ACS_ExecuteAlways(WOC_MONSTERSCRIPT,0,HEALTH,HEIGHT,FLAGS)
Make sure this is called in the spawn state, MAKE SURE THE SPAWN STATE FALLS THROUGH INTO AN IDLE STATE!!
If the monster is resurrectable, MAKE SURE THIS IS CALLED ONCE IN THE RAISE STATE!!
Health: Starting Health of the monster, can simply use health to use its base value
Height: The height of the monster, used for damage font
FLAGS: The special Flags
- WOC_STAT: Monsters spawn with stats, primarily used for monsters that can reflect projectiles.
- WOC_BOSS: Monster is a Boss (Nothing to do with the BOSS flag), gains special characteristics.
- WOC_SUBBOSS: Monster is immune to specific debuffs
- WOC_NORANDOM: Monster level is set to the average level of players
- WOC_MAXLEVEL: Monster level is set to the top end of the bracket used for determining level.
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ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
You must include the above line in each Death state present in the actor (Death, XDeath, Burn, Ice)

For the Freeze death state, simply include the bottom
Ice:
"----" A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT)
"----" G 5 A_GenericFreezeDeath
"----" G 1 A_FreezeDeathChunks
Wait
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ACS_ExecuteWithResult(WOC_MONSTERSCALE,X,Y,0) This is the damage growth script based on level
X = Damage gained every 4 levels
Y = Where damage is from, ACTIVATOR for Melee/Rail/Hitscan attacks, TARGET for Projectiles
Any actor that calls this, I HIGHLY RECOMMEND ADDING IN THE +NODAMAGETHRUST FLAG!!
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Pain.Convert:
TNT1 A 0 A_JumpIfInTargetInventory("Visions",Random(0,X),"ConvertMe")
Goto See
ConvertMe:
TNT1 A 0 ACS_ExecuteAlways(WOC_MONSTERXPSCRIPT,0,35)
TNT1 A 0 ACS_ExecuteAlways(WOC_VISIONSSCRIPT,0,0,0,0)
Goto See

Include the above for monsters that should be affected by Visions, with X ranging between 1 and 10
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Pain.Morale:
TNT1 A 0 A_Changeflag("Frightened", 1)
Goto Pain

Include the above for any monster vulnerable to pain that should be affected by Warcry.