#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[Update\] Possession Sphere

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- **Salahmander**
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   7 months 3 weeks ago [\#12873](#12873) by Salahmander  *[\[Update\] Possession Sphere](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12873 "12/09/2025 - DeVloek:

- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise 
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum")* was created by *Salahmander*

 12/09/2025 - DeVloek:
- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum
- [ ...sionSphere.zip ](https://www.realm667.com/forum/attachment/2798?download=1 "...sionSphere.zip") [ ](https://www.realm667.com/forum/attachment/2798?download=1 "...sionSphere.zip")

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- **Gothic**
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   6 months 4 weeks ago [\#12936](#12936) by Gothic  Replied by *Gothic* on topic *[\[Update\] Possession Sphere](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12936 "12/09/2025 - DeVloek:

- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise 
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum")*

 Update pending
I added an extra check for time freeze effects: Code:

 void PossessionParticle(string tx, double offs) { if(!isFrozen()) { TextureID ptx = TexMan.CheckForTexture(tx); owner.A_SpawnParticleEx("FFFFFF",ptx, style: STYLE_Add, flags: SPF_FULLBRIGHT, lifetime: 25, size: 20, xoff: cos(EffectTics*8+offs)*owner.radius, yoff: sin(EffectTics*8+offs)*owner.radius, zoff:owner.height, startalphaf:0.5,fadestepf:-1,sizestep:-0.5); } }

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   6 months 3 weeks ago [\#12950](#12950) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Update\] Possession Sphere](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12950 "12/09/2025 - DeVloek:

- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise 
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum")*

 As the original author of this, I object.

**I prefer to handle my own submissions myself**. Also, as the update went beyond converting code to ZScript and re-packaging the thing as a pk3, I should've been contacted for permission.

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- **Salahmander**
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   6 months 3 weeks ago - 6 months 3 weeks ago [\#12951](#12951) by Salahmander  Replied by *Salahmander* on topic *[\[Update\] Possession Sphere](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12951 "12/09/2025 - DeVloek:

- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise 
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum")*

 My apologies, I thought it would've been okay since it's generally keeping the funtion similar. I'm guessing the update is being pulled? Also, for the PK3 and ZScript conversions, should I leave it or just leave yours?

 Last edit: 6 months 3 weeks ago by Salahmander.

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   6 months 3 weeks ago [\#12955](#12955) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Update\] Possession Sphere](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12955 "12/09/2025 - DeVloek:

- Rewrote the ACS and most of the DECORATE from scratch in Zscript
- The ghost no longer targets barrels and now passes through them
- The ghost is no longer destroyed when hitting surfaces, instead it bounces off and is destroyed after 20 seconds
- Improved seeker code, now the ghost seeks new targets when the current target is already possessed or shouldn't be affected otherwise 
- Slightly increased the ghost's speed, homing range and turn angle
- Added a "maxcharges" property to the ghost. Now it can continue seeking out monsters to possess until all charges are used
- Added an "allowbosses" property to the ghost, this determines if monsters with the BOSS flag should be affected or not
- Added dynamic possession duration based on monster health (can be toggled off so the original 45s duration is used for all monsters)
- Monsters now always play their SeeSound when aquiring new targets after being possessed or waking up from possession.
- The possession indicators are now particles instead of actors
- Added dynamic lights to the ghost projectile and possessed monsters
- Adjusted ghost sprite offsets to make it look less jittery when flying
- PNGcrushed sprites
- Added MAPINFO with a DoomEdNum")*

> [ Salahmander wrote: ](https://www.realm667.com/forum/item-store/2304-update-possession-sphere#12951)

>
>  Also, for the PK3 and ZScript conversions, should I leave it or just leave yours?

I don't know what other people's policy about their submissions is. For myself, unless I say otherwise or give explicit permission for modification, my submissions are off limits.

I'm in no position to answer the other questions since I don't maintain the repository anymore.

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