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gldefs: update Freedoom definitions.
Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing. Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore. Burning barrel has a yellow flame again. Mega, invulnerability and blur spheres now match their respective colours. Column is yellow now rather than green. Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top. Blue keys now get their own definition instead of relying on the id blue health potion. Serpentipede balls are less red before exploding and more red after. Hatchlings have a distinct brighter glow when attacking.
This commit is contained in:
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e0275df931
commit
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1 changed files with 44 additions and 58 deletions
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@ -337,7 +337,7 @@ object ExplosiveBarrel
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// Floor lamp
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pointlight LAMP
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{
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color 0.6 1.0 0.6
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color 1.0 1.0 0.6
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size 84
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offset 0 44 0
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attenuate 1
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@ -367,9 +367,9 @@ object TechLamp2
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// Tall tech lamp
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pulselight BIGLAMP
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{
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color 1.0 1.0 0.7
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size 96
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secondarySize 99
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color 1.0 0.4 0.4
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size 100
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secondarySize 80
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interval 0.4
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offset 0 72 0
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attenuate 1
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@ -479,7 +479,7 @@ object ShortBlueTorch
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// Burning barrel
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flickerlight2 FIREBARREL
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{
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color 0.6 0.6 0.9
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color 1.0 0.9 0.4
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size 72
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secondarySize 81
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interval 0.1
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@ -545,7 +545,7 @@ object SoulSphere
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// Soul Sphere
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pulselight MEGASPHERE
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{
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color 0.4 1.0 0.4
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color 1.0 0.8 0.4
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size 60
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secondarySize 63
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interval 2.0
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@ -561,7 +561,7 @@ object MegaSphere
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// Invulnerability Sphere
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pulselight INVULN
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{
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color 1.0 0.6 1.0
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color 0.6 1.0 0.6
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size 60
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secondarySize 63
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interval 2.0
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@ -577,62 +577,24 @@ object InvulnerabilitySphere
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// Blur Sphere
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pointlight BLURSPHERE1
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{
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color 1.0 0.0 0.0
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color 0.5 0.5 0.5
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size 60
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offset 0 16 0
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attenuate 1
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}
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pointlight BLURSPHERE2
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{
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color 0.0 0.0 1.0
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size 48
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offset 0 16 0
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attenuate 1
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}
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pointlight BLURSPHERE3
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{
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color 0.0 0.0 1.0
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size 36
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offset 0 16 0
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attenuate 1
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}
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pointlight BLURSPHERE4
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{
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color 0.0 0.0 1.0
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size 24
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offset 0 16 0
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attenuate 1
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}
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pointlight BLURSPHERE5
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{
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color 0.0 0.0 1.0
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size 12
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offset 0 16 0
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attenuate 1
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}
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object BlurSphere
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{
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frame PINS { light BLURSPHERE1 }
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frame PINSA { light BLURSPHERE2 }
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frame PINSB { light BLURSPHERE3 }
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frame PINSC { light BLURSPHERE4 }
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frame PINSD { light BLURSPHERE5 }
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}
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// Armour Helmet
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// Armour Shield
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pulselight ARMORBONUS
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{
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color 0.3 0.1 0.1
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size 16
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secondarySize 20
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interval 1.0
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dontlightself 1
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attenuate 1
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offset 0 10 0
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}
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@ -643,14 +605,23 @@ object ArmorBonus
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}
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// Blue Keys
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pulselight BLUEKEY
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{
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color 0.2 0.2 0.8
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size 15
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secondarySize 27
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interval 2.0
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attenuate 1
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offset 0 10 0
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}
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object BlueCard
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{
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frame BKEY { light HEALTHPOTION }
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frame BKEY { light BLUEKEY }
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}
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object BlueSkull
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{
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frame BSKU { light HEALTHPOTION }
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frame BSKU { light BLUEKEY }
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}
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// Yellow Keys
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@ -695,6 +666,8 @@ object RedSkull
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frame RSKU { light REDKEY }
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}
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// Both armor pickups have a big red blinking light in the middle
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pointlight GREENARMOR2
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{
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color 0.4 0.0 0.0
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@ -708,6 +681,11 @@ object GreenArmor
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frame ARM1B { light GREENARMOR2 }
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}
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object BlueArmor
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{
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frame ARM2B { light GREENARMOR2 }
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}
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// ------------------
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// -- Doom Enemies --
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@ -749,7 +727,7 @@ object DoomPlayer
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// Doom Imp Fireball
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pointlight IMPBALL
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{
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color 1.0 0.7 0.4
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color 0.8 0.7 0.4
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size 96
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attenuate 1
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}
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@ -757,7 +735,7 @@ pointlight IMPBALL
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// Doom imp fireball explosion
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flickerlight IMPBALL_X1
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{
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color 0.7 0.7 0.25
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color 0.9 0.7 0.25
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size 120
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secondarySize 132
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chance 0.25
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@ -766,7 +744,7 @@ flickerlight IMPBALL_X1
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flickerlight IMPBALL_X2
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{
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color 0.4 0.4 0.1
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color 0.5 0.4 0.1
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size 144
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secondarySize 156
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chance 0.25
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@ -775,7 +753,7 @@ flickerlight IMPBALL_X2
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flickerlight IMPBALL_X3
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{
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color 0.2 0.2 0.0
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color 0.3 0.2 0.0
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size 168
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secondarySize 180
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chance 0.25
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@ -901,12 +879,20 @@ object BaronBall
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}
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// Lost Soul
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flickerlight LOSTSOUL
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pulselight LOSTSOUL
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{
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color 1.0 0.6 0.3
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color 0.4 0.4 0.2
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size 64
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secondarysize 44
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interval 0.9
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attenuate 1
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}
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flickerlight HATCHLING_ATK
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{
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color 0.8 0.8 0.5
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size 84
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secondarysize 64
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chance 0.1
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chance 0.3
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attenuate 1
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}
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@ -950,8 +936,8 @@ object LostSoul
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{
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frame SKULA { light LOSTSOUL }
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frame SKULB { light LOSTSOUL }
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frame SKULC { light LOSTSOUL }
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frame SKULD { light LOSTSOUL }
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frame SKULC { light HATCHLING_ATK }
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frame SKULD { light HATCHLING_ATK }
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frame SKULE { light LOSTSOUL }
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frame SKULF { light LOSTSOUL }
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frame SKULG { light LOSTSOUL }
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