//Episode 1 ACTOR HansGrosse 20214 //20010 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("HansGrosseEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("HansGrosseNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("HansGrosseMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("HansGrosseHard") Stop } } ACTOR HansGrosseEasy : WolfBossGrosseTemplate { SeeSound "hans/sight" DeathSound "hans/death" Obituary "$DTH_HANS" States { Spawn: WBOS A 0 Goto Spawn.Stand Missile: "####" E 15 A_FaceTarget "####" F 5 A_FaceTarget "####" GFGFGE 5 BRIGHT A_WolfAttack(0, "boss/attack", 0.666, 64, 64, 2, 4, 160.0) "####" A 0 A_JumpIfCloser(64, "Attack") Goto Walk } } ACTOR HansGrosseNormal : HansGrosseEasy {Health 950} ACTOR HansGrosseMedium : HansGrosseEasy {Health 1050} ACTOR HansGrosseHard : HansGrosseEasy {Health 1200} //Episode 2 Actor DrSchabbs 20196 //20011 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("DrSchabbsEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("DrSchabbsNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("DrSchabbsMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("DrSchabbsHard") Stop } } ACTOR DrSchabbsEasy : WolfBossSchabbsTemplate { SeeSound "schabbs/sight" DeathSound "schabbs/death" Obituary "$DTH_SCHABBS" States { Spawn: WBO3 A 0 Goto Spawn.Stand } } ACTOR DrSchabbsNormal : DrSchabbsEasy {Health 950} ACTOR DrSchabbsMedium : DrSchabbsEasy {Health 1550} ACTOR DrSchabbsHard : DrSchabbsEasy {Health 2400} //Episode 3 Actor Hitler 20178 //20012 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("HitlerEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("HitlerNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("HitlerMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("HitlerHard") Stop } } ACTOR HitlerEasy : WolfBossHitlerMechTemplate { SeeSound "hitler1/sight" AttackSound "boss/attack" PainSound "hitler1/death" DeathSound "hitler2/sight" Obituary "$DTH_HITLER" States { Spawn: WHR1 A 1 Goto Spawn.Stand Death: "####" H 5 A_Scream "####" I 5 "####" J 5 A_GiveToTarget("Points", 5000) "####" K 0 ACS_NamedExecuteAlways ("A_Drop", 0, 3, angle, user_lost) "####" K 1 A_BossDeath "####" K -1 Stop } } ACTOR HitlerNormal : HitlerEasy {Health 475} ACTOR HitlerMedium : HitlerEasy {Health 525} ACTOR HitlerHard : HitlerEasy {Health 600} Actor Hitler2 //20024 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("Hitler2Easy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("Hitler2Normal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("Hitler2Medium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("Hitler2Hard") Stop } } ACTOR Hitler2Easy : WolfBossHitlerTemplate { DeathSound "hitler2/death" PainSound "slurpie" Obituary "$DTH_HITLER" States { Spawn: WHR2 A 0 Goto Spawn.Stand } } ACTOR Hitler2Normal : Hitler2Easy {Health 475} ACTOR Hitler2Medium : Hitler2Easy {Health 525} ACTOR Hitler2Hard : Hitler2Easy {Health 600} //Episode 4 Actor Giftmacher 20215 //20013 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("GiftmacherEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("GiftmacherNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("GiftmacherMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("GiftmacherHard") Stop } } ACTOR GiftmacherEasy : WolfBossGiftmacherTemplate { SeeSound "gift/sight" DeathSound "gift/death" Obituary "$DTH_GIFTMACHER" States { Spawn: WBO8 A 0 Goto Spawn.Stand } } ACTOR GiftmacherNormal : GiftmacherEasy {Health 950} ACTOR GiftmacherMedium : GiftmacherEasy {Health 1050} ACTOR GiftmacherHard : GiftmacherEasy {Health 1200} //Episode 5 Actor GretelGrosse 20197 //20014 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("GretelGrosseEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("GretelGrosseNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("GretelGrosseMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("GretelGrosseHard") Stop } } ACTOR GretelGrosseEasy : WolfBossGrosseTemplate { SeeSound "gretel/sight" DeathSound "gretel/death" Health 850 Speed 3 States { Spawn: WBO4 A 0 Goto Spawn.Stand } } ACTOR GretelGrosseNormal : GretelGrosseEasy {Health 950} ACTOR GretelGrosseMedium : GretelGrosseEasy {Health 1550} ACTOR GretelGrosseHard : GretelGrosseEasy {Health 2400} //Episode 6 Actor FatFace 20179 //20015 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("FatFaceEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("FatFaceNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("FatFaceMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("FatFaceHard") Stop } } ACTOR FatFaceEasy : WolfBossFatFaceTemplate { SeeSound "fatface/sight" DeathSound "fatface/death" Obituary "$DTH_FATFACE" Damage 4 States { Spawn: WBO5 A 0 Goto Spawn.Stand } } ACTOR FatFaceNormal : FatFaceEasy {Health 950} ACTOR FatFaceMedium : FatFaceEasy {Health 1050} ACTOR FatFaceHard : FatFaceEasy {Health 1200} //SoD Bosses Actor TransGrosse 21125 //20115 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("TransGrosseEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("TransGrosseNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("TransGrosseMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("TransGrosseHard") Stop } } Actor TransGrosseEasy : WolfBossGrosseTemplate { SeeSound "trans/sight" DeathSound "trans/death" Obituary "$DTH_TRANS" States { Spawn: WBO2 A 0 Goto Spawn.Stand Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 2, 0, user_lost) "####" A 53 A_Scream "####" H 7 A_GiveToTarget("Points", 5000) "####" I 8 "####" J 7 A_BossDeath "####" K -1 Stop } } ACTOR TransGrosseNormal : TransGrosseEasy {Health 950} ACTOR TransGrosseMedium : TransGrosseEasy {Health 1050} ACTOR TransGrosseHard : TransGrosseEasy {Health 1200} ACTOR UberMutant 21142 //20117 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("UberMutantEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("UberMutantNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("UberMutantMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("UberMutantHard") Stop } } Actor UberMutantEasy : WolfBossUberMutantTemplate { SeeSound "uber/sight" AttackSound "shots/single" DeathSound "uber/death" Obituary "$DTH_UBER" BloodColor "FF 00 FF" States { Spawn: WBO6 A 0 Goto Spawn.Stand } } ACTOR UberMutantNormal : UberMutantEasy {Health 1150} ACTOR UberMutantMedium : UberMutantEasy {Health 1250} ACTOR UberMutantHard : UberMutantEasy {Health 1400} Actor DeathKnight 21161 //20118 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("DeathKnightEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("DeathKnightNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("DeathKnightMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("DeathKnightHard") Stop } } Actor DeathKnightEasy : WolfBossDeathKnightTemplate { SeeSound "dk/sight" DeathSound "dk/death" Obituary "$DTH_KNIGHT" States { Spawn: WBO7 A 0 Goto Spawn.Stand } } ACTOR DeathKnightNormal : DeathKnightEasy {Health 1350} ACTOR DeathKnightMedium : DeathKnightEasy {Health 1450} ACTOR DeathKnightHard : DeathKnightEasy {Health 1600} Actor WolfSpectre : WolfSpectreTemplate 21106 //20107 { SeeSound "spectre/sight" PainSound "spectre/sight" Obituary "$DTH_SPECTRE" States { Spawn: WSPE A 0 Goto Spawn.Stand } } Actor AngelofDeath 21107 //20119 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("AngelofDeathEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("AngelofDeathNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("AngelofDeathMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("AngelofDeathHard") Stop } } Actor AngelofDeathEasy : WolfBossAngelofDeathTemplate { SeeSound "aod/sight" DeathSound "aod/death" PainSound "aod/breathe" Obituary "$DTH_ANGEL" States { Spawn: WB10 A 0 Goto Spawn.Stand } } ACTOR AngelofDeathNormal : AngelofDeathEasy {Health 1350} ACTOR AngelofDeathMedium : AngelofDeathEasy {Health 1450} ACTOR AngelofDeathHard : AngelofDeathEasy {Health 1600} Actor BarnacleWilhelm 21143 //20116 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmHard") Stop } } Actor BarnacleWilhelmEasy : WolfBossBarnacleWilhelmTemplate { SeeSound "wilhelm/sight" AttackSound "shots/single" DeathSound "wilhelm/death" Obituary "$DTH_WILHELM" States { Spawn: WBO9 A 0 Goto Spawn.Stand } } ACTOR BarnacleWilhelmNormal : BarnacleWilhelmEasy {Health 1050} ACTOR BarnacleWilhelmMedium : BarnacleWilhelmEasy {Health 1150} ACTOR BarnacleWilhelmHard : BarnacleWilhelmEasy {Health 1300} //Lost Episodes Bosses Actor SubmarineWilly 22125 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("SubmarineWillyEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("SubmarineWillyNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("SubmarineWillyMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("SubmarineWillyHard") Stop } } Actor SubmarineWillyEasy : WolfBossGrosseTemplate { SeeSound "willy/sight" DeathSound "willy/death" Obituary "$DTH_TRANS" States { Spawn: LBO2 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 2, 0, user_lost) "####" A 53 A_Scream "####" H 7 A_GiveToTarget("Points", 5000) "####" I 8 "####" J 7 A_BossDeath "####" K -1 Stop } } ACTOR SubmarineWillyNormal : SubmarineWillyEasy {Health 950} ACTOR SubmarineWillyMedium : SubmarineWillyEasy {Health 1050} ACTOR SubmarineWillyHard : SubmarineWillyEasy {Health 1200} ACTOR TheAxe 22142 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("TheAxeEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("TheAxeNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("TheAxeMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("TheAxeHard") Stop } } Actor TheAxeEasy : WolfBossUberMutantTemplate { SeeSound "theaxe/sight" AttackSound "shots/single2" DeathSound "theaxe/death" Obituary "$DTH_UBER" BloodColor "FF 00 FF" States { Spawn: LBO6 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand Death: "####" A 36 A_Scream "####" I 4 ACS_NamedExecuteAlways ("A_Drop", 0, 2, 0, user_lost) Goto Super::Death+2 } } ACTOR TheAxeNormal : TheAxeEasy {Health 1150} ACTOR TheAxeMedium : TheAxeEasy {Health 1250} ACTOR TheAxeHard : TheAxeEasy {Health 1400} Actor RobotDroid 22161 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("RobotDroidEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("RobotDroidNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("RobotDroidMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("RobotDroidHard") Stop } } Actor RobotDroidEasy : WolfBossDeathKnightTemplate { SeeSound "robot/sight" AttackSound "shots/single2" DeathSound "robot/death" Obituary "$DTH_KNIGHT" States { Spawn: LBO7 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand Missile: "####" F 15 A_FaceTarget "####" G 5 BRIGHT A_CustomMissile ("WolfRocketLost", 48, 15, 0) "####" I 5 BRIGHT A_WolfAttack(0, "boss/attack", 1.0, 64, 64, 2, 4, 160.0) "####" I 0 A_FaceTarget "####" H 5 BRIGHT A_CustomMissile ("WolfRocketLost", 48, -15, 0) "####" I 5 BRIGHT A_WolfAttack(0, "boss/attack", 1.0, 64, 64, 2, 4, 160.0) Goto Chase Death: "####" A 53 A_Scream "####" K 5 ACS_NamedExecuteAlways ("A_Drop", 0, 2, 0, user_lost) Goto Super::Death+2 } } ACTOR RobotDroidNormal : RobotDroidEasy {Health 1350} ACTOR RobotDroidMedium : RobotDroidEasy {Health 1450} ACTOR RobotDroidHard : RobotDroidEasy {Health 1600} Actor WolfGhost : WolfSpectreTemplate 22106 { SeeSound "spectre/sight" PainSound "spectre/sight" Obituary "$DTH_SPECTRE" States { Spawn: LSPE A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand } } Actor RadioactiveMist : WolfSpectreTemplate 23106 { SeeSound "spectre/sight" PainSound "spectre/sight" Obituary "$DTH_SPECTRE" States { Spawn: LSP2 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand } } Actor DevilIncarnate 22107 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("DevilIncarnateEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("DevilIncarnateNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("DevilIncarnateMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("DevilIncarnateHard") Stop } } Actor DevilIncarnateEasy : WolfBossAngelofDeathTemplate { SeeSound "devil/sight" DeathSound "devil/death" PainSound "" Obituary "$DTH_ANGEL" States { Spawn: LB10 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand Missile: "####" G 5 A_FaceTarget "####" H 10 A_FaceTarget "####" G 5 BRIGHT A_CustomMissile ("DIBall", 25, 13, 0) "####" G 0 A_Jump(127, "Chase") "####" G 5 A_FaceTarget "####" H 10 A_FaceTarget "####" G 5 BRIGHT A_CustomMissile ("DIBall", 25, 13, 0) "####" G 0 A_Jump(127, "Chase") "####" G 5 A_FaceTarget "####" H 10 A_FaceTarget "####" G 5 BRIGHT A_CustomMissile ("DIBall", 25, 13, 0) } } ACTOR DevilIncarnateNormal : DevilIncarnateEasy {Health 1350} ACTOR DevilIncarnateMedium : DevilIncarnateEasy {Health 1450} ACTOR DevilIncarnateHard : DevilIncarnateEasy {Health 1600} Actor ProfessorQuarkblitz 22143 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("ProfessorQuarkblitzEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("ProfessorQuarkblitzNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("ProfessorQuarkblitzMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("ProfessorQuarkblitzHard") Stop } } Actor ProfessorQuarkblitzEasy : WolfBossBarnacleWilhelmTemplate { SeeSound "quarkblitz/sight" AttackSound "shots/single2" DeathSound "quarkblitz/death" Obituary "$DTH_WILHELM" States { Spawn: LBO9 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand } } ACTOR ProfessorQuarkblitzNormal : ProfessorQuarkblitzEasy {Health 1050} ACTOR ProfessorQuarkblitzMedium : ProfessorQuarkblitzEasy {Health 1150} ACTOR ProfessorQuarkblitzHard : ProfessorQuarkblitzEasy {Health 1300}