Raw model (for completeness)
{
"meta": {
"id": "0b6b08ad-f964-45d4-9602-b0a32925f86f",
"sha1": "55377d75e88f418c187ee9d6751cde101237894c",
"sha256": "4e765b7851d648bbbf98ffb2cf3e3e5b1a20caa6f2c83c6cca0b6026e112e60d",
"filenames": [
"rpg_mod2.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-08-09 00:46:56",
"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": "2016-08-09 00:46:56",
"file": {
"type": "PK3",
"size": 30859400,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/55377d75e88f418c187ee9d6751cde101237894c/55377d75e88f418c187ee9d6751cde101237894c.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP01",
"MAP02"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1481,
"maps": 2,
"palettes": 0
},
"engines_guess": [
"GZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"Actors/dec_player.txt\"\n#include \"Actors/dec_playerstats.txt\"\n#include \"Actors/dec_shopkeeper.txt\"\n#include \"Actors/dec_gold.txt\"\n#include \"Actors/dec_porkchop.txt\"\n#include \"Actors/dec_pot.txt\"\n#include \"Actors/dec_itemdrops.txt\"\n#include \"Actors/dec_walltorch.txt\"\n#include \"Actors/dec_specialeffects.txt\"\n#include \"Actors/dec_keys.txt\"\n#include \"Actors/dec_gore.txt\"\n\n#include \"Actors/Weapons/dec_staff.txt\"\n#include \"Actors/Weapons/dec_axe.txt\"\n#include \"Actors/Weapons/dec_unarmed.txt\"\n#include \"Actors/Weapons/dec_bow.txt\"\n\n#include \"Actors/Monsters/dec_monster.txt\"\n#include \"Actors/Monsters/dec_ghost.txt\"\n#include \"Actors/Monsters/dec_skeleton.txt\"\n#include \"Actors/Monsters/dec_bat.txt\"\n#include \"Actors/Monsters/dec_ettin.txt\"\n#include \"Actors/Monsters/dec_hellhound.txt\"\n#include \"Actors/Monsters/dec_zombie.txt\"\n#include \"Actors/Monsters/dec_mysteryghost.txt\"\n#include \"Actors/Monsters/dec_boss_serpant.txt\"\n#include \"Actors/Monsters/dec_boss_demonelder.txt\"\n#include \"Actors/Monsters/dec_boss_infernodemon.txt\"\n\n#include \"Actors/Decoration/dec_bonepile.txt\"\n#include \"Actors/Decoration/dec_gore.txt\"\n#include \"Actors/Decoration/dec_swamptrees.txt\"\n#include \"Actors/Decoration/dec_rock.txt\"\n#include \"Actors/Decoration/dec_trees.txt\"\n#include \"Actors/Decoration/dec_bushes.txt\"\n#include \"Actors/Decoration/dec_rain.txt\"\n\n#include \"Actors/Interactive/dec_readable.txt\"\n\n#include \"Actors/dec_equipment.txt\"\n#include \"Actors/dec_equipment_holywater.txt\"\n#include \"Actors/dec_menu.txt\""
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "height 32;\nmonospacefonts true, \"0\";\nResolution 320,240;\n\nstatusbar fullscreen, fullscreenoffsets\n{\n //drawimage \"sbar\", 0, 208;\n\tDrawSelectedInventory alwaysshowcounter|center, INDEXFONT, 16, 36, 16, 38, White, 0;\n\tdrawstring CONFONT, White, \"HP\", 24, 7;\n\n\tdrawstring CONFONT, White, \"Gold\", 194, 8;\n\tdrawbar \"sbarh\", \"sbare\", Health, Horizontal, 25, 8;\n\tDrawNumber 3, CONFONT, YELLOW, Ammo Gold, 224, 8;\n\tInInventory PlayerClassFighter, 1\n\t{\n\t DrawBar \"sbarr\", \"sbare\", Ammo1, Horizontal, 25, 16;\n\t drawstring CONFONT, White, \"RA\", 23, 17;\n\t}\n\tInInventory PlayerClassWarlock, 1\n\t{\n\t IsSelected \"Staff\" {drawbar \"sbarm\", \"sbare\", Ammo1, Horizontal, 25, 16;}\n\t else {drawimage \"sbare\", 25, 16;}\n\t}\n\tInInventory PlayerClassAmericanSniper, 1\n\t{\n\tIsSelected \"Revolver\" {drawbar \"sbara\", \"sbare\", Ammo1, Horizontal, 25, 16;}\n\t else {drawimage \"sbare\", 25, 16;}\n\t DrawNumber 3, CONFONT, White, Ammo1, 24, 1;//drawstring CONFONT, White, \"AR\", 24, 227;\n\t}\n\n\tdrawstring CONFONT, White, \"Status\", 210, 16;\n\tInInventory not PlayerStatus {drawstring CONFONT, WHITE, \"Good\", 248, 16;}\n\telse InInventory PlayerStatus, 2 {drawstring CONFONT, RED, \"Curs\", 248, 16;}\n\telse InInventory PlayerStatus, 1 {drawstring CONFONT, GREEN, \"Pois\", 248, 16;}\n\telse InInventory PlayerStatus, 0 {drawstring CONFONT, WHITE, \"Good\", 248, 16;}\n}\n\nstatusbar normal // Standard Doom Status bar\n{\n drawimage \"sbar\", 0, 208;\n\tDrawSelectedInventory alwaysshowcounter|center, INDEXFONT, 179, 225, 194, 226, White, 0;\n\tdrawstring CONFONT, White, \"HP\", 24, 214;\n\n\tdrawstring CONFONT, White, \"Gold\", 232, 214;\n\tdrawbar \"sbarh\", \"sbare\", Health, Horizontal, 25, 213;\n\tDrawNumber 3, CONFONT, YELLOW, Ammo Gold, 261, 214;\n\tInInventory PlayerClassFighter, 1\n\t{\n\t DrawBar \"sbarr\", \"sbare\", Ammo1, Horizontal, 25, 226;\n\t drawstring CONFONT, White, \"RA\", 23, 227;\n\t}\n\tInInventory PlayerClassWarlock, 1\n\t{\n\t IsSelected \"Staff\" {drawbar \"sbarm\", \"sbare\", Ammo1, Horizontal, 25, 226;}\n\t else {drawimage \"sbare\", 25, 226;}\n\t}\n\tInInventory PlayerClassAmericanSniper, 1\n\t{\n\tIsSelected \"Revolver\" {drawbar \"sbara\", \"sbare\", Ammo1, Horizontal, 25, 226;}\n\t else {drawimage \"sbare\", 25, 226;}\n\t DrawNumber 3, CONFONT, White, Ammo1, 24, 227;//drawstring CONFONT, White, \"AR\", 24, 227;\n\t}\n\n\tdrawstring CONFONT, White, \"Status\", 247, 226;\n\tInInventory not PlayerStatus {drawstring CONFONT, WHITE, \"Good\", 300, 226;}\n\telse InInventory PlayerStatus, 2 {drawstring CONFONT, RED, \"Curs\", 300, 226;}\n\telse InInventory PlayerStatus, 1 {drawstring CONFONT, GREEN, \"Pois\", 300, 226;}\n\telse InInventory PlayerStatus, 0 {drawstring CONFONT, WHITE, \"Good\", 300, 226;}\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "nosound\t\tSounds/nosound\n\nPage/Turn\tSounds/page\nPage/Sign\tSounds/pagesign\n\nEat\t\t\tSounds/eat\nPot/Break\tSounds/potbreak\nBlunt/Hit\tSounds/Weapons/meleehit\nSword/Swing\tSounds/Weapons/throw\nSword/Hit\tSounds/Weapons/bladehit\nPage/Turn\tSounds/page\nPage/Sign\tSounds/pagesign\nCursor\t\tSounds/cursor\nSounds/Watersplash\tSounds/Environment/watersplash\nSounds/Fire2\t\tSounds/Environment/firecrackle\nSounds/FireTorch\t\tSounds/Environment/firecrackle\nSounds/Fire3\t\tSounds/Environment/trap_fire\n$rolloff Sounds/FireTorch 128 192\nCurse\t\tSounds/cursed\nSounds/Explosion\tSounds/explosion\nSounds/Fire\t\t\tSounds/holyfire\nSounds/Wolf\t\t\tSounds/Environment/wolf\nFireball\tSounds/Weapons/fireball\nBigProjectileHit\tSounds/Weapons/bigprojectilehit\nThunder/1\tSounds/Environment/thunder1\nThunder/2\tSounds/Environment/thunder2\n$random Environment/Thunder\t{ Thunder/1 Thunder/2 }\n$alias thunder Environment/Thunder\n$rolloff Environment/Thunder 1000 6000\nRockbreak\tSounds/rockbreak\nPotion\t\t\tSounds/potion\nGetgold\t\tSounds/gold\nAxe/Hit\t\tSounds/Weapons/axehit\nAxe/Hitwall\tSounds/Weapons/axehitwall\nAxe/Miss\tSounds/Weapons/axemiss\nGem\t\tSounds/gem\nRevolver/Shoot\tSounds/Weapons/revolver\n$random Revolver/Ricochet { ricochet1 ricochet2 ricochet3 ricochet4 }\nricochet1\tSounds/Weapons/ricochet1\nricochet2\tSounds/Weapons/ricochet2\nricochet3\tSounds/Weapons/ricochet3\nricochet4\tSounds/Weapons/ricochet4\nRevolver/Load\tSounds/Weapons/revolverload\n\nBOWREADY\tSounds/Weapons/BOWREADY\nARROWNRM\tSounds/Weapons/ARROWNRM\nARROWICE\tSounds/Weapons/ARROWICE\nARROWFIR\tSounds/Weapons/ARROWFIR\nARROWELE\tSounds/Weapons/ARROWELE\nIROWIMPC\tSounds/Weapons/IROWIMPC\nFROWIMPC\tSounds/Weapons/FROWIMPC\nEROWIMPC\tSounds/Weapons/EROWIMPC\n$limit Sounds/Weapons/IROWIMPC 0\n$limit Sounds/Weapons/FROWIMPC 0\n$limit Sounds/Weapons/EROWIMPC 0\nUNSPELL\t\tSounds/Weapons/UNSPELL\n\nFootstep/Stone\tSounds/Environment/step_stone\nFootstep/Wood\tSounds/Environment/step_wood\nFootstep/Grass\tSounds/Environment/step_grass\n\nDoor/Open\t\tSounds/Environment/dooropen\nDoor/Close\t\tSounds/Environment/doorclose\nDoor/Locked\t\tSounds/Environment/doorlocked\nGate/Open\t\tSounds/Environment/gate\n\nbodyfall1\tSounds/body_fall\nbodyfall2\tSounds/body_fall2\nbodyfall3\tSounds/body_fall3\n$random Sounds/Bodyfall\t\t{ bodyfall1 bodyfall2 bodyfall3 }\ngore1\tSounds/gore1\ngore2\tSounds/gore2\ngore3\tSounds/gore3\ngore4\tSounds/gore4\ngore5\tSounds/gore5\ngore6\tSounds/gore6\n$random Sounds/Gore\t\t{ gore1 gore2 gore3 gore4 gore6 }\n\nGhost/Explode\tSounds/Monsters/ghost_explode\nGhost/Attack\tSounds/Monsters/ghost_attack\nGhost/Melee\t\tSounds/Monsters/ghost_melee\nGhost/Pain_sound\tSounds/Monsters/ghost_pain\n$random Ghost/Pain { Ghost/Pain_sound nosound nosound }\nGhost/Idle1\t\tSounds/Monsters/ghost_idle\nGhost/Idle2\t\tSounds/Monsters/ghost_idle2\nGhost/Idle3\t\tSounds/Monsters/ghost_idle3\n$random Ghost/Idle\t{ Ghost/Idle1 Ghost/Idle2 Ghost/Idle3 }\n\nSkeleton/See\tSounds/Monsters/skele_see\nbigskelesee1\tSounds/Monsters/bigskele_see\nbigskelesee2\tSounds/Monsters/bigskele_see2\n$random Bigskele/See\t{ bigskelesee1 bigskelesee2 }\nBigskele/Die\tSounds/Monsters/bigskele_die\n\n$RANDOM Bat/Idle { Bat/Idle1 Bat/Idle2 }\nBat/Idle1 Sounds/Monsters/BatIdle1\nBat/Idle2 Sounds/Monsters/BatIdle2\n\nBat/Pain Sounds/Monsters/BatPain\nBat/Death Sounds/Monsters/BatDie\nBat/Crash Sounds/Monsters/BatCrash\n\nEttin/Active\tSounds/Monsters/EttinSee2\nEttin/Death\t\tSounds/Monsters/EttinDie\nEttin/See\t\tSounds/Monsters/EttinSee1\nEttin/Sight\t\tSounds/Monsters/EttinSee2\n\nZombie/See\t\tSounds/Monsters/zombie1\nZombie/Die\t\tSounds/Monsters/zombie2\nZombie/Moan\t\tSounds/Monsters/zombiemoan\nZombie/Scream\tSounds/Monsters/zombiescream\nZombie/Roar\t\tSounds/Monsters/zombieroar\n$Random Zombie/Active { Zombie/Moan Zombie/Scream Zombie/Roar }\n\nDogIdle1\tSounds/Monsters/dog_growl\nDogIdle2\tSounds/Monsters/dog_growl2\nDogIdle3\tSounds/Monsters/dog_growl3\n$random Dog/Idle\t{\tDogIdle1\tDogIdle2\tDogIdle3\t}\nDog/Growl\tSounds/Monsters/dog_preattack\nDog/Attack\tSounds/Monsters/dog_attack\nDog/Pain\tSounds/Monsters/dog_pain\nDog/Die\t\tSounds/Monsters/dog_die\n\nDracula/Pain1\tSounds/Monsters/drac_pain\nDracula/Pain2\tSounds/Monsters/drac_pain2\n$random Dracula/Pain { Dracula/Pain1 Dracula/Pain2 }\nDracula/Laugh\tSounds/Monsters/drac_laugh\nDracula/Attack1\tSounds/Monsters/drac_attack\nDracula/Attack2\tSounds/Monsters/drac_attack2\nDracula/Attack3\tSounds/Monsters/drac_attack3\n$random Dracula/Attack { Dracula/Attack1 Dracula/Attack2 Dracula/Attack3 }\nDracula/Die\t\tSounds/Monsters/drac_die\nDracula/Teleport\tSounds/Monsters/drac_teleport\nDracula/Evolve\tSounds/Monsters/drac_evolve\n\nShopkeeper/Die\tSounds/Monsters/keeperdie\n\nInferno/Alert\tSounds/Monsters/INFRALRT\nInferno/Walk\tSounds/Monsters/INFRWALK\nInferno/Die\t\tSounds/Monsters/INFRDEAD\nInferno/Active\tSounds/Monsters/INFRACTV\nApocalypse/Meteor Sounds/Monsters/COMETLNC\nApocalypse/Death Sounds/Monsters/COMETEXP\nMeteor/Call Sounds/Monsters/DFATTACK\nweapons/firmfi Sounds/Monsters/dsfirmfi\nweapons/firex3 Sounds/Monsters/dsfirex3\nweapons/firbfi Sounds/Monsters/dsfirbfi\nweapons/hellex Sounds/Monsters/dshellex\nweapons/justfi Sounds/Monsters/dsjustfi\nmonster/bomb Sounds/Monsters/FIREBALL\nmonster/firebeamdeath Sounds/Monsters/IMPFIRE2\nmonster/firebeamstart Sounds/Monsters/DARKFLAM\npyro/explosion Sounds/Monsters/DSPIPEX1\nGlyph/Start Sounds/Monsters/FLAMESTR\nharvester/ghost Sounds/Monsters/shghscrm\nInfdem/see Sounds/Monsters/BE-SPOT1\nInfdem/active Sounds/Monsters/BE-GROWL\nInfdem/pain Sounds/Monsters/BE-PAIN1\nInfdem/death Sounds/Monsters/DYING\nKoraxStep Sounds/Monsters/step//this is present in Hexen, but needs to be defined for Doom or Heretic\n\nPlayer/1/Death\tSounds/Player/1_death\nPlayer/1/Fall\tSounds/Player/1_fall\nPlayer/1/Jump_sound\tSounds/Player/1_jump\n$random Player/1/Jump\t{ Player/1/Jump_sound nosound }\n\n1/grunt_1\tSounds/Player/1_grunt\n1/grunt_2\tSounds/Player/1_grunt2\n1/grunt_3\tSounds/Player/1_grunt3\n1/pain_1\tSounds/Player/1_pain\n1/pain_2\tSounds/Player/1_pain2\n//1/death\t\tSounds/Player/1_death\n1/fall\t\tSounds/Player/1_fall\n//1/jump\t\tSounds/Player/1_jump\n1/heal_1\tSounds/Player/1_heal\n1/heal_2\tSounds/Player/1_heal2\n\n$random Player/1/Grunt\t{ 1/grunt_1 1/grunt_2 1/grunt_3 nosound nosound nosound nosound nosound nosound }\n$random Player/1/Pain\t{ 1/pain_1 1/pain_2 }\n$random Player/1/Heal\t{ 1/heal_1 1/heal_2 }\n\nThunder/3\tSounds/Environment/thunder_rumble\nThunder/4\tSounds/Environment/thunder_big\n\nAMBIENT1\tSounds/Environment/Cave1\nAMBIENT2\tSounds/Environment/waterstream\nAMBIENT3\tSounds/Environment/crickets\nAMBIENT4\tSounds/Environment/rain\nAMBIENT5\tSounds/Environment/bell\n\n$AMBIENT 17 AMBIENT1 WORLD CONTINUOUS 1.0\n$AMBIENT 18 AMBIENT2 POINT CONTINUOUS 1.0\n$AMBIENT 19 AMBIENT1 POINT CONTINUOUS 1.0\n$AMBIENT 16 AMBIENT3 POINT CONTINUOUS 1.0\n$AMBIENT 20 AMBIENT4 WORLD CONTINUOUS 1.0\n$AMBIENT 21 AMBIENT5 POINT PERIODIC 3.0 1.0\n\n$playeralias \tplayer\t\tmale\t*pain100\tPlayer/1/Pain\n$playeralias \tplayer\t\tmale\t*pain75\t\tPlayer/1/Pain\n$playeralias \tplayer\t\tmale\t*pain50\t\tPlayer/1/Pain\n$playeralias \tplayer\t\tmale\t*pain25\t\tPlayer/1/Pain\n$playeralias\t\t\tplayer\t\tmale\t*death\t\tPlayer/1/Death\n$playersound\t\t \tplayer\t\tmale\t*falling\tPlayer/1/Fall\n$playeralias\t\t\tplayer\t\tmale\t*jump\t\tPlayer/1/Jump"
},
{
"source": "pk3",
"name": "LOCKDEFS.txt",
"contents": "CLEARLOCKS\n\nLock 123\n{\n\t\"Torture Room Key\"\n\tMessage \"You need the Torture Room key to open this door\"\n\tRemoteMessage \"You need all six keys to activate this object\"\n\tLockedSound Door/Locked\n}\n\nLock 124\n{\n\t\"Supply Room Key\"\n\tMessage \"You need the Supply Room key to open this door\"\n\tRemoteMessage \"You need all six keys to activate this object\"\n\tLockedSound Door/Locked\n}"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "CODE"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "#include GLDEFS.brightmaps.txt\n\nflickerlight2 REDWALLTORCH\n{\n color 1.0 0.3 0.0\n size 24\n secondarySize 28\n interval 0.1\n offset 0 24 0\n}\nflickerlight2 REDWALLTORCH_faint\n{\n color 0.03 0.01 0.0\n size 200\n secondarySize 185\n interval 0.1\n offset 0 24 0\n}\n\nflickerlight2 TORCHLIGHT\n{\n color 1.0 0.3 0.0\n size 128\n secondarySize 132\n interval 0.1\n offset 0 32 0\n}\n\nflickerlight2 Thunder_Light\n{\n\tcolor 1.0 0.0 0.0\n\tsize 480\n\tsecondarysize 512\n\tinterval 0.1\n\toffset 0 0 260\n}\n\npointlight Bullet\n{\n\tcolor 0.3 0.06 0.0\n\tSize 256\n}\n\nobject \"Wall Torch\"\n{\n frame YWTRABCD { light REDWALLTORCH }\n\tframe YWTR { light REDWALLTORCH_faint }\n}\n\nobject \"Wall Torch Common Drop\"\n{\n frame YWTRABCD { light REDWALLTORCH }\n\tframe YWTR { light REDWALLTORCH_faint }\n}\n\nobject \"Torch Light\"\n{\n\tFrame TNT1 { light TORCHLIGHT }\n}\n\nobject \"Torch Projectile\"\n{\n\tFrame TNT1 { light TORCHLIGHT }\n}\n\nobject \"Fire Wand Projectile\"\n{\n\tframe HIB1ABC { light REDWALLTORCH }\n\tframe HIB1 { light REDWALLTORCH_faint }\n}\n\nobject \"Thunder\"\n{\n\tframe THND { light Thunder_Light }\n}\n\nflickerlight2 FIREBRAZ\n{\ncolor 1.0 0.8 0.0\nsize 68\nsecondarySize 76\ninterval 0.1\noffset 0 48 0\n}\n\nobject BlackTorch\n{\nframe BTOR { light FIREBRAZ }\n}\n\nObject \"Revolver Bullet\"\n{\n frame PUFF { light Bullet }\n}\n\nFlickerlight FireSpawnerSmall\n{\nColor 1.0 0.6 0.0\nSize 32\nSecondarySize 48\nChance 0.6\n}\n\nFlickerlight FireSpawnerMedium\n{\nColor 1.0 0.6 0.0\nSize 56\nSecondarySize 72\nChance 0.6\n}\n\nFlickerlight FireSpawnerLarge\n{\nColor 1.0 0.6 0.0\nSize 80\nSecondarySize 128\nChance 0.6\n}\n\nObject \"Holy Water Thrown\" { Frame TNT1B { Light FireSpawnerMedium } }"
},
{
"source": "pk3",
"name": "GLDEFS.brightmaps.txt",
"contents": "BrightMap Sprite HDOGA1\n{\nMap Sprites/Monsters/BMHDOGA1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGA2A8\n{\nMap Sprites/Monsters/BMHDOGA2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGA3A7\n{\nMap Sprites/Monsters/BMHDOGA3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGB1\n{\nMap Sprites/Monsters/BMHDOGB1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGB2B8\n{\nMap Sprites/Monsters/BMHDOGB2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGB3B7\n{\nMap Sprites/Monsters/BMHDOGB3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGC1\n{\nMap Sprites/Monsters/BMHDOGC1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGC2C8\n{\nMap Sprites/Monsters/BMHDOGC2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGC3C7\n{\nMap Sprites/Monsters/BMHDOGC3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGD1\n{\nMap Sprites/Monsters/BMHDOGD1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGD2D8\n{\nMap Sprites/Monsters/BMHDOGD2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGD3D7\n{\nMap Sprites/Monsters/BMHDOGD3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGE1\n{\nMap Sprites/Monsters/BMHDOGE1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGE2E8\n{\nMap Sprites/Monsters/BMHDOGE2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGE3E7\n{\nMap Sprites/Monsters/BMHDOGE3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGF1\n{\nMap Sprites/Monsters/BMHDOGF1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGF2F8\n{\nMap Sprites/Monsters/BMHDOGF2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGF3F7\n{\nMap Sprites/Monsters/BMHDOGF3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGG1\n{\nMap Sprites/Monsters/BMHDOGG1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGG2G8\n{\nMap Sprites/Monsters/BMHDOGG2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGG3G7\n{\nMap Sprites/Monsters/BMHDOGG3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGH1\n{\nMap Sprites/Monsters/BMHDOGH1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGH2H8\n{\nMap Sprites/Monsters/BMHDOGH2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGH3H7\n{\nMap Sprites/Monsters/BMHDOGH3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGI1\n{\nMap Sprites/Monsters/BMHDOGI1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGI2I8\n{\nMap Sprites/Monsters/BMHDOGI2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGI3I7\n{\nMap Sprites/Monsters/BMHDOGI3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGJ1\n{\nMap Sprites/Monsters/BMHDOGJ1\nDisableFullBright\n}\n\nBrightMap Sprite HDOGJ2J8\n{\nMap Sprites/Monsters/BMHDOGJ2\nDisableFullBright\n}\n\nBrightMap Sprite HDOGJ3J7\n{\nMap Sprites/Monsters/BMHDOGJ3\nDisableFullBright\n}\n\nBrightMap Sprite HDOGK0\n{\nMap Sprites/Monsters/BMHDOGK0\nDisableFullBright\n}"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model \"Revolver Bullet\" // Name of actor in DECORATE\n{\n Path \"md3\" // Path to model in PK3\n SKIN 0 \"tracer1.png\" // Model index, model file\n MODEL 0 \"Tracer.md3\" // Model index, texture (can be in any format supported by GZDoom)\n Scale 0.5 0.5 0.5 // Scale values\n PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles\n\n FrameIndex PUFF A 0 0 // The sprite lump, sprite frame, model index, frame number\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\n//addplayerclass \"RPG Player\"\naddplayerclass \"Viking\"\n//addplayerclass \"Warlock\"\naddplayerclass \"Ranger\"\n\naddkeysection \"RPG\" BlastMcFuryRules\naddmenukey \"Show Stats\" showstats\n//addmenukey \"Show Inventory\" showinv\nalias showstats \"puke 11\"\n//alias showinv \"puke 12\"\ndefaultbind U showstats\n//defaultbind I showinv"
},
{
"source": "pk3",
"name": "MAPINFO.txt",
"contents": "Map MAP01 \"Intro\"\n{\n evenlighting\n Next = \"MAP02\"\n}\n\nMap MAP02 \"Crypt\"\n{\n evenlighting\n Next = \"MAP03\"\n}\n\nMap MAP03 \"Forest\"\n{\n evenlighting\n Next = \"MAP04\"\n}\n\nMAP MAP04 \"Finale Test\"\n{\n evenlighting\n outsidefogdensity=1024\n}"
},
{
"source": "pk3",
"name": "ANIMDEFS.txt",
"contents": "switch doom 3 BSW01A on sound DSSWTCHN pic BSW01B tics 0\nswitch doom 3 BSW02A on sound DSSWTCHN pic BSW02B tics 0\nswitch doom 3 BSW03A on sound DSSWTCHN pic BSW03B tics 0\nswitch doom 3 BSW04A on sound DSSWTCHN pic BSW04B tics 0\nswitch doom 3 BSW05A on sound DSSWTCHN pic BSW05B tics 0\nswitch doom 3 BSW06A on sound DSSWTCHN pic BSW06B tics 0\nswitch doom 3 BSW07A on sound DSSWTCHN pic BSW07B tics 0\n\ntexture SWAXE_1\n\tpic SWAXE_1 tics 4\n\tpic SWAXE_2 tics 4\n\tpic SWAXE_3 tics 4\n\tpic SWAXE_4 tics 4\n\tpic SWAXE_5 tics 4\n\tpic SWAXE_6 tics 4\n\tpic SWAXE_7 tics 4\n\tpic SWAXE_6 tics 4\n\tpic SWAXE_5 tics 4\n\tpic SWAXE_4 tics 4\n\tpic SWAXE_3 tics 4\n\tpic SWAXE_2 tics 4"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "// Texture definitions generated by SLADE3\n// on Thu Jul 28 10:38:38 2016\n\nTexture BSW01A, 32, 32\n{\n\tPatch BSW01A, 0, 0\n}\n\nTexture BSW01B, 32, 32\n{\n\tPatch BSW01B, 0, 0\n}\n\nTexture BSW02A, 32, 40\n{\n\tPatch BSW02A, 0, 0\n}\n\nTexture BSW02B, 32, 40\n{\n\tPatch BSW02B, 0, 0\n}\n\nTexture BSW03A, 32, 32\n{\n\tPatch BSW03A, 0, 0\n}\n\nTexture BSW03B, 32, 32\n{\n\tPatch BSW03B, 0, 0\n}\n\nTexture BSW04A, 32, 32\n{\n\tPatch BSW04A, 0, 0\n}\n\nTexture BSW04B, 32, 32\n{\n\tPatch BSW04B, 0, 0\n}\n\nTexture BSW05A, 32, 32\n{\n\tPatch BSW05A, 0, 0\n}\n\nTexture BSW05B, 32, 32\n{\n\tPatch BSW05B, 0, 0\n}\n\nTexture BSW06A, 32, 32\n{\n\tPatch BSW06A, 0, 0\n}\n\nTexture BSW06B, 32, 32\n{\n\tPatch BSW06B, 0, 0\n}\n\nTexture BSW07A, 20, 32\n{\n\tPatch BSW07A, 0, 0\n}\n\nTexture BSW07B, 20, 32\n{\n\tPatch BSW07B, 0, 0\n}\n\nTexture BSWR01, 32, 32\n{\n\tPatch BSWR01, 0, 0\n}\n\nTexture BSWR02, 32, 32\n{\n\tPatch BSWR02, 0, 0\n}\n\nTexture BSWR03, 32, 32\n{\n\tPatch BSWR03, 0, 0\n}\n\nTexture BSWR04, 32, 32\n{\n\tPatch BSWR04, 0, 0\n}\n\nTexture BLACK, 64, 64\n{\n\tPatch BLACK, 0, 0\n}\n\nTexture WHITE, 64, 64\n{\n\tPatch WHITE, 0, 0\n}\n\nTexture STFOG1, 256, 200\n{\n\tPatch STFOG1, 0, 0\n}\n\nTexture FOG, 512, 512\n{\n\tPatch FOG, 0, 0\n}\n\nTexture SKYB_W, 512, 512\n{\n\tPatch SKYB_W, 0, 0\n}\n\nTexture SKYB_B, 512, 512\n{\n\tPatch SKYB_B, 0, 0\n}\n\nTexture SKYB_E, 512, 512\n{\n\tPatch SKYB_E, 0, 0\n}\n\nTexture SKYB_N, 512, 512\n{\n\tPatch SKYB_N, 0, 0\n}\n\nTexture SKYB_S, 512, 512\n{\n\tPatch SKYB_S, 0, 0\n}\n\nTexture SKYB_T, 512, 512\n{\n\tPatch SKYB_T, 0, 0\n}\n\nTexture TREE, 256, 128\n{\n\tPatch TREE, 0, 0\n}\n\nTexture TREE2, 512, 256\n{\n\tPatch TREE2, 0, 0\n}\n\nTexture B0020, 128, 128\n{\n\tPatch B0020, 0, 0\n}\n\nTexture B1225, 128, 256\n{\n\tPatch B1225, 0, 0\n}\n\n// End of texture definitions"
},
{
"source": "pk3",
"name": "Actors/dec_shopkeeper.txt",
"contents": "Actor \"Shopkeeper\" 10000\n{\n\tRadius 16\n\tHeight 56\n\tHealth 100\n\tMONSTER\n\t+SOLID\n\t+FRIENDLY\n\t+SHOOTABLE\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+AMBUSH\n\t-NOBLOOD\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCULT AB 8 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tCULT A 1 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\tMissile:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"Fireball\",0)\n\t\t\tTNT1 A 0 A_CustomMissile(\"Shopkeeper Projectile\", 32, 0, 0)\n\t\t\tCULT A 4\n\t\t\tTNT1 A 0 A_ClearTarget\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"Shopkeeper/Die\",0)\n\t\t\tCULT IJKLM 8\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 ACS_Execute(15,0,0,0,0)\n\t\t\tCULT M -1\n\t\t\tStop\n\t}\n}\n\nActor \"Shopkeeper Projectile\"\n{\n Radius 12\n Height 24\n Speed 30\n Damage (50)\n Scale 0.5\n DeathSound \"imp/shotx\"\n DamageType \"Shopkeeper Projectile\"\n Projectile\n +NODAMAGETHRUST\n +NOEXTREMEDEATH\n +FORCEXYBILLBOARD\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 2 BRIGHT A_SpawnItemEx(\"MediumFlame\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"Flame4A\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"Ember2\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tLoop\n Death:\n TNT1 AAAA 0 A_SpawnItemEx(\"MediumFlame\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Flame4B\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Flame4A\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Flame5A\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Ember2\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_Explode(10,64)\n\tTNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/dec_gold.txt",
"contents": "Actor \"Gold\" : Ammo 10001\n{\n Radius 4\n Height 4\n Inventory.Amount 1\n Inventory.MaxAmount 999\n Inventory.PickupMessage \"+1 Gold\"\n Inventory.PickupSound \"Getgold\"\n States\n {\n\tSpawn:\n\t\tCOIN AAA 70 A_SpawnItemEx(\"BaseStar\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)\n\t\tLoop\n }\n}\n\nActor \"Gold Bunch\"\n{\n Radius 1\n Height 1\n -SOLID\n States\n {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"Gold\",0,0,0,random(-2,2),random(-2,2),random(8,14),0,SXF_NOCHECKPOSITION,128)\n\t\tTNT1 A 0\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/dec_porkchop.txt",
"contents": "Actor \"Pork Chop\" : Health\n{\n Inventory.Amount 15\n Inventory.PickupMessage \"Pork chop!\"\n Inventory.PickupSound \"Eat\"\n States\n {\n Spawn:\n\tPORK AAA 70 A_SpawnItemEx(\"BaseStar\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/dec_pot.txt",
"contents": "Actor \"Vase\" : RandomSpawner 10002\n{\n\tDropItem \"BreakableVase1\"\n\tDropItem \"BreakableVase2\"\n\tDropItem \"BreakableVase3\"\n\tDropItem \"BreakableVase4\"\n}\n\nActor \"Treasure Chest Common\" 10016\n{\n Radius 12\n Height 21\n Health 1\n +Solid\n +shootable\n +noblood\n +dontgib\n +noicedeath\n DeathSound \"Pot/Break\"\n States\n {\n Spawn:\n CHES A -1\n Stop\n Death:\n TNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Teleport Smoke\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"Chest Drop Common\",0,0,0,0)\n TNT1 A 0\n Stop\n }\n}\n\n/* Read CREDITS/INFO in Sprites folder for credits. Slightly modified. :) */\n\nActor BreakableVase1\n{\n Radius 10\n Height 48\n Health 1\n -Solid\n +shootable\n +noblood\n +dontgib\n +noicedeath\n DeathSound \"Pot/Break\"\n States\n {\n Spawn:\n EGIP A -1\n Stop\n Death:\n NULL A 0 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"Item Drop Common\",0,0,0,0)\n\tTNT1 a 0 A_SpawnItemEx(\"Item Drop Rare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,255)\n EGIK B 6\n EGIK A 70\n TNT1 A -1\n Stop\n }\n}\n\nActor BreakableVase2\n{\n Radius 10\n Height 40\n Health 1\n -Solid\n +shootable\n +noblood\n +dontgib\n +noicedeath\n DeathSound \"Pot/Break\"\n States\n {\n Spawn:\n EGIP B -1\n Stop\n Death:\n NULL A 0 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"Item Drop Common\",0,0,0,0)\n\tTNT1 a 0 A_SpawnItemEx(\"Item Drop Rare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,255)\n EGIK C 6\n EGIK D 70\n TNT1 A -1\n Stop\n }\n}\n\nActor BreakableVase3\n{\n Radius 10\n Height 28\n Health 1\n -Solid\n +shootable\n +noblood\n +dontgib\n +noicedeath\n DeathSound \"Pot/Break\"\n States\n {\n Spawn:\n EGIP C -1\n Stop\n Death:\n NULL A 0 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"Item Drop Common\",0,0,0,0)\n\tTNT1 a 0 A_SpawnItemEx(\"Item Drop Rare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,255)\n EGIK F 6\n EGIK E 70\n TNT1 A -1\n Stop\n }\n}\n\nActor BreakableVase4\n{\n Radius 10\n Height 32\n Health 1\n -Solid\n +shootable\n +noblood\n +dontgib\n +noicedeath\n DeathSound \"Pot/Break\"\n States\n {\n Spawn:\n EGIP F -1\n Stop\n Death:\n NULL A 0 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"Item Drop Common\",0,0,0,0)\n\tTNT1 a 0 A_SpawnItemEx(\"Item Drop Rare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,255)\n EGIK G 70\n\tTNT1 A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/dec_itemdrops.txt",
"contents": "Actor \"Item Drop Common\" : RandomSpawner\n{\n DropItem \"Gold\", 255, 22\n DropItem \"Gold Bunch\", 255, 12\n DropItem \"Porkchop\", 64, 1\n DropItem \"Item Drop Rare\", 64, 1\n}\n\nActor \"Item Drop Rare\" : RandomSpawner\n{\n DropItem \"Curing Ampoule\"\n DropItem \"Purifying\"\n DropItem \"Porkchop\"\n}\n\nActor \"Item Drop Food\" : RandomSpawner\n{\n DropItem \"Pork Chop\"\n}\n\nActor \"Chest Drop Common\" : RandomSpawner\n{\n DropItem \"Gold Bunch\", 255, 15\n DropItem \"Torch\", 255, 15\n DropItem \"Porkchop\", 255, 15\n DropItem \"Holy Water\", 255, 15\n DropItem \"Chest Drop Rare\", 255, 2\n}\n\nActor \"Chest Drop Rare\" : RandomSpawner\n{\n DropItem \"Health Potion\"\n DropItem \"Mana Potion\"\n DropItem \"Sun Gem\"\n DropItem \"Moon Gem\"\n}"
},
{
"source": "pk3",
"name": "Actors/dec_walltorch.txt",
"contents": "Actor \"Wall Torch\" 10004\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +FIXMAPTHINGPOS\n Radius 6.5\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Sounds/Fire2\",0,1.0,1)\n SpawnLoop:\n YWTR ABCD 4 Bright\n Loop\n }\n}\n\nActor \"Wall Torch Common Drop\" : \"Wall Torch\" 10026\n{\n -SOLID\n -NOBLOCKMAP\n +LOWGRAVITY\n +SHOOTABLE\n +NOBLOOD\n Radius 8\n Height 16\n Health 1\n States\n {\n Death:\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Teleport Smoke Small\",random(-4,4),random(-4,4),random(-4,4),0,0,0,random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItem(\"Item Drop Food\",0,0,0,0)\n\tYWTR A 4 BRIGHT A_SetTranslucent(0.8,0)\n\tYWTR B 4 BRIGHT A_SetTranslucent(0.6,0)\n\tYWTR C 4 BRIGHT A_SetTranslucent(0.4,0)\n\tYWTR D 4 BRIGHT A_SetTranslucent(0.2,0)\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BlackTorch 10025\n{\nRadius 16\nHeight 60\n+SOLID\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Sounds/Fire\",0,1.0,1)\nSpawnLoop:\n\tBTOR ABCDEFGH 3 Bright\n\tLoop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/dec_player.txt",
"contents": "Actor \"RPG Player\" : PlayerPawn\n{\n Speed 0.7\n Health 100\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n DamageFactor \"Curse\", 1.0\n DamageFactor \"Shopkeeper Projectile\", 0.0\n\n Player.SoundClass \"RPG Player\"\n Player.DisplayName \"RPG Player\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"Unarmed\"\n Player.StartItem \"Gold\", 0\n //stats\n Player.StartItem \"Weight Held\", 0\n Player.StartItem \"Weight Max\", 10\n Player.StartItem \"Max HP\", 100\n Player.StartItem \"MP\", 100\n Player.StartItem \"Max MP\", 50\n Player.StartItem \"Strength\", 5\n //stats end\n Player.WeaponSlot 1, \"Unarmed\", \"Battle Axe\", \"Revolver\"\n Player.ColorRange 112, 127\n Player.ColorSet 0, \"Green\", 0x70, 0x7F, 0x72\n Player.ColorSet 1, \"Gray\", 0x60, 0x6F, 0x62 // Called \"Indigo\" originally so as to have a unique initial\n Player.ColorSet 2, \"Brown\", 0x40, 0x4F, 0x42\n Player.ColorSet 3, \"Red\", 0x20, 0x2F, 0x22\n // Doom Legacy additions\n Player.ColorSet 4, \"Light Gray\", 0x58, 0x67, 0x5A\n Player.ColorSet 5, \"Light Brown\", 0x38, 0x47, 0x3A\n Player.ColorSet 6, \"Light Red\", 0xB0, 0xBF, 0xB2\n Player.ColorSet 7, \"Light Blue\", 0xC0, 0xCF, 0xC2\n\n States\n {\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n Pain.Poison:\n\tTNT1 A 0 A_Jump(100,\"PoisonSuccessful\")\n\tGoto Pain\n Pain.Curse:\n\tTNT1 A 0 A_Jump(100,\"CurseSuccessful\")\n\tGoto Pain\n PoisonSuccessful:\n\tTNT1 A 0 A_JumpIfInventory(\"PlayerStatus\",1,\"Pain\")\n\tTNT1 A 0 A_TakeInventory(\"PlayerStatus\",99)\n\tTNT1 A 0 A_GiveInventory(\"PlayerStatus\",1)\n\tGoto Pain\n CurseSuccessful:\n\tTNT1 A 0 A_JumpIfInventory(\"PlayerStatus\",1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"Curse\",0)\n\tTNT1 A 0 A_TakeInventory(\"PlayerStatus\",99)\n\tTNT1 A 0 A_GiveInventory(\"PlayerStatus\",2)\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Death.Falling:\n\tTNT1 A 0 A_PlaySound(\"1/fall\",0)\n\tPLAY H 10\n PLAY I 10\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n\tGoto Death1\n Death:\n PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n Death.PoisonWater:\n\tTNT1 A 0 A_PlaySound(\"Sounds/Watersplash\",0)\n\tPLAY HHHHH 2 A_SpawnItemEx(\"Teleport Smoke\",0,0,0,0,0,random(0,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_PlayerScream\n\tPLAY IIIII 2 A_SpawnItemEx(\"Teleport Smoke\",0,0,0,0,0,random(0,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tPLAY JJJJJ 2 A_NoBlocking\n\tPLAY KKKKKLLLLLMMMMM 2 A_SpawnItemEx(\"Teleport Smoke\",0,0,0,0,0,random(0,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tPLAY N -1\n XDeath:\n PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n AltSkinDeath:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY MNO 6\n PLAY P -1\n Stop\n AltSkinXDeath:\n PLAY Q 5 A_PlayerScream\n PLAY R 0 A_NoBlocking\n PLAY R 5 A_SkullPop\n PLAY STUVWX 5\n PLAY Y -1\n Stop\n }\n}\n\nActor \"Viking\" : \"RPG Player\"\n{\n Player.StartItem \"PlayerClassFighter\", 1\n Player.StartItem \"Rage\", 0\n Player.StartItem \"Battle Axe\", 1\n Player.StartItem \"Unarmed\", 1\n Player.DisplayName \"Viking\"\n}\n\nActor \"Warlock\" : \"RPG Player\"\n{\n Player.StartItem \"PlayerClassWarlock\", 1\n Player.StartItem \"Staff\", 1\n Player.StartItem \"MP\", 100\n Player.WeaponSlot 1, \"Staff\"\n Player.DisplayName \"Warlock\"\n}\n\nActor \"Ranger\" : \"RPG Player\"\n{\n Player.StartItem \"PlayerClassAmericanSniper\", 1\n Player.StartItem \"Revolver Ammo\", 6\n Player.StartItem \"Revolver\", 1\n Player.StartItem \"Unarmed\", 1\n Player.DisplayName \"Gunslinger\"\n}"
},
{
"source": "pk3",
"name": "Actors/dec_playerstats.txt",
"contents": "Actor \"PlayerClassFighter\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\nActor \"PlayerClassWarlock\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\nActor \"PlayerClassAmericanSniper\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\n\nActor \"PlayerStatus\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n} // 1 = poison, 2 = cursed\nActor \"PlayerEnchantment\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n} // 1 = fire, 2 = holy\n\nActor \"Strength\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 99\n}\n\nActor \"Weapon Slots\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 2\n}\n\nActor \"Max HP\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 999\n}\n\nActor \"MP\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 100\n}\n\nActor \"Max MP\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 999\n}\n\nActor \"Rage\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 100\n}\n\nActor \"Level\" : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 10\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "hexen",
"stats": {
"things": 4,
"linedefs": 4,
"sidedefs": 4,
"vertices": 4,
"sectors": 1,
"segs": 4,
"ssectors": 1,
"nodes": 0,
"textures": {
"BLACK": 6
}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "hexen",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP02",
"title": "MAP02",
"format": "hexen",
"stats": {
"things": 496,
"linedefs": 1583,
"sidedefs": 2490,
"vertices": 1512,
"sectors": 356,
"segs": 2942,
"ssectors": 901,
"nodes": 900,
"textures": {
"BLUD0002": 8,
"BLUD0481": 1,
"BLUD0060": 20,
"BLUD0205": 2,
"BLUD0725": 6,
"BLUD0594": 2,
"BLUD0237": 147,
"BLUD0384": 68,
"BLUD0498": 24,
"BLUD0019": 31,
"BSW01A": 1,
"BLUD0077": 16,
"BLUD0485": 2,
"BLUD0585": 326,
"BLUD0213": 9,
"BLUD0356": 219,
"BLUD0377": 10,
"BLUD0630": 1,
"BLUD0679": 1,
"BLUD0108": 6,
"BLUD0813": 14,
"SLUDGE_1": 37,
"BLUD0010": 12,
"BLUD0006": 16,
"BLUD0634": 2,
"BLUD0666": 1,
"BLUD0061": 32,
"BLUD0078": 12,
"BLUD0228": 83,
"BLUD0409": 12,
"BLUD0824": 240,
"WHITE": 2,
"BLUD0379": 517,
"-1": 10,
"BLUD0376": 8,
"BLUD0008": 11,
"BLUD0487": 2,
"BLUD0699": 1,
"BLUD0740": 2,
"BLUD0744": 6,
"BLUD0745": 12,
"BLUD0076": 20,
"BLACK": 16,
"BLUD0005": 175
}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "hexen",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}