qzdoom-gpl/wadsrc/static/actors/heretic/dsparil.txt

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// Boss spot ----------------------------------------------------------------
ACTOR BossSpot : SpecialSpot
{
+INVISIBLE
}
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
ACTOR Sorcerer1
{
Health 2000
Radius 28
Height 100
Mass 800
Speed 16
PainChance 56
Monster
+BOSS
+DONTMORPH
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+DONTGIB
SeeSound "dsparilserpent/sight"
AttackSound "dsparilserpent/attack"
PainSound "dsparilserpent/pain"
DeathSound "dsparilserpent/death"
ActiveSound "dsparilserpent/active"
Obituary "$OB_DSPARIL1"
HitObituary "$OB_DSPARIL1HIT"
action native A_Sor1Pain ();
action native A_Sor1Chase ();
action native A_Srcr1Attack ();
action native A_SorcererRise ();
States
{
Spawn:
SRCR AB 10 A_Look
Loop
See:
SRCR ABCD 5 A_Sor1Chase
Loop
Pain:
SRCR Q 6 A_Sor1Pain
Goto See
Missile:
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Missile2:
SRCR S 10 A_FaceTarget
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Death:
SRCR E 7
SRCR F 7 A_Scream
SRCR G 7
SRCR HIJK 6
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 12
SRCR P -1 A_SorcererRise
}
}
// Sorcerer FX 1 ------------------------------------------------------------
ACTOR SorcererFX1
{
Radius 10
Height 10
Speed 20
FastSpeed 28
Damage 10
DamageType Fire
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX14 ABC 6 BRIGHT
Loop
Death:
FX14 DEFGH 5 BRIGHT
Stop
}
}
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
ACTOR Sorcerer2
{
Health 3500
Radius 16
Height 70
Mass 300
Speed 14
Painchance 32
Monster
+DROPOFF
+BOSS
+DONTMORPH
+FULLVOLACTIVE
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+BOSSDEATH
SeeSound "dsparil/sight"
AttackSound "dsparil/attack"
PainSound "dsparil/pain"
ActiveSound "dsparil/active"
Obituary "$OB_DSPARIL2"
HitObituary "$OB_DSPARIL2HIT"
action native A_Srcr2Decide ();
action native A_Srcr2Attack ();
action native A_Sor2DthInit ();
action native A_Sor2DthLoop ();
States
{
Spawn:
SOR2 MN 10 A_Look
Loop
See:
SOR2 MNOP 4 A_Chase
Loop
Rise:
SOR2 AB 4
SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
SOR2 DEF 4
SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
Goto See
Pain:
SOR2 Q 3
SOR2 Q 6 A_Pain
Goto See
Missile:
SOR2 R 9 A_Srcr2Decide
SOR2 S 9 A_FaceTarget
SOR2 T 20 A_Srcr2Attack
Goto See
Teleport:
SOR2 LKJIHG 6
Goto See
Death:
SDTH A 8 A_Sor2DthInit
SDTH B 8
SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
DeathLoop:
SDTH DE 7
SDTH F 7 A_Sor2DthLoop
SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
SDTH H 6
SDTH I 18
SDTH J 6 A_NoBlocking
SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
SDTH LMN 6
SDTH O -1 A_BossDeath
Stop
}
}
// Sorcerer 2 FX 1 ----------------------------------------------------------
ACTOR Sorcerer2FX1
{
Radius 10
Height 6
Speed 20
FastSpeed 28
Damage 1
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
action native A_BlueSpark ();
States
{
Spawn:
FX16 ABC 3 BRIGHT A_BlueSpark
Loop
Death:
FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
FX16 HIJKL 5 BRIGHT
Stop
}
}
// Sorcerer 2 FX Spark ------------------------------------------------------
ACTOR Sorcerer2FXSpark
{
Radius 20
Height 16
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle Add
States
{
Spawn:
FX16 DEF 12 BRIGHT
Stop
}
}
// Sorcerer 2 FX 2 ----------------------------------------------------------
ACTOR Sorcerer2FX2
{
Radius 10
Height 6
Speed 6
Damage 10
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
action native A_GenWizard ();
States
{
Spawn:
FX11 A 35 BRIGHT
FX11 A 5 BRIGHT A_GenWizard
FX11 B 5 BRIGHT
Goto Spawn+1
Death:
FX11 CDEFG 5 BRIGHT
Stop
}
}
// Sorcerer 2 Telefade ------------------------------------------------------
ACTOR Sorcerer2Telefade
{
+NOBLOCKMAP
States
{
Spawn:
SOR2 GHIJKL 6
Stop
}
}