G A 1 A_WeaponReady\n\tGoto Ready+7\nDeselect:\n    M79G EFGHIJK 1\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n    Goto Deselect+7\n  Select:\n    TNT1 A 0 A_Raise\n\tTNT1 A 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_PlayWeaponSound(\"M79/Fire\")\n    TNT1 A 0 Bright A_FireCustomMissile(\"M79Grenade\",0,1,8,8,0)\n    M79G BCD 2\n    TNT1 A 0 Bright A_CheckReload\n    M79G EFGHIJK 1\n    TNT1 A 2 A_PlayWeaponSound(\"M79/Open\")\n    TNT1 A 10\n    TNT1 A 0 A_PlayWeaponSound(\"M79/S-Out\")\n    TNT1 A 10\n    TNT1 A 0 A_PlayWeaponSound(\"M79/S-In\")\n    TNT1 A 10\n    TNT1 A 0 A_PlayWeaponSound(\"M79/Close\")\n    TNT1 A 10\n    M79G KJIHGFE 1\n    M79G A 2 A_ReFire\n    Goto Ready+7\n  Spawn:\n    M79P A -1\n    Stop\n  }\n}\n\nACTOR M79Grenade\n{\n  Radius 11\n  Height 8\n  Speed 50\n  Damage 35\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  -NOGRAVITY\n  Gravity 0.4\n  Decal Scorch\n  DeathSound \"M79/BoomR\"\n  Obituary \"%o Was Thumped by %k's M79.\"\n  States\n  {\n  Spawn:\n    GRND A 1 bright\n    loop\n  Death:\n    MISL B 0 bright A_ChangeFlag(\"NOGRAVITY\",1)\n    MISL B 0 bright A_PlaySound(\"weapons/rocklx\")\n    MISL B 8 bright A_Explode\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR M79Ammo : Ammo\n{\n  Inventory.PickupMessage \"Picked up a M79 Round.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 25\n  Ammo.BackpackAmount 5\n  Ammo.BackpackMaxAmount 50\n  Inventory.Icon \"M79AB0\"\n  States\n  {\n  Spawn:\n    M79A A -1\n    stop\n  }\n}\n\nACTOR M79AmmoBox : M79Ammo\n{\n  Inventory.PickupMessage \"Picked up a box of M79 Rounds.\"\n  Inventory.Amount 5\n  States\n  {\n  Spawn:\n    M79A B -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Knife.txt",
        "contents": "actor Knife : Weapon replaces Fist\n{\n  Game Doom\n  Weapon.Kickback 100\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +NOEXTREMEDEATH\n  Obituary \"$OB_MPFIST\" // \"%o was cut up by %k's knife.\"\n  States\n  {\n  Spawn:\n    KNFE A -1\n    loop\n  Ready:\n    KNFG A 1 A_WeaponReady\n    loop\n  Deselect:\n\tKNFG A 0 A_Lower\n    KNFG A 1 A_Lower\n    loop\n  Select:\n\tKNFG A 0 A_Raise\n    KNFG A 1 A_Raise\n    loop\n  Fire:\n    KNFG B 2\n    KNFG C 4 A_CustomPunch (5,0,0,\"KnifePuff\")\n    KNFG D 2\n    KNFG E 2\n    KNFG F 2\n    KNFG E 2\n    KNFG D 2\n    KNFG A 2 A_ReFire\n    goto Ready\n  }\n}\n\nACTOR KnifePuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  +PUFFONACTORS\n  RenderStyle Translucent\n  Alpha 0.6\n  SeeSound \"KnifeHitThing\"\n  AttackSound \"KnifeHitWall\"\n  ActiveSound \"KnifeMiss\"\n  VSpeed 1\n  States\n  {\n  Spawn:\n    PUFF ABCD 4\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/UAC Plasmatic Rifle.txt",
        "contents": "actor FuzzyPlasma // edited from Doom's standard plasmaball actor\n{\n  Radius 13\n  Height 8\n  Speed 30\n  Damage 4\n  Decal DoomImpScorch\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"\"\n  DeathSound \"fuzzy/pdeath\"\n  Obituary \"%o was left decayed by %k's Plasmatic Rifle\"\n  States\n  {\n  Spawn:\n\tPLZM F 0\n\tPLZM F 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n    PLZM F 1 bright\n\tPLZM G 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n\tPLZM G 1 bright\n    loop\n  Death:\n\tPLZM H 0\n\tPLZM H 0 A_Explode(8, 32)\n    PLZM HIJKL 3 bright\n    stop\n  }\n}\n\nACTOR FuzzyPlasmaTrail\n{\n  RenderStyle Translucent\n  Alpha 0.75\n  Scale 0.7\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOCLIP\n  +DONTSPLASH\n  +NOTELEPORT\n  States\n  {\n  Spawn:\n    PLZM M 0\n\tPLZM M 1 A_SetTranslucent(0.70, 1)\n\tPLZM N 1 A_SetTranslucent(0.65, 1)\n\tPLZM M 1 A_SetTranslucent(0.60, 1)\n\tPLZM N 1 A_SetTranslucent(0.55, 1)\n\tPLZM M 1 A_SetTranslucent(0.50, 1)\n\tPLZM N 1 A_SetTranslucent(0.45, 1)\n\tPLZM M 1 A_SetTranslucent(0.40, 1)\n\tPLZM N 1 A_SetTranslucent(0.35, 1)\n\tPLZM M 1 A_SetTranslucent(0.20, 1)\n\tPLZM N 1 A_SetTranslucent(0.15, 1)\n\tPLZM M 1 A_SetTranslucent(0.10, 1)\n\tPLZM N 1 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n\nactor UACPlasmaticRifle : Weapon Replaces PlasmaRifle\n{\n  Weapon.SelectionOrder 100\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 50\n  Weapon.AmmoType \"Cell\"\n  Weapon.SlotNumber 6\n  //Weapon.BobStyle Alpha\n  Inventory.PickupMessage \"UAC Standard Plasmatic Rifle\"\n  States\n  {\n  Ready:\n    PLZM A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PLZM A 1 A_Lower\n\tTNT1 AA 0 A_Lower\n    Loop\n  Select:\n    PLZM A 1 A_Raise\n\tTNT1 AA 0 A_Raise\n    Loop\n  Fire:\n    PLZM A 0\n\tPLZM A 0 A_FireCustomMissile(\"FuzzyPlasma\",0,1,0,0)\n\tPLZM A 0 A_PlaySound(\"fuzzy/plasma\")\n\tPLZM B 2 BRIGHT\n\tPLZM C 2\n\tPLZM D 6 A_ReFire\n    Goto Ready\n  Spawn:\n    PLZM E -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Devastator.txt",
        "contents": "ACTOR Devastator : Weapon replaces BFG9000\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the devastator! Hell, yeah!\"\n   Obituary \"%o was disintegrated by %k's devastator.\"\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 25\n   Weapon.SlotNumber 7\n   Weapon.AmmoUse 25\n   +WEAPON.EXPLOSIVE\n   +WEAPON.BFG\n   +WEAPON.NOAUTOFIRE\n   States\n   {\n   Spawn:\n      WDEV A -1\n      Loop\n   Ready:\n      DEVG A 2 A_WeaponReady\n      Loop\n   Deselect:\n      DEVG A 0 A_Lower\n      DEVG A 1 A_Lower\n      Goto Deselect\n   Select:\n      DEVG A 0 A_Raise\n      DEVG A 1 A_Raise\n      Goto Select\n   Fire:\n      DEVG B 3 A_PlayWeaponSound(\"weapons/devchr\")\n      DEVG CDEF 3 Bright\n\t  DEVG AFA 4\n\t  DEVG FAFAF 2\n\t  DEVG AFAFAFAFAFAFAF 1\n      DEVG A 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 2 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 2 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n      DEVG L 2 Bright\n      Goto Ready\n   Hold:\n      DEVG A 0 A_PlayWeaponSound(\"weapons/devfch\")\n      DEVG A 0 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG AFAF 1 Bright A_FireBullets(4,4,2,6,\"DevPuff\",0,64)\n      DEVG I 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 2 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 2 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n      DEVG L 2 Bright\n      Goto Ready\n   Flash:\n      NULL A 5 A_Light1\n      NULL A 10 A_Light2\n      NULL A 7 A_Light1\n      NULL A 5 A_Light0\n      stop\n   }\n}\n\nactor DevastatorPlasma : ArachnotronPlasma\n{\n  Speed 32\n  Damage 9\n  Translation 2\n  SeeSound \"\"\n  +GRENADETRAIL\n}\n\nactor DevastatorPlasma2 : DevastatorPlasma\n{\n  Speed 36\n  Damage 12\n}\n\nACTOR DevastatorBall\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 256\n   PROJECTILE\n   ExplosionRadius 256\n   ExplosionDamage 320\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   +THRUGHOST\n   DeathSound \"weapons/devexp\"\n   States\n   {\n   Spawn:\n      DBAL AB 4 Bright\n      DBAL A 4 Bright A_Explode (128,128,1)\n      DBAL A 0 Bright A_Jump (160,3)\n      DBAL AAA 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n      DBAL B 4 Bright A_Explode (128,128,1)\n      DBAL B 0 Bright A_Jump (160,3)\n      DBAL BBB 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n      Goto Spawn+2\n   Death:\n      DBAL C 5 Bright\n      DBAL D 5 Bright A_Explode\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,2)\n      DBAL EFG 5 Bright A_Explode\n      DBAL HI 3 Bright\n      stop\n   }\n}\n\nACTOR DevastatorBall2\n{\n   Radius 8\n   Height 8\n   Speed 16\n   Damage 11\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   ExplosionRadius 64\n   ExplosionDamage 128\n   +THRUGHOST\n   SeeSound \"weapons/devbal\"\n   DeathSound \"weapons/devex2\"\n   States\n   {\n   Spawn:\n      DBA2 AB 4 Bright\n      Loop\n   Death:\n      DBA2 C 1 Bright\n      DBA2 C 3 Bright A_Explode\n      DBA2 DE 4 Bright\n      Stop\n   }\n}\n\nActor DevPuff\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +ALWAYSPUFF\n   +PUFFONACTORS\n   +NOGRAVITY\n   DeathSound \"weapons/buzz\"\n   States\n   {\n   Spawn:\n      DLIT JKLJKLJKL 3 Bright\n      stop\n   Crash:\n      NULL A 1 Bright\n      stop\n   }\n}\n\nACTOR LiteShot\n{\n   Radius 8\n   Height 12\n   Speed 32\n   Damage 15\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   +THRUGHOST\n   SeeSound \"weapons/devlit\"\n   DeathSound \"weapons/devzap\"\n   States\n   {\n   Spawn:\n      DLIT AAABBBCCC 1 Bright A_SpawnItem (\"LiteTrail\",0,0,0)\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nACTOR LiteTrail\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   States\n   {\n   Spawn:\n      DLIT ABC 3 Bright\n      stop\n   }\n}"
      }
    ]
  },
  "maps": []
}

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