2016-03-01 15:47:10 +00:00
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// Loremaster (aka Priest) --------------------------------------------------
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ACTOR Loremaster
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{
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Health 800
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Speed 10
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Radius 15
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Height 56
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FloatSpeed 5
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Monster
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+FLOAT
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+NOBLOOD
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+NOGRAVITY
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+NOTDMATCH
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+FLOORCLIP
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+NOICEDEATH
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+NEVERRESPAWN
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DamageFactor "Fire", 0.5
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MinMissileChance 150
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Tag "$TAG_PRIEST"
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SeeSound "loremaster/sight"
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AttackSound "loremaster/attack"
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PainSound "loremaster/pain"
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DeathSound "loremaster/death"
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ActiveSound "loremaster/active"
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Obituary "$OB_LOREMASTER"
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DropItem "Junk"
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states
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{
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Spawn:
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PRST A 10 A_Look
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PRST B 10 A_SentinelBob
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Loop
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See:
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PRST A 4 A_Chase
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PRST A 4 A_SentinelBob
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PRST B 4 A_Chase
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PRST B 4 A_SentinelBob
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PRST C 4 A_Chase
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PRST C 4 A_SentinelBob
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PRST D 4 A_Chase
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PRST D 4 A_SentinelBob
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Loop
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Melee:
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PRST E 4 A_FaceTarget
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PRST F 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
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PRST E 4 A_SentinelBob
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Goto See
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Missile:
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PRST E 4 A_FaceTarget
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PRST F 4 A_CustomMissile("LoreShot", 32, 0)
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PRST E 4 A_SentinelBob
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Goto See
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Death:
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PDED A 6
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PDED B 6 A_Scream
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PDED C 6
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PDED D 6 A_Fall
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PDED E 6
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PDED FGHIJIJIJKL 5
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PDED MNOP 4
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PDED Q 4 A_SpawnItemEx("AlienSpectre5", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
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PDED RS 4
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PDED T -1
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Stop
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}
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}
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// Loremaster Projectile ----------------------------------------------------
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ACTOR LoreShot native
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{
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Speed 20
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Height 14
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Radius 10
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Projectile
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+STRIFEDAMAGE
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Damage 2
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MaxStepHeight 4
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SeeSound "loremaster/chain"
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ActiveSound "loremaster/swish"
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action native A_LoremasterChain ();
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States
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{
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Spawn:
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OCLW A 2 A_LoremasterChain
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Loop
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Death:
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OCLW A 6
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Stop
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}
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}
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// Loremaster Subprojectile -------------------------------------------------
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ACTOR LoreShot2
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{
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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TEND A 20
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Stop
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}
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}
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