Editing Creating a monster

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       modes doom
       modes doom
     }
     }
    firstdecoratestate S_POSS_STND              // Defines the first DECORATE state that this thingtype occupies. Not required unless
                                                // the intention is to make the DECORATE states of this thing accessible from other thing types.
   
   
     states                                      // This declares that the following block is the thingtype's states.
     states                                      // This declares that the following block is the thingtype's states.
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  }
  }


Now either type "summon MutatedZombie" (not case-sensitive) in the console, or place a thing with doomednum 30001 in the map, and we should have a Mutated Zombie walking around the map, making chainsaw noises and firing beta plasma balls at you. With this out of the way we can move on to defining a new monster that doesn't use IWAD assets. For the purposes of this tutorial we will be using [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [[doom_wiki:James Paddock (Jimmy)|James Paddock (Jimmy)]].
Now either type "summon MutatedZombie" (not case-sensitive) in the console, or place a thing with doomednum 30001 in the map, and we should have a Mutated Zombie walking around the map, making chainsaw noises and firing beta plasma balls at you. With this out of the way we can move on to defining a new monster that doesn't use IWAD assets. For the purposes of this tutorial we will be using [http://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=285 the aracnorb] from the Realm667 bestiary by [http://doomwiki.org/wiki/James_Paddock_(Jimmy) James Paddock (Jimmy)].


Start by copying over the contents of the wad from SS_START to SS_END inclusive into whatever wad you were previously working in. To follow this up you will need to convert the three sound files provided into Doom Sound Format, and place them in the wad. Now we will start by editing EARACORB. This example won't use comments in areas already covered by the previous one. The ACNFI states will need to be changed so that all I's are replaced with H's and ACNF is replaced with ACNB. Don't focus too much on the AracnorbBall thingtype, as we will look further into that in [[Creating a projectile]].
Start by copying over the contents of the wad from SS_START to SS_END inclusive into whatever wad you were previously working in. To follow this up you will need to convert the three sound files provided into Doom Sound Format, and place them in the wad. Now we will start by editing EARACORB. This example won't use comments in areas already covered by the previous one. The ACNFI states will need to be changed so that all I's are replaced with H's and ACNF is replaced with ACNB. Don't focus too much on the AracnorbBall thingtype, as we will look further into that in [[Creating a projectile]].
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       modes doom
       modes doom
     }
     }
    firstdecoratestate S_POSS_STND              // Defines the first DECORATE state that this thingtype occupies. Not required unless
                                                // the intention is to make the DECORATE states of this thing accessible from other thing types.
   
   
     States
     States
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