qzdoom-gpl/wadsrc/static/actors/strife/alienspectres.txt

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// Alien Spectre 1 -----------------------------------------------------------
ACTOR AlienSpectre1 : SpectralMonster
{
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
{
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
{
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
{
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
{
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
{
+NOBLOCKMAP
+NOCLIP
States
{
Spawn:
NODE ABCDEFG 6 Bright
Stop
}
}
// Large Alien Chunk --------------------------------------------------------
ACTOR AlienChunkLarge
{
+NOBLOCKMAP
+NOCLIP
States
{
Spawn:
MTHD ABCDEFGHIJK 5 Bright
Stop
}
}