mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- converted the remaining Hexen actors.
This commit is contained in:
parent
2c1d9a7a96
commit
1bdc1ccb6c
41 changed files with 2999 additions and 2753 deletions
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@ -1,196 +0,0 @@
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// The Cleric's Flame Strike ------------------------------------------------
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ACTOR CWeapFlame : ClericWeapon
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1000
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Weapon.AmmoUse 4
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Weapon.AmmoGive 25
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Weapon.KickBack 150
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Weapon.YAdjust 10
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Weapon.AmmoType1 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_C3"
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Tag "$TAG_CWEAPFLAME"
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action native A_CFlameAttack();
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States
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{
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Spawn:
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WCFM ABCDEFGH 4 Bright
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Loop
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Select:
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CFLM A 1 A_Raise
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Loop
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Deselect:
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CFLM A 1 A_Lower
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Loop
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Ready:
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CFLM AAAABBBBCCCC 1 A_WeaponReady
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Loop
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Fire:
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CFLM A 2 Offset (0, 40)
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CFLM D 2 Offset (0, 50)
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CFLM D 2 Offset (0, 36)
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CFLM E 4 Bright
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CFLM F 4 Bright A_CFlameAttack
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CFLM E 4 Bright
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CFLM G 2 Offset (0, 40)
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CFLM G 2
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Goto Ready
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}
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}
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// Floor Flame --------------------------------------------------------------
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ACTOR CFlameFloor
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Add
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States
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{
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Spawn:
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CFFX N 5 Bright
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CFFX O 4 Bright
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CFFX P 3 Bright
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Stop
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}
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}
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// Flame Puff ---------------------------------------------------------------
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ACTOR FlamePuff
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{
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Radius 1
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Height 1
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Add
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SeeSound "ClericFlameExplode"
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AttackSound "ClericFlameExplode"
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States
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{
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Spawn:
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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// Flame Puff 2 -------------------------------------------------------------
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ACTOR FlamePuff2 : FlamePuff
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{
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States
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{
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Spawn:
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX IC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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// Circle Flame -------------------------------------------------------------
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ACTOR CircleFlame
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{
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Radius 6
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Damage 2
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DamageType "Fire"
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Projectile
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle Add
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DeathSound "ClericFlameCircle"
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Obituary "$OB_MPCWEAPFLAME"
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action native A_CFlameRotate();
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States
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{
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Spawn:
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CFCF A 4 Bright
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CFCF B 2 Bright A_CFlameRotate
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CFCF C 2 Bright
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CFCF D 1 Bright
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CFCF E 2 Bright
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CFCF F 2 Bright A_CFlameRotate
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CFCF G 1 Bright
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CFCF HI 2 Bright
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CFCF J 1 Bright A_CFlameRotate
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CFCF K 2 Bright
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CFCF LM 3 Bright
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CFCF N 2 Bright A_CFlameRotate
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CFCF O 3 Bright
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CFCF P 2 Bright
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Stop
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Death:
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CFCF QR 3 Bright
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CFCF S 3 Bright A_Explode(20, 20, 0)
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CFCF TUVWXYZ 3 Bright
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Stop
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}
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}
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// Flame Missile ------------------------------------------------------------
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ACTOR CFlameMissile : FastProjectile native
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{
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Speed 200
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Radius 14
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Height 8
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Damage 8
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DamageType "Fire"
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+INVISIBLE
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RenderStyle Add
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Obituary "$OB_MPCWEAPFLAME"
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action native A_CFlamePuff();
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action native A_CFlameMissile();
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States
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{
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Spawn:
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CFFX A 4 Bright
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CFFX A 1 A_CFlamePuff
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Goto Death + 1
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Death:
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CFFX A 1 Bright A_CFlameMissile
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CFFX ABC 3 Bright
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CFFX D 4 Bright
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CFFX E 3 Bright
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CFFX F 4 Bright
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CFFX G 3 Bright
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CFFX H 4 Bright
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CFFX I 3 Bright
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CFFX J 4 Bright
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CFFX K 3 Bright
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CFFX L 4 Bright
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CFFX M 3 Bright
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Stop
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}
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}
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@ -1,237 +0,0 @@
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// Cleric Weapon Piece ------------------------------------------------------
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ACTOR ClericWeaponPiece : WeaponPiece
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{
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Inventory.PickupSound "misc/w_pkup"
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Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE"
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Inventory.ForbiddenTo FighterPlayer, MagePlayer
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WeaponPiece.Weapon CWeapWraithverge
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+FLOATBOB
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}
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// Cleric Weapon Piece 1 ----------------------------------------------------
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ACTOR CWeaponPiece1 : ClericWeaponPiece
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{
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WeaponPiece.Number 1
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States
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{
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Spawn:
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WCH1 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 2 ----------------------------------------------------
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ACTOR CWeaponPiece2 : ClericWeaponPiece
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{
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WeaponPiece.Number 2
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States
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{
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Spawn:
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WCH2 A -1
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Stop
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}
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}
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// Cleric Weapon Piece 3 ----------------------------------------------------
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ACTOR CWeaponPiece3 : ClericWeaponPiece
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{
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WeaponPiece.Number 3
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States
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{
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Spawn:
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WCH3 A -1
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Stop
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}
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}
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// Wraithverge Drop ---------------------------------------------------------
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ACTOR WraithvergeDrop
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{
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States
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{
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Spawn:
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TNT1 A 1
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TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3")
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Stop
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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ACTOR CWeapWraithverge : ClericWeapon native
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{
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Health 3
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Weapon.SelectionOrder 3000
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+WEAPON.PRIMARY_USES_BOTH
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 18
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Weapon.AmmoUse2 18
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Weapon.AmmoGive1 20
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Weapon.AmmoGive2 20
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Weapon.KickBack 150
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Weapon.AmmoType1 "Mana1"
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Weapon.AmmoType2 "Mana2"
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Inventory.PickupMessage "$TXT_WEAPON_C4"
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Tag "$TAG_CWEAPWRAITHVERGE"
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Inventory.PickupSound "WeaponBuild"
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action native A_CHolyAttack();
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action native A_CHolyPalette();
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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Ready:
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CHLY A 1 A_WeaponReady
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Loop
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Select:
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CHLY A 1 A_Raise
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Loop
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Deselect:
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CHLY A 1 A_Lower
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Loop
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Fire:
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CHLY AB 1 Bright Offset (0, 40)
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CHLY CD 2 Bright Offset (0, 43)
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CHLY E 2 Bright Offset (0, 45)
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CHLY F 6 Bright Offset (0, 48) A_CHolyAttack
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CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette
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CHLY G 2 Offset (0, 36) A_CHolyPalette
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Goto Ready
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}
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}
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// Holy Missile -------------------------------------------------------------
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ACTOR HolyMissile
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{
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Speed 30
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Radius 15
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Height 8
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Damage 4
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Projectile
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+EXTREMEDEATH
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action native A_CHolyAttack2();
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States
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{
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Spawn:
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SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff")
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Death:
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SPIR P 1 Bright A_CHolyAttack2
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Stop
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}
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}
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// Holy Missile Puff --------------------------------------------------------
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ACTOR HolyMissilePuff
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{
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Radius 4
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Height 8
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOTELEPORT
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RenderStyle "Translucent"
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Alpha 0.4
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States
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{
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Spawn:
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SPIR QRSTU 3
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Stop
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}
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}
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// Holy Puff ----------------------------------------------------------------
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ACTOR HolyPuff
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle Translucent
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Alpha 0.6
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States
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{
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Spawn:
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SPIR KLMNO 3
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Stop
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}
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}
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// Holy Spirit --------------------------------------------------------------
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ACTOR HolySpirit native
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{
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Health 105
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Speed 12
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Radius 10
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Height 6
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Damage 3
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Projectile
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+RIPPER +SEEKERMISSILE
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+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
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+EXTREMEDEATH
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RenderStyle Translucent
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Alpha 0.4
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DeathSound "SpiritDie"
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Obituary "$OB_MPCWEAPWRAITHVERGE"
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action native A_CHolySeek();
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action native A_CHolyCheckScream();
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States
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{
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Spawn:
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SPIR AAB 2 A_CHolySeek
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SPIR B 2 A_CHolyCheckScream
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Loop
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Death:
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SPIR D 4
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SPIR E 4 A_Scream
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SPIR FGHI 4
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Stop
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}
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}
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// Holy Tail ----------------------------------------------------------------
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ACTOR HolyTail
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{
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Radius 1
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Height 1
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
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+NOTELEPORT
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RenderStyle Translucent
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Alpha 0.6
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action native A_CHolyTail();
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States
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{
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Spawn:
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SPIR C 1 A_CHolyTail
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Loop
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TailTrail:
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SPIR D -1
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Stop
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}
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}
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// Holy Tail Trail ---------------------------------------------------------
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ACTOR HolyTailTrail : HolyTail
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{
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States
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{
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Spawn:
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Goto TailTrail
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}
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}
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@ -1,96 +0,0 @@
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// The Cleric's Serpent Staff -----------------------------------------------
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ACTOR CWeapStaff : ClericWeapon
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{
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Weapon.SelectionOrder 1600
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Weapon.AmmoUse1 1
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Weapon.AmmoGive1 25
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Weapon.KickBack 150
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Weapon.YAdjust 10
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Weapon.AmmoType1 "Mana1"
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Inventory.PickupMessage "$TXT_WEAPON_C2"
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Obituary "$OB_MPCWEAPSTAFFM"
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Tag "$TAG_CWEAPSTAFF"
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action native A_CStaffInitBlink();
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action native A_CStaffCheckBlink();
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action native A_CStaffCheck();
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action native A_CStaffAttack();
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States
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{
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Spawn:
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WCSS A -1
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Stop
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Select:
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CSSF C 1 A_Raise
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Loop
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Deselect:
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CSSF B 3
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CSSF C 4
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CSSF C 1 A_Lower
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Wait
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Ready:
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CSSF C 4
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CSSF B 3 A_CStaffInitBlink
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CSSF AAAAAAA 1 A_WeaponReady
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CSSF A 1 A_CStaffCheckBlink
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Goto Ready + 2
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Fire:
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CSSF A 1 Offset (0, 45) A_CStaffCheck
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CSSF J 1 Offset (0, 50) A_CStaffAttack
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CSSF J 2 Offset (0, 50)
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CSSF J 2 Offset (0, 45)
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CSSF A 2 Offset (0, 40)
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CSSF A 2 Offset (0, 36)
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Goto Ready + 2
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Blink:
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CSSF BBBCCCCCBBB 1 A_WeaponReady
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Goto Ready + 2
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Drain:
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CSSF K 10 Offset (0, 36)
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Goto Ready + 2
|
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}
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||||
}
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// Serpent Staff Missile ----------------------------------------------------
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ACTOR CStaffMissile native
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{
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Speed 22
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Radius 12
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Height 10
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Damage 5
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RenderStyle Add
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Projectile
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DeathSound "ClericCStaffExplode"
|
||||
Obituary "$OB_MPCWEAPSTAFFR"
|
||||
States
|
||||
{
|
||||
Spawn:
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||||
CSSF DDEE 1 Bright A_CStaffMissileSlither
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Loop
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||||
Death:
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||||
CSSF FG 4 Bright
|
||||
CSSF HI 3 Bright
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||||
Stop
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||||
}
|
||||
}
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||||
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||||
// Serpent Staff Puff -------------------------------------------------------
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||||
|
||||
ACTOR CStaffPuff
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{
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||||
+NOBLOCKMAP +NOGRAVITY
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+PUFFONACTORS
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||||
RenderStyle Translucent
|
||||
Alpha 0.6
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SeeSound "ClericCStaffHitThing"
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||||
States
|
||||
{
|
||||
Spawn:
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||||
FHFX STUVW 4
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||||
Stop
|
||||
}
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||||
}
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@ -1,117 +0,0 @@
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// Dragon -------------------------------------------------------------------
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||||
|
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ACTOR Dragon
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||||
{
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||||
Health 640
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PainChance 128
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||||
Speed 10
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Height 65
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Mass 0x7fffffff
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||||
Monster
|
||||
+NOGRAVITY +FLOAT +NOBLOOD
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+BOSS
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+DONTMORPH +NOTARGET
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+NOICEDEATH
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SeeSound "DragonSight"
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AttackSound "DragonAttack"
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PainSound "DragonPain"
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DeathSound "DragonDeath"
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ActiveSound "DragonActive"
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Obituary "$OB_DRAGON"
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action native A_DragonInitFlight();
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action native A_DragonFlap();
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action native A_DragonFlight();
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action native A_DragonPain();
|
||||
action native A_DragonAttack();
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action native A_DragonCheckCrash();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
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||||
DRAG D 10 A_Look
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||||
Loop
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||||
See:
|
||||
DRAG CB 5
|
||||
DRAG A 5 A_DragonInitFlight
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||||
DRAG B 3 A_DragonFlap
|
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DRAG BCCDDCCBBAA 3 A_DragonFlight
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Goto See + 3
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Pain:
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DRAG F 10 A_DragonPain
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Goto See + 3
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||||
Missile:
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DRAG E 8 A_DragonAttack
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||||
Goto See + 3
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Death:
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||||
DRAG G 5 A_Scream
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DRAG H 4 A_NoBlocking
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||||
DRAG I 4
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||||
DRAG J 4 A_DragonCheckCrash
|
||||
Wait
|
||||
Crash:
|
||||
DRAG KL 5
|
||||
DRAG M -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball ----------------------------------------------------------
|
||||
|
||||
ACTOR DragonFireball
|
||||
{
|
||||
Speed 24
|
||||
Radius 12
|
||||
Height 10
|
||||
Damage 6
|
||||
DamageType "Fire"
|
||||
Projectile
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
RenderStyle Add
|
||||
DeathSound "DragonFireballExplode"
|
||||
|
||||
action native A_DragonFX2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
DRFX ABCDEF 4 Bright
|
||||
Loop
|
||||
Death:
|
||||
DRFX GHI 4 Bright
|
||||
DRFX J 4 Bright A_DragonFX2
|
||||
DRFX KL 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball Secondary Explosion --------------------------------------
|
||||
|
||||
ACTOR DragonExplosion
|
||||
{
|
||||
Radius 8
|
||||
Height 8
|
||||
DamageType "Fire"
|
||||
+NOBLOCKMAP
|
||||
+NOTELEPORT
|
||||
+INVISIBLE
|
||||
RenderStyle Add
|
||||
DeathSound "DragonFireballExplode"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFCF Q 1 Bright
|
||||
CFCF Q 4 Bright A_UnHideThing
|
||||
CFCF R 3 Bright A_Scream
|
||||
CFCF S 4 Bright
|
||||
CFCF T 3 Bright A_Explode (80, 128, 0)
|
||||
CFCF U 4 Bright
|
||||
CFCF V 3 Bright
|
||||
CFCF W 4 Bright
|
||||
CFCF X 3 Bright
|
||||
CFCF Y 4 Bright
|
||||
CFCF Z 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,113 +0,0 @@
|
|||
|
||||
// The Fighter's Axe --------------------------------------------------------
|
||||
|
||||
ACTOR FWeapAxe : FighterWeapon native
|
||||
{
|
||||
Weapon.SelectionOrder 1500
|
||||
+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
|
||||
Weapon.AmmoUse1 2
|
||||
Weapon.AmmoGive1 25
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust -12
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F2"
|
||||
Obituary "$OB_MPFWEAPAXE"
|
||||
Tag "$TAG_FWEAPAXE"
|
||||
|
||||
action native A_FAxeCheckUp();
|
||||
action native A_FAxeCheckReady();
|
||||
action native A_FAxeCheckAtk();
|
||||
action native A_FAxeAttack();
|
||||
action native A_FAxeCheckUpG();
|
||||
action native A_FAxeCheckReadyG();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFAX A -1
|
||||
Stop
|
||||
Select:
|
||||
FAXE A 1 A_FAxeCheckUp
|
||||
Loop
|
||||
Deselect:
|
||||
FAXE A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
FAXE A 1 A_FAxeCheckReady
|
||||
Loop
|
||||
Fire:
|
||||
FAXE B 4 Offset (15, 32) A_FAxeCheckAtk
|
||||
FAXE C 3 Offset (15, 32)
|
||||
FAXE D 2 Offset (15, 32)
|
||||
FAXE D 1 Offset (-5, 70) A_FAxeAttack
|
||||
FAXE D 2 Offset (-25, 90)
|
||||
FAXE E 1 Offset (15, 32)
|
||||
FAXE E 2 Offset (10, 54)
|
||||
FAXE E 7 Offset (10, 150)
|
||||
FAXE A 1 Offset (0, 60) A_ReFire
|
||||
FAXE A 1 Offset (0, 52)
|
||||
FAXE A 1 Offset (0, 44)
|
||||
FAXE A 1 Offset (0, 36)
|
||||
FAXE A 1
|
||||
Goto Ready
|
||||
SelectGlow:
|
||||
FAXE L 1 A_FAxeCheckUpG
|
||||
Loop
|
||||
DeselectGlow:
|
||||
FAXE L 1 A_Lower
|
||||
Loop
|
||||
ReadyGlow:
|
||||
FAXE LLL 1 A_FAxeCheckReadyG
|
||||
FAXE MMM 1 A_FAxeCheckReadyG
|
||||
Loop
|
||||
FireGlow:
|
||||
FAXE N 4 Offset (15, 32)
|
||||
FAXE O 3 Offset (15, 32)
|
||||
FAXE P 2 Offset (15, 32)
|
||||
FAXE P 1 Offset (-5, 70) A_FAxeAttack
|
||||
FAXE P 2 Offset (-25, 90)
|
||||
FAXE Q 1 Offset (15, 32)
|
||||
FAXE Q 2 Offset (10, 54)
|
||||
FAXE Q 7 Offset (10, 150)
|
||||
FAXE A 1 Offset (0, 60) A_ReFire
|
||||
FAXE A 1 Offset (0, 52)
|
||||
FAXE A 1 Offset (0, 44)
|
||||
FAXE A 1 Offset (0, 36)
|
||||
FAXE A 1
|
||||
Goto ReadyGlow
|
||||
}
|
||||
}
|
||||
|
||||
// Axe Puff -----------------------------------------------------------------
|
||||
|
||||
ACTOR AxePuff
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle Translucent
|
||||
Alpha 0.6
|
||||
SeeSound "FighterAxeHitThing"
|
||||
AttackSound "FighterHammerHitWall"
|
||||
ActiveSound "FighterHammerMiss"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Glowing Axe Puff ---------------------------------------------------------
|
||||
|
||||
ACTOR AxePuffGlow : AxePuff
|
||||
{
|
||||
+PUFFONACTORS
|
||||
RenderStyle Add
|
||||
Alpha 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FAXE RSTUVWX 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,64 +0,0 @@
|
|||
|
||||
// Fist (first weapon) ------------------------------------------------------
|
||||
|
||||
ACTOR FWeapFist : FighterWeapon
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 3400
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.KickBack 150
|
||||
Obituary "$OB_MPFWEAPFIST"
|
||||
Tag "$TAG_FWEAPFIST"
|
||||
|
||||
action native A_FPunchAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Select:
|
||||
FPCH A 1 A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
FPCH A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
FPCH A 1 A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
FPCH B 5 Offset (5, 40)
|
||||
FPCH C 4 Offset (5, 40)
|
||||
FPCH D 4 Offset (5, 40) A_FPunchAttack
|
||||
FPCH C 4 Offset (5, 40)
|
||||
FPCH B 5 Offset (5, 40) A_ReFire
|
||||
Goto Ready
|
||||
Fire2:
|
||||
FPCH DE 4 Offset (5, 40)
|
||||
FPCH E 1 Offset (15, 50)
|
||||
FPCH E 1 Offset (25, 60)
|
||||
FPCH E 1 Offset (35, 70)
|
||||
FPCH E 1 Offset (45, 80)
|
||||
FPCH E 1 Offset (55, 90)
|
||||
FPCH E 1 Offset (65, 90)
|
||||
FPCH E 10 Offset (0, 150)
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Punch puff ---------------------------------------------------------------
|
||||
|
||||
ACTOR PunchPuff
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle Translucent
|
||||
Alpha 0.6
|
||||
SeeSound "FighterPunchHitThing"
|
||||
AttackSound "FighterPunchHitWall"
|
||||
ActiveSound "FighterPunchMiss"
|
||||
VSpeed 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,101 +0,0 @@
|
|||
|
||||
// The Fighter's Hammer -----------------------------------------------------
|
||||
|
||||
ACTOR FWeapHammer : FighterWeapon
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 900
|
||||
+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
|
||||
Weapon.AmmoUse1 3
|
||||
Weapon.AmmoGive1 25
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust -10
|
||||
Weapon.AmmoType1 "Mana2"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F3"
|
||||
Obituary "$OB_MPFWEAPHAMMERM"
|
||||
Tag "$TAG_FWEAPHAMMER"
|
||||
|
||||
action native A_FHammerAttack();
|
||||
action native A_FHammerThrow();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFHM A -1
|
||||
Stop
|
||||
Select:
|
||||
FHMR A 1 A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
FHMR A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
FHMR A 1 A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
FHMR B 6 Offset (5, 0)
|
||||
FHMR C 3 Offset (5, 0) A_FHammerAttack
|
||||
FHMR D 3 Offset (5, 0)
|
||||
FHMR E 2 Offset (5, 0)
|
||||
FHMR E 10 Offset (5, 150) A_FHammerThrow
|
||||
FHMR A 1 Offset (0, 60)
|
||||
FHMR A 1 Offset (0, 55)
|
||||
FHMR A 1 Offset (0, 50)
|
||||
FHMR A 1 Offset (0, 45)
|
||||
FHMR A 1 Offset (0, 40)
|
||||
FHMR A 1 Offset (0, 35)
|
||||
FHMR A 1
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Hammer Missile -----------------------------------------------------------
|
||||
|
||||
ACTOR HammerMissile
|
||||
{
|
||||
Speed 25
|
||||
Radius 14
|
||||
Height 20
|
||||
Damage 10
|
||||
DamageType "Fire"
|
||||
Projectile
|
||||
DeathSound "FighterHammerExplode"
|
||||
Obituary "$OB_MPFWEAPHAMMERR"
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX A 2 Bright
|
||||
FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous")
|
||||
FHFX CDEFGH 2 Bright
|
||||
Loop
|
||||
Death:
|
||||
FHFX I 3 Bright A_SetTranslucent(1,1)
|
||||
FHFX J 3 Bright
|
||||
FHFX K 3 Bright A_Explode (128, 128, 0)
|
||||
FHFX LM 3 Bright
|
||||
FHFX N 3
|
||||
FHFX OPQR 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Hammer Puff (also used by fist) ------------------------------------------
|
||||
|
||||
ACTOR HammerPuff
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Translucent"
|
||||
Alpha 0.6
|
||||
VSpeed 0.8
|
||||
SeeSound "FighterHammerHitThing"
|
||||
AttackSound "FighterHammerHitWall"
|
||||
ActiveSound "FighterHammerMiss"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,164 +0,0 @@
|
|||
|
||||
// Fighter Weapon Piece -----------------------------------------------------
|
||||
|
||||
ACTOR FighterWeaponPiece : WeaponPiece
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup"
|
||||
Inventory.PickupMessage "$TXT_QUIETUS_PIECE"
|
||||
Inventory.ForbiddenTo ClericPlayer, MagePlayer
|
||||
WeaponPiece.Weapon FWeapQuietus
|
||||
+FLOATBOB
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 1 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece1 : FighterWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR1 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 2 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece2 : FighterWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 2
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR2 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 3 ---------------------------------------------------
|
||||
|
||||
ACTOR FWeaponPiece3 : FighterWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR3 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Quietus Drop -------------------------------------------------------------
|
||||
|
||||
ACTOR QuietusDrop
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1
|
||||
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// The Fighter's Sword (Quietus) --------------------------------------------
|
||||
|
||||
ACTOR FWeapQuietus : FighterWeapon
|
||||
{
|
||||
Health 3
|
||||
Weapon.SelectionOrder 2900
|
||||
+WEAPON.PRIMARY_USES_BOTH
|
||||
+Inventory.NoAttenPickupSound
|
||||
Weapon.AmmoUse1 14
|
||||
Weapon.AmmoUse2 14
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoGive2 20
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust 10
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Weapon.AmmoType2 "Mana2"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F4"
|
||||
Inventory.PickupSound "WeaponBuild"
|
||||
Tag "$TAG_FWEAPQUIETUS"
|
||||
|
||||
action native A_FSwordAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1
|
||||
Stop
|
||||
Select:
|
||||
FSRD A 1 Bright A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
FSRD A 1 Bright A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
FSRD DE 3 Bright Offset (5, 36)
|
||||
FSRD F 2 Bright Offset (5, 36)
|
||||
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack
|
||||
FSRD H 2 Bright Offset (5, 36)
|
||||
FSRD I 2 Bright Offset (5, 36)
|
||||
FSRD I 10 Bright Offset (5, 150)
|
||||
FSRD A 1 Bright Offset (5, 60)
|
||||
FSRD B 1 Bright Offset (5, 55)
|
||||
FSRD C 1 Bright Offset (5, 50)
|
||||
FSRD A 1 Bright Offset (5, 45)
|
||||
FSRD B 1 Bright Offset (5, 40)
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Sword Missile ----------------------------------------------------
|
||||
|
||||
ACTOR FSwordMissile native
|
||||
{
|
||||
Speed 30
|
||||
Radius 16
|
||||
Height 8
|
||||
Damage 8
|
||||
Projectile
|
||||
+EXTREMEDEATH
|
||||
RenderStyle Add
|
||||
DeathSound "FighterSwordExplode"
|
||||
Obituary "$OB_MPFWEAPQUIETUS"
|
||||
|
||||
action native A_FSwordFlames();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FSFX ABC 3 Bright
|
||||
Loop
|
||||
Death:
|
||||
FSFX D 4 Bright
|
||||
FSFX E 3 Bright A_FSwordFlames
|
||||
FSFX F 4 Bright A_Explode (64, 128, 0)
|
||||
FSFX G 3 Bright
|
||||
FSFX H 4 Bright
|
||||
FSFX I 3 Bright
|
||||
FSFX J 4 Bright
|
||||
FSFX KLM 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Sword Flame ------------------------------------------------------
|
||||
|
||||
ACTOR FSwordFlame
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle Translucent
|
||||
Alpha 0.6
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FSFX NOPQRSTUVW 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,23 +0,0 @@
|
|||
|
||||
// Healing Radius Artifact --------------------------------------------------
|
||||
|
||||
ACTOR ArtiHealingRadius : Inventory native
|
||||
{
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
Inventory.DefMaxAmount
|
||||
+INVENTORY.INVBAR
|
||||
+INVENTORY.PICKUPFLASH
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.Icon "ARTIHRAD"
|
||||
Inventory.PickupSound "misc/p_pkup"
|
||||
Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS"
|
||||
Tag "$TAG_ARTIHEALINGRADIUS"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HRAD ABCDEFGHIJKLMNOP 4 Bright
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
|
@ -1,335 +0,0 @@
|
|||
|
||||
// The Heresiarch him/itself ------------------------------------------------
|
||||
|
||||
ACTOR Heresiarch native
|
||||
{
|
||||
Health 5000
|
||||
Painchance 10
|
||||
Speed 16
|
||||
Radius 40
|
||||
Height 110
|
||||
Mass 500
|
||||
Damage 9
|
||||
Monster
|
||||
+FLOORCLIP
|
||||
+BOSS
|
||||
+DONTMORPH
|
||||
+NOTARGET
|
||||
+NOICEDEATH
|
||||
+DEFLECT
|
||||
+NOBLOOD
|
||||
SeeSound "SorcererSight"
|
||||
PainSound "SorcererPain"
|
||||
DeathSound "SorcererDeathScream"
|
||||
ActiveSound "SorcererActive"
|
||||
Obituary "$OB_HERESIARCH"
|
||||
|
||||
action native A_SorcSpinBalls();
|
||||
action native A_SpeedBalls();
|
||||
action native A_SorcBossAttack();
|
||||
action native A_SpawnFizzle();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SORC A 3
|
||||
SORC A 2 A_SorcSpinBalls
|
||||
Idle:
|
||||
SORC A 10 A_Look
|
||||
Wait
|
||||
See:
|
||||
SORC ABCD 5 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
SORC G 8
|
||||
SORC G 8 A_Pain
|
||||
Goto See
|
||||
Missile:
|
||||
SORC F 6 Bright A_FaceTarget
|
||||
SORC F 6 Bright A_SpeedBalls
|
||||
SORC F 6 Bright A_FaceTarget
|
||||
Wait
|
||||
Attack1:
|
||||
SORC E 6 Bright
|
||||
SORC E 6 Bright A_SpawnFizzle
|
||||
SORC E 5 Bright A_FaceTarget
|
||||
Goto Attack1+1
|
||||
Attack2:
|
||||
SORC E 2 Bright
|
||||
SORC E 2 Bright A_SorcBossAttack
|
||||
Goto See
|
||||
Death:
|
||||
SORC H 5 Bright
|
||||
SORC I 5 Bright A_FaceTarget
|
||||
SORC J 5 Bright A_Scream
|
||||
SORC KLMNOPQRST 5 Bright
|
||||
SORC U 5 Bright A_NoBlocking
|
||||
SORC VWXY 5 Bright
|
||||
SORC Z -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Base class for the balls flying around the Heresiarch's head -------------
|
||||
|
||||
ACTOR SorcBall native
|
||||
{
|
||||
Speed 10
|
||||
Radius 5
|
||||
Height 5
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+FULLVOLDEATH
|
||||
+CANBOUNCEWATER
|
||||
+NOWALLBOUNCESND
|
||||
BounceType "HexenCompat"
|
||||
SeeSound "SorcererBallBounce"
|
||||
DeathSound "SorcererBigBallExplode"
|
||||
|
||||
action native A_SorcBallOrbit();
|
||||
action native A_SorcBallPop();
|
||||
action native A_BounceCheck ();
|
||||
}
|
||||
|
||||
// First ball (purple) - fires projectiles ----------------------------------
|
||||
|
||||
ACTOR SorcBall1 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMP ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
|
||||
Loop
|
||||
Pain:
|
||||
SBMP A 5 A_SorcBallPop
|
||||
SBMP B 2 A_BounceCheck
|
||||
Wait
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
|
||||
SBS4 D 5 A_Explode(255,255)
|
||||
SBS4 E 5
|
||||
SBS4 FGH 6
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Second ball (blue) - generates the shield --------------------------------
|
||||
|
||||
ACTOR SorcBall2 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMB ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
|
||||
Loop
|
||||
Pain:
|
||||
SBMB A 5 A_SorcBallPop
|
||||
SBMB B 2 A_BounceCheck
|
||||
Wait
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
|
||||
SBS3 D 5 A_Explode(255,255)
|
||||
SBS3 E 5
|
||||
SBS3 FGH 6
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Third ball (green) - summons Bishops -------------------------------------
|
||||
|
||||
ACTOR SorcBall3 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMG ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit
|
||||
Loop
|
||||
Pain:
|
||||
SBMG A 5 A_SorcBallPop
|
||||
SBMG B 2 A_BounceCheck
|
||||
Wait
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1)
|
||||
SBS3 D 5 A_Explode(255,255)
|
||||
SBS3 E 5
|
||||
SBS3 FGH 6
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
|
||||
|
||||
ACTOR SorcFX1
|
||||
{
|
||||
Speed 7
|
||||
Radius 5
|
||||
Height 5
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
-NOGRAVITY
|
||||
+FULLVOLDEATH
|
||||
+CANBOUNCEWATER
|
||||
+NOWALLBOUNCESND
|
||||
BounceFactor 1.0
|
||||
+HEXENBOUNCE
|
||||
SeeSound "SorcererBallBounce"
|
||||
DeathSound "SorcererHeadScream"
|
||||
|
||||
action native A_SorcFX1Seek();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS1 A 2 Bright
|
||||
SBS1 BCD 3 Bright A_SorcFX1Seek
|
||||
Loop
|
||||
Death:
|
||||
FHFX S 2 Bright A_Explode(30, 128)
|
||||
FHFX SS 6 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 2 (The visible part of the shield) ------------------------
|
||||
|
||||
ACTOR SorcFX2
|
||||
{
|
||||
Speed 15
|
||||
Radius 5
|
||||
Height 5
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
|
||||
action native A_SorcFX2Split();
|
||||
action native A_SorcFX2Orbit ();
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
SBS2 A 3 Bright A_SorcFX2Split
|
||||
Loop
|
||||
Orbit:
|
||||
SBS2 A 2 Bright
|
||||
SBS2 BCDEFGHIJKLMNOPA 2 Bright A_SorcFX2Orbit
|
||||
Goto Orbit+1
|
||||
Death:
|
||||
SBS2 A 10
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// The translucent trail behind SorcFX2 -------------------------------------
|
||||
|
||||
ACTOR SorcFX2T1 : SorcFX2
|
||||
{
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto Death
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 3 (The Bishop spawner) ------------------------------------
|
||||
|
||||
ACTOR SorcFX3
|
||||
{
|
||||
Speed 15
|
||||
Radius 22
|
||||
Height 65
|
||||
+NOBLOCKMAP
|
||||
+MISSILE
|
||||
+NOTELEPORT
|
||||
SeeSound "SorcererBishopSpawn"
|
||||
|
||||
action native A_SpawnBishop();
|
||||
action native A_SorcererBishopEntry();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS3 ABC 2 Bright
|
||||
Loop
|
||||
Death:
|
||||
SBS3 A 4 Bright
|
||||
BISH P 4 A_SorcererBishopEntry
|
||||
BISH ON 4
|
||||
BISH MLKJIH 3
|
||||
BISH G 3 A_SpawnBishop
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// The Bishop spawner's explosion animation ---------------------------------
|
||||
|
||||
ACTOR SorcFX3Explosion
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS3 DEFGH 3
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 4 (The purple projectile) ---------------------------------
|
||||
|
||||
ACTOR SorcFX4
|
||||
{
|
||||
Speed 12
|
||||
Radius 10
|
||||
Height 10
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
DeathSound "SorcererBallExplode"
|
||||
|
||||
action native A_SorcFX4Check();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS4 ABC 2 Bright A_SorcFX4Check
|
||||
Loop
|
||||
Death:
|
||||
SBS4 D 2 Bright
|
||||
SBS4 E 2 Bright A_Explode(20, 128)
|
||||
SBS4 FGH 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Spark that appears when shooting SorcFX4 ---------------------------------
|
||||
|
||||
ACTOR SorcSpark1
|
||||
{
|
||||
Radius 5
|
||||
Height 5
|
||||
Gravity 0.125
|
||||
+NOBLOCKMAP
|
||||
+DROPOFF
|
||||
+NOTELEPORT
|
||||
RenderStyle Add
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBFX ABCDEFG 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,167 +0,0 @@
|
|||
|
||||
// Ice Guy ------------------------------------------------------------------
|
||||
|
||||
ACTOR IceGuy
|
||||
{
|
||||
Health 120
|
||||
PainChance 144
|
||||
Speed 14
|
||||
Radius 22
|
||||
Height 75
|
||||
Mass 150
|
||||
DamageType "Ice"
|
||||
Monster
|
||||
+NOBLOOD
|
||||
+TELESTOMP
|
||||
+NOICEDEATH
|
||||
SeeSound "IceGuySight"
|
||||
AttackSound "IceGuyAttack"
|
||||
ActiveSound "IceGuyActive"
|
||||
Obituary "$OB_ICEGUY"
|
||||
|
||||
action native A_IceGuyLook();
|
||||
action native A_IceGuyChase();
|
||||
action native A_IceGuyAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICEY A 10 A_IceGuyLook
|
||||
Loop
|
||||
See:
|
||||
ICEY A 4 A_Chase
|
||||
ICEY B 4 A_IceGuyChase
|
||||
ICEY CD 4 A_Chase
|
||||
Loop
|
||||
Pain:
|
||||
ICEY A 1 A_Pain
|
||||
Goto See
|
||||
Missile:
|
||||
ICEY EF 3 A_FaceTarget
|
||||
ICEY G 8 Bright A_IceGuyAttack
|
||||
ICEY F 4 A_FaceTarget
|
||||
Goto See
|
||||
Death:
|
||||
ICEY A 1 A_IceGuyDie
|
||||
Stop
|
||||
Inactive:
|
||||
ICEY A -1
|
||||
Goto See
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Projectile -------------------------------------------------------
|
||||
|
||||
ACTOR IceGuyFX
|
||||
{
|
||||
Speed 14
|
||||
Radius 8
|
||||
Height 10
|
||||
Damage 1
|
||||
DamageType "Ice"
|
||||
Projectile
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
DeathSound "IceGuyMissileExplode"
|
||||
|
||||
action native A_IceGuyMissileExplode();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR ABC 3 Bright A_SpawnItemEx("IceFXPuff", 0,0,2)
|
||||
Loop
|
||||
Death:
|
||||
ICPR D 4 Bright
|
||||
ICPR E 4 Bright A_IceGuyMissileExplode
|
||||
ICPR FG 4 Bright
|
||||
ICPR H 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Projectile's Puff ------------------------------------------------
|
||||
|
||||
ACTOR IceFXPuff
|
||||
{
|
||||
Radius 1
|
||||
Height 1
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF +SHADOW
|
||||
+NOTELEPORT
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR IJK 3
|
||||
ICPR LM 2
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
|
||||
|
||||
ACTOR IceGuyFX2
|
||||
{
|
||||
Speed 10
|
||||
Radius 4
|
||||
Height 4
|
||||
Damage 1
|
||||
DamageType "Ice"
|
||||
Gravity 0.125
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
+STRIFEDAMAGE
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR NOP 3 Bright
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Bit --------------------------------------------------------------
|
||||
|
||||
ACTOR IceGuyBit
|
||||
{
|
||||
Radius 1
|
||||
Height 1
|
||||
Gravity 0.125
|
||||
+NOBLOCKMAP +DROPOFF
|
||||
+NOTELEPORT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR Q 50 Bright
|
||||
Stop
|
||||
ICPR R 50 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Wisp 1 -----------------------------------------------------------
|
||||
|
||||
ACTOR IceGuyWisp1
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
RenderStyle Translucent
|
||||
Alpha 0.4
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICWS ABCDEFGHI 2
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Wisp 2 -----------------------------------------------------------
|
||||
|
||||
ACTOR IceGuyWisp2 : IceGuyWisp1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICWS JKLMNOPQR 2
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,89 +0,0 @@
|
|||
|
||||
// The Mage's Frost Cone ----------------------------------------------------
|
||||
|
||||
ACTOR MWeapFrost : MageWeapon
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 1700
|
||||
Weapon.AmmoUse1 3
|
||||
Weapon.AmmoGive1 25
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust 20
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M2"
|
||||
Obituary "$OB_MPMWEAPFROST"
|
||||
Tag "$TAG_MWEAPFROST"
|
||||
|
||||
action native A_FireConePL1();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMCS ABC 8 Bright
|
||||
Loop
|
||||
Select:
|
||||
CONE A 1 A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
CONE A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
CONE A 1 A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
CONE B 3
|
||||
CONE C 4
|
||||
Hold:
|
||||
CONE D 3
|
||||
CONE E 5
|
||||
CONE F 3 A_FireConePL1
|
||||
CONE G 3
|
||||
CONE A 9
|
||||
CONE A 10 A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Frost Missile ------------------------------------------------------------
|
||||
|
||||
ACTOR FrostMissile native
|
||||
{
|
||||
Speed 25
|
||||
Radius 13
|
||||
Height 8
|
||||
Damage 1
|
||||
DamageType "Ice"
|
||||
Projectile
|
||||
DeathSound "MageShardsExplode"
|
||||
Obituary "$OB_MPMWEAPFROST"
|
||||
|
||||
action native A_ShedShard();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SHRD A 2 Bright
|
||||
SHRD A 3 Bright A_ShedShard
|
||||
SHRD B 3 Bright
|
||||
SHRD C 3 Bright
|
||||
Loop
|
||||
Death:
|
||||
SHEX ABCDE 5 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Shard ----------------------------------------------------------------
|
||||
|
||||
ACTOR IceShard : FrostMissile
|
||||
{
|
||||
DamageType "Ice"
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SHRD ABC 3 Bright
|
||||
Loop
|
||||
}
|
||||
}
|
|
@ -1,154 +0,0 @@
|
|||
|
||||
// The Mage's Lightning Arc of Death ----------------------------------------
|
||||
|
||||
ACTOR MWeapLightning : MageWeapon
|
||||
{
|
||||
+NOGRAVITY
|
||||
Weapon.SelectionOrder 1100
|
||||
Weapon.AmmoUse1 5
|
||||
Weapon.AmmoGive1 25
|
||||
Weapon.KickBack 0
|
||||
Weapon.YAdjust 20
|
||||
Weapon.AmmoType1 "Mana2"
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M3"
|
||||
Tag "$TAG_MWEAPLIGHTNING"
|
||||
|
||||
action native A_LightningReady();
|
||||
action native A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling");
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMLG ABCDEFGH 4 Bright
|
||||
Loop
|
||||
Select:
|
||||
MLNG A 1 Bright A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
MLNG A 1 Bright A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
MLNG AAAAA 1 Bright A_WeaponReady
|
||||
MLNG A 1 Bright A_LightningReady
|
||||
MLNG BBBBBB 1 Bright A_WeaponReady
|
||||
MLNG CCCCC 1 Bright A_WeaponReady
|
||||
MLNG C 1 Bright A_LightningReady
|
||||
MLNG BBBBBB 1 Bright A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
MLNG DE 3 Bright
|
||||
MLNG F 4 Bright A_MLightningAttack
|
||||
MLNG G 4 Bright
|
||||
MLNG HI 3 Bright
|
||||
MLNG I 6 Bright Offset (0, 199)
|
||||
MLNG C 2 Bright Offset (0, 55)
|
||||
MLNG B 2 Bright Offset (0, 50)
|
||||
MLNG B 2 Bright Offset (0, 45)
|
||||
MLNG B 2 Bright Offset (0, 40)
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Ceiling Lightning --------------------------------------------------------
|
||||
|
||||
ACTOR Lightning native
|
||||
{
|
||||
MissileType "LightningZap"
|
||||
AttackSound "MageLightningZap"
|
||||
ActiveSound "MageLightningContinuous"
|
||||
Obituary "$OB_MPMWEAPLIGHTNING"
|
||||
}
|
||||
|
||||
ACTOR LightningCeiling : Lightning
|
||||
{
|
||||
Health 144
|
||||
Speed 25
|
||||
Radius 16
|
||||
Height 40
|
||||
Damage 8
|
||||
Projectile
|
||||
+CEILINGHUGGER
|
||||
RenderStyle Add
|
||||
|
||||
action native A_LightningZap();
|
||||
action native A_LightningClip();
|
||||
action native A_LightningRemove();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX A 2 Bright A_LightningZap
|
||||
MLFX BCD 2 Bright A_LightningClip
|
||||
Loop
|
||||
Death:
|
||||
MLF2 A 2 Bright A_LightningRemove
|
||||
MLF2 BCDEKLM 3 Bright
|
||||
ACLO E 35
|
||||
MLF2 NO 3 Bright
|
||||
MLF2 P 4 Bright
|
||||
MLF2 QP 3 Bright
|
||||
MLF2 Q 4 Bright
|
||||
MLF2 P 3 Bright
|
||||
MLF2 O 3 Bright
|
||||
MLF2 P 3 Bright
|
||||
MLF2 P 1 Bright A_HideThing
|
||||
ACLO E 1050
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Floor Lightning ----------------------------------------------------------
|
||||
|
||||
ACTOR LightningFloor : LightningCeiling
|
||||
{
|
||||
-CEILINGHUGGER
|
||||
+FLOORHUGGER
|
||||
RenderStyle Add
|
||||
|
||||
action native A_LastZap();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX E 2 Bright A_LightningZap
|
||||
MLFX FGH 2 Bright A_LightningClip
|
||||
Loop
|
||||
Death:
|
||||
MLF2 F 2 Bright A_LightningRemove
|
||||
MLF2 GHIJKLM 3 Bright
|
||||
ACLO E 20
|
||||
MLF2 NO 3 Bright
|
||||
MLF2 P 4 Bright
|
||||
MLF2 QP 3 Bright
|
||||
MLF2 Q 4 Bright A_LastZap
|
||||
MLF2 POP 3 Bright
|
||||
MLF2 P 1 Bright A_HideThing
|
||||
Goto Super::Death + 19
|
||||
}
|
||||
}
|
||||
|
||||
// Lightning Zap ------------------------------------------------------------
|
||||
|
||||
ACTOR LightningZap native
|
||||
{
|
||||
Radius 15
|
||||
Height 35
|
||||
Damage 2
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle Add
|
||||
Obituary "$OB_MPMWEAPLIGHTNING"
|
||||
|
||||
action native A_ZapMimic();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX IJKLM 2 Bright A_ZapMimic
|
||||
Loop
|
||||
Death:
|
||||
MLFX NOPQRSTU 2 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,142 +0,0 @@
|
|||
|
||||
// Mage Weapon Piece --------------------------------------------------------
|
||||
|
||||
ACTOR MageWeaponPiece : WeaponPiece
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup"
|
||||
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE"
|
||||
Inventory.ForbiddenTo FighterPlayer, ClericPlayer
|
||||
WeaponPiece.Weapon MWeapBloodscourge
|
||||
+FLOATBOB
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 1 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece1 : MageWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 1
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS1 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 2 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece2 : MageWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 2
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS2 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 3 ------------------------------------------------------
|
||||
|
||||
ACTOR MWeaponPiece3 : MageWeaponPiece
|
||||
{
|
||||
WeaponPiece.Number 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS3 A -1 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Bloodscourge Drop --------------------------------------------------------
|
||||
|
||||
ACTOR BloodscourgeDrop
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1
|
||||
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3")
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// The Mages's Staff (Bloodscourge) -----------------------------------------
|
||||
|
||||
ACTOR MWeapBloodscourge : MageWeapon native
|
||||
{
|
||||
Health 3
|
||||
Weapon.SelectionOrder 3100
|
||||
Weapon.AmmoUse1 15
|
||||
Weapon.AmmoUse2 15
|
||||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoGive2 20
|
||||
Weapon.KickBack 150
|
||||
Weapon.YAdjust 20
|
||||
Weapon.AmmoType1 "Mana1"
|
||||
Weapon.AmmoType2 "Mana2"
|
||||
+WEAPON.PRIMARY_USES_BOTH
|
||||
+Inventory.NoAttenPickupSound
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M4"
|
||||
Inventory.PickupSound "WeaponBuild"
|
||||
Tag "$TAG_MWEAPBLOODSCOURGE"
|
||||
|
||||
action native A_MStaffAttack();
|
||||
action native A_MStaffPalette();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1
|
||||
Stop
|
||||
Select:
|
||||
MSTF A 1 A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
MSTF A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
MSTF G 4 Offset (0, 40)
|
||||
MSTF H 4 Bright Offset (0, 48) A_MStaffAttack
|
||||
MSTF H 2 Bright Offset (0, 48) A_MStaffPalette
|
||||
MSTF II 2 Offset (0, 48) A_MStaffPalette
|
||||
MSTF I 1 Offset (0, 40)
|
||||
MSTF J 5 Offset (0, 36)
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
|
||||
|
||||
ACTOR MageStaffFX2 native
|
||||
{
|
||||
Speed 17
|
||||
Height 8
|
||||
Damage 4
|
||||
DamageType "Fire"
|
||||
Projectile
|
||||
+SEEKERMISSILE
|
||||
+SCREENSEEKER
|
||||
+EXTREMEDEATH
|
||||
DeathSound "MageStaffExplode"
|
||||
Obituary "$OB_MPMWEAPBLOODSCOURGE"
|
||||
|
||||
action native A_MStaffTrack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MSP2 ABCD 2 Bright A_MStaffTrack
|
||||
Loop
|
||||
Death:
|
||||
MSP2 E 4 Bright A_SetTranslucent(1,1)
|
||||
MSP2 F 5 Bright A_Explode (80, 192, 0)
|
||||
MSP2 GH 5 Bright
|
||||
MSP2 I 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,73 +0,0 @@
|
|||
|
||||
// The Mage's Wand ----------------------------------------------------------
|
||||
|
||||
ACTOR MWeapWand : MageWeapon
|
||||
{
|
||||
Weapon.SelectionOrder 3600
|
||||
Weapon.KickBack 0
|
||||
Weapon.YAdjust 9
|
||||
Tag "$TAG_MWEAPWAND"
|
||||
|
||||
States
|
||||
{
|
||||
Select:
|
||||
MWND A 1 A_Raise
|
||||
Loop
|
||||
Deselect:
|
||||
MWND A 1 A_Lower
|
||||
Loop
|
||||
Ready:
|
||||
MWND A 1 A_WeaponReady
|
||||
Loop
|
||||
Fire:
|
||||
MWND A 6
|
||||
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile")
|
||||
MWND A 3 Offset (0, 40)
|
||||
MWND A 3 Offset (0, 36) A_ReFire
|
||||
Goto Ready
|
||||
}
|
||||
}
|
||||
|
||||
// Wand Smoke ---------------------------------------------------------------
|
||||
|
||||
ACTOR MageWandSmoke
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY +SHADOW
|
||||
+NOTELEPORT +CANNOTPUSH +NODAMAGETHRUST
|
||||
RenderStyle Translucent
|
||||
Alpha 0.6
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MWND CDCD 4
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Wand Missile -------------------------------------------------------------
|
||||
|
||||
ACTOR MageWandMissile : FastProjectile
|
||||
{
|
||||
Speed 184
|
||||
Radius 12
|
||||
Height 8
|
||||
Damage 2
|
||||
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
|
||||
+SPAWNSOUNDSOURCE
|
||||
MissileType "MageWandSmoke"
|
||||
SeeSound "MageWandFire"
|
||||
Obituary "$OB_MPMWEAPWAND"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MWND CD 4 Bright
|
||||
Loop
|
||||
Death:
|
||||
MWND E 4 Bright
|
||||
MWND F 3 Bright
|
||||
MWND G 4 Bright
|
||||
MWND H 3 Bright
|
||||
MWND I 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,224 +0,0 @@
|
|||
|
||||
// Serpent ------------------------------------------------------------------
|
||||
|
||||
ACTOR Serpent
|
||||
{
|
||||
Health 90
|
||||
PainChance 96
|
||||
Speed 12
|
||||
Radius 32
|
||||
Height 70
|
||||
Mass 0x7fffffff
|
||||
Monster
|
||||
-SHOOTABLE
|
||||
+NOBLOOD
|
||||
+CANTLEAVEFLOORPIC +NONSHOOTABLE
|
||||
+STAYMORPHED +DONTBLAST +NOTELEOTHER
|
||||
+INVISIBLE
|
||||
SeeSound "SerpentSight"
|
||||
AttackSound "SerpentAttack"
|
||||
PainSound "SerpentPain"
|
||||
DeathSound "SerpentDeath"
|
||||
HitObituary "$OB_SERPENTHIT"
|
||||
|
||||
action native A_SerpentHumpDecide();
|
||||
action native A_SerpentHide();
|
||||
action native A_SerpentCheckForAttack();
|
||||
action native A_SerpentSpawnGibs();
|
||||
action native A_SerpentUnHide();
|
||||
action native A_SerpentRaiseHump();
|
||||
action native A_SerpentLowerHump();
|
||||
action native A_SerpentChooseAttack();
|
||||
action native A_SerpentMeleeAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSPT H 10 A_Look
|
||||
Loop
|
||||
See:
|
||||
SSPT HH 1 A_Chase("Melee", "None", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE)
|
||||
SSPT H 2 A_SerpentHumpDecide
|
||||
Loop
|
||||
Pain:
|
||||
SSPT L 5
|
||||
SSPT L 5 A_Pain
|
||||
Dive:
|
||||
SSDV ABC 4
|
||||
SSDV D 4 A_UnSetShootable
|
||||
SSDV E 3 A_PlaySoundEx("SerpentActive", "Body")
|
||||
SSDV F 3
|
||||
SSDV GH 4
|
||||
SSDV I 3
|
||||
SSDV J 3 A_SerpentHide
|
||||
Goto See
|
||||
Melee:
|
||||
SSPT A 1 A_UnHideThing
|
||||
SSPT A 1 A_PlaySoundEx("SerpentBirth", "Voice")
|
||||
SSPT B 3 A_SetShootable
|
||||
SSPT C 3
|
||||
SSPT D 4 A_SerpentCheckForAttack
|
||||
Goto Dive
|
||||
Death:
|
||||
SSPT O 4
|
||||
SSPT P 4 A_Scream
|
||||
SSPT Q 4 A_NoBlocking
|
||||
SSPT RSTUVWXYZ 4
|
||||
Stop
|
||||
XDeath:
|
||||
SSXD A 4
|
||||
SSXD B 4 A_SpawnItemEx("SerpentHead", 0, 0, 45)
|
||||
SSXD C 4 A_NoBlocking
|
||||
SSXD DE 4
|
||||
SSXD FG 3
|
||||
SSXD H 3 A_SerpentSpawnGibs
|
||||
Stop
|
||||
Ice:
|
||||
SSPT [ 5 A_FreezeDeath
|
||||
SSPT [ 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
Walk:
|
||||
SSPT IJI 5 A_Chase("Attack", "None", CHF_NIGHTMAREFAST)
|
||||
SSPT J 5 A_SerpentCheckForAttack
|
||||
Goto Dive
|
||||
Hump:
|
||||
SSPT H 3 A_SerpentUnHide
|
||||
SSPT EFGEF 3 A_SerpentRaiseHump
|
||||
SSPT GEF 3
|
||||
SSPT GEFGE 3 A_SerpentLowerHump
|
||||
SSPT F 3 A_SerpentHide
|
||||
Goto See
|
||||
Attack:
|
||||
SSPT K 6 A_FaceTarget
|
||||
SSPT L 5 A_SerpentChooseAttack
|
||||
Goto MeleeAttack
|
||||
MeleeAttack:
|
||||
SSPT N 5 A_SerpentMeleeAttack
|
||||
Goto Dive
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Leader -----------------------------------------------------------
|
||||
|
||||
ACTOR SerpentLeader : Serpent
|
||||
{
|
||||
Mass 200
|
||||
Obituary "$OB_SERPENT"
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0)
|
||||
Goto Dive
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Missile Ball -----------------------------------------------------
|
||||
|
||||
ACTOR SerpentFX
|
||||
{
|
||||
Speed 15
|
||||
Radius 8
|
||||
Height 10
|
||||
Damage 4
|
||||
Projectile
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
RenderStyle Add
|
||||
DeathSound "SerpentFXHit"
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSFX A 0
|
||||
SSFX A 3 Bright A_PlaySoundEx("SerpentFXContinuous", "Body", 1)
|
||||
SSFX BAB 3 Bright
|
||||
Goto Spawn+1
|
||||
Death:
|
||||
SSFX C 4 Bright A_StopSoundEx("Body")
|
||||
SSFX DEFGH 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Head -------------------------------------------------------------
|
||||
|
||||
ACTOR SerpentHead
|
||||
{
|
||||
Radius 5
|
||||
Height 10
|
||||
Gravity 0.125
|
||||
+NOBLOCKMAP
|
||||
|
||||
action native A_SerpentHeadCheck();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD IJKLMNOP 4 A_SerpentHeadCheck
|
||||
Loop
|
||||
Death:
|
||||
SSXD S -1
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 1 ------------------------------------------------------------
|
||||
|
||||
ACTOR SerpentGib1
|
||||
{
|
||||
Radius 3
|
||||
Height 3
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
|
||||
action native A_FloatGib();
|
||||
action native A_DelayGib();
|
||||
action native A_SinkGib();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD Q 6
|
||||
SSXD Q 6 A_FloatGib
|
||||
SSXD QQ 8 A_FloatGib
|
||||
SSXD QQ 12 A_FloatGib
|
||||
SSXD Q 232 A_DelayGib
|
||||
SSXD QQ 12 A_SinkGib
|
||||
SSXD QQQ 8 A_SinkGib
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 2 ------------------------------------------------------------
|
||||
|
||||
ACTOR SerpentGib2 : SerpentGib1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD R 6
|
||||
SSXD R 6 A_FloatGib
|
||||
SSXD RR 8 A_FloatGib
|
||||
SSXD RR 12 A_FloatGib
|
||||
SSXD R 232 A_DelayGib
|
||||
SSXD RR 12 A_SinkGib
|
||||
SSXD RRR 8 A_SinkGib
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 3 ------------------------------------------------------------
|
||||
|
||||
ACTOR SerpentGib3 : SerpentGib1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD T 6
|
||||
SSXD T 6 A_FloatGib
|
||||
SSXD TT 8 A_FloatGib
|
||||
SSXD TT 12 A_FloatGib
|
||||
SSXD T 232 A_DelayGib
|
||||
SSXD TT 12 A_SinkGib
|
||||
SSXD TTT 8 A_SinkGib
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1,104 +0,0 @@
|
|||
|
||||
// Dirt clump (spawned by spike) --------------------------------------------
|
||||
|
||||
ACTOR DirtClump
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOTELEPORT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TSPK C 20
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Spike (thrust floor) -----------------------------------------------------
|
||||
|
||||
ACTOR ThrustFloor native
|
||||
{
|
||||
Radius 20
|
||||
Height 128
|
||||
|
||||
action native A_ThrustRaise();
|
||||
action native A_ThrustImpale();
|
||||
action native A_ThrustLower();
|
||||
action native A_ThrustInitDn();
|
||||
action native A_ThrustInitUp();
|
||||
|
||||
States
|
||||
{
|
||||
ThrustRaising:
|
||||
TSPK A 2 A_ThrustRaise
|
||||
Loop
|
||||
BloodThrustRaising:
|
||||
TSPK B 2 A_ThrustRaise
|
||||
Loop
|
||||
ThrustLower:
|
||||
TSPK A 2 A_ThrustLower
|
||||
Loop
|
||||
BloodThrustLower:
|
||||
TSPK B 2 A_ThrustLower
|
||||
Loop
|
||||
ThrustInit1:
|
||||
TSPK A 3
|
||||
TSPK A 4 A_ThrustInitDn
|
||||
TSPK A -1
|
||||
Loop
|
||||
BloodThrustInit1:
|
||||
TSPK B 3
|
||||
TSPK B 4 A_ThrustInitDn
|
||||
TSPK B -1
|
||||
Loop
|
||||
ThrustInit2:
|
||||
TSPK A 3
|
||||
TSPK A 4 A_ThrustInitUp
|
||||
TSPK A 10
|
||||
Loop
|
||||
BloodThrustInit2:
|
||||
TSPK B 3
|
||||
TSPK B 4 A_ThrustInitUp
|
||||
TSPK B 10
|
||||
Loop
|
||||
ThrustRaise:
|
||||
TSPK A 8 A_ThrustRaise
|
||||
TSPK A 6 A_ThrustRaise
|
||||
TSPK A 4 A_ThrustRaise
|
||||
TSPK A 3 A_SetSolid
|
||||
TSPK A 2 A_ThrustImpale
|
||||
Loop
|
||||
BloodThrustRaise:
|
||||
TSPK B 8 A_ThrustRaise
|
||||
TSPK B 6 A_ThrustRaise
|
||||
TSPK B 4 A_ThrustRaise
|
||||
TSPK B 3 A_SetSolid
|
||||
TSPK B 2 A_ThrustImpale
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
// Spike up -----------------------------------------------------------------
|
||||
|
||||
ACTOR ThrustFloorUp : ThrustFloor
|
||||
{
|
||||
+SOLID
|
||||
+NOTELEPORT +FLOORCLIP
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto ThrustInit2
|
||||
}
|
||||
}
|
||||
|
||||
// Spike down ---------------------------------------------------------------
|
||||
|
||||
ACTOR ThrustFloorDown : ThrustFloor
|
||||
{
|
||||
+NOTELEPORT +FLOORCLIP
|
||||
+INVISIBLE
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto ThrustInit1
|
||||
}
|
||||
}
|
|
@ -1,112 +0,0 @@
|
|||
|
||||
// Teleport Other Artifact --------------------------------------------------
|
||||
|
||||
ACTOR ArtiTeleportOther : Inventory native
|
||||
{
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
+INVENTORY.INVBAR
|
||||
+INVENTORY.PICKUPFLASH
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.DefMaxAmount
|
||||
Inventory.Icon "ARTITELO"
|
||||
Inventory.PickupSound "misc/p_pkup"
|
||||
Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER"
|
||||
Tag "$TAG_ARTITELEPORTOTHER"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TELO ABCD 5
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Teleport Other FX --------------------------------------------------------
|
||||
|
||||
ACTOR TelOtherFX1 native
|
||||
{
|
||||
Damage 10001
|
||||
Projectile
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+BLOODLESSIMPACT
|
||||
Radius 16
|
||||
Height 16
|
||||
Speed 20
|
||||
|
||||
action native A_TeloSpawnA ();
|
||||
action native A_TeloSpawnB ();
|
||||
action native A_TeloSpawnC ();
|
||||
action native A_TeloSpawnD ();
|
||||
action native A_CheckTeleRing ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG E 5 Bright
|
||||
TRNG D 4 Bright
|
||||
TRNG C 3 Bright A_TeloSpawnC
|
||||
TRNG B 3 Bright A_TeloSpawnB
|
||||
TRNG A 3 Bright A_TeloSpawnA
|
||||
TRNG B 3 Bright A_TeloSpawnB
|
||||
TRNG C 3 Bright A_TeloSpawnC
|
||||
TRNG D 3 Bright A_TeloSpawnD
|
||||
Goto Spawn+2
|
||||
Death:
|
||||
TRNG E 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ACTOR TelOtherFX2 : TelOtherFX1
|
||||
{
|
||||
Speed 16
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG BCDCB 4 Bright
|
||||
TRNG A 4 Bright A_CheckTeleRing
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR TelOtherFX3 : TelOtherFX1
|
||||
{
|
||||
Speed 16
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG CDCBA 4 Bright
|
||||
TRNG B 4 Bright A_CheckTeleRing
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
ACTOR TelOtherFX4 : TelOtherFX1
|
||||
{
|
||||
Speed 16
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG DCBAB 4 Bright
|
||||
TRNG C 4 Bright A_CheckTeleRing
|
||||
Loop
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ACTOR TelOtherFX5 : TelOtherFX1
|
||||
{
|
||||
Speed 16
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG CBABC 4 Bright
|
||||
TRNG D 4 Bright A_CheckTeleRing
|
||||
Loop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,218 +0,0 @@
|
|||
|
||||
// Wraith -------------------------------------------------------------------
|
||||
|
||||
ACTOR Wraith
|
||||
{
|
||||
Health 150
|
||||
PainChance 25
|
||||
Speed 11
|
||||
Height 55
|
||||
Mass 75
|
||||
Damage 10
|
||||
Monster
|
||||
+NOGRAVITY +DROPOFF +FLOAT
|
||||
+FLOORCLIP +TELESTOMP
|
||||
SeeSound "WraithSight"
|
||||
AttackSound "WraithAttack"
|
||||
PainSound "WraithPain"
|
||||
DeathSound "WraithDeath"
|
||||
ActiveSound "WraithActive"
|
||||
HitObituary "$OB_WRAITHHIT"
|
||||
Obituary "$OB_WRAITH"
|
||||
|
||||
action native A_WraithInit();
|
||||
action native A_WraithChase();
|
||||
action native A_WraithFX3();
|
||||
action native A_WraithMelee();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRTH A 10
|
||||
WRTH B 5 A_WraithInit
|
||||
Goto Look
|
||||
Look:
|
||||
WRTH AB 15 A_Look
|
||||
Loop
|
||||
See:
|
||||
WRTH ABCD 4 A_WraithChase
|
||||
Loop
|
||||
Pain:
|
||||
WRTH A 2
|
||||
WRTH H 6 A_Pain
|
||||
Goto See
|
||||
Melee:
|
||||
WRTH E 6 A_FaceTarget
|
||||
WRTH F 6 A_WraithFX3
|
||||
WRTH G 6 A_WraithMelee
|
||||
Goto See
|
||||
Missile:
|
||||
WRTH E 6 A_FaceTarget
|
||||
WRTH F 6
|
||||
WRTH G 6 A_CustomMissile("WraithFX1", 32, 0)
|
||||
Goto See
|
||||
Death:
|
||||
WRTH I 4
|
||||
WRTH J 4 A_Scream
|
||||
WRTH KL 4
|
||||
WRTH M 4 A_NoBlocking
|
||||
WRTH N 4 A_QueueCorpse
|
||||
WRTH O 4
|
||||
WRTH PQ 5
|
||||
WRTH R -1
|
||||
Stop
|
||||
XDeath:
|
||||
WRT2 A 5
|
||||
WRT2 B 5 A_Scream
|
||||
WRT2 CD 5
|
||||
WRT2 E 5 A_NoBlocking
|
||||
WRT2 F 5 A_QueueCorpse
|
||||
WRT2 G 5
|
||||
WRT2 H -1
|
||||
Stop
|
||||
Ice:
|
||||
WRT2 I 5 A_FreezeDeath
|
||||
WRT2 I 1 A_FreezeDeathChunks
|
||||
Wait
|
||||
}
|
||||
}
|
||||
|
||||
// Buried wraith ------------------------------------------------------------
|
||||
|
||||
ACTOR WraithBuried : Wraith
|
||||
{
|
||||
Height 68
|
||||
-SHOOTABLE
|
||||
-SOLID
|
||||
+DONTMORPH
|
||||
+DONTBLAST
|
||||
+SPECIALFLOORCLIP
|
||||
+STAYMORPHED
|
||||
+INVISIBLE
|
||||
PainChance 0
|
||||
|
||||
action native A_WraithRaiseInit();
|
||||
action native A_WraithRaise();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto Super::Look
|
||||
See:
|
||||
WRTH A 2 A_WraithRaiseInit
|
||||
WRTH A 2 A_WraithRaise
|
||||
WRTH A 2 A_FaceTarget
|
||||
WRTH BB 2 A_WraithRaise
|
||||
Goto See + 1
|
||||
Chase:
|
||||
Goto Super::See
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 1 --------------------------------------------------------------
|
||||
|
||||
ACTOR WraithFX1
|
||||
{
|
||||
Speed 14
|
||||
Radius 10
|
||||
Height 6
|
||||
Mass 5
|
||||
Damage 5
|
||||
DamageType "Fire"
|
||||
Projectile
|
||||
+FLOORCLIP
|
||||
SeeSound "WraithMissileFire"
|
||||
DeathSound "WraithMissileExplode"
|
||||
|
||||
action native A_WraithFX2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL A 3 Bright
|
||||
WRBL B 3 Bright A_WraithFX2
|
||||
WRBL C 3 Bright
|
||||
Loop
|
||||
Death:
|
||||
WRBL D 4 Bright
|
||||
WRBL E 4 Bright A_WraithFX2
|
||||
WRBL F 4 Bright
|
||||
WRBL GH 3 Bright A_WraithFX2
|
||||
WRBL I 3 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 2 --------------------------------------------------------------
|
||||
|
||||
ACTOR WraithFX2
|
||||
{
|
||||
Radius 2
|
||||
Height 5
|
||||
Mass 5
|
||||
+NOBLOCKMAP +DROPOFF
|
||||
+FLOORCLIP +NOTELEPORT
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL JKLMNOP 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 3 --------------------------------------------------------------
|
||||
|
||||
ACTOR WraithFX3
|
||||
{
|
||||
Radius 2
|
||||
Height 5
|
||||
Mass 5
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+FLOORCLIP +NOTELEPORT
|
||||
DeathSound "Drip"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL QRS 4 Bright
|
||||
Loop
|
||||
Death:
|
||||
WRBL S 4 Bright
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 4 --------------------------------------------------------------
|
||||
|
||||
ACTOR WraithFX4
|
||||
{
|
||||
Radius 2
|
||||
Height 5
|
||||
Mass 5
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
DeathSound "Drip"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL TUVW 4
|
||||
Loop
|
||||
Death:
|
||||
WRBL W 10
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 5 --------------------------------------------------------------
|
||||
|
||||
ACTOR WraithFX5 : WraithFX4
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL XYZ 7
|
||||
Loop
|
||||
Death:
|
||||
WRBL Z 35
|
||||
Stop
|
||||
}
|
||||
}
|
|
@ -1675,8 +1675,8 @@ ACTOR Meat native
|
|||
|
||||
ACTOR Junk : Meat
|
||||
{
|
||||
states
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
JUNK A 700
|
||||
Stop
|
||||
|
|
|
@ -1,23 +1,3 @@
|
|||
#include "actors/hexen/clericflame.txt"
|
||||
#include "actors/hexen/clericholy.txt"
|
||||
#include "actors/hexen/clericstaff.txt"
|
||||
#include "actors/hexen/magewand.txt"
|
||||
#include "actors/hexen/magecone.txt"
|
||||
#include "actors/hexen/magelightning.txt"
|
||||
#include "actors/hexen/magestaff.txt"
|
||||
#include "actors/hexen/fighterfist.txt"
|
||||
#include "actors/hexen/fighteraxe.txt"
|
||||
#include "actors/hexen/fighterhammer.txt"
|
||||
#include "actors/hexen/fighterquietus.txt"
|
||||
#include "actors/hexen/dragon.txt"
|
||||
#include "actors/hexen/healingradius.txt"
|
||||
#include "actors/hexen/teleportother.txt"
|
||||
#include "actors/hexen/iceguy.txt"
|
||||
#include "actors/hexen/serpent.txt"
|
||||
#include "actors/hexen/spike.txt"
|
||||
#include "actors/hexen/wraith.txt"
|
||||
#include "actors/hexen/heresiarch.txt"
|
||||
|
||||
#include "actors/strife/strifehumanoid.txt"
|
||||
#include "actors/strife/strifeplayer.txt"
|
||||
#include "actors/strife/strifeweapons.txt"
|
||||
|
|
|
@ -116,7 +116,6 @@ zscript/hexen/bishop.txt
|
|||
zscript/hexen/blastradius.txt
|
||||
zscript/hexen/boostarmor.txt
|
||||
zscript/hexen/clericmace.txt
|
||||
/*
|
||||
zscript/hexen/clericflame.txt
|
||||
zscript/hexen/clericholy.txt
|
||||
zscript/hexen/clericstaff.txt
|
||||
|
@ -136,4 +135,3 @@ zscript/hexen/serpent.txt
|
|||
zscript/hexen/spike.txt
|
||||
zscript/hexen/wraith.txt
|
||||
zscript/hexen/heresiarch.txt
|
||||
*/
|
211
wadsrc/static/zscript/hexen/clericflame.txt
Normal file
211
wadsrc/static/zscript/hexen/clericflame.txt
Normal file
|
@ -0,0 +1,211 @@
|
|||
|
||||
// The Cleric's Flame Strike ------------------------------------------------
|
||||
|
||||
class CWeapFlame : ClericWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOGRAVITY
|
||||
Weapon.SelectionOrder 1000;
|
||||
Weapon.AmmoUse 4;
|
||||
Weapon.AmmoGive 25;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust 10;
|
||||
Weapon.AmmoType1 "Mana2";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_C3";
|
||||
Tag "$TAG_CWEAPFLAME";
|
||||
}
|
||||
|
||||
action native void A_CFlameAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WCFM ABCDEFGH 4 Bright;
|
||||
Loop;
|
||||
Select:
|
||||
CFLM A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
CFLM A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
CFLM AAAABBBBCCCC 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
CFLM A 2 Offset (0, 40);
|
||||
CFLM D 2 Offset (0, 50);
|
||||
CFLM D 2 Offset (0, 36);
|
||||
CFLM E 4 Bright;
|
||||
CFLM F 4 Bright A_CFlameAttack;
|
||||
CFLM E 4 Bright;
|
||||
CFLM G 2 Offset (0, 40);
|
||||
CFLM G 2;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Floor Flame --------------------------------------------------------------
|
||||
|
||||
class CFlameFloor : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle "Add";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFFX N 5 Bright;
|
||||
CFFX O 4 Bright;
|
||||
CFFX P 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Flame Puff ---------------------------------------------------------------
|
||||
|
||||
class FlamePuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 1;
|
||||
Height 1;
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle "Add";;
|
||||
SeeSound "ClericFlameExplode";
|
||||
AttackSound "ClericFlameExplode";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFFX ABC 3 Bright;
|
||||
CFFX D 4 Bright;
|
||||
CFFX E 3 Bright;
|
||||
CFFX F 4 Bright;
|
||||
CFFX G 3 Bright;
|
||||
CFFX H 4 Bright;
|
||||
CFFX I 3 Bright;
|
||||
CFFX J 4 Bright;
|
||||
CFFX K 3 Bright;
|
||||
CFFX L 4 Bright;
|
||||
CFFX M 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Flame Puff 2 -------------------------------------------------------------
|
||||
|
||||
class FlamePuff2 : FlamePuff
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFFX ABC 3 Bright;
|
||||
CFFX D 4 Bright;
|
||||
CFFX E 3 Bright;
|
||||
CFFX F 4 Bright;
|
||||
CFFX G 3 Bright;
|
||||
CFFX H 4 Bright;
|
||||
CFFX IC 3 Bright;
|
||||
CFFX D 4 Bright;
|
||||
CFFX E 3 Bright;
|
||||
CFFX F 4 Bright;
|
||||
CFFX G 3 Bright;
|
||||
CFFX H 4 Bright;
|
||||
CFFX I 3 Bright;
|
||||
CFFX J 4 Bright;
|
||||
CFFX K 3 Bright;
|
||||
CFFX L 4 Bright;
|
||||
CFFX M 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Circle Flame -------------------------------------------------------------
|
||||
|
||||
class CircleFlame : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 6;
|
||||
Damage 2;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
DeathSound "ClericFlameCircle";
|
||||
Obituary "$OB_MPCWEAPFLAME";
|
||||
}
|
||||
|
||||
action native void A_CFlameRotate();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFCF A 4 Bright;
|
||||
CFCF B 2 Bright A_CFlameRotate;
|
||||
CFCF C 2 Bright;
|
||||
CFCF D 1 Bright;
|
||||
CFCF E 2 Bright;
|
||||
CFCF F 2 Bright A_CFlameRotate;
|
||||
CFCF G 1 Bright;
|
||||
CFCF HI 2 Bright;
|
||||
CFCF J 1 Bright A_CFlameRotate;
|
||||
CFCF K 2 Bright;
|
||||
CFCF LM 3 Bright;
|
||||
CFCF N 2 Bright A_CFlameRotate;
|
||||
CFCF O 3 Bright;
|
||||
CFCF P 2 Bright;
|
||||
Stop;
|
||||
Death:
|
||||
CFCF QR 3 Bright;
|
||||
CFCF S 3 Bright A_Explode(20, 20, 0);
|
||||
CFCF TUVWXYZ 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Flame Missile ------------------------------------------------------------
|
||||
|
||||
class CFlameMissile : FastProjectile native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 200;
|
||||
Radius 14;
|
||||
Height 8;
|
||||
Damage 8;
|
||||
DamageType "Fire";
|
||||
+INVISIBLE
|
||||
RenderStyle "Add";
|
||||
Obituary "$OB_MPCWEAPFLAME";
|
||||
}
|
||||
|
||||
action native void A_CFlamePuff();
|
||||
action native void A_CFlameMissile();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFFX A 4 Bright;
|
||||
CFFX A 1 A_CFlamePuff;
|
||||
Goto Death + 1;
|
||||
Death:
|
||||
CFFX A 1 Bright A_CFlameMissile;
|
||||
CFFX ABC 3 Bright;
|
||||
CFFX D 4 Bright;
|
||||
CFFX E 3 Bright;
|
||||
CFFX F 4 Bright;
|
||||
CFFX G 3 Bright;
|
||||
CFFX H 4 Bright;
|
||||
CFFX I 3 Bright;
|
||||
CFFX J 4 Bright;
|
||||
CFFX K 3 Bright;
|
||||
CFFX L 4 Bright;
|
||||
CFFX M 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
267
wadsrc/static/zscript/hexen/clericholy.txt
Normal file
267
wadsrc/static/zscript/hexen/clericholy.txt
Normal file
|
@ -0,0 +1,267 @@
|
|||
|
||||
// Cleric Weapon Piece ------------------------------------------------------
|
||||
|
||||
class ClericWeaponPiece : WeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup";
|
||||
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
|
||||
Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
|
||||
WeaponPiece.Weapon "CWeapWraithverge";
|
||||
+FLOATBOB
|
||||
}
|
||||
}
|
||||
|
||||
// Cleric Weapon Piece 1 ----------------------------------------------------
|
||||
|
||||
class CWeaponPiece1 : ClericWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 1;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WCH1 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleric Weapon Piece 2 ----------------------------------------------------
|
||||
|
||||
class CWeaponPiece2 : ClericWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 2;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WCH2 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleric Weapon Piece 3 ----------------------------------------------------
|
||||
|
||||
class CWeaponPiece3 : ClericWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 3;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WCH3 A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraithverge Drop ---------------------------------------------------------
|
||||
|
||||
class WraithvergeDrop : Actor
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1;
|
||||
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
|
||||
|
||||
class CWeapWraithverge : ClericWeapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 3;
|
||||
Weapon.SelectionOrder 3000;
|
||||
+WEAPON.PRIMARY_USES_BOTH;
|
||||
+Inventory.NoAttenPickupSound
|
||||
Weapon.AmmoUse1 18;
|
||||
Weapon.AmmoUse2 18;
|
||||
Weapon.AmmoGive1 20;
|
||||
Weapon.AmmoGive2 20;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Weapon.AmmoType2 "Mana2";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_C4";
|
||||
Tag "$TAG_CWEAPWRAITHVERGE";
|
||||
Inventory.PickupSound "WeaponBuild";
|
||||
}
|
||||
|
||||
action native void A_CHolyAttack();
|
||||
action native void A_CHolyPalette();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1;
|
||||
Stop;
|
||||
Ready:
|
||||
CHLY A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Select:
|
||||
CHLY A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
CHLY A 1 A_Lower;
|
||||
Loop;
|
||||
Fire:
|
||||
CHLY AB 1 Bright Offset (0, 40);
|
||||
CHLY CD 2 Bright Offset (0, 43);
|
||||
CHLY E 2 Bright Offset (0, 45);
|
||||
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
|
||||
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
|
||||
CHLY G 2 Offset (0, 36) A_CHolyPalette;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Missile -------------------------------------------------------------
|
||||
|
||||
class HolyMissile : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 30;
|
||||
Radius 15;
|
||||
Height 8;
|
||||
Damage 4;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
+EXTREMEDEATH
|
||||
}
|
||||
|
||||
action native void A_CHolyAttack2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
|
||||
Death:
|
||||
SPIR P 1 Bright A_CHolyAttack2;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Missile Puff --------------------------------------------------------
|
||||
|
||||
class HolyMissilePuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 4;
|
||||
Height 8;
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF
|
||||
+NOTELEPORT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR QRSTU 3;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Puff ----------------------------------------------------------------
|
||||
|
||||
class HolyPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR KLMNO 3;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Spirit --------------------------------------------------------------
|
||||
|
||||
class HolySpirit : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 105;
|
||||
Speed 12;
|
||||
Radius 10;
|
||||
Height 6;
|
||||
Damage 3;
|
||||
Projectile;
|
||||
+RIPPER +SEEKERMISSILE
|
||||
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
|
||||
+EXTREMEDEATH
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
DeathSound "SpiritDie";
|
||||
Obituary "$OB_MPCWEAPWRAITHVERGE";
|
||||
}
|
||||
|
||||
action native void A_CHolySeek();
|
||||
action native void A_CHolyCheckScream();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR AAB 2 A_CHolySeek;
|
||||
SPIR B 2 A_CHolyCheckScream;
|
||||
Loop;
|
||||
Death:
|
||||
SPIR D 4;
|
||||
SPIR E 4 A_Scream;
|
||||
SPIR FGHI 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Tail ----------------------------------------------------------------
|
||||
|
||||
class HolyTail : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 1;
|
||||
Height 1;
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
|
||||
+NOTELEPORT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
}
|
||||
|
||||
action native void A_CHolyTail();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SPIR C 1 A_CHolyTail;
|
||||
Loop;
|
||||
TailTrail:
|
||||
SPIR D -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Holy Tail Trail ---------------------------------------------------------
|
||||
|
||||
class HolyTailTrail : HolyTail
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto TailTrail;
|
||||
}
|
||||
}
|
105
wadsrc/static/zscript/hexen/clericstaff.txt
Normal file
105
wadsrc/static/zscript/hexen/clericstaff.txt
Normal file
|
@ -0,0 +1,105 @@
|
|||
|
||||
// The Cleric's Serpent Staff -----------------------------------------------
|
||||
|
||||
class CWeapStaff : ClericWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 1600;
|
||||
Weapon.AmmoUse1 1;
|
||||
Weapon.AmmoGive1 25;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust 10;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_C2";
|
||||
Obituary "$OB_MPCWEAPSTAFFM";
|
||||
Tag "$TAG_CWEAPSTAFF";
|
||||
}
|
||||
|
||||
action native void A_CStaffInitBlink();
|
||||
action native void A_CStaffCheckBlink();
|
||||
action native void A_CStaffCheck();
|
||||
action native void A_CStaffAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WCSS A -1;
|
||||
Stop;
|
||||
Select:
|
||||
CSSF C 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
CSSF B 3;
|
||||
CSSF C 4;
|
||||
CSSF C 1 A_Lower;
|
||||
Wait;
|
||||
Ready:
|
||||
CSSF C 4;
|
||||
CSSF B 3 A_CStaffInitBlink;
|
||||
CSSF AAAAAAA 1 A_WeaponReady;
|
||||
CSSF A 1 A_CStaffCheckBlink;
|
||||
Goto Ready + 2;
|
||||
Fire:
|
||||
CSSF A 1 Offset (0, 45) A_CStaffCheck;
|
||||
CSSF J 1 Offset (0, 50) A_CStaffAttack;
|
||||
CSSF J 2 Offset (0, 50);
|
||||
CSSF J 2 Offset (0, 45);
|
||||
CSSF A 2 Offset (0, 40);
|
||||
CSSF A 2 Offset (0, 36);
|
||||
Goto Ready + 2;
|
||||
Blink:
|
||||
CSSF BBBCCCCCBBB 1 A_WeaponReady;
|
||||
Goto Ready + 2;
|
||||
Drain:
|
||||
CSSF K 10 Offset (0, 36);
|
||||
Goto Ready + 2;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Staff Missile ----------------------------------------------------
|
||||
|
||||
class CStaffMissile : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 22;
|
||||
Radius 12;
|
||||
Height 10;
|
||||
Damage 5;
|
||||
RenderStyle "Add";
|
||||
Projectile;
|
||||
DeathSound "ClericCStaffExplode";
|
||||
Obituary "$OB_MPCWEAPSTAFFR";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CSSF DDEE 1 Bright A_CStaffMissileSlither;
|
||||
Loop;
|
||||
Death:
|
||||
CSSF FG 4 Bright;
|
||||
CSSF HI 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Staff Puff -------------------------------------------------------
|
||||
|
||||
class CStaffPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
SeeSound "ClericCStaffHitThing";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
126
wadsrc/static/zscript/hexen/dragon.txt
Normal file
126
wadsrc/static/zscript/hexen/dragon.txt
Normal file
|
@ -0,0 +1,126 @@
|
|||
|
||||
// Dragon -------------------------------------------------------------------
|
||||
|
||||
class Dragon : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 640;
|
||||
PainChance 128;
|
||||
Speed 10;
|
||||
Height 65;
|
||||
Mass 0x7fffffff;
|
||||
Monster;
|
||||
+NOGRAVITY +FLOAT +NOBLOOD
|
||||
+BOSS
|
||||
+DONTMORPH +NOTARGET
|
||||
+NOICEDEATH
|
||||
SeeSound "DragonSight";
|
||||
AttackSound "DragonAttack";
|
||||
PainSound "DragonPain";
|
||||
DeathSound "DragonDeath";
|
||||
ActiveSound "DragonActive";
|
||||
Obituary "$OB_DRAGON";
|
||||
}
|
||||
|
||||
action native void A_DragonInitFlight();
|
||||
action native void A_DragonFlap();
|
||||
action native void A_DragonFlight();
|
||||
action native void A_DragonPain();
|
||||
action native void A_DragonAttack();
|
||||
action native void A_DragonCheckCrash();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
DRAG D 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
DRAG CB 5;
|
||||
DRAG A 5 A_DragonInitFlight;
|
||||
DRAG B 3 A_DragonFlap;
|
||||
DRAG BCCDDCCBBAA 3 A_DragonFlight;
|
||||
Goto See + 3;
|
||||
Pain:
|
||||
DRAG F 10 A_DragonPain;
|
||||
Goto See + 3;
|
||||
Missile:
|
||||
DRAG E 8 A_DragonAttack;
|
||||
Goto See + 3;
|
||||
Death:
|
||||
DRAG G 5 A_Scream;
|
||||
DRAG H 4 A_NoBlocking;
|
||||
DRAG I 4;
|
||||
DRAG J 4 A_DragonCheckCrash;
|
||||
Wait;
|
||||
Crash:
|
||||
DRAG KL 5;
|
||||
DRAG M -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball ----------------------------------------------------------
|
||||
|
||||
class DragonFireball : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 24;
|
||||
Radius 12;
|
||||
Height 10;
|
||||
Damage 6;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
DeathSound "DragonFireballExplode";
|
||||
}
|
||||
|
||||
action native void A_DragonFX2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
DRFX ABCDEF 4 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
DRFX GHI 4 Bright;
|
||||
DRFX J 4 Bright A_DragonFX2;
|
||||
DRFX KL 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Dragon Fireball Secondary Explosion --------------------------------------
|
||||
|
||||
class DragonExplosion : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 8;
|
||||
Height 8;
|
||||
DamageType "Fire";
|
||||
+NOBLOCKMAP
|
||||
+NOTELEPORT
|
||||
+INVISIBLE
|
||||
RenderStyle "Add";
|
||||
DeathSound "DragonFireballExplode";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
CFCF Q 1 Bright;
|
||||
CFCF Q 4 Bright A_UnHideThing;
|
||||
CFCF R 3 Bright A_Scream;
|
||||
CFCF S 4 Bright;
|
||||
CFCF T 3 Bright A_Explode (80, 128, 0);
|
||||
CFCF U 4 Bright;
|
||||
CFCF V 3 Bright;
|
||||
CFCF W 4 Bright;
|
||||
CFCF X 3 Bright;
|
||||
CFCF Y 4 Bright;
|
||||
CFCF Z 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
122
wadsrc/static/zscript/hexen/fighteraxe.txt
Normal file
122
wadsrc/static/zscript/hexen/fighteraxe.txt
Normal file
|
@ -0,0 +1,122 @@
|
|||
|
||||
// The Fighter's Axe --------------------------------------------------------
|
||||
|
||||
class FWeapAxe : FighterWeapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 1500;
|
||||
+WEAPON.AXEBLOOD +WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
|
||||
Weapon.AmmoUse1 2;
|
||||
Weapon.AmmoGive1 25;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust -12;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F2";
|
||||
Obituary "$OB_MPFWEAPAXE";
|
||||
Tag "$TAG_FWEAPAXE";
|
||||
}
|
||||
|
||||
action native void A_FAxeCheckUp();
|
||||
action native void A_FAxeCheckReady();
|
||||
action native void A_FAxeCheckAtk();
|
||||
action native void A_FAxeAttack();
|
||||
action native void A_FAxeCheckUpG();
|
||||
action native void A_FAxeCheckReadyG();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFAX A -1;
|
||||
Stop;
|
||||
Select:
|
||||
FAXE A 1 A_FAxeCheckUp;
|
||||
Loop;
|
||||
Deselect:
|
||||
FAXE A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
FAXE A 1 A_FAxeCheckReady;
|
||||
Loop;
|
||||
Fire:
|
||||
FAXE B 4 Offset (15, 32) A_FAxeCheckAtk;
|
||||
FAXE C 3 Offset (15, 32);
|
||||
FAXE D 2 Offset (15, 32);
|
||||
FAXE D 1 Offset (-5, 70) A_FAxeAttack;
|
||||
FAXE D 2 Offset (-25, 90);
|
||||
FAXE E 1 Offset (15, 32);
|
||||
FAXE E 2 Offset (10, 54);
|
||||
FAXE E 7 Offset (10, 150);
|
||||
FAXE A 1 Offset (0, 60) A_ReFire;
|
||||
FAXE A 1 Offset (0, 52);
|
||||
FAXE A 1 Offset (0, 44);
|
||||
FAXE A 1 Offset (0, 36);
|
||||
FAXE A 1;
|
||||
Goto Ready;
|
||||
SelectGlow:
|
||||
FAXE L 1 A_FAxeCheckUpG;
|
||||
Loop;
|
||||
DeselectGlow:
|
||||
FAXE L 1 A_Lower;
|
||||
Loop;
|
||||
ReadyGlow:
|
||||
FAXE LLL 1 A_FAxeCheckReadyG;
|
||||
FAXE MMM 1 A_FAxeCheckReadyG;
|
||||
Loop;
|
||||
FireGlow:
|
||||
FAXE N 4 Offset (15, 32);
|
||||
FAXE O 3 Offset (15, 32);
|
||||
FAXE P 2 Offset (15, 32);
|
||||
FAXE P 1 Offset (-5, 70) A_FAxeAttack;
|
||||
FAXE P 2 Offset (-25, 90);
|
||||
FAXE Q 1 Offset (15, 32);
|
||||
FAXE Q 2 Offset (10, 54);
|
||||
FAXE Q 7 Offset (10, 150);
|
||||
FAXE A 1 Offset (0, 60) A_ReFire;
|
||||
FAXE A 1 Offset (0, 52);
|
||||
FAXE A 1 Offset (0, 44);
|
||||
FAXE A 1 Offset (0, 36);
|
||||
FAXE A 1;
|
||||
Goto ReadyGlow;
|
||||
}
|
||||
}
|
||||
|
||||
// Axe Puff -----------------------------------------------------------------
|
||||
|
||||
class AxePuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
SeeSound "FighterAxeHitThing";
|
||||
AttackSound "FighterHammerHitWall";
|
||||
ActiveSound "FighterHammerMiss";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Glowing Axe Puff ---------------------------------------------------------
|
||||
|
||||
class AxePuffGlow : AxePuff
|
||||
{
|
||||
Default
|
||||
{
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Add";
|
||||
Alpha 1;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FAXE RSTUVWX 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
70
wadsrc/static/zscript/hexen/fighterfist.txt
Normal file
70
wadsrc/static/zscript/hexen/fighterfist.txt
Normal file
|
@ -0,0 +1,70 @@
|
|||
|
||||
// Fist (first weapon) ------------------------------------------------------
|
||||
|
||||
class FWeapFist : FighterWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 3400;
|
||||
+WEAPON.MELEEWEAPON
|
||||
Weapon.KickBack 150;
|
||||
Obituary "$OB_MPFWEAPFIST";
|
||||
Tag "$TAG_FWEAPFIST";
|
||||
}
|
||||
|
||||
action native void A_FPunchAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Select:
|
||||
FPCH A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
FPCH A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
FPCH A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
FPCH B 5 Offset (5, 40);
|
||||
FPCH C 4 Offset (5, 40);
|
||||
FPCH D 4 Offset (5, 40) A_FPunchAttack;
|
||||
FPCH C 4 Offset (5, 40);
|
||||
FPCH B 5 Offset (5, 40) A_ReFire;
|
||||
Goto Ready;
|
||||
Fire2:
|
||||
FPCH DE 4 Offset (5, 40);
|
||||
FPCH E 1 Offset (15, 50);
|
||||
FPCH E 1 Offset (25, 60);
|
||||
FPCH E 1 Offset (35, 70);
|
||||
FPCH E 1 Offset (45, 80);
|
||||
FPCH E 1 Offset (55, 90);
|
||||
FPCH E 1 Offset (65, 90);
|
||||
FPCH E 10 Offset (0, 150);
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Punch puff ---------------------------------------------------------------
|
||||
|
||||
class PunchPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
SeeSound "FighterPunchHitThing";
|
||||
AttackSound "FighterPunchHitWall";
|
||||
ActiveSound "FighterPunchMiss";
|
||||
VSpeed 1;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
110
wadsrc/static/zscript/hexen/fighterhammer.txt
Normal file
110
wadsrc/static/zscript/hexen/fighterhammer.txt
Normal file
|
@ -0,0 +1,110 @@
|
|||
|
||||
// The Fighter's Hammer -----------------------------------------------------
|
||||
|
||||
class FWeapHammer : FighterWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 900;
|
||||
+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
|
||||
Weapon.AmmoUse1 3;
|
||||
Weapon.AmmoGive1 25;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust -10;
|
||||
Weapon.AmmoType1 "Mana2";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F3";
|
||||
Obituary "$OB_MPFWEAPHAMMERM";
|
||||
Tag "$TAG_FWEAPHAMMER";
|
||||
}
|
||||
|
||||
action native void A_FHammerAttack();
|
||||
action native void A_FHammerThrow();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFHM A -1;
|
||||
Stop;
|
||||
Select:
|
||||
FHMR A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
FHMR A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
FHMR A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
FHMR B 6 Offset (5, 0);
|
||||
FHMR C 3 Offset (5, 0) A_FHammerAttack;
|
||||
FHMR D 3 Offset (5, 0);
|
||||
FHMR E 2 Offset (5, 0);
|
||||
FHMR E 10 Offset (5, 150) A_FHammerThrow;
|
||||
FHMR A 1 Offset (0, 60);
|
||||
FHMR A 1 Offset (0, 55);
|
||||
FHMR A 1 Offset (0, 50);
|
||||
FHMR A 1 Offset (0, 45);
|
||||
FHMR A 1 Offset (0, 40);
|
||||
FHMR A 1 Offset (0, 35);
|
||||
FHMR A 1;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Hammer Missile -----------------------------------------------------------
|
||||
|
||||
class HammerMissile : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 25;
|
||||
Radius 14;
|
||||
Height 20;
|
||||
Damage 10;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
DeathSound "FighterHammerExplode";
|
||||
Obituary "$OB_MPFWEAPHAMMERR";
|
||||
}
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX A 2 Bright;
|
||||
FHFX B 2 Bright A_PlaySound ("FighterHammerContinuous");
|
||||
FHFX CDEFGH 2 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
FHFX I 3 Bright A_SetTranslucent(1,1);
|
||||
FHFX J 3 Bright;
|
||||
FHFX K 3 Bright A_Explode (128, 128, 0);
|
||||
FHFX LM 3 Bright;
|
||||
FHFX N 3;
|
||||
FHFX OPQR 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Hammer Puff (also used by fist) ------------------------------------------
|
||||
|
||||
class HammerPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
+PUFFONACTORS
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
VSpeed 0.8;
|
||||
SeeSound "FighterHammerHitThing";
|
||||
AttackSound "FighterHammerHitWall";
|
||||
ActiveSound "FighterHammerMiss";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FHFX STUVW 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
185
wadsrc/static/zscript/hexen/fighterquietus.txt
Normal file
185
wadsrc/static/zscript/hexen/fighterquietus.txt
Normal file
|
@ -0,0 +1,185 @@
|
|||
|
||||
// Fighter Weapon Piece -----------------------------------------------------
|
||||
|
||||
class FighterWeaponPiece : WeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup";
|
||||
Inventory.PickupMessage "$TXT_QUIETUS_PIECE";
|
||||
Inventory.ForbiddenTo "ClericPlayer", "MagePlayer";
|
||||
WeaponPiece.Weapon "FWeapQuietus";
|
||||
+FLOATBOB
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 1 ---------------------------------------------------
|
||||
|
||||
class FWeaponPiece1 : FighterWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 1;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR1 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 2 ---------------------------------------------------
|
||||
|
||||
class FWeaponPiece2 : FighterWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 2;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR2 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Weapon Piece 3 ---------------------------------------------------
|
||||
|
||||
class FWeaponPiece3 : FighterWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 3;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WFR3 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Quietus Drop -------------------------------------------------------------
|
||||
|
||||
class QuietusDrop : Actor
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1;
|
||||
TNT1 A 1 A_DropWeaponPieces("FWeaponPiece1", "FWeaponPiece2", "FWeaponPiece3");
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The Fighter's Sword (Quietus) --------------------------------------------
|
||||
|
||||
class FWeapQuietus : FighterWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 3;
|
||||
Weapon.SelectionOrder 2900;
|
||||
+WEAPON.PRIMARY_USES_BOTH;
|
||||
+Inventory.NoAttenPickupSound
|
||||
Weapon.AmmoUse1 14;
|
||||
Weapon.AmmoUse2 14;
|
||||
Weapon.AmmoGive1 20;
|
||||
Weapon.AmmoGive2 20;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust 10;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Weapon.AmmoType2 "Mana2";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_F4";
|
||||
Inventory.PickupSound "WeaponBuild";
|
||||
Tag "$TAG_FWEAPQUIETUS";
|
||||
}
|
||||
|
||||
action native void A_FSwordAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1;
|
||||
Stop;
|
||||
Select:
|
||||
FSRD A 1 Bright A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
FSRD A 1 Bright A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
FSRD AAAABBBBCCCC 1 Bright A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
FSRD DE 3 Bright Offset (5, 36);
|
||||
FSRD F 2 Bright Offset (5, 36);
|
||||
FSRD G 3 Bright Offset (5, 36) A_FSwordAttack;
|
||||
FSRD H 2 Bright Offset (5, 36);
|
||||
FSRD I 2 Bright Offset (5, 36);
|
||||
FSRD I 10 Bright Offset (5, 150);
|
||||
FSRD A 1 Bright Offset (5, 60);
|
||||
FSRD B 1 Bright Offset (5, 55);
|
||||
FSRD C 1 Bright Offset (5, 50);
|
||||
FSRD A 1 Bright Offset (5, 45);
|
||||
FSRD B 1 Bright Offset (5, 40);
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Sword Missile ----------------------------------------------------
|
||||
|
||||
class FSwordMissile : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 30;
|
||||
Radius 16;
|
||||
Height 8;
|
||||
Damage 8;
|
||||
Projectile;
|
||||
+EXTREMEDEATH
|
||||
RenderStyle "Add";
|
||||
DeathSound "FighterSwordExplode";
|
||||
Obituary "$OB_MPFWEAPQUIETUS";
|
||||
}
|
||||
|
||||
action native void A_FSwordFlames();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FSFX ABC 3 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
FSFX D 4 Bright;
|
||||
FSFX E 3 Bright A_FSwordFlames;
|
||||
FSFX F 4 Bright A_Explode (64, 128, 0);
|
||||
FSFX G 3 Bright;
|
||||
FSFX H 4 Bright;
|
||||
FSFX I 3 Bright;
|
||||
FSFX J 4 Bright;
|
||||
FSFX KLM 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Fighter Sword Flame ------------------------------------------------------
|
||||
|
||||
class FSwordFlame : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
FSFX NOPQRSTUVW 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
26
wadsrc/static/zscript/hexen/healingradius.txt
Normal file
26
wadsrc/static/zscript/hexen/healingradius.txt
Normal file
|
@ -0,0 +1,26 @@
|
|||
|
||||
// Healing Radius Artifact --------------------------------------------------
|
||||
|
||||
class ArtiHealingRadius : Inventory native
|
||||
{
|
||||
Default
|
||||
{
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
Inventory.DefMaxAmount;
|
||||
+INVENTORY.INVBAR
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.PickupFlash "PickupFlash";
|
||||
Inventory.Icon "ARTIHRAD";
|
||||
Inventory.PickupSound "misc/p_pkup";
|
||||
Inventory.PickupMessage "$TXT_ARTIHEALINGRADIUS";
|
||||
Tag "$TAG_ARTIHEALINGRADIUS";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
HRAD ABCDEFGHIJKLMNOP 4 Bright;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
362
wadsrc/static/zscript/hexen/heresiarch.txt
Normal file
362
wadsrc/static/zscript/hexen/heresiarch.txt
Normal file
|
@ -0,0 +1,362 @@
|
|||
|
||||
// The Heresiarch him/itself ------------------------------------------------
|
||||
|
||||
class Heresiarch native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 5000;
|
||||
Painchance 10;
|
||||
Speed 16;
|
||||
Radius 40;
|
||||
Height 110;
|
||||
Mass 500;
|
||||
Damage 9;
|
||||
Monster;
|
||||
+FLOORCLIP
|
||||
+BOSS
|
||||
+DONTMORPH
|
||||
+NOTARGET
|
||||
+NOICEDEATH
|
||||
+DEFLECT
|
||||
+NOBLOOD
|
||||
SeeSound "SorcererSight";
|
||||
PainSound "SorcererPain";
|
||||
DeathSound "SorcererDeathScream";
|
||||
ActiveSound "SorcererActive";
|
||||
Obituary "$OB_HERESIARCH";
|
||||
}
|
||||
|
||||
action native void A_SorcSpinBalls();
|
||||
action native void A_SpeedBalls();
|
||||
action native void A_SorcBossAttack();
|
||||
action native void A_SpawnFizzle();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SORC A 3;
|
||||
SORC A 2 A_SorcSpinBalls;
|
||||
Idle:
|
||||
SORC A 10 A_Look;
|
||||
Wait;
|
||||
See:
|
||||
SORC ABCD 5 A_Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
SORC G 8;
|
||||
SORC G 8 A_Pain;
|
||||
Goto See;
|
||||
Missile:
|
||||
SORC F 6 Bright A_FaceTarget;
|
||||
SORC F 6 Bright A_SpeedBalls;
|
||||
SORC F 6 Bright A_FaceTarget;
|
||||
Wait;
|
||||
Attack1:
|
||||
SORC E 6 Bright;
|
||||
SORC E 6 Bright A_SpawnFizzle;
|
||||
SORC E 5 Bright A_FaceTarget;
|
||||
Goto Attack1+1;
|
||||
Attack2:
|
||||
SORC E 2 Bright;
|
||||
SORC E 2 Bright A_SorcBossAttack;
|
||||
Goto See;
|
||||
Death:
|
||||
SORC H 5 Bright;
|
||||
SORC I 5 Bright A_FaceTarget;
|
||||
SORC J 5 Bright A_Scream;
|
||||
SORC KLMNOPQRST 5 Bright;
|
||||
SORC U 5 Bright A_NoBlocking;
|
||||
SORC VWXY 5 Bright;
|
||||
SORC Z -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Base class for the balls flying around the Heresiarch's head -------------
|
||||
|
||||
class SorcBall native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 10;
|
||||
Radius 5;
|
||||
Height 5;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+FULLVOLDEATH
|
||||
+CANBOUNCEWATER
|
||||
+NOWALLBOUNCESND
|
||||
BounceType "HexenCompat";
|
||||
SeeSound "SorcererBallBounce";
|
||||
DeathSound "SorcererBigBallExplode";
|
||||
}
|
||||
|
||||
action native void A_SorcBallOrbit();
|
||||
action native void A_SorcBallPop();
|
||||
action native void A_BounceCheck ();
|
||||
}
|
||||
|
||||
// First ball (purple) - fires projectiles ----------------------------------
|
||||
|
||||
class SorcBall1 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMP ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit;
|
||||
Loop;
|
||||
Pain:
|
||||
SBMP A 5 A_SorcBallPop;
|
||||
SBMP B 2 A_BounceCheck;
|
||||
Wait;
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1);
|
||||
SBS4 D 5 A_Explode(255,255);
|
||||
SBS4 E 5;
|
||||
SBS4 FGH 6;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Second ball (blue) - generates the shield --------------------------------
|
||||
|
||||
class SorcBall2 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMB ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit;
|
||||
Loop;
|
||||
Pain:
|
||||
SBMB A 5 A_SorcBallPop;
|
||||
SBMB B 2 A_BounceCheck;
|
||||
Wait;
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1);
|
||||
SBS3 D 5 A_Explode(255,255);
|
||||
SBS3 E 5;
|
||||
SBS3 FGH 6;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Third ball (green) - summons Bishops -------------------------------------
|
||||
|
||||
class SorcBall3 : SorcBall native
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBMG ABCDEFGHIJKLMNOP 2 A_SorcBallOrbit;
|
||||
Loop;
|
||||
Pain:
|
||||
SBMG A 5 A_SorcBallPop;
|
||||
SBMG B 2 A_BounceCheck;
|
||||
Wait;
|
||||
Death:
|
||||
SBS4 D 0 A_ChangeFlag("NOBOUNCESOUND", 1);
|
||||
SBS3 D 5 A_Explode(255,255);
|
||||
SBS3 E 5;
|
||||
SBS3 FGH 6;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
|
||||
|
||||
class SorcFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 7;
|
||||
Radius 5;
|
||||
Height 5;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
-NOGRAVITY
|
||||
+FULLVOLDEATH
|
||||
+CANBOUNCEWATER
|
||||
+NOWALLBOUNCESND
|
||||
BounceFactor 1.0;
|
||||
BounceType "HexenCompat";
|
||||
SeeSound "SorcererBallBounce";
|
||||
DeathSound "SorcererHeadScream";
|
||||
}
|
||||
|
||||
action native void A_SorcFX1Seek();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS1 A 2 Bright;
|
||||
SBS1 BCD 3 Bright A_SorcFX1Seek;
|
||||
Loop;
|
||||
Death:
|
||||
FHFX S 2 Bright A_Explode(30, 128);
|
||||
FHFX SS 6 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 2 (The visible part of the shield) ------------------------
|
||||
|
||||
class SorcFX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 15;
|
||||
Radius 5;
|
||||
Height 5;
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
}
|
||||
|
||||
action native void A_SorcFX2Split();
|
||||
action native void A_SorcFX2Orbit ();
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
SBS2 A 3 Bright A_SorcFX2Split;
|
||||
Loop;
|
||||
Orbit:
|
||||
SBS2 A 2 Bright;
|
||||
SBS2 BCDEFGHIJKLMNOPA 2 Bright A_SorcFX2Orbit;
|
||||
Goto Orbit+1;
|
||||
Death:
|
||||
SBS2 A 10;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The translucent trail behind SorcFX2 -------------------------------------
|
||||
|
||||
class SorcFX2T1 : SorcFX2
|
||||
{
|
||||
Default
|
||||
{
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto Death;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 3 (The Bishop spawner) ------------------------------------
|
||||
|
||||
class SorcFX3 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 15;
|
||||
Radius 22;
|
||||
Height 65;
|
||||
+NOBLOCKMAP
|
||||
+MISSILE
|
||||
+NOTELEPORT
|
||||
SeeSound "SorcererBishopSpawn";
|
||||
}
|
||||
|
||||
action native void A_SpawnBishop();
|
||||
action native void A_SorcererBishopEntry();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS3 ABC 2 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
SBS3 A 4 Bright;
|
||||
BISH P 4 A_SorcererBishopEntry;
|
||||
BISH ON 4;
|
||||
BISH MLKJIH 3;
|
||||
BISH G 3 A_SpawnBishop;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// The Bishop spawner's explosion animation ---------------------------------
|
||||
|
||||
class SorcFX3Explosion : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOGRAVITY
|
||||
+NOTELEPORT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS3 DEFGH 3;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Sorcerer spell 4 (The purple projectile) ---------------------------------
|
||||
|
||||
class SorcFX4 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 12;
|
||||
Radius 10;
|
||||
Height 10;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
DeathSound "SorcererBallExplode";
|
||||
}
|
||||
|
||||
action native void A_SorcFX4Check();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBS4 ABC 2 Bright A_SorcFX4Check;
|
||||
Loop;
|
||||
Death:
|
||||
SBS4 D 2 Bright;
|
||||
SBS4 E 2 Bright A_Explode(20, 128);
|
||||
SBS4 FGH 2 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Spark that appears when shooting SorcFX4 ---------------------------------
|
||||
|
||||
class SorcSpark1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 5;
|
||||
Height 5;
|
||||
Gravity 0.125;
|
||||
+NOBLOCKMAP
|
||||
+DROPOFF
|
||||
+NOTELEPORT
|
||||
RenderStyle "Add";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SBFX ABCDEFG 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
185
wadsrc/static/zscript/hexen/iceguy.txt
Normal file
185
wadsrc/static/zscript/hexen/iceguy.txt
Normal file
|
@ -0,0 +1,185 @@
|
|||
|
||||
// Ice Guy ------------------------------------------------------------------
|
||||
|
||||
class IceGuy : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 120;
|
||||
PainChance 144;
|
||||
Speed 14;
|
||||
Radius 22;
|
||||
Height 75;
|
||||
Mass 150;
|
||||
DamageType "Ice";
|
||||
Monster;
|
||||
+NOBLOOD
|
||||
+TELESTOMP
|
||||
+NOICEDEATH
|
||||
SeeSound "IceGuySight";
|
||||
AttackSound "IceGuyAttack";
|
||||
ActiveSound "IceGuyActive";
|
||||
Obituary "$OB_ICEGUY";
|
||||
}
|
||||
|
||||
action native void A_IceGuyLook();
|
||||
action native void A_IceGuyChase();
|
||||
action native void A_IceGuyAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICEY A 10 A_IceGuyLook;
|
||||
Loop;
|
||||
See:
|
||||
ICEY A 4 A_Chase;
|
||||
ICEY B 4 A_IceGuyChase;
|
||||
ICEY CD 4 A_Chase;
|
||||
Loop;
|
||||
Pain:
|
||||
ICEY A 1 A_Pain;
|
||||
Goto See;
|
||||
Missile:
|
||||
ICEY EF 3 A_FaceTarget;
|
||||
ICEY G 8 Bright A_IceGuyAttack;
|
||||
ICEY F 4 A_FaceTarget;
|
||||
Goto See;
|
||||
Death:
|
||||
ICEY A 1 A_IceGuyDie;
|
||||
Stop;
|
||||
Inactive:
|
||||
ICEY A -1;
|
||||
Goto See;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Projectile -------------------------------------------------------
|
||||
|
||||
class IceGuyFX : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 14;
|
||||
Radius 8;
|
||||
Height 10;
|
||||
Damage 1;
|
||||
DamageType "Ice";
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
DeathSound "IceGuyMissileExplode";
|
||||
}
|
||||
|
||||
action native void A_IceGuyMissileExplode();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR ABC 3 Bright A_SpawnItemEx("IceFXPuff", 0,0,2);
|
||||
Loop;
|
||||
Death:
|
||||
ICPR D 4 Bright;
|
||||
ICPR E 4 Bright A_IceGuyMissileExplode;
|
||||
ICPR FG 4 Bright;
|
||||
ICPR H 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Projectile's Puff ------------------------------------------------
|
||||
|
||||
class IceFXPuff : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 1;
|
||||
Height 1;
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF +SHADOW
|
||||
+NOTELEPORT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR IJK 3;
|
||||
ICPR LM 2;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
|
||||
|
||||
class IceGuyFX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 10;
|
||||
Radius 4;
|
||||
Height 4;
|
||||
Damage 1;
|
||||
DamageType "Ice";
|
||||
Gravity 0.125;
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
+STRIFEDAMAGE
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR NOP 3 Bright;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Bit --------------------------------------------------------------
|
||||
|
||||
class IceGuyBit : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 1;
|
||||
Height 1;
|
||||
Gravity 0.125;
|
||||
+NOBLOCKMAP +DROPOFF
|
||||
+NOTELEPORT
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICPR Q 50 Bright;
|
||||
Stop;
|
||||
ICPR R 50 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Wisp 1 -----------------------------------------------------------
|
||||
|
||||
class IceGuyWisp1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.4;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICWS ABCDEFGHI 2;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Guy Wisp 2 -----------------------------------------------------------
|
||||
|
||||
class IceGuyWisp2 : IceGuyWisp1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ICWS JKLMNOPQR 2;
|
||||
Stop;
|
||||
}
|
||||
}
|
98
wadsrc/static/zscript/hexen/magecone.txt
Normal file
98
wadsrc/static/zscript/hexen/magecone.txt
Normal file
|
@ -0,0 +1,98 @@
|
|||
|
||||
// The Mage's Frost Cone ----------------------------------------------------
|
||||
|
||||
class MWeapFrost : MageWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+BLOODSPLATTER
|
||||
Weapon.SelectionOrder 1700;
|
||||
Weapon.AmmoUse1 3;
|
||||
Weapon.AmmoGive1 25;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust 20;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M2";
|
||||
Obituary "$OB_MPMWEAPFROST";
|
||||
Tag "$TAG_MWEAPFROST";
|
||||
}
|
||||
|
||||
action native void A_FireConePL1();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMCS ABC 8 Bright;
|
||||
Loop;
|
||||
Select:
|
||||
CONE A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
CONE A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
CONE A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
CONE B 3;
|
||||
CONE C 4;
|
||||
Hold:
|
||||
CONE D 3;
|
||||
CONE E 5;
|
||||
CONE F 3 A_FireConePL1;
|
||||
CONE G 3;
|
||||
CONE A 9;
|
||||
CONE A 10 A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Frost Missile ------------------------------------------------------------
|
||||
|
||||
class FrostMissile : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 25;
|
||||
Radius 13;
|
||||
Height 8;
|
||||
Damage 1;
|
||||
DamageType "Ice";
|
||||
Projectile;
|
||||
DeathSound "MageShardsExplode";
|
||||
Obituary "$OB_MPMWEAPFROST";
|
||||
}
|
||||
|
||||
action native void A_ShedShard();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SHRD A 2 Bright;
|
||||
SHRD A 3 Bright A_ShedShard;
|
||||
SHRD B 3 Bright;
|
||||
SHRD C 3 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
SHEX ABCDE 5 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Ice Shard ----------------------------------------------------------------
|
||||
|
||||
class IceShard : FrostMissile
|
||||
{
|
||||
Default
|
||||
{
|
||||
DamageType "Ice";
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SHRD ABC 3 Bright;
|
||||
Loop;
|
||||
}
|
||||
}
|
169
wadsrc/static/zscript/hexen/magelightning.txt
Normal file
169
wadsrc/static/zscript/hexen/magelightning.txt
Normal file
|
@ -0,0 +1,169 @@
|
|||
|
||||
// The Mage's Lightning Arc of Death ----------------------------------------
|
||||
|
||||
class MWeapLightning : MageWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOGRAVITY
|
||||
Weapon.SelectionOrder 1100;
|
||||
Weapon.AmmoUse1 5;
|
||||
Weapon.AmmoGive1 25;
|
||||
Weapon.KickBack 0;
|
||||
Weapon.YAdjust 20;
|
||||
Weapon.AmmoType1 "Mana2";
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M3";
|
||||
Tag "$TAG_MWEAPLIGHTNING";
|
||||
}
|
||||
|
||||
action native void A_LightningReady();
|
||||
action native void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling");
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMLG ABCDEFGH 4 Bright;
|
||||
Loop;
|
||||
Select:
|
||||
MLNG A 1 Bright A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
MLNG A 1 Bright A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
MLNG AAAAA 1 Bright A_WeaponReady;
|
||||
MLNG A 1 Bright A_LightningReady;
|
||||
MLNG BBBBBB 1 Bright A_WeaponReady;
|
||||
MLNG CCCCC 1 Bright A_WeaponReady;
|
||||
MLNG C 1 Bright A_LightningReady;
|
||||
MLNG BBBBBB 1 Bright A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
MLNG DE 3 Bright;
|
||||
MLNG F 4 Bright A_MLightningAttack;
|
||||
MLNG G 4 Bright;
|
||||
MLNG HI 3 Bright;
|
||||
MLNG I 6 Bright Offset (0, 199);
|
||||
MLNG C 2 Bright Offset (0, 55);
|
||||
MLNG B 2 Bright Offset (0, 50);
|
||||
MLNG B 2 Bright Offset (0, 45);
|
||||
MLNG B 2 Bright Offset (0, 40);
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Ceiling Lightning --------------------------------------------------------
|
||||
|
||||
class Lightning : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
MissileType "LightningZap";
|
||||
AttackSound "MageLightningZap";
|
||||
ActiveSound "MageLightningContinuous";
|
||||
Obituary "$OB_MPMWEAPLIGHTNING";
|
||||
}
|
||||
}
|
||||
|
||||
class LightningCeiling : Lightning
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 144;
|
||||
Speed 25;
|
||||
Radius 16;
|
||||
Height 40;
|
||||
Damage 8;
|
||||
Projectile;
|
||||
+CEILINGHUGGER
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_LightningZap();
|
||||
action native void A_LightningClip();
|
||||
action native void A_LightningRemove();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX A 2 Bright A_LightningZap;
|
||||
MLFX BCD 2 Bright A_LightningClip;
|
||||
Loop;
|
||||
Death:
|
||||
MLF2 A 2 Bright A_LightningRemove;
|
||||
MLF2 BCDEKLM 3 Bright;
|
||||
ACLO E 35;
|
||||
MLF2 NO 3 Bright;
|
||||
MLF2 P 4 Bright;
|
||||
MLF2 QP 3 Bright;
|
||||
MLF2 Q 4 Bright;
|
||||
MLF2 P 3 Bright;
|
||||
MLF2 O 3 Bright;
|
||||
MLF2 P 3 Bright;
|
||||
MLF2 P 1 Bright A_HideThing;
|
||||
ACLO E 1050;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Floor Lightning ----------------------------------------------------------
|
||||
|
||||
class LightningFloor : LightningCeiling
|
||||
{
|
||||
Default
|
||||
{
|
||||
-CEILINGHUGGER
|
||||
+FLOORHUGGER
|
||||
RenderStyle "Add";
|
||||
}
|
||||
|
||||
action native void A_LastZap();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX E 2 Bright A_LightningZap;
|
||||
MLFX FGH 2 Bright A_LightningClip;
|
||||
Loop;
|
||||
Death:
|
||||
MLF2 F 2 Bright A_LightningRemove;
|
||||
MLF2 GHIJKLM 3 Bright;
|
||||
ACLO E 20;
|
||||
MLF2 NO 3 Bright;
|
||||
MLF2 P 4 Bright;
|
||||
MLF2 QP 3 Bright;
|
||||
MLF2 Q 4 Bright A_LastZap;
|
||||
MLF2 POP 3 Bright;
|
||||
MLF2 P 1 Bright A_HideThing;
|
||||
Goto Super::Death + 19;
|
||||
}
|
||||
}
|
||||
|
||||
// Lightning Zap ------------------------------------------------------------
|
||||
|
||||
class LightningZap : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 15;
|
||||
Height 35;
|
||||
Damage 2;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
Obituary "$OB_MPMWEAPLIGHTNING";
|
||||
}
|
||||
|
||||
action native void A_ZapMimic();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MLFX IJKLM 2 Bright A_ZapMimic;
|
||||
Loop;
|
||||
Death:
|
||||
MLFX NOPQRSTU 2 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
160
wadsrc/static/zscript/hexen/magestaff.txt
Normal file
160
wadsrc/static/zscript/hexen/magestaff.txt
Normal file
|
@ -0,0 +1,160 @@
|
|||
|
||||
// Mage Weapon Piece --------------------------------------------------------
|
||||
|
||||
class MageWeaponPiece : WeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
Inventory.PickupSound "misc/w_pkup";
|
||||
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE";
|
||||
Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
|
||||
WeaponPiece.Weapon "MWeapBloodscourge";
|
||||
+FLOATBOB
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 1 ------------------------------------------------------
|
||||
|
||||
class MWeaponPiece1 : MageWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 1;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS1 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 2 ------------------------------------------------------
|
||||
|
||||
class MWeaponPiece2 : MageWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 2;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS2 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Weapon Piece 3 ------------------------------------------------------
|
||||
|
||||
class MWeaponPiece3 : MageWeaponPiece
|
||||
{
|
||||
Default
|
||||
{
|
||||
WeaponPiece.Number 3;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WMS3 A -1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Bloodscourge Drop --------------------------------------------------------
|
||||
|
||||
class BloodscourgeDrop : Actor
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A 1;
|
||||
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3");
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The Mages's Staff (Bloodscourge) -----------------------------------------
|
||||
|
||||
class MWeapBloodscourge : MageWeapon native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 3;
|
||||
Weapon.SelectionOrder 3100;
|
||||
Weapon.AmmoUse1 15;
|
||||
Weapon.AmmoUse2 15;
|
||||
Weapon.AmmoGive1 20;
|
||||
Weapon.AmmoGive2 20;
|
||||
Weapon.KickBack 150;
|
||||
Weapon.YAdjust 20;
|
||||
Weapon.AmmoType1 "Mana1";
|
||||
Weapon.AmmoType2 "Mana2";
|
||||
+WEAPON.PRIMARY_USES_BOTH;
|
||||
+Inventory.NoAttenPickupSound
|
||||
Inventory.PickupMessage "$TXT_WEAPON_M4";
|
||||
Inventory.PickupSound "WeaponBuild";
|
||||
Tag "$TAG_MWEAPBLOODSCOURGE";
|
||||
}
|
||||
|
||||
action native void A_MStaffAttack();
|
||||
action native void A_MStaffPalette();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TNT1 A -1;
|
||||
Stop;
|
||||
Select:
|
||||
MSTF A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
MSTF A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
MSTF G 4 Offset (0, 40);
|
||||
MSTF H 4 Bright Offset (0, 48) A_MStaffAttack;
|
||||
MSTF H 2 Bright Offset (0, 48) A_MStaffPalette;
|
||||
MSTF II 2 Offset (0, 48) A_MStaffPalette;
|
||||
MSTF I 1 Offset (0, 40);
|
||||
MSTF J 5 Offset (0, 36);
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
|
||||
|
||||
class MageStaffFX2 : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 17;
|
||||
Height 8;
|
||||
Damage 4;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
+SEEKERMISSILE
|
||||
+SCREENSEEKER
|
||||
+EXTREMEDEATH
|
||||
DeathSound "MageStaffExplode";
|
||||
Obituary "$OB_MPMWEAPBLOODSCOURGE";
|
||||
}
|
||||
|
||||
action native void A_MStaffTrack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MSP2 ABCD 2 Bright A_MStaffTrack;
|
||||
Loop;
|
||||
Death:
|
||||
MSP2 E 4 Bright A_SetTranslucent(1,1);
|
||||
MSP2 F 5 Bright A_Explode (80, 192, 0);
|
||||
MSP2 GH 5 Bright;
|
||||
MSP2 I 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
81
wadsrc/static/zscript/hexen/magewand.txt
Normal file
81
wadsrc/static/zscript/hexen/magewand.txt
Normal file
|
@ -0,0 +1,81 @@
|
|||
|
||||
// The Mage's Wand ----------------------------------------------------------
|
||||
|
||||
class MWeapWand : MageWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Weapon.SelectionOrder 3600;
|
||||
Weapon.KickBack 0;
|
||||
Weapon.YAdjust 9;
|
||||
Tag "$TAG_MWEAPWAND";
|
||||
}
|
||||
States
|
||||
{
|
||||
Select:
|
||||
MWND A 1 A_Raise;
|
||||
Loop;
|
||||
Deselect:
|
||||
MWND A 1 A_Lower;
|
||||
Loop;
|
||||
Ready:
|
||||
MWND A 1 A_WeaponReady;
|
||||
Loop;
|
||||
Fire:
|
||||
MWND A 6;
|
||||
MWND B 6 Bright Offset (0, 48) A_FireCustomMissile ("MageWandMissile");
|
||||
MWND A 3 Offset (0, 40);
|
||||
MWND A 3 Offset (0, 36) A_ReFire;
|
||||
Goto Ready;
|
||||
}
|
||||
}
|
||||
|
||||
// Wand Smoke ---------------------------------------------------------------
|
||||
|
||||
class MageWandSmoke : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP +NOGRAVITY +SHADOW
|
||||
+NOTELEPORT +CANNOTPUSH +NODAMAGETHRUST
|
||||
RenderStyle "Translucent";
|
||||
Alpha 0.6;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MWND CDCD 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wand Missile -------------------------------------------------------------
|
||||
|
||||
class MageWandMissile : FastProjectile
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 184;
|
||||
Radius 12;
|
||||
Height 8;
|
||||
Damage 2;
|
||||
+RIPPER +CANNOTPUSH +NODAMAGETHRUST
|
||||
+SPAWNSOUNDSOURCE
|
||||
MissileType "MageWandSmoke";
|
||||
SeeSound "MageWandFire";
|
||||
Obituary "$OB_MPMWEAPWAND";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
MWND CD 4 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
MWND E 4 Bright;
|
||||
MWND F 3 Bright;
|
||||
MWND G 4 Bright;
|
||||
MWND H 3 Bright;
|
||||
MWND I 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
238
wadsrc/static/zscript/hexen/serpent.txt
Normal file
238
wadsrc/static/zscript/hexen/serpent.txt
Normal file
|
@ -0,0 +1,238 @@
|
|||
|
||||
// Serpent ------------------------------------------------------------------
|
||||
|
||||
class Serpent : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 90;
|
||||
PainChance 96;
|
||||
Speed 12;
|
||||
Radius 32;
|
||||
Height 70;
|
||||
Mass 0x7fffffff;
|
||||
Monster;
|
||||
-SHOOTABLE
|
||||
+NOBLOOD
|
||||
+CANTLEAVEFLOORPIC +NONSHOOTABLE
|
||||
+STAYMORPHED +DONTBLAST +NOTELEOTHER
|
||||
+INVISIBLE
|
||||
SeeSound "SerpentSight";
|
||||
AttackSound "SerpentAttack";
|
||||
PainSound "SerpentPain";
|
||||
DeathSound "SerpentDeath";
|
||||
HitObituary "$OB_SERPENTHIT";
|
||||
}
|
||||
|
||||
action native void A_SerpentHumpDecide();
|
||||
action native void A_SerpentHide();
|
||||
action native void A_SerpentCheckForAttack();
|
||||
action native void A_SerpentSpawnGibs();
|
||||
action native void A_SerpentUnHide();
|
||||
action native void A_SerpentRaiseHump();
|
||||
action native void A_SerpentLowerHump();
|
||||
action native void A_SerpentChooseAttack();
|
||||
action native void A_SerpentMeleeAttack();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSPT H 10 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
SSPT HH 1 A_Chase("Melee", "None", CHF_NIGHTMAREFAST|CHF_NOPLAYACTIVE);
|
||||
SSPT H 2 A_SerpentHumpDecide;
|
||||
Loop;
|
||||
Pain:
|
||||
SSPT L 5;
|
||||
SSPT L 5 A_Pain;
|
||||
Dive:
|
||||
SSDV ABC 4;
|
||||
SSDV D 4 A_UnSetShootable;
|
||||
SSDV E 3 A_PlaySound("SerpentActive", CHAN_BODY);
|
||||
SSDV F 3;
|
||||
SSDV GH 4;
|
||||
SSDV I 3;
|
||||
SSDV J 3 A_SerpentHide;
|
||||
Goto See;
|
||||
Melee:
|
||||
SSPT A 1 A_UnHideThing;
|
||||
SSPT A 1 A_PlaySound("SerpentBirth", CHAN_BODY);
|
||||
SSPT B 3 A_SetShootable;
|
||||
SSPT C 3;
|
||||
SSPT D 4 A_SerpentCheckForAttack;
|
||||
Goto Dive;
|
||||
Death:
|
||||
SSPT O 4;
|
||||
SSPT P 4 A_Scream;
|
||||
SSPT Q 4 A_NoBlocking;
|
||||
SSPT RSTUVWXYZ 4;
|
||||
Stop;
|
||||
XDeath:
|
||||
SSXD A 4;
|
||||
SSXD B 4 A_SpawnItemEx("SerpentHead", 0, 0, 45);
|
||||
SSXD C 4 A_NoBlocking;
|
||||
SSXD DE 4;
|
||||
SSXD FG 3;
|
||||
SSXD H 3 A_SerpentSpawnGibs;
|
||||
Stop;
|
||||
Ice:
|
||||
SSPT [ 5 A_FreezeDeath;
|
||||
SSPT [ 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
Walk:
|
||||
SSPT IJI 5 A_Chase("Attack", "None", CHF_NIGHTMAREFAST);
|
||||
SSPT J 5 A_SerpentCheckForAttack;
|
||||
Goto Dive;
|
||||
Hump:
|
||||
SSPT H 3 A_SerpentUnHide;
|
||||
SSPT EFGEF 3 A_SerpentRaiseHump;
|
||||
SSPT GEF 3;
|
||||
SSPT GEFGE 3 A_SerpentLowerHump;
|
||||
SSPT F 3 A_SerpentHide;
|
||||
Goto See;
|
||||
Attack:
|
||||
SSPT K 6 A_FaceTarget;
|
||||
SSPT L 5 A_SerpentChooseAttack;
|
||||
Goto MeleeAttack;
|
||||
MeleeAttack:
|
||||
SSPT N 5 A_SerpentMeleeAttack;
|
||||
Goto Dive;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Leader -----------------------------------------------------------
|
||||
|
||||
class SerpentLeader : Serpent
|
||||
{
|
||||
Default
|
||||
{
|
||||
Mass 200;
|
||||
Obituary "$OB_SERPENT";
|
||||
}
|
||||
States
|
||||
{
|
||||
Missile:
|
||||
SSPT N 5 A_CustomMissile("SerpentFX", 32, 0);
|
||||
Goto Dive;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Missile Ball -----------------------------------------------------
|
||||
|
||||
class SerpentFX : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 15;
|
||||
Radius 8;
|
||||
Height 10;
|
||||
Damage 4;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT -ACTIVATEPCROSS
|
||||
RenderStyle "Add";
|
||||
DeathSound "SerpentFXHit";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSFX A 0;
|
||||
SSFX A 3 Bright A_PlaySound("SerpentFXContinuous", CHAN_BODY, 1.0, 1);
|
||||
SSFX BAB 3 Bright;
|
||||
Goto Spawn+1;
|
||||
Death:
|
||||
SSFX C 4 Bright A_StopSound(CHAN_BODY);
|
||||
SSFX DEFGH 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Head -------------------------------------------------------------
|
||||
|
||||
class SerpentHead : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 5;
|
||||
Height 10;
|
||||
Gravity 0.125;
|
||||
+NOBLOCKMAP
|
||||
}
|
||||
|
||||
action native void A_SerpentHeadCheck();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD IJKLMNOP 4 A_SerpentHeadCheck;
|
||||
Loop;
|
||||
Death:
|
||||
SSXD S -1;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 1 ------------------------------------------------------------
|
||||
|
||||
class SerpentGib1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 3;
|
||||
Height 3;
|
||||
+NOBLOCKMAP +NOGRAVITY
|
||||
}
|
||||
|
||||
action native void A_FloatGib();
|
||||
action native void A_DelayGib();
|
||||
action native void A_SinkGib();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD Q 6;
|
||||
SSXD Q 6 A_FloatGib;
|
||||
SSXD QQ 8 A_FloatGib;
|
||||
SSXD QQ 12 A_FloatGib;
|
||||
SSXD Q 232 A_DelayGib;
|
||||
SSXD QQ 12 A_SinkGib;
|
||||
SSXD QQQ 8 A_SinkGib;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 2 ------------------------------------------------------------
|
||||
|
||||
class SerpentGib2 : SerpentGib1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD R 6;
|
||||
SSXD R 6 A_FloatGib;
|
||||
SSXD RR 8 A_FloatGib;
|
||||
SSXD RR 12 A_FloatGib;
|
||||
SSXD R 232 A_DelayGib;
|
||||
SSXD RR 12 A_SinkGib;
|
||||
SSXD RRR 8 A_SinkGib;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Serpent Gib 3 ------------------------------------------------------------
|
||||
|
||||
class SerpentGib3 : SerpentGib1
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SSXD T 6;
|
||||
SSXD T 6 A_FloatGib;
|
||||
SSXD TT 8 A_FloatGib;
|
||||
SSXD TT 12 A_FloatGib;
|
||||
SSXD T 232 A_DelayGib;
|
||||
SSXD TT 12 A_SinkGib;
|
||||
SSXD TTT 8 A_SinkGib;
|
||||
Stop;
|
||||
}
|
||||
}
|
116
wadsrc/static/zscript/hexen/spike.txt
Normal file
116
wadsrc/static/zscript/hexen/spike.txt
Normal file
|
@ -0,0 +1,116 @@
|
|||
|
||||
// Dirt clump (spawned by spike) --------------------------------------------
|
||||
|
||||
class DirtClump : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOTELEPORT
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TSPK C 20;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
// Spike (thrust floor) -----------------------------------------------------
|
||||
|
||||
class ThrustFloor : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 20;
|
||||
Height 128;
|
||||
}
|
||||
|
||||
action native void A_ThrustRaise();
|
||||
action native void A_ThrustImpale();
|
||||
action native void A_ThrustLower();
|
||||
action native void A_ThrustInitDn();
|
||||
action native void A_ThrustInitUp();
|
||||
|
||||
States
|
||||
{
|
||||
ThrustRaising:
|
||||
TSPK A 2 A_ThrustRaise;
|
||||
Loop;
|
||||
BloodThrustRaising:
|
||||
TSPK B 2 A_ThrustRaise;
|
||||
Loop;
|
||||
ThrustLower:
|
||||
TSPK A 2 A_ThrustLower;
|
||||
Loop;
|
||||
BloodThrustLower:
|
||||
TSPK B 2 A_ThrustLower;
|
||||
Loop;
|
||||
ThrustInit1:
|
||||
TSPK A 3;
|
||||
TSPK A 4 A_ThrustInitDn;
|
||||
TSPK A -1;
|
||||
Loop;
|
||||
BloodThrustInit1:
|
||||
TSPK B 3;
|
||||
TSPK B 4 A_ThrustInitDn;
|
||||
TSPK B -1;
|
||||
Loop;
|
||||
ThrustInit2:
|
||||
TSPK A 3;
|
||||
TSPK A 4 A_ThrustInitUp;
|
||||
TSPK A 10;
|
||||
Loop;
|
||||
BloodThrustInit2:
|
||||
TSPK B 3;
|
||||
TSPK B 4 A_ThrustInitUp;
|
||||
TSPK B 10;
|
||||
Loop;
|
||||
ThrustRaise:
|
||||
TSPK A 8 A_ThrustRaise;
|
||||
TSPK A 6 A_ThrustRaise;
|
||||
TSPK A 4 A_ThrustRaise;
|
||||
TSPK A 3 A_SetSolid;
|
||||
TSPK A 2 A_ThrustImpale;
|
||||
Loop;
|
||||
BloodThrustRaise:
|
||||
TSPK B 8 A_ThrustRaise;
|
||||
TSPK B 6 A_ThrustRaise;
|
||||
TSPK B 4 A_ThrustRaise;
|
||||
TSPK B 3 A_SetSolid;
|
||||
TSPK B 2 A_ThrustImpale;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
// Spike up -----------------------------------------------------------------
|
||||
|
||||
class ThrustFloorUp : ThrustFloor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+SOLID
|
||||
+NOTELEPORT +FLOORCLIP
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto ThrustInit2;
|
||||
}
|
||||
}
|
||||
|
||||
// Spike down ---------------------------------------------------------------
|
||||
|
||||
class ThrustFloorDown : ThrustFloor
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOTELEPORT +FLOORCLIP
|
||||
+INVISIBLE
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto ThrustInit1;
|
||||
}
|
||||
}
|
130
wadsrc/static/zscript/hexen/teleportother.txt
Normal file
130
wadsrc/static/zscript/hexen/teleportother.txt
Normal file
|
@ -0,0 +1,130 @@
|
|||
|
||||
// Teleport Other Artifact --------------------------------------------------
|
||||
|
||||
class ArtiTeleportOther : Inventory native
|
||||
{
|
||||
Default
|
||||
{
|
||||
+COUNTITEM
|
||||
+FLOATBOB
|
||||
+INVENTORY.INVBAR
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.PickupFlash "PickupFlash";
|
||||
Inventory.DefMaxAmount;
|
||||
Inventory.Icon "ARTITELO";
|
||||
Inventory.PickupSound "misc/p_pkup";
|
||||
Inventory.PickupMessage "$TXT_ARTITELEPORTOTHER";
|
||||
Tag "$TAG_ARTITELEPORTOTHER";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TELO ABCD 5;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Teleport Other FX --------------------------------------------------------
|
||||
|
||||
class TelOtherFX1 : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
Damage 10001;
|
||||
Projectile;
|
||||
-ACTIVATEIMPACT
|
||||
-ACTIVATEPCROSS
|
||||
+BLOODLESSIMPACT
|
||||
Radius 16;
|
||||
Height 16;
|
||||
Speed 20;
|
||||
}
|
||||
|
||||
action native void A_TeloSpawnA();
|
||||
action native void A_TeloSpawnB();
|
||||
action native void A_TeloSpawnC();
|
||||
action native void A_TeloSpawnD();
|
||||
action native void A_CheckTeleRing ();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG E 5 Bright;
|
||||
TRNG D 4 Bright;
|
||||
TRNG C 3 Bright A_TeloSpawnC;
|
||||
TRNG B 3 Bright A_TeloSpawnB;
|
||||
TRNG A 3 Bright A_TeloSpawnA;
|
||||
TRNG B 3 Bright A_TeloSpawnB;
|
||||
TRNG C 3 Bright A_TeloSpawnC;
|
||||
TRNG D 3 Bright A_TeloSpawnD;
|
||||
Goto Spawn+2;
|
||||
Death:
|
||||
TRNG E 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class TelOtherFX2 : TelOtherFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 16;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG BCDCB 4 Bright;
|
||||
TRNG A 4 Bright A_CheckTeleRing;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
class TelOtherFX3 : TelOtherFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 16;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG CDCBA 4 Bright;
|
||||
TRNG B 4 Bright A_CheckTeleRing;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
class TelOtherFX4 : TelOtherFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 16;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG DCBAB 4 Bright;
|
||||
TRNG C 4 Bright A_CheckTeleRing;
|
||||
Loop;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class TelOtherFX5 : TelOtherFX1
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 16;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TRNG CBABC 4 Bright;
|
||||
TRNG D 4 Bright A_CheckTeleRing;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
|
236
wadsrc/static/zscript/hexen/wraith.txt
Normal file
236
wadsrc/static/zscript/hexen/wraith.txt
Normal file
|
@ -0,0 +1,236 @@
|
|||
|
||||
// Wraith -------------------------------------------------------------------
|
||||
|
||||
class Wraith : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Health 150;
|
||||
PainChance 25;
|
||||
Speed 11;
|
||||
Height 55;
|
||||
Mass 75;
|
||||
Damage 10;
|
||||
Monster;
|
||||
+NOGRAVITY +DROPOFF +FLOAT
|
||||
+FLOORCLIP +TELESTOMP
|
||||
SeeSound "WraithSight";
|
||||
AttackSound "WraithAttack";
|
||||
PainSound "WraithPain";
|
||||
DeathSound "WraithDeath";
|
||||
ActiveSound "WraithActive";
|
||||
HitObituary "$OB_WRAITHHIT";
|
||||
Obituary "$OB_WRAITH";
|
||||
}
|
||||
|
||||
action native void A_WraithInit();
|
||||
action native void A_WraithChase();
|
||||
action native void A_WraithFX3();
|
||||
action native void A_WraithMelee();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRTH A 10;
|
||||
WRTH B 5 A_WraithInit;
|
||||
Goto Look;
|
||||
Look:
|
||||
WRTH AB 15 A_Look;
|
||||
Loop;
|
||||
See:
|
||||
WRTH ABCD 4 A_WraithChase;
|
||||
Loop;
|
||||
Pain:
|
||||
WRTH A 2;
|
||||
WRTH H 6 A_Pain;
|
||||
Goto See;
|
||||
Melee:
|
||||
WRTH E 6 A_FaceTarget;
|
||||
WRTH F 6 A_WraithFX3;
|
||||
WRTH G 6 A_WraithMelee;
|
||||
Goto See;
|
||||
Missile:
|
||||
WRTH E 6 A_FaceTarget;
|
||||
WRTH F 6;
|
||||
WRTH G 6 A_CustomMissile("WraithFX1", 32, 0);
|
||||
Goto See;
|
||||
Death:
|
||||
WRTH I 4;
|
||||
WRTH J 4 A_Scream;
|
||||
WRTH KL 4;
|
||||
WRTH M 4 A_NoBlocking;
|
||||
WRTH N 4 A_QueueCorpse;
|
||||
WRTH O 4;
|
||||
WRTH PQ 5;
|
||||
WRTH R -1;
|
||||
Stop;
|
||||
XDeath:
|
||||
WRT2 A 5;
|
||||
WRT2 B 5 A_Scream;
|
||||
WRT2 CD 5;
|
||||
WRT2 E 5 A_NoBlocking;
|
||||
WRT2 F 5 A_QueueCorpse;
|
||||
WRT2 G 5;
|
||||
WRT2 H -1;
|
||||
Stop;
|
||||
Ice:
|
||||
WRT2 I 5 A_FreezeDeath;
|
||||
WRT2 I 1 A_FreezeDeathChunks;
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
||||
// Buried wraith ------------------------------------------------------------
|
||||
|
||||
class WraithBuried : Wraith
|
||||
{
|
||||
Default
|
||||
{
|
||||
Height 68;
|
||||
-SHOOTABLE
|
||||
-SOLID
|
||||
+DONTMORPH
|
||||
+DONTBLAST
|
||||
+SPECIALFLOORCLIP
|
||||
+STAYMORPHED
|
||||
+INVISIBLE
|
||||
PainChance 0;
|
||||
}
|
||||
|
||||
action native void A_WraithRaiseInit();
|
||||
action native void A_WraithRaise();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
Goto Super::Look;
|
||||
See:
|
||||
WRTH A 2 A_WraithRaiseInit;
|
||||
WRTH A 2 A_WraithRaise;
|
||||
WRTH A 2 A_FaceTarget;
|
||||
WRTH BB 2 A_WraithRaise;
|
||||
Goto See + 1;
|
||||
Chase:
|
||||
Goto Super::See;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 1 --------------------------------------------------------------
|
||||
|
||||
class WraithFX1 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Speed 14;
|
||||
Radius 10;
|
||||
Height 6;
|
||||
Mass 5;
|
||||
Damage 5;
|
||||
DamageType "Fire";
|
||||
Projectile;
|
||||
+FLOORCLIP
|
||||
SeeSound "WraithMissileFire";
|
||||
DeathSound "WraithMissileExplode";
|
||||
}
|
||||
|
||||
action native void A_WraithFX2();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL A 3 Bright;
|
||||
WRBL B 3 Bright A_WraithFX2;
|
||||
WRBL C 3 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
WRBL D 4 Bright;
|
||||
WRBL E 4 Bright A_WraithFX2;
|
||||
WRBL F 4 Bright;
|
||||
WRBL GH 3 Bright A_WraithFX2;
|
||||
WRBL I 3 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 2 --------------------------------------------------------------
|
||||
|
||||
class WraithFX2 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 2;
|
||||
Height 5;
|
||||
Mass 5;
|
||||
+NOBLOCKMAP +DROPOFF
|
||||
+FLOORCLIP +NOTELEPORT
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL JKLMNOP 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 3 --------------------------------------------------------------
|
||||
|
||||
class WraithFX3 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 2;
|
||||
Height 5;
|
||||
Mass 5;
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+FLOORCLIP +NOTELEPORT
|
||||
DeathSound "Drip";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL QRS 4 Bright;
|
||||
Loop;
|
||||
Death:
|
||||
WRBL S 4 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 4 --------------------------------------------------------------
|
||||
|
||||
class WraithFX4 : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 2;
|
||||
Height 5;
|
||||
Mass 5;
|
||||
+NOBLOCKMAP +DROPOFF +MISSILE
|
||||
+NOTELEPORT
|
||||
DeathSound "Drip";
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL TUVW 4;
|
||||
Loop;
|
||||
Death:
|
||||
WRBL W 10;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// Wraith FX 5 --------------------------------------------------------------
|
||||
|
||||
class WraithFX5 : WraithFX4
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
WRBL XYZ 7;
|
||||
Loop;
|
||||
Death:
|
||||
WRBL Z 35;
|
||||
Stop;
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue