Raw model (for completeness)
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"terrorista-jhonson-spawner_julio_2018.pk3"
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"added": "2018-07-18 13:12:00",
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"added": "2018-07-18 13:12:00",
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"type": "PK3",
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{
"source": "pk3",
"name": "Credits.txt",
"contents": "The monsters belongs to:\nZombieMonsters.txt = 00_Zombie_00\nRapelucardMonsters.txt = Chirolita Jhonson\nSkulltagMonsters.txt = Whoelse made them\nOtherMonsters.txt = Respective credits can be found as a disclaimer at the end of each monster decorate\n\nThe mod was made by:\nIntellectual author = TerroristA\n.pk3 making = Chirolita Jhonson\nResources scavenger = TerroristA"
},
{
"source": "pk3",
"name": "actors/ZombieMonsters.txt",
"contents": "ACTOR Cryocubus\n{\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n PainChance 80\n Monster\n +MISSILEMORE\n +MISSILEEVENMORE\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"fatso/sight\"\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"%o was frozen by the Cryocubus.\"\n var int user_isfiring;\n States\n {\n Spawn:\n HIEL AB 15 A_Look\n Loop\n See:\n HIEL AABBCCDDEEFF 4 A_Chase\n Loop\n Missile:\n\tHIEL G 0 A_SetUserVar(\"user_isfiring\",0)\n HIEL G 20 A_FatRaise\n\tHIEL G 0 A_JumpIfCloser(450,\"MissileAlt\")\n\tHIEL G 0 A_JumpIf(user_isfiring == 0,1)\n\tGoto See\n\tHIEL G 0 A_CustomMissile(\"FatsoIce\",20,-28,0,1)\n HIEL H 3 Bright A_CustomMissile(\"FatsoIce\",20,28,0,1)\n\tHIEL I 3 A_FaceTarget\n\tHIEL G 0 A_CustomMissile(\"FatsoIce\",20,-24,0,1)\n HIEL H 3 Bright A_CustomMissile(\"FatsoIce\",20,24,0,1)\n\tHIEL I 3 A_FaceTarget\n\tHIEL G 0 A_CustomMissile(\"FatsoIce\",20,-24,0,1)\n HIEL H 3 Bright A_CustomMissile(\"FatsoIce\",20,24,0,1)\n\tHIEL I 3 A_SetUserVar(\"user_isfiring\",0)\n\tGoto See\n MissileAlt:\n\tHIEL G 0 A_SetUserVar(\"user_isfiring\",1)\n\tHIEL G 0 A_CustomMissile(\"LanzaHielo2\",20,-24,0,1)\n HIEL H 2 A_CustomMissile(\"LanzaHielo2\",20,24,0,1)\n HIEL H 2 A_SpidRefire\n Goto Missile+2\n Pain:\n HIEL J 3 A_SetUserVar(\"user_isfiring\",0)\n HIEL J 3 A_Pain\n Goto See\n Death:\n HIEL K 6\n HIEL L 6 A_Scream\n HIEL M 6 A_NoBlocking\n HIEL NOP 6\n HIEL P -1 A_BossDeath\n Stop\n Raise:\n HIEL R 5\n HIEL QPONMLK 5\n Goto See\n }\n}\n\nACTOR LanzaHielo2\n{\n Radius 8\n Height 8\n Damage 1\n Speed 35\n Projectile\n RenderStyle Translucent\n Alpha 0.5\n +RIPPER\n +BLOODLESSIMPACT\n +RANDOMIZE\n DamageType Ice\n SeeSound \"hielo/llama\"\n Obituary \"%o was frozen by the Cryocubus.\"\n States\n {\n Spawn:\n\tHUMO A 0\n\tHUMO ABCDEFGHIJKLMNOPQ 1\n\tStop\n Death:\n\tStop\n }\n}\nACTOR FatsoIce : FatShot\n{\n\tDamage 3\n\tSpeed 25\n\tTranslation \"168:223=192:207\", \"208:239=192:195\"\n\tRenderStyle Normal\n\tDamageType Ice\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 4 Bright\n\t\tLoop\n\tXDeath:\n\t\tMISL B 0 A_SpawnItemEx(\"FatsoIceEffect\")\n\t\tMISL B 0 A_SpawnItemEx(\"FreezeDebuff\")\n\t\tMISL B 0 A_FreezeDeathChunks\n\t\tStop\n\tDeath:\n\t\tMISL B 0 A_SpawnItemEx(\"FatsoIceEffect\")\n\t\tMISL B 0 A_FreezeDeathChunks\n\t\tMISL B 0\n\t\tStop\n\t}\n}\nACTOR FatsoIceEffect\n{\n\t+NOINTERACTION\n\tRenderStyle Normal\n\tTranslation \"168:223=192:207\", \"208:239=192:195\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL B 8 Bright\n\t\tMISL C 6\n\t\tMISL D 4\n\t\tStop\n\t}\n}\n\nActor PowerSlowSpeed : PowerSpeed\n{\npowerup.duration -1\nspeed 0.0\n}\nACTOR FreezeDebuff : PowerupGiver\n{\n\tpowerup.type SlowSpeed\n\tRenderStyle None\n\tInventory.PickupMessage \"\"\n\t+INVENTORY.QUIET\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 5\n\t\tStop\n\t}\n}\nACTOR Rclavis 17002\n{\n Health 1000\n Radius 20\n Height 56\n Mass 500\n Speed 10\n PainChance 10\n Monster\n MeleeThreshold 196\n +NOTARGET\n +MISSILEMORE\n +FLOORCLIP\n +ALWAYSFAST\n SeeSound \"skeleton/sight\"\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"%o was punched by a rclavis.\"\n States\n {\n Spawn:\n ROJO AB 10 Bright A_Look\n Loop\n See:\n ROJO AABBCCDDEEFF 2 Bright A_Chase (\"Melee\", 0, CHF_RESURRECT)\n Loop\n Melee:\n ROJO G 1 Bright A_FaceTarget\n ROJO G 6 Bright A_SkelWhoosh\n ROJO H 0 Bright A_FaceTarget\n ROJO H 2 Bright A_Recoil(-3)\n ROJO H 0 Bright A_FaceTarget\n ROJO H 2 Bright A_Recoil(-4)\n ROJO H 0 Bright A_FaceTarget\n ROJO H 2 Bright A_Recoil(-4 )\n ROJO I 6 Bright A_SkelFist\n Goto See\n\tHeal:\n ROJO \"GHI\" 10 Bright\n Goto See\n Pain:\n ROJO L 5 Bright\n ROJO L 5 Bright A_Pain\n Goto See\n Death:\n ROJO LM 7 Bright\n ROJO N 7 Bright A_Scream\n ROJO O 7 Bright A_NoBlocking\n ROJO P 7 Bright\n ROJO Q 7 Bright\n\tROJO R -1 Bright\n Stop\n Raise:\n ROJO Q 5 Bright\n ROJO PONML 5 Bright\n Goto See\n }\n}\n\nACTOR Bulltubus 16555\n{\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n PainChance 80\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"fatso/sight\"\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"$OB_FATSO\"\n States\n {\n Spawn:\n FOFO AB 15 A_Look\n Loop\n See:\n FOFO AABBCCDDEEFF 4 A_Chase\n Loop\n Missile:\n FOFO G 20 A_FatRaise\n FOFO G 4 Bright A_SPosAttack\n\tFOFO I 5 Bright A_SPosAttack\n FOFO H 4 Bright A_SPosAttack\n\tFOFO I 5 Bright A_SPosAttack\n FOFO H 1 Bright A_SpidRefire\n Goto Missile+1\n Pain:\n FOFO J 3\n FOFO J 3 A_Pain\n Goto See\n Death:\n FOFO K 6\n FOFO L 6 A_Scream\n FOFO M 6 A_NoBlocking\n FOFO NOPQRS 6\n FOFO T -1 A_BossDeath\n Stop\n Raise:\n FOFO R 5\n FOFO QPONMLK 5\n Goto See\n }\n}\nACTOR MeleeRevenant 17001\n{\n Health 300\n Radius 20\n Height 56\n Mass 500\n Speed 10\n PainChance 100\n Monster\n MeleeThreshold 196\n +MISSILEMORE\n +FLOORCLIP\n +ALWAYSFAST\n SeeSound \"skeleton/sight\"\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"$OB_UNDEADHIT\" // \"%o was punched by a revenant.\"\n States\n {\n Spawn:\n ZKEL AB 10 A_Look\n Loop\n See:\n ZKEL AABBCCDDEEFF 2 A_Chase\n Loop\n Melee:\n ZKEL G 1 A_FaceTarget\n ZKEL G 6 A_SkelWhoosh\n ZKEL H 0 A_FaceTarget\n ZKEL H 2 A_Recoil(-3)\n ZKEL H 0 A_FaceTarget\n ZKEL H 2 A_Recoil(-4)\n ZKEL H 0 A_FaceTarget\n ZKEL H 2 A_Recoil(-4 )\n ZKEL I 6 A_SkelFist\n Goto See\n Pain:\n ZKEL L 5\n ZKEL L 5 A_Pain\n Goto See\n Death:\n ZKEL LM 7\n ZKEL N 7 A_Scream\n ZKEL O 7 A_NoBlocking\n ZKEL P 7\n ZKEL Q -1\n Stop\n Raise:\n ZKEL Q 5\n ZKEL PONML 5\n Goto See\n }\n}\nACTOR Zyberdemon 17000\n{\n Health 4000\n Radius 40\n Height 110\n Mass 1000\n Speed 16\n PainChance 20\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n SeeSound \"cyber/sight\"\n PainSound \"cyber/pain\"\n DeathSound \"cyber/death\"\n ActiveSound \"cyber/active\"\n Obituary \"$OB_CYBORG\"\n States\n {\n Spawn:\n ZYBR AB 10 A_Look\n Loop\n See:\n ZYBR A 3 A_Hoof\n ZYBR ABBCC 3 A_Chase\n ZYBR D 3 A_Metal\n ZYBR D 3 A_Chase\n Loop\n Missile:\n ZYBR E 6 A_FaceTarget\n ZYBR E 4 Bright A_SPosAttack\n\tZYBR Z 5 Bright A_SPosAttack\n ZYBR F 4 Bright A_SPosAttack\n\tZYBR Z 5 Bright A_SPosAttack\n ZYBR F 1 Bright A_SpidRefire\n Goto Missile+1\n Pain:\n ZYBR G 10 A_Pain\n Goto See\n Death:\n ZYBR H 10\n ZYBR I 10 A_Scream\n ZYBR JKL 10\n ZYBR M 10 A_NoBlocking\n ZYBR NO 10\n ZYBR P 30\n ZYBR P -1 A_BossDeath\n Stop\n }\n}\n//Credits of all these monsters\n//Submitted: 00_Zombie_00\n//Decorate: 00_Zombie_00\n//GLDEFs: N/A\n//Sounds: id Software\n//Sprites: id Software"
},
{
"source": "pk3",
"name": "actors/Spawners.txt",
"contents": "Actor Revenan : Revenant\n{\n}\nActor Lossoul : LostSoul\n{\n}\nActor Faso : Fatso\n{\n}\nActor SnowWolfy : WolfensteinSS\n{\n}\nActor Archvil : Archvile\n{\n}\nActor Ciberdemo : Cyberdemon\n{\n}\nActor Arachnia : Arachnotron\n{\n}\nActor Varonohel : BaronOfHell\n{\n}\nActor Jelnaight : HellKnight\n{\n}\nActor Zombiman : ZombieMan\n{\n}\nActor Chaingunia : Chaingunguy\n{\n}\nActor Panlemental : Painelemental\n{\n}\nActor Shogungu : Shotgunguy\n{\n}\nActor Matermin : SpiderMasterMind\n{\n}\nActor Pinka : Demon\n{\n}\nActor Caconio : Cacodemon\n{\n}\nActor Imputado : Doomimp\n{\n}\nactor WolfSpawn : RandomSpawner replaces WolfensteinSS\n{\nDropitem \"BolivarSS\",256,2\nDropItem \"SnowWolfy\",256,8\n}\nActor Impawner : Randomspawner replaces Doomimp\n{\nDropitem \"STDarkImp\",256,24\nDropitem \"Imputado\",256,75\nDropItem \"WolfMutant\",256,4\nDropitem \"DankImp\",256,32\n}\nActor Cacwner : Randomspawner replaces Cacodemon\n{\nDropItem \"CacolanternClone\",256,5\nDropItem \"EnhancedCacodemon\",256,5\nDropItem \"Caconio\",256,38\nDropItem \"FakeHitler\",256,2\nDropItem \"Cagodemon\",256,5\n}\nActor Demowner : RandomSpawner replaces Demon\n{\n//DropItem \"Bloodfiend\",256,2\nDropItem \"Pinka\",256,70\nDropitem \"XenoDemon\",256,7\nDropItem \"BloodDemonClone\",256,9\nDropItem \"WolfDog\",256,2\n}\nActor Masterspwaner : randomspawner replaces SpiderMasterMind\n{\nDropitem \"Demolisher\",256,2\nDropItem \"Matermin\",256,6\nDropItem \"MechaHitler\",256,1\nDropItem \"SpaiderMapstermind\",256,3\n}\nActor Shoguspanwer : randomspawner replaces Shotgunguy\n{\nDropitem \"shogungu\",256,60\n//Dropitem \"FemalePlasma\",256,1\nDropItem \"FemaleRail\",256,9\nDropItem \"SuperShotgunGuy\",256,9\nDropItem \"WolfOfficer\",256,2\nDropItem \"Laserguy\", 256,9\n}\nActor Painspawn : randomspawner replaces painelemental\n{\nDropitem \"Panlemental\",256,40\nDropitem \"Defiler\",256,6\nDropitem \"PlasmaElemental\",256,8\nDropItem \"AngelOfDeath\",256,1\nDropItem \"Pooelemental\",256,15\n}\nActor Hellpawn : Randomspawner replaces HellKnight\n{\nDropitem \"Afrit\",256,7\nDropitem \"Jelnaight\",256,18\nDropItem \"GrosseBros\",256,1\nDropItem \"Caballodelinfiernin\",256,4\n}\nActor Chainer : RandomSpawner replaces Chaingunguy\n{\nDropItem \"Chaingunguy2\",256,8\nDropitem \"Chaingunia\",256,70\nDropItem \"Minigunner\",256,7\nDropItem \"WolfSS\",256,1\nDropItem \"Chasingunner\",256,8\n//Dropitem \"GreyCultist\",256,1\n}\nActor Zombiner : Randomspawner replaces ZombieMan\n{\nDropItem \"Zombiman\",256,70\nDropItem \"ChainsawZombie\",256,9\nDropItem \"PlasmaZombie\",256,9\nDropItem \"WolfGuard\",256,2\nDropItem \"FireZombie\",256,9\n}\nActor Bawner : RandomSpawner replaces BaronOfHell\n{\nDropItem \"BruiserDemon\",256,4\nDropItem \"Varonohel\",256,40\nDropItem \"BelphegorClone\",256,4\nDropItem \"GrosseBros\",256,1\nDropItem \"BaronThor\",256,4\n}\nActor Arachnospaw : Randomspawner replaces Arachnotron\n{\nDropitem \"Arachnia\",256,30\nDropItem \"CgunSpider\",256,4\nDropItem \"RailArachnotron\",256,4\nDropItem \"BarnacleWilhelm\",256,1\nDropItem \"TransGrosse\",256,1\nDropItem \"Nidodearanas\",256,3\n}\n\nActor Revospawn : RandomSpawner replaces Revenant\n{\nDropitem \"Revenan\",256,32\nDropItem \"MeleeRevenant\",256,5\nDropitem \"BeamRevenant\",256,5\nDropItem \"OttoGiftmacher\",256,1\nDropItem \"Ubermutant\",256,1\nDropItem \"GrapplingSkeleton\",5\n}\nActor Lostapawn : RandomSpawner replaces LostSoul\n{\nDropItem \"Lossoul\",256,15\nDropItem \"FoundSoul\",256,15\nDropItem \"TiranicSoul\",256,10\nDropItem \"BolivarSoul\",256,10\nDropItem \"AllahuSoul\",256,1\n}\nActor Fatwner : Randomspawner replaces Fatso\n{\nDropItem \"Faso\",256,30\nDropItem \"Cryocubus\",256,3\nDropItem \"Bulltubus\",256,3\nDropItem \"HectebusClone\",256,3\nDropItem \"GeneralFettgesicht\",256,1\nDropItem \"ScaredMancubus\",256,3\n}\nActor Achupaw : Randomspawner replaces Archvile\n{\nDropitem \"Archvil\",256,35\nDropItem \"Rclavis\",256,5\nDropItem \"Diabolist\",256,5\nDropItem \"DoctorSchabbs\",256,1\nDropItem \"Frostivail\",256,5\n}\nActor Ciberspawn : RandomSpawner replaces Cyberdemon\n{\nDropItem \"Ciberdemo\",256,5\nDropItem \"Zyberdemon\",256,3\nDropItem \"WDeathKnight\",256,1\n//DropItem \"Cardinal\",256,1\n}\nActor GrosseBros : RandomSpawner replaces Cyberdemon\n{\nDropItem \"GretelGrosse\",256,1\nDropItem \"HansGrosse\",256,1\n}\n//Every green line is an idea we got to take down\n//Enemies like Cardinal still in the mod, but they aren't used for now"
},
{
"source": "pk3",
"name": "actors/OtherMonsters.txt",
"contents": "actor CGunSpider 12456\n{\n obituary \"%o was filled full of lead by an Arachnotron.\"\n health 450\n radius 64\n height 64\n mass 600\n speed 12\n painchance 128\n seesound \"CGunSpider/Sight\"\n painsound \"baby/pain\"\n deathsound \"CGunSpider/Death\"\n activesound \"baby/active\"\n attacksound \"CGunSpider/Attack\"\n dropitem \"ClipBox\" 64\n decal \"bulletchip\"\n MONSTER\n +FLOORCLIP\n states\n {\n Spawn:\n CSPI AB 10 A_Look\n loop\n See:\n CSPI A 20\n CSPI A 3 A_BabyMetal\n CSPI ABBCC 3 A_Chase\n CSPI D 3 A_BabyMetal\n CSPI DEEFF 3 A_Chase\n goto See+1\n Missile:\n CSPI A 20 bright A_FaceTarget\n CSPI G 4 bright A_CPosAttack\n CSPI G 0 bright A_CPosAttack\n CSPI H 4 bright\n CSPI H 1 bright A_SpidRefire\n goto Missile+1\n Pain:\n CSPI I 3\n CSPI I 3 A_Pain\n goto See+1\n Death:\n CSPI J 20 A_Scream\n CSPI K 7 A_NoBlocking\n CSPI LMNO 7\n CSPI P -1 A_BossDeath\n stop\n Raise:\n CSPI PONMLKJ 5\n goto See+1\n }\n}\n//ChaingunArachnotron Credits:\n//Decorate: Captain Toenail\n//Sounds: Croteam\n//GLDefs: Sandypaper (Brightmaps)\n//Sprites: Id software\n//Sprite edit: Captain Toenail\n//Idea base: Arachnids from Serious Sam\n\nACTOR RailArachnotron 3125\n{\n\t//$Category \"ZDoom Monster pack\"\n\tHealth 500\n\tRadius 64\n\tHeight 64\n\tMass 600\n\tSpeed 12\n\tPainChance 192\n\tDamage 30\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"baby/sight\"\n\tPainSound \"baby/pain\"\n\tDeathSound \"baby/death\"\n\tActiveSound \"baby/active\"\n\tObituary \"%o was railed by an arachnotron.\"\n\tDecal RedRailScorch\n\tStates\n\t{\n\tSpawn:\n\t\tRSPI AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tRSPI A 20\n\t\tRSPI A 3 A_BabyMetal\n\t\tRSPI ABBCC 3 A_Chase\n\t\tRSPI D 3 A_BabyMetal\n\t\tRSPI DEEFF 3 A_Chase\n\t\tGoto See+1\n\tMissile:\n\t\tRSPI A 0 A_PlaySound (\"baby/chargerailgun\")\n\t\tRSPI A 16 A_FaceTarget\n\t\tRSPI G 16 A_FaceTarget\n\t\tRSPI H 4 A_CustomRailgun (30, 0, AA0000, FF0000, 0, 1)\n\t\tRSPI G 8\n\t\tGoto See+1\n\tPain:\n\t\tRSPI I 3\n\t\tRSPI I 3 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tRSPI J 20 A_Scream\n\t\tRSPI K 7 A_Fall\n\t\tRSPI LMNO 7\n\t\tRSPI P -1\n\t\tStop\n Raise:\n\t\tRSPI P 5\n\t\tRSPI ONMLKJ 5\n\t\tGoto See+1\n\t}\n}\n//I have no idea where this one is from... but thanks to it's creator\nActor Diabloist : Archvile 30112\n{\n Obituary \"%o got was set ablaze by a Diabloist.\"\n Health 1400\n Radius 20\n Height 56\n Mass 500\n Speed 15\n PainChance 10\n BloodColor \"08 08 08\"\n Monster\n +FireResist\n +FloorClip\n +NoTarget\n +NoRadiusDmg\n +MissileMore\n +Boss\n +DontHurtSpecies\n SeeSound \"Monster/diasit\"\n PainSound \"Monster/diapai\"\n DeathSound \"Monster/diadth\"\n ActiveSound \"Monster/diaact\"\n States\n {\n Spawn:\n DIAB AB 10 A_Look\n Loop\n See:\n DIAB AABBCCDDEEFF 2 A_Chase\n Loop\n Missile:\n DIAB G 0 Bright A_Jump(128, \"Missile2\")\n DIAB G 0 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 A_CustomMissile(\"DFire\", 32, 0, 0)\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB G 3 Bright A_FaceTarget\n DIAB H 3 Bright A_FaceTarget\n DIAB I 3 Bright A_FaceTarget\n DIAB G 0 Bright A_Jump(128, \"Missile3\")\n Goto See\n Missile2:\n DIAB N 5 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB P 0 Bright A_FaceTarget\n DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB N 0 Bright A_FaceTarget\n DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n DIAB O 0 Bright A_FaceTarget\n DIAB P 5 Bright\n DIAB P 0 Bright A_Jump(64, \"Missile3\")\n DIAB P 0 Bright A_Jump(128, \"Missile4\")\n Goto See\n Missile3:\n DIAB GHIJKLM 5 Bright A_FaceTarget\n DIAB N 5 Bright A_FaceTarget\n DIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n DIAB O 4 Bright A_CustomMissile (\"DMissile\",32,0,0)\n DIAB P 5 Bright\n DIAB P 0 Bright A_Jump (128,1)\n Goto See\n Missile4:\n DIA2 A 8 Bright A_FaceTarget\n DIA2 B 8 Bright A_FaceTarget\n DIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n DIA2 C 8 Bright A_CustomMissile (\"DTracer\",0,40,0)\n Goto See\n Pain:\n DIAB Q 5\n DIAB Q 5 A_Pain\n Goto See\n Death:\n DIAB Q 7\n DIAB R 7 A_Scream\n DIAB S 7 A_NoBlocking\n DIAB TUVW 7\n DIAB XY 5\n DIAB Z -1\n Stop\n }\n}\n\nActor DFire\n{\n Obituary \"%o got was set ablaze by a Diabloist.\"\n Radius 0\n Height 1\n Speed 0\n RenderStyle Add\n DamageType Fire\n ALPHA 1.00\n +NoGravity\n +SeekerMissile\n +NoTarget\n +NoDamageThrust\n States\n {\n Spawn:\n HLFR A 2 Bright A_StartFire\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR A 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR C 2 Bright A_FireCrackle\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR C 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR B 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR C 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR C 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR C 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR E 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR E 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(5, 32)\n HLFR D 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR E 2 Bright A_FireCrackle\n TNT1 A 0 Bright A_Explode(4, 32)\n HLFR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(3, 32)\n HLFR E 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(3, 32)\n HLFR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(3, 32)\n HLFR E 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(2, 32)\n HLFR F 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(2, 32)\n HLFR G 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(2, 32)\n HLFR H 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(1, 32)\n HLFR G 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(1, 32)\n HLFR H 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(1, 32)\n HLFR G 2 Bright A_Fire\n TNT1 A 0 Bright A_Explode(1, 32)\n HLFR H 2 Bright A_Fire\n Stop\n }\n}\n\nACTOR DFlare\n{\n Radius 5\n Height 5\n Speed 25\n Damage 4\n SpawnID 252\n RenderStyle Add\n DamageType Fire\n Alpha 0.85\n Projectile\n +ThruGhost\n Obituary \"%o got was set ablaze by a Diabloist.\"\n Seesound \"weapons/firmfi\"\n DeathSound \"weapons/firex4\"\n States\n {\n Spawn:\n VBAL AB 3 Bright A_SpawnItemEx(\"MFlareFX\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n CBAL CDEFG 3 Bright\n Stop\n }\n}\n\nActor DMissile : CFlameMissile\n{\n +ThruGhost\n}\n\nActor DTracer\n{\n Radius 5\n Height 5\n Speed 15\n ReactionTime 175\n Damage 10\n DamageType Fire\n RenderStyle Add\n Alpha 0.67\n Projectile\n +SeekerMissile\n +FloorHugger\n +ThruGhost\n -NoGravity\n Obituary \"%o got was set ablaze by a Diabloist.\"\n Seesound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n TNT1 A 1 Bright A_SeekerMissile(10, 15)\n TNT1 A 0 Bright A_Countdown\n TNT1 A 0 Bright A_SpawnItemEx(\"DTracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n FTRA K 4 Bright\n FTRA L 4 Bright A_Explode(64, 64)\n FTRA MNO 3 Bright\n Stop\n }\n}\n\nActor MFlareFX\n{\n Radius 0\n Height 1\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n FDFX ABCDEF 4 Bright\n Stop\n }\n}\n\nActor DTracerPuff\n{\n Radius 1\n Height 1\n Speed 0\n RenderStyle Add\n DamageType Fire\n Alpha 0.67\n Projectile\n +FloorHugger\n -NoGravity\n States\n {\n Spawn:\n FTRA ABCDEFGHIJ 3 Bright A_Explode(4, 8)\n stop\n }\n}\n\nActor DMissileTrail : CFlameFloor\n{\n +ThruGhost\n}\n\nActor DMissileCircle : CircleFlame\n{\n +ThruGhost\n}\n//Credits of Diabolist\n//Submitted: Tormentor667\n//Decorate: Eriance\n//GLDEFs: Ghastly Dragon, Sandypaper (Brightmaps)\n//Sounds: Id Software, Raven Software, Rogue Entertainment, Eriance\n//Sprites: Id Software, Raven Software\n//Sprite Edit: Eriance\n//Idea Base: Doom 2 Arch-Vile\n\nActor BruiserDemon 3333\n{\n //$Category Monsters\n Health 1500\n Radius 24\n Height 64\n Mass 2000\n Speed 8\n PainChance 15\n Monster\n +Boss\n +FloorClip\n +LookAllAround\n +MissileEvenMore\n +NoRadiusDmg\n MissileType BruiserBall\n SeeSound \"superbaron/scream\"\n PainSound \"superbaron/pain\"\n DeathSound \"superbaron/death\"\n ActiveSound \"superbaron/act\"\n MeleeSound \"baron/melee\"\n Obituary \"%o was slaughtered by a Bruiserdemon.\"\n HitObituary \"%o was cremated by a Bruiserdemon.\"\n MeleeDamage 20\n Scale 1.25\n States\n {\n Spawn:\n BRUS AB 10 Bright A_Look\n Loop\n See:\n BRUS AABBCCDD 3 Bright A_Chase\n Loop\n Melee:\n BRUS E 6 Bright A_FaceTarget\n BRUS F 6 Bright A_FaceTarget\n BRUS G 6 Bright A_ComboAttack\n Goto See\n Missile:\n BRUS E 0 Bright A_Jump(144, 8)\n BRUS EF 6 Bright A_FaceTarget\n BRUS G 6 Bright A_MissileAttack\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS HI 6 Bright A_FaceTarget\n BRUS J 6 Bright A_MissileAttack\n Goto See\n BRUS E 0 Bright A_Jump(96, 20)\n BRUS E 6 Bright A_FaceTarget\n BRUS F 4 Bright A_FaceTarget\n BRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS G 0 Bright A_Jump(96, 1)\n Goto See\n BRUS H 6 Bright A_FaceTarget\n BRUS I 4 Bright A_FaceTarget\n BRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n Goto See\n BRUS KL 6 Bright A_FaceTarget\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n Goto See\n Pain:\n BRUS N 5 Bright A_Pain\n Goto See\n Death:\n BRUD A 6 Bright A_Scream\n BRUD BCD 4 Bright\n BRUD EFG 4 Bright\n BRUD H 4 Bright A_Fall\n BRUD IJKLMNOP 4 Bright\n BRUD QRSTUV 4\n BRUD W -1\n Stop\n }\n}\n\nActor BruiserBall\n{\n Radius 16\n Height 16\n Speed 18\n Damage 16\n Projectile\n +Randomize\n RenderStyle \"ADD\"\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal Scorch\n States\n {\n Spawn:\n BRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n BRBA KLMNOPQRSTUVWX 3 Bright\n Stop\n }\n}\n\nActor BruiserBall2\n{\n Radius 8\n Height 8\n Speed 10\n Damage 8\n Projectile\n +Randomize\n RenderStyle Add\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal BaronScorch\n States\n {\n Spawn:\n BRB2 AB 6 Bright\n Loop\n Death:\n BRB2 CDEFGHI 3 Bright\n Stop\n }\n}\n\nActor BruiserFireSpawner\n{\n Radius 8\n Height 8\n Speed 12\n Damage 0\n +Ripper\n +FloorHugger\n +BloodlessImpact\n Projectile\n MissileType BruiserFire\n Missileheight 0\n States\n {\n Spawn:\n TNT1 A 3 Bright A_MissileAttack\n TNT1 A 3\n TNT1 A 3\n Loop\n Death:\n TNT1 A 6\n Stop\n }\n}\n\nActor BruiserBallTrail\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.70\n +NoClip\n States\n {\n Spawn:\n BRBA CDEFGHIJ 4 Bright\n Stop\n }\n}\n\nActor BruiserFire\n{\n Radius 1\n Height 1\n Speed 0\n Damage 20\n Projectile\n RenderStyle Add\n Alpha 0.9\n +NoClip\n +FloorHugger\n SeeSound \"weapons/rocklx\"\n States\n {\n Spawn:\n XXBF AB 3 Bright\n XXBF C 3 Bright A_Explode(48,128,0)\n XXBF DEFGHIJKLMNOPQRST 3 Bright\n Stop\n }\n}\n\n//BruiserDemon crds\n//Submitted: Tormentor667\n//Decorate: Vader\n//GLDEFs: Ghastly Dragon, Keksdose, Sandypaper (Brightmaps)\n//Sounds: Id Software, Blizzard\n//Sprites: Id Software\n//Sprite Edit: Vader\n\nActor ChaingunGuy2 30124\n{\n Obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n Health 100\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 150\n SeeSound \"chainguy/sight\"\n AttackSound \"chainguy/attack\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n DropItem \"Chaingun\" 256\n Monster\n +FloorClip\n States\n {\n Spawn:\n DPOS AB 10 A_Look\n Loop\n See:\n DPOS AABBCCDD 3 A_Chase\n Loop\n Missile:\n DPOS E 10 A_FaceTarget\n DPOS F 0 Bright A_CPosAttack\n DPOS F 4 Bright A_CPosAttack\n DPOS E 0 Bright A_CPosAttack\n DPOS E 4 Bright A_CPosAttack\n DPOS F 1 A_CPosRefire\n Goto Missile+1\n Pain:\n DPOS G 3\n DPOS G 3 A_Pain\n Goto See\n Death:\n DPOS H 5\n DPOS I 5 A_Scream\n DPOS J 5 A_NoBlocking\n DPOS KLM 5\n DPOS N -1\n Stop\n XDeath:\n DPOS O 5\n DPOS P 5 A_XScream\n DPOS Q 5 A_NoBlocking\n DPOS RS 5\n DPOS T -1\n Stop\n Raise:\n DPOS NMLKJIH 5\n Goto See\n }\n}\n\n//Doublechaingunner\n//Decorate: Eriance\n//GLDefs: Ghastly Dragon, Sandypaper (Brightmaps)\n//Sounds: Midway\n//Sprites: Id Software, Eriance\n//Sprite Edit: Eriance\n//Base Idea: Doom 2 Chaingunner\n\nACTOR Minigunner\n{\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"gunrt/active\"\n\tAttackSound \"minigunner/fire\"\n\tDropItem \"Minigun\" //Skulltag\n\tDropItem \"Clip\"\n\tObituary \"%o was shredded by a minigun zombie.\"\n\tHealth 70\n\tSpeed 8\n\tPainChance 170\n\t+FLOORCLIP\n\tMass 100\n\tRadius 20\n\tHeight 56\n\tMonster\n\tStates\n\t{\n\t\tSpawn:\n\t\tMINZ AB 10 A_Look\n\t\tloop\n\t\tSee:\n\t\tMINZ AABBCCDD 3 A_Chase\n\t\tloop\n\t\tMissile:\n\t\tMINZ E 10 A_FaceTarget\n\t\tMINZ FE 2 Bright A_CustomBulletAttack(30, 0, 1, random(1,4)*3, \"BulletPuff\", 0, CBAF_NORANDOM)\n\t\tMINZ E 0 A_CPosRefire\n\t\tGoto Missile+1\n\t\tPain:\n\t\tMINZ G 3\n\t\tMINZ G 3 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\tMINZ H 6\n\t\tMINZ I 6 A_Scream\n\t\tMINZ J 6 A_Fall\n\t\tMINZ KLM 6\n\t\tMINZ N -1\n\t\tStop\n\t\tXDeath:\n\t\tMINZ O 4\n\t\tMINZ P 4 A_XScream\n\t\tMINZ Q 4 A_Fall\n\t\tMINZ RSTUV 4\n\t\tMINZ W -1\n\t\tStop\n\t\tRaise:\n\t\tMINZ NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\n//Submitted: TheMightyHeracross\n//Decorate: TheMightyHeracross\n//GLDefs: Graf Zhal (lights.pk3)\n//Sounds: Skulltag\n//Sprites: id Software, Skulltag\n//Sprite Edit: ItsNatureToDie\n//Idea Base: Minigunner's avatar, David G's sprites, lack of a minigunner on the Beastiary\nACTOR Cardinal 3120\n{\n Health 4500\n Speed 6\n Radius 24\n Height 112\n PainChance 50\n Mass 700\n Meleedamage 10\n SeeSound \"cyber/sight\"\n PainSound \"brain/pain\"\n DeathSound \"cyber/death\"\n Missiletype \"Cardinal_Rocket\"\n MissileHeight 72\n MONSTER\n +NORADIUSDMG\n +NOGRAVITY\n +FLOATBOB\n +FLOAT\n bloodcolor green\n Obituary \"%o was blessed by the dark cardinal.\"\n States\n {\n Spawn:\n CARD AB 4 Bright A_Look\n Loop\n See:\n CARD AABBAABBAABB 2 Bright A_Chase\n loop\n Missile:\n CARD A 0 A_jump(10,6)\n CARD A 0 A_jump(100,7)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"pain_gernade\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n Goto See\n Pain:\n CARD A 4 Bright\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,0,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,20,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,40,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,60,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,80,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,100,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,120,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,140,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,160,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,180,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,200,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,220,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,240,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,260,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,280,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,300,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,340,2,0)\n Goto See\n Death:\n CARD E 8 Bright\n CARD F 8 Bright A_Scream\n CARD G 8 Bright A_NoBlocking\n CARD H 8 Bright\n CARD I 8 Bright A_Explode\n CARD J 8 Bright\n CARD K 8 Bright\n CARD L 8 Bright\n Stop\n }\n}\n//====================\nACTOR Cardinal_Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 24\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tStates\n\t{\n\tSpawn:\n\t\tCROC AB 4 Bright\n\t\tLoop\n\tDeath:\n\t\tCROC C 8 Bright A_Explode\n\t\tCROC D 6 Bright\n\t\tCROC E 4 Bright\n\t\tStop\n\t}\n}\n//====================\nACTOR pain_gernade\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+DoomBounce\n\t-NoGravity\n\tscale .25\n\ttranslation \"168 : 191 = 112 : 127\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"caco/death\"\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 2 Bright A_CustomMissile(\"faintGhost1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tHEAD GHIJ 8\n\t\tHEAD k 8 A_SpawnItem(\"Fire\", 0, 0)\n\t\tHEAD L -1\n\t\tStop\n\t}\n}\n//====================\nACTOR Fire\n{\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderStyle Add\n Alpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCD 6 Bright\n\t\tFIRE E 6 Bright A_SpawnItem(\"paingasm\", 0, 0)\n\t\tFIRE FGH 6 Bright\n\t\tStop\n\t}\n}\n//====================\nactor paingasm 10004\n{\n\tGame Doom\n\tSpawnID 19\n\tHealth 500\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 25\n\tPainChance 128\n\tMonster\n\tbloodcolor blue\n\t+FLOAT +NOGRAVITY\n\tAttackSound \"imp/melee\"\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"you were removed from life by a paingasm\"\n\tHitObituary \"your face got tore off by a paingasm\"\n\ttranslation \"168:191=112:127\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHEAD A 3 A_Chase\n\t\tHEAD A 0 A_CustomMissile(\"faintGhost2\", 0, 0, 0)\n\t\tLoop\n\tMissile:\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_CustomMissile(\"painball\", 24, 0, 0)\n\t\tGoto See\n\tMelee:\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 A_FaceTarget\n\t\tHEAD C 4 A_SargAttack\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD a 4 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD I 8\n\t\tHEAD J 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n//====================\nACTOR faintGhost1\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\ttranslation \"168 : 191 = 112 : 127\"\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tPROJECTILE\n\tscale .25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost2 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost3 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tCARD AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR painball : BaronBall\n{\ntranslation \"112 : 127 = 192 : 207\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL7 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL7 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n//====================\nactor DeathBall : BaronBall\n{\n Damage 1\n +SEEKERMISSILE\n scale .8\n States\n {\n Spawn:\n BAL7 A 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n BAL7 B 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n Loop\n Death:\n BAL7 CDE 6 BRIGHT\n Stop\n }\n}\n//====================\nACTOR BallTail : faintGhost1\n{\n\tscale .6\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t BAL7 AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR CardinalPlasma\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 16\n\tProjectile\n\t+FLOATBOB\n\tSeeSound \"imp/attack\"\n\tDeathSound \"\"\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t CRTA J 1 Bright A_SpawnItem(\"plasmaTail\", 0, 0)\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA J 2 A_fadeout(0.05)\n\t\tStop\n\t}\n}\n//====================\nACTOR plasmaTail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\t+FLOATBOB\n\tPROJECTILE\n\tscale .25\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)\n\tloop\n\t}\n}\n\n// based on the Afrit by Nanami\n// base sprites by Jimmy91 and Nanami\n// decorate and sprite edit by zarrion the insect\n//=================================================\nActor Afrit\n{\n Health 800\n Speed 6\n Radius 24\n Height 72\n PainChance 50\n Mass 500\n SeeSound \"Baron/Sight\"\n PainSound \"Baron/Pain\"\n DeathSound \"Baron/Death\"\n ActiveSound \"Baron/Active\"\n Monster\n +NoGravity\n +NoBlood\n +Float\n +DontHurtSpecies\n Obituary \"%o was scorched by an Afrit\"\n HitObituary \"%o found the Afrit too hot to handle.\"\n Damagefactor \"HellFire\", 0.0\n States\n {\n Spawn:\n FRIT A 0\n FRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\n FRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\n FRIT AABB 4 Bright A_Look\n Goto Spawn+3\n Idle:\n FRIT ABCD 4 Bright A_Look\n Loop\n See:\n FRIT AABBCCDD 2 Bright A_Chase\n Loop\n Melee:\n TNT1 A 0 A_Jump(64, \"Melee2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Melee2:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"HellFire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Missile:\n TNT1 A 0 A_Jump(64, \"Missile3\")\n TNT1 A 0 A_Jump(128, \"Missile2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Missile2:\n FRIT EF 6 Bright A_FaceTarget\n FRIT G 6 Bright A_CustomMissile(\"Comet\", 44)\n Goto See\n Missile3:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"Hellfire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Pain:\n FRIT H 4 Bright\n FRIT H 4 Bright A_Pain\n Goto See\n Death:\n TNT1 A 0 A_NoGravity\n FRIT I 6 Bright A_Scream\n FRIT J 5 Bright A_NoBlocking\n FRIT KLMNOPQR 4 Bright\n Stop\n }\n}\n\nActor AfritBall\n{\n Radius 6\n Height 8\n Speed 15\n Damage 8\n Projectile\n RenderStyle Add\n Alpha 0.8\n SeeSound \"Imp/Attack\"\n DeathSound \"Imp/ShotX\"\n Decal BaronScorch\n States\n {\n Spawn:\n FRTM AB 5 Bright\n Loop\n Death:\n FRTM CDE 6 Bright\n Stop\n }\n}\n\nActor Comet\n{\n Radius 6\n Height 8\n Speed 10\n Damage 5\n SpawnID 250\n Scale 0.55\n Projectile\n SeeSound \"Afrit/CometFire\"\n DeathSound \"Afrit/CometHit\"\n Decal Scorch\n States\n {\n Spawn:\n COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n COMT E 3 Bright A_Explode(80, 80, 0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor CometTail\n{\n Projectile\n +NoClip\n RenderStyle Add\n Alpha 0.4\n States\n {\n Spawn:\n FRTB ABCDEFGHI 1 Bright\n Stop\n }\n}\n\nActor CometDeathGlow : CometTail\n{\n Scale 2.0\n Alpha 0.6\n States\n {\n Spawn:\n FRTB ABCDEFGHI 3 Bright\n Stop\n }\n}\n\nActor CometDeath\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.7\n States\n {\n Spawn:\n COMT FGHI 3 Bright\n Stop\n }\n}\n\nActor OrbitComet : Comet\n{\n SeeSound \"\"\n +NoClip\n Scale 0.28\n Speed 5\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitComet2 : OrbitComet\n{\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitCometTail : CometTail\n{\n Scale 0.5\n}\n\nActor HellFire\n{\n +NoBlockMap\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\n TNT1 A 10 Bright A_PlaySound(\"Afrit/Hellfire\")\n Stop\n }\n}\n\nActor HellFire1\n{\n +Ripper\n +NoExplodeFloor\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n Speed 2\n States\n {\n Spawn:\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n Stop\n }\n}\n\nActor HellFire2\n{\n +Ripper\n +NoExplodeFloor\n +BloodlessImpact\n +DropOff\n +Randomize\n Scale 1.5\n Speed 1\n RenderStyle Add\n Alpha 0.67\n Damagetype \"HellFire\"\n Obituary \"%o was scorched by an Afrit\"\n States\n {\n Spawn:\n TNT1 A 8\n FRTF A 3 Bright\n FRTF BC 3 Bright A_Explode(3, 64)\n TNT1 A 0 A_Explode(3, 64)\n TNT1 A 0 A_Jump(191, 4)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\n FRTF DEFGHIJKLMNO 3 Bright\n Stop\n }\n}\n//Submitted: Tormentor667\n//Decorate: Nanami, Ghastly_dragon\n//GLDEFs: Keksdose, Herculine (Brightmaps)\n//Sounds: Id Software\n//Sprites: Id Software\n//Sprite Edit: Espi, Ebola\n//=============================\nActor Cybruiser : BaronOfHell 30128\n{\n Health 2000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n Monster\n MeleeDamage 10\n Obituary \"%o was blown away by a Cybruiser.\"\n HitObituary \"%o was smashed by a Cybruiser.\"\n +FloorClip\n +MissileMore\n +Boss\n +DontHurtSpecies\n SeeSound \"monster/brusit\"\n PainSound \"baron/pain\"\n DeathSound \"monster/brudth\"\n MeleeSound \"baron/melee\"\n States\n {\n Spawn:\n BR3S AB 10 A_Look\n Loop\n See:\n BR3S A 1 A_Playsound(\"monster/bruwlk\")\n BR3S A 2 A_Chase\n BR3S A 3 A_Chase\n BR3S BB 3 A_Chase\n BR3S C 1 A_Playsound(\"monster/bruwlk\")\n BR3S C 2 A_Chase\n BR3S C 3 A_Chase\n BR3S DD 3 A_Chase\n Loop\n Missile:\n BR3S E 8 A_FaceTarget\n BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n BR3S E 12 A_FaceTarget\n BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n BR3S E 12 A_FaceTarget\n BR3S F 12 Bright A_CustomMissile(\"BruiserMissile\",38,15,0,0)\n Goto See\n Melee:\n BR3S GH 8 A_FaceTarget\n BR3S I 8 A_MeleeAttack\n Goto See\n Pain:\n BR3S J 2\n BR3S J 2 A_Pain\n Goto See\n Death:\n BR3S K 6 Bright A_Scream\n BR3S LMN 6 Bright\n BR3S O 6 Bright A_NoBlocking\n BR3S QR 6 Bright\n BR3S S 6\n BR3S T -1 A_BossDeath\n Stop\n }\n}\n\nActor BruiserMissile\n{\n Radius 8\n Height 12\n Speed 20\n Damage 10\n Scale 1.0\n SpawnID 251\n Projectile\n RenderStyle Normal\n +ThruGhost\n SeeSound \"monster/brufir\"\n DeathSound \"weapons/hellex\"\n DontHurtShooter\n +FireDamage\n Decal Scorch\n States\n {\n Spawn:\n FBRS A 1 Bright\n FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n BAL3 C 0 Bright A_SetTranslucent(0.67,1)\n BAL3 C 6 Bright\n BAL3 D 6 Bright A_Explode(64,64,0)\n BAL3 E 6 Bright\n Stop\n }\n}\n\nActor BruiserTrail\n{\n Radius 3\n Height 3\n RenderStyle Translucent\n Alpha 0.67\n Projectile\n States\n {\n Spawn:\n TNT1 A 3 Bright\n PUFF ABCD 4 BRIGHT\n Stop\n }\n}\n\n//Decorate: Eriance\n//GLDefs: Dreadopp, SandyPaper (Brightmaps)\n//Sounds: id Software, Eriance\n//Sprites: id Software, Raven Software, Wolfendoom\n//Sprite Edit: Eriance\n//Idea Base: Doom 2 Cyberdemon\n//=====================================\n\nACTOR Defiler 9654\n{\n\t//$Category monsters\n\tHealth 1000\n\tRadius 31\n\tHeight 56\n\tMass 500\n\tSpeed 9\n\tPainChance 15\n\tMonster\n\t+NOGRAVITY\n +FLOAT\n\t+DROPOFF\n\t+MISSILEMORE\n\tSeeSound \"Defiler/Sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"Defiler/Death\"\n\tActiveSound \"baron/active\"\n\tObituary \"%o was hunted down by a Defiler.\"\n\tStates\n\t{\n\tSpawn:\n\t\tDEFI AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tDEFI AABBCC 2 A_VileChase\n\t\tLoop\n\tMissile:\n\t\tDEFI D 0 BRIGHT A_Jump(65, 5)\n\t\tDEFI D 8 BRIGHT A_FaceTarget\n\t\tDEFI E 8 BRIGHT\tA_FaceTarget\n\t\tDEFI F 8 BRIGHT\tA_CustomMissile(\"DefilerShot\", 15, 0, 0)\n\t\tGoto See\n\t\tDEFI D 8 BRIGHT A_FaceTarget\n\t\tDEFI E 8 BRIGHT\tA_FaceTarget\n\t\tDEFI F 0 BRIGHT A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI F 0 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, -45)\n\t\tDEFI F 0 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, 0)\n\t\tDEFI F 8 BRIGHT A_CustomMissile(\"DefilerBall\", 15, 0, 45)\n\t\tGoto See\n\tHeal:\n\t\tDEFI N 10 BRIGHT A_SpawnItem(\"DefilerFire\", 55)\n\t\tDEFI OP 10 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tDEFI G 5\n\t\tDEFI G 5 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tDEFI H 7\n\t\tDEFI I 7 A_Scream\n\t\tDEFI J 7 A_NoBlocking\n\t\tDEFI KL 7\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 0)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 45)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 90)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 135)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 180)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 225)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 270)\n\t\tDEFI M 0 A_PlaySound(\"Defiler/Attack\")\n\t\tDEFI M 0 A_CustomMissile(\"DefilerBall\", 20, 0, 315)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 0)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 45)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 90)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 135)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 180)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 225)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 270)\n\t\tDEFI M 0 A_CustomMissile(\"DefilerShot\", 20, 0, 315)\n\t\tDEFI M 7\n\t\tStop\n\t}\n}\n\nACTOR DefilerFire\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Add\n\tAlpha 1\n\tStates\n\t{\n\tSpawn:\n\t\tREFR A 2 BRIGHT A_StartFire\n\t\tREFR BAB 2 BRIGHT A_Fire\n\t\tREFR C 2 BRIGHT A_FireCrackle\n\t\tREFR BCBCDCDCDEDED 2 BRIGHT A_Fire\n\t\tREFR E 2 BRIGHT A_FireCrackle\n\t\tREFR FEFEFGHGHGH 2 BRIGHT A_Fire\n\t\tStop\n\t}\n}\n\nACTOR DefilerBall\n{\n Radius 8\n Height 6\n Scale 0.5\n Speed 8\n Damage 2\n\tDeathSound \"imp/shotx\"\n +SEEKERMISSILE\n PROJECTILE\n Renderstyle ADD\n\tDecal DoomImpScorch\n States\n {\n Spawn:\n RVBA AB 2 Bright A_SeekerMissile (10,20)\n Loop\n Death:\n RVBA CDEFGH 4 Bright\n Stop\n }\n}\n\nACTOR DefilerShot\n{\n\tScale 1.5\n Radius 12\n Height 16\n Speed 16\n Damage 10\n PROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n States\n {\n Spawn:\n DFSH AB 5 Bright\n Loop\n Death:\n DFSH CDE 5 Bright\n Stop\n }\n}\n//No idea who did this one\n//========================\nACTOR PlasmaElemental 3129\n{\n Health 450\n Speed 8\n Radius 31\n Height 56\n PainChance 128\n Mass 400\n MONSTER\n +NOGRAVITY\n +FLOAT\n +DROPOFF\n SeeSound \"Pain/Sight\"\n PainSound \"Pain/Pain\"\n DeathSound \"Pain/Death\"\n ActiveSound \"Pain/Active\"\n Obituary \"%o was fried by a Plasma Elemental.\"\n States\n {\n Spawn:\n PLEM A 10 A_Look\n Loop\n See:\n PLEM AABBCC 3 A_Chase\n Loop\n Missile:\n PLEM D 5 A_FaceTarget\n PLEM E 5 A_FaceTarget\n PLEM F 1 A_FaceTarget\n PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n PLEM F 1 A_CustomMissile (\"ElementalPlasma\", 22, 0, 0)\n Goto See\n Pain:\n PLEM G 3\n PLEM G 6 A_Pain\n Goto See\n Death:\n PLEM H 8\n PLEM I 8 A_Scream\n PLEM JK 8 BRIGHT\n PLEM L 8 BRIGHT A_NoBlocking\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -180)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -160)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -140)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -120)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -100)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -80)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -60)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -40)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, -20)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 0)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 20)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 40)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 60)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 80)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 100)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 120)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 140)\n PLEM L 0 A_CustomMissile (\"ElementalPlasma\", 32, 0, 160)\n PLEM M 8\n Stop\n }\n}\n\nACTOR ElementalPlasma\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"baby/attack\"\n\tDeathSound \"baby/shotx\"\n\tDecal ArachnotronScorch\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS AB 5 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tAPBX ABCDE 5 BRIGHT\n\t\tStop\n\t}\n}\n//Neither this one\nACTOR BeamRevenant : Revenant 2112\n{\n HitObituary \"%o was punched by a Beam Revenant.\"\n Obituary \"%o couldn't was caught in a Beam Revenant's crosshairs.\"\n States\n {\n Spawn:\n RASK AB 10 A_Look\n Loop\n See:\n RASK AAABBBCCCDDDEEEFFF 2 A_Chase\n Loop\n Melee:\n RASK G 1 A_FaceTarget\n RASK G 6 A_SkelWhoosh\n RASK H 6 A_FaceTarget\n RASK I 6 A_SkelFist\n Goto See\n Missile:\n RASK J 1 Bright A_FaceTarget\n RASK J 9 Bright A_FaceTarget\n RASK K 10 A_CustomMissile(\"Revrailshot\", 60, 0, random(-4,4),0)\n RASK K 10 A_FaceTarget\n Goto See\n Pain:\n RASK L 5\n RASK L 5 A_Pain\n Goto See\n Death:\n RASK LM 7\n RASK N 7 A_Scream\n RASK O 7 A_NoBlocking\n RASK P 7\n RASK Q -1\n Stop\n Raise:\n RASK Q 5\n RASK PONML 5\n Goto See\n }\n}\n\nACTOR Revrailshot : FastProjectile\n{\n radius 1\n height 1\n speed 100\n damage (30)\n renderstyle Add\n decal RailScorchLower\n seesound \"weapons/railgf\"\n deathsound \"weapons/railgf\"\n obituary \"%o was shafted by a Beam Revenant.\"\n PROJECTILE\n +RANDOMIZE\n +BLOODSPLATTER\n +FOILINVUL\n +DONTREFLECT\n states\n {\n Spawn:\n TNT1 A 1 bright A_SpawnItemEx(\"railtrail\", 0, 0, 0,0,0,0,0,128)\n loop\n Death:\n TNT1 A 2 bright A_SpawnItemEx(\"railpow\", 0, 0, 0,0,0,0,0,128)\n stop\n }\n}\n\nACTOR Railtrail\n{\n Radius 2\n Height 2\n Speed 0\n scale 0.5\n PROJECTILE\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n APLS ABABAB 3 BRIGHT\n Stop\n }\n}\n\nACTOR Railpow\n{\n Radius 2\n Height 2\n Speed 0\n Scale 0.5\n PROJECTILE\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n APBX ABCDE 5 bright\n Stop\n }\n}\n//Decorate: Captain Ventris\n//GLDEFs: Captain Ventris\n//Sounds: Id Software\n//Sprite Edit: Spectator\n//Idea Base: ZDoom Wars required sprites to allow players to tell Rail and Normal Revenants apart.\nACTOR FemalePlasma\n{\n Health 40\n Radius 20\n Height 56\n Speed 10\n Damage 100\n PainChance 200\n MONSTER\n +FLOORCLIP\n seesound \"fem/sight\"\n painsound \"fem/pain\"\n deathsound \"fem/death\"\n activesound \"fem/active\"\n Obituary \"%o got burned by a plasma female zombie!\"\n DropItem Cell\n MissileType PlasmaBall\n States\n {\n Spawn:\n PZOW AB 10 A_Look\n Loop\n See:\n PZOW AABBCCDD 4 A_Chase\n Loop\n Missile:\n PZOW E 10 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n PZOW E 5 A_FaceTarget\n PZOW F 5 A_MissileAttack\n Goto See\n Pain:\n PZOW G 3\n PZOW G 3 A_Pain\n Goto See\n Death:\n PZOW H 5\n PZOW I 5 A_Scream\n PZOW J 5 A_Fall\n PZOW K 5\n PZOW L 5\n PZOW M 5\n PZOW N -1\n Stop\n XDeath:\n PZOW O 5\n PZOW P 5 A_XScream\n PZOW Q 5 A_Fall\n PZOW RSTUV 5\n PZOW W -1\n Stop\n Raise:\n PZOW MLKJIH 5\n Goto See\n }\n}\n//Submitted: DavidRaven\n//Decorate: DavidRaven\n//GLDefs: DavidRaven\n//Sounds: DavidRaven, Id software\n//Sprites: Id Software, the Skulltag Team, Tormentor667, Captain Toenail, Ghastly Dragon\n//Sprite Edit: DavidRaven, ItsNatureToDie (altdeath)\n//Idea Base: DavidRaven\nACTOR FemaleRail\n{\n Health 40\n Radius 20\n Height 56\n Speed 10\n Damage 100\n PainChance 200\n MONSTER\n +FLOORCLIP\n Obituary \"%o was killed by A Female Zombie Railgunner!\"\n seesound \"fem/sight\"\n painsound \"fem/pain\"\n deathsound \"fem/death\"\n activesound \"fem/active\"\n Decal RedRailScorch\n DropItem Cell\n States\n {\n Spawn:\n RZOW AB 10 A_Look\n Loop\n See:\n RZOW AABBCCDD 4 A_Chase\n Loop\n Missile:\n RZOW EE 10 A_FaceTarget\n RZOW F 5 A_CustomRailgun (30, 0, ac1819, FF6C00)\n RZOW E 4 A_FaceTarget\n Goto See\n Pain:\n RZOW G 5\n RZOW G 3 A_Pain\n Goto See\n Death:\n RZOW H 5\n RZOW I 5 A_Scream\n RZOW J 5 A_Fall\n RZOW K 5\n RZOW L 5\n RZOW M 5\n RZOW N -1\n Stop\n XDeath:\n RZOW O 5\n RZOW P 5 A_XScream\n RZOW Q 5 A_Fall\n RZOW RSTUV 5\n RZOW W -1\n Stop\n Raise:\n RZOW MLKJIH 5\n Goto See\n }\n}\n//Submitted: DavidRaven\n//Decorate: DavidRaven, Tormentor667\n//GLDefs: DavidRaven\n//Sounds: DavidRaven, Id software\n//Sprites: Id Software, the Skulltag Team, Ghastly Dragon, Xim, Fuzzballfox, Tormentor667\n//Sprite Edit: DavidRaven, ItsNatureToDie (altdeath)\n//Idea Base: DavidRaven\nActor Demolisher 30110\n{\n Obituary \"%o felt the power of the Spider-Demolisher.\"\n Health 6000\n Radius 96\n Height 100\n Mass 1000\n Speed 16\n PainChance 20\n Monster\n +NoTarget\n +FloorClip\n +Boss\n +MissileEvenMore\n +NoRadiusDmg\n SeeSound \"monster/demsit\"\n AttackSound \"spider/attack\"\n PainSound \"spider/pain\"\n DeathSound \"monster/demdth\"\n ActiveSound \"spider/active\"\n States\n {\n Spawn:\n DEMO AB 10 A_Look\n Loop\n See:\n DEMO A 3 A_Metal\n DEMO ABB 3 A_Chase\n DEMO C 3 A_Metal\n DEMO CDD 3 A_Chase\n DEMO E 3 A_Metal\n DEMO EFF 3 A_Chase\n Loop\n Missile:\n DEMO A 0 Bright A_Jump (128,20)\n DEMO A 20 A_FaceTarget\n DEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n DEMO T 4 Bright A_FaceTarget\n DEMO T 4 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO U 10 Bright A_CustomMissile (\"BFGBall\",32,0,0)\n DEMO T 0 Bright A_Jump (128,10)\n DEMO T 1 Bright A_Playsound (\"weapons/bfgf\")\n DEMO T 4 Bright A_FaceTarget\n DEMO T 4 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO T 5 Bright A_FaceTarget\n DEMO U 10 Bright A_CustomMissile (\"BFGBall\",32,0,0)\n DEMO T 0 Bright A_Jump (192,1)\n Goto See\n DEMO A 20 A_FaceTarget\n DEMO G 0 Bright A_SPosAttack\n DEMO G 4 Bright A_SPosAttack\n DEMO H 0 Bright A_SPosAttack\n DEMO H 4 Bright A_SPosAttack\n DEMO H 1 Bright A_SpidRefire\n Goto Missile+21\n Pain:\n DEMO I 3\n DEMO I 3 A_Pain\n Goto See\n Death:\n DEMO J 20 Bright A_Scream\n DEMO K 10 Bright A_NoBlocking\n DEMO LMNOPQR 10 Bright\n DEMO S 30\n DEMO S -1 A_BossDeath\n Stop\n }\n}\n\n//Decorate: Eriance\n//GLDEFs: Ghastly Dragon, SandyPaper (Brightmaps)\n//Sounds: Id Software, Midway\n//Sprites: Id Software\n//Sprite Edit: Eriance\n//Idea Base: Doom Spider Mastermind\nACTOR ChainsawZombie 3204\n{\n\n Health 30\n Radius 20\n Height 56\n Speed 13\n MeleeDamage 1\n PainChance 200\n MONSTER\n +FLOORCLIP\n Obituary \"%o was sliced by a madman zombie with a chainsaw!\"\n SeeSound \"grunt/sight\"\n MeleeSound \"weapons/sawhit\"\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n DropItem Chainsaw\n States\n {\n Spawn:\n CHAN A 4 A_Look\n CHAN A 4 A_PlayWeaponSound(\"weapons/sawidle\")\n CHAN A 4 A_Look\n CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n CHAN B 4 A_Look\n CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n Loop\n See:\n CHAN A 4 A_Chase\n CHAN A 4 A_Chase\n CHAN B 0 A_PlayWeaponSound(\"weapons/sawidle\")\n CHAN B 4 A_Chase\n CHAN B 4 A_Chase\n CHAN C 0 A_PlayWeaponSound(\"weapons/sawidle\")\n CHAN C 4 A_Chase\n CHAN C 4 A_Chase\n CHAN D 0 A_PlayWeaponSound(\"weapons/sawidle\")\n CHAN D 4 A_Chase\n CHAN D 4 A_Chase\n CHAN A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n Loop\n Melee:\n CHAN E 1 A_FaceTarget\n CHAN F 3 A_MeleeAttack\n Goto See\n Pain:\n CHAN G 5\n CHAN G 3 A_Pain\n Goto See\n Death:\n CHAN H 5\n CHAN I 5 A_Scream\n CHAN J 5 A_Fall\n CHAN KLM 5\n CHAN N -1\n Stop\n XDeath:\n CHAN O 5\n CHAN P 5 A_XScream\n CHAN Q 5 A_Fall\n CHAN RSTUV 5\n CHAN W -1\n Stop\n Raise:\n CHAN NMLKJIH 5\n Goto See\n }\n}\n//Nop. This is anonymous too\nACTOR PlasmaZombie 3205\n{\n\n Health 50\n Radius 20\n Height 56\n Speed 8\n PainChance 100\n MONSTER\n +FLOORCLIP\n SeeSound \"grunt/sight\"\n AttackSound \"grunt/attack\"\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n Obituary \"%o got burned by a plasma zombie.\"\n DropItem Cell\n MissileType PlasmaBall\n States\n {\n Spawn:\n ZMAY AB 10 A_Look\n Loop\n See:\n ZMAY AABBCCDD 4 A_Chase\n Loop\n Missile:\n ZMAY E 10 A_FaceTarget\n ZMAY F 5 A_MissileAttack\n ZMAY E 5 A_FaceTarget\n ZMAY F 5 A_MissileAttack\n ZMAY E 5 A_FaceTarget\n ZMAY F 5 A_MissileAttack\n ZMAY E 5 A_FaceTarget\n ZMAY F 5 A_MissileAttack\n ZMAY E 5 A_FaceTarget\n ZMAY F 5 A_MissileAttack\n Goto See\n Pain:\n ZMAY G 3\n ZMAY G 3 A_Pain\n Goto See\n Death:\n ZMAY H 5\n ZMAY I 5 A_Scream\n ZMAY J 5 A_Fall\n ZMAY K 5\n ZMAY L -1\n Stop\n XDeath:\n ZMAY O 5\n ZMAY P 5 A_XScream\n ZMAY Q 5 A_Fall\n ZMAY RSTU 5\n ZMAY V -1\n Stop\n Raise:\n ZMAY KJIH 5\n Goto See\n }\n}\n//won't tell ya where this is from\n//WAD Created by: DBJ87\n//Decorate Created by: DBJ87\n//Palette: Doom\n//Sprites: ID Software\n//SFX: ID Software, Williams Entertainment, Midway (Doom64, Playstation & Dreamcast Doom)\n//Idea Base: Nightmare Spectre from the PS1 & Dreamcast Version of Doom\n//\n//Credit & thank you to MagicWizard for help with:\n//-Subtractive Blending\n//-Blood Colour"
},
{
"source": "pk3",
"name": "actors/SkulltagMonsters.txt",
"contents": "ACTOR BelphegorClone 3112\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 1500\n Speed 8\n Radius 24\n Height 64\n PainChance 50\n Mass 1000\n Meleedamage 15\n BloodColor \"7D 9D 59\"\n SeeSound \"baron/sight\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n MeleeSound \"baron/melee\"\n REACTIONTIME 8\n MONSTER\n\t+FLOORCLIP\n Missiletype BelphegorBall\n Obituary \"%o was incinerated by a Belphegor.\"\n HitObituary \"the last thing %o saw was the Belphegor's abs.\"\n States\n {\n Spawn:\n BOS3 AB 10 A_Look\n Loop\n See:\n BOS3 AABBCCDD 3 A_Chase\n Loop\n Missile:\n BOS3 E 8 A_FaceTarget\n BOS3 F 8 A_FaceTarget\n BOS3 G 8 A_ComboAttack\n BOS3 F 8 A_FaceTarget\n BOS3 G 8 A_ComboAttack\n BOS3 F 8 A_FaceTarget\n BOS3 G 8 A_ComboAttack\n Goto See\n Melee:\n BOS3 EF 8 A_FaceTarget\n BOS3 G 8 A_ComboAttack\n Goto See\n Pain:\n BOS3 H 2\n BOS3 H 2 A_Pain\n Goto See\n Death:\n BOS3 I 8\n BOS3 J 8 A_Scream\n BOS3 K 8\n BOS3 L 8 A_NoBlocking\n BOS3 MN 8\n BOS3 O -1\n Stop\n Raise:\n BOS3 ONMLKJI 8\n Goto See\n }\n}\n\nactor BelphegorBall\n{\n Radius 6\n Height 8\n Speed 20\n Damage 10\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal BaronScorch\n States\n {\n Spawn:\n BAL7 AB 5 Bright\n Loop\n Death:\n BAL7 CDE 6 Bright\n Stop\n }\n}\n\nActor Bloodfiend : Demon 30100\n{\n Health 250\n PainChance 140\n Speed 12\n Radius 30\n Height 56\n Mass 450\n Monster\n +FloorClip\n +LongMeleeRange\n +DontHurtSpecies\n Obituary \"%o died from the toxic blood of a bloodfiend.\"\n HitObituary \"%o was eaten by a bloodfiend.\"\n SeeSound \"Monster/sg2sit\"\n AttackSound \"Monster/sg2atk\"\n PainSound \"demon/Pain\"\n DeathSound \"demon/Death\"\n ActiveSound \"demon/sg2act\"\n States\n {\n Spawn:\n SAR2 AB 10 A_Look\n Loop\n See:\n SAR2 AABBCCDD 2 A_Chase\n Loop\n Melee:\n SAR2 EF 8 A_FaceTarget\n SAR2 G 8 A_SargAttack\n Goto See\n Missile:\n SAR2 GF 8 A_FaceTarget\n SAR2 E 0 A_PlaySound(\"Weapons/bloodf\")\n SAR2 E 0 A_CustomMissile(\"Bloodshot\",22,0,-1,0,0)\n SAR2 E 8 A_CustomMissile(\"Bloodshot\",22,0,1,0,0)\n Goto See\n Pain:\n SAR2 H 2\n SAR2 H 2 A_Pain\n Goto See\n Death:\n SAR2 I 8\n SAR2 J 8 A_Scream\n SAR2 K 4\n SAR2 L 4 A_NoBlocking\n SAR2 M 4\n SAR2 N -1\n Stop\n XDeath:\n SAR2 O 5\n SAR2 P 5 A_XScream\n SAR2 Q 5 A_NoBlocking\n SAR2 RSTUV 5\n SAR2 W -1\n Stop\n Raise:\n SAR2 NMLKJI 5\n Goto See\n }\n}\n\nActor Bloodshot\n{\n Radius 3\n Height 3\n Speed 20\n Damage 2\n Projectile\n RenderStyle Translucent\n Alpha 0.80\n +ThruGhost\n DeathSound \"weapons/bloodx\"\n States\n {\n Spawn:\n FBLD A 2 Bright A_CStaffMissileSlither\n FBLD A 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n FBLD B 2 Bright A_CStaffMissileSlither\n FBLD B 0 A_SpawnItemEx(\"Bloodtrail\",0,0,0,0,0,0,128)\n Loop\n Death:\n FBLD CDE 3 Bright\n Stop\n }\n}\n\nActor Bloodtrail\n{\n Radius 1\n Height 1\n Projectile\n RenderStyle Translucent\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 3\n FBLD FGH 3 BRIGHT\n Stop\n }\n}\n\nActor Lurker : Bloodfiend 30101\n{\n RenderStyle Translucent\n Obituary \"%o didn't See the lurker that was shooting at him.\"\n HitObituary \"%o didn't See the lurker right in front of him.\"\n DropItem BloodAmmo\n Alpha 0.25\n SpawnID 171\n}\nACTOR SuperShotgunGuy 23049\n{\n\tHealth 120\n\tRadius 20\n\tHeight 56\n\tScale 0.9\n\tSpeed 9\n\tPainChance 170\n\tMONSTER\n\tTranslation \"112:127=16:47\"\n\t+FloorClip\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tOBITUARY \"%o was blown open by a Super Shotgunner!\"\n\tDropItem \"SuperShotgun\"\n\tDecal Bulletchip\n\tstates\n\t{\n\tSpawn:\n\t\tGPOS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPOS AABBCCDD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS F 8 BRIGHT A_CustomBulletAttack(11.2, 7.1, 20, 3, \"Bulletpuff\")\n\t\tGPOS E 8\n\t\tGoto See\n\tPain:\n\t\tGPOS G 3\n\t\tGPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPOS H 7\n\t\tGPOS I 7 A_Scream\n\t\tGPOS J 7 A_NoBlocking\n\t\tGPOS K 7\n\t\tGPOS L 7\n\t\tGPOS M 7\n\t\tGPOS N -1\n\t\tStop\n\tXDeath:\n\t\tGPOS O 5\n\t\tGPOS P 5 A_XScream\n\t\tGPOS Q 5 A_NoBlocking\n\t\tGPOS RS 5\n\t\tGPOS T -1\n\t\tStop\n\tRaise:\n\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\nactor SoulHarvester 3117\n{\n\t//$Category Monsters\n Health 100\n Radius 20\n Height 56\n Speed 8\n PainChance 160\n MONSTER\n +FLOORCLIP\n SeeSound \"harvester/sight\"\n PainSound \"imp/pain\"\n DeathSound \"harvester/death\"\n ActiveSound \"imp/active\"\n MeleeSound \"imp/melee\"\n Obituary \"%o couldn't evade the soul harvester's attack.\"\n MissileType SoulHarvesterBall\n MeleeDamage 3\n States\n {\n Spawn:\n SLHV AB 10 A_Look\n Loop\n See:\n SLHV AABBCCDD 3 A_Chase\n Loop\n Melee:\n Missile:\n SLHV EFG 4 A_FaceTarget\n SLHV HIJK 5 Bright A_FaceTarget\n SLHV L 8 Bright A_MissileAttack\n SLHV M 10\n Goto See\n Pain:\n \tSLHV N 3\n \tSLHV N 3 A_Pain\n \tGoto See\n Death:\n SLHV O 7 A_Scream\n SLHV PQR 7\n SLHV S 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, 128)\n SLHV T 5 A_Fall\n SLHV UV 5\n SLHV W -1\n Stop\n XDeath:\n SLHV X 6 A_Xscream\n SLHV Y 6 A_SpawnItemEx(\"SoulHarvesterGhost\", 0, 0, 32, 0, 0, 0, 0, 128)\n SLHV Z 6\n SLHV [ 6 A_Fall\n SLHV ] 6\n SLHW A -1\n Stop\n Raise:\n SLHV WVUTSRQPO 5\n Goto See\n }\n}\n\nactor SoulHarvesterBall\n{\n Radius 8\n Height 6\n Scale 0.4\n Speed 9\n Damage 2\n +SEEKERMISSILE\n PROJECTILE\n Renderstyle ADD\n SeeSound \"harvester/scream\"\n DeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n States\n {\n Spawn:\n \tSHBA A 0 Bright A_SpawnItemEx(\"SoulBallTrail\", 0, 0, 0, 0, 0, 0, 180, 128)\n SHBA AB 2 Bright A_SeekerMissile (10,20)\n Loop\n Death:\n SHBA CDEFGHIJKL 4 Bright\n Stop\n }\n}\n\nactor SoulHarvesterGhost\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 SHGH A 0\n SHGH A 0 A_PlaySound(\"Harvester/Ghost\")\n SHGH ABCDEFG 4 Bright\n Stop\n }\n}\n\nactor SoulBallTrail\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 \tSBTR H 6\n SBTR ABCDEFG 4 Bright\n Stop\n }\n}\n\nACTOR EnhancedCacodemon 3118\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 300\n Speed 8\n Radius 31\n Height 56\n PainChance 128\n Mass 400\n Meleedamage 6\n REACTIONTIME 8\n MONSTER\n +NOGRAVITY\n +FLOAT\n SeeSound \"caco/sight\"\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n HitObituary \"%o was mowed down by an enhanced cacodemon.\"\n Obituary \"%o was made into a snack by the enhanced cacodemon.\"\n States\n {\n Spawn:\n ENCD A 10 A_Look\n Loop\n See:\n ENCD A 3 A_Chase\n Loop\n Missile:\n ENCD BC 5 A_FaceTarget\n ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 0, 1)\n ENCD B 0 bright A_CustomMissile(\"CacodemonBall\", 24, 0, -8, 1)\n ENCD B 5 bright A_CustomMissile(\"CacodemonBall\", 24, 0, 8, 1)\n Goto See\n Pain:\n ENCD D 4\n ENCD D 4 A_Pain\n ENCD D 5\n Goto See\n Death:\n ENCD E 8\n ENCD F 8 A_Scream\n ENCD GH 8\n ENCD I 8 A_NoBlocking\n ENCD J -1 A_SetFloorClip\n Stop\n Raise:\n ENCD J 8 A_UnsetFloorClip\n ENCD IHGFE 8\n Goto See\n }\n}\n\nACTOR CacolanternClone 3111\n{\n\t//$Category \"ZDoom Monster pack\"\n Health 800\n Speed 8\n Radius 31\n Height 56\n PainChance 128\n Mass 400\n Meleedamage 6\n REACTIONTIME 8\n BloodColor \"EB 6F 0F\"\n MONSTER\n +NOGRAVITY\n +FLOAT\n SeeSound \"caco/sight\"\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Missiletype CacolanternBall\n MissileHeight 30\n HitObituary \"%o admired the Cacolantern's teeth.\"\n Obituary \"%o couldn't take %h eyes off the eye.\"\n States\n {\n Spawn:\n HED2 A 10 bright A_Look\n Loop\n See:\n HED2 A 3 bright A_Chase\n Loop\n Missile:\n HED2 BC 5 bright A_FaceTarget\n HED2 D 5 bright A_ComboAttack\n Goto See\n Pain:\n HED2 E 4 bright\n HED2 E 4 bright A_Pain\n HED2 F 5 bright\n Goto See\n Death:\n HED2 G 8 bright\n HED2 H 8 bright A_Scream\n HED2 I 8 bright\n HED2 J 8\n HED2 K 8 A_NoBlocking\n HED2 L -1 A_SetFloorClip\n Stop\n Raise:\n HED2 L 8 A_UnsetFloorClip\n HED2 KJ 8\n HED2 IHG 8 bright\n Goto See\n }\n}\n\nactor CacolanternBall\n{\n Radius 13\n Height 8\n Speed 20\n Damage 9\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal CacoScorch\n States\n {\n Spawn:\n BAL8 ABCDEFGH 5 Bright\n Loop\n Death:\n BAL8 IJKL 4 Bright\n Stop\n }\n}\nActor HectebusClone\n{\n Health 1500\n Radius 56\n Height 80\n Scale 1.25\n Speed 12\n PainChance 100\n BloodColor \"73 00 00\"\n Mass 1500\n SeeSound \"Hectebus/Sight\"\n PainSound \"Hectebus/Pain\"\n DeathSound \"Hectebus/Death\"\n ActiveSound \"Hectebus/Active\"\n Monster\n +FloorClip\n +MissileMore\n Obituary \"%o was cremated by a Hectebus.\"\n States\n {\n Spawn:\n HECT AAAAAAAAAABBBBBBBBBB 1 A_Look\n Loop\n See:\n HECT ABC 6 A_Chase\n HECT D 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n HECT DEF 6 A_Chase\n HECT A 0 A_PlaySoundEx(\"Hectebus/Step\", \"SoundSlot7\", 0)\n Loop\n Missile:\n HECT G 0 A_PlaySoundEx(\"Hectebus/Attack\", \"SoundSlot6\", 0)\n HECT GGGG 4 A_FaceTarget\n HECT G 0 A_Jump(64, \"Missile2\")\n HECT U 4 Bright A_CustomMissile(\"Hecteball\", 35, 41, 0)\n HECT IGG 4 A_FaceTarget\n HECT K 0 A_SpidReFire\n HECT V 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, 0)\n HECT IGG 4 A_FaceTarget\n HECT K 0 A_Jump(96, 2)\n HECT K 0 A_SpidReFire\n Goto Missile+6\n HECT K 0\n Goto See\n Missile2:\n HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n HECT IGG 4 A_FaceTarget\n HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n HECT IGG 4 A_FaceTarget\n HECT H 0 Bright A_CustomMissile(\"Hecteball\", 35, 41, Random(-4, 2))\n HECT H 4 Bright A_CustomMissile(\"Hecteball\", 35, -41, Random(-2, 4))\n HECT IGG 4 A_FaceTarget\n HECT K 0 A_Jump(200, 2)\n HECT K 0 A_SpidReFire\n Goto Missile2\n HECT K 0\n Goto See\n Pain:\n HECT J 8 A_Pain\n Goto See\n Death:\n HECT K 6 A_Scream\n HECT L 6\n HECT M 6\n HECT N 6 A_Fall\n HECT O 6\n HECT P 6\n HECT Q 6\n HECT R 6\n HECT S 6\n HECT T -1\n Stop\n }\n}\n\nActor Hecteball //Hectebus Fireball\n{\n Radius 10\n Height 8\n Speed 20\n Damage 16\n Projectile\n RenderStyle Add\n Alpha 0.97\n SeeSound \"Imp/Attack\"\n DeathSound \"Imp/ShotX\"\n Decal Scorch\n States\n {\n Spawn:\n HECF AB 4 Bright\n Loop\n Death:\n HECF CDE 4 Bright\n Stop\n }\n}\nACTOR BloodDemonClone 3110\n{\n\t//$Category Monsters\n Health 300\n Speed 12\n Height 56\n Radius 30\n Mass 400\n PainChance 180\n Meleedamage 5\n REACTIONTIME 8\n MONSTER\n +FLOORCLIP\n SeeSound \"blooddemon/sight\"\n PainSound \"blooddemon/pain\"\n DeathSound \"blooddemon/death\"\n ActiveSound \"blooddemon/active\"\n //MeleeSound \"blooddemon/melee\"\n HitObituary \"%o Was chewed up and spat out by a Mech-demon.\"\n States\n {\n Spawn:\n SRG2 AB 10 A_Look\n Loop\n See:\n SRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 AABB 2 A_Chase\n SRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n SRG2 CCDD 2 A_Chase\n Loop\n Melee:\n\t SRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n SRG2 EF 8 A_FaceTarget\n SRG2 G 8 A_MeleeAttack\n Goto See\n Pain:\n SRG2 H 2\n SRG2 H 2 A_Pain\n Goto See\n Death:\n SRG2 I 8\n SRG2 I 0 A_FaceTarget\n SRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n SRG2 J 8 A_Scream\n SRG2 K 4\n SRG2 L 4 A_NoBlocking\n SRG2 M 4\n SRG2 N -1\n Stop\n Raise:\n SRG2 NMLKJI 5\n Goto See\n }\n}\n\nACTOR BloodDemonArm\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n States\n\t{\n\tSpawn:\n SG2A ABCDEFGH 2\n Loop\n\tDeath:\n\t SG2A I -1\n\t Loop\n\t}\n}\nactor STDarkImp 3102\n{\n\t//$Category Monsters\n Health 110\n Radius 20\n Height 56\n Speed 9\n PainChance 200\n MONSTER\n +FLOORCLIP\n SeeSound \"imp/sight\"\n PainSound \"imp/pain\"\n DeathSound \"imp/death\"\n ActiveSound \"imp/active\"\n MeleeSound \"imp/melee\"\n Obituary \"%o was cursed by a dark imp.\"\n HitObituary \"%o was touched by a dark imp.\"\n MissileType DarkFast\n MeleeDamage 3\n States\n {\n Spawn:\n DRKS AB 10 A_Look\n Loop\n See:\n DRKS AABBCCDD 3 A_Chase\n Loop\n Melee:\n Missile:\n DRKS EF 8 A_FaceTarget\n DRKS G 6 A_ComboAttack\n Goto See\n Pain:\n DRKS H 2\n DRKS H 2 A_Pain\n Goto See\n Death:\n DRKS I 8\n DRKS J 8 A_Scream\n DRKS K 6\n DRKS L 6 A_Fall\n DRKS M -1\n Stop\n XDeath:\n DRKI N 5\n DRKI O 5 A_XScream\n DRKI P 5\n DRKI Q 5 A_Fall\n DRKI RST 5\n DRKI U -1\n Stop\n Raise:\n DRKS ML 8\n DRKS KJI 6\n Goto See\n }\n}\n\nactor DarkFast\n{\n Radius 8\n Height 6\n Speed 18\n Damage 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n MISSILEHEIGHT 0\n Decal DoomImpScorch\n States\n {\n Spawn:\n DKB1 AB 4 Bright\n Loop\n Death:\n DKB1 CDE 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/RapelucardMonsters.txt",
"contents": "Actor FoundSoul\n{\n Health 125\n Radius 16\n Height 56\n Mass 50\n Speed 12\n Damage 4\n PainChance 256\n Monster\n +NoClip\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n Obituary \"%o was spooked by a found soul.\"\n States\n {\n Spawn:\n FDSK AB 10 Bright A_Look\n Loop\n See:\n FDSK AB 6 Bright A_Chase\n Loop\n Missile:\n FDSK C 10 Bright A_FaceTarget\n FDSK D 4 Bright A_SkullAttack\n\tFDSK CDCDCD 4 Bright\n\tFDSK C 0 A_Stop\n Goto See\n Pain:\n FDSK E 3 Bright\n FDSK E 3 Bright A_Pain\n Goto Missile\n Death:\n FDSK F 6 Bright\n FDSK G 6 Bright A_Scream\n FDSK H 6 Bright\n FDSK I 6 Bright A_NoBlocking\n FDSK J 6\n FDSK K 6\n Stop\n }\n}\nActor Shotsoul\n{\n Radius 8\n Height 27\n Mass 50\n Speed 12\n Damage 2\n Projectile\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle Add\n Alpha 0.4\n Obituary \"%o was caught by a found soul.\"\n States\n {\n Spawn:\n TRSL CD 4 Bright\n Loop\n Death:\n TRSL F 6 Bright\n TRSL G 6 Bright A_Scream\n TRSL H 6 Bright\n TRSL I 6 Bright A_NoBlocking\n TRSL J 6\n TRSL K 6\n Stop\n }\n}\nACTOR TiranicSoul\n{\n Health 90\n Radius 16\n Height 56\n Mass 50\n Speed 15\n Meleerange 100\n Damage 5\n PainChance 256\n Monster\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n HitObituary \"%o was spooked by a \\citiranic soul.\"\n Obituary \"%o was caught by a found soul.\"\n States\n {\n Spawn:\n TRSL AB 10 Bright A_Look\n Loop\n See:\n TRSL AB 6 Bright A_Chase\n Loop\n Melee:\n Missile:\n TRSL C 0 Bright A_Jump (180,\"Missile2\")\n\tTRSL C 10 Bright A_FaceTarget\n TRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10,0,12)\n TRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10)\n\tTRSL C 0 Bright A_CustomMissile (\"ShotSoul\",10,0,-12)\n\tTRSL D 4 Bright A_SkullAttack\n TRSL CD 4 Bright\n Goto Missile2+2\n Missile2:\n TRSL C 10 Bright A_FaceTarget\n TRSL D 4 Bright A_SkullAttack\n TRSL CD 4 Bright\n Goto Missile2+2\n Pain:\n TRSL E 3 Bright\n TRSL E 3 Bright A_Pain\n Goto See\n Death:\n TRSL F 6 Bright\n TRSL G 6 Bright A_Scream\n TRSL H 6 Bright\n TRSL I 6 Bright A_NoBlocking\n TRSL J 6\n TRSL K 6\n Stop\n }\n}\nACTOR SoulPlasma\n{\n Radius 13\n Height 8\n Damage 1\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n -NoGravity\n Gravity 0.01\n DeathSound \"baby/shotx\"\n States\n {\n Spawn:\n TRLS AB 5 Bright\n Loop\n Death:\n TRBX ABCDE 5 Bright\n Stop\n }\n}\nACTOR BolivarSoul\n{\n Health 110\n Radius 16\n Height 56\n Mass 50\n Speed 15\n Damage 4\n PainChance 256\n Monster\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n Obituary \"%o was spooked by a \\ctbolivar soul.\"\n States\n {\n Spawn:\n BLSK AB 10 Bright A_Look\n Loop\n See:\n BLSK AB 6 Bright A_Chase\n Loop\n Missile:\n BLSK C 10 Bright A_FaceTarget\n BLSK D 4 Bright A_SkullAttack\n\tBLSK CD 4 Bright A_CustomMissile (\"BolSoulPlasma\",10,0,180)\n Goto Missile+2\n Pain:\n BLSK E 3 Bright\n BLSK E 3 Bright A_Pain\n Goto See\n Death:\n BLSK F 6 Bright\n BLSK G 6 Bright A_Scream\n BLSK H 6 Bright\n BLSK I 6 Bright A_NoBlocking\n BLSK J 6\n BLSK K 6\n Stop\n }\n}\nACTOR BolSoulPlasma\n{\n Radius 13\n Height 8\n Damage 2\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n -NoGravity\n Gravity 0.01\n DeathSound \"baby/shotx\"\n States\n {\n Spawn:\n APBL AB 5 Bright\n Loop\n Death:\n ABLX ABCDE 5 Bright\n Stop\n }\n}\nACTOR Allahusoul\n{\n Health 100\n Radius 16\n Height 56\n Mass 50\n Speed 8\n PainChance 256\n Monster\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n +NoRadiusDmg\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n Obituary \"%o was spooked by a exploding soul.\"\n HitObituary \"%o was spooked by a exploding soul.\"\n States\n {\n Spawn:\n X1SK AB 10 Bright A_Look\n Loop\n See:\n X1SK AB 6 Bright A_Chase\n Loop\n Melee:\n\tX1SK F 6 Bright\n\tX1SK G 6 Bright A_Playsound (\"weapons/rocklx\")\n X1SK H 6 Bright\n X1SK I 10 Bright A_Explode\n X1SK J 12 Bright\n X1SK K 15 Bright\n\tX1SK J 12 Bright\n\tX1SK I 10 Bright\n\tX1SK HGF 6 Bright\n\tGoto See\n Missile:\n X1SK C 10 Bright A_FaceTarget\n X1SK D 4 Bright A_SkullAttack\n X1SK CD 4 Bright\n Goto Missile+2\n Pain:\n X1SK E 3 Bright\n X1SK E 3 Bright A_Pain\n Goto See\n Death:\n X1SK F 6 Bright\n X1SK G 6 Bright A_Scream\n X1SK H 6 Bright\n X1SK I 6 Bright A_NoBlocking\n X1SK J 6\n X1SK K 6\n Stop\n XDeath:\n\tX1SK F 6 Bright A_Explode\n X1SK G 0 Bright A_Explode\n\tX1SK G 6 Bright A_Scream\n X1SK H 6 Bright A_Explode\n X1SK I 6 Bright A_NoBlocking\n X1SK J 6 A_Explode\n X1SK K 6 A_Explode\n Stop\n }\n}\n\nACTOR BolivarSS\n{\n Health 35\n Radius 20\n Height 56\n Speed 11\n PainChance 170\n Monster\n +FLOORCLIP\n +MissileMore\n +MissileEvenMore\n SeeSound \"wolfss/sight\"\n PainSound \"wolfss/pain\"\n DeathSound \"wolfss/death\"\n ActiveSound \"wolfss/active\"\n AttackSound \"chainguy/attack\"\n Obituary \"%o was shot by a Nazi\"\n Dropitem \"Shell\"\n Dropitem \"Clip\"\n States\n {\n Spawn:\n SSWb AB 10 A_Look\n Loop\n See:\n SSWb AABBCCDD 3 A_Chase\n Loop\n Missile:\n SSWb E 8 A_FaceTarget\n SSWB E 0 A_JumpifCloser (275,6)\n SSWb F 12 A_FaceTarget\n\tSSWB G 0 A_PlaySound (\"chainguy/attack\")\n\tSSWB G 4 Bright A_CustomBulletAttack (10,20,1,random (1,3)*2,\"bulletpuff\",1000)\n\tSSWB F 1 A_FaceTarget\n\tSSWb E 0 A_CPosRefire\n\tGoto Missile+3\n SSWB F 8 A_FaceTarget\n\tSSWb G 8 Bright A_SPosAttack\n SSWb E 12\n Goto Missile+2\n Pain:\n SSWb H 3\n SSWb H 3 A_Pain\n Goto See\n Death:\n SSWb I 5\n SSWb J 5 A_Scream\n SSWb K 5 A_NoBlocking\n SSWb L 5\n SSWb M -1\n Stop\n XDeath:\n SSWb N 5\n SSWb O 5 A_XScream\n SSWb P 5 A_NoBlocking\n SSWb QRSTU 5\n SSWb V -1\n Stop\n Raise:\n SSWb M 5\n SSWb LKJI 5\n Goto See\n }\n}\n\n//Mis Items y esas bostas\n\nACTOR ChirolaBerserk : CustomInventory replaces Berserk\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"$GOTBERSERK\" // \"Berserk!\"\n Inventory.PickupSound \"misc/p_pkup\"\n States\n {\n Spawn:\n PSTR A -1\n Stop\n Pickup:\n TNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,2)\n\tTNT1 A 0 A_GiveInventory(\"MaxHealth\",10)\n\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n TNT1 A 0 HealThing(100, 0)\n Stop\n }\n}\n\nACTOR FireZombie\n{\n Health 25\n Radius 20\n Height 56\n Speed 12\n PainChance 200\n DamageFactor \"Fire\",0.5\n Monster\n +MissileMore\n +FLOORCLIP\n SeeSound \"grunt/sight\"\n AttackSound \"grunt/attack\"\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n Obituary \"%o was burned by a zombieman.\"\n DropItem \"Randomammo\"\n States\n {\n Spawn:\n POSF AB 10 A_Look\n Loop\n See:\n POSF AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tPOSF A 0 A_JumpIfCloser (200,\"Melee\")\n\tPOSF E 0 A_FaceTarget\n\tPOSF AB 2 A_Recoil (-5)\n\tPOSF A 0 A_Jump (230,2)\n\tPOSF A 1 ThrustThingZ (0,32,0,0)\n\tPOSF CD 2 A_Recoil (-5)\n\tPOSF E 0 A_Stop\n\tPOSF E 0 A_Jump (150,\"Missile\")\n\tGoto See\n Melee:\n POSF A 0 A_Jump (240,2)\n\tPOSF A 1 ThrustThingZ (0,32,0,0)\n\tPOSF A 3\n\tPOSF E 4 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (128,3)\n POSF E 0 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (144,3)\n POSF E 0 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (160,3)\n POSF E 0 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (176,3)\n POSF E 0 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n\tPOSF E 0 A_Jump (192,3)\n POSF E 0 A_FaceTarget\n POSF F 3 A_CustomMissile (\"Fueguito\")\n POSF E 8\n Goto See\n Pain:\n POSF G 3\n POSF G 3 A_Pain\n Goto See\n Death:\n POSF H 5\n POSF I 5 A_Scream\n POSF J 5 A_NoBlocking\n POSF K 5\n POSF L -1\n Stop\n XDeath:\n POSF M 5\n POSF N 5 A_XScream\n POSF O 5 A_NoBlocking\n POSF PQRST 5\n POSF U -1\n Stop\n Raise:\n POSF K 5\n POSF JIH 5\n Goto See\n }\n}\nActor Randomammo : RandomSpawner\n{\n DropItem \"Clip\",256,4\n DropItem \"Shell\",256,2\n DropItem \"Cell\",256,1\n}\nActor Fueguito : DoomImpball\n{\n PoisonDamage 2,5,70\n Damage 1\n SeeSound \"vile/firestrt\"\n DeathSound \"vile/firecrkl\"\n DamageType Fire\n scale 0.2\n States\n {\n Spawn:\n\tFIRO ABC 4 Bright\n\tGoto Death\n Death:\n\tFIRO D 4 Bright A_FireCrackle\n\tFIRO EF 4 Bright\n\tStop\n }\n}\nACTOR Laserguy\n{\n Health 40\n Radius 20\n Height 56\n Mass 100\n Speed 10\n PainChance 170\n Monster\n +FLOORCLIP\n SeeSound \"shotguy/sight\"\n AttackSound \"shotguy/attack\"\n PainSound \"shotguy/pain\"\n DeathSound \"shotguy/death\"\n ActiveSound \"shotguy/active\"\n Obituary \"%o was Smitted by a Officer.\"\n DropItem \"Randomammo\"\n States\n {\n Spawn:\n SPOL AB 10 A_Look\n Loop\n See:\n SPOL AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tSPOL E 2 A_FaceTarget\n\tSPOL E 0 A_Jump (128,3)\n\tSPOL E 5 ThrustThing(angle*256/360+64, 10, 0, 0)\n\tSPOL E 3 A_FaceTarget\n\tGoto Missile +5\n\tSPOL E 5 ThrustThing(angle*256/360+192, 10, 0, 0)\n\tSPOL E 3 A_FaceTarget\n SPOL FFF 3 Bright A_CustomMissile (\"RashoLaser\",30,0,random(-10,10),10,random(-5,5))\n SPOL E 9\n Goto See\n Pain:\n SPOL G 3\n SPOL G 3 A_Pain\n\tSPOL G 0 A_Jump (50,\"Missile\")\n Goto See\n Death:\n SPOL H 5\n SPOL I 5 A_Scream\n SPOL J 5 A_NoBlocking\n SPOL K 5\n SPOL L -1\n Stop\n XDeath:\n SPOL M 5\n SPOL N 5 A_XScream\n SPOL O 5 A_NoBlocking\n SPOL PQRST 5\n SPOL U -1\n Stop\n Raise:\n SPOL L 5\n SPOL KJIH 5\n Goto See\n }\n}\nActor RashoLaser : Cacodemonball\n{\n SeeSound \"baby/attack\"\n DeathSound \"baby/shotx\"\n Speed 35\n Damage 3\n Height 6\n Radius 10\n states\n {\n Spawn:\n\tTIRO A 4 Bright\n\tLoop\n Death:\n PLSE CDE 4 Bright\n Stop\n }\n}\n\nACTOR Chasingunner\n{\n Health 80\n Radius 20\n Height 56\n Mass 100\n Speed 15\n PainChance 170\n Monster\n +FLOORCLIP\n DamageFactor \"Fire\", 1.1\n DamageFactor \"Poison\", 0.9\n DamageFactor \"Electric\", 0.8\n SeeSound \"chainguy/sight\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"chainguy/attack\"\n Obituary \"A Bronze Cordera rushed on %o\"\n Dropitem \"Chaingun\"\n States\n {\n Spawn:\n CPrS AB 10 A_Look\n Loop\n See:\n CPrS AABBCCDD 3 A_Chase\n Loop\n Missile:\n CPRS E 10 A_FaceTarget\n\tCPRS F 0 A_Facetarget\n CPRS F 2 Bright A_CPosAttack\n\tCPRS E 2 Bright A_Recoil (-1)\n\tCPRS E 0 Bright A_FaceTarget\n\tCPRS F 0 A_CPosRefire\n\tCPRS F 2 Bright A_Chase\n Goto Missile+1\n Pain:\n CPRS G 3\n CPRS G 3 A_Pain\n Goto See\n Death:\n CPRS H 5\n CPRS I 5 A_Scream\n CPRS J 5 A_NoBlocking\n CPRS KLM 5\n CPRS N -1\n Stop\n XDeath:\n CPRS O 5\n CPRS P 5 A_XScream\n CPRS Q 5 A_NoBlocking\n CPRS RS 5\n CPRS T -1\n Stop\n Raise:\n CPRS N 5\n CPRS MLKJIH 5\n Goto See\n }\n}\nACTOR DankImp\n{\n Health 50\n Radius 20\n Height 56\n Mass 100\n Speed 10\n PainChance 200\n Monster\n DamageFactor \"Electric\", 2.2\n DamageFactor \"Poison\",0.1\n PoisonDamage 10\n Translation \"80:111=120:127\",\"168:168=119:119\"\n +FLOORCLIP\n SeeSound \"imp/sight\"\n PainSound \"imp/pain\"\n DeathSound \"imp/death\"\n ActiveSound \"imp/active\"\n HitObituary \"%o was infected by a toxic imp\"\n Obituary \"$OB_IMP\"\n States\n {\n Spawn:\n TROO AB 10 A_Look\n Loop\n See:\n TROO AABBCCDD 3 A_Chase\n Loop\n Melee:\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 6 A_CustomComboAttack(\"PoisonImpBall\", 32, 3 * random(1, 8), \"imp/melee\",\"poison\")\n Goto See\n Pain:\n TROO H 2\n TROO H 2 A_Pain\n Goto See\n Death:\n TROO I 8\n TROO J 8 A_Scream\n TROO K 6\n TROO L 6 A_NoBlocking\n TROO M -1\n Stop\n XDeath:\n TROO N 5\n TROO O 5 A_XScream\n TROO P 5\n TROO Q 5 A_NoBlocking\n TROO RST 5\n TROO U -1\n Stop\n Raise:\n TROO ML 8\n TROO KJI 6\n Goto See\n }\n}\nActor PoisonImpBall : DoomImpBall\n{\n PoisonDamage 30\n Damage 1\n Alpha 0.5\n Scale 0.7\n States\n {\n Spawn:\n BAL7 A 4\n\tBAL7 B 4 Bright\n Loop\n Death:\n BAL7 CDE 6\n Stop\n }\n}\n\nACTOR Cagodemon\n{\n Health 250\n Radius 31\n Height 56\n Mass 400\n Speed 6\n DamageFactor \"Fire\", 0.9\n DamageFactor \"Poison\", 1.5\n DamageFactor \"Electric\", 1.2\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n SeeSound \"caco/sight\"\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Obituary \"%o was smitted by a Necromancer Cacodemon\"\n HitObituary \"%o faced a Necromancer Cacodemon\"\n States\n {\n Spawn:\n CACO A 10 A_Look\n Loop\n See:\n CACO A 0 A_Jump (254,11)\n\tCACO BCDCBCDCB 3\n\tCACO A 0 A_SpawnItem (\"Cagudemon\",random(64,128))\n\tCACO A 3 A_Chase\n Loop\n Missile:\n CACO C 0 A_JumpIfCloser (600,11)\n\tCACO BCDCDCB 3\n\tCACO A 0 A_SpawnItem (\"Cagudemon\",random(64,128))\n\tGoto See\n\tCACO BC 5 A_FaceTarget\n\tCACO C 0 A_JumpIfCloser (400,2)\n\tCACO D 5 Bright A_CustomMissile (\"CagodemonBall\",32,0,0,10,15)\n\tGoto Reload\n\tCACO C 0 A_JumpIfCloser (200,2)\n\tCACO D 5 Bright A_CustomMissile (\"CagodemonBall\",32,0,0,10,10)\n\tGoto Reload\n CACO D 5 Bright A_CustomComboAttack(\"CagodemonBall\", 32, 10 * random(1, 6))\n Goto Reload\n Reload:\n\tCACO C 5 Bright\n\tCACO B 5\n\tGoto See\n Pain:\n CACO E 3\n CACO E 3 A_Pain\n CACO F 6\n Goto See\n Death:\n CACO G 8\n CACO H 8 A_Scream\n CACO IJ 8\n CACO K 8 A_NoBlocking\n CACO L -1 A_SetFloorClip\n Stop\n Raise:\n CACO L 8 A_UnSetFloorClip\n CACO KJIHG 8\n Goto See\n }\n}\nActor Cagudemon : RandomSpawner\n{\n DropItem \"Cagudemon1\",256,1\n DropItem \"Cagudemon2\",256,1\n}\nActor Cagudemon1\n{\n Radius 12\n Height 48\n Mass 400\n Speed 10\n RenderStyle add\n Alpha 0.5\n +DontHarmSpecies\n Species Cagodemon\n +Solid\n +IsMonster\n -CountKill\n Var int User_lifetime;\n SeeSound \"caco/sight\"\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Obituary \"%o couldn't handle a Necromancer Cacodemon spawn\"\n HitObituary \"%o got too close from a Cacodemon ghost\"\n States\n {\n Spawn:\n CAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35 A_Jump (200,2)\n\tCAGO L 35\n\tCAGO KJ 8 ThrustThingZ (0,8,0,0)\n\tCAGO I 8 A_SetFloat\n\tCAGO H 8 A_UnsetFloorClip\n\tCAGO G 8 A_NoGravity\n\tCAGO AAAAA 10 A_Look\n Goto see\n See:\n CAGO A 0 A_SetUserVar (\"user_lifetime\",user_lifetime+1)\n\tCAGO AAAAA 2 A_Chase\n\tCAGO A 0 A_JumpIf (User_lifetime > 70,\"Death\")\n Loop\n Missile:\n CAGO BC 5 A_FaceTarget\n\tCAGO C 0 A_JumpIfCloser (400,2)\n\tCAGO D 5 Bright A_CustomMissile (\"CagodemonBall\",16,0,0,10,15)\n\tGoto Reload\n\tCAGO C 0 A_JumpIfCloser (200,2)\n\tCAGO D 5 Bright A_CustomMissile (\"CagodemonBall\",16,0,0,10,10)\n\tGoto Reload\n CAGO D 5 Bright A_CustomComboAttack(\"CagodemonBall\", 32, 10 * random(1, 6))\n Goto Reload\n Reload:\n\tCAGO C 5 Bright\n\tCAGO B 5\n\tGoto See\n Death:\n CAGO G 8 A_gravity\n CAGO H 8 A_Scream\n CAGO IJ 8\n CAGO K 8 A_NoBlocking\n CAGO L 8 A_SetFloorClip\n\tCAGO L 3 A_SetTranslucent (0.45)\n\tCAGO L 3 A_SetTranslucent (0.4)\n\tCAGO L 3 A_SetTranslucent (0.35)\n\tCAGO L 3 A_SetTranslucent (0.3)\n\tCAGO L 3 A_SetTranslucent (0.25)\n\tCAGO L 3 A_SetTranslucent (0.2)\n\tCAGO L 3 A_SetTranslucent (0.15)\n\tCAGO L 3 A_SetTranslucent (0.1)\n\tCAGO L 3 A_SetTranslucent (0.5)\n Stop\n }\n}\nActor CagoDemonBall : Cacodemonball\n{\n -NoGravity\n Gravity 0.2\n Speed 15\n}\n\nActor Cagudemon2 : Cagudemon1\n{\n States\n {\n See:\n\tCAGO A 0 A_SetUserVar (\"user_lifetime\",user_lifetime+1)\n\tCAGO AAAAA 2 A_Chase\n\tCAGO A 0 A_JumpIf (User_lifetime > 105,\"Death\")\n Loop\n }\n}\n\nACTOR XenoDemon\n{\n Health 150\n PainChance 180\n Speed 15\n Radius 30\n Height 56\n Mass 400\n +NoBlood\n DamageFactor \"Poison\",0.0\n DamageFactor \"Fire\",2.0\n Monster\n +FLOORCLIP\n BloodColor \"Green\"\n SeeSound \"demon/sight\"\n AttackSound \"demon/melee\"\n PainSound \"demon/pain\"\n DeathSound \"demon/death\"\n ActiveSound \"demon/active\"\n HitObituary \"%o was bit by a Xenodemon.\"\n Obituary \"%o tasted the xenodemon blood... and it's Kinda acid.\"\n States\n {\n Spawn:\n XARG AB 10 A_Look\n Loop\n See:\n XARG AABBCCDD 2 A_Chase\n Loop\n Melee:\n XARG EF 8 A_FaceTarget\n XARG G 8 A_SargAttack\n Goto See\n Pain:\n XARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(-60,45))\n\tXARG H 0 A_Jump (128,2)\n\tXARG H 2\n XARG H 2 A_Pain\n Goto See\n Death:\n XARG HHH 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n\tXARG H 0 A_Jump (128,3)\n\tXARG H 0 A_CustomMissile (\"Xenoblood\",32,0,random(-180,180),10,random(0,90))\n XARG I 8\n XARG J 8 A_Scream\n XARG K 4\n XARG L 4 A_NoBlocking\n XARG M 4\n XARG N -1\n Stop\n Raise:\n XARG N 5\n XARG MLKJI 5\n Goto See\n }\n}\nACTOR XenoBlood\n{\n Mass 5\n Projectile\n Radius 8\n Height 8\n DamageType Poison\n Damage 1\n Speed 5\n Obituary \"%o tasted the xenodemon blood... and it's Kinda acid.\"\n Translation \"168:191=112:127\",\"32:47=112:127\"\n -NoGravity\n +Ripper\n +NoBossRip\n States\n {\n Spawn:\n BLUD CBA 8\n Loop\n Death:\n BSPT ABC 4\n\tBSPT CCC 35 A_CustomMissile (\"XenoBlood2\")\n Stop\n }\n}\n\nActor XenoBlood2 : XenoBlood\n{\n RenderStyle Add\n Alpha 0\n Speed 0\n VSpeed 1\n -Ripper\n States\n {\n Spawn:\n\tBLUD CBA 1\n Death:\n\tBSPT ACB 1\n\tStop\n }\n}\n\nACTOR BaronThor\n{\n Health 750\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 50\n MaxTargetRange 1000\n DamageFactor \"Fire\", 1.1\n DamageFactor \"Electric\", 0.3\n DamageFactor \"Poison\", 0.5\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"baron/sight\"\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n Obituary \"%o was electrified by a Baron of Thor\"\n States\n {\n Spawn:\n BO1S AB 10 A_Look\n Loop\n See:\n BO1S AABBCCDD 3 A_Chase\n Loop\n Missile:\n\tBO1S A 0 A_JumpIfCloser (450,\"Melee\")\n\tBO1S P 4 A_FaceTarget\n\tBO1S P 3 Bright A_VileTarget (\"BaronThorTarget\")\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S P 3 Bright A_FaceTarget\n\tBO1S P 3 A_FaceTarget\n\tBO1S Q 3 A_VileTarget (\"BaronThorRay\")\n\tBO1S R 6 A_FaceTarget\n\tBO1S R 12\n\tGoto See\n Melee:\n BO1S EF 8 A_FaceTarget\n BO1S G 8 A_CustomComboAttack(\"BaronThorMissile\", 32, 8 * random(3, 10), \"baron/melee\")\n Goto See\n Pain:\n BO1S H 2\n BO1S H 2 A_Pain\n Goto See\n Death:\n BO1S I 8\n BO1S J 8 A_Scream\n BO1S K 8\n BO1S L 8 A_NoBlocking\n BO1S MN 8\n BO1S O -1 A_BossDeath\n Stop\n Raise:\n BO1S O 8\n BO1S NMLKJI 8\n Goto See\n }\n}\nActor BaronThorMissile : BaronBall\n{\n DamageType Electric\n +SeekerMissile\n Speed 10\n Damage 9\n SeeSound \"baron/melee\"\n DeathSound \"baron/melee\"\n +FLOORHUGGER\n States\n {\n Spawn:\n\tHELE ABCBCBCBCBCBCBCBCBCBCBCBCBCBCBCBC 2 Bright A_tracer\n\tGoto Death\n Death:\n\tHELE DEFG 3 Bright\n\tStop\n }\n}\nActor BaronThorTarget : Archvilefire\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE HIJIH 2 Bright A_Fire\n HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE IJKJI 2 Bright A_Fire\n HELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE JKLKJ 2 Bright A_Fire\n\tHELE H 0 Bright A_PlaySound (\"baron/melee\")\n\tHELE KLMLK 2 Bright A_Fire\n\tHELE LMNMLMN 2 Bright A_Fire\n Stop\n }\n}\nActor BaronThorRay\n{\n Projectile\n DamageType Electric\n Damage 1\n Radius 18\n Height 48\n +Ripper\n States\n {\n Spawn:\n\tHELE R 2 A_Fire\n\tHELE S 2 A_PlaySound (\"baron/melee\")\n\tHELE TU 2 A_Fire\n\tHELE VWX 2 A_Fire\n\tStop\n\t}\n}\n\nACTOR ScaredMancubus\n{\n Health 500\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n PainChance 80\n DamageFactor \"Fire\", 1.2\n DamageFactor \"Poison\", 0.5\n DamageFactor \"Electric\", 0.8\n Monster\n +FLOORCLIP\n +BOSSDEATH\n SeeSound \"fatso/sight\"\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"$OB_FATSO\"\n HitObituary \"A mancubus fled succefully from %o\"\n States\n {\n Spawn:\n 1ATB AB 15 A_Look\n Loop\n See:\n 1ATB AABBCCDDEEFF 4 A_Chase\n Loop\n Missile:\n 1ATB A 0 A_JumpIfCloser (250,\"Run\")\n\t1ATB G 20 A_FatRaise\n 1ATB H 10 Bright A_FatAttack1\n 1ATB IG 5 A_FaceTarget\n 1ATB H 10 Bright A_FatAttack2\n 1ATB IG 5 A_FaceTarget\n 1ATB H 10 Bright A_FatAttack3\n 1ATB IG 5 A_FaceTarget\n Goto See\n Run:\n\t1ATB G 8 A_FatRaise\n\t1ATB H 0 Bright A_Recoil (1)\n 1ATB H 5 Bright A_FatAttack1 (\"Fogon\")\n 1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (2)\n 1ATB H 5 Bright A_FatAttack2 (\"Fogon\")\n\t1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (3)\n 1ATB H 5 Bright A_FatAttack3 (\"Fogon\")\n 1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (4)\n 1ATB H 5 Bright A_FatAttack1 (\"Fogon\")\n 1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (5)\n 1ATB H 5 Bright A_FatAttack2 (\"Fogon\")\n\t1ATB H 0 A_FaceTarget\n\t1ATB H 0 Bright A_Recoil (6)\n 1ATB H 5 Bright A_FatAttack3 (\"Fogon\")\n 1ATB IG 5\n\tGoto See\n Pain:\n 1ATB J 3\n 1ATB J 3 A_Pain\n Goto See\n Death:\n 1ATB K 6\n 1ATB L 6 A_Scream\n 1ATB M 6 A_NoBlocking\n 1ATB NOPQRS 6\n 1ATB T -1 A_BossDeath\n Stop\n Raise:\n 1ATB R 5\n 1ATB QPONMLK 5\n Goto See\n }\n}\n\nActor Fogon\n{\n SeeSound \"vile/firestrt\"\n DeathSound \"vile/firecrkl\"\n Radius 21\n Height 40\n +Ripper\n Damage 1\n Projectile\n DamageType Fire\n Speed 5\n States\n {\n Spawn:\n\tFIRO ABCBCDCDED 2 Bright\n\tGoto Death\n Death:\n\tFIRO EFEFGFGH 2 Bright\n\tStop\n }\n}\n\nActor Nidodearanas\n{\n Height 32\n Radius 15\n States\n {\n Spawn:\n\tNIDO A 1 A_Look\n\tLoop\n See:\n\tNIDO B 3 A_PlaySound (\"skeleton/melee\")\n\tNIDO CB 3\n\tNIDO A 15\n\tNIDO B 3 A_PlaySound (\"skeleton/melee\")\n\tNIDO CB 3\n\tNIDO A 35\n\tNIDO B 4 A_PlaySound (\"skeleton/melee\")\n\tNIDO C 4\n\tNIDO B 0 A_Jump (100,1)\n\tGoto Death\n\tNIDO A 35\n\tLoop\n Death:\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",50)\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",-25,43)\n\tNIDO D 0 A_SpawnItemEx (\"Miniarania\",-25,-43)\n\tNIDO D 5 A_Xscream\n\tNIDO E 6 A_NoBlocking\n\tNIDO FGHI 6\n\tNIDO J -1\n\tStop\n }\n}\nActor Miniarania : Arachnotron\n{\n Scale 0.3\n Radius 20\n Height 20\n DamageFactor \"Fire\", 1.0\n DamageFactor \"Poison\", 0.8\n DamageFactor \"Electric\", 1.8\n Speed 15\n Health 120\n States\n {\n Spawn:\n BSPI AB 8 A_Look\n Loop\n See:\n BSPI A 16\n BSPI A 2 A_BabyMetal\n BSPI ABBCC 2 A_Chase\n BSPI D 2 A_BabyMetal\n BSPI DEEFF 2 A_Chase\n Goto See+1\n Missile:\n BSPI A 16 Bright A_FaceTarget\n BSPI G 3 Bright A_CustomMissile (\"MiniAracPlasma\",8,0,random(-5,5))\n BSPI H 3 Bright\n BSPI H 1 Bright A_SpidRefire\n Goto Missile+1\n Pain:\n BSPI I 3\n BSPI I 3 A_Pain\n Goto See+1\n Death:\n BSPI J 16 A_Scream\n BSPI K 6 A_NoBlocking\n BSPI LMNO 6\n BSPI P -1 A_BossDeath\n Stop\n Raise:\n BSPI P 5\n BSPI ONMLKJ 5\n Goto See+1\n }\n}\nACTOR MiniAracPlasma\n{\n Scale 0.25\n Radius 3\n Height 2\n Speed 20\n Damage 2\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.6\n SeeSound \"baby/attack\"\n DeathSound \"baby/shotx\"\n States\n {\n Spawn:\n APLS AB 5 Bright\n Loop\n Death:\n APBX A 5 Bright A_SetTranslucent (0.5)\n\tAPBX B 5 Bright A_SetTranslucent (0.4)\n\tAPBX C 5 Bright A_SetTranslucent (0.3)\n\tAPBX D 5 Bright A_SetTranslucent (0.2)\n\tAPBX E 5 Bright A_SetTranslucent (0.1)\n Stop\n }\n}\nACTOR Caballodelinfiernin\n{\n Health 375\n -BOSSDEATH\n DamageFactor \"Fire\", 0.6\n DamageFactor \"Poison\", 1.1\n DamageFactor \"Electric\", 1.0\n SeeSound \"knight/sight\"\n ActiveSound \"knight/active\"\n PainSound \"knight/pain\"\n DeathSound \"knight/death\"\n HitObituary \"$OB_KNIGHTHIT\"\n Obituary \"%o couldn't evade a HellKnight golden shot.\"\n States\n {\n Spawn:\n VOS2 AB 10 A_Look\n Loop\n See:\n VOS2 AABBCCDD 3 A_Chase\n Loop\n Melee:\n Missile:\n VOS2 EF 8 A_FaceTarget\n VOS2 G 8 A_CustomComboAttack(\"HellBola\", 32, 7 * random(3, 9), \"baron/melee\")\n Goto See\n Pain:\n VOS2 H 2\n VOS2 H 2 A_Pain\n Goto See\n Death:\n VOS2 I 8\n VOS2 J 8 A_Scream\n VOS2 K 8\n VOS2 L 8 A_NoBlocking\n VOS2 MN 8\n VOS2 O -1\n Stop\n Raise:\n VOS2 O 8\n VOS2 NMLKJI 8\n Goto See\n }\n}\nActor HellBola\n{\n Damage 12\n Speed 8\n +SeekerMissile\n States\n {\n Spawn:\n\tBEL7 AB 4 Bright A_Tracer\n\tLoop\n Death:\n\tBEL7 CDE 6 Bright\n\tStop\n }\n}\n\nACTOR SpaiderMapstermind\n{\n Health 3000\n Radius 128\n Height 100\n Mass 1000\n DamageFactor \"Fire\", 0.3\n DamageFactor \"Poison\", 0.3\n DamageFactor \"Electric\", 1.5\n Speed 12\n PainChance 4\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n SeeSound \"spider/sight\"\n AttackSound \"spider/attack\"\n PainSound \"spider/pain\"\n DeathSound \"spider/death\"\n ActiveSound \"spider/active\"\n Obituary \"$OB_SPIDER\"\n States\n {\n Spawn:\n SPUD AB 10 A_Look\n Loop\n See:\n SPUD A 3 A_Metal\n SPUD ABB 3 A_Chase\n SPUD C 3 A_Metal\n SPUD CDD 3 A_Chase\n SPUD E 3 A_Metal\n SPUD EFF 3 A_Chase\n Loop\n Missile:\n SPUD A 0 A_PlaySound (\"spider/sight\")\n\tSPUD A 15 Bright A_FaceTarget\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-63)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-63)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-56)\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-56)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-49)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-49)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-42)\n SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-42)\n SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-35)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-35)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-28)\n SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-28)\n SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-24)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-24)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-20)\n SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-20)\n SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-16)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-16)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-12)\n SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-12)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-9)\n SPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-9)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-6)\n SPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-2,2),20,-6)\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-4)\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-4)\n SPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-2)\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-2)\n SPUD A 0 Bright A_FaceTarget\n\tSPUD G 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-1)\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3),20,-1)\n SPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 0 Bright A_FaceTarget\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD G 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n\tSPUD H 0 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-3,3))\n\tSPUD H 3 Bright A_CustomMissile (\"MasterMindShot\",50,0,random(-4,4))\n SPUD A 35 A_PlaySound (\"spider/sight\")\n Goto See\n Pain:\n SPUD I 3\n SPUD I 3 A_Pain\n Goto See\n Death:\n SPUD J 20 A_Scream\n SPUD K 10 A_NoBlocking\n SPUD LMNOPQR 10\n SPUD S 30\n SPUD S -1 A_BossDeath\n Stop\n }\n}\n\nActor Mastermindshot\n{\n SeeSound \"grunt/attack\"\n Scale 0.2\n Speed 100\n Damage 3\n Projectile\n Radius 2\n Height 4\n States\n {\n Spawn:\n\tBEL7 AB 3 Bright\n\tLoop\n Death:\n\tBEL7 CDE 3 Bright\n\tStop\n\t}\n}\n\nACTOR GrapplingSkeleton\n{\n Health 350\n Radius 20\n Height 56\n Mass 500\n Speed 10\n PainChance 50\n Monster\n DamageFactor \"Fire\", 0.8\n DamageFactor \"Poison\", 0.5\n DamageFactor \"Electric\", 0.8\n MeleeThreshold 196\n +MISSILEMORE\n +FLOORCLIP\n SeeSound \"skeleton/sight\"\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"%o couldn't escape from the grappling skeleton punchs.\"\n Obituary \"%o felt deadly attracted by a grappling skeleton.\"\n States\n {\n Spawn:\n 5KEL AB 10 A_Look\n Loop\n See:\n 5KEL AABBCCDDEEFF 2 A_Chase\n Loop\n Melee:\n\t5KEL G 0 A_FaceTarget\n 5KEL G 0 A_Jump (128,4)\n\t5KEL G 4 A_SkelWhoosh\n 5KEL H 4 A_FaceTarget\n 5KEL I 4 A_SkelFist\n Goto See\n\t5KEL R 4 A_SkelWhoosh\n 5KEL S 4 A_FaceTarget\n 5KEL T 4 A_SkelFist\n Goto See\n Missile:\n 5KEL J 0 Bright A_FaceTarget\n 5KEL J 10 Bright A_FaceTarget\n\t5KEL K 10 A_CustomMissile (\"Loreshot\",40,0,random(-2,2))\n 5KEL K 10 A_FaceTarget\n Goto See\n Pain:\n 5KEL L 5\n 5KEL L 5 A_Pain\n Goto See\n Death:\n 5KEL LM 7\n 5KEL N 7 A_Scream\n 5KEL O 7 A_NoBlocking\n 5KEL P 7\n 5KEL Q -1\n Stop\n Raise:\n 5KEL Q 5\n 5KEL PONML 5\n Goto See\n }\n}\nACTOR Frostivail\n{\n Health 600\n Radius 20\n Height 56\n Mass 500\n Speed 15\n Translation \"48:79=80:111\",\"160:167=193:200\",\"249:249=192:192\"\n PainChance 18\n Monster\n MaxTargetRange 1100\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n SeeSound \"vile/sight\"\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"%o was incinerated by a cold blood Archvile\"\n States\n {\n Spawn:\n VILE AB 10 A_Look\n Loop\n See:\n VILE AABBCCDDEEFF 2 A_VileChase\n Loop\n Missile:\n VILE G 0 Bright A_VileStart\n VILE G 10 Bright A_FaceTarget\n VILE H 8 Bright A_VileTarget (\"FrostArchoFaier\")\n\tVILE IJK 8 Bright A_FaceTarget\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall\")\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall2\")\n\tVILE LMN 8 Bright A_FaceTarget\n VILE I 0 A_CustomMissile (\"ArchodemonBall\")\n\tVILE I 0 A_CustomMissile (\"ArchodemonBall2\")\n VILE O 8 Bright A_VileAttack (\"vile/stop\",5,15,300,0.6,\"Fire\")\n VILE P 20 Bright\n Goto See\n Heal:\n VILE \"[\\]\" 10 Bright\n Goto See\n Pain:\n VILE Q 5\n VILE Q 5 A_Pain\n Goto See\n Death:\n VILE Q 7\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z -1\n Stop\n }\n}\nActor ArchodemonBall : CacodemonBall\n{\n Translation \"184:191=240:247\",\"168:183=192:207\",\"208:223=192:207\"\n States\n {\n Spawn:\n\tBAL2 AABB 2 Bright A_Weave (3,0,8,0)\n Loop\n }\n}\nActor ArchodemonBall2 : ArchodemonBall\n{\n States\n {\n Spawn:\n\tBAL2 AABB 2 Bright A_Weave (-3,0,8,0)\n Loop\n }\n}\nActor FrostArchoFaier : ArchvileFire\n{\n Translation \"160:167=193:200\",\"249:249=192:192\"\n States\n {\n Spawn:\n FIRE A 2 Bright A_StartFire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n FIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE A 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n FIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_FireCrackle\n FIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE B 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE C 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE E 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE E 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE D 2 Bright A_Fire\n FIRE E 2 Bright A_FireCrackle\n FIRE FE 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE FE 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE FG 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE HG 2 Bright A_Fire\n\tFIRE A 0 Bright A_Spawnitemex (\"FreezeDebuff\")\n\tFIRE HGH 2 Bright A_Fire\n Stop\n }\n}\nActor PowerSlowSpeed : PowerSpeed\n{\npowerup.duration 10\nspeed 0.2\n}\nACTOR FreezeDebuff : PowerupGiver\n{\n\tpowerup.type SlowSpeed\n\tRenderStyle None\n\tInventory.PickupMessage \" \"\n\t+INVENTORY.QUIET\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tStop\n\t}\n}\n\nActor Pooelemental\n{\n Obituary \"%o smells like painelemental shit\"\n Translation \"168:191=24:47\"\n DamageFactor \"Poo\", 0.0\n Speed 6\n Health 400\n Radius 31\n Height 56\n Mass 400\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n SeeSound \"pain/sight\"\n PainSound \"pain/pain\"\n DeathSound \"pain/death\"\n ActiveSound \"pain/active\"\n States\n {\n Spawn:\n PAIN A 10 A_Look\n Loop\n See:\n\tPAIN AAB 3 A_Chase\n\tPAIN A 0 A_Jump (230,3)\n\tPAIN C 25\n\tPAIN B 10 A_CustomMissile (\"PainelementalPoo\",16,0,180)\n\tPAIN BCC 3 A_Chase\n\tPAIN A 0 A_Jump (230,3)\n\tPAIN C 25\n\tPAIN C 10 A_CustomMissile (\"PainelementalPoo\",16,0,180)\n\tPAIN A 0 A_Chase\n\tLoop\n Missile:\n PAIN D 5 A_FaceTarget\n PAIN E 5 A_FaceTarget\n PAIN F 5 Bright A_FaceTarget\n PAIN F 0 Bright A_PainAttack\n Goto See\n Pain:\n PAIN G 6\n PAIN G 6 A_Pain\n Goto See\n Death:\n PAIN H 8 Bright\n PAIN I 8 Bright A_Scream\n PAIN JK 8 Bright\n PAIN L 8 Bright A_PainDie\n PAIN M 8 Bright\n Stop\n }\n}\n\nActor PainelementalPoo\n{\n Projectile\n Scale 0.5\n Radius 5\n Height 10\n Speed 8\n Obituary \"%o smells like painelemental shit\"\n -Nogravity\n States\n {\n Spawn:\n\tPOO1 A 4\n\tLoop\n Death:\n\tPOO1 A 35\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(0,90),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(90,180),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(180,270),10,random(0,90))\n\tPOO1 AAAAA 0 A_CustomMissile (\"PooShot\",0,0,random(270,360),10,random(0,90))\n\tBAL2 CDE 5 Bright\n\tStop\n }\n}\nActor Pooshot\n{\n Damage 1\n DamageType Poo\n Speed 2\n Translation \"0:255=%[0.10,0.55,0.00]:[1.61,2.55,1.31]\"\n Projectile\n Scale 0.3\n RenderStyle Add\n Alpha 0.2\n radius 3\n Height 5\n States\n {\n Spawn:\n\tBAL1 ABABAB 4\n\tGoto Death\n Death:\n\tBAL1 CDE 4\n\tSTOP\n }\n}"
},
{
"source": "pk3",
"name": "actors/SamsaraBase.txt",
"contents": "//actor EnemyZorched: Boolean {}\n\nactor WolfRocketSmoke\n{\n Radius 1\n Height 1\n Speed 0\n Renderstyle Translucent\n Alpha 0.5\n +NOGRAVITY\n -SOLID\n +NOCLIP\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 2\n RTRL ABCD 4\n stop\n }\n}\n\nactor DukeGibs1\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n -NOGRAVITY\n -SOLID\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n Gravity 0.65\n Health 2\n scale 0.5\n States\n {\n Spawn:\n DKG1 ABCD 5\n loop\n\n Death:\n TNT1 A 0 A_Gravity\n DKG1 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG1 E 10\n stop\n }\n}\n\nactor DukeGibs2 : DukeGibs1\n{\n Health 2\n States\n {\n Spawn:\n DKG2 ABCD 5\n loop\n\n Death:\n TNT1 A 0 A_Gravity\n DKG2 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG2 E 10\n stop\n }\n}\n\nactor DukeGibs3 : DukeGibs1\n{\n Health 4\n States\n {\n Spawn:\n DKG3 ABCD 5\n loop\n\n Death:\n TNT1 A 0 A_Gravity\n DKG3 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG3 E 10\n stop\n }\n}\nactor DukeGibs4 : DukeGibs1\n{\n States\n {\n Spawn:\n DKG4 ABCD 5\n loop\n\n Death:\n TNT1 A 0 A_Gravity\n DKG4 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG4 E 10\n stop\n }\n}\n\nactor DukeGibs5 : DukeGibs1\n{\n Health 2\n States\n {\n Spawn:\n DKG5 ABCD 5\n loop\n\n Death:\n TNT1 A 0 A_Gravity\n DKG5 E 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG5 E 10\n stop\n }\n}\n\nactor DukeGibs6 : DukeGibs1\n{\n Health 7\n States\n {\n Spawn:\n DKG6 AB 5\n loop\n\n Death:\n DKG6 CDEFGH 5 A_Gravity\n DKG6 H 2100\n\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n\t\tDKG6 H 10\n stop\n }\n}\n\nactor DukeGibs1_DukeOrange : DukeGibs1 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs2_DukeOrange : DukeGibs2 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs3_DukeOrange : DukeGibs3 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs4_DukeOrange : DukeGibs4 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs5_DukeOrange : DukeGibs5 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\nactor DukeGibs6_DukeOrange : DukeGibs6 { Translation \"16:47=[255,64,0]:[66,18,0]\" }\n\n//Modified Duke gibs\n\nACTOR NewDukeGibs1 : DukeGibs1 replaces DukeGibs1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG1 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\tTNT1 A 0 //A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tDKG6 ABCDEF 5\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKG1 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs2 : NewDukeGibs1 replaces DukeGibs2\n{\n\tHealth 2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG2 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG2 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs3 : NewDukeGibs1 replaces DukeGibs3\n{\n\tHealth 4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG3 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG3 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs4 : NewDukeGibs1 replaces DukeGibs4\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG4 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG4 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs5 : NewDukeGibs1 replaces DukeGibs5\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG5 ABCD 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG5 E 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR NewDukeGibs6 : NewDukeGibs1 replaces DukeGibs6\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKG6 AB 5\n\t\t\tLoop\n\t\tDeath2:\n\t\t\tDKG6 CDEFGH 5\n\t\t\tDKG6 H 2100\n\t\t\tGoto Death2+6\n\t}\n}\n\n//Duke Shrapnel\n\nACTOR DukeShrapnel1 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS2 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS2 B 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR DukeShrapnel2 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS3 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS3 A 2100\n\t\t\tLoop\n\t}\n}\n\nACTOR DukeShrapnel3 : NewDukeGibs1\n{\n\tHealth 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKS4 ABCD 5\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\t//TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tDeath2:\n\t\t\tDKS4 D 2100\n\t\t\tLoop\n\t}\n}\nactor Clip2: CustomInventory\n{\n Inventory.PickupMessage \"Picked up 5 rounds of Ammo 1.\"\n Inventory.PickupSound \"ammo/bulletsmall\"\n States\n {\n Spawn:\n CLIP B -1\n stop\n\n Pickup:\n TNT1 A 0 A_JumpIfInventory(\"MarathonClass\",1,\"PickupMarathon\")\n TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"PickupFail\")\n TNT1 A 0 A_GiveInventory(\"Clip\",5)\n stop\n\n PickupFail:\n CLIP B 1\n fail\n\n PickupMarathon:\n TNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"PickupFail\")\n TNT1 A 0 A_SetBlend(\"Green\",0.4,4)\n TNT1 A 1 A_GiveInventory(\"Clip\",10)\n stop\n }\n}\nactor DoomEnemyBullet : FastProjectile\n{\n Damage (Random(1,5)*3)\n Radius 1\n Height 1\n Speed 320\n Projectile\n Renderstyle \"Normal\"\n +BLOODSPLATTER\n +THRUGHOST\n Alpha 1.0\n Decal Bulletchip\n States\n {\n Spawn:\n TNT1 A 6\n stop\n\n Death:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"DoomBulletPuff\",0,0,0,0,0,0,0,32)\n stop\n\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"DoomEnemyBulletInfight\",0,0,0,0,0,0,0,32)\n stop\n }\n}\n\nactor DoomEnemyBulletInfight\n{\n Radius 1\n Height 1\n Speed 0\n DamageType \"EnemyInfightDamage\"\n +FORCERADIUSDMG\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Explode((random(1,5)*3),16,0)\n stop\n }\n}\n\n//Heretic\nactor HereticImp2 : HereticImp replaces HereticImp\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n IMPX ZYXWVUTS 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoGravity\n TNT1 A 0 A_SetTranslucent(0.1,0)\n IMPX A 3 A_SetTranslucent(0.2,0)\n IMPX A 3 A_SetTranslucent(0.3,0)\n IMPX A 3 A_SetTranslucent(0.4,0)\n IMPX A 3 A_SetTranslucent(0.5,0)\n IMPX A 3 A_SetTranslucent(0.6,0)\n IMPX A 3 A_SetTranslucent(0.7,0)\n IMPX A 3 A_SetTranslucent(0.8,0)\n IMPX A 3 A_SetTranslucent(0.9,0)\n IMPX A 3 A_SetTranslucent(1,0)\n IMPX A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n goto \"Super::XDeath\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoGravity\n IMPX G 0 A_Stop\n TNT1 A 0 A_ChangeFlag (\"DONTSPLASH\",1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorchsmall\",\"soundslot5\",0,0)\n IMPX G 3 A_SpawnItem(\"ZorchEffectTiny\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n IMPX G 3 A_SetTranslucent(0.9,0)\n IMPX G 0 A_PlaySound(\"chex/gargzorch\")\n IMPX G 3 A_SetTranslucent(0.8,0)\n IMPX G 3 A_SetTranslucent(0.7,0)\n IMPX G 3 A_SetTranslucent(0.6,0)\n IMPX G 3 A_SetTranslucent(0.5,0)\n IMPX G 3 A_SetTranslucent(0.4,0)\n IMPX G 3 A_SetTranslucent(0.3,0)\n IMPX G 3 A_SetTranslucent(0.2,0)\n IMPX G 3 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(0,0)\n IMPX G 0 A_NoBlocking\n TNT1 A 0 A_Gravity\n TNT1 A 350\n stop\n\n Crash:\n TNT1 A 0 A_UnsetSolid\n IMPX I 7 A_ImpExplode\n IMPX J 7 A_Scream\n IMPX K 7\n IMPX L -1\n Stop\n\n Crash.ZorchPistol:\n Crash.Zorch:\n Crash.ZorchKamikaze:\n Crash.PhasingZorch:\n Crash.ZorchSpectral:\n TNT1 A 5 A_SetTranslucent(0,0)\n TNT1 A 5 A_NoBlocking\n TNT1 A -1\n stop\n\n XCrash:\n IMPX X 7\n IMPX Y 7\n IMPX Z -1\n Stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_Gravity\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoBlocking\n IMPX G 0 A_UnsetSolid\n IMPX G 70 A_GenericFreezeDeath\n IMPX G 0 A_IceGuyDie\n IMPX G 1 A_IceGuyDie\n TNT1 A 350\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n IMPX G 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"XDeath\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto XDeath\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n IMPX G 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n IMPX G 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Missile\"\n\n XDeathNashgore:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX S 5 A_ImpXDeath1\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX T 5\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX U 5\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX V 5 A_Gravity\n IMPX W 5\n Wait\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n XDeathBrutal:\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n goto \"Super::XDeath\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n\n XDeathHappyfun:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX S 5 A_ImpXDeath1\n IMPX T 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX U 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_Gravity\n IMPX V 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX W 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n wait\n }\n}\n\nactor HereticImpLeader2 : HereticImpLeader replaces HereticImpLeader\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n IMPX ZYXWVUTS 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoGravity\n TNT1 A 0 A_SetTranslucent(0.1,0)\n IMPX A 3 A_SetTranslucent(0.2,0)\n IMPX A 3 A_SetTranslucent(0.3,0)\n IMPX A 3 A_SetTranslucent(0.4,0)\n IMPX A 3 A_SetTranslucent(0.5,0)\n IMPX A 3 A_SetTranslucent(0.6,0)\n IMPX A 3 A_SetTranslucent(0.7,0)\n IMPX A 3 A_SetTranslucent(0.8,0)\n IMPX A 3 A_SetTranslucent(0.9,0)\n IMPX A 3 A_SetTranslucent(1,0)\n IMPX A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n XDeath:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n goto \"Super::XDeath\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoGravity\n IMPX G 0 A_Stop\n TNT1 A 0 A_ChangeFlag (\"DONTSPLASH\",1)\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorchsmall\",\"soundslot5\",0,0)\n IMPX G 3 A_SpawnItem(\"ZorchEffectTiny\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n IMPX G 3 A_SetTranslucent(0.9,0)\n IMPX G 0 A_PlaySound(\"chex/gargzorch\")\n IMPX G 3 A_SetTranslucent(0.8,0)\n IMPX G 3 A_SetTranslucent(0.7,0)\n IMPX G 3 A_SetTranslucent(0.6,0)\n IMPX G 3 A_SetTranslucent(0.5,0)\n IMPX G 3 A_SetTranslucent(0.4,0)\n IMPX G 3 A_SetTranslucent(0.3,0)\n IMPX G 3 A_SetTranslucent(0.2,0)\n IMPX G 3 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(0,0)\n IMPX G 0 A_NoBlocking\n TNT1 A 0 A_Gravity\n TNT1 A 350\n stop\n\n Crash:\n TNT1 A 0 A_UnsetSolid\n IMPX I 7 A_ImpExplode\n IMPX J 7 A_Scream\n IMPX K 7 A_UnsetSolid\n IMPX L -1\n Stop\n\n Crash.ZorchPistol:\n Crash.Zorch:\n Crash.ZorchKamikaze:\n Crash.PhasingZorch:\n Crash.ZorchSpectral:\n TNT1 A 5 A_SetTranslucent(0,0)\n TNT1 A 5 A_NoBlocking\n TNT1 A -1\n stop\n\n XCrash:\n IMPX X 7 A_UnsetSolid\n IMPX Y 7\n IMPX Z -1\n Stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_Gravity\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoBlocking\n IMPX G 0 A_UnsetSolid\n IMPX G 70 A_GenericFreezeDeath\n IMPX G 0 A_IceGuyDie\n IMPX G 1 A_IceGuyDie\n TNT1 A 350\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n IMPX G 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"XDeath\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto XDeath\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n IMPX G 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n IMPX G 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Missile\"\n\n XDeathNashgore:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX S 5 A_ImpXDeath1\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX T 5\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX U 5\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n IMPX V 5 A_Gravity\n IMPX W 5\n Wait\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n XDeathBrutal:\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n goto \"Super::XDeath\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n\n XDeathHappyfun:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX S 5 A_ImpXDeath1\n IMPX T 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX U 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_Gravity\n IMPX V 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n IMPX W 5 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n wait\n }\n}\n\nactor HereticImpBall2 : HereticImpBall replaces HereticImpBall\n{\n +FIREDAMAGE\n +THRUGHOST\n}\n\nactor HereticImpChunk3 : HereticImpChunk1 replaces HereticImpChunk1\n{\n +CLIENTSIDEONLY\n}\n\nactor HereticImpChunk4 : HereticImpChunk2 replaces HereticImpChunk2\n{\n +CLIENTSIDEONLY\n}\n\nactor Sorcerer3 : Sorcerer1 replaces Sorcerer1\n{\n Health 3500\n Speed 20\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"BFG\", 0.75\n DamageFactor \"BFGSpray\", 0.75\n DamageFactor \"WMCBeam\", 0.75\n DamageFactor \"WMCNade\", 0.55\n DamageFactor \"DragonClaw\", 1.5\n DamageFactor \"CorvusHellstaffTomed\", 0.2\n\n +NODAMAGE\n +NOPAIN\n +DONTRIP\n +NOTDMATCH\n +NOICEDEATH\n States\n {\n Spawn:\n TNT1 A 0 A_SetTranslucent(0,0)\n TNT1 A 80\n TNT1 A 0 ACS_ExecuteAlways(204,0,3)\n SRCR A 0 A_SetTranslucent(0.1,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.2,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.3,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.4,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.5,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.6,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.7,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.8,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR A 0 A_SetTranslucent(0.9,0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 1 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)\n TNT1 A 0 A_PlaySoundEx(\"dsparilserpent/active\",\"SoundSlot5\",0,2)\n SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n SRCR AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"StarSparkle\", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0)\n SRCR A 140 A_SetTranslucent(1,0)\n TNT1 A 0 A_PlaySoundEx(\"dsparil/active\",\"SoundSlot5\",0,2)\n SRCR A 100\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n SRCR A 1 A_Look\n wait\n\n Idle:\n TNT1 A 0 A_SetTranslucent(1,0)\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n SRCR A 1 A_Look\n loop\n\n See:\n TNT1 A 0 A_JumpIfInventory(\"DukeBossSee\",1,\"See2\")\n TNT1 A 0 A_GiveInventory(\"DukeBossSee\",1)\n TNT1 A 0 A_GiveToTarget(\"DukeBossSightTaunt\")\n\n See2:\n SRCR ABCD 5 A_Sor1Chase\n Loop\n\n Pain:\n SRCR Q 1 A_Sor1Pain\n Goto See\n\n Missile:\n SRCR Q 0 A_Jump(256,\"StrafeLeft\",\"StrafeRight\")\n\n StrafeLeft:\n SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n goto Fire\n\n StrafeRight:\n SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n goto Fire\n\n Fire:\n SRCR R 6 A_FaceTarget\n SRCR S 10 A_Srcr1Attack\n Goto See\n\n Missile2:\n SRCR S 5 A_FastChase\n SRCR Q 0 A_Jump(256,\"StrafeLeft2\",\"StrafeRight2\")\n\n StrafeLeft2:\n SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n goto Fire2\n\n StrafeRight2:\n SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n goto Fire2\n\n Fire2:\n SRCR Q 7 A_FaceTarget\n SRCR R 6 A_FastChase\n SRCR S 10 A_Srcr1Attack\n SRCR S 5 A_FastChase\n SRCR Q 0 A_Jump(256,\"StrafeLeft3\",\"StrafeRight3\")\n\n StrafeLeft3:\n SRCR Q 7 ThrustThing(angle*256/360+192, 12, 0, 0)\n goto Fire3\n\n StrafeRight3:\n SRCR Q 7 ThrustThing(angle*256/360+64, 12, 0, 0)\n goto Fire3\n\n Fire3:\n SRCR Q 7 A_FaceTarget\n SRCR R 6 A_FastChase\n SRCR S 10 A_Srcr1Attack\n TNT1 A 0 A_Jump(128,\"Missile2\")\n Goto See\n\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukeIce:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n SRCR Q 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorchhuge\",\"soundslot5\",0,0)\n SRCR Q 8 A_SpawnItem(\"ZorchEffectHuge\")\n SRCR Q 8 A_SetTranslucent(0.9,0)\n TNT1 A 0 A_PlaySoundEx(\"dsparilserpent/active\",\"soundslot6\",0,2)\n SRCR Q 8 A_SetTranslucent(0.8,0)\n SRCR Q 8 A_SetTranslucent(0.7,0)\n SRCR Q 8 A_SetTranslucent(0.6,0)\n SRCR Q 8 A_SetTranslucent(0.5,0)\n SRCR Q 8 A_SetTranslucent(0.4,0)\n SRCR Q 8 A_SetTranslucent(0.3,0)\n SRCR Q 8 A_SetTranslucent(0.2,0)\n SRCR Q 8 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A 15\n TNT1 A 34 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n TNT1 A 41 A_PlaySoundEx(\"dsparil/zap\", \"body\")\n TNT1 A 1 A_NoBlocking\n TNT1 A 350 A_SpawnItem(\"Sorcerer4\")//A_SorcererRise\n stop\n\n DeathBrutal:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor Sorcerer4 : Sorcerer2 replaces Sorcerer2\n{\n Health 5000\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"BFG\", 0.65\n DamageFactor \"BFGSpray\", 0.65\n DamageFactor \"WMCBeam\", 0.65\n DamageFactor \"WMCNade\", 0.5\n DamageFactor \"DragonClaw\", 1.5\n DamageFactor \"CorvusHellstaffTomed\", 0.2\n\n +DONTRIP\n +NOTARGET\n +NOINFIGHTING\n +NOTDMATCH\n +NOICEDEATH\n States\n {\n Spawn:\n SOR2 LKJI 6\n TNT1 A 0 A_PlaySoundEx(\"dsparil/sight\", \"Body\",0,2)\n SOR2 HG 6\n Goto See\n\n Missile:\n SOR2 R 5 //A_Srcr2Decide\n SOR2 S 7 A_FaceTarget\n SOR2 T 8 A_Srcr2Attack\n TNT1 A 0 A_Srcr2Decide\n TNT1 A 0 A_Jump(64,\"See\")\n SOR2 S 7 A_FaceTarget\n SOR2 T 8 A_Srcr2Attack\n TNT1 AA 0 A_Srcr2Decide\n TNT1 A 0 A_Jump(96,\"See\")\n SOR2 S 7 A_FaceTarget\n SOR2 T 8 A_Srcr2Attack\n TNT1 AAA 0 A_Srcr2Decide\n TNT1 A 0 A_Jump(128,\"See\")\n SOR2 S 7 A_FaceTarget\n SOR2 T 8 A_Srcr2Attack\n TNT1 AAAAA 0 A_Srcr2Decide\n Goto See\n\n Death.DukeDamage:\n Death.MightyBoot:\n Death.DukeExplosive:\n Death.DukePistol:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_SetTranslucent(1,0)\n SDTH A 8 A_Sor2DthInit\n SDTH B 8\n SDTH C 8 A_PlaySoundEx(\"dsparil/scream\", \"Body\")\n\n DeathLoop:\n SDTH DE 7\n SDTH F 7 A_Sor2DthLoop\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n SDTH H 6\n SDTH I 18\n SDTH J 6 A_NoBlocking\n SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n SDTH LMN 6\n SDTH O 350 A_BossDeath\n Stop\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_SetTranslucent(1,0)\n SOR2 Q 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorchhuge\",\"soundslot5\",0,0)\n SOR2 Q 8 A_SpawnItem(\"ZorchEffectHuge2\")\n SOR2 Q 8 A_SetTranslucent(0.9,0)\n TNT1 A 0 A_PlaySoundEx(\"chex/dsparilzorch\",\"soundslot6\",0,2)\n SOR2 Q 8 A_SetTranslucent(0.8,0)\n TNT1 A 0 A_NoBlocking\n SOR2 Q 8 A_SetTranslucent(0.7,0)\n SOR2 Q 8 A_SetTranslucent(0.6,0)\n SOR2 Q 8 A_SetTranslucent(0.5,0)\n SOR2 Q 8 A_SetTranslucent(0.4,0)\n SOR2 Q 8 A_SetTranslucent(0.3,0)\n SOR2 Q 8 A_SetTranslucent(0.2,0)\n SOR2 Q 8 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A 350 A_BossDeath\n stop\n\n Teleport:\n TNT1 A 0 A_Jump(256,\"GhostOn\",\"GhostOff\")\n\n GhostOn:\n TNT1 A 0 A_SetTranslucent(0.5,0)\n TNT1 A 0 A_ChangeFlag(\"GHOST\",1)\n goto TeleportIn\n\n GhostOff:\n TNT1 A 0 A_SetTranslucent(1,0)\n TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n goto TeleportIn\n\n TeleportIn:\n SOR2 LKJIHG 6\n Goto See\n\n Death.DukeIce:\n TNT1 A 0 A_GiveToTarget(\"DukeBossKillTaunt\",1)\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoBlocking\n SOR2 Q 0 A_PlaySoundEx(\"freeze/dsparil\",\"soundslot6\",0,0)\n SOR2 Q 0 A_GenericFreezeDeath\n SOR2 Q 0 A_UnsetShootable\n SOR2 Q 140 A_UnsetSolid\n SOR2 Q 0 A_PlaySoundEx(\"freeze/break\",\"soundslot6\",0,0)\n SOR2 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_SpawnItemEx(\"IceChunk2\",random(-1,1),random(-1,1),random(16,96),random(-2,2),random(-2,2),random(5,15))\n SOR2 Q 0 A_IceGuyDie\n SOR2 Q 1 A_IceGuyDie\n TNT1 A 350 A_BossDeath\n stop\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n SDTH H 6\n SDTH I 18\n SDTH J 6 A_NoBlocking\n SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n SDTH LMN 6\n SDTH O 350 A_BossDeath\n Stop\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n TNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n SDTH G 6 A_PlaySoundEx(\"dsparil/explode\", \"Body\")\n SDTH H 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH I 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH I 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH I 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH J 6 A_NoBlocking\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH K 6 A_PlaySoundEx(\"dsparil/bones\", \"Body\")\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH L 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH M 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH N 6\n TNT1 AAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",random(-20,20),random(-20,20),random(12,100),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-15,15),random(-15,15),random(15,100),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n SDTH O 350 A_BossDeath\n Stop\n }\n}\n\nactor Sorcerer2FX3 : Sorcerer2FX1 replaces Sorcerer2FX1\n{\n DamageType \"HereDsparil\"\n Speed 30\n FastSpeed 35\n}\n\nactor Knight2 : Knight replaces Knight\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"CrossbowAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n KNIG ONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.1,0)\n KNIG A 3 A_SetTranslucent(0.2,0)\n KNIG A 3 A_SetTranslucent(0.3,0)\n KNIG A 3 A_SetTranslucent(0.4,0)\n KNIG A 3 A_SetTranslucent(0.5,0)\n KNIG A 3 A_SetTranslucent(0.6,0)\n KNIG A 3 A_SetTranslucent(0.7,0)\n KNIG A 3 A_SetTranslucent(0.8,0)\n KNIG A 3 A_SetTranslucent(0.9,0)\n KNIG A 3 A_SetTranslucent(1,0)\n KNIG A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoGravity\n KNIG H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n KNIG H 4 A_SpawnItem(\"ZorchEffectBig\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n KNIG H 4 A_SetTranslucent(0.9,0)\n KNIG H 0 A_Pain\n KNIG H 4 A_SetTranslucent(0.8,0)\n TNT1 H 0 A_NoBlocking\n KNIG H 4 A_SetTranslucent(0.7,0)\n KNIG H 4 A_SetTranslucent(0.6,0)\n KNIG H 4 A_SetTranslucent(0.5,0)\n KNIG H 4 A_SetTranslucent(0.4,0)\n KNIG H 4 A_SetTranslucent(0.3,0)\n KNIG H 4 A_SetTranslucent(0.2,0)\n KNIG H 4 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A 350\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n KNIG H 0 A_UnsetSolid\n KNIG H 70 A_GenericFreezeDeath\n KNIG H 0 A_IceGuyDie\n KNIG H 1 A_IceGuyDie\n TNT1 A 350\n stop\n\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n KNIG H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n KNIG H 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Missile\"\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor KnightGhost2 : KnightGhost replaces KnightGhost\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"CrossbowAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n KNIG ONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.05,0)\n KNIG A 3 A_SetTranslucent(0.1,0)\n KNIG A 3 A_SetTranslucent(0.15,0)\n KNIG A 3 A_SetTranslucent(0.2,0)\n KNIG A 3 A_SetTranslucent(0.25,0)\n KNIG A 3 A_SetTranslucent(0.3,0)\n KNIG A 3 A_SetTranslucent(0.35,0)\n KNIG A 3 A_SetTranslucent(0.4,0)\n KNIG A 3 A_SetTranslucent(0.45,0)\n KNIG A 3 A_SetTranslucent(0.5,0)\n KNIG A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoGravity\n KNIG H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n KNIG H 6 A_SpawnItem(\"ZorchEffectBig\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n KNIG H 6 A_SetTranslucent(0.4,0)\n KNIG H 0 A_Pain\n KNIG H 6 A_SetTranslucent(0.3,0)\n TNT1 H 0 A_NoBlocking\n KNIG H 6 A_SetTranslucent(0.2,0)\n KNIG H 6 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A 350\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n KNIG H 0 A_SetTranslucent(1,0)\n KNIG H 0 A_UnsetSolid\n KNIG H 70 A_GenericFreezeDeath\n KNIG H 0 A_IceGuyDie\n KNIG H 1 A_IceGuyDie\n TNT1 A 350\n stop\n\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n KNIG H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n KNIG H 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Missile\"\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor KnightAxe2 : KnightAxe replaces KnightAxe\n{\n DamageType \"HereAxeGreen\"\n +THRUGHOST\n}\n\nactor RedAxe2 : RedAxe replaces RedAxe\n{\n DamageType \"HereAxeRed\"\n +THRUGHOST\n}\n\nactor KillCountAmount : inventory { -INVBAR +INVENTORY.UNDROPPABLE +INVENTORY.HUBPOWER inventory.maxamount 999 }\nactor KillCountAmountTrue : inventory { -INVBAR +INVENTORY.UNDROPPABLE +INVENTORY.HUBPOWER inventory.maxamount 9999 }\nactor KillCountNotch : inventory { -INVBAR +INVENTORY.UNDROPPABLE inventory.maxamount 9 }\n\nactor KillCount : CustomInventory\n{\n -INVBAR\n +INVENTORY.UNDROPPABLE\n +INVENTORY.AUTOACTIVATE\n Inventory.maxamount 1000\n States\n {\n //Pickup:\n //TNT1 A 15\n //stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"KillCountAmountTrue\",1)\n TNT1 A 0 A_JumpIfInventory(\"KillCountAmount\",999,\"GetANotch\")\n TNT1 A 0 A_GiveInventory(\"KillCountAmount\",1)\n TNT1 A 15\n stop\n\n GetANotch:\n TNT1 A 0 A_JumpIfInventory(\"KillCountNotch\",9,\"NothingAtAll\")\n TNT1 A 0 A_GiveInventory(\"KillCountNotch\",1)\n TNT1 A 0 A_TakeInventory(\"KillCountAmount\",9999)\n TNT1 A 15\n stop\n\n NothingAtAll:\n TNT1 A 15\n stop\n }\n}\n\nactor GenericGoreActor\n{\n +CANNOTPUSH\n +DONTSPLASH\n +NOTELEPORT\n +NOBLOCKMAP\n +MOVEWITHSECTOR\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n}\n\nACTOR FancyWhiteSmoke : GenericGoreActor\n{\n RenderStyle Add\n Scale 0.55\n Alpha 0.9\n Speed 1\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_FadeOut(0.1)\n TNT1 A 0 A_Jump(255,\"SmokeA\",\"SmokeB\",\"SmokeC\",\"SmokeD\",\"SmokeE\",\"SmokeF\",\"SmokeG\",\"SmokeH\",\"SmokeI\",\"SmokeJ\",\"SmokeK\")\n SmokeA:\n SMK2 A 2 A_FadeOut(0.025)\n SmokeB:\n SMK2 B 2 A_FadeOut(0.025)\n SmokeC:\n SMK2 C 2 A_FadeOut(0.025)\n SmokeD:\n SMK2 D 2 A_FadeOut(0.025)\n SmokeE:\n SMK2 E 2 A_FadeOut(0.025)\n SmokeF:\n SMK2 F 2 A_FadeOut(0.025)\n SmokeG:\n SMK2 G 2 A_FadeOut(0.025)\n SmokeH:\n SMK2 H 2 A_FadeOut(0.025)\n SmokeI:\n SMK2 I 2 A_FadeOut(0.025)\n SmokeJ:\n SMK2 J 2 A_FadeOut(0.025)\n SmokeK:\n SMK2 K 2 A_FadeOut(0.025)\n goto SmokeA\n }\n}\n\nactor RainbowSparkles : GenericGoreActor\n{\n RenderStyle Add\n Alpha 0.95\n +NOINTERACTION\n +BRIGHT\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n stop\n Spawn1:\n RPK1 ABCDE 4\n stop\n Spawn2:\n RPK2 ABCDE 4\n stop\n Spawn3:\n RPK3 ABCDE 4\n stop\n Spawn4:\n RPK4 ABCDE 4\n stop\n Spawn5:\n RPK5 ABCDE 4\n stop\n Spawn6:\n RPK6 ABCDE 4\n stop\n }\n}\n\nactor RainbowSparkleSound : RainbowSparkles\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,2)\n TNT1 A 0 A_PlaySound(\"happy/sparkle\")\n TNT1 A 0\n TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n stop\n }\n}\n\nactor WhiteSpark : GenericGoreActor\n{\n Speed 2\n RenderStyle Add\n Alpha 1\n Scale 0.3\n +MISSILE\n +NOINTERACTION\n +BRIGHT\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 0\n PTCL ABCABC 3\n Spawn2:\n PTCL ABC 3 A_FadeOut(0.075)\n loop\n }\n}\n\nactor RainbowSpark : GenericGoreActor\n{\n Speed 2\n RenderStyle Add\n Alpha 1\n Scale 0.3\n +MISSILE\n +NOINTERACTION\n +BRIGHT\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\", \"Spawn7\", \"Spawn8\", \"Spawn9\", \"Spawn10\")\n stop\n Spawn1:\n RNBW B 12\n Spawn1b:\n RNBW B 2 A_FadeOut(0.075)\n loop\n Spawn2:\n RNBW C 12\n Spawn2b:\n RNBW C 2 A_FadeOut(0.075)\n loop\n Spawn3:\n RNBW D 12\n Spawn3b:\n RNBW D 2 A_FadeOut(0.075)\n loop\n Spawn4:\n RNBW E 12\n Spawn4b:\n RNBW E 2 A_FadeOut(0.075)\n loop\n Spawn5:\n RNBW F 12\n Spawn5b:\n RNBW F 2 A_FadeOut(0.075)\n loop\n Spawn6:\n RNBW G 12\n Spawn6b:\n RNBW G 2 A_FadeOut(0.075)\n loop\n Spawn7:\n RNBW H 12\n Spawn7b:\n RNBW H 2 A_FadeOut(0.075)\n loop\n Spawn8:\n RNBW I 12\n Spawn8b:\n RNBW I 2 A_FadeOut(0.075)\n loop\n Spawn9:\n RNBW J 12\n Spawn9b:\n RNBW J 2 A_FadeOut(0.075)\n loop\n Spawn10:\n RNBW K 12\n Spawn10b:\n RNBW K 2 A_FadeOut(0.075)\n loop\n }\n}\n\nactor RainbowSparkHuge : GenericGoreActor\n{\n Speed 2\n RenderStyle Add\n Alpha 0.95\n Scale 0.5\n +MISSILE\n +NOINTERACTION\n +BRIGHT\n +RANDOMIZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n stop\n Spawn1:\n RNB1 ABCDEFGH 2\n stop\n Spawn2:\n RNB2 ABCDEFGH 2\n stop\n Spawn3:\n RNB3 ABCDEFGH 2\n stop\n Spawn4:\n RNB4 ABCDEFGH 2\n stop\n Spawn5:\n RNB5 ABCDEFGH 2\n stop\n Spawn6:\n RNB6 ABCDEFGH 2\n stop\n }\n}\n\nactor RainbowSparkTiny : GenericGoreActor\n{\n Scale 0.65\n Damage 0\n Speed 5\n RenderStyle Add\n Alpha 0.9\n BounceCount 6\n BounceFactor 0.45\n Projectile\n +MISSILE\n +NOGRAVITY\n +DOOMBOUNCE\n +BOUNCEONACTORS\n +CANBOUNCEWATER\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\n Spawn1:\n RSP1 ABCDE 4 BRIGHT\n Spawn1b:\n RSP1 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n Spawn2:\n RSP2 ABCDE 4 BRIGHT\n Spawn2b:\n RSP2 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n Spawn3:\n RSP3 ABCDE 4 BRIGHT\n Spawn3b:\n RSP3 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n Spawn4:\n RSP4 ABCDE 4 BRIGHT\n Spawn4b:\n RSP4 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n Spawn5:\n RSP5 ABCDE 4 BRIGHT\n Spawn5b:\n RSP5 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n Spawn6:\n RSP6 ABCDE 4 BRIGHT\n Spawn6b:\n RSP6 ABCDE 4 BRIGHT A_FadeOut(0.05)\n loop\n }\n}\n\nactor HappyOnlineSound\n{\n +NOCLIP\n -SOLID\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySoundEx(\"happy/gib\",\"soundslot5\",0,0)\n stop\n }\n}\n\nactor BrutalOnlineSound\n{\n +NOCLIP\n -SOLID\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySoundEx(\"brutal/splatter\",\"soundslot5\",0,0)\n stop\n }\n}\n\nactor BrutalOnlineSound2\n{\n +NOCLIP\n -SOLID\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySoundEx(\"brutal/death\",\"soundslot5\",0,0)\n stop\n }\n}\n\nactor BrutalOnlineSound3\n{\n +NOCLIP\n -SOLID\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_PlaySoundEx(\"brutal/splash\",\"soundslot5\",0,0)\n stop\n }\n}\n\nactor BrutalGibExplosionSmall1 : GenericGoreActor\n{\n Scale 0.3\n RenderStyle Translucent\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n BGIB ABCDEFGH 5 A_FadeOut(0.075)\n stop\n }\n}\n\nactor BrutalGibExplosionSmall2 : GenericGoreActor\n{\n Scale 0.45\n RenderStyle Translucent\n Alpha 0.75\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n BGIB AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 2 A_FadeOut(0.025)\n stop\n }\n}\n\nactor RedMist\n{\n Speed 9\n Gravity 0.5\n Projectile\n +MISSILE\n +RANDOMIZE\n -NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 2 A_SpawnItemEx(\"RedMistTrail\",0,0,0,0,0,0,0,161)\n loop\n XDeath:\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor DukeOrangeMist : RedMist { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMist : RedMist { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrownMist : RedMist { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMist : RedMist { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMist : RedMist { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMist : RedMist { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMist : RedMist { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMist : RedMist { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMist : RedMist { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMist : RedMist { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMist : RedMist { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMist : RedMist { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMist : RedMist { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistTrail\n{\n Alpha 0.2\n Gravity 0.05\n Scale 0.35\n +NOBLOCKMAP\n +DONTSPLASH\n -EXPLODEONWATER\n -ALLOWPARTICLES\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Spawn2\")\n RMST AAAAABBBBBCCCCCDDDDDEEEEEFFFFFGGGGGHHHHH 1 A_FadeOut(0.005) // 40\n stop\n Spawn2:\n RMS_ AAAABBBBBCCCCDDDDDEEEEFFFFFGGGGHHHHHIIII 1 A_FadeOut(0.005) // 40\n stop\n }\n}\n\nactor DukeOrangeMistTrail : RedMistTrail { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistTrail : RedMistTrail { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor HPurpleMistTrail : RedMistTrail { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrownMistTrail : RedMistTrail { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistTrail : RedMistTrail { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistTrail : RedMistTrail { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistTrail : RedMistTrail { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistTrail : RedMistTrail { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistTrail : RedMistTrail { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistTrail : RedMistTrail { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistTrail : RedMistTrail { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistTrail : RedMistTrail { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistTrail : RedMistTrail { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistTrail : RedMistTrail { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistIntense : RedMist\n{\n Gravity 0.3\n Speed 5\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 2 A_SpawnItemEx(\"RedMistIntenseTrail\",0,0,0,0,0,0,0,161)\n loop\n }\n}\n\nactor DukeOrangeMistIntense : RedMistIntense { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistIntense : RedMistIntense { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrownMistIntense : RedMistIntense { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistIntense : RedMistIntense { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistIntense : RedMistIntense { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistIntense : RedMistIntense { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistIntense : RedMistIntense { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistIntense : RedMistIntense { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistIntense : RedMistIntense { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistIntense : RedMistIntense { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistIntense : RedMistIntense { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistIntense : RedMistIntense { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistIntense : RedMistIntense { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor RedMistIntenseTrail : RedMistTrail\n{\n Alpha 0.4\n Scale 0.3\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Spawn2\")\n RMST AAABBCCCDDEEEFFGGGHH 1 A_FadeOut(0.02) // 20\n stop\n Spawn2:\n RMS_ AABBCCDDEEFFGGHHHIII 1 A_FadeOut(0.02) // 20\n stop\n }\n}\n\nactor DukeOrangeMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor HexGreenMistIntenseTrail : RedMistIntenseTrail { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor HPurpleMistIntenseTrail : RedMistIntenseTrail { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrownMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor TanMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor ForestMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor OrangeMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor WhiteMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor GreyMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BlackMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor YellowMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor PinkMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor GreenMistIntenseTrail : RedMistIntenseTrail { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BlueMistIntenseTrail : RedMistIntenseTrail { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalSkull : GenericGoreActor\n{\n Radius 6\n Height 6\n Speed 5\n Mass 6\n Scale 0.25\n BounceFactor 0.5\n BounceCount 3\n SeeSound \"brutal/bounce\"\n DeathSound \"brutal/thud\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n BGB1 ABCDEFGH 3\n loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n Death1:\n BGB1 A 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n BGB1 AAAAAAAAAA 1 A_FadeOut(0.1)\n stop\n Death2:\n BGB1 D 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n BGB1 DDDDDDDDDD 1 A_FadeOut(0.1)\n stop\n Death3:\n BGB1 J 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n BGB1 JJJJJJJJJJ 1 A_FadeOut(0.1)\n stop\n Death4:\n BGB1 L 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n BGB1 LLLLLLLLLL 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalSkull_DukeOrange : BrutalSkull { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalSkull_Brown : BrutalSkull { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalSkull_Tan : BrutalSkull { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalSkull_Forest : BrutalSkull { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalSkull_Orange : BrutalSkull { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalSkull_White : BrutalSkull { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalSkull_Grey : BrutalSkull { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalSkull_Black : BrutalSkull { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalSkull_Yellow : BrutalSkull { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalSkull_Pink : BrutalSkull { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalSkull_Green : BrutalSkull { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalSkull_Blue : BrutalSkull { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalRedOrgan : GenericGoreActor\n{\n Radius 5\n Height 5\n Speed 3\n Mass 6\n Scale 0.2\n BounceFactor 0.6\n BounceCount 5\n SeeSound \"brutal/bounce\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n BGB3 EFGHIJKLMNO 2\n loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n Death1:\n BGB3 A 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n BGB3 AAAAAAAAAA 1 A_FadeOut(0.1)\n stop\n Death2:\n BGB3 B 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n BGB3 BBBBBBBBBB 1 A_FadeOut(0.1)\n stop\n Death3:\n BGB3 C 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n BGB3 CCCCCCCCCC 1 A_FadeOut(0.1)\n stop\n Death4:\n BGB3 D 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n BGB3 DDDDDDDDDD 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalRedOrgan_DukeOrange : BrutalRedOrgan { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalRedOrgan_Brown : BrutalRedOrgan { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalRedOrgan_Tan : BrutalRedOrgan { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalRedOrgan_Forest : BrutalRedOrgan { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalRedOrgan_Orange : BrutalRedOrgan { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalRedOrgan_White : BrutalRedOrgan { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalRedOrgan_Grey : BrutalRedOrgan { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalRedOrgan_Black : BrutalRedOrgan { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalRedOrgan_Yellow : BrutalRedOrgan { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalRedOrgan_Pink : BrutalRedOrgan { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalRedOrgan_Green : BrutalRedOrgan { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalBlueOrgan : BrutalRedOrgan { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalBrownOrgan : GenericGoreActor\n{\n Radius 4\n Height 4\n Speed 3\n Mass 6\n Scale 0.2\n BounceFactor 0.6\n BounceCount 5\n SeeSound \"brutal/bounce\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n BGB2 EFGHIJKLMNO 2\n Loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n Death1:\n BGB2 A 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n BGB2 AAAAAAAAAA 1 A_FadeOut(0.1)\n stop\n Death2:\n BGB2 B 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n BGB2 BBBBBBBBBB 1 A_FadeOut(0.1)\n stop\n Death3:\n BGB2 C 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n BGB2 CCCCCCCCCC 1 A_FadeOut(0.1)\n stop\n Death4:\n BGB2 D 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n BGB2 DDDDDDDDDD 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalBrownOrgan_DukeOrange : BrutalBrownOrgan { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalBrownOrgan_Brown : BrutalBrownOrgan { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalBrownOrgan_Tan : BrutalBrownOrgan { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalBrownOrgan_Forest : BrutalBrownOrgan { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalBrownOrgan_Orange : BrutalBrownOrgan { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalBrownOrgan_White : BrutalBrownOrgan { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalBrownOrgan_Grey : BrutalBrownOrgan { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalBrownOrgan_Black : BrutalBrownOrgan { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalBrownOrgan_Yellow : BrutalBrownOrgan { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalBrownOrgan_Pink : BrutalBrownOrgan { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalBrownOrgan_Green : BrutalBrownOrgan { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalBrownOrgan_Blue : BrutalBrownOrgan { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalBloodSpatter : GenericGoreActor\n{\n Speed 2\n Mass 0\n RenderStyle Translucent\n Alpha 0.5\n Gravity 0.3\n +MISSILE\n states\n {\n Spawn:\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BrutalBloodSpatter2 : BrutalBloodSpatter { Scale 0.6 }\n\nactor BrutalFlyingBloodTrail\n{\n -NOGRAVITY\n -NOCLIP\n +CLIENTSIDEONLY\n +NOINTERACTION\n States\n {\n Spawn:\n BLDT AABBCC 2 A_SpawnItemEx(\"BrutalBloodSpatter\",0,0,0,random(-200,200)/100.00,random(-200,200)/100.00,random(-200,200)/100.00,random(-180,180),161)\n stop\n }\n}\n\nactor BrutalFlyingBloodTrail2 : GenericGoreActor // By Bloax\n{\n Speed 2\n Gravity 0.666\n VSpeed 0.15\n +MISSILE\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n TNT1 A 0 A_Jump(255,\"Fly\",\"Fly2\",\"Fly3\")\n Fly:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,41)\n BTRL C 1\n Loop\n Fly2:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n TNT1 A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,41)\n BTRL C 1\n Loop\n Fly3:\n TNT1 A 0\n BTRL A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,41)\n BTRL A 0 A_SpawnItemEx(\"BrutalBloodSpatter2\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,41)\n BTRL C 1\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound3\",0,0,0,0,0,0,0,160,48)\n BTRL BBBBAAAA 1 A_SpawnItemEx(\"BrutalBloodSpatter\",0,0,0,random(-700,700)/100.00,random(-700,700)/100.00,random(300,700)/100.00,random(-180,180),169)\n Stop\n }\n}\n\nactor BrutalLittlePuddle : GenericGoreActor\n{\n Radius 12\n Height 2\n Mass 1\n Scale 0.75\n +NOINTERACTION\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySound(\"brutal/bounce\")\n B_SP ABCDEFG 1\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n Death1:\n BSPT A 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n BSPT AAAAAAAAAA 1 A_FadeOut(0.1)\n stop\n Death2:\n BSPT B 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n BSPT BBBBBBBBBB 1 A_FadeOut(0.1)\n stop\n Death3:\n BSPT C 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n BSPT CCCCCCCCCC 1 A_FadeOut(0.1)\n stop\n Death4:\n BSPT D 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n BSPT DDDDDDDDDD 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalTinyBouncyBone : GenericGoreActor\n{\n Radius 1\n Height 1\n Mass 1\n Scale 0.75\n BounceFactor 0.45\n BounceCount 4\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n JNKQ ABC 3\n loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\",\"Death6\")\n Death1:\n JNKQ D 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n JNKQ DDDDDDDDDD 1 A_FadeOut(0.1)\n stop\n Death2:\n JNKQ E 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n JNKQ EEEEEEEEEE 1 A_FadeOut(0.1)\n stop\n Death3:\n JNKQ F 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n JNKQ FFFFFFFFFF 1 A_FadeOut(0.1)\n stop\n Death4:\n JNKQ G 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n JNKQ GGGGGGGGGG 1 A_FadeOut(0.1)\n stop\n Death5:\n JNKQ H 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n JNKQ HHHHHHHHHH 1 A_FadeOut(0.1)\n stop\n Death6:\n JNKQ I 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death6\")\n JNKQ IIIIIIIIII 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalTinyBouncyBone_DukeOrange : BrutalTinyBouncyBone { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalTinyBouncyBone_HexGreen : BrutalTinyBouncyBone { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalTinyBouncyBone_Brown : BrutalTinyBouncyBone { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalTinyBouncyBone_Tan : BrutalTinyBouncyBone { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalTinyBouncyBone_Forest : BrutalTinyBouncyBone { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalTinyBouncyBone_Orange : BrutalTinyBouncyBone { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalTinyBouncyBone_White : BrutalTinyBouncyBone { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalTinyBouncyBone_Grey : BrutalTinyBouncyBone { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalTinyBouncyBone_Black : BrutalTinyBouncyBone { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalTinyBouncyBone_Yellow : BrutalTinyBouncyBone { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalTinyBouncyBone_Pink : BrutalTinyBouncyBone { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalTinyBouncyBone_Green : BrutalTinyBouncyBone { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalTinyBouncyBone_Blue : BrutalTinyBouncyBone { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalTinyBone : GenericGoreActor\n{\n Radius 1\n Height 1\n Mass 1\n Scale 0.7\n +MISSILE\n States\n {\n Spawn:\n JNKQ PQRS 2\n loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\")\n Death1:\n JNKQ K 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n JNKQ KKKKKKKKKK 1 A_FadeOut(0.1)\n stop\n Death2:\n JNKQ L 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n JNKQ LLLLLLLLLL 1 A_FadeOut(0.1)\n stop\n Death3:\n JNKQ M 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n JNKQ MMMMMMMMMM 1 A_FadeOut(0.1)\n stop\n Death4:\n JNKQ N 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n JNKQ NNNNNNNNNN 1 A_FadeOut(0.1)\n stop\n Death5:\n JNKQ O 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n JNKQ OOOOOOOOOO 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunk : GenericGoreActor\n{\n Radius 4\n Height 4\n Mass 4\n Scale 0.5\n +MISSILE\n States\n {\n Spawn:\n JHNK ABCDEFG 2\n loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\",\"Death5\")\n Death1:\n JHNK H 2100\n// TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n JHNK HHHHHHHHHH 1 A_FadeOut(0.1)\n stop\n Death2:\n JHNK I 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n JHNK IIIIIIIIII 1 A_FadeOut(0.1)\n stop\n Death3:\n JHNK J 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n JHNK JJJJJJJJJJ 1 A_FadeOut(0.1)\n stop\n Death4:\n JHNK K 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n JHNK KKKKKKKKKK 1 A_FadeOut(0.1)\n stop\n Death5:\n JHNK L 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death5\")\n JHNK LLLLLLLLLL 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunk_DukeOrange : BrutalChunk { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunk_HexGreen : BrutalChunk { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunk_Brown : BrutalChunk { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunk_Tan : BrutalChunk { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunk_Forest : BrutalChunk { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunk_Orange : BrutalChunk { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunk_White : BrutalChunk { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunk_Grey : BrutalChunk { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunk_Black : BrutalChunk { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunk_Yellow : BrutalChunk { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunk_Pink : BrutalChunk { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunk_Green : BrutalChunk { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunk_Blue : BrutalChunk { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkHuge : GenericGoreActor\n{\n Radius 6\n Height 6\n Mass 6\n Scale 0.5\n DeathSound \"brutal/thud\"\n +MISSILE\n States\n {\n Spawn:\n BBLD ABCDEFGHIJKLMO 1 A_SpawnItemEx(\"BrutalFlyingBloodTrail\",0,0,0,0,0,0,0,129)\n loop\n Death:\n TNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),0,random(-700,700)/100.00,random(-700,700)/100.00,random(100,900)/100.00,random(-180,180),161)\n TNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),0,random(-700,700)/100.00,random(-700,700)/100.00,random(100,900)/100.00,random(-180,180),161)\n stop\n }\n}\n\nactor BrutalChunkHuge_DukeOrange : BrutalChunkHuge { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkHuge_HexGreen : BrutalChunkHuge { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkHuge_Brown : BrutalChunkHuge { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkHuge_Tan : BrutalChunkHuge { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkHuge_Forest : BrutalChunkHuge { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkHuge_Orange : BrutalChunkHuge { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkHuge_White : BrutalChunkHuge { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkHuge_Grey : BrutalChunkHuge { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkHuge_Black : BrutalChunkHuge { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkHuge_Yellow : BrutalChunkHuge { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkHuge_Pink : BrutalChunkHuge { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkHuge_Green : BrutalChunkHuge { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkHuge_Blue : BrutalChunkHuge { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy1 : GenericGoreActor\n{\n Radius 3\n Height 3\n Speed 3\n Mass 6\n Scale 0.5\n BounceFactor 0.6\n BounceCount 5\n SeeSound \"brutal/bounce\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n JHNQ A 1\n Loop\n Death:\n JHNQ A 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n JHNQ AAAAAAAAAA 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunkBouncy1_DukeOrange : BrutalChunkBouncy1 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy1_HexGreen : BrutalChunkBouncy1 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy1_Brown : BrutalChunkBouncy1 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy1_Tan : BrutalChunkBouncy1 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy1_Forest : BrutalChunkBouncy1 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy1_Orange : BrutalChunkBouncy1 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy1_White : BrutalChunkBouncy1 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy1_Grey : BrutalChunkBouncy1 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy1_Black : BrutalChunkBouncy1 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy1_Yellow : BrutalChunkBouncy1 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy1_Pink : BrutalChunkBouncy1 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy1_Green : BrutalChunkBouncy1 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy1_Blue : BrutalChunkBouncy1 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy2 : GenericGoreActor\n{\n Radius 3\n Height 3\n Speed 3\n Mass 6\n Scale 0.5\n BounceFactor 0.6\n BounceCount 5\n SeeSound \"brutal/bounce\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n JHNQ B 1\n Loop\n Death:\n JHNQ B 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n JHNQ BBBBBBBBBB 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunkBouncy2_DukeOrange : BrutalChunkBouncy2 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy2_HexGreen : BrutalChunkBouncy2 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy2_Brown : BrutalChunkBouncy2 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy2_Tan : BrutalChunkBouncy2 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy2_Forest : BrutalChunkBouncy2 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy2_Orange : BrutalChunkBouncy2 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy2_White : BrutalChunkBouncy2 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy2_Grey : BrutalChunkBouncy2 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy2_Black : BrutalChunkBouncy2 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy2_Yellow : BrutalChunkBouncy2 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy2_Pink : BrutalChunkBouncy2 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy2_Green : BrutalChunkBouncy2 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy2_Blue : BrutalChunkBouncy2 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkBouncy3 : GenericGoreActor\n{\n Radius 3\n Height 3\n Speed 3\n Mass 6\n Scale 0.5\n BounceFactor 0.6\n BounceCount 5\n SeeSound \"brutal/bounce\"\n +MISSILE\n +DOOMBOUNCE\n States\n {\n Spawn:\n JHNQ C 1\n Loop\n Death:\n JHNQ C 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death\")\n JHNQ CCCCCCCCCC 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunkBouncy3_DukeOrange : BrutalChunkBouncy3 { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkBouncy3_HexGreen : BrutalChunkBouncy3 { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkBouncy3_Brown : BrutalChunkBouncy3 { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkBouncy3_Tan : BrutalChunkBouncy3 { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkBouncy3_Forest : BrutalChunkBouncy3 { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkBouncy3_Orange : BrutalChunkBouncy3 { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkBouncy3_White : BrutalChunkBouncy3 { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkBouncy3_Grey : BrutalChunkBouncy3 { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkBouncy3_Black : BrutalChunkBouncy3 { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkBouncy3_Yellow : BrutalChunkBouncy3 { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkBouncy3_Pink : BrutalChunkBouncy3 { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkBouncy3_Green : BrutalChunkBouncy3 { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkBouncy3_Blue : BrutalChunkBouncy3 { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkTiny : GenericGoreActor\n{\n Radius 1\n Height 1\n Speed 3\n Mass 6\n Scale 0.75\n +MISSILE\n States\n {\n Spawn:\n JHNQ D 1\n Loop\n Death:\n TNT1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\",\"Death4\")\n Death1:\n JHNQ E 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death1\")\n JHNQ EEEEEEEEEE 1 A_FadeOut(0.1)\n stop\n Death2:\n JHNQ F 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death2\")\n JHNQ FFFFFFFFFF 1 A_FadeOut(0.1)\n stop\n Death3:\n JHNQ G 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death3\")\n JHNQ GGGGGGGGGG 1 A_FadeOut(0.1)\n stop\n Death4:\n JHNQ H 2100\n // TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(SAMSARA_DECORATE,31) == 1, \"Death4\")\n JHNQ HHHHHHHHHH 1 A_FadeOut(0.1)\n stop\n }\n}\n\nactor BrutalChunkTiny_DukeOrange : BrutalChunkTiny { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkTiny_HexGreen : BrutalChunkTiny { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkTiny_HPurple : BrutalChunkTiny { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrutalChunkTiny_Brown : BrutalChunkTiny { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkTiny_Tan : BrutalChunkTiny { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkTiny_Forest : BrutalChunkTiny { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkTiny_Orange : BrutalChunkTiny { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkTiny_White : BrutalChunkTiny { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkTiny_Grey : BrutalChunkTiny { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkTiny_Black : BrutalChunkTiny { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkTiny_Yellow : BrutalChunkTiny { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkTiny_Pink : BrutalChunkTiny { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkTiny_Green : BrutalChunkTiny { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkTiny_Blue : BrutalChunkTiny { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor BrutalChunkTinier : BrutalChunkTiny { Scale 0.35 }\n\nactor BrutalChunkTinier_DukeOrange : BrutalChunkTinier { Translation \"16:47=[255, 64, 0]:[66, 18, 0]\", \"176:191=[255, 64, 0]:[66, 18, 0]\" }\nactor BrutalChunkTinier_HexGreen : BrutalChunkTinier { Translation \"164:185=193:202\", \"240:245=198:202\", \"0:2=192:192\", \"203:203=198:198\" }\nactor BrutalChunkTinier_HPurple : BrutalChunkTinier { Translation \"145:159=169:176\", \"248:251=169:170\", \"73:94=169:176\", \"137:144=169:176\", \"0:6=169:176\" }\nactor BrutalChunkTinier_Brown : BrutalChunkTinier { Translation \"16:47=48:79\", \"176:191=48:79\" }\nactor BrutalChunkTinier_Tan : BrutalChunkTinier { Translation \"16:47=128:143\", \"176:191=128:143\" }\nactor BrutalChunkTinier_Forest : BrutalChunkTinier { Translation \"16:47=152:159\", \"176:191=152:159\" }\nactor BrutalChunkTinier_Orange : BrutalChunkTinier { Translation \"16:47=208:223\", \"176:191=208:223\" }\nactor BrutalChunkTinier_White : BrutalChunkTinier { Translation \"16:47=80:95\", \"176:191=80:95\" }\nactor BrutalChunkTinier_Grey : BrutalChunkTinier { Translation \"16:47=96:111\", \"176:191=96:111\" }\nactor BrutalChunkTinier_Black : BrutalChunkTinier { Translation \"16:47=5:8\", \"176:191=5:8\" }\nactor BrutalChunkTinier_Yellow : BrutalChunkTinier { Translation \"16:47=160:167\", \"176:191=160:167\" }\nactor BrutalChunkTinier_Pink : BrutalChunkTinier { Translation \"16:47=250:254\", \"176:191=250:254\" }\nactor BrutalChunkTinier_Green : BrutalChunkTinier { Translation \"16:47=112:127\", \"176:191=112:127\" }\nactor BrutalChunkTinier_Blue : BrutalChunkTinier { Translation \"16:31=200:207\", \"32:47=240:247\", \"176:183=200:207\", \"184:191=240:247\" }\n\nactor NothingSpeed : PowerSpeed\n{\n Powerup.Duration -3\n Speed 0.1\n}\n\nactor ZorchEffectSmall\n{\n RenderStyle Add\n Alpha 0.75\n xscale 1.25\n Speed 0\n Damage 0\n Radius 1\n Height 1\n PROJECTILE\n +MISSILE\n -SOLID\n +NOCLIP\n +NOGRAVITY\n +INVULNERABLE\n +CLIENTSIDEONLY\n +DOOMBOUNCE\n +DONTSPLASH\n -EXPLODEONWATER\n +CANBOUNCEWATER\n States\n {\n Spawn:\n ZFOG ABCDEFGHIJ 3 BRIGHT\n stop\n }\n}\n\nactor ZorchEffectTiny : ZorchEffectSmall\n{\n yscale 0.75\n xscale 1\n States\n {\n Spawn:\n ZFOG ABCDEFGHIJ 2 BRIGHT\n stop\n }\n}\n\nactor ZorchEffectSuperTiny : ZorchEffectSmall\n{\n yscale 0.45\n xscale 0.625\n States\n {\n Spawn:\n ZFOG ABCDEFGHIJ 2 BRIGHT\n stop\n }\n}\n\nactor ZorchEffectBig : ZorchEffectSmall\n{\n yscale 1.25\n xscale 1.625\n States\n {\n Spawn:\n ZFOG ABCDEFGHIJ 4 BRIGHT\n stop\n }\n}\n\nactor ZorchEffectWide : ZorchEffectSmall\n{\n yscale 1.25\n xscale 1.75\n States\n {\n Spawn:\n ZFOG ABCDEFGHIJ 4 BRIGHT\n stop\n }\n}\n\nactor ZorchEffectHuge : ZorchEffectSmall\n{\n yscale 2\n xscale 2.25\n States\n {\n Spawn:\n ZFOG AABBCCDDEEFFGGHHIIJJ 4 BRIGHT A_SpawnItemEx(\"ZorchSparkle\",0,0,random(20,90),random(-9,9),random(-9,9),random(1,3),48,128)\n stop\n }\n}\n\nactor ZorchSparkle\n{\n RenderStyle Add\n Alpha 0.625\n Scale 0.75\n Radius 10\n Height 10\n Speed 5\n PROJECTILE\n +CLIENTSIDEONLY\n +NOCLIP\n +DONTSPLASH\n -EXPLODEONWATER\n States\n {\n Spawn:\n ZFG2 AB 2 BRIGHT\n ZFG2 C 4 BRIGHT\n ZFG2 D 6 BRIGHT\n ZFG2 E 6 BRIGHT\n ZFG2 F 4 BRIGHT\n ZFG2 GH 2 BRIGHT\n Stop\n }\n}\n\nactor WeaponSparkle : ZorchSparkle\n{\n Scale 0.25\n Alpha 0.5\n Speed 4\n States\n {\n Spawn:\n WPFG AB 1 BRIGHT\n WPFG C 2 BRIGHT\n WPFG D 3 BRIGHT\n WPFG E 3 BRIGHT\n WPFG F 2 BRIGHT\n WPFG GH 1 BRIGHT\n Stop\n }\n}\n\nactor WeaponSparkle2 : ZorchSparkle\n{\n Scale 0.25\n Speed 4\n}\n\nactor StarSparkle\n{\n +MISSILE\n +NOGRAVITY\n +NOBLOCKMAP\n +NOCLIP\n -SOLID\n +CLIENTSIDEONLY\n Radius 1\n Height 1\n RenderStyle Add\n Alpha 0.01\n Scale 0.2\n States\n {\n Spawn:\n PTCL AABBCCAA 1 Bright A_FadeIn(0.2)\n PTCL AABBCCAABBCCAABBCC 1 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nactor SamsaraChangeFlash\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Height 0\n Radius 0\n\n ReactionTime 35\n\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"ChangeSparkle\", random(-240, 240)/10.0,0,random(-40, 40)/10.0, random(-10, 10)/40.0, 0, random(20, 40)/40.0, random(0, 360))\n TNT1 A 1 A_Countdown\n loop\n\n Death:\n TNT1 A 0\n stop\n }\n}\n\nactor SamsaraChangeFlash2\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Height 0\n Radius 0\n\n ReactionTime 35\n\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"ChangeSparkle\", random(-160, 160)/10.0, 0, random(60, 100)/10.0, random(-10, 10)/40.0, 0, random(0, 20)/40.0, random(0, 360))\n TNT1 A 1 A_Countdown\n loop\n\n Death:\n TNT1 A 0\n stop\n }\n}\n\nactor ChangeSparkle\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n\n RenderStyle Add\n\n Scale 0.3\n Alpha 0.1\n\n States\n {\n Spawn:\n WPFG AB 2 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n WPFG C 3 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n WPFG D 5 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n WPFG E 5 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n WPFG F 3 bright ThrustThingZ(0, random(0, 8) / 10.0, 0, 1)\n WPFG GH 2 bright\n stop\n }\n}\n\nactor FreezethrowerWeakness : PowerProtection\n{\n DamageFactor \"MightyBoot\", 10.0\n}\nactor SpawnFire2\n{\n Height 78\n\n -SOLID\n //+NOCLIP\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.5\n States\n {\n Spawn:\n FIRE ABCDEFGH 4 Bright\n Stop\n }\n}\n\nactor Wizard2 : Wizard\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"BlasterAmmo2\", 84\n DropItem \"ArtiHealth\", 4, 0\n Health 600\n BloodColor Purple\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n WZRD MLKJIHGF 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoGravity\n TNT1 A 0 A_SetTranslucent(0.1,0)\n WZRD A 3 A_SetTranslucent(0.2,0)\n WZRD A 3 A_SetTranslucent(0.3,0)\n WZRD A 3 A_SetTranslucent(0.4,0)\n WZRD A 3 A_SetTranslucent(0.5,0)\n WZRD A 3 A_SetTranslucent(0.6,0)\n WZRD A 3 A_SetTranslucent(0.7,0)\n WZRD A 3 A_SetTranslucent(0.8,0)\n WZRD A 3 A_SetTranslucent(0.9,0)\n WZRD A 3 A_SetTranslucent(1,0)\n WZRD A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n TNT1 A 0 A_NoGravity\n WZRD E 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n WZRD E 3 A_SpawnItem(\"ZorchEffectSmall\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n WZRD E 3 A_SetTranslucent(0.9,0)\n TNT1 A 0 A_Scream\n WZRD E 3 A_SetTranslucent(0.8,0)\n TNT1 H 0 A_NoBlocking\n WZRD E 3 A_SetTranslucent(0.7,0)\n WZRD E 3 A_SetTranslucent(0.6,0)\n WZRD E 3 A_SetTranslucent(0.5,0)\n WZRD E 3 A_SetTranslucent(0.4,0)\n WZRD E 3 A_SetTranslucent(0.3,0)\n WZRD E 3 A_SetTranslucent(0.2,0)\n WZRD E 3 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A 0 A_Gravity\n TNT1 A -1\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n WZRD E 0 A_UnsetSolid\n WZRD E 70 A_GenericFreezeDeath\n WZRD E 0 A_IceGuyDie\n WZRD E 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.DukeExplosive:\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n WZRD E 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n WZRD E 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Missile\"\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"HPurpleMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"HPurpleMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood_HPurple\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor WizardFX2 : WizardFX1 replaces WizardFX1\n{\n DamageType \"HereWizard\"\n +THRUGHOST\n}\n\n//Mas bichos de heretic\n\nactor Mummy2 : Mummy replaces Mummy\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"GoldWandAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n MUMM PONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.1,0)\n MUMM A 3 A_SetTranslucent(0.2,0)\n MUMM A 3 A_SetTranslucent(0.3,0)\n MUMM A 3 A_SetTranslucent(0.4,0)\n MUMM A 3 A_SetTranslucent(0.5,0)\n MUMM A 3 A_SetTranslucent(0.6,0)\n MUMM A 3 A_SetTranslucent(0.7,0)\n MUMM A 3 A_SetTranslucent(0.8,0)\n MUMM A 3 A_SetTranslucent(0.9,0)\n MUMM A 3 A_SetTranslucent(1,0)\n MUMM A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n MUMM H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n MUMM H 3 A_SpawnItem(\"ZorchEffectSmall\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n MUMM H 3 A_SetTranslucent(0.9,0)\n MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n MUMM H 3 A_SetTranslucent(0.8,0)\n TNT1 H 0 A_NoBlocking\n MUMM H 3 A_SetTranslucent(0.7,0)\n MUMM H 3 A_SetTranslucent(0.6,0)\n MUMM H 3 A_SetTranslucent(0.5,0)\n MUMM H 3 A_SetTranslucent(0.4,0)\n MUMM H 3 A_SetTranslucent(0.3,0)\n MUMM H 3 A_SetTranslucent(0.2,0)\n MUMM H 3 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A -1\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n MUMM H 0 A_UnsetSolid\n MUMM H 70 A_GenericFreezeDeath\n MUMM H 0 A_IceGuyDie\n MUMM H 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n MUMM H 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n MUMM H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n MUMM H 16 A_Pain\n Goto See\n\n Melee:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Melee\"\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor MummyGhost2 : MummyGhost replaces MummyGhost\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"GoldWandAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n MUMM PONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.05,0)\n MUMM A 3 A_SetTranslucent(0.1,0)\n MUMM A 3 A_SetTranslucent(0.15,0)\n MUMM A 3 A_SetTranslucent(0.2,0)\n MUMM A 3 A_SetTranslucent(0.25,0)\n MUMM A 3 A_SetTranslucent(0.3,0)\n MUMM A 3 A_SetTranslucent(0.35,0)\n MUMM A 3 A_SetTranslucent(0.4,0)\n MUMM A 3 A_SetTranslucent(0.45,0)\n MUMM A 3 A_SetTranslucent(0.5,0)\n MUMM A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n MUMM H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n MUMM H 5 A_SpawnItem(\"ZorchEffectSmall\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n MUMM H 5 A_SetTranslucent(0.4,0)\n MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n MUMM H 5 A_SetTranslucent(0.3,0)\n TNT1 H 0 A_NoBlocking\n MUMM H 5 A_SetTranslucent(0.2,0)\n MUMM H 5 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A -1\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n TNT1 A 0 A_SetTranslucent(1,0)\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n MUMM H 0 A_UnsetSolid\n MUMM H 70 A_GenericFreezeDeath\n MUMM H 0 A_IceGuyDie\n MUMM H 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n MUMM H 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n MUMM H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n MUMM H 16 A_Pain\n Goto See\n\n Melee:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n goto \"Super::Melee\"\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor MummyLeader2 : MummyLeader replaces MummyLeader\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"GoldWandAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n MUMM PONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.1,0)\n MUMM A 3 A_SetTranslucent(0.2,0)\n MUMM A 3 A_SetTranslucent(0.3,0)\n MUMM A 3 A_SetTranslucent(0.4,0)\n MUMM A 3 A_SetTranslucent(0.5,0)\n MUMM A 3 A_SetTranslucent(0.6,0)\n MUMM A 3 A_SetTranslucent(0.7,0)\n MUMM A 3 A_SetTranslucent(0.8,0)\n MUMM A 3 A_SetTranslucent(0.9,0)\n MUMM A 3 A_SetTranslucent(1,0)\n MUMM A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n MUMM H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n MUMM H 3 A_SpawnItem(\"ZorchEffectSmall\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n MUMM H 3 A_SetTranslucent(0.9,0)\n MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n MUMM H 3 A_SetTranslucent(0.8,0)\n TNT1 H 0 A_NoBlocking\n MUMM H 3 A_SetTranslucent(0.7,0)\n MUMM H 3 A_SetTranslucent(0.6,0)\n MUMM H 3 A_SetTranslucent(0.5,0)\n MUMM H 3 A_SetTranslucent(0.4,0)\n MUMM H 3 A_SetTranslucent(0.3,0)\n MUMM H 3 A_SetTranslucent(0.2,0)\n MUMM H 3 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A -1\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n MUMM H 0 A_UnsetSolid\n MUMM H 70 A_GenericFreezeDeath\n MUMM H 0 A_IceGuyDie\n MUMM H 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n MUMM H 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n MUMM H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n MUMM H 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n //goto \"Super::Missile\"\n\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_CustomComboAttack(\"MummyFX1\", 32, random[MummyAttack2](1,8)*2, \"mummy/attack2\")\n Goto See\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}\n\nactor MummyFX2 : MummyFX1 replaces MummyFX1\n{\n DamageType \"HereNitrogolem\"\n +THRUGHOST\n}\n\nactor MummyLeaderGhost2 : MummyLeaderGhost replaces MummyLeaderGhost\n{\n +NOTDMATCH\n +NOICEDEATH\n DamageFactor \"CorvusCrossbow\", 1.15\n DamageFactor \"DragonClaw\", 1.5\n PainChance \"MightyBoot\", 255\n DropItem \"GoldWandAmmo2\", 84\n\n States\n {\n Raise:\n TNT1 A 0 A_JumpIfInventory(\"EnemyZorched\",1,\"ZorchRaise\")\n MUMM PONMLKJI 4\n Goto See\n\n ZorchRaise:\n TNT1 A 1 A_UnsetShootable\n TNT1 A 1 A_SpawnItem(\"SpawnFire2\")\n TNT1 A 0 A_PlaySound(\"archvile/resummon\")\n TNT1 A 1 A_TakeInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_SetTranslucent(0.05,0)\n MUMM A 3 A_SetTranslucent(0.1,0)\n MUMM A 3 A_SetTranslucent(0.15,0)\n MUMM A 3 A_SetTranslucent(0.2,0)\n MUMM A 3 A_SetTranslucent(0.25,0)\n MUMM A 3 A_SetTranslucent(0.3,0)\n MUMM A 3 A_SetTranslucent(0.35,0)\n MUMM A 3 A_SetTranslucent(0.4,0)\n MUMM A 3 A_SetTranslucent(0.45,0)\n MUMM A 3 A_SetTranslucent(0.5,0)\n MUMM A 1 A_SetShootable\n Goto See\n\n Death:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n // TNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n goto \"Super::Death\"\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.PhasingZorch:\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n MUMM H 0 A_Stop\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n MUMM H 5 A_SpawnItem(\"ZorchEffectSmall\")\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n MUMM H 5 A_SetTranslucent(0.4,0)\n MUMM H 0 A_PlaySound(\"Chex/MummyZorch\")\n MUMM H 5 A_SetTranslucent(0.3,0)\n TNT1 H 0 A_NoBlocking\n MUMM H 5 A_SetTranslucent(0.2,0)\n MUMM H 5 A_SetTranslucent(0.1,0)\n TNT1 A 1 A_SetTranslucent(1,0)\n TNT1 A -1\n stop\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n TNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n TNT1 A 0 A_SetTranslucent(1,0)\n TNT1 A 0 A_GiveToTarget(\"KillCount\",1)\n //TNT1 A 0 A_NoBlocking\n MUMM H 0 A_UnsetSolid\n MUMM H 70 A_GenericFreezeDeath\n MUMM H 0 A_IceGuyDie\n MUMM H 1 A_IceGuyDie\n TNT1 A -1\n stop\n\n Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Death\n\n Death.MightyBoot:\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n TNT1 A 0 A_Jump(64,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeBootTaunt\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-3,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n MUMM H 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_Jump(96,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeGibTaunt\",1)\n goto Death\n\n Death.DukeIce:\n TNT1 A 0 A_PlaySound(\"duke/enemyfreeze\")\n TNT1 A 0 A_GiveInventory(\"FreezethrowerWeakness\")\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeKillTaunt\",1)\n goto Ice\n\n Pain.MightyBoot:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 A_PlaySoundEx(\"duke/kickhit\",\"body\",0,0)\n MUMM H 2 A_FaceTarget\n TNT1 A 0 A_Recoil(14)\n MUMM H 16 A_Pain\n Goto See\n\n Missile:\n TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n //goto \"Super::Missile\"\n\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_FaceTarget\n MUMM X 5 A_FaceTarget\n MUMM Y 5 Bright A_CustomComboAttack(\"MummyFX1\", 32, random[MummyAttack2](1,8)*2, \"mummy/attack2\")\n Goto See\n\n DeathBrutal:\n TNT1 A 0\n TNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n TNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160) // Apparently A_PlaySound doesn't work, so I have to spawn the item. Weird!\n goto \"Super::Death\"\n\n DeathHappyfun:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n TNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n TNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n goto \"Super::Death\"\n }\n}"
}
]
},
"maps": []
}