// Alien Spectre 1 ----------------------------------------------------------- ACTOR AlienSpectre1 : SpectralMonster { ConversationID 67,-1,-1 Health 1000 Painchance 250 Speed 12 Radius 64 Height 64 FloatSpeed 5 Mass 1000 MinMissileChance 150 RenderStyle Translucent Alpha 0.666 SeeSound "alienspectre/sight" AttackSound "alienspectre/blade" PainSound "alienspectre/pain" DeathSound "alienspectre/death" ActiveSound "alienspectre/active" Obituary "$OB_ALIENSPECTRE" +NOGRAVITY +FLOAT +SHADOW +NOTDMATCH +DONTMORPH +NOBLOCKMONST +INCOMBAT +LOOKALLAROUND +NOICEDEATH action native A_AlienSpectreDeath (); states { Spawn: ALN1 A 10 A_Look ALN1 B 10 A_SentinelBob Loop See: ALN1 AB 4 Bright A_Chase ALN1 C 4 Bright A_SentinelBob ALN1 DEF 4 Bright A_Chase ALN1 G 4 Bright A_SentinelBob ALN1 HIJ 4 Bright A_Chase ALN1 K 4 Bright A_SentinelBob Loop Melee: ALN1 J 4 Bright A_FaceTarget ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5) ALN1 H 4 Bright Goto See Missile: ALN1 J 4 Bright A_FaceTarget ALN1 I 4 Bright A_SpotLightning ALN1 H 4 Bright Goto See+10 Pain: ALN1 J 2 A_Pain Goto See+6 Death: AL1P A 6 Bright A_SpectreChunkSmall AL1P B 6 Bright A_Scream AL1P C 6 Bright A_SpectreChunkSmall AL1P DE 6 Bright AL1P F 6 Bright A_SpectreChunkSmall AL1P G 6 Bright AL1P H 6 Bright A_SpectreChunkSmall AL1P IJK 6 Bright AL1P LM 5 Bright AL1P N 5 Bright A_SpectreChunkLarge AL1P OPQ 5 Bright AL1P R 5 Bright A_AlienSpectreDeath Stop } } // Alien Spectre 2 ----------------------------------------------------------- ACTOR AlienSpectre2 : AlienSpectre1 { ConversationID 70 Health 1200 Painchance 50 Radius 24 DropItem "Sigil2" States { Missile: ALN1 F 4 A_FaceTarget ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0) ALN1 E 4 Goto See+10 } } // Alien Spectre 3 ---------------------------------------------------------- // This is the Oracle's personal spectre, so it's a little different. ACTOR AlienSpectre3 : AlienSpectre1 { ConversationID 71,-1,-1 Health 1500 Painchance 50 Radius 24 +SPAWNCEILING DropItem "Sigil3" DamageFactor "SpectralLow", 0 states { Spawn: ALN1 ABCDEFGHIJK 5 Loop See: ALN1 AB 5 A_Chase ALN1 C 5 A_SentinelBob ALN1 DEF 5 A_Chase ALN1 G 5 A_SentinelBob ALN1 HIJ 5 A_Chase ALN1 K 5 A_SentinelBob Loop Melee: ALN1 J 4 A_FaceTarget ALN1 I 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5) ALN1 C 4 Goto See+2 Missile: ALN1 F 4 A_FaceTarget ALN1 I 4 A_Spectre3Attack ALN1 E 4 Goto See+10 Pain: ALN1 J 2 A_Pain Goto See+6 } } // Alien Spectre 4 ----------------------------------------------------------- ACTOR AlienSpectre4 : AlienSpectre1 { ConversationID 72,-1,-1 Health 1700 Painchance 50 Radius 24 DropItem "Sigil4" States { Missile: ALN1 F 4 A_FaceTarget ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0) ALN1 E 4 Goto See+10 } } // Alien Spectre 5 ----------------------------------------------------------- ACTOR AlienSpectre5 : AlienSpectre1 { ConversationID 73,-1,-1 Health 2000 Painchance 50 Radius 24 DropItem "Sigil5" States { Missile: ALN1 F 4 A_FaceTarget ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0) ALN1 E 4 Goto See+10 } } // Small Alien Chunk -------------------------------------------------------- ACTOR AlienChunkSmall { ConversationID 68,-1,-1 +NOBLOCKMAP +NOCLIP States { Spawn: NODE ABCDEFG 6 Bright Stop } } // Large Alien Chunk -------------------------------------------------------- ACTOR AlienChunkLarge { ConversationID 69,-1,-1 +NOBLOCKMAP +NOCLIP States { Spawn: MTHD ABCDEFGHIJK 5 Bright Stop } }