// Loremaster (aka Priest) -------------------------------------------------- ACTOR Loremaster 12 { Game Strife ConversationID 66, 63, 64 Health 800 Speed 10 Radius 15 Height 56 FloatSpeed 5 Monster +FLOAT +NOBLOOD +NOGRAVITY +NOTDMATCH +FLOORCLIP +NOBLOCKMONST +INCOMBAT +LOOKALLAROUND +NOICEDEATH +NEVERRESPAWN DamageFactor "Fire", 0.5 MinMissileChance 150 Tag "$TAG_PRIEST" SeeSound "loremaster/sight" AttackSound "loremaster/attack" PainSound "loremaster/pain" DeathSound "loremaster/death" ActiveSound "loremaster/active" Obituary "$OB_LOREMASTER" DropItem "Junk" states { Spawn: PRST A 10 A_Look PRST B 10 A_SentinelBob Loop See: PRST A 4 A_Chase PRST A 4 A_SentinelBob PRST B 4 A_Chase PRST B 4 A_SentinelBob PRST C 4 A_Chase PRST C 4 A_SentinelBob PRST D 4 A_Chase PRST D 4 A_SentinelBob Loop Melee: PRST E 4 A_FaceTarget PRST F 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5) PRST E 4 A_SentinelBob Goto See Missile: PRST E 4 A_FaceTarget PRST F 4 A_CustomMissile("LoreShot", 32, 0) PRST E 4 A_SentinelBob Goto See Death: PDED A 6 PDED B 6 A_Scream PDED C 6 PDED D 6 A_Fall PDED E 6 PDED FGHIJIJIJKL 5 PDED MNOP 4 PDED Q 4 A_SpawnItemEx("AlienSpectre5", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION) PDED RS 4 PDED T -1 Stop } } // Loremaster Projectile ---------------------------------------------------- ACTOR LoreShot native { ConversationID 97,-1,-1 Speed 20 Height 14 Radius 10 Projectile +STRIFEDAMAGE Damage 2 MaxStepHeight 4 SeeSound "loremaster/chain" ActiveSound "loremaster/swish" action native A_LoremasterChain (); States { Spawn: OCLW A 2 A_LoremasterChain Loop Death: OCLW A 6 Stop } } // Loremaster Subprojectile ------------------------------------------------- ACTOR LoreShot2 { ConversationID 98,-1,-1 +NOBLOCKMAP +NOGRAVITY States { Spawn: TEND A 20 Stop } }