qzdoom-gpl/wadsrc/decorate/strife/strifebishop.txt
Christoph Oelckers b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00

100 lines
2.1 KiB
Text

// Bishop -------------------------------------------------------------------
ACTOR StrifeBishop 187
{
Game Strife
ConversationID 64,-1,-1
Health 500
Painchance 128
Speed 8
Radius 40
Height 56
Mass 500
Monster
+NOBLOOD
+NOTDMATCH
+FLOORCLIP
+INCOMBAT
+FIRERESIST
+NOICEDEATH
MinMissileChance 150
MaxDropoffHeight 32
SeeSound "bishop/sight"
PainSound "bishop/pain"
DeathSound "bishop/death"
ActiveSound "bishop/active"
DropItem "CrateOfMissiles", 256, 20
Obituary "$OB_STFBISHOP"
States
{
Spawn:
MLDR A 10 A_Look
Loop
See:
MLDR AABBCCDD 3 A_Chase
Loop
Missile:
MLDR E 3 A_FaceTarget
MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET)
Goto See
Pain:
MLDR D 1 A_Pain
Goto See
Death:
MLDR G 3 Bright
MLDR H 5 Bright A_Scream
MLDR I 4 Bright A_TossGib
MLDR J 0 Bright A_AlertMonsters
MLDR J 4 Bright A_Explode(64,64)
MLDR KL 3 Bright
MLDR M 4 Bright A_NoBlocking
MLDR N 4 Bright
MLDR O 4 Bright A_TossGib
MLDR P 4 Bright
MLDR Q 4 Bright A_TossGib
MLDR R 4 Bright
MLDR S 4 Bright A_TossGib
MLDR T 4 Bright
MLDR U 4 Bright A_TossGib
MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
Stop
}
}
// The Bishop's missile -----------------------------------------------------
ACTOR BishopMissile
{
Speed 20
Radius 10
Height 14
Damage 10
Projectile
+SEEKERMISSILE
+STRIFEDAMAGE
MaxStepHeight 4
SeeSound "bishop/misl"
DeathSound "bishop/mislx"
States
{
Spawn:
MISS A 4 Bright
MISS B 3 Bright A_Tracer2
MISS A 0 Bright A_PlaySoundEx("misc/missileinflight", "Voice")
MISS A 0 Bright A_SpawnItemEx("MiniMissilePuff", 0,0, random2[BishopMissile]()*0.015625)
MISS A 4 Bright A_SpawnItemEx("RocketTrail", -momx,-momy,0, 0,0,1)
Goto Spawn+1
Death:
SMIS A 0 Bright A_SetTranslucent(1,1)
SMIS A 0 Bright A_StopSoundEx("Voice")
SMIS A 0 Bright A_AlertMonsters
SMIS A 5 Bright A_Explode(64,64)
SMIS B 5 Bright
SMIS C 4 Bright
SMIS DEFG 2 Bright
Stop
}
}