// Cleric Boss (Traductus) -------------------------------------------------- class ClericBoss : Actor { Default { Health 800; PainChance 50; Speed 25; Radius 16; Height 64; Monster; +FLOORCLIP +TELESTOMP +DONTMORPH PainSound "PlayerClericPain"; DeathSound "PlayerClericCrazyDeath"; Obituary "$OB_CBOSS"; Tag "$FN_CBOSS"; } States { Spawn: CLER A 2; CLER A 3 A_ClassBossHealth; CLER A 5 A_Look; Wait; See: CLER ABCD 4 A_FastChase; Loop; Pain: CLER H 4; CLER H 4 A_Pain; Goto See; Melee: Missile: CLER EF 8 A_FaceTarget; CLER G 10 A_ClericAttack; Goto See; Death: CLER I 6; CLER K 6 A_Scream; CLER LL 6; CLER M 6 A_NoBlocking; CLER NOP 6; CLER Q -1; Stop; XDeath: CLER R 5 A_Scream; CLER S 5; CLER T 5 A_NoBlocking; CLER UVWXYZ 5; CLER [ -1; Stop; Ice: CLER \ 5 A_FreezeDeath; CLER \ 1 A_FreezeDeathChunks; Wait; Burn: CLER C 5 Bright A_PlaySound("PlayerClericBurnDeath"); FDTH D 4 Bright ; FDTH G 5 Bright ; FDTH H 4 Bright A_Scream; FDTH I 5 Bright ; FDTH J 4 Bright ; FDTH K 5 Bright ; FDTH L 4 Bright ; FDTH M 5 Bright ; FDTH N 4 Bright ; FDTH O 5 Bright ; FDTH P 4 Bright ; FDTH Q 5 Bright ; FDTH R 4 Bright ; FDTH S 5 Bright A_NoBlocking; FDTH T 4 Bright ; FDTH U 5 Bright ; FDTH V 4 Bright ; Stop; } //============================================================================ // // A_ClericAttack // //============================================================================ void A_ClericAttack() { if (!target) return; Actor missile = SpawnMissileZ (pos.z + 40., target, "HolyMissile"); if (missile != null) missile.tracer = null; // No initial target A_PlaySound ("HolySymbolFire", CHAN_WEAPON); } }