hereticshippudin0.0ba.pk3

PK3 2.1 MiB 1 map(s)

Counts

endoom0
graphics0
lumps176
maps1
palettes0

Totals (across maps)

Things6
Linedefs19
Sectors3
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "593503b2-b092-481b-99cf-be8a70463e5c",
    "sha1": "3241cd629df205ab86e046831ee41a341f373175",
    "sha256": "07104b1260b611e6b1e3c378da01df5eccdd3d0c98377aaf6f33a64e74cb6f2a",
    "filenames": [
      "hereticshippudin0.0ba.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2015-08-04 18:22:04",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-08-04 18:22:04",
    "file": {
      "type": "PK3",
      "size": 2232802,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/3241cd629df205ab86e046831ee41a341f373175/3241cd629df205ab86e046831ee41a341f373175.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 176,
        "maps": 1,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "Heretic Shippudin",
      "description": "This WAD contains a single map featuring custom monsters such as hornets and giant rats, indicating a focus on unique enemy designs rather than classic Doom monsters. The map likely offers a short gameplay experience with moderate difficulty, given the presence of low-health, fast-moving creatures. The environment and textures are not explicitly detailed, but the inclusion of flying and floor-clipping monsters suggests some verticality and varied terrain. Resource balance and progression style are unclear due to limited map data. Compatibility with standard Doom engines is uncertain, but the use of custom actors implies at least Boom-compatible or source port usage. Overall, this is a small-scale, monster-focused mod with an emphasis on new enemy behavior and sounds.",
      "tags": [
        "boom_compatible",
        "custom_monsters",
        "moderate",
        "monster_swarms",
        "nonlinear",
        "short_maps"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Hornet.txt",
        "contents": "actor Hornet\n{\n  obituary \"%o was stung by a hornet.\"\n  health 1\n  radius 4\n  height 4\n  scale 0.2\n  mass 50\n  speed 20\n  damage 0\n  damagetype \"hornet\"\n  damagefactor \"hornet\", 0\n  maxtargetrange 256\n  bloodcolor yellow\n  deathsound \"Hornet/Death\"\n  MONSTER\n  +FLOAT\n  +NOGRAVITY\n  +FLOATBOB\n  +NOBLOODDECALS\n  +SPAWNFLOAT\n  +DONTOVERLAP\n  states\n  {\n  Spawn:\n    WASP A 0\n\tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP AB 2 A_Look\n    loop\n  See:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n  \tWASP A 0 A_JumpIfCloser (256, \"Dodge\")\n    WASP AB 2 A_Chase\n\tloop\n  Dodge:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP A 1 A_FastChase\n\tWASP A 1 A_FaceTarget\n\tWASP B 1 A_FastChase\n\tWASP B 1 A_FaceTarget\n    goto See\n  Missile:\n  \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n    WASP A 2 A_FaceTarget\n    WASP B 2 A_SkullAttack\n\tWASP ABABABABAABABABABAABABABABABABAABABABABAABABABABABAABABABABABABAABAB 2 A_Wander\n    goto See\n  Death:\n    WASP C 1 A_StopSoundEx (\"SoundSlot7\")\n    WASP C 0 A_ChangeFlag (\"FLOATBOB\", 0)\n    WASP C 0 A_ScreamAndUnblock\n  Fall:\n    WASP C 1 A_CheckFloor (\"Splat\")\n\tloop\n  Splat:\n    WASP D 1 A_Stop\n    WASP D 0 A_PlaySound (\"Hornet/Splat\")\n\tWASP D -1\n\tstop\n  }\n}\n\nACTOR GiantRat\n{\n  Health 30\n  Speed 10\n  Radius 12\n  Height 18\n  Scale 0.4\n  Mass 50\n  Monster\n  +FLOORCLIP\n  SeeSound \"rat/squeek\"\n  DeathSound \"rat/death\"\n  ActiveSound \"rat/active\"\n  Obituary \"%o was gnawed on by a giant rat.\"\n  States\n  {\n  Spawn:\n    RATS A 10 A_Look\n    Loop\n  See:\n    RATS BBCCDDEE 2 A_Chase\n    Loop\n  Melee:\n    RATS F 4 A_FaceTarget\n    RATS G 4 A_PlaySound (\"Rat/Squeek\")\n    RATS H 4\n    RATS A 32 A_FaceTarget\n\tRATS BBCCDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEEBBCCDDEE 3 A_Wander\n    Goto See\n  Death:\n    RATS I 3 A_ScreamAndUnblock\n    RATS I 0 A_PlaySound (\"Rat/Splat\")\n    RATS JKL 3\n    RATS L -1\n    stop\n  Raise:\n    RATS LKJI 3\n    Goto See\n  }\n}\n\nACTOR GiantBat 12359\n{\n  Health 25\n  Radius 12\n  Height 24\n  Scale 0.6\n  Mass 50\n  Speed 9\n  damagefactor \"giantbat\", 0\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +DONTHURTSPECIES\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  +NOTARGET\n  Obituary \"%o was bitten by a bat.\"\n  SeeSound \"Bat/Sight\"\n  ActiveSound \"Bat/Active\"\n  DeathSound \"Bat/Death\"\n\n  States\n  {\n  Spawn:\n    BATH BBCCDDEEDDCCBB 1 A_Wander\n    Loop\n\n  See:\n    BATH B 1 A_Chase\n    BATH B 0 A_JumpIf (floorz < 64, \"FlyUp1\")\n  See2:\n    BATH B 1 A_Chase\n    BATH B 0 A_JumpIf (floorz < 64, \"FlyUp2\")\n  See3:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp3\")\n  See4:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp4\")\n  See5:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp5\")\n  See6:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp6\")\n  See7:\n    BATH E 1 A_Chase\n    BATH E 0 A_JumpIf (floorz < 64, \"FlyUp7\")\n  See8:\n    BATH E 1 A_Chase\n    BATH E 0 A_JumpIf (floorz < 64, \"FlyUp8\")\n  See9:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp9\")\n  See10:\n    BATH D 1 A_Chase\n    BATH D 0 A_JumpIf (floorz < 64, \"FlyUp10\")\n  See11:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp11\")\n  See12:\n    BATH C 1 A_Chase\n    BATH C 0 A_JumpIf (floorz < 64, \"FlyUp12\")\n    goto See\n\n  FlyUp1:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See2\n  FlyUp2:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See3\n  FlyUp3:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See4\n  FlyUp4:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See5\n  FlyUp5:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See6\n  FlyUp6:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See7\n  FlyUp7:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See8\n  FlyUp8:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See9\n  FlyUp9:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See10\n  FlyUp10:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See11\n  FlyUp11:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See12\n  FlyUp12:\n    BATH B 0 ThrustThingZ (0, 4, 0, 1)\n    goto See\n\n  Death:\n    BATH F 3 A_ScreamAndUnblock\n  Fall:\n    BATH GGGHHHIIIJJJ 1 A_CheckFloor (\"Splat\")\n  Fall2:\n    BATH K 1 A_CheckFloor (\"Splat\")\n    Loop\n  Splat:\n    BATH L 1 A_Stop\n    BATH L 0 A_PlaySound (\"Bat/Splat\")\n    BATH L -1\n    Stop\n  }\n}\n\nactor BatDamage\n{\n  Radius 2\n  Height 2\n  Speed 0\n  damagetype \"giantbat\"\n  Projectile\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 A_Explode ((2), 40, 0)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Imps.txt",
        "contents": "#include \"Hornet.txt\"\nActor SuperHereticImp : HereticImp replaces HereticImp\n{\n Health 40 // Up from 40\n Speed 14 //  Up from 10\n\n States\n  {\n  Spawn:\n    IMPX ABCB 10 A_Look\n\tIMPX ABCBA 7 A_Look\n\tIMPX ABCB 6 A_Look\n    Loop\n  See:\n    IMPX AABBCCBB 2 A_Chase\n\tIMPX A 0 ThrustThinGZ(0,-3,0,0)\n    Loop\n  Melee:\n    IMPX D 2 A_Recoil(-3)\n\tIMPX DE 2 A_FaceTarget\n\tIMPX E 3 A_Recoil(-3)\n    IMPX F 5 A_CustomMeleeAttack(random[ImpMeAttack](7,10), \"himp/attack\", \"himp/attack\")\n    IMPX F 0 A_Stop\n\tGoto See\n  Missile:\n  IMPX A 0 A_setAngle(angle+random(-45,45))\n  IMPX A 0 ThrustThingZ(0,7,0,1)\n    IMPX A 10 A_FaceTarget\n    IMPX B 6 A_ImpMsAttack\n    IMPX CBAB 6\n    Goto Missile+3\n  Pain:\n    IMPX G 3\n    IMPX G 3 A_Pain\n\tIMPX G 1 A_SetAngle(random(-60,60))\n\tIMPX A 0 ThrustThingZ(0,15,random(0,1),random(0,1))\n\tIMPX ABCBACB 2 A_Recoil(-4)\n\tIMPX A 0 A_Stop\n    Goto See\n  Death:\n    IMPX G 4 A_ImpDeath\n    IMPX H 5\n    Wait\n  XDeath:\n    IMPX S 5 A_ImpXDeath1\n    IMPX TU 5\n    IMPX V 5 A_Gravity\n    IMPX W 5\n    Wait\n  Crash:\n    IMPX I 7 A_ImpExplode\n    IMPX J 7 A_Scream\n    IMPX K 7  A_SpawnItem(\"GoldWandAmmo\")\n    IMPX L -1\n    Stop\n  XCrash:\n    IMPX X 7  A_SpawnItem(\"GoldWandAmmo\")\n    IMPX Y 7\n    IMPX Z -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Afrits.txt",
        "contents": "ACTOR SuperHereticImpLeader : SuperHereticImp replaces HereticImpLeader\n{\n  Species \"HereticImpLeader\"\n  Health 60\n  -MISSILEMORE\n     DropItem \"GoldWandAmmo\", 256, 12\n  AttackSound \"himp/leaderattack\"\n  States\n  {\n  Melee:\n    Stop\n  Missile:\n    IMPX DE 5 A_FaceTarget\n    IMPX F 4 A_CustomComboAttack(\"SuperHereticImpBall\", 32, random[ImpMsAttack2](10,16), \"himp/leaderattack\")\n    Goto See\n  }\n}\n\nACTOR SuperHereticImpBall : HereticImpBall replaces HereticImpBall\n{\n  Speed 15\n  FastSpeed 30\n  Damage (random(7,15))\n  States\n  {\n  Spawn:\n    FX10 ABC 4 Bright\n    Loop\n  Death:\n    FX10 DEFG 5 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Golems.txt",
        "contents": "ACTOR SuperMummy : Mummy Replaces Mummy\n{\n  Species \"Mummy\"\n  Health 125\n  Scale 1.10\n  Mass 350\n  Speed 10\n  PainChance 77\n  DropItem \"GoldWandAmmo\", 111, 14\n  States\n  {\n  Spawn:\n    MUMM AB 32 A_Look // Take a bit to wake up\n    Loop\n  See:\n    MUMM AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n    MUMM E 0 A_Recoil(-2)\n    MUMM E 6 A_FaceTarget\n\tMUMM E 0 A_Recoil(-6)\n    MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](6,12)*2, \"mummy/attack2\", \"mummy/attack\")\n    MUMM G 6\n    Goto See\n  Pain:\n    MUMM H 4\n    MUMM H 4 A_Pain\n\tMUMM AABBCCDDAABBCCDD 1 A_Chase\n    Goto See\n  Death:\n    MUMM I 5\n    MUMM J 5 A_Scream\n    MUMM K 5 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    MUMM L 5\n    MUMM M 5 A_NoBlocking\n    MUMM NO 5\n    MUMM P -1\n    Stop\n  }\n}\n\nActor SuperMummyLeader : MummyLeader Replaces MummyLeader\n{\n  Species \"Mummy\"\nScale 1.15\nHealth 140\nSpeed 11\nPainChance 40\n}\n\nActor ShittyWizard\n{\n  Species \"Mummy\"\n  Health 75\n  PainChance 40\n  DropItem \"GoldWandAmmo\" ,200 , 10\n  Scale 0.90\n  Speed 8\n  Radius 20\n  Height 56\n  Mass 40\n  Monster\n  +FloorClip\n  +DontHurtSpecies\n  Obituary \"%o was killed by an apprentice.\"\n  SeeSound \"wizard/sight\"\n  AttackSound \"wizard/attack\"\n  PainSound \"wizard/pain\"\n  DeathSound \"wizard/death\"\n  ActiveSound \"wizard/active\"\n  States\n  {\n  Spawn:\n    CULT AB 10 A_Look\n    Loop\n  See:\n    CULT AABBCCDD 2 A_Chase\n    Loop\n  Missile:\n  CULT E 0 A_PlaySound(\"wizard/attack\")\n    CULT EE 5 A_FaceTarget\n    CULT F 0 Bright A_CustomMissile(\"ThrallShot1\",42,-6,0,1,0)\n    CULT F 0 Bright A_CustomMissile(\"ThrallShot1\",42,6,0,1,0)\n    CULT F 8 Bright\n    Goto See\n  Pain:\n    CULT G 2\n    CULT G 2 A_Pain\n    Goto See\n  Death:\n    CULT H 8 A_KillMaster\n    CULT I 8 A_Scream\n    CULT J 4 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    CULT K 4 A_NoBlocking\n    CULT L 4\n    CULT M -1\n    Stop\n  XDeath:\n  CULT N 0 A_KillMaster\n    CULT N 5 A_SpawnItemEx(\"MummySoul\", 0, 0, 10, 0, 0, 1)\n    CULT O 5 A_XScream\n    CULT P 5 A_NoBlocking\n    CULT QRSTUV 5\n    CULT W -1\n  Raise:\n    CULT MLKJHI 5\n    Goto See\n  }\n}\n\nActor ThrallShot1\n{\n  Radius 4\n  Height 6\n  Speed 23\n  Damage 1\n  +Ripper\n  RenderStyle Add\n  Alpha 0.67\n  Projectile\n  +ThruGhost\n  DeathSound \"monster/disht1\"\n  States\n  {\n  Spawn:\n    CFX4 A 2 Bright\n    CFX4 B 2 Bright\n    Loop\n  Death:\n    CFX4 CDEF 3 Bright\n    Stop\n  }\n}\n\nActor ExorcistBullet : ThrallShot1\n{\nSpeed 28\nDamage 2\nAlpha 0.87\nTranslation \"192:208 = 160:168\",\"177:191 = 145:159\"\n}\nactor UndeadExorcist\n{\n  obituary \"%o didn't match the speed of Exorcist magical bullets.\"\n  health 425\n  gibhealth 60\n  radius 20\n  height 56\n  mass 125\n  speed 8\n  painchance 30\n  dropitem \"GoldWandAmmo\" 256,35\n  decal BulletChip\n  painsound \"UndeadPriest/Pain\"\n  deathsound \"UndeadPriest/Die\"\n  DamageFactor \"UndeadPriest\", 0\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    UNDP A 10 A_Look\n    loop\n  See:\n    UNDP AABBCCDD 2 A_Chase\n    loop\n  Missile:\n    UNDP E 8 A_FaceTarget\n\tUNDP E 3 A_Wander\n    UNDP E 0 Bright A_CustomMissile(\"ExorcistBullet\",42,-6,0,1,0)\n\t    UNDP E 0 Bright A_CustomMissile(\"ExorcistBullet\",42,6,0,1,0)\n    UNDP F 0 bright A_PlaySoundEx (\"UndeadPriest/Shoot\",\"SoundSlot6\")\n    UNDP E 0 A_SentinelRefire\n\tUNDP E 1 A_FaceTarget\n\tUNDP E 2 A_Wander\n    goto Missile+1\n  Pain:\n    UNDP G 3 A_Wander\n    UNDP G 0 A_Pain\n\tUNDP G 3 A_Wander\n    goto See\n  Death:\n    UNDP H 6 A_killMaster\n    UNDP I 6 A_Scream\n    UNDP JK 6\n    UNDP L 6 A_NoBlocking\n    UNDP M 6\n    UNDP N -1\n    Stop\n  XDeath:\n    UNDP O 5 A_XScream\n    UNDP P 5 A_KillMaster\n    UNDP R 5 A_NoBlocking\n    UNDP STUVW 5\n    UNDP X -1\n    Stop\n  Raise:\n    UNDP NMLKJIH 6\n    goto See\n  }\n}\n\nActor PriestPuff : BulletPuff\n{\nDamageType UndeadPriest\n}"
      },
      {
        "source": "pk3",
        "name": "DualAxe.txt",
        "contents": "ACTOR DualAxeKnight : SuperKnight\n{\n  Health 360\n  Speed 8\n  Translation \"190:205=148:165\"\n  States\n  {\n  Spawn:\n    XNIG AB 10 A_Look\n    Loop\n  See:\n    XNIG ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TNT1 A 0 A_Jump(41, \"BloodAxe\") // 16% chance to throw a blood axe\n  EtherealAxe:\n    XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    XNIG E 4 A_FaceTarget\n    XNIG F 3 A_FaceTarget\n    XNIG G 3 A_CustomComboAttack(\"KnightAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    Goto See\n  BloodAxe:\n    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    XNIG H 4 A_FaceTarget\n    XNIG I 3 A_FaceTarget\n    XNIG J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(6, 8), \"hknight/melee\")\n    Goto See\n  Pain:\n    XNIG K 3\n    XNIG K 3 A_Pain\n    Goto See\n  Death:\n    XNIG L 6\n    XNIG M 6 A_Scream\n    XNIG N 6\n    XNIG O 6 A_NoBlocking\n    XNIG PQ 6\n    XNIG R -1\n    Stop\n  }\n}\n\nACTOR EnhancedKnightGhost : KnightGhost\n{\n  Translation \"209:224=148:165\"\n  States\n  {\n  Spawn:\n    GKNI AB 10 A_Look\n    Loop\n  See:\n    GKNI ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    TNT1 A 0 A_Jump(256, \"RightHand\", \"LeftHand\")\n  RightHand:\n    GKNI E 4 A_FaceTarget\n    GKNI F 3 A_FaceTarget\n    GKNI G 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    GKNI E 4 A_FaceTarget\n    GKNI F 3 A_FaceTarget\n    GKNI G 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    Goto See\n  LeftHand:\n    GKNI H 4 A_FaceTarget\n    GKNI I 3 A_FaceTarget\n    GKNI J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    GKNI H 4 A_FaceTarget\n    GKNI I 3 A_FaceTarget\n    GKNI J 3 A_CustomComboAttack(\"RedAxe\", 32, 3 * random(1, 8), \"hknight/melee\")\n    Goto See\n  Pain:\n    GKNI K 3\n    GKNI K 3 A_Pain\n    Goto See\n  Death:\n    GKNI L 6\n    GKNI M 6 A_Scream\n    GKNI N 6\n    GKNI O 6 A_NoBlocking\n    GKNI PQ 6\n    GKNI R -1\n    Stop\n  }\n}\n\nACTOR Deathknight\n{\nHealth 1000\nRadius 24\nHeight 72\nMass 700\nSpeed 10\nPainChance 5\nMeleeDamage 10\nMONSTER\n+FLOORCLIP\n+NOTARGET\n+NORADIUSDMG\n+MISSILEMORE\n+DEFLECT\nObituary \"%o met his end at the hand of a reaper.\"\nHitObituary \"%o got edged by an edgy reaper.\"\nMeleeSound \"monster/dknhit\"\nSeeSound \"monster/dknsit\"\nPainSound \"monster/dknpai\"\nDeathSound \"monster/dkndth\"\nActiveSound \"monster/dknact\"\nStates\n   {\n   Spawn:\n       DKNT AB 10 A_Look\n       Loop\n   See:\n       DKNT A 0 A_Jump(32,10)\n       DKNT A 0 //A_UnSetReflectiveInvulnerable\n       DKNT AABBCCDD 3 A_Chase\n       Goto See\n       DKNT P 0 //A_SetReflectiveInvulnerable\n       DKNT PPQQRRSS 3 A_Chase\n       goto see+12\n   Melee:\n   DKNT E 0 A_JumpIfCloser(70,5)\n       DKNT E 0 A_FaceTarget\n\t   DKNT AABB 2 A_Recoil(-3)\n\t   DKNT E 0 A_JumpIfCloser(70,5)\n\t   DKNT A 0 A_FaceTarget\n\t   DKNT CCDD 2 A_Recoil(-3)\n\t      DKNT E 0 A_JumpIfCloser(70,5)\n       DKNT E 0 A_FaceTarget\n\t   DKNT AABB 2 A_Recoil(-3)\n\t   DKNT E 0 A_JumpIfCloser(70,5)\n\t   DKNT A 0 A_FaceTarget\n\t   DKNT CCDD 2 A_Recoil(-3)\n\t   DKNT E 0 A_Recoil(-3)\n       DKNT E 6 A_FaceTarget\n\t   DKNT E 0 A_Recoil(-6)\n       DKNT F 1 A_Playsound (\"monster/dknswg\")\n\t   DKNT F 0 A_Recoil(-3)\n       DKNT F 6 A_FaceTarget\n\t   DKNT G 0 A_Recoil(-6)\n       DKNT G 6 A_MeleeAttack\n       Goto See\n   Missile:\n       DKNT A 0 A_JumpIfCloser(300,\"Melee\")\n       DKNT A 0 A_Jump(88,10)\n       DKNT A 0 A_Jump(88,17)\n       DKNT E 0// Bright A_UnSetReflectiveInvulnerable\n       DKNT E 6 Bright A_FaceTarget\n       DKNT F 6 Bright A_Playsound (\"monster/kntswg\")\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-3,0)\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,-1,0)\n       DKNT G 0 Bright A_CustomMissile (\"DKDart\",32,0,1,0)\n       DKNT G 5 Bright A_CustomMissile (\"DKDart\",32,0,3,0)\n       DKNT A 0 A_Jump(64,9)\n       Goto See\n       DKNT T 0// Bright A_SetReflectiveInvulnerable\n       DKNT T 6 Bright A_FaceTarget\n       DKNT U 1 Bright A_FaceTarget\n       DKNT U 0 Bright A_CustomMissile(\"FHeadShot\",44,-4,-12,0)\n       DKNT U 5 Bright A_CustomMissile(\"FHeadShot\",44,-4,12,0)\n       DKNT U 0 //Bright A_UnSetReflectiveInvulnerable\n       DKNT U 0 A_Jump(64,1)\n       Goto See\n       DKNT T 0// Bright A_SetReflectiveInvulnerable\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 3 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT T 3 Bright A_FaceTarget\n       DKNT U 2 Bright A_CustomMissile(\"DKbolt\",44,-4,0,0)\n       DKNT U 0 Bright// A_UnSetReflectiveInvulnerable\n       Goto See\n   Pain:\n       DKNT H 2\n       DKNT H 2 A_Pain\n       DKNT T 20// A_SetReflectiveInvulnerable\n       DKNT T 0// A_UnSetReflectiveInvulnerable\n       DKNT P 0 A_Jump (16,1)\n       Goto See+12\n       DKNT H 1\n       Goto See\n   Death:\n       DKNT I 0 Bright A_CustomMissile(\"DKSword\",44,32,-90,0)\n       DKNT I 8 Bright A_CustomMissile(\"DKShield\",44,-32,90,0)\n       DKNT J 8 Bright A_Scream\n       DKNT K 8 Bright\n       DKNT L 8 Bright A_NoBlocking\n       DKNT MN 8 Bright\n       DKNT O -1\n       Stop\n   Raise:\n       DKNT ONMLKJI 8 Bright\n       Goto See\n   }\n}\n\nACTOR DKDart\n{\n   Radius 3\n   Height 12\n   Speed 25\n   Damage 5\n   ExplosionDamage 64\n   ExplosionRadius 64\n   RENDERSTYLE ADD\n   ALPHA 1.00\n   PROJECTILE\n   +THRUGHOST\n   Seesound \"monster/dkndrt\"\n   DeathSound \"weapons/firex2\"\n   States\n   {\n   Spawn:\n      DKAT ABC 3 Bright\n      loop\n   Death:\n      DKAT D 0 Bright A_SetTranslucent (0.85,1)\n      DKAT D 3 Bright\n      DKAT E 3 Bright A_Explode\n      DKAT FG 3 Bright\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,45,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,90,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,135,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,180,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,225,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,270,2)\n      DKAT H 0 Bright A_CustomMissile(\"DKFire\",0,0,315,2)\n      DKAT H 3 Bright A_CustomMissile(\"DKFire\",0,0,0,2)\n      DKAT IJKLM 3 Bright\n      stop\n   }\n}\n\nACTOR FHeadShot\n{\n   Radius 12\n   Height 12\n   Speed 15\n   Damage 10\n   RENDERSTYLE ADD\n   ALPHA 1.00\n   PROJECTILE\n   DamageType Fire\n   +SEEKERMISSILE\n   +THRUGHOST\n   Seesound \"monster/dknmsl\"\n   DeathSound \"weapons/boom1\"\n   States\n   {\n   Spawn:\n      FHED ABCD 3 Bright A_SeekerMissile (5,15)\n      loop\n   Death:\n      RIP1 DEFGH 5 Bright\n      stop\n   }\n}\n\nACTOR DKbolt\n{\n   Radius 8\n   Height 8\n   Speed 15\n   Damage 8\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   DamageType Fire\n   +THRUGHOST\n   SeeSound \"Weapons/boltfi\"\n   DeathSound \"weapons/firex4\"\n   States\n   {\n   Spawn:\n      BOLT A 1 Bright A_BishopMissileWeave\n      BOLT A 0 A_SpawnItem(\"RedPuff\",0,0)\n      loop\n   Death:\n      HBAL EFHI 2 Bright\n      stop\n   }\n}\n\nACTOR DKSword\n{\n   Radius 8\n   Height 8\n   Speed 1\n   PROJECTILE\n   RENDERSTYLE Normal\n   -NOGRAVITY\n   +LOWGRAVITY\n   States\n   {\n   Spawn:\n      SWRD KLMNOPQ 3 BRIGHT\n      goto Death\n   Death:\n      SWRD RS 4 BRIGHT\n      SWRD T 4 BRIGHT\n      SWRD U 4\n      SWRD T 4 BRIGHT\n      SWRD U 8\n      SWRD T 4 BRIGHT\n      SWRD U 16\n      SWRD T 4 BRIGHT\n      SWRD U -1\n   }\n}\n\nACTOR DKShield\n{\n   Radius 8\n   Height 8\n   Speed 1\n   PROJECTILE\n   RENDERSTYLE Normal\n   -NOGRAVITY\n   +LOWGRAVITY\n   States\n   {\n   Spawn:\n      SHLD ABCDEFGHI 3\n      goto death\n   Death:\n      SHLD H -1\n   }\n}\n\nACTOR DKFire\n{\n   Radius 2\n   Height 6\n   Speed 4\n   Damage 0\n   ExplosionDamage 4\n   ExplosionRadius 8\n   RENDERSTYLE ADD\n   ALPHA 0.95\n   PROJECTILE\n   +THRUGHOST\n   DeathSound \"weapons/scorch\"\n   States\n   {\n   Spawn:\n      DKAT NOPQRSTNOPQRSTNOPQRST 3 Bright A_Explode\n      goto death\n   Death:\n      DKAT UVW 3 Bright A_Explode\n      stop\n   }\n}\n\nACTOR RedPuff\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      RPUF ABCDE 3 Bright\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Skeletons.txt",
        "contents": "ACTOR SuperKnight : Knight\n{\n  Scale 1.05\n  Health 240\n  +NoBlood\n  Mass 200\n  Speed 12\n  PainChance 40\n  MeleeDamage 11\n  DropItem \"CrossbowAmmo\", 220, 9\n  States\n  {\n  Spawn:\n    KNIG AB 10 A_Look\n    Loop\n  See:\n    KNIG ABCD 4 A_Chase\n    Loop\n  Melee:\n  Missile:\n    KNIG E 8 A_FaceTarget\n\tKNIG E 0 A_Recoil(-5)\n    KNIG F 6 A_FaceTarget\n    KNIG G 5 A_KnightAttack\n    KNIG E 6 A_FaceTarget\n\tKNIG E 0 A_Recoil(-5)\n    KNIG F 5 A_FaceTarget\n    KNIG G 4 A_KnightAttack\n    Goto See\n  Pain:\n    KNIG H 3\n    KNIG H 5 A_Pain\n    Goto Missile\n  Death:\n    KNIG I 6\n    KNIG J 6 A_Scream\n    KNIG K 6\n    KNIG L 6 A_NoBlocking\n    KNIG MN 6\n    KNIG O -1\n    Stop\n  }\n}\n\nACTOR SuperKnightAxe : KnightAxe Replaces KnightAxe\n{\n  Speed 16\n  FastSpeed 30\n  Damage (random(27,36))\n  States\n  {\n  Spawn:\n    SPAX A 3 Bright A_PlaySound(\"hknight/axewhoosh\")\n    SPAX BC 3 Bright\n    Loop\n  Death:\n    SPAX DEF 6 Bright\n    Stop\n  }\n}\n\nACTOR SuperRedAxe : RedAxe replaces RedAxe\n{\n  Speed 27\n  Damage (random(40,51))\n  States\n  {\n  Spawn:\n    RAXE AB 3 Bright A_DripBlood\n    Loop\n  Death:\n    RAXE CDE 6 Bright\n    Stop\n  }\n}\n\nACTOR SuperKnightGhost : SuperKnight replaces KnightGhost\n{\n  Health 500\n  PainChance 40\n  Speed 12\n  +SHADOW\n  +GHOST\n  RenderStyle Translucent\n  Alpha 0.25\n}\n\n#include \"DualAxe.txt\""
      },
      {
        "source": "pk3",
        "name": "Wizards.txt",
        "contents": "ACTOR SuperWizard : Wizard Replaces Wizard\n{\n  Health 250\n  Speed 14\n  PainChance 46\n  DropItem \"BlasterAmmo\", 200, 26\n  DropItem \"ArtiTomeOfPower\", 2, 0\n  States\n  {\n  Spawn:\n    WZRD AB 10 A_Look\n    Loop\n  See:\n    WZRD A 3 A_Chase\n    WZRD A 4 A_Chase\n    WZRD A 3 A_Chase\n    WZRD A 4 A_Chase\n\tWZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD B 3 A_Chase\n    WZRD B 4 A_Chase\n    WZRD B 3 A_Chase\n    WZRD B 4 A_Chase\n    WZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    Loop\n  Missile:\n      WZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD C 4 A_WizAtk1\n    WZRD C 2 A_WizAtk2\n\tWZRD D 0 A_PlaySound(\"wizard/attack\",2)\n    WZRD C 4 A_WizAtk1\n    WZRD C 2 A_WizAtk2\n    WZRD C 4 A_WizAtk1\n\tWZRD A 0 ThrustThinGZ(0,random(-2,5),0,0)\n    WZRD C 2 A_WizAtk2\n    WZRD C 4 A_WizAtk1\n    WZRD C 2 A_WizAtk2\n\tWZRD DD 0 A_MeleeAttack\n\tWZRD D 0 A_GhostOff\n\tWZRD D 0 A_CustomMissile(\"SuperWizardFx1\",34,0,0)\n\tWZRD D 0 A_CustomMissile(\"SuperWizardFx1\",34,0,8)\n\t\tWZRD D 10 A_CustomMissile(\"SuperWizardFx1\",34,0,-8)\n   // WZRD D 10 A_WizAtk3\n    Goto See\n  Pain:\n    WZRD E 3 A_GhostOff\n\tWZRD E 0 A_SetAngle(angle+random(-45,45))\n\tWZRD E 0 ThrustThingZ(0,random(0,10),random(0,1),random(0,1))\n\tWZRD E 0 A_Recoil(-9)\n\tWZRD E 0 A_FaceTarget\n    WZRD E 3 A_Pain\n\tWZRD E 0 ThrustThingZ(0,random(-10,10),0,1)\n    Goto See\n  Death:\n    WZRD F 6 A_GhostOff\n\tWZRD GGG 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD G 6 A_Scream\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD HI 6\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD J 6 A_NoBlocking\n\tWZRD G 0 A_CustomMissile(\"HaloWizardFx\",random(0,40),random(-10,10),random(0,360))\n    WZRD KL 6\n    WZRD M -1 A_SetFloorClip\n    Stop\n  }\n}\n\nACTOR SuperWizardFX1 : WizardFX1 replaces WizardFX1\n{\n  Speed 27\n  FastSpeed 30\n  Damage (random(21,32))\n  States\n  {\n  Spawn:\n    FX11 AB 5 Bright A_SpawnItem(\"HaloWizardFx\")\n    Loop\n  Death:\n    FX11 CDEFG 5 Bright A_SpawnItem(\"HaloWizardFx\")\n    Stop\n  }\n}\n\nActor HaloWizardFx\n{\n+ClientSideOnly\n+NoGravity\n+NoBlockMap\n-Shootable\nAlpha 0.15\nScale 2.0\nrenderStyle translucent\nStates\n{\nSpawn :\nDeath :\nFX11 AAAA 0 A_CustomMissile(\"StarFog\",random(-1,1),random(-1,1),random(0,360))\n   FX11 ABBBBBBB 6 Bright A_FadeOut(0.11)\n   Stop\n}\n}\n\nActor StarFog\n{\n+ClientSideOnly\n+LowGravity\nGravity 0.46\n-Shootable\n+Randomize\nAlpha 1\nScale 0.11\nrenderStyle translucent\nStates\n{\nSpawn :\nDeath :\nFX11 A 0\nFX11 A 0 A_Recoil(random(-5,5))\nFX11 A 0 ThrustThingZ(0,random(0,10),0,1)\n   FX11 ABABABABABABAB 30 Bright A_FadeOut(0.11)\n   Stop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "IronLich.txt",
        "contents": "Actor SuperIronLich : IronLich Replaces IronLich\n{\nHealth 1250\nSpeed 14\nPainChance 12\nDropItem \"BlasterAmmo\", 256, 45\nDamageFactor \"FireBossImmune\", 0\n  States\n  {\n  Spawn:\n    LICH A 10 A_Look\n    Loop\n  See:\n    LICH A 4 A_Chase\n    Loop\n  Missile:\n  LICH A 0 A_Jump(64,\"LavaSky\")\n    LICH A 5 A_FaceTarget\n    LICH B 20 A_LichAttack\n    Goto See\n  LavaSky:\n  LICH ABABA 6 A_FaceTarget\n  LICH B 5 A_CustomMissile(\"LavaRain\")\n  LICH BABAB 10 A_FaceTarget\n  LICH B 5 A_CustomMissile(\"LavaRain\")\n  Pain:\n    LICH A 4\n    LICH A 4 A_Pain\n    Goto See\n  Death:\n    LICH C 7 A_CustomMissile(\"LavaRain\")\n    LICH D 7 A_Scream\n    LICH EF 7\n    LICH G 7 A_NoBlocking\n    LICH H 7\n    LICH I -1 A_BossDeath\n    Stop\n  }\n\n}\n\nActor SuperHeadFX1 : HeadFX1 replaces HeadFX1\n{\nSpeed 26\nRadius 18\nDamageType \"Ice\"\nFastSpeed 36\nDamage (random(25,30))\n}\n\nActor SuperHeadFX2 : HeadFX2 replaces HeadFX2\n{\nSpeed 14\nDamageType \"Ice\"\nDamage (random(5,10))\n}\n\nActor SuperHeadFX3 : HeadFX3 replaces HeadFX3\n{\nDamage 8\nSpeed 14\nDAMAGETYPE \"Fire\"\nFASTsPEED 30\nStates\n{\n\n  Spawn:\n    FX06 ABC 4 Bright A_LichFireGrow\n    Loop\n  NoGrow:\n    FX06 ABC 5 Bright A_Explode(5,140)\n    Loop\n  Death:\n    FX06 DEFG 5 Bright A_Explode(5,140)\n    Stop\n\n}\n}\n\nActor SuperWhirlwind  : Whirlwind  Replaces Whirlwind\n{\nDamage 1\nSpeed 15\n  States\n  {\n  Spawn:\n    FX07 DEFG 3\n    FX07 ABC 3 A_WhirlwindSeek\n\tFX07 A 0 A_SpawnItem(\"Tornado\",0,0,1)\n    Goto Spawn+4\n  Death:\n    FX07 GFED 4 A_killChildren\n    Stop\n  }\n}\n\nActor Tornado : WhirlWind\n{\nHealth 240\nDamage 4\nSpeed 4\nstates\n{\nSpawn:\n\tFX07 ADEF 3\n    FX07 G 2 A_SetSpecial(2,40)\n    FX07 ABC 3 A_WhirlwindSeek\n    Goto Spawn+4\nDeath :\nFX07 GFED 4 A_RadiusThrust(500,400)\nStop\n}\n}\n\nActor LavaRain\n{\nProjectile\nHealth 50\n-ACTIVATEPCROSS\nRadius 1\nHeight 1\nSpeed 6\n+CeilingHugger\n+Ripper\n\n RenderStyle Add\n Alpha 0.01\n Scale 0.06\nStates\n{\nSpawn:\nSEE:\nEMBR A 3 A_SpawnItemEx(\"LavaBall\",random(-150,150),random(-150,150),-15)\nEMBR A 0 A_GetHurt\nLoop\nDeath:\nNull A 0 A_Scream\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "WereDragon.txt",
        "contents": "Actor SuperWereDragon : Beast Replaces Beast\n{\nHealth 250\nSpeed 15\n+NoDropOff\nDamageFactor \"Fire\",0\n DropItem \"CrossbowAmmo\", 200, 10\nStates\n  {\n  Spawn:\n    BEAS AB 10 A_Look\n    Loop\n  See:\n    BEAS ABCDEF 3 A_Chase\n\tBEAS A 0 A_CheckSight(\"Spooky\")\n    Loop\n  Spooky:\n     BEAS AB 1 A_Chase\n\t      BEAS CD 1 A_Chase\n\t\t       BEAS EF 1 A_Chase\n\t BEAS A 0 A_CheckSight(\"Spooky\")\n\t Goto See\n  Missile:\n    BEAS H 7 A_FaceTarget\n    BEAS I 12 A_CustomComboAttack(\"BeastBall\", 36, random[BeastAttack](6,14)*4, \"beast/attack\")\n    Goto See\n  Pain:\n    BEAS G 3 A_Chase\n    BEAS G 3 A_Pain\n    Goto See\n  Death:\n    BEAS R 6 A_changeflag(\"NoDropOff\",0)\n    BEAS S 6 A_Scream\n    BEAS TUV 6\n    BEAS W 6 A_NoBlocking\n    BEAS XY 6\n    BEAS Z -1\n    Stop\n  XDeath:\n    BEAS J 5 A_changeflag(\"NoDropOff\",0)\n    BEAS K 6 A_Scream\n    BEAS L 5\n    BEAS M 6\n    BEAS N 5\n    BEAS O 6 A_NoBlocking\n    BEAS P 5\n    BEAS Q -1\n    Stop\n  }\n}\n\nActor SuperBeastBall : BeastBall replaces BeastBall\n{\nDamage 7\nSpeed 14\nDamageType \"Fire\"\n  States\n  {\n  Spawn:\n    FRB1 AABBCC 1 A_SpawnItemEx(\"Puffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n                                random2[BeastPuff]()*0.015625, 0, 0, 0, 0, SXF_ABSOLUTEPOSITION, 64)\n\tLoop\n  Death:\n    FRB1 DEFGH 4\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Clinkz.txt",
        "contents": "Actor SuperClink : Clink Replaces Clink\n{\nHealth 300\nSpeed 16\n}"
      },
      {
        "source": "pk3",
        "name": "Ophidian.txt",
        "contents": "Actor SuperOphidian : Snake Replaces Snake\n{\nHealth 700\n}"
      },
      {
        "source": "pk3",
        "name": "Unique.txt",
        "contents": "actor Breach\n{\n    Health 1210\n\t+NoTarget\n\tSpecies \"Archers\"\n\t DamageFactor \"MonsterHealing\",0\n\tDamageFactor \"MonsterCommon\",0\n    Radius 20\n    Height 56\n    Speed 23\n\t+NoIceDeath\n    PainChance 32\n\tMass 600\n    MONSTER\n    +FLOORCLIP\n\t+NoTarget\n\t+QUICKTORETALIATE\n    SeeSound \"valiant/active\"\n    AttackSound \"archer/attack\"\n    PainSound \"archer/pain\"\n    DeathSound \"archer/death\"\n    ActiveSound \"valiant/active\"\n    Obituary \"%o got blazed by breach hoister.\"\n    States\n    {\n    Spawn:\n        RAVE AB 10 A_Look\n        Loop\n    See:\n\t\tRAVE A 0  A_JumpIfInventory(\"Health\",600,\"SeeHighHp\")\n\t\tRAVE ABCD 3 A_Chase\n\t    Goto See+1\n\tSeeHighHp:\n        RAVE AABBCCDD 3 A_Chase\n\t\tRAVE A 0 A_FastChase\n        Loop\n    Missile:\n\t\tRAVE E 0 A_Jump(115,\"Missile2\",\"KewlShot1\")\n        RAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 15 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n        Goto See\n\tMissile2:\n        RAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 12 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tRAVE E 5\n\t\tRAVE E 3 A_PlaySound(\"archer/draw\")\n        RAVE E 10 A_FaceTarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\t\tRAVE E 5\n        Goto See\n\tKewlShot1:\n\t\tRAVE E 8 A_PlaySound(\"archer/draw\")\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tRAVE E 0 A_PlaySound(\"archer/draw\")\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tRAVE E 3 A_facetarget\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        RAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tRAVE F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tGoto See\n    Pain:\n    \tRAVE H 3\n        RAVE H 3 A_Pain\n    \tGoto Missile\n    Death:\n\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n\t\tRAVE I 0 A_KillMaster\n        RAVE I 5 A_Scream\n        RAVE J 5 A_NoBlocking\n        RAVE KLMN 5\n        RAVE N -1\n        Stop\n    XDeath:\n\tRAVE I 0 A_KillMaster\n\tRAVE I 0 A_ChangeFlag(\"NoGravity\",0)\n        RAVE O 5 A_PlaySound(\"archer/gib\")\n        RAVE P 5 A_NoBlocking\n        RAVE QRSTUVWX 5\n        RAVE X -1\n        Stop\n    Raise:\n        RAVE XWVUTSRQ 3\n        Goto See\n\t\t\tPain.MonsterHealing:\n\tETTN E 0 A_GiveInventory(\"Health\",100)\n\tGoto Missile\n    }\n}\n\nactor GoldArrow\n{\n   Radius 5\n   Height 12\n   Speed 18\n   Damage (49)\n   PROJECTILE\n   +NOGRAVITY\n   renderstyle add\n   alpha 0.8\n   scale 0.5\n   SeeSound \"archer/attack\"\n   DeathSound \"archer/hit\"\n   +SeekerMissile\n   States\n   {\n   Spawn:\n   gldr AAA 2\n\tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  \tgldr A 3 A_SeekerMissile(25,30)\n      gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t        gldr A 0 bright A_SpawnItem(\"GoldArrowTrail\")\n\t  Perma:\n\t  GLDR A 1 A_Spawnitem(\"GoldArrowTrail\")\n\t  Loop\n   Death:\n      gldr FGHI 3 bright\n\tStop\n\tXdeath:\n\tgldr F 0 A_PlaySound(\"Archer/Sting\")\n\t      gldr FGHI 3 bright\n\t\t  Stop\n   }\n}\n\nActor SplitGoldArrow : GoldArrow\n{\nSpeed 12\nDamage (29)\n}\nactor GoldArrowTrail\n{\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\trenderstyle add\n\talpha 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tgldr AABCDE 3 A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nActor TerraStalker : Breach\n{\n\n\t+NoGravity\n\tSpeed 12\n\t+CeilingHugger\n\tMaxStepHeight 100\n\tObituary \"%o got mindfucked by Terra, the mind manipulating archer.\"\n\t    States\n    {\n    Spawn:\n        TERA AB 10 A_Look\n        Loop\n    See:\n\t\tTERA A 0  A_JumpIfInventory(\"Health\",600,\"SeeHighHp\")\n\t\tTERA ABCD 3 A_Chase\n\t    Goto See+1\n\tSeeHighHp:\n        TERA AABBCCDD 3 A_Chase\n\t\tTERA A 0 A_FastChase\n        Loop\n    Missile:\n\t\tTERA E 0 A_Jump(115,\"Missile2\",\"KewlShot1\")\n        TERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 15 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tRAVE F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n        Goto See\n\tMissile2:\n        TERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 12 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tTERA E 5\n\t\tTERA E 3 A_PlaySound(\"archer/draw\")\n        TERA E 10 A_FaceTarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\t\tRAVE E 5\n        Goto See\n\tKewlShot1:\n\t\tTERA E 8 A_PlaySound(\"archer/draw\")\n\t\tTERA E 3 A_facetarget\n\t\tTERA G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tTERA E 0 A_PlaySound(\"archer/draw\")\n\t\tTERA E 3 A_facetarget\n\t\tTERA G 5 bright A_CustomMissile(\"GoldArrow\",32,5)\n\t\tTERA E 3 A_facetarget\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+40)\n\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,+20)\n        TERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5)\n\t\t\t\tTERA F 0 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-40)\n\t\tTERA F 5 bright A_CustomMissile(\"SplitGoldArrow\",32,5,-20)\n\t\tGoto See\n    Pain:\n    \tTERA H 3\n        TERA H 3 A_Pain\n    \tGoto Missile\n    Death:\n\tRAVE I 0 A_ChangeFlag(\"CeilingHugger\",0)\n\t\tTERA I 0 A_KillMaster\n        TERA I 5 A_Scream\n        TERA J 5 A_NoBlocking\n        TERA KLMN 5\n        TERA N -1\n        Stop\n    XDeath:\n\tRAVE I 0 A_KillMaster\n\tRAVE I 0 A_ChangeFlag(\"CeilingHugger\",0)\n        TERA O 5 A_PlaySound(\"archer/gib\")\n        TERA P 5 A_NoBlocking\n        TERA QRSTUVWX 5\n        TERA X -1\n        Stop\n    Raise:\n        TERA XWVUTSRQ 3\n        Goto See\n\t\t\tPain.MonsterHealing:\n\tETTN E 0 A_GiveInventory(\"Health\",100)\n\tGoto Missile\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "MonsterSpawn.txt",
        "contents": "ACTOR MummySpawner Replaces Mummy\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n\tTNT1 A 0 A_Jump(6,\"UndeadExorcist\")\n\tTNT1 AA 0 A_Jump(111,\"Wizard\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperMummy\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\nWizard:\n    TNT1 A 0 A_SpawnItemEx(\"ShittyWizard\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\nUndeadExorcist:\n    TNT1 A 0 A_SpawnItemEx(\"UndeadExorcist\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}\nACTOR SkeletonSpawner Replaces Knight\n{\n+SHOOTABLE\n+CountKill\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\n+NoTarget\nHEALTH 6000\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n\tTNT1 AA 0 A_Jump(30,\"DualAxe\")\n\t    TNT1 A 0 A_Jump(6,\"DeathKnight\")\n    TNT1 A 0 A_Jump(3,\"BreachUnique\")\n\tTNT1 A 0 A_Jump(1,\"TerraStalker\")\n\tTNT1 A 0 A_SpawnItemEx(\"SuperKnight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\tGoto WaitDeath\nDualAxe:\n    TNT1 A 0 A_SpawnItemEx(\"DualAxeKnight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n    Goto WaitDeath\n\tBreachUnique:\n    TNT1 A 0 A_SpawnItemEx(\"Breach\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n   \tTerraStalker:\n    TNT1 A 0 A_SpawnItemEx(\"TerraStalker\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\n\n   Goto WaitDeath\nDeathKnight:\n    TNT1 A 0 A_SpawnItemEx(\"Deathknight\",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERTRANSLATION)\nWaitDeath:\n    TNT1 A 999\n    Loop\nDeath:\n    TNT1 A 0 A_Scream\n    Stop\n    }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 6,
        "linedefs": 19,
        "sidedefs": 28,
        "vertices": 22,
        "sectors": 3,
        "segs": 32,
        "ssectors": 11,
        "nodes": 10,
        "textures": {
          "ASHWALL7": 6,
          "STARTAN2": 4,
          "FLAT5_8": 4,
          "LAVA1": 2,
          "ASHWALL2": 9
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "images": [
        {
          "id": "5dc98689-027e-4c14-a0c7-06fd4fd54b9e",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/3241cd629df205ab86e046831ee41a341f373175/MAP01/images/0.webp",
          "type": null
        },
        {
          "id": "fd60d226-c68d-425a-8065-ad4671ce9b14",
          "url": "https://wadimages2.nyc3.digitaloceanspaces.com/3241cd629df205ab86e046831ee41a341f373175/MAP01/pano/pano_0.webp",
          "type": "pano"
        }
      ]
    }
  ]
}

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