// base for all spectral monsters which hurt when being touched-------------- ACTOR SpectralMonster native { Monster +SPECIAL +SPECTRAL +NOICEDEATH action native A_SpectreChunkSmall (); action native A_SpectreChunkLarge (); action native A_Spectre3Attack (); action native A_SpotLightning (); } // Container for all spectral lightning deaths ------------------------------ ACTOR SpectralLightningBase { +NOTELEPORT +ACTIVATEIMPACT +ACTIVATEPCROSS +STRIFEDAMAGE MaxStepHeight 4 RenderStyle Add SeeSound "weapons/sigil" DeathSound "weapons/sigilhit" States { Death: ZAP1 B 3 A_Explode(32,32) ZAP1 A 3 A_AlertMonsters ZAP1 BCDEFE 3 ZAP1 DCB 2 ZAP1 A 1 Stop } } // Spectral Lightning death that does not explode --------------------------- ACTOR SpectralLightningDeath1 : SpectralLightningBase { States { Death: Goto Super::Death+1 } } // Spectral Lightning death that does not alert monsters -------------------- ACTOR SpectralLightningDeath2 : SpectralLightningBase { States { Death: Goto Super::Death+2 } } // Spectral Lightning death that is shorter than the rest ------------------- ACTOR SpectralLightningDeathShort : SpectralLightningBase { States { Death: Goto Super::Death+6 } } // Spectral Lightning (Ball Shaped #1) -------------------------------------- ACTOR SpectralLightningBall1 : SpectralLightningBase { ConversationID 80,-1,-1 Speed 30 Radius 8 Height 16 Damage 70 Projectile +SPECTRAL States { Spawn: ZOT3 ABCDE 4 Bright Loop } } // Spectral Lightning (Ball Shaped #2) -------------------------------------- ACTOR SpectralLightningBall2 : SpectralLightningBall1 { ConversationID 81,-1,-1 Damage 20 } // Spectral Lightning (Horizontal #1) --------------------------------------- ACTOR SpectralLightningH1 : SpectralLightningBase { ConversationID 78,-1,-1 Speed 30 Radius 8 Height 16 Damage 70 Projectile +SPECTRAL action native A_SpectralLightningTail (); States { Spawn: ZAP6 A 4 Bright ZAP6 BC 4 Bright A_SpectralLightningTail Loop } } // Spectral Lightning (Horizontal #2) ------------------------------------- ACTOR SpectralLightningH2 : SpectralLightningH1 { ConversationID 79,-1,-1 Damage 20 } // Spectral Lightning (Horizontal #3) ------------------------------------- ACTOR SpectralLightningH3 : SpectralLightningH1 { ConversationID 82,-1,-1 Damage 10 } // ASpectralLightningHTail -------------------------------------------------- ACTOR SpectralLightningHTail { +NOBLOCKMAP +NOGRAVITY +DROPOFF RenderStyle Add States { Spawn: ZAP6 ABC 5 Bright Stop } } // Spectral Lightning (Big Ball #1) ----------------------------------------- ACTOR SpectralLightningBigBall1 : SpectralLightningDeath2 { ConversationID 84,-1,-1 Speed 18 Radius 20 Height 40 Damage 130 Projectile +SPECTRAL action native A_SpectralBigBallLightning (); States { Spawn: ZAP7 AB 4 Bright A_SpectralBigBallLightning ZAP7 CDE 6 Bright A_SpectralBigBallLightning Loop } } // Spectral Lightning (Big Ball #2 - less damaging) ------------------------- ACTOR SpectralLightningBigBall2 : SpectralLightningBigBall1 { ConversationID 85,-1,-1 Damage 30 } // Sigil Lightning (Vertical #1) -------------------------------------------- ACTOR SpectralLightningV1 : SpectralLightningDeathShort { ConversationID 86,-1,-1 Speed 22 Radius 8 Height 24 Damage 100 Projectile DamageType "SpectralLow" +SPECTRAL States { Spawn: ZOT1 AB 4 Bright ZOT1 CDE 6 Bright Loop } } // Sigil Lightning (Vertical #2 - less damaging) ---------------------------- ACTOR SpectralLightningV2 : SpectralLightningV1 { ConversationID 87,-1,-1 Damage 50 } // Sigil Lightning Spot (roams around dropping lightning from above) -------- ACTOR SpectralLightningSpot : SpectralLightningDeath1 { ConversationID 88,-1,-1 Speed 18 ReactionTime 70 +NOBLOCKMAP +NOBLOCKMONST +NODROPOFF RenderStyle Translucent Alpha 0.6 action native A_SpectralLightning (); States { Spawn: ZAP5 A 4 Bright A_Countdown ZAP5 B 4 Bright A_SpectralLightning ZAP5 CD 4 Bright A_Countdown Loop } } // Sigil Lightning (Big Vertical #1) ---------------------------------------- ACTOR SpectralLightningBigV1 : SpectralLightningDeath1 { ConversationID 89,-1,-1 Speed 28 Radius 8 Height 16 Damage 120 Projectile +SPECTRAL States { Spawn: ZOT2 ABCDE 4 Bright A_Tracer2 Loop } } // Actor 90 ----------------------------------------------------------------- ACTOR SpectralLightningBigV2 : SpectralLightningBigV1 { ConversationID 90, -1, -1 Damage 60 }