complexlcahalfpatch-v1.2.pk3

PK3 1.4 MiB 0 map(s)

Counts

endoom0
graphics0
lumps201
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0a772afb-c862-4f6c-a0c4-5fc0317fd272",
    "sha1": "5f6828a01961dbfc728b0a492904a011b91f2e6f",
    "sha256": "9ac7c9b0b4dde54912f6d2a023f859e3be9c5fa719f1895bbcdd9241b3ec6fdc",
    "filenames": [
      "complexlcahalfpatch-v1.2.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2016-02-17 21:31:51",
      "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": "2016-02-17 21:31:51",
    "file": {
      "type": "PK3",
      "size": 1443188,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/5f6828a01961dbfc728b0a492904a011b91f2e6f/5f6828a01961dbfc728b0a492904a011b91f2e6f.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 201,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "Complex LCA Half Patch v1.2",
      "description": "This patch modifies monster behavior by introducing a custom Tech-Vile actor with enhanced speed and unique attack patterns. The WAD contains no maps itself but focuses on augmenting gameplay through new monster states and drops. It is designed for use with existing Doom or Doom II IWADs and likely requires Boom-compatible source ports due to advanced actor scripting. The content emphasizes challenging combat encounters with a powerful arch-vile variant, suggesting a harder difficulty spike when applied. No new textures or map themes are included, and resource balance is not directly affected by this patch.",
      "tags": [
        "boom_compatible",
        "boss_encounters",
        "hard",
        "monster_mod",
        "no_maps"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/monsters/tech-vile.txt",
        "contents": "ACTOR Techvile : Archvile 16549\n{\n  Health 1300\n  Radius 20\n  Height 56\n  Mass 6000\n  Speed 15\n  BloodColor \"11 11 11\"\n  DropItem \"BossLifeEssence\" 160\n  DropItem \"BossArmorBonusMax\" 160\n  DropItem \"DemonAmmoBox\" 255\n  DropItem \"HellionRegen\" 166 1\n  PainChance 5\n  +FLOORCLIP\n  +NOTARGET\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +QUICKTORETALIATE\n  +DONTHARMSPECIES\n  Species \"Viles\"\n  DamageFactor \"VileFires\", 0.0\n  SeeSound \"techvile/sight\"\n  ActiveSound \"techvile/active\"\n  PainSound \"techvile/pain\"\n  DeathSound \"techvile/death\"\n  Obituary \"%o was not prepared for the Tech-Vile.\"\n  Tag \"Tech-Vile\"\n  States\n  {\n  Spawn:\n    CVIL A 10 A_Look\n    Loop\nSee:\n\tTNT1 A 0 A_Jump(64,\"Rush\")\n    CVIL A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    CVIL AABBCC 2 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    CVIL DDEEFF 2 A_VileChase\n    Loop\nRush:\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL A 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL A 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL B 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL B 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL C 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL C 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL D 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL D 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL E 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL E 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL F 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL F 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL A 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL A 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL B 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL B 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL C 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL C 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL D 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL D 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL E 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL E 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL F 1 A_VileChase\n    TNT1 A 0 A_SpawnItem(\"TVileFX\",0,0)\n    CVIL F 1 A_VileChase\n    TNT1 A 0 A_Jump(128,\"See\")\n\tLoop\n   Missile:\n   TNT1 A 0 A_Jump(128,\"Pulse\",\"FloorHugger\")\n   Normal:\n    TNT1 A 0 A_FaceTarget\n    CVIL J 10 Bright A_VileStart\n    CVIL K 8 Bright A_VileTarget(\"TechVilePulseAttack\")\n    CVIL JKJKJKJ 8 Bright A_FaceTarget\n    CVIL K 8 Bright A_VileAttack\n    CVIL J 20 Bright\n\tTNT1 A 0 A_Jump(87,\"Pulse\")\n    Goto See\n  Pulse:\n    CVIL G 4 A_FaceTarget\n    TNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n    CVIL H 4 Bright A_FaceTarget\n    CVIL G 4 A_FaceTarget\n    TNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n    CVIL H 4 Bright A_FaceTarget\n    CVIL G 4 A_FaceTarget\n    TNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n    CVIL H 4 Bright A_FaceTarget\n    CVIL G 4 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n\tCVIL G 4 A_FaceTarget\n    TNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n    CVIL H 4 Bright A_FaceTarget\n    CVIL G 4 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"TechVilePulseShot\", 56, 0, 0)\n    CVIL H 4 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(87,\"FloorHugger\")\n    Goto See\nFloorHugger:\n\tCVIH CDEF 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"techvile/sight\")\n\tCVIH A 0 Bright A_CustomMissile(\"TechVileHugger\", 56, 0, 5)\n    CVIH A 8 Bright A_CustomMissile(\"TechVileHugger\", 56, 0, -5)\n\tGoto see\n  Pain:\n    TNT1 A 0 A_Jump(60,\"Shield\")\n    CVIL L 10 A_Pain\n    Goto See\n  Heal:\n    TNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,20,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,40,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,140,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,160,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,180,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,200,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,240,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,260,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,320,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,340,0)\n    CVIH A 1\n    CVIH A 2\n    TNT1 A 0 A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIH BCD 1 Bright\n    TNT1 A 0 A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIH BCDEF 1 Bright\n    TNT1 A 0 A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIH CDEF 1 Bright\n    TNT1 A 0 A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIH CDEF 1 Bright\n    TNT1 A 0 A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIH CDEF 1 Bright\n    CVIH A 15\n    Goto See\n Shield:\n    TNT1 A 0 A_SpawnItemEx (\"TechVileShield\", 1, 0, 0, 0, 0, 0, 0, SXF_SETMASTER | SXF_NOCHECKPOSITION)\n    TNT1 A 0 A_ChangeFlag (\"INVULNERABLE\", 1)\n\tTNT1 A 0 A_GiveInventory(\"Health\",100)\n    TNT1 A 0 A_GiveInventory (\"TechVileShieldCooldown\", 1)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tCVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tCVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tCVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    CVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tCVIH A 2 Bright A_FaceTarget\n    CVIH AAAAAAAA 2 Bright A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    TNT1 A 0 A_ChangeFlag (\"INVULNERABLE\",0)\n    TNT1 A 0 A_KillChildren\n    Goto See\n  Death:\n    CVIL M 4\n    TNT1 A 0 A_PlaySound (\"techvile/deathzap\", 6, 1, 0, 0.9)\n    CVIL N 1 Bright A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIL M 2 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n    CVIL O 1 A_Scream\n    CVIL P 1 Bright A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIL O 5\n    CVIL Q 3 A_NoBlocking\n    CVIL R 1 Bright A_PlaySound (\"techvile/smallzap\", 7, 1, 0, 1.4)\n    CVIL Q 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    CVIL S 7\n    CVIL TUVW 7\n    CVIL X -1\n    Stop\n  }\n}\n\nACTOR TVileFX : ExileFX\n{\nScale 1.1\nStates\n{\nSpawn:\n    TNT1 A 1\n\tCVIL ABCDEF 2 A_FadeOut(0.18)\n    Goto Spawn+1\n    }\n}\n\nACTOR TechVilePulseShot\n{\n   Radius 12\n   Height 6\n   Speed 28\n   Damage 7\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.80\n   Scale 0.5\n   Damagetype \"VileFires\"\n   +NODAMAGETHRUST\n   +FORCEXYBILLBOARD\n   DeathSound \"weapons/devexp\"\n   States\n   {\n   Spawn:\n      LFX1 STUVW 1 Bright A_SpawnItemEx(\"PulseShotTrail\",0,0,0,0,0,0,0,128,0)\n      LFX1 W 0 A_CustomMissile(\"TechVilePulseLite\",0,0,90,6)\n      LFX1 W 0 A_CustomMissile(\"TechVilePulseLite\",0,0,270,6)\n      Loop\n   Death:\n      TNT1 AAAA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n      LFX1 STUVW 1 Bright A_Explode(12,188,0)\n      Stop\n   }\n}\n\nACTOR PulseShotTrail\n{\nRenderStyle Add\nPROJECTILE\n+CLIENTSIDEONLY\nScale 0.5\n+NOBLOCKMAP\n+DONTSPLASH\nStates\n{\nSpawn:\n    TNT1 A 1\n    LFX1 STUVW 1 Bright A_FadeOut(0.15)\n    Goto Spawn+1\n    }\n}\n\nACTOR TechVilePulseLite\n{\n   Radius 6\n   Height 12\n   Speed 32\n   Damage 2\n   PROJECTILE\n   Scale 0.5\n   RENDERSTYLE ADD\n   Alpha 0.80\n   Damagetype \"VileFires\"\n   DeathSound \"weapons/devzap\"\n   +MTHRUSPECIES\n   +RIPPER\n   +FORCEXYBILLBOARD\n   States\n   {\n   Spawn:\n      DLIT ABC 1 Bright\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\nACTOR TechVilePulseAttack : IFire\n{\n  Scale 1.15\n  RenderStyle Translucent\n  Alpha 0.75\n  DamageType \"VileFires\"\n  Obituary \"%o was not prepared for the Tech-Vile.\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    LFX1 S 1 Bright A_PlaySoundEx(\"techvile/mediumzap\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    TVIV A 1 Bright A_Explode(Random(1,3),62)\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    TVIV A 2 Bright A_Explode(Random(1,3),62)\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n    TVIV C 2 Bright A_Explode(Random(1,3),62)\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n    TVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"TVilePulseSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tTVIV B 2 Bright A_Fire\n\tTNT1 A 1 A_StopSoundEx(\"Voice\")\n\tTNT1 A 1 A_PlaySound(\"exile/voidend\")\n    Stop\n  }\n}\n\nACTOR TVilePulseSpawner : RedParticleSpawner\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 A 0 A_SpawnItemEx(\"TVileOrb\",random(16,-16),random(16,-16),random(6,12),0,0,random(4,6),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor TVileOrb\n{\n    Decal \"PlasmaDecal\"\n\tRenderStyle Add\n\tProjectile\n\tScale 0.10\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tORP2 A 1 bright A_FadeOut(0.08)\n\t\tORP2 A 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tORP2 B 1 bright A_FadeOut(0.08)\n\t\tORP2 C 1 bright A_FadeOut(0.08)\n\t\tORP2 A 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tORP2 D 1 Bright A_FadeOut(0.08)\n\t\tLoop\n    Toaster:\n    TNT1 A 0\n    Stop\n\t}\n}\n\nACTOR TechVileHugger\n{\nHeight 10\nRadius 10\nPROJECTILE\n+DROPOFF\n-NoGravity\n+FLOORHUGGER\n+SeekerMissile\n+DONTHURTSPECIES\n+DONTSPLASH\nSpeed 22\nRenderStyle Add\nAlpha 0.75\nDamage 10\nDamageType \"VileFires\"\nActiveSound \"legfire/active\"\nDeathSound \"cyberrail/impact\"\nSpecies \"Viles\"\nReactionTime 100\nStates\n{\nSpawn:\nTVFH A 0\nTVFH A 0 A_LoopActiveSound\nTVFH A 0 A_CountDown\nTVFH ABC 1 BRIGHT A_SpawnItemEx(\"TechVileHuggerTrail\",0,0,0,0,0,0,0,128,0)\nTVFH A 0 A_SeekerMissile(14,0)\nGoto Spawn+1\nDeath:\nTVFH A 0 A_Explode(26,64,0)\nTVFH A 0 A_SpawnItem(\"TechVileHuggerExplode\")\nTVFH ABC 4\nStop\n}\n}\n\nACTOR TechVileHuggerTrail : BFG9500Trail\n{\nScale 0.85\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n    TVFH ABC 1 A_FadeOut(0.09)\n    Goto Spawn+3\n    }\n}\n\nACTOR TechVileHuggerExplode\n{\n+DONTHURTSPECIES\n+NoGravity\n+FloorHugger\nSpecies \"Nobles\"\nDamageType \"VileFires\"\nSpeed 0\nScale 1.25\nStates\n{\nSpawn:\nTVFX A 0 A_Explode\nTVFX ABCDE 3 BRIGHT\nStop\n}\n}\n\nACTOR TechVileShield\n{\n  Health 5000\n  Radius 80\n  Height 78\n  Mass 0x7fffffff\n  DamageFactor \"Normal\", 0.1\n  DamageFactor \"PDTBFG\", 0.25\n  DamageFactor \"PDTBFGTracer\", 0.25\n  DamageFactor \"PlayerDevBall\", 0.125\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\n  DamageFactor \"PlayerDevTracer\", 0.125\n  Scale 2\n  RenderStyle Add\n  Alpha 0.75\n  Painchance 256\n  +ISMONSTER\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +NOICEDEATH\n  +DONTMORPH\n  +DONTBLAST\n  +NORADIUSDMG\n  +REFLECTIVE\n  +SHIELDREFLECT\n  +THRUSPECIES\n  +NOTELEPORT\n  Species \"Viles\"\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_PlaySound (\"techvile/shieldstart\", 7, 1, 0, 0.7)\n    TNT1 A 0 HealThing (1)\n    SHL1 A 1 Bright\n    TNT1 A 0 A_PlaySound (\"techvile/shieldloop\", 6, 1, 1, 0.7)\n    TNT1 A 0 A_Jump (240, \"Spawn\")\n    TNT1 A 1\n    Goto Spawn+1\n  Pain:\n    TNT1 A 0 A_PlaySound (\"techvile/shieldhit\", 5, 1, 0, 0.7)\n    SHL1 A 1 Bright\n    Goto Spawn+1\n  Death:\n    TNT1 A 0 A_PlaySound (\"techvile/shieldend\", 7, 1, 0, 0.7)\n    TNT1 A 0 A_StopSound (6)\n    TNT1 A 0 A_GiveInventory (\"TechVileShieldBroken\",1, AAPTR_MASTER)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR TechVileShieldBroken : CustomInventory\n{\n  -COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"\"\n  Inventory.PickupSound \"\"\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeFlag (\"INVULNERABLE\",0)\n    Stop\n  }\n}\n\nACTOR TechVileShieldCooldown : Powerup\n{\n\tPowerup.Duration -120\n}"
      },
      {
        "source": "pk3",
        "name": "actors/spawner/spawner.txt",
        "contents": "//========================\n// Mixed Monster Spawners\n//========================\n\nACTOR LegendarySpawner : RandomSpawner Replaces ZombiemanSpawner\n{\nDropItem \"DemonTechZombie\", 256, 55\nDropItem \"RocketZombie\", 256, 40\nDropItem \"LegZombie\", 255, 5\n}\n\nACTOR DemonTechBFG10kZombieSpawner : RandomSpawner Replaces ShotgunZombieSpawner\n{\nDropItem \"DTShotgunZombie\",256, 30\nDropItem \"Hexa-ShotgunZombie\",256, 30\nDropItem \"EraserZombie\", 256, 25\nDropItem \"DTDevastatorZombie\", 256, 10\nDropItem \"LegendaryAssaultCaptain\", 256, 5\n}\n\nACTOR ChainZombieSpawner2 : RandomSpawner Replaces ChainZombieSpawner\n{\nDropItem \"BFGZombieman\", 256, 40\nDropItem \"FreezerZombie\", 256, 40\nDropItem \"BFG10KGeneral\", 256, 20\n}\n\nACTOR LegendaryImpSpawner : RandomSpawner Replaces ImpSpawner\n{\nDropItem \"Agaures\", 256, 35\nDropItem \"PhaseImp\", 256, 35\nDropItem \"ToxicImp\", 256, 25\nDropItem \"LegendaryImp\", 256, 5\n}\n\nACTOR LegendaryDemonSpawner2 : RandomSpawner Replaces DemonSpawner\n{\nDropItem \"MagmaFiend\", 256, 55\nDropItem \"DTechFiend\", 256, 40\nDropItem \"LegendaryFiend\", 256, 5\n}\n\nACTOR SpectreSpawner2 : RandomSpawner Replaces SpectreSpawner\n{\nDropItem \"Lurker\", 256, 60\nDropItem \"Spook\", 256, 40\n}\n\nACTOR SoulSpawner2 : RandomSpawner Replaces SoulSpawner\n{\nDropItem \"PhaseSoul\", 256, 40\nDropItem \"PoisonSoul\", 256, 40\nDropItem \"Rictus\", 256, 20\n}\n\nACTOR BFGCacoSpawner : RandomSpawner Replaces Cacodemon\n{\nDropItem \"CacoLich\", 256, 50\nDropItem \"Cacomental\", 256, 40\nDropItem \"BFGCacodemon\", 256, 10\n}\n\nACTOR PainSpawner2 : RandomSpawner Replaces PainSpawner\n{\nDropItem \"PhaseElemental\", 256, 50\nDropItem \"PoisonElemental\", 256, 30\nDropItem \"BombElemental\", 256, 20\n}\n\nACTOR ArachReplacer Replaces Arachnotron\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\nSpawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(50,\"BabySentSpawn\")\n\tTNT1 A 0 A_Jump(20,\"FreezerSpiderSpawn\")\nBabyDDemoSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"BabyDDemolisher\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nFreezerSpiderSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"FreezerSpider\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nBabySentSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"BabySentient\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nNothing:\n    TNT1 A 1\n    Loop\nDeath:\n    TNT1 A 0 A_BossDeath\n    Stop\n    }\n}\n\nACTOR LegendaryBehemothSpawner Replaces FattyReplacer\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\nSpawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(35,\"KSBeheSpawn\")\n\tTNT1 A 0 A_Jump(20,\"DemobusSpawn\")\n\tTNT1 A 0 A_Jump(25,\"LegSpawn\")\nBarbaSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Barbatos\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nKSBeheSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"KSBehemoth\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nDemobusSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Demobus\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nLegSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"LegendaryBehemoth\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nNothing:\n    TNT1 A 1\n    Loop\nDeath:\n    TNT1 A 0 A_BossDeath\n    Stop\n    }\n}\n\nACTOR LegRevSpawner : RandomSpawner Replaces SkeletonSpawner\n{\nDropItem \"WidowMaker\", 256, 55\nDropItem \"Famine\", 256, 40\nDropItem \"LegendaryRevenant\", 256, 5\n}\n\nACTOR LegKnightSpawner : RandomSpawner Replaces MinorSpawner\n{\nDropItem \"CyberNoble\", 256, 30\nDropItem \"ToxicLord\", 256, 25\nDropItem \"HellDuke\" 256, 25\nDropItem \"PhaseWarlord\" 256, 15\nDropItem \"LegendaryHellKnight\" 256, 5\n}\n\nACTOR OverlordNobleReplacer Replaces NobleReplacer\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\nSpawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(50,\"HFBaronSpawn\")\n\tTNT1 A 0 A_Jump(25,\"PaladinSpawn\")\n\tTNT1 A 0 A_Jump(20,\"CydestroyerSpawn\")\n\tTNT1 A 0 A_Jump(15,\"LegCyberNobleSpawn\")\nOverlordSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"PhaseOverlord\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nHFBaronSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"HellFireBaron\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nPaladinSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Paladin\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nCydestroyerSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Cydestroyer\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nLegCyberNobleSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"LegendaryCyberNoble\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nNothing:\n    TNT1 A 1\n    Loop\nDeath:\n    TNT1 A 0 A_BossDeath\n    Stop\n    }\n}\n\nACTOR VelVileSpawner : RandomSpawner Replaces VileSpawner\n{\nDropItem \"DarkHellion\", 256, 55\nDropItem \"Velocirator\", 256, 30\nDropItem \"TechVile\", 256, 15\n}\n\nACTOR LegSentientReplacer2 Replaces MastermindReplacer\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\nSpawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(45,\"FusionSpawn\")\n\tTNT1 A 0 A_Jump(35,\"SlayerSpawn\")\n\tTNT1 A 0 A_Jump(15,\"LegSentientSpawn\")\nCerebralSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CerebralSentient\",0,0,0,0,0,0,0,272)\n\tGoto Nothing\nSlayerSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CerebralSlayer\",0,0,0,0,0,0,0,272)\n\tGoto Nothing\nFusionSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CerebralCardinal\",0,0,0,0,0,0,0,272)\n\tGoto Nothing\nLegSentientSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"LegendarySentient\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nNothing:\n    TNT1 A 1\n    Loop\nDeath:\n    TNT1 A 0 A_BossDeath\n    Stop\n    }\n}\n\nACTOR LegCyberReplacer2 Replaces CyberReplacer\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\nSpawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(35,\"HFCybSpawn\")\n\tTNT1 A 0 A_Jump(16,\"LegCybSpawn\")\n\tTNT1 A 0 A_Jump(8,\"TerminatorSpawn\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryCardinalSpawn\")\nCardySpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Cardinal\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nHFCybSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"HFCyberdemon\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nLegCybSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"LegendaryCyberdemon\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nTerminatorSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Terminator2\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nLegendaryCardinalSpawn:\n    TNT1 A 0 A_Jump(192,\"Spawn\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCardinal\",0,0,0,0,0,0,0,272)\n    Goto Nothing\nNothing:\n    TNT1 A 1\n    Loop\nDeath:\n    TNT1 A 0 A_BossDeath\n    Stop\n    }\n}\n\nACTOR WolfSSSpawner : RandomSpawner Replaces WolfensteinSS\n{\nDropItem \"Officer\", 256, 50\nDropItem \"NaziDog\" 256, 30\nDropItem \"Hitler\", 256, 20\n}\n\n//===============================================\n// Red Armor / Pure Rage / Mixed Sphere Spawners\n//===============================================\n\nACTOR HealthBonusSpawner : RandomSpawner Replaces HealthBonus\n{\nDropItem \"NewMaxHealthBonus\", 256, 100\n}\n\nACTOR ArmorBonusSpawner : RandomSpawner Replaces ArmorBonus\n{\nDropItem \"NewMaxArmorBonus\", 256, 100\n}\n\nACTOR LegendaryGreenArmorSpawner : RandomSpawner Replaces GreenArmor\n{\nDropItem \"RedArmor\", 256, 100\n}\n\nACTOR LegendaryBlueArmorSpawner : RandomSpawner Replaces BlueArmor\n{\nDropItem \"LegendaryArmor\", 256, 100\n}\n\nACTOR BerserkSpawner : RandomSpawner Replaces Berserk\n{\nDropItem \"PureRage\", 256, 100\n}\n\nACTOR BlurSphereSpawner : RandomSpawner Replaces BlurSphere\n{\nDropItem \"HasteSphere\", 256, 100\n}\n\nACTOR LegendarySoulSphereSpawner : RandomSpawner Replaces SoulSphere\n{\nDropItem \"LegendarySphere\", 256, 100\n}\n\nACTOR LegendaryUltraSphereSpawner : RandomSpawner Replaces MegaSphere\n{\nDropItem \"LegendaryUltraSphere\", 256, 67\nDropItem \"UnbelieveabilitySphere\", 256, 33\n}\n\nACTOR InvulnerabilitySphereSpawner : RandomSpawner Replaces InvulnerabilitySphere\n{\nDropItem \"UnbelieveabilitySphere\", 256, 100\n}"
      },
      {
        "source": "pk3",
        "name": "actors/player/tdawgplayer.txt",
        "contents": "ACTOR ComplexDoomPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"PlayerPyro\", 0.0\nDamageFactor \"PDTPuff\", 0.0\n+NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun\"\n//Player.StartItem \"Frag Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\n//Player.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewMelee\"\nPlayer.StartItem \"Demon Tech Rifle\"\nPlayer.StartItem \"Quad Barrel Shotgun\"\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"ShotgunDrum\" 16\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"StartingArmor\"\nPlayer.StartItem \"UltraSphere\"\nStates\n{\n\tSpawn:\n\t\t\tPLAY A -1\n\t\t\tLoop\n\tSee:\n\t\t\tPLAY ABCD 5\n\t\t\tGoto Spawn\n\tMissile:\n\t\t\tPLAY E 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\t\tPLAY E 11\n\t\t\tGoto Spawn\n\tMelee:\n\t\t\tPLAY F 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\t\tPLAY F 5 Bright\n\t\t\tGoto Missile\n\tKick:\n\t\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\t\tPLAY XYZY 6\n\t\t\tPLAY X 6\n\t\t\tGoto Spawn\n\tKickBerserked:\n\t\t\tPLAY XYZY 3\n\t\t\tPLAY X 6\n\t\t\tGoto Spawn\n\tPain:\n\t\t\tPLAY G 4\n\t\t\tPLAY G 4 A_Pain\n\t\t\tGoto Spawn\n\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tPLAY H 8\n\t\t\tPLAY I 8 A_PlayerScream\n\t\t\tPLAY J 8 A_NoBlocking\n\t\t\tPLAY K 8\n\t\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\t\tPLAY M 8\n\t\t\tPLAY N -1\n\t\t\tStop\n\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t\tPLAY P 3 A_XScream\n\t\t\tPLAY Q 3 A_NoBlocking\n\t\t\tPLAY RSTUV 3\n\t\t\tPLAY W -1\n\t\t\tStop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", TRUE)\n\t\tGoto Spawn\n\t}\n}\n\nACTOR NewMelee : Melee replaces Melee {\n\tTag \"Melee\"\n    Weapon.PreferredSkin \"Fist2-Marine\"\n    Obituary \"%o was brutally beaten by %k.\"\n\tStates {\n\tDeselect:\n\t\tPKFS A 1 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tLoop\n    Ready:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"Berserked\")\n\t\tTNT1 A 0 A_Jump(256,\"NormalFist\",\"NormalKick\")\n\t\tGoto Ready\n\tNormalFist:\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_CustomPunch(2*Random(1,10),TRUE,0,\"FistPuff\",64)\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tNormalKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/kick\")\n\t\tTNT1 A 0 A_Light0\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(2*Random(11,20),TRUE,0,\"FootPuff\",96)\n\t\tKICK EDCBA 2\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n\tBerserked:\n\t    TNT1 A 0 A_Jump(256,\"BerserkFist\",\"BerserkKick\")\n\t\tGoto Ready\n\tBerserkFist:\n\t    PKFS L 1 A_PlaySound(\"weapons/fistwiff\")\n\t\tPKFS BCD 1\n\t\tPKFS E 2 A_CustomPunch(25*Random(1,10),TRUE,0,\"FistPuff\",64)\n\t\tPKFS FGHIJKL 1\n\t\tPKFS A 1 A_ReFire\n\t\tGoto Ready\n\tBerserkKick:\n\t\tTNT1 A 0 A_GiveInventory(\"kickAnim\",1)\n\t\tKICK A 1 A_PlaySound(\"weapons/berserkkick\")\n\t\tKICK BCDEF 1\n\t\tKICK G 5 A_CustomPunch(25*Random(11,20),TRUE,0,\"FootPuff\",96)\n\t\tKICK EDCBA 1\n\t\tPKFS A 1\n\t\tPKFS A 5 A_ReFire\n\t\tGoto Ready\n   GrenadeCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    Goto Ready\n   GrenadeToss:\n\t    PKFR CBA 1\n\t    TNT1 A 4\n\t    HGRN ABC 1\n\t    HGRN D 2\n\t    HGRN EFG 1\n\t\tHGRN HI 2\n\t    TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t    TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t    TNT1 A 6\n\t    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n        TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t    TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t    TNT1 A 0\n\t    Goto Ready\n   MineCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t    Goto Ready\n   MineToss:\n\t    PKFR CBA 1\n\t    TNT1 A 8\n\t    TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t    MINE ABCDEF 1\n\t    TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t    MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t    MINE HI 1\n\t    MINE JK 2\n\t    TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n        TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t    TNT1 A 0\n\t\tTNT1 A 5\n\t    Goto Ready\n\t    }\n}\nACTOR \"kickAnim\" : Inventory {\n    Inventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "readme.txt",
        "contents": "This patch makes only top-tier enemies spawn for Complex, LCA, & Random Monsters.\nPatch must be run with Complex 26a2, LCA 1.5.3, & Random Monsters 1.1.0.\n\nChange Log:\nv1.2\n-Added new spawns for new monsters in LCA including LegCardinal (although spawn chance is pretty rare)\n-Added Phase Imp to spawn\n-Removed Cybruiser from spawning due to new enemies\n-Rolled back LegCyber spawnrate cause he was too turnt up\n-Change vile odds\n\nv1.1\n-MegaSphere now spawns LegendaryUltraSphere with 33% chance of spawning UnbelieveabilitySphere\n-LegendaryImp no longer drops Ammo Sphere\n-Changed LegendaryRevenant's drops and odds\n-Changed LegendaryImp item drop odds\n-Changed LegendaryHellKnight item drop odds & can now drop SpreadRune, no longer drops LegendaryRune\n-Player starts with Ultrasphere instead of LegendaryUltraSphere, Quad Shotgun instead of Hexa, and Demon Tech Rifle instead of Legendary Plasmatic Rifle.\n-GreenArmor now spawns RedArmor instead of LegendaryArmor\n-Added Cybruiser to spawn and changed all monster odds\n-Added ToxicLord & Cyberlord to spawn and changed all monster odds since PhaseWarlord OP as fuck\n-HealthBonus & ArmorBonus now always spawns NewMax Bonuses\n-Added Tech-Vile from randommons-v1.0.7 through 1.0.9 //the people have spoken\n-Removed Rage drop from PhaseWarlord\n-Raised LegCyberdemon spawn rate a tad\n-Removed BIGPOWERUP from LegendarySphere, LegendaryUltraSphere, & LegendaryArmor for CO-OP play where health respawns"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"Actors/Spawner/Spawner.txt\"\n#include \"Actors/Player/TdawgPlayer.txt\"\n#include \"Actors/Monsters/Tech-vile.txt\"\n\nACTOR LegendaryImp2 : LegendaryImp replaces LegendaryImp\n{\nDropItem \"LegendarySphere\" 192 1\nDropItem \"Legendary Plasmatic Rifle\" 192 1\nDropItem \"LegendaryRune\" 128 1\n}\n\nACTOR LegendaryHellKnight2 : LegendaryHellKnight replaces LegendaryHellKnight\n{\nDropItem \"LegendarySphere\" 256 1\nDropItem \"LegendaryRune\" 0 1\nDropItem \"Legendary Plasmatic Rifle\" 256 1\nDropItem \"SpreadRune\" 128\n}\n\nACTOR PhaseWarlord2 : PhaseWarlord replaces PhaseWarlord\n{\nDropItem \"RageRune\" 0\n}\n\nActor LegendaryRevenant2 : LegendaryRevenant replaces LegendaryRevenant\n{\n  DropItem \"LegendarySphere\" 256 1\n  DropItem \"LegendaryArmor\" 0 1\n  DropItem \"LegendaryRune\" 128 1\n  DropItem \"LegAmmoSphere\" 128 1\n  DropItem \"Legendary Plasmatic Rifle\" 256 1\n}\n\nActor LegendarySphere2 : LegendarySphere replaces LegendarySphere\n{\n  -INVENTORY.BIGPOWERUP\n}\n\nACTOR LegendaryUltraSphere2 : LegendaryUltraSphere replaces LegendaryUltraSphere\n{\n  -INVENTORY.BIGPOWERUP\n}\n\nACTOR LegendaryArmor2 : LegendaryArmor replaces LegendaryArmor\n{\n  -INVENTORY.BIGPOWERUP\n}"
      }
    ]
  },
  "maps": []
}

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