chaoslite-cf-v1.0.1.pk3

PK3 30 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3141
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0c02c526-35cf-4911-b15a-6c912ab3f6d3",
    "sha1": "161b6f1cb4a1f7ca2320f6f5a1fc26a413e01879",
    "sha256": "f12937b42b6585417b6a43aaf9d356453686d789b0fe56c3173b7041b47ccf1a",
    "filenames": [
      "chaoslite-cf-v1.0.1.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-08-26 14:09:41",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-08-26 14:09:41",
    "file": {
      "type": "PK3",
      "size": 31910117,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/161b6f1cb4a1f7ca2320f6f5a1fc26a413e01879/161b6f1cb4a1f7ca2320f6f5a1fc26a413e01879.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3141,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "Chaos Lite v1.0.1 For Complex Doom: ClusterFuck",
      "description": "This mod package for Complex Doom's ClusterFuck variant does not include standalone maps but modifies gameplay by replacing multiple spawners, status bar, key configurations, and player mechanics. It introduces a variety of new monster variants and weapon spawner options, emphasizing randomized and challenge-oriented combat with faster, more aggressive enemies like Satyrs and Shadow Satyrs. The content is designed for ZDoom-compatible engines and integrates complex monster behaviors and projectile attacks, enhancing difficulty and combat variety. The theme is a mix of hellish and chaotic elements with custom sprites and music, focusing on combat intensity rather than exploration or map progression.",
      "tags": [
        "challenge_wad",
        "hard",
        "hell",
        "monster_swarms",
        "no_maps",
        "randomized_weapons",
        "zdoom_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Credits+Readme.txt",
        "contents": "Chaos Lite v1.0.1 For Complex Doom: ClusterFuck\n\nIncluded:\nCCH (Colorful Complex Hell) by Zordanis\nChaos Lite by SyfeKS\nChaos Lite Options by SyfeKS\n\nPlace at the end of the load order or after complex-cf patch at least.\nreplaces multiple spawners,Status Bar, Keyconf and Player\n\nreport Bugs/Issues on Youtube on the most recent Update of the mod's video:\nYoutube/SyfeKS\n\nPlease do not use anything from this package without asking permission first\n\n//\nCredits:\nThe CF Discord   - For helping with the clean up / Attack Suggestions on the Shadow Annihilator Imp\nDoomJoshuaBoy    - For the Plasma Handgun Base Code\nDusted           - Spawner stuff / Touhou base\nTormentor667     - Avatar Base\nVirtue           - Dark Gargoyle Base\nBlue Shadow      - Dual Axe Base\nYuraoftheHairFan - PyroSuccubus Base\n\n//\nMusic Credits:\nLost Soul From Stalingrad (LEGM111) \"mikedm92 - Get Psyched (OC Remix)\"\nFallen Archangel (LEGM112)          \"Beartooth - I Have a Problem (Instrumental cover by Andrew Baena)\"\nShadow Orin (LEGM113)               \"SHO - Corpse Voyage ~ Be of Good Cheer! (Rock Version)\"\nLegendary Avatar (LEGM114)          \"Quincas Moreira - Chtulthu\"\nLegendary Succubus (LEGM115)\t\t\"Density & Time - Stealer\"\nLegendary Shadow Succubus (LEGM116) \"Gunnar Olsen - Operator Error\"\n\n//\nAdded Options:\n\nWeapon Spawner Selection - Changes the map spawned weapon spawners to a set value for more of a challenge or for a complete randomizer\n\nDefault - Basic randomized weapon spawner in CF (this is the default)\nNo Legendary - Does not spawn Legendary and Up weapons (will still drop from enemies that drop it)\nNo Nemesis - Does not spawn Nemesis Weapons (will still drop from enemies)\nNo Random - Drops the default weapons where they are supposed to be\nSuper Shuffle - Mixes most weapons around for a completely random set (does not drop D-BFG for example)\n\nPlasma Pistol Operation - Changes the Plasma Handgun / Pistol operation, meant for the DJB 4.3.13 plasma handgun.\n\nStandard - uses the default 4.3.13 plasma pistol, each shot takes one cell to fire and charge mode takes 5 cells (default)\nRecharge - like the old versions of the plasma pistol. uses an internal battery for standard shots (takes 6 to fire) with quicker recharge then the old standard although can burn out and will require a full charge if used too much. burns 10 cells on charge shots, requires reload after each shot.\nInfinite - The 4.3.12 Plasma Pistol.\n\n//\nChangelog:\n\nv1.0.1 changes:\n-Lava Revenant missing sprites replaced\n-Lava Revenant now referred to as Ancient Revenant\n\nChanges from Chaos Lite: (from CB.5)\n-Satyr and Shadow Satyr are now slightly faster\n-Satyr and Shadow Satyr now lunge with both arms (chance of a lunge with either arm)\n-Shadow Satyr's Sprites slightly re-colored\n-Shadow Satyr's Attacks & Odds have been cleaned up\n-Shadow Satyr fires 4 projectiles instead of 3\n-Shadow Satyr's spread attack no longer fires in the wrong order\n-Undead Hunter's attack animation is slightly slower\n-Undead Hunter's drops fixed to not conflict with the random spawner (or super shuffles)\n-Shadow Annihilator Imp Sprites slightly re-colored\n-Shadow Annihilator fires Phase D-tech as well as normal D-tech instead of the Shadow Ball\n-Withered Knight Sprites re-colored\n-Withered Knight is now faster (speed increased from 10 to 15)\n-Withered Knight's Axes are faster and deal more damage\n-Spirit Imp no longer over-drops so drop tables are slightly increased\n-HK Succubus Sprites slightly re-colored\n-Pyro Succubus' attacks reworked\n-Shadow Succubus Sprites slightly re-colored\n-Shadow Succubus' summoning are limited to 3 spawn tokens\n-Shadow Succubus' summoning portal time reduced to 2-3 seconds (from 6)\n-Dark Gargoyle returns a spawn token to the Shadow Succubus that spawned upon any type of death\n-Dark Gargoyle now has sprites for throwing a shadow ball\n-Dark Gargoyle will fire more shadow projectiles instead of just one\n-ThunderWing Succubus Sprites re-colored to be darker in tone\n-PoisonIvy Succubus Sprites slightly re-colored, including the leaves (more purple tones)\n-PoisonIvy Succubus' leaf attacks overall damage increased to make it more threating\n-Ice Succubus Sprites re-colored\n-Ice Succubus projectiles changed still as fast\n-Legendary Avatar Sprites slightly touched up. (might have to do some more coloring work)\n-Legendary Avatar now uses LEGM114 instead of LEGM29\n-Legendary Avatar now only uses his Red Lightning if you are 325 units away and now uses the Fire Blasts as the main attack\n-Legendary Avatar other attack odds adjusted\n-Legendary Succubus Sprites re-colored\n-Legendary Succubus now uses LEGM115 instead of LEGM28\n-Legendary Succubus attacking odds slightly adjusted\n-Shadow Legendary Succubus Sprites re-colored\n-Shadow Legendary Succubus now uses LEGM116 instead of LEGM54\n-Shadow Legendary Succubus attack odds slightly adjusted\n-Shadow Legendary Succubus gets slightly more aggressive at lower health\n-Shadow Legendary Succubus more likely to revive dead monsters at lower health\n-Shadow Legendary Succubus no longer has a chance to change into the Shadow Legendary Avatar\n-Removed Shadow Legendary Avatar to make more changes\n-Added Shadow Orin (an unfinished CCH monster)\n\nTodo:\n-Clean up Succubus Sprites and make unique ones for every class\n-Tidy up the Leg Avatar more if needed\n-Find better sounds for the Shadow Bullet\n\nChanges From CCH: (from 1.15.5 or 1.155)\n-Cleaned up things\n-No longer tries to load a ACS library that doesnt exist\n-Phase Rifle no longer reloads itself on pickup\n-Phase Rifle no longer uses base demon magazine (might need a reload on pick-up if using other weapon mods)\n-Phase Rifle only now puts you in a invisible state if you reload an empty magazine\n-Phase Rifle's Magazine reduced to 50 (was 60)\n-Phase Rifle Projectile damage lowered to 10 (was 20, although it will still be 20 for monsters that use it)\n-Void Phase Imp's health reduced to 250 (was 1000)\n-Void Phase Imp now has altered sprites to make it different from the normal Phase Imp (from R667)\n-Void Phase Imp's ghosting effects removed (except on teleport)\n-Void Phase Imp attack odds were adjusted and one was removed due to it not working properly\n-Void Phase Imp renamed to Shadow Phase Imp (actor name changed)\n-Blue Shadow's ghosting effects removed\n-Blue Shadow's health increased to 600 (was 165)\n-Blue Shadow's Death effects changed to favor more to the Doom Shadow's Death Effects\n-Blue Shadow attacks & attack odds were adjusted\n-Blue Shadow renamed to Frozen Shadow (actor name also changed)\n-Blue Catharsi no longer blows up your speakers on death (still loud though)\n-Blue Catharsi drops less D-BFG ammo\n-Removed \"Enraged\" things from the Red Imp and replaced the effects on the laser attack\n-Red Dark Imp no longer goes Invul for its Laser Attack, but gains Pain Immunity\n-Infected Hunter changed sounds to avoid confusion against the Legendary Stealth Trooper (or Nemesis, like my experience)\n-Infected Hunter's HP Increased to 250 (was 125)\n-Infected Hunter's Damage Factor was removed (from 0.5)\n-Infected Hunter's drop table adjusted to make a few things drop a little less\n-Infected Hunter now fires burst rounds (up to 3)\n-Infected Hunter's Railgun now has a charge up with sound\n-Infected Hunter gains pain immunity during Railgun attack\n-Infected Hunter's XDeath no longer causes issues with mines\n-Infection Fiend is now slightly faster\n-Infection Fiend's Drops slightly reduced (no longer drops 2 clips worth of d-tech as one drop)\n-Phase Tormentor's Drops Changed (less likely to drop life rune, more likely to drop ammo)\n-Phase Tormentor no longer drops items not in \"dropitem\" upon its death\n-Phase Tormentor's Attack odds adjusted\n-Phase Tormentor no longer makes a pistol sound when casting Dark Matter\n-Phase Tormentor now only spawns one Phase Elemental at a time (instead of 4) and is limited to 2 spawn tokens\n-Phase Elementals spawned by the Phase Tormentor returns a spawn token to the one who spawned them by any type of death\n-HellFire Lord drops slightly adjusted\n-HellFire Lord no longer refers to anything \"Enraged\"\n-Phase Cyber-Noble drops reduced (was over-dropping before like a demon tech box that gave 200 rounds)\n-Poes now spawn ontop of each other in order for them to spawn together (maybe and if they cant spawn in the area given another caco variant spawns instead)\n-Fallen Archangel's Song changed to \"I Have a Problem (Instrumental cover by Andrew Baena)\"\n-Fallen Archangel HP increased to 4500 (was 3000)\n-Fallen Archangel DamageFactor changed to 0.6 (from 0.1)\n-Fallen Archangel no longer directly refers to anything \"Enraged\"\n-Fallen Archangel no longer spawns colored smoke (except on color change) so you can tell what color you are fighting against\n-Fallen Archangel no longer uses the wrong sounds to fire BFGs\n-Fallen Archangel has drops limited to what color it dies as\n-Lost Soul from Stalingrad's song changed to \"Get Psyched\"\n-Lost Soul from Stalingrad HP increased to 4000 (was 3000)\n-Lost Soul from Stalingrad DamageFactor changed to 0.6 (from 0.1)\n-Lost Soul from Stalingrad Drops limited based upon colored death\n-Lost Soul from Stalingrad no longer spawns all of the colored smokes, only Vexed Nemesis smoke (not a Vexed monster just works)\n-Frozen Knight no longer shares the same Doomednum as the Hell Duke\n-Frozen Knight no longer drops a box of demon tech ammo worth 200 shots\n-Frozen Knight no longer goes Invul while spamming comets\n-Red Cacodemon was downgraded to a minion\n-Red Cacodemon returns spawn tokens upon death to Shadow Orin\n-Red Cacodemon is refered to as a Red Soul\n\nChanges from CLOptions: (from v0.3.5SA)\nAdded RawAnger's weapons to the Keyconf\nAdded RawAnger's weapons to the spawners (Super Shuffle only)\nAdded The Phase Rifle to the Spawners (Plasma Spawn and Super Shuffle)\n\nTodo:\nClean up Plasma Handgun codes without breaking anything.\nadd options for unlimited summoning for the 3 who summon minions"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "#include \"Actors/Weapons/PhaseDTechRifle.txt\"\n#include \"Actors/Weapons/PlasmaPistolMk3.dec\"\n#include \"Actors/Weapons/PlasmaSKS.dec\"\n#include \"Actors/Weapons/PlasmaRedux.dec\"\n\n#include \"Actors/Monsters/SaytrBase.txt\"\n#include \"Actors/Monsters/VoidSaytr.txt\"\n#include \"Actors/Monsters/BlueImp.txt\"\n#include \"Actors/Monsters/BlueImp2.txt\"\n#include \"Actors/Monsters/RedDarkImp.txt\"\n#include \"Actors/Monsters/VoidPhaseImp.txt\"\n#include \"Actors/Monsters/InfectedHunter.txt\"\n#include \"Actors/Monsters/UndeadHunter.txt\"\n#include \"Actors/Monsters/GreenFiend.txt\"\n#include \"Actors/Monsters/ShadowAnnihilator.txt\"\n#include \"Actors/Monsters/SpiritImp.txt\"\n#include \"Actors/Monsters/DualAxeKnight.txt\"\n#include \"Actors/Monsters/LegendaryAvatar.txt\"\n#include \"Actors/Monsters/HKSuccubus.txt\"\n#include \"Actors/Monsters/PyroSuccubus.txt\"\n#include \"Actors/Monsters/DarkGaroyle.txt\"\n#include \"Actors/Monsters/ShadowSuccubus.txt\"\n#include \"Actors/Monsters/ThunderWing.txt\"\n#include \"Actors/Monsters/PoisonIvy.txt\"\n#include \"Actors/Monsters/IceSuccubus.txt\"\n#include \"Actors/Monsters/LegendarySuccubus.txt\"\n#include \"Actors/Monsters/PurplePainElemental.txt\"\n#include \"Actors/Monsters/HellFireLord.txt\"\n#include \"Actors/Monsters/FrozenKnight.txt\"\n#include \"Actors/Monsters/Frozen.txt\"\n#include \"Actors/Monsters/RedRev.txt\"\n#include \"Actors/Monsters/ShadowCaco.txt\"\n#include \"Actors/Monsters/PhaseNoble.txt\"\n#include \"Actors/Monsters/WhiteCydestroyer.txt\"\n#include \"Actors/Monsters/WhiteNazi.txt\"\n#include \"Actors/Monsters/BabyRedCaco.txt\"\n#include \"Actors/Monsters/PhaseOrin.txt\"\n\n#include \"Actors/Spawners/EnemySpawner.txt\"\n#include \"Actors/Spawners/WeaponSpawner.txt\"\n\n#include \"Actors/Player/CLPlayer.txt\""
      },
      {
        "source": "pk3",
        "name": "Sndinfo.txt",
        "contents": "/////Satyrs\n\nsatyr/sight dssatsit\nsatyr/death dssatdth\n\n////Hunters\n\nundeadhunter/activate DSDHACT\nundeadhunter/pain DSDHPAIN\nundeadhunter/death DSDHDTH\nundeadhunter/xdeath DSDHXDTH\n\n////Spirit Imp\n\nSpiritImp/Active\tSPIPACTI\n$Random SpiritImp/Death { SPIPDEA1 SPIPDEA2 }\nSPIPDEA1\t\tSPIPDEA1\nSPIPDEA2\t\tSPIPDEA2\n$Random SpiritImp/Sight { SPIPSIG1 SPIPSIG2 }\nSPIPSIG1\t\tSPIPSIG1\nSPIPSIG2\t\tSPIPSIG2\n\n////Withered Knight\n\nWitherKnight/Attack KGTAT2\nWitherKnight/Melee  KGTATK\nWitherKnight/Death  KGTDTH\n\n////Pyro Succubus\n\n$random pyr/sight   { pyr/sight1  pyr/sight2 }\npyr/pain            pyropain\npyr/death           pyrodth\npyr/sight1          pyrosit1\npyr/active          pyroact\nweapons/pyrobrn      pyrobrn\nweapons/pyroxxpl      pyroxxpl\n\n$random pyr/active { pyr/active1 pyr/active2 }\n$random pyr/attack { pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack2 pyr/attack1 }\npyr/sight1\t\tpyrosit1\npyr/sight2\t\tpyrosit2\npyr/active1\t\tpyroact1\npyr/active2\t\tpyroact2\npyr/attack2\t\tnosound\npyr/pain\t\tpyropain\npyr/death\t\tpyrodth\nweapons/pyrobrn\t\tpyrobrn\nweapons/pyroxxpl    pyroxxpl\nweapons/bwoosh      DSBWOOSH\nweapons/gntini      dsgntini\npyr/resurrected\t\tpyroheal\nMageLightningFire   dslight\n\n////Baby Caco Minion\n\nBabyCaco/Sight CACOBSIT\nBabyCaco/Pain CACOBPAI\nBabyCaco/Death CACOBDTH\nBabyCaco/Active BABYACT\nBabyCaco/Melee\tBABYBITE\n\n////Avatar\n\nmonster/avasit dsavasit\nmonster/avapai dsavapai\nmonster/avadth dsavadth\nmonster/avaact dsavaact\nmonster/avaatk dsavaatk\n\nweapons/justfi dsjustfi\nweapons/devexp dsdevexp\nweapons/firex2 dsfirex2\nweapons/devzap dsdevzap\nweapons/gnthit dsgnthit\nmonster/hadsit dshadsit\n\nmonster/bomb FIREBALL\nmonster/explode DSCMTEXP"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "server int CL_WeaponSpawner = 1;\nserver int CL_PlasmaNerf = 0;"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "WSpawnACS"
      },
      {
        "source": "pk3",
        "name": "WSpawnACS.txt",
        "contents": "#library \"WSpawnACS\"\n#include \"zcommon.acs\"\n\nScript \"WeaponRandomizerOption\" (void)\n{\n    SetResultValue(GetCVar(\"CL_WeaponSpawner\"));\n}\n\nScript \"WeaponRandomizerBasic\" (void)\n{\n\tSetResultValue(GetCVar(\"CL_WeaponRandomizer\"));\n}\n\nScript \"PlasmaNerf\" Open\n{\n    SetCVar(\"CL_PlasmaNerf\", GetCVar(\"CL_PlasmaNerf\"));\n\tIf(GetCVar(\"CL_PlasmaNerf\")== 0) {\n\t\tGiveInventory(\"PlasmaHandgunMK3\", 1);\n\t\tTakeInventory(\"PlasmaHandSKS\", 1);\n\t\tTakeInventory(\"Plasma Handgun \", 1);}\n\tIf(GetCvar(\"CL_PlasmaNerf\")== 1) {\n\t\tGiveInventory(\"PlasmaHandSKS\", 1);\n\t\tTakeInventory(\"PlasmaHandgunMK3\", 1);\n\t\tTakeInventory(\"Plasma Handgun \", 1);}\n\tIf(GetCVar(\"CL_PlasmaNerf\")== 2) {\n\t\tGiveInventory(\"Plasma Handgun \", 1);\n\t\tTakeInventory(\"PlasmaHandgunMK3\", 1);\n\t\tTakeInventory(\"PlasmaHandSKS\", 1);\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/PhaseDTechRifle.txt",
        "contents": "ACTOR \"PhaseRifle\" : Weapon\n{\n   Weapon.PreferredSkin \"DemonTechRifle-Marine\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse1 1\n   Weapon.AmmoGive1 0\n   Weapon.AmmoGive2 30\n   Scale 0.95\n   Weapon.AmmoType1 \"PDemonMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Phase D-Tech Rifle\"\n   Inventory.PickupSound \"weapons/demontechload\"\n   Obituary \"%o didnt see %k when they were roasted by a Phase D-tech Rifle.\"\n   Tag \"Phase Rifle\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Ready:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tPTEK ABCDE 1\n   ReadyLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PDemonMagazine\",1,2)\n\t\tTNT1 A 0\n\t\tGoto NoBuzzing\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK AAA 1 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"weapons/demontechidle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK BB 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK CC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK DD 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK EE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK EE 1 A_WeaponReady\n\t\tGoto ReadyLoop\n\tNoBuzzing:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tPTEK A 1 A_WeaponReady\n\t\tLoop\n    Deselect:\n\t    PTEK A 1 Offset(-1,35)\n\t\tPTEK A 1 Offset(-15,39)\n\t\tPTEK A 1 Offset(-35,45)\n\t\tPTEK A 1 Offset(-55,52)\n\t\tPTEK A 1 Offset(-70,60)\n\t\tPTEK A 1 Offset(-90,69)\n\t\tPTEK A 1 Offset(-105,89)\n\t\tPTEK A 1 Offset(-125,102)\n\t\tPTEK A 1 Offset(-125,102)\n\t\tPTEK A 1 Offset(-155,108)\n\t\tPTEK A 1 Offset(-155,150)\n\tDeselectRaise:\n\t\tPTEK A 1 Offset(-1,0)\n\t\tPTEK A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tPTEK A 1 Offset(-90,69)\n\t\tPTEK A 1 Offset(-70,60)\n\t\tPTEK A 1 Offset(-55,52)\n\t\tPTEK A 1 Offset(-35,45)\n\t\tPTEK A 1 Offset(-15,39)\n\t\tPTEK A 1 Offset(-1,35)\n\tSelectRaise:\n\t\tPTEK A 1 A_Raise\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/demontechfire\")\n\t\tPTKF A 2 Bright A_FireCustomMissile(\"PPhaseDTProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t\tPTKF B 1 Bright A_Light2\n\t\tPTKF C 2 A_Light0\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tPTEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n\tAltFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"PDemonMagazine\",50,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t\tTNT1 A 0\n\t\tGoto ReadyLoop\n\t\tPTKR AB 2\n\t\tPTKR C 3\n\t\tPTKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t\tPTKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t\tPTKR H 2 Radius_Quake(2,2,0,1,0)\n\t\tPTKR I 3 Radius_Quake(2,2,0,1,0)\n\t\tPTKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t\tPTKR K 15\n\t\tPTKR LM 2\n\t\tPTKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"ReloadCheck\")\n\t\tPTKR O 8\n\t\tPTKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPTKR CB 3\n\t\tPTKR A 2\n\t\tGoto ReadyLoop\n\tReloadCheck:\n\t    TNT1 A 0 A_JumpIfInventory(\"PDemonMagazine\",1,\"ReloadNotFull\")\n\t\tGoto ReloadFull\n\tReloadFull:\n\t    TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PDemonMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PDemonMagazine\",50,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"ReloadFull\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShadowSmokeGen3\",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_GiveInventory(\"PhaseRifleInvisibility\")\n\t\tGoto AltFire+19\n\tReloadNotFull:\n\t    TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"PDemonMagazine\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PDemonMagazine\",50,\"Full2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"ReloadNotFull\")\n        Goto AltFire+19\n\tFull:\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ShadowSmokeGen3\",0,0,5,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_GiveInventory(\"PhaseRifleInvisibility\")\n\t\tGoto AltFire+19\n\tFull2:\n\t    Goto AltFire+19\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto Ready+6\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPTRS EDCBA 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 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\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto Ready+6\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tPTRS EDCBA 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n\tGoInvisible:\n\t\tTNT1 A 0 A_GiveInventory(\"PhaseRifleInvisibility\")\n\t\tGoTo Ready\n\tSpawn:\n\t\tPTEP A -1\n\t\tStop\n\t}\n}\n\nActor PhaseDTProjectile\n{\n   Height 4\n   Radius 4\n   Speed 50\n   Damage 10\n   Scale 0.06\n   PROJECTILE\n   +THRUSPECIES\n   +FORCERADIUSDMG\n   DamageType \"ZombieDemonTech\"\n   DeathSound \"weapons/demontechex\"\n   Decal DTRScorch\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 A_SeekerMissile(12,0)\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   Normal:\n\t  TNT1 A 0 A_SeekerMissile(12,0)\n   \t  TNT1 A 0 A_Jump(128,\"NormalFX\")\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   NormalFX:\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Normal\n   Spawn2:\n\t  TNT1 A 0 A_SeekerMissile(12,0)\n\t  TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   Spawn2FX:\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n   \t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"PhaseDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 A 1 Bright A_Explode(20,64)\n      Stop\n\t}\n}\n\nActor PPhaseDTProjectile : PhaseDTProjectile\n{\n\tSpecies \"player\"\n}\n\nACTOR PDemonMagazine : Ammo\n{\n+IGNORESKILL\nInventory.Amount 0\nInventory.MaxAmount 50\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 50\nInventory.Icon \"PTEPA0\"\n}\n\nACTOR PhaseRifleInvisibility : PowerInvisibility\n{\n  Powerup.Duration -10\n  Powerup.Strength 100\n  Powerup.Mode \"Cumulative\"\n}\n\nACTOR PhaseDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.5\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nPTXP ABCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR PhaseDemonTechTrail : BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    PTRI AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}\n\nACTOR PhaseDemonTechTrail2 : DemonTechTrail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    PTRI AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BlueImp.txt",
        "contents": "ACTOR FrozenShadow\n{\nHealth 600\nRadius 20\nHeight 56\nSpeed 8\nBloodColor \"Blue\"\nMeleeDamage 10\nPainChance 140\nPainChance \"SoulToxic\", 60\nPainChance \"FatFlamer\", 60\nPainChance \"FiendFire\", 60\nDamageFactor \"ImpComet\", 0.0\nSeeSound \"Poe/Sight\"\nActiveSound \"Poe/active\"\nPainSound \"Poe/pain\"\nDeathSound \"Poe/death\"\nObituary \"%o get rekt by a Frozen Shadow.\"\nHitObituary \"%o was shredded by a Frozen Shadow.\"\nDropItem \"LifeEssence\" 50\nDropItem \"ArmorBonusMax\" 50\nDamageType \"Ice\"\nDamagefactor \"Acid\", 0.4\nDamagefactor \"SatanGuard\", 0.0\nDamagefactor \"Ice\", 0.0\nDamagefactor \"Fire\", 0.4\n//No Infighting\nDamagefactor \"Shadow\", 0.0\nDamagefactor \"AdvancedImp\", 0.0\nDamagefactor \"Catharsi15k\", 0.0\nDamagefactor \"Catharsi10K\", 0.0\nDamagefactor \"HellionFire\", 0.0\nDamagefactor \"Nightshade\", 0.0\nSpecies \"Imps\"\nTag \"Frozen Shadow\"\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\nStates\n{\nSpawn:\n\tBSHD A 1 Bright A_Look\n\tLoop\nSee:\n\tBSHD BBBB 1 Bright A_Chase\n\tBSHD CCCC 1 Bright A_Chase\n\tBSHD DDDD 1 Bright A_Chase\n\tBSHD EEEE 1 Bright A_Chase\n\tLoop\nMelee:\n    Goto Missile\nMissile:\n\tTNT1 A 0 A_Jump(100, \"NormalCombo\")\n\tTNT1 A 0 A_Jump(60, \"NormalSpread\")\n\tTNT1 A 0 A_Jump(40, \"Freeze\")\n\tTNT1 A 0 A_Jump(20, \"GhostSeeker\")\n\tTNT1 A 0 A_Jump(20, \"BlueLazer\")\n\tGoto See\nNormalCombo:\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tTNT1 A 0 A_Jump(150, \"See\")\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tBSHD FF 4 BRIGHT A_FaceTarget\n\tBSHD GG 4 Bright A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tGoto See\nNormalSpread:\n\tBSHD F 4 BRIGHT A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 25)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 13)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"FrostCoveredBall\", 32, 0, -13)\n\tBSHD GG 3 BRIGHT A_CustomMissile(\"FrostCoveredBall\", 32, 0, -25)\n\tGoTo See\nFreeze:\n\tBSHD FFF 5 BRIGHT A_FaceTarget\n\tBSHD G 6 BRIGHT A_CustomMissile(\"FRZRPoltBomb\", 32, 0, 0)\n\tGoto See\nGhostSeeker:\n    BSHD FFFFFF 5 Bright\n\tTNT1 A 0 A_PlaySound(\"weapons/justfi\")\n    BSHD G 4 Bright A_CustomMissile(\"ColdSpiritMissile\", 32, 0, 0)\n    Goto See\nBlueLazer:\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tBSHD G 8 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ImpureLaser\",32,0,0,CMF_TRACKOWNER)\n\tGoTo See\nPain:\n\tBSHD H 4 A_Pain\n\tGoto See\nDeath:\n    BSHD H 30 A_Scream\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"DoomShadowDeathXPL\",CHAN_AUTO,1.0,0)\n\tBSHD HH 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"BlueKaboomage\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AA 0 A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tBSHD HH 1 Bright A_CustomMissile(\"Kaboom6\",Random(10,50),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_PlaySound(\"IceWraithBDSSpawn\",CHAN_AUTO,1.0,0)\n\tTNT1 A 0 A_PlaySound(\"SoulRazeLaugh3\",CHAN_AUTO,1.0,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"SmokeFX\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"BigRedBloodCloud\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAAAAA 0 A_CustomMissile(\"RedBloodCloud\",Random(30,60),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,0,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,45,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-45,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,90,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-90,CMF_AIMDIRECTION |CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,135,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,-135,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"IceWraithBDS\",35,0,180,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\tBSHD N 4 Bright A_Fall\n\tBSHD MOPQR 4 Bright\n\tBSHD S 4 Bright\n\tBSHD T 525\n\tBSHD T 5 A_FadeOut(0.1,1)\n\tWait\n    }\n}\n\nActor BlueDoomShadowTrailSpawner\n{\nHeight 56\nRadius 1\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"BlueDoomShadowTrail\",0,0,0,random(-6,6),random(-6,6),random(-6,6),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueDoomShadowTrail2Spawner\n{\nHeight 56\nRadius 1\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"BlueDoomShadowTrail2\",0,0,0,random(-5,3),random(-5,5),random(-3,3),random(0,360),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueDoomShadowTrail\n{\nRenderstyle Translucent\nAlpha 0.6\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tBSHD A 4\n\t\tBSHD A 1 A_FadeOut(0.125,1)\n\t\tWait\n\t}\n}\n\nActor BlueDoomShadowTrail2\n{\nRenderstyle Translucent\nAlpha 0.6\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+THRUACTORS\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\")\n\tSpawn1:\n\t\tBSHD CDEB 4\n\t\tBSHD B 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn2:\n\t\tBSHD BCDE 4\n\t\tBSHD E 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn3:\n\t\tBSHD EBCD 4\n\t\tBSHD D 1 A_FadeOut(0.125,1)\n\t\tWait\n\tSpawn4:\n\t\tBSHD DEBC 4\n\t\tBSHD C 1 A_FadeOut(0.125,1)\n\t\tWait\n\t}\n}\n\nActor IceWraithBDS : DoomWraith\n{\n    DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPI2 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tSPI2 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 AAAAA 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\t\tSPI2 BBBBB 1 Bright A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 A 0 A_Explode(10,80,0,0,72)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal\",100,RGF_MONSTERS,1)\n\t\tTNT1 A 0 A_RadiusGive(\"HavocSteal2\",100,RGF_PLAYERS,1)\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ScaleVelocity(0.3)\n\t\tTNT1 A 0 A_ChangeFlag(HEXENBOUNCE,1)\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueKaboomage\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Kaboom6\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t\ttnt1 a 0 A_Explode(20,160,0,0,138)\n\t\tSPI2 HIJKLMMM 4 Bright A_FadeOut\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BlueKaboomage : Kaboom6\n{\n    Scale 1.15\n}\n\nActor SpiritMissileBase\n{\n    Radius 4\n\tHeight 4\n\tSpeed 20\n\tDamage 20\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRENDERSTYLE ADD\n\tALPHA 0.67\n\tScale 0.8\n\tSeeSound \"monster/bomb\"\n\tDeathSound \"monster/explode\"\n\tDecal \"Scorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tSPIR A 0 Bright A_SeekerMissile(10,10)\n\t\tSPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tSPIR A 0 Bright\n\t\tSPIR B 0 Bright\n\t\tSPIR K 3 Bright\n\t\tSPIR L 3 Bright\n\t\tSPIR M 3 Bright\n\t\tSPIR N 3 Bright\n\t\tSPIR O 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR HolyMissileTrailBase\n{\n   Radius 3\n   Height 3\n   Speed 19\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.67\n   +FireDamage\n   states\n   {\n   Spawn:\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n      SPIR QRS 4\n      Goto Death\n   Toaster:\n      TNT1 A -1\n\t  Stop\n   Death:\n      SPIR C 3 BRIGHT\n      SPIR D 3 BRIGHT\n      Stop\n   }\n}\n\nActor ColdSpiritMissile : SpiritMissileBase\n{\n    DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPI2 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI2 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI2 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI2 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI2 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI2 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI2 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI2 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI2 A 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tSPI2 A 0 Bright A_SeekerMissile(10,10)\n\t\tSPI2 B 1 Bright A_CustomMissile(\"HolyMissileTrailCold\",0,0,0,0)\n\t\tLoop\n\tDeath:\n\t\tSPI2 A 0 Bright\n\t\tSPI2 B 0 Bright\n\t\tSPI2 K 3 Bright\n\t\tSPI2 L 3 Bright\n\t\tSPI2 M 3 Bright\n\t\tSPI2 N 3 Bright\n\t\tSPI2 O 3 Bright\n\t\tStop\n\t}\n}\n\nActor HolyMissileTrailCold : HolyMissileTrailBase\n{\n   states\n   {\n   Spawn:\n      SPI2 QRS 4\n      Goto Death\n   Death:\n      SPI2 C 3 BRIGHT\n      SPI2 D 3 BRIGHT\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/BlueImp2.txt",
        "contents": "Actor BlueCatharsi\n{\nMONSTER\nHealth 450\nHeight 56\nRadius 18\nMass 100\nSpeed 6\nBloodColor \"Blue\"\nPainchance \"Mine\", 128\nPainchance \"AdvancedImp\", 0\nPainchance \"Shadow\", 0\nPainchance \"SoulToxic\", 0\nPainchance \"Cacolich\", 0\nPainChance 30\n+NODROPOFF\n+NORADIUSDMG\n+MissileMore\n+MissileEvenMore\n+QuickToRetaliate\n+FloorClip\n+AvoidMelee\n+DONTHARMSPECIES\nSpecies \"AdvancedImp\"\nDamagetype \"AdvancedImp\"\nDamagefactor \"Fire\", 0.7\nRadiusDamageFactor 0.25\n//No Infighting\nDamagefactor \"AdvancedImp\", 0.0\nDamagefactor \"Shadow\", 0.0\nDamagefactor \"Catharsi15k\", 0.0\nDamagefactor \"Catharsi10K\", 0.0\nDamagefactor \"Nightshade\", 0.0\nDamagefactor \"HellionFire\", 0.0\nDamageFactor \"SoulToxic\", 0.25\nDamageFactor \"Cacolich\", 0.25\nDropItem \"LifeEssence\", 235, 20\nDropItem \"PortableMedkit\" 190\nDropItem \"ArmorPlate\" 190\nDropItem \"BackPack\" 55\nDropItem \"DCell\" 20\nDropItem \"DCell\" 20\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"MineAmmo\" 123 1\nSEESOUND \"catharsi/sit\"\nPAINSOUND \"catharsi/pain\"\nDEATHSOUND \"catharsi/death\"\nACTIVESOUND \"imp/active\"\nOBITUARY \"%o was blasted into a new dimension by the Blue Catharsi.\"\nTag \"\\c[f0]Blue Catharsi\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tBCTH A 10 A_Look\n\t\tBCTH A 0 A_Jump(30,1)\n\t\tLoop\n\t\tBCTH A 0 A_PlaySound(\"catharsi/idle\")\n\t\tLoop\n\tSee:\n\t\tBCTH AABB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tBCTH CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tTNT1 A 0 A_Jump(62,\"Boost\")\n\t\tLoop\n\tBoost:\n\t\tBCTH A 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostA\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH A 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostA\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH B 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH B 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tBCTH C 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH C 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostC\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH D 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostD\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tBCTH D 1 A_Chase\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueCatharsiGhostD\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HumanishStep2\",0,0,2,0,0,-20)\n\t\tTNT1 A 0 A_Jump(50,\"See\")\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0\n\t\tBCTH E 1 A_Jump(130,\"BFG10K\")\n\t\tBCTH EEEEE 3 A_FaceTarget\n\tMissileLoop:\n\t\tBCTH E 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBCTH F 2 BRIGHT A_CustomMissile(\"BlueAnni15K\",30,8,random(4,-8),0)\n\t\tBCTH EE 2 A_FaceTarget\n\t\tBCTH E 1 A_Jump(32,\"Break\")\n\t\tBCTH E 1 A_CPosRefire\n\t\tLoop\n\tBreak:\n\t\tBCTH E 15\n\t\tGoTo See\n\tBFG10K:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\",CHAN_WEAPON)\n\t\tBCTH EEEEE 6 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\",CHAN_WEAPON)\n\t\tBCTH F 3 BRIGHT A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,8,random(4,-8),0)\n\t\tBCTH EEE 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_WEAPON)\n\t\tGoTo See\n\tPain:\n\t\tTNT1 A 0\n\t\tBCTH G 3 A_Pain\n\t\tGoTo See\n\tXDeath:\n\tDeath:\n\t\tTNT1 A 0\n\t\tBCTH GGGG 8 A_PlaySound(\"monster/homingrockbeep\",6)\n\t\tBCTH O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_Explode(80,300)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile(\"CorruptedGeneral10KProjectile\",30,0,random(0,360),2,random(0,360))\n\t\tBCTH P 5\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBCTH QRSTUV 3\n\t\tBCTH W -1\n\t\tStop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tBCTH WVUTSRQP 4\n\t\tBCTH G 5\n\t\tGoTo See\n\t}\n}\n\nACTOR BlueCatharsiGhostA\n{\nHeight 56\nRadius 2\nRENDERSTYLE Translucent\nAlpha 0.7\n+NONSHOOTABLE\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 1 Bright\n\t\tGoto Fade\n\tFade:\n\t\tBCTH A 2 A_FadeOut(0.1,1)\n\t\tLoop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor BlueCatharsiGhostB : CatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH B 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nActor BlueCatharsiGhostC : CatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH C 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nActor BlueCatharsiGhostD : CatharsiGhostA\n{\nStates\n\t{\n\tFade:\n\t\tBCTH D 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/RedDarkImp.txt",
        "contents": "ACTOR RedImp : Imp\n{\n\tHealth 200\n\tSpeed 10\n\tPainChance 70\n\tDropItem \"LifeEssence\" 100\n\tDropItem \"ArmorBonusMax\" 100\n\tDropItem \"DemonAmmo\" 100\n    SeeSound \"superimp/sight\"\n\tPainSound \"voidimp/pain\"\n\tDeathSound \"superimp/death\"\n\tActiveSound \"superimp/active\"\n\tbloodcolor \"Red\"\n\tPainSound \"TImp/pain\"\n\t+MissileMore\n\t+FloorClip\n\t+QUICKTORETALIATE\n\tTag \"Dark imp\"\n    Obituary \"%o was burnt up by a Dark Imp.\"\n\tHitObituary \"%o got torn up by a Dark Imp.\"\n    States\n    {\n\tSpawn:\n\t    RRKS A 10 A_Look\n        Loop\n\tSee:\n\t\tRRKS AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tRRKS CCDD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n        Loop\n\tMelee:\n        RRKS EF 5 A_FaceTarget\n        RRKS G 5 A_MeleeAttack\n        RRKS FE 5 A_FaceTarget\n        Goto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(100,\"QuickCombo\")\n\t\tTNT1 A 0 A_Jump(45,\"HomingShots\")\n\t\tTNT1 A 0 A_Jump(60,\"BigBall\")\n\t\tTNT1 A 0 A_Jump(40,\"Lazer\")\n\t\tGoto See\n\tLazer:\n\t\tTNT1 A 0 Bright A_PlaySound (\"legimp/chargingsound\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tRRKS FFFFFFFFFFF 5 A_SpawnItemEx(\"RedImpLineSpawner\")\n\t\tRRKS EEEEEEEEEEE 4 A_SpawnItemEx(\"RedImpLineSpawner\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tRRKS G 3 A_CustomMissile (\"CardinalRail\", 34, 0, 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto See\n\tQuickCombo:\n\t\tRRKS EF 3 A_FaceTarget\n\t\tRRKS G 4 A_CustomMissile(\"NewImpBall\", 34, 0, 0)\n\t\tRRKS G 4 A_CustomMissile(\"NewImpBall\", 34, 0, 0)\n\t\tRRKS G 4 A_CustomMissile(\"NewImpBall\", 34, 0, 0)\n\t\tGoto See\n\tHomingShots:\n\t\tRRKS EF 6 A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"DarkImpHellStaffBall\", 15, 0, -20)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"DarkImpHellStaffBall\", 15, 0, 20)\n\t\tRRKS G 4\n\t\tGoto See\n\tBigBall:\n\t\tRRKS EF 6 A_FaceTarget\n\t\tRRKS G 4 A_CustomMissile (\"CerebralImpFireball\", 34, 0, 0)\n\t\tGoto See\n\tPain:\n    \tRRKS H 6 A_Pain\n    \tGoto See\n\tDeath:\n        RRKS J 8 A_Scream\n        RRKS K 6\n        RRKS L 6 A_Fall\n        RRKS M -1\n        Stop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n        RRKS TSRQPON 5\n        Goto See\n\t}\n}\n\nACTOR DarkImpHellStaffBall : CacoHellStaffBall1\n{\n  Speed 25\n  Damage 5\n  Scale 0.8\n  +SEEKERMISSILE\n  +RIPPER\n  +NOBOSSRIP\n  +BLOODLESSIMPACT\n  +FORCERADIUSDMG\n  States\n  {\n  Spawn:\n    HPRO AABBCC 1 Bright A_SpawnItem(\"HellStaffTrail\")\n\tTNT1 A 0 A_SeekerMissile(30, 45)\n    Loop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(15,20)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"HellStaffParticle\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBA B 1 Bright A_FadeOut(0.2)\n    Goto Death+2\n  }\n}\n\nActor RedImpLineSpawner : RedPowerLine\n{\n    +NoTimeFreeze\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/VoidPhaseImp.txt",
        "contents": "ACTOR ShadowPhaseImp : Imp\n{\n    Health 250\n    Speed 10\n    PainChance 25\n\t+QUICKTORETALIATE\n\tBloodColor \"cf 00 b0\"\n\tDropItem \"LifeEssence\" 125\n\tDropItem \"ArmorBonusMax\" 125\n\tDropItem \"DemonAmmo\" 88 60\n    SeeSound \"phaseimp/sight\"\n    PainSound \"phaseimp/pain\"\n    DeathSound \"phaseimp/death\"\n    ActiveSound \"phaseimp/active\"\n\tDamageFactor \"fire\", 0.0\n    Obituary \"%o was pierced by a Shadow Phase Imp.\"\n    HitObituary \"%o was lacerated by a Shadow Phase Imp.\"\n\tTag \"\\c[j8]Shadow Phase Imp\\c-\"\n    States\n    {\n    Spawn:\n\t\tVIMP A 1 A_Look\n        Loop\n    See:\n\t\tVIMP AABB 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tVIMP CCDD 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(24,\"Teleport\")\n\t\tTNT1 A 0 A_Jump(46,\"Phase\")\n        Loop\n\tTeleport:\n\t\tVIMP AEFG 1 Bright A_UnSetShootable\n\t\tVIMP AAAA 0 A_SpawnItem(\"VoidPhaseImpTelSpawner\",0,0,0,0)\n\t\tVIMP AAAAAAAAAA 1  A_FadeOut(0.1,0)\n\t\tVIMP A 2\n\t\tVIMP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tVIMP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\tVIMP A 1 A_PlayWeaponSound(\"boss/teleport\")\n\t\tVIMP AAAA 0 A_SpawnItem(\"VoidPhaseImpTelSpawner\",0,0,0,0)\n\t\tVIMP AAAAAAAAAA 1 A_FadeIn(0.1)\n\t\tVIMP A 1 Bright A_SetShootable\n\t\tGoto See\n    Phased:\n        VIMP AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n        VIMP AABBCCDDAABBCCDD 1 A_Chase\n\t\tTNT1 A 0 A_Jump(24,\"UnPhase\")\n        Goto Phased+32\n    Melee:\n        TNT1 A 0 A_SetTranslucent(1)\n        VIMP EF 5 A_FaceTarget\n        VIMP G 5 A_MeleeAttack\n        VIMP FE 5 A_FaceTarget\n        Goto See\n    Missile:\n\t\tTNT1 A 0 A_Jump(130,\"ShadowBall\")\n\t\tTNT1 A 0 A_Jump(60,\"NormalPhase\")\n\t\tTNT1 A 0 A_Jump(25,\"PhaseLaser\")\n\t\tTNT1 A 0 A_Jump(35,\"Comet\")\n        Goto See\n\tNormalPhase:\n\t\tTNT1 A 0 A_SetTranslucent(1)\n\t\tVIMP E 2 A_FaceTarget\n\t\tVIMP F 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, -30)\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, -20)\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, -10)\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, 10)\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, 20)\n\t\tTNT1 A 0 A_CustomMissile(\"PhaseImpBall2\", 32, 0, 30)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhaseImpBall2\", 32, 0, 0)\n\t\tVIMP FE 2\n        Goto See\n\tShadowBall:\n\t    TNT1 A 0 A_SetTranslucent(1)\n\t\tVIMP E 2 A_FaceTarget\n\t\tVIMP F 2 A_FaceTarget\n\t\tVIMP G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n\t\tVIMP E 2 A_FaceTarget\n\t\tVIMP F 2 A_FaceTarget\n\t\tVIMP G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n\t\tVIMP E 2 A_FaceTarget\n\t\tVIMP F 2 A_FaceTarget\n\t\tVIMP G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n\t\tGoto See\n\tPhaseLaser:\n\t\tTNT1 A 0 A_SetTranslucent(1)\n\t\tVIMP E 2 A_FaceTarget\n\t\tVIMP F 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP G 3 Bright A_CustomMissile(\"PhazoFastShot\", 32, 0, 0)\n\t\tVIMP FE 2\n        Goto See\n\tComet:\n\t\tTNT1 A 0 A_SetTranslucent(1)\n        VIMP E 3 A_FaceTarget\n\t\tVIMP F 3 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VoidPhaseImpDspawner\",0,0,0,0,0,0,0,0)\n        VIMP G 5 Bright A_CustomMissile(\"PhaseImpComet\", 32, 0, 0)\n\t\tVIMP FE 4\n        Goto See\n\tPhase:\n        TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n        VIMP E 2 A_FaceTarget\n        VIMP E 1 A_SetTranslucent(0.75)\n        VIMP E 1 A_SetTranslucent(0.55)\n        VIMP E 1 A_SetTranslucent(0.35)\n\t\tVIMP E 1 A_SetTranslucent(0.15)\n        Goto Phased\n\tUnPhase:\n        TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tVIMP E 1 A_SetTranslucent(0.15)\n        VIMP E 1 A_SetTranslucent(0.35)\n        VIMP E 1 A_SetTranslucent(0.55)\n        VIMP E 1 A_SetTranslucent(0.75)\n\t\tTNT1 A 0 A_SetTranslucent(1)\n        VIMP E 2 A_FaceTarget\n        Goto See\n    Pain:\n\t\tVIMP H 2 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawner\")\n        VIMP H 2 A_Pain\n\t\tTNT1 A 0 A_Jump(70,\"Teleport\")\n        Goto See\n    Death:\n        VIMP I 8 A_SetTranslucent(1)\n        VIMP J 8 A_Scream\n        VIMP K 6\n        VIMP L 6 A_Fall\n        VIMP M -1\n        Stop\n    XDeath:\n\t\tTNT1 A 0 A_SetTranslucent(1)\n\t\tPIKI N 3\n\t\tPIKI O 3 A_XScream\n\t\tPIKI P 3 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tPIKI Q 3 A_Fall\n\t\tPIKI RST 3\n\t\tPIKI U -1\n        Stop\n    Raise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n        PIKI TSRQPON 5\n        Goto See\n\t\t}\n}\n\nACTOR PhaseImpBall2 : PhaseImpBall\n{\n\t-SEEKERMISSILE\n}\n\nACTOR PhaseImpComet : PArchonComet\n{\n\tscale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tLRCB AAAABBBBCCCC 1 Bright A_SpawnItem(\"PhaseImpCometTrail\",0,0)\n\t\tloop\n\tDeath:\n\t\tLRCB J 0 Bright A_SetTranslucent (0.67,1)\n\t\tLRCB J 3 Bright\n\t\tLRCB K 3 Bright A_Explode(28,128,0)\n\t\tLRCB LMN 3 Bright\n\t\tstop\n\t}\n}\n\nActor PhaseImpCometTrail : PArchonCometTrail\n{\n\tscale 0.75\n}\n\nactor VoidPhaseImpAspawner\n{\n\t+nointeraction\n\t+clientsideonly\n\tscale 1.2\n\trenderstyle translucent\n\talpha 0.5\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_spawnitemex(\"VoidPhaseImpA\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\t\tstop\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor VoidPhaseImpA : VoidPhaseImpAspawner\n{\n  states\n  {\n  spawn:\n    TNT1 A 8\n\tVIMP A 1 a_fadeout(0.1)\n\tgoto spawn+1\n  }\n}\n\nactor VoidPhaseImpTelspawner\n{\n  +nointeraction\n  +clientsideonly\n  scale 1.2\n  alpha 0.5\n  states\n  {\n  spawn:\n    TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"VoidPhaseImpTel\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n  }\n}\n\nactor VoidPhaseImpTel : VoidPhaseImpTelspawner\n{\n  states\n  {\n  spawn:\n    TNT1 A 8\n\tTDIM G 1 a_fadeout(0.1)\n\tgoto spawn+1\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/SaytrBase.txt",
        "contents": "actor Satyr\n{\n    //$Category Monsters\n    Health 400\n    Radius 18\n    Height 48\n    Scale 0.75\n    Speed 12\n    PainChance 50\n    Mass 350\n    MONSTER\n    +FLOORCLIP\n\tSpecies \"Fiends\"\n    SeeSound \"satyr/sight\"\n    PainSound \"knight/pain\"\n    DeathSound \"satyr/death\"\n    ActiveSound \"knight/active\"\n    MeleeSound \"baron/melee\"\n    HitObituary \"%o was mauled by a satyr.\"\n\tDropItem \"LifeEssence\" 90\n    DropItem \"ArmorBonusMax\" 90\n    MeleeDamage 8\n    States\n    {\n    Spawn:\n        STYR B 10 A_Look\n        Loop\n    See:\n        STYR AABB 3 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n        STYR CCDD 3 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n        Loop\n    Melee:\n        STYR EF 6 A_FaceTarget\n        STYR G 6 A_MeleeAttack\n        STYR PQ 5 A_FaceTarget\n        STYR R 6 A_MeleeAttack\n        Goto See\n\tMissile:\n\t    TNT1 A 0 A_JumpIfCloser(200,1)\n\t    Goto See\n\t    Goto RushLungeCheck\n\tRushLungeCheck:\n\t    TNT1 A 0 A_Jump(128, \"RushLunge\")\n\t\tTNT1 A 0 A_Jump(140, \"RushLungeR\")\n\tRushLunge:\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    STYR EF 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    STYR F 2 A_Recoil(-24)\n\t    STYR F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    STYR G 6\n\t    STYR G 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    STYR G 1 A_ScaleVelocity(0)\n\t    Goto See\n\tRushLungeR:\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    STYR PQ 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    STYR Q 2 A_Recoil(-24)\n\t    STYR Q 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    STYR R 6\n\t    STYR R 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    STYR R 1 A_ScaleVelocity(0)\n\t    Goto See\n    Pain:\n        STYR H 2\n        STYR H 2 A_Pain\n\t\tTNT1 A 0 A_Jump(100, \"PainLunge\")\n        Goto See\n\tPainLunge:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    STYR EF 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    STYR F 2 A_Recoil(-24)\n\t    STYR F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    STYR G 6\n\t    STYR G 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    STYR G 1 A_ScaleVelocity(0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t    Goto See\n    Death:\n        STYR I 5\n        STYR J 5 A_Scream\n        STYR K 6\n        STYR L 7 A_Fall\n        STYR M 4\n        STYR N 4\n        STYR O -1\n        Stop\n    Raise:\n        STYR ONMLKJI 8\n        Goto See\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/VoidSaytr.txt",
        "contents": "actor ShadowSatyr\n{\n    //$Category Monsters\n    Health 400\n    Radius 18\n    Height 48\n    Scale 0.75\n    Speed 13\n    PainChance 50\n    Mass 350\n\tBloodColor \"cf 00 b0\"\n\tDamageFactor \"fire\", 0.0\n    MONSTER\n    +FLOORCLIP\n\tSpecies \"Fiends\"\n    SeeSound \"satyr/sight\"\n    PainSound \"knight/pain\"\n    DeathSound \"satyr/death\"\n    ActiveSound \"knight/active\"\n    MeleeSound \"baron/melee\"\n    HitObituary \"%o was mauled by a Shadow Satyr.\"\n\tObituary \"%o was melted from the Shadows by a Satyr.\"\n    DropItem \"LifeEssence\" 120\n    DropItem \"ArmorBonusMax\" 110\n\tDropItem \"DemonAmmo\" 100\n    MeleeDamage 16\n    States\n    {\n    Spawn:\n        SSTY B 10 A_Look\n        Loop\n    See:\n        SSTY AABB 3 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n        SSTY CCDD 3 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n        Loop\n    Melee:\n\t    TNT1 A 0 A_Jump(100,\"StandardMelee\")\n\t\tTNT1 A 0 A_Jump(55,\"FastMelee\")\n        Goto See\n\tStandardMelee:\n        SSTY EF 6 A_FaceTarget\n        SSTY G 6 A_MeleeAttack\n        SSTY PQ 5 A_FaceTarget\n        SSTY R 6 A_MeleeAttack\n        Goto See\n\tFastMelee:\n\t    SSTY EF 3 A_FaceTarget\n        SSTY G 3 A_MeleeAttack\n        SSTY PQ 3 A_FaceTarget\n        SSTY R 3 A_MeleeAttack\n        Goto See\n\tMissile:\n\t    TNT1 A 0 A_JumpIfCloser(200, \"RushLungeCheck\")\n        TNT1 A 0 A_Jump(90,\"StandardBallCombo\")\n        TNT1 A 0 A_Jump(60,\"SpreadBall\")\n\t\tTNT1 A 0 A_Jump(45,\"SpreadBallHeavy\")\n        TNT1 A 0 A_Jump(30,\"SeekerBallCombo\")\n    StandardBallCombo:\n\t    SSTY EF 6 A_FaceTarget\n        SSTY G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY PQ 6 A_FaceTarget\n        SSTY R 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY EF 6 A_FaceTarget\n        SSTY G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n\t\tSSTY PQ 6 A_FaceTarget\n        SSTY R 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        Goto See\n    SpreadBall:\n\t    SSTY EF 6 A_FaceTarget\n        SSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -15)\n        SSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 15)\n\t\tSSTY PQ 6 A_FaceTarget\n        SSTY R 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -15)\n        SSTY R 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY R 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 15)\n        Goto See\n\tSpreadBallHeavy:\n        SSTY EF 6 A_FaceTarget\n\t\tSSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -25)\n        SSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -15)\n        SSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY G 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 15)\n\t\tSSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 25)\n\t\tSSTY PQ 6 A_FaceTarget\n\t\tSSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -25)\n        SSTY R 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, -15)\n        SSTY R 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 0)\n        SSTY R 6 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 15)\n\t\tSSTY G 0 Bright A_Custommissile(\"SSatyrBall\", 32, 0, 25)\n        Goto See\n    SeekerBallCombo:\n        SSTY EF 6 A_FaceTarget\n        SSTY G 6 Bright A_Custommissile(\"ShadowBallEX\", 32, 0, 0)\n        SSTY PQ 6 A_FaceTarget\n        SSTY R 6 Bright A_Custommissile(\"ShadowBallEX\", 32, 0, 0)\n        SSTY EF 6 A_FaceTarget\n        SSTY G 6 Bright A_Custommissile(\"ShadowBallEX\", 32, 0, 0)\n\t\tSSTY PQ 6 A_FaceTarget\n        SSTY R 6 Bright A_Custommissile(\"ShadowBallEX\", 32, 0, 0)\n        Goto See\n\tRushLungeCheck:\n\t    TNT1 A 0 A_Jump(128, \"RushLunge\")\n\t\tTNT1 A 0 A_Jump(140, \"RushLungeR\")\n\tRushLunge:\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    SSTY EF 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    SSTY F 2 A_Recoil(-24)\n\t    SSTY F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    SSTY G 6\n\t    SSTY G 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    SSTY G 1 A_ScaleVelocity(0)\n\t    Goto See\n\tRushLungeR:\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    SSTY PQ 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    SSTY Q 2 A_Recoil(-24)\n\t    SSTY Q 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    SSTY R 6\n\t    SSTY R 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    SSTY R 1 A_ScaleVelocity(0)\n\t    Goto See\n    Pain:\n        SSTY H 2\n        SSTY H 2 A_Pain\n\t\tTNT1 A 0 A_Jump(100, \"PainLunge\")\n        Goto See\n\tPainLunge:\n        TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n        TNT1 A 0 A_PlaySound(\"demon/melee\")\n\t    SSTY EF 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    SSTY F 2 A_Recoil(-24)\n\t    SSTY F 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\t    SSTY G 6\n\t    SSTY G 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    SSTY G 1 A_ScaleVelocity(0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t    Goto See\n    Death:\n        SSTY I 5\n        SSTY J 5 A_Scream\n        SSTY K 6\n        SSTY L 7 A_Fall\n        SSTY M 4\n        SSTY N 4\n        SSTY O -1\n        Stop\n    Raise:\n        SSTY ONMLKJI 8\n        Goto See\n    }\n}\n\nActor ShadowBallEX : PhaseImpBall\n{\n     Translation \"250:255=123:127\"\n}\n\nActor SSatyrBall : KnightFastBall\n{\n     States\n     {\n     Spawn:\n        SHAT ABC 1 Bright A_CustomMissile(\"ShadowBallTrail\",Random(-1,1),Random(-1,1))\n        Loop\n     Death:\n\t\tTNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"PurpleKaboomS\", 0, 0, random(0,360), 2, random(0,360))\n        TNT1 AAA 0 A_CustomMissile(\"ShadowFire\", 4, 2, 0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n    \tSHAT DEFG 3 Bright\n    \tStop\n     }\n}\n\nActor ShadowBallTrail : KnightFBTrail\n{\n     Translation \"112:127=250:255\"\n}\n\nActor PurpleKaboomS : Kaboom7\n{\n     Translation \"112:127=250:255\"\n}\n\nActor FireExplode\n{\n   +NOCLIP\n   +MISSILE\n   +DROPOFF\n   DamageType fire\n   +RANDOMIZE\n   Scale 1.5\n   Speed 1\n   Damage 3\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   ExplosionDamage 3\n   ExplosionRadius 64\n   States\n   {\n   Spawn:\n    TNT1 A 8\n\tFRTF A 3 Bright\n\tFRTF A 0 A_Explode\n\tFRTF B 3 Bright\n\tFRTF B 0 A_Explode\n\tFRTF C 3 Bright\n\tFRTF C 0 A_Explode\n\tFRTF C 0\n\tFRTF C 0 A_Jump(220,4)\n\tFRTF C 0 A_CustomMissile(\"Avafireexplode\", 0, 24, 0)\n\tFRTF C 0 A_CustomMissile(\"Avafireexplode\", 0, 0, 0)\n\tFRTF C 0 A_CustomMissile(\"Avafireexplode\", 0, -24, 0)\n\tFRTF DEFGHIJKLMNO 3 Bright\n\tStop\n}\n}\n\nActor ShadowFire : FireExplode\n{\n     HitObituary \"%o was melted by shadow flames.\"\n     +RIPPER\n\t States\n     {\n     Spawn:\n        TNT1 A 8\n\t    FRTF A 3 Bright\n\t    FRTF A 0 A_Explode\n\t    FRTF B 3 Bright\n\t    FRTF B 0 A_Explode\n\t    FRTF C 3 Bright\n\t    FRTF C 0 A_Explode\n\t    FRTF C 0\n\t    FRTF C 0 A_Jump(191,4)\n\t    FRTF C 0 A_CustomMissile(\"ShadowFire\", 0, 24, 0)\n\t    FRTF C 0 A_CustomMissile(\"ShadowFire\", 0, 0, 0)\n\t    FRTF C 0 A_CustomMissile(\"ShadowFire\", 0, -24, 0)\n\t    FRTF DEFGHIJKLMNO 3 Bright\n\t    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/InfectedHunter.txt",
        "contents": "ACTOR InfectedHunter\n{\nHealth 250\nRadius 20\nHeight 56\nSpeed 15\nMass 100\nPainChance 160\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\nBloodColor \"Green\"\nAttackSound \"weapons/assaultrifle\"\nSeeSound \"undeadhunter/activate\"\nAttackSound \"Null\"\nPainSound \"undeadhunter/pain\"\nDeathSound \"undeadhunter/death\"\nActiveSound \"shotguy/active\"\nDropItem \"ModdedGreenArmor\" 90 1\nDropItem \"HandGrenadeAmmo\" 190 1\nDropItem \"MineAmmo\" 170 1\nDropItem \"AmmoPack\" 90\nDropItem \"Backpack\" 50 1\nDropItem \"Armorplate\" 200 1\nDropItem \"Portablemedkit\" 180 1\nDropItem \"DemonAmmoBox\" 100\nDropItem \"Demon Tech Rifle\" 90 1\nDropItem \"Demon Rail Gun\" 45 1\nTag \"\\c[n9]Infected hunter\"\nObituary \"%o was the prey for an Infected Hunter.\"\nStates\n{\nSpawn:\n        ZHRT A 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tZHRT A 10 A_Look\n        Loop\nSee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        ZHRT AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        ZHRT CCDD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n        TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tZHRT A 0 A_Jump(80,\"Rush\")\n\t\tTNT1 A 0 A_Jump(80,\"Phase\")\n        Loop\nPhase:\n\t\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tZHRT E 2 A_FaceTarget\n\t\tZHRT E 1 A_SetTranslucent(0.75)\n\t\tZHRT E 1 A_SetTranslucent(0.55)\n\t\tZHRT E 1 A_SetTranslucent(0.35)\n\t\tZHRT E 1 A_SetTranslucent(0.20)\n\t\tGoto Phased\nUnPhase:\n\t\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tZHRT E 1 A_SetTranslucent(0.15)\n\t\tZHRT E 1 A_SetTranslucent(0.35)\n\t\tZHRT E 1 A_SetTranslucent(0.55)\n\t\tZHRT E 1 A_SetTranslucent(0.75)\n\t\tTNT1 A 0 A_SetTranslucent(1)\n\t\tZHRT E 2 A_FaceTarget\n\t\tGoto See\nPhased:\n\t\tZHRT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n\t\tZHRT AABBCCDDAABBCCDD 1 A_Chase\n\t\tTNT1 A 0 A_Jump(128,\"UnPhase\")\n\t\tGoto Phased+32\nRush:\n\t\tZHRT A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenChaingunnerD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tZHRT D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tLoop\nStrafing:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tZHRT AA 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tZHRT BB 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tZHRT CC 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tZHRT DD 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tGoto See\nMissile:\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 Bright A_Jump(180,\"DtechRapidRifle\")\n\t\tTNT1 A 0 Bright A_Jump(60,\"DtechRailGun\")\nDTechRifleBurst:\n    \tZHRT E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT F 1 Bright\n        ZHRT E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT F 1 Bright\n        ZHRT E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT F 1 Bright\n        Goto See\nDTechRapidRifle:\n\t\tZHRT E 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT E 1 Bright\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"ZDemonTechProjectile\",Random(28,34),0,Random(6,-6),0)\n\t\tZHRT E 1 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT F 1 Bright\n\t\tTNT1 A 0 A_CPosRefire\n\t\tTNT1 A 0 A_Jump(20, \"See\")\n\t\tGoto DtechRapidRifle\nDTechRailgun:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t\tZHRT E 0 A_SpawnItemEx(\"InfectedHunterLineSpawner\")\n\t\tZHRT E 0 A_SpawnItemEx(\"InfectedHunterLineSpawner\")\n\t\tZHRT EEEEEE 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\t\tTNT1 A 0 A_CustomMissile(\"DTRailCore\",28,6)\n\t\tTNT1 A 0 A_CustomMissile(\"DarkAnnihilatorRail\",28,6)\n\t\tZHRT E 6 A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tZHRT E 5 Bright\n\t\tGoto See\nPain:\n        TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_Jump(90,\"Rush\")\n\t\tZHRT G 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tZHRT G 0 A_Pain\n\t\tZHRT G 3 Bright A_GiveInventory(\"GreenZombieStrafing\",1)\n\t\tGoto see\nDeath:\n        ZHRT H 5\n        ZHRT I 5 A_Scream\n        ZHRT J 5 A_Fall\n\t\tZHRT K 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n        ZHRT L -1\n        Stop\nXDeath:\n        ZHRT OP 2\n\t\tZHRT QR 2 A_XScream\n\t\tZHRT RS 2 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tZHRT TU 2\n\t\tZHRT V 2 A_Noblocking\n\t\tZHRT W -1\n        Stop\nRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n        ZHRT KJIH 5\n        Goto See\n\t\t}\n}\n\nACTOR GreenChaingunnerA\n{\n\tScale 1.1\n\tRadius 20\n\tHeight 56\n\tSpeed 0\n\tAlpha 0.7\n\tPROJECTILE\n\tRENDERSTYLE Translucent\n\t+NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tZHRT A 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerB : GreenChaingunnerA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tZHRT B 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerC : GreenChaingunnerA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tZHRT C 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR GreenChaingunnerD : GreenChaingunnerA\n{\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tZHRT D 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nActor GreenZombieStrafing : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  +NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"GreenZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"GreenZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"GreenZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"GreenZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"GreenZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}\n\nActor GreenZombieJumping : LegZombieStrafing\n{\n  +NOTIMEFREEZE\n  States\n  {\n  Pickup:\n    NULL A 1\n    NULL A 1 A_CheckFloor(1)\n    Stop\n\tNULL A 1 A_Jump(242,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n    Stop\n\tNULL A 1\n    Stop\n  }\n}\n\nACTOR GreenZombieStrafeSens : Inventory{Inventory.MaxAmount 1}\n\nActor InfectedHunterLineSpawner : GreenPowerLine\n{\n    +NoTimeFreeze\n\tScale 1.3\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/UndeadHunter.txt",
        "contents": "//=====================================================================\n//\n//     Undead Hunter\n//        -Icytux\n//\n//=====================================================================\n\nactor UndeadHunter\n{\n  obituary \"%o was the prey for an undead hunter.\"\n  health 120\n  radius 22\n  height 56\n  mass 100\n  speed 14\n  painchance 70\n  Scale 0.85\n  activesound \"shotguy/active\" //if use in something else than doom, you have to provide theese sounds yourself.\n  attacksound \"shotguy/attack\"\n  painsound \"undeadhunter/pain\"\n  deathsound \"undeadhunter/death\"\n  seesound \"undeadhunter/activate\"\n  dropitem \"Combat Shotgun \" 256\n  DropItem \"ArmorPlate\" 45\n  DropItem \"AmmoPack\" 60\n  MONSTER\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  states\n  {\n  Spawn:\n    DEHU A 10 A_Look\n    loop\n  See:\n    DEHU AABBCCDD 2 A_Chase\n    loop\n  Missile:\n    DEHU E 4 A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"weapons/12gaugefire\")\n    DEHU FF 3 bright A_SPosAttack\n    TNT1 A 0 A_PlaySound(\"weapons/12gsgcock\")\n    DEHU E 8\n    goto See\n  Pain:\n    DEHU G 2\n    DEHU G 2 A_Pain\n    goto See\n  Death:\n    DEHU H 5\n    DEHU I 5 A_Scream\n    DEHU J 5 A_NoBlocking\n    DEHU KLM 5\n    DEHU N -1\n    stop\n  XDeath:\n    DEHU O 5 A_XScream\n    DEHU P 5 A_PlaySound(\"undeadhunter/xdeath\")\n    DEHU Q 5 A_NoBlocking\n    DEHU RSTUV 5\n    DEHU W -1\n    stop\n  Raise:\n    TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    DEHU MLKJIH 3\n    goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/GreenFiend.txt",
        "contents": "ACTOR GreenFiend : BullFiend\n{\nMonster\nHealth 280\nSpeed 15\nPainChance 80\nBloodColor \"Green\"\nScale 1.15\n+MISSILEMORE\n+QUICKTORETALIATE\n+THRUSPECIES\n+DONTHARMSPECIES\nSpecies \"Fiends\"\nDropItem \"LifeEssence\", 125\nDropItem \"ArmorBonusMax\", 125\nDropItem \"DemonAmmo\", 90\nSeeSound \"blooddemon/sight\"\nPainSound \"blooddemon/pain\"\nDeathSound \"blooddemon/death\"\nActiveSound \"blooddemon/active\"\nAttackSound \"cyberfiend/melee\"\nObituary \"%o was pierced by a Infection Fiend.\"\nHitObituary \"An Infection Fiend tore up %o's corpse and hid the remains.\"\nTag \"\\c[q6]Infection Fiend\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM AABB 2 A_Chase\n\t\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\",CHAN_BODY)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM CCDD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"blooddemon/walk\",CHAN_BODY)\n\t\tLoop\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM EF 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 4 A_MeleeAttack\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM E 5 A_FaceTarget\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(128,\"Lunge\")\n\tNormal:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM GE 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tGDEM F 6 Bright A_CustomMissile(\"PoisonBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM E 5\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tLunge:\n\t\tTNT1 A 0 A_JumpIfCloser(250,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_PlaySound(\"cyberfiend/melee\")\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM EF 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM F 2 A_Recoil(-28)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM F 3 A_CustomMissile(\"PinkyLungePoison\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 6\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGDEM G 2 A_ScaleVelocity(0.2)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM G 1 A_ScaleVelocity(0)\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM H 4 A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner2\",0,0,0,0)\n\t\tGoto See\n\tXDeath:\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM I 3\n\t\tGDEX A 3 A_XScream\n\t\tGDEX B 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tGDEX C 3 A_NoBlocking\n\t\tGDEX D 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tGDEX EFG 3\n\t\tGDEX H -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tGDEM I 5 A_ChangeFlag(SLIDESONWALLS,0)\n\t\tGDEM J 5 A_Scream\n\t\tGDEM K 4\n\t\tGDEM L 4 A_NoBlocking\n\t\tGDEM M 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tGDEM N 63000 CanRaise\n\t\tStop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tGDEM NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nActor PinkyLungePoison : PinkyLunge\n{\nPoisonDamage 15\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/ShadowAnnihilator.txt",
        "contents": "ACTOR ShadowAnniImp : Imp\n{\n  Scale 1.1\n  BloodColor \"cf 00 b0\"\n  Health 850\n  PainChance 45\n  PainChance \"SoulToxic\", 20\n  PainChance \"FatFlamer\", 20\n  PainChance \"FiendFire\", 20\n  PainChance \"Explosion\", 90\n  +DONTHARMCLASS\n  +DONTHARMSPECIES\n  +DONTHURTSPECIES\n  +MISSILEEVENMORE\n  +FASTMELEE\n  +AVOIDMELEE\n  SeeSound \"cimp/sight\"\n  PainSound \"cimp/pain\"\n  DeathSound \"cimp/death\"\n  ActiveSound \"cimp/active\"\n  MeleeSound \"weapons/fistwiff\"\n  MeleeDamage 10\n  DamageFactor \"Cyber10K\", 0.5\n  DamageFactor \"PDTBFG\", 0.6\n  DamageFactor \"PDTBFGTracer\", 0.9\n  DropItem \"LifeEssence\" 256\n  DropItem \"ArmorBonusMax\" 256\n  DropItem \"BossLifeEssence\" 128 25\n  DropItem \"BossArmorBonusMax\" 128 1\n  DropItem \"DemonAmmo\" 128 30\n  DropItem \"DemonAmmo\" 128 30\n  DropItem \"Missile\" 64 5\n  DropItem \"MissileBox\" 32 10\n  DropItem \"Demon Tech Rifle\" 100 1\n  DropItem \"Railgun \" 85 1\n  DropItem \"PhaseRifle\" 30 1\n  DropItem \"Rocket Launcher\" 30 1\n  DropItem \"Grenade Launcher\" 15 1\n  Tag \"Shadow Annihilator Imp\"\n  Obituary \"%o was put down by an Shadow Annihilator Imp.\"\n  HitObituary \"%o was smacked by an Shadow Annihilator Imp's cannon.\"\n  States\n  {\n  Spawn:\n    SAHI A 10 A_Look\n\tSRIM A 10 A_Look\n    Loop\n  See:\n    SAHI AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\tSAHI CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    Loop\n  Pause:\n\tSAHI E 10\n\tGoto See\n  Pause2:\n\tSAHI G 10\n\tGoto See\n  Melee:\n    SAHI EF 5 A_FaceTarget\n    SAHI G 4 A_MeleeAttack\n\tSAHI FE 5 A_FaceTarget\n    Goto See\n  Lunge:\n\tTNT1 A 0 A_JumpIfCloser(300,1)\n\tGoto See\n\tTNT1 A 0 A_PlaySound(\"weapons/fistwiff\")\n\tSAHI EF 7 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n\tSAHI G 2 A_Recoil(-30)\n\tSAHI G 3 A_CustomMissile(\"PinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\tSAHI G 6\n\tSAHI F 2 A_ScaleVelocity(0.2)\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\tSAHI E 1 A_ScaleVelocity(0)\n\tGoto See\n  Missile:\n    TNT1 A 0 A_Jump(128,\"DtechRifle\")\n\tTNT1 A 0 A_Jump(50, \"Railgun\")\n\tTNT1 A 0 A_Jump(70, \"PhaseRifle\")\n    TNT1 A 0 A_JumpIfCloser(200, \"Nades\")\n    TNT1 A 0 A_JumpIfCloser(250, \"Lunge\")\n    SAHI E 6 A_FaceTarget\n    SAHI W 10 BRIGHT A_CustomMissile(\"PhaseCyberRocket\")\n\tSAHI F 5\n\tSAHI G 6 A_FaceTarget\n    SAHI V 10 BRIGHT A_CustomMissile(\"PhaseCyberRocket\")\n\tSAHI G 5\n\tTNT1 A 0 A_Jump(64,\"Homing\")\n    Goto See\n  DtechRifle:\n    SAHI G 10 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"DTFDemonTechProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI G 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_CustomMissile(\"DTFDemonTechProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI G 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_CustomMissile(\"DTFDemonTechProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI G 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(62,\"Pause\")\n    SAHI G 10 A_FaceTarget\n\tTNT1 A 0 A_Jump(64,\"Pause2\")\n    TNT1 A 0 A_CPosRefire\n    Goto DtechRifle+1\n  Railgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tSAHI EEE 10 A_FaceTarget\n\tSAHI E 10 Bright A_FaceTarget\n\tSAHI E 10 Bright A_CustomMissile(\"PhaseCyberRail\",36,0)\n\tTNT1 A 0 A_Jump(128, \"SecondRailgun\")\n\tGoto See\n  SecondRailgun:\n    TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tSAHI GGG 10 A_FaceTarget\n\tSAHI G 10 Bright A_FaceTarget\n\tSAHI G 10 Bright A_CustomMissile(\"PhaseCyberRail\",36,0)\n\tGoto See\n  PhaseRifle:\n    SAHI E 10 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"EnemyPhaseDTProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI E 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_CustomMissile(\"EnemyPhaseDTProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI E 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_CustomMissile(\"EnemyPhaseDTProjectile\",36,0,Random(150,-150)/100.00,0)\n\tSAHI E 3 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(62,\"Pause\")\n    SAHI E 10 A_FaceTarget\n\tTNT1 A 0 A_Jump(64,\"Pause2\")\n    TNT1 A 0 A_CPosRefire\n\tGoto PhaseRifle+1\n  Homing:\n    SAHI E 6 A_FaceTarget\n    SAHI W 10 BRIGHT A_CustomMissile(\"PhaseCyberHomer\")\n\tSAHI F 15\n\tSAHI G 6 A_FaceTarget\n    SAHI V 10 BRIGHT A_CustomMissile(\"PhaseCyberHomer\")\n\tSAHI G 5\n    Goto See\n  Nades:\n    SAHI E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n    SAHI W 10 BRIGHT A_CustomMissile(\"CyberImpGrenade\")\n\tSAHI F 5\n\tSAHI G 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n    SAHI V 10 BRIGHT A_CustomMissile(\"CyberImpGrenade\")\n\tSAHI G 5\n    Goto See\n  Pain:\n    SAHI H 2\n    SAHI H 2 A_Pain\n    Goto See\n  Death:\n    SAHI I 8\n    SAHI J 8 A_Scream\n    SAHI K 6\n    SAHI L 6 A_NoBlocking\n\tSAHI M 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    SAHI M -1\n    Stop\n  XDeath:\n    SAHI N 5 A_playsound(\"weapons/rocklx\")\n    SAHI O 5 A_XScream\n\tSAHI P 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CyberImpDeathRocket\",0,0,28)\n\tSAHI P 5 A_Explode(80,100)\n    SAHI Q 5 A_NoBlocking\n    SAHI RST 5\n    SAHI U -1\n    Stop\n  Raise:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    SAHI ML 8\n    SAHI KJI 6\n    Goto See\n  }\n}\n\nActor EnemyPhaseDTProjectile : PhaseDTProjectile\n{\n    Damage 20\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/DualAxeKnight.txt",
        "contents": "ACTOR WitheredKnight\n{\n  Health 600\n  Radius 30\n  Height 62\n  Mass 150\n  Speed 15\n  Painchance 100\n  MeleeDamage 10\n  Monster\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  +DONTOVERLAP\n  +MissileMore\n  Tag \"Withered Knight\"\n  BloodColor \"black\"\n  Species \"Knights\"\n  SeeSound \"monsters/hfirerevenantsight\"\n  AttackSound \"WitherKnight/Melee\"\n  PainSound \"knight/pain\"\n  DeathSound \"WitherKnight/Death\"\n  ActiveSound \"knight/active\"\n  DropItem \"LifeEssence\" 65\n  DropItem \"ArmorEssence\" 75\n  DropItem \"Newshell\" 80 8\n  States\n  {\n  Spawn:\n    XNIG A 10 A_Look\n    Loop\n  See:\n    XNIG AB 4 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tXNIG CD 4 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n    Loop\n  Melee:\n    XNIG E 10 A_FaceTarget\n    XNIG F 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n\tXNIG G 2 A_MeleeAttack\n\tXNIG A 2 A_FaceTarget\n\tXNIG H 10 A_FaceTarget\n\tXNIG I 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n\tXNIG J 2 A_MeleeAttack\n\tGoto See\n  Missile:\n    TNT1 A 0 A_Jump(70, \"BloodAxe\") // 16% chance to throw a blood axe\n\tTNT1 A 0 A_Jump(110, \"BlueAxe\")\n\tTNT1 A 0 A_Jump(120, \"EtherealAxe\")\n  EtherealAxe:\n    XNIG E 10 A_FaceTarget\n    XNIG F 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG G 8 A_CustomComboAttack(\"CDKnightAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG E 10 A_FaceTarget\n    XNIG F 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG G 8 A_CustomComboAttack(\"CDKnightAxe\", 32, 3 * random(1, 8),0,0,0)\n    Goto See\n  BlueAxe:\n    XNIG H 10 A_FaceTarget\n    XNIG I 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG J 8 A_CustomComboAttack(\"BlueKAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG H 10 A_FaceTarget\n    XNIG I 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG J 8 A_CustomComboAttack(\"BlueKAxe\", 32, 3 * random(1, 8),0,0,0)\n    Goto See\n  BloodAxe:\n    XNIG H 10 A_FaceTarget\n    XNIG I 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG J 8 A_CustomComboAttack(\"CDRedAxe\", 32, 3 * random(1, 8),0,0,0)\n    XNIG H 10 A_FaceTarget\n    XNIG I 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"WitherKnight/Melee\")\n    XNIG J 8 A_CustomComboAttack(\"CDRedAxe\", 32, 3 * random(1, 8),0,0,0)\n    Goto See\n  Pain:\n    XNIG K 3\n    XNIG K 3 A_Pain\n    Goto See\n  Death:\n    XNIG L 6\n    XNIG M 6 A_Scream\n    XNIG N 6\n    XNIG O 6 A_NoBlocking\n    XNIG PQ 6\n    XNIG R -1\n    Stop\n  Raise:\n    XNIG RPQONML 7\n\tGoto See\n  }\n}\n\nACTOR CDKnightAxe\n{\n  Radius 10\n  Height 8\n  Speed 14\n  FastSpeed 20\n  Damage 13\n  Projectile\n  -NOBLOCKMAP\n  -ACTIVATEIMPACT\n  -ACTIVATEPCROSS\n  +WINDTHRUST\n  +THRUGHOST\n  SeeSound \"WitherKnight/Attack\"\n  DeathSound \"monsters/newfireexplode\"\n  States\n  {\n  Spawn:\n    SPAX A 3 Bright\n    SPAX BC 3 Bright\n    Loop\n  Death:\n    SPAX DEF 6 Bright\n    Stop\n  }\n}\n\nActor BlueKAxe : CDKnightAxe\n{\n  Speed 18\n  FastSpeed 24\n  Damage 10\n  States\n  {\n  Spawn:\n    BLAX A 3 Bright\n    BLAX BC 3 Bright\n    Loop\n  Death:\n    BLAX DEF 6 Bright\n    Stop\n  }\n}\n\nACTOR CDRedAxe : RedAxe\n{\n  +SEEKERMISSILE\n  Speed 15\n  Damage 13\n  BloodColor \"Red\"\n  SeeSound \"WitherKnight/Attack\"\n  DeathSound \"monsters/newfireexplode\"\n  States\n  {\n  Spawn:\n     RAXE AB 5 Bright A_DripBlood\n\t RAXE A 0 A_SeekerMissile(10, 10)\n     Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/SpiritImp.txt",
        "contents": "ACTOR SpiritImp\n{\n  Health 150\n  Radius 20\n  Height 56\n  Mass 120\n  Speed 10\n  BloodType None\n  MONSTER\n  RENDERSTYLE add\n  Alpha 0.7\n  MeleeDamage 10\n  +FloorClip\n  +NoBloodDecals\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"FreezerBurn\", 0.0\n  DamageFactor \"Fire\", 0.0\n  DropItem \"LifeEssence\" 256 2\n  DropItem \"ArmorBonusMax\" 256 1\n  DropItem \"BossLifeEssence\" 128\n  DropItem \"BossArmorBonusMax\" 128\n  DropItem \"NewCell\" 100 20\n  DropItem \"Freezer Rifle\" 20 1\n  SEESOUND \"SpiritImp/Sight\"\n  DEATHSOUND \"SpiritImp/Death\"\n  ACTIVESOUND \"SpiritImp/Active\"\n  HITOBITUARY \"%o was chilled by the touch of a spirit imp\"\n  OBITUARY \"%o was chilled by a spirit imp\"\n  states\n  {\n  Spawn:\n    SPIP B 10 A_Look\n    Loop\n  See:\n    SPIP A 0 A_CustomMissile(\"OrbitSpirit\", 32, 0, 90)\n    SPIP A 0 A_CustomMissile(\"OrbitSpirit2\", 32, 0, -90)\n    SPIP AABBCCDD 3 A_Chase\n    Goto See+2\n  Melee:\n    TNT1 A 0 A_JumpIfCloser(180,\"PoltFlameShot\")\n    TNT1 A 0 A_Jump(75,\"ChillTouch\")\n  ChillTouch:\n    SPIP EFG 3 Bright A_FaceTarget\n\tSPIP HIJK 4 Bright A_FaceTarget\n\tSPIP L 1 A_MeleeAttack\n\tGoTo See+2\n  PoltFlameShot:\n    SPIP EFG 6 Bright A_FaceTarget\n\tSPIP HIJK 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"devil/scream\")\n    SPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n\tSPIP L 0 A_FaceTarget\n\tSPIP L 1 Bright A_CustomMissile(\"PoltFlameShot\", 45, 0, 0, 0, 0)\n    Goto See+2\n  Missile:\n    TNT1 A 0 A_Jump(192,\"SeekerBall1\")\n\tTNT1 A 0 A_Jump(64,\"SeekerBall2\")\n  SeekerBall1:\n    SPIP EFG 4 A_FaceTarget\n    SPIP HIJK 5 A_FaceTarget\n    SPIP L 6 A_CustomComboAttack (\"SpiritImpBall\", 32, 5, \"Imp/Melee\")\n    SPIP M 10\n    Goto See +2\n  SeekerBall2:\n    SPIP EFG 4 A_FaceTarget\n    SPIP HIJK 5 A_FaceTarget\n    SPIP L 6 A_CustomComboAttack (\"SpiritImpBall2\", 32, 5, \"Imp/Melee\")\n    SPIP M 10\n    Goto See +2\n  Pain:\n    SPIP N 3\n    SPIP N 3 A_Pain\n    Goto See +2\n  Death:\n    SPIP O 7 A_Scream\n    SPIP PQR 7\n    SPIP S 6 A_SpawnItemEx(\"SpiritImpGhost1\", 0, 0, 32, 0, 0, 0, 0, 128)\n    SPIP T 5\n    SPIP U 5 A_SpawnItem(\"SpiritImpGhost\")\n    SPIP V 5 A_NoBlocking\n    SPIP W 3 A_FadeOut(0.015)\n    Wait\n    }\n }\n\nactor SpiritImpBall\n{\n    Radius 8\n    Height 6\n    Scale 0.4\n    Speed 12\n    Damage 3\n    +SEEKERMISSILE\n    PROJECTILE\n    Renderstyle ADD\n    SeeSound \"harvester/scream\"\n    DeathSound \"imp/shotx\"\n    Decal DoomImpScorch\n    States\n    {\n    Spawn:\n    \tSIBA A  0 A_SpawnItemEx(\"SpiritImpBallTrail\", 0, 0, 0, 0, 0, 0, 0, 180)\n        SIBA AB 2 A_SeekerMissile (10,20)\n        Loop\n    Death:\n        SIBA CDEFGHIJKL 4\n        Stop\n    }\n}\n\nActor SpiritImpBall2 : SpiritImpBall\n{\n    DamageType Ice\n    Damage 12\n\tTranslation \"80:111=192:207\"\n}\n\nactor SpiritImpBallTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.5\n    +NOCLIP\n    States\n    {\n    Spawn:\n    Death:\n    \tSITR H 6\n        SITR ABCDEFG 4\n        Stop\n    }\n}\n\nactor OrbitSpirit : SpiritImpBall\n{\n     SeeSound \"\"\n     +NOCLIP\n     Scale 0.4\n     Alpha 0.1\n     Speed 3\n     MissileHeight 0\n     States\n     {\n     Spawn:\n         SIBA AABB 1\n         SIBA A 3 A_CustomMissile(\"OrbitSpirit\", 0, 0, 75)\n         Stop\n     Death:\n    \t SIBA A 2 A_FadeOut(0.015)\n         loop\n     }\n}\n\nactor OrbitSpirit2 : OrbitSpirit\n{\n     Speed 10\n     MissileHeight 0\n     States\n     {\n     Spawn:\n         SIBA AABB 1\n         SIBA A 0 A_CustomMissile(\"OrbitSpirit\", 0, 0, -75)\n         stop\n     Death:\n    \t SIBA A 2 A_FadeOut(0.015)\n         loop\n     }\n}\n\nactor SpiritImpGhost1\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.7\n    +NOCLIP\n    SeeSound \"harvester/ghost\"\n    States\n    {\n    Spawn:\n    Death:\n        SIGH A 0\n        SIGH A 0 A_PlaySound(\"harvester/ghost\")\n        SIGH ABCDEFG 4\n        Stop\n    }\n}\n\nActor SpiritImpGhost\n{\n  Radius 20\n  Height 56\n  Mass 120\n  Speed 10\n  renderstyle add\n  alpha 0.2\n  +NOTELEPORT\n  +FLOORCLIP\n  -SOLID\n  -SHOOTABLE\n  +NONSHOOTABLE\n  +LOOKALLAROUND\n  States\n  {\n  Spawn:\n    SPIP AABB 6 A_Look\n    SPIP A 0 A_FadeOut(0.005)\n    Loop\n  See:\n    SPIP AABBCCDD 3 A_VileChase\n    SPIP A 0 A_FadeOut(0.005)\n    Loop\n  Death:\n    TNT1 A 1\n    Stop\n  Heal:\n    TNT1 A 1\n    Goto Death\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/HKSuccubus.txt",
        "contents": "actor SuccubusBase\n{\n  Obituary \"A pyrosuccubus was too hot for %o.\"\n  health 500\n  radius 16\n  height 54\n  mass 200\n  speed 12\n  Scale 0.95\n  DamageFactor ice,1.5\n  DamageFactor Fire,0\n  painchance 95\n    seesound \"pyr/sight\"\n    painsound \"pyr/pain\"\n    deathsound \"pyr/death\"\n    activesound \"pyr/active\"\n\tRENDERSTYLE TRANSLUCENT\n  MONSTER\n  +NOTARGET\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  DropItem \"LifeEssence\" 75\n  DropItem \"ArmorBonusMax\" 75\n  Species \"Nobles\"\n   States\n   {\n   Spawn:\n      SUC2 B 10 Bright A_Look\n      Loop\n   See:\n       TNT1 A 0 A_ChangeFlag(\"FLOAT\",0)\n       TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n       TNT1 A 0 A_ChangeFlag(\"DROPOFF\",0)\n       SUC2 AA 3 Bright A_Chase\n       SUC2 A 0 Bright A_SpawnItemEx(\"WalkFire1\",0,0,0,1,0,0,0,128)\n       SUC2 BB 3 Bright A_Chase\n       SUC2 B 0 Bright A_SpawnItemEx(\"WalkFire1\",0,0,0,1,0,0,0,128)\n       SUC2 CC 3 Bright A_Chase\n       SUC2 C 0 Bright A_SpawnItemEx(\"WalkFire1\",0,0,0,1,0,0,0,128)\n       SUC2 DD 3 Bright A_Chase\n       SUC2 D 0 Bright A_SpawnItemEx(\"WalkFire1\",0,0,0,1,0,0,0,128)\n       SUC2 A 0 A_Jump(32,\"Grav\")\n       Loop\n    Grav:\n\t   TNT1 A 0 A_JumpIf( Z + height + 100 >= CeilingZ, \"See\")\n       TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n       TNT1 A 0 A_ChangeFlag(\"DROPOFF\",1)\n       TNT1 A 0 A_ChangeFlag(\"FLOAT\",1)\n       Goto Fly\n    Fly:\n       SUF2 AA 4 BRIGHT ThrustThingZ(0,15,0,0)\n       SUF2 AABBCCDD 2 BRIGHT\n       Goto Hover\n    Land:\n       SUF2 AA 4 BRIGHT ThrustThingZ(0,-20,0,0)\n       SUF2 A 1 BRIGHT A_CheckFloor(\"See\")\n       SUF2 AABBCCDD 2 BRIGHT\n       SUF2 A 1 BRIGHT A_CheckFloor(\"See\")\n       Goto Hover\n    Hover:\n       SUF2 AABBCCDD 2 BRIGHT A_Chase (0, \"MissileF\")\n       SUF2 A 0 BRIGHT A_Jump(64,\"Fly\")\n       SUF2 A 0 BRIGHT A_Jump(32,\"Land\")\n       Loop\n\tMissile:\n\t\tTNT1 A 0 A_Jump(85, \"TripleShot\")\n\t\tGoto QuadrupleShot\n\tQuadrupleShot:\n\t   SUC2 E 8 Bright A_FaceTarget\n       SUC2 F 8 Bright A_FaceTarget\n       SUC2 G 8 Bright A_ComboAttack\n       SUC2 E 8 Bright A_FaceTarget\n       SUC2 F 8 Bright A_FaceTarget\n       SUC2 G 0 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, 8)\n       SUC2 G 0 Bright A_ComboAttack\n       SUC2 G 8 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, -8)\n\t   SUC2 E 8 Bright\n       Goto See\n\tTripleShot:\n       SUC2 E 8 Bright A_FaceTarget\n       SUC2 F 8 Bright A_FaceTarget\n       SUC2 G 0 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, 8)\n       SUC2 G 0 Bright A_ComboAttack\n       SUC2 G 8 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, -8)\n\t   SUC2 E 8 Bright\n       Goto See\n\tMissileF:\n\t\tTNT1 A 0 A_Jump(85, \"TripleShotF\")\n\t\tGoto QuadrupleShotF\n\tQuadrupleShotF:\n\t   SUF2 E 8 Bright A_FaceTarget\n       SUF2 F 8 Bright A_FaceTarget\n       SUF2 G 8 Bright A_ComboAttack\n       SUF2 E 8 Bright A_FaceTarget\n       SUF2 F 8 Bright A_FaceTarget\n       SUF2 G 0 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, 8)\n       SUF2 G 0 Bright A_ComboAttack\n       SUF2 G 8 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, -8)\n\t   SUF2 E 8 Bright\n       Goto Hover\n\tTripleShotF:\n       SUF2 E 8 Bright A_FaceTarget\n       SUF2 F 8 Bright A_FaceTarget\n       SUF2 G 0 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, 8)\n       SUF2 G 0 Bright A_ComboAttack\n       SUF2 G 8 Bright A_Custommissile (\"SuccubusFireball\", 27, 0, -8)\n\t   SUF2 E 8 Bright\n       Goto Hover\n   Pain:\n       SUC2 L 2 Bright\n       SUC2 L 2 Bright A_Pain\n       Goto See\n   Death:\n       SUC2 M 7 Bright\n       SUC2 N 7 Bright A_Scream\n       SUC2 O 7 Bright\n       SUC2 P 7  A_NoBlocking\n       SUC2 QRST 7\n       SUC2 U -1\n       Stop\n\tRaise:\n\t\tSUC2 UTSRQ 8 Bright\n\t\tSUC2 P 0 A_PlaySoundEx(\"pyr/resurrected\", 3)\n\t\tSUC2 PONM 8 Bright\n\t\tGoto See\n \t}\n}\n\nActor HellKNSuccubus : SuccubusBase\n{\n\tObituary  \"%o was not expecting that from a Succubus\"\n\tTag \"Succubus\"\n    DamageFactor ice,1\n    DamageFactor Fire,0.8\n\t+DONTHURTSPECIES\n\t+MissileMore\n    Species \"Nobles\"\n\tStates\n\t{\n\tSpawn:\n\t    SUC1 B 10 Bright A_Look\n        Loop\n    See:\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tSUC1 AABB 3 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tSUC1 CCDD 3 Bright A_Chase\n\t\tLoop\n\tMissile:\n\t    TNT1 A 0 A_Jump(150, \"MainMissile\")\n\t\tTNT1 A 0 A_Jump(95, \"SpreadMissile\")\n\tMainMissile:\n\t    SUC1 EF 8 A_FaceTarget\n        SUC1 G 8 Bright A_Custommissile(\"KnightFastBall\", 32, 0, 0)\n        SUC1 EF 8 A_FaceTarget\n        SUC1 G 8 Bright A_Custommissile(\"KnightFastBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_Jump(70, \"SpreadMissile\")\n        Goto See\n\tSpreadMissile:\n        SUC1 E 16 Bright A_FaceTarget\n        SUC1 F 8 Bright A_FaceTarget\n        SUC1 G 1 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 25)\n        TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 15)\n\t    TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, 0)\n\t    TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, -15)\n\t    TNT1 A 0 Bright A_Custommissile (\"KnightFastBall\", 27, 0, -25)\n\t\tGoto See\n\tPain:\n        SUC1 L 2 Bright\n        SUC1 L 2 Bright A_Pain\n        Goto See\n    Death:\n       SUC1 M 7 Bright\n       SUC1 N 7 Bright A_Scream\n       SUC1 O 7 Bright\n       SUC1 P 7  A_NoBlocking\n       SUC1 QRST 7\n       SUC1 U -1\n       Stop\n    Raise:\n\t   SUC1 UTSRQ 8 Bright\n\t   SUC1 P 0 A_PlaySoundEx(\"pyr/resurrected\", 3)\n\t   SUC1 PONM 8 Bright\n\t   Goto See\n\t}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.