gzdoom-gles/wadsrc/static/actors/strife/spectral.txt

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2016-03-01 15:47:10 +00:00
// base for all spectral monsters which hurt when being touched--------------
ACTOR SpectralMonster native
{
Monster
+SPECIAL
+SPECTRAL
+NOICEDEATH
action native A_SpectreChunkSmall ();
action native A_SpectreChunkLarge ();
action native A_Spectre3Attack ();
action native A_SpotLightning ();
}
// Container for all spectral lightning deaths ------------------------------
ACTOR SpectralLightningBase
{
+NOTELEPORT
+ACTIVATEIMPACT
+ACTIVATEPCROSS
+STRIFEDAMAGE
MaxStepHeight 4
RenderStyle Add
SeeSound "weapons/sigil"
DeathSound "weapons/sigilhit"
States
{
Death:
ZAP1 B 3 A_Explode(32,32)
ZAP1 A 3 A_AlertMonsters
ZAP1 BCDEFE 3
ZAP1 DCB 2
ZAP1 A 1
Stop
}
}
// Spectral Lightning death that does not explode ---------------------------
ACTOR SpectralLightningDeath1 : SpectralLightningBase
{
States
{
Death:
Goto Super::Death+1
}
}
// Spectral Lightning death that does not alert monsters --------------------
ACTOR SpectralLightningDeath2 : SpectralLightningBase
{
States
{
Death:
Goto Super::Death+2
}
}
// Spectral Lightning death that is shorter than the rest -------------------
ACTOR SpectralLightningDeathShort : SpectralLightningBase
{
States
{
Death:
Goto Super::Death+6
}
}
// Spectral Lightning (Ball Shaped #1) --------------------------------------
ACTOR SpectralLightningBall1 : SpectralLightningBase
{
Speed 30
Radius 8
Height 16
Damage 70
Projectile
+SPECTRAL
States
{
Spawn:
ZOT3 ABCDE 4 Bright
Loop
}
}
// Spectral Lightning (Ball Shaped #2) --------------------------------------
ACTOR SpectralLightningBall2 : SpectralLightningBall1
{
Damage 20
}
// Spectral Lightning (Horizontal #1) ---------------------------------------
ACTOR SpectralLightningH1 : SpectralLightningBase
{
Speed 30
Radius 8
Height 16
Damage 70
Projectile
+SPECTRAL
action native A_SpectralLightningTail ();
States
{
Spawn:
ZAP6 A 4 Bright
ZAP6 BC 4 Bright A_SpectralLightningTail
Loop
}
}
// Spectral Lightning (Horizontal #2) -------------------------------------
ACTOR SpectralLightningH2 : SpectralLightningH1
{
Damage 20
}
// Spectral Lightning (Horizontal #3) -------------------------------------
ACTOR SpectralLightningH3 : SpectralLightningH1
{
Damage 10
}
// ASpectralLightningHTail --------------------------------------------------
ACTOR SpectralLightningHTail
{
+NOBLOCKMAP
+NOGRAVITY
+DROPOFF
RenderStyle Add
States
{
Spawn:
ZAP6 ABC 5 Bright
Stop
}
}
// Spectral Lightning (Big Ball #1) -----------------------------------------
ACTOR SpectralLightningBigBall1 : SpectralLightningDeath2
{
Speed 18
Radius 20
Height 40
Damage 130
Projectile
+SPECTRAL
action native A_SpectralBigBallLightning ();
States
{
Spawn:
ZAP7 AB 4 Bright A_SpectralBigBallLightning
ZAP7 CDE 6 Bright A_SpectralBigBallLightning
Loop
}
}
// Spectral Lightning (Big Ball #2 - less damaging) -------------------------
ACTOR SpectralLightningBigBall2 : SpectralLightningBigBall1
{
Damage 30
}
// Sigil Lightning (Vertical #1) --------------------------------------------
ACTOR SpectralLightningV1 : SpectralLightningDeathShort
{
Speed 22
Radius 8
Height 24
Damage 100
Projectile
DamageType "SpectralLow"
+SPECTRAL
States
{
Spawn:
ZOT1 AB 4 Bright
ZOT1 CDE 6 Bright
Loop
}
}
// Sigil Lightning (Vertical #2 - less damaging) ----------------------------
ACTOR SpectralLightningV2 : SpectralLightningV1
{
Damage 50
}
// Sigil Lightning Spot (roams around dropping lightning from above) --------
ACTOR SpectralLightningSpot : SpectralLightningDeath1
{
Speed 18
ReactionTime 70
+NOBLOCKMAP
+NOBLOCKMONST
+NODROPOFF
RenderStyle Translucent
Alpha 0.6
action native A_SpectralLightning ();
States
{
Spawn:
ZAP5 A 4 Bright A_Countdown
ZAP5 B 4 Bright A_SpectralLightning
ZAP5 CD 4 Bright A_Countdown
Loop
}
}
// Sigil Lightning (Big Vertical #1) ----------------------------------------
ACTOR SpectralLightningBigV1 : SpectralLightningDeath1
{
Speed 28
Radius 8
Height 16
Damage 120
Projectile
+SPECTRAL
States
{
Spawn:
ZOT2 ABCDE 4 Bright A_Tracer2
Loop
}
}
// Actor 90 -----------------------------------------------------------------
ACTOR SpectralLightningBigV2 : SpectralLightningBigV1
{
Damage 60
}