qzdoom/wadsrc/static/zscript/doom/archvile.txt

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//===========================================================================
//
// Arch Vile
//
//===========================================================================
class Archvile : Actor
{
Default
{
Health 700;
Radius 20;
Height 56;
Mass 500;
Speed 15;
PainChance 10;
Monster;
MaxTargetRange 896;
+QUICKTORETALIATE
+FLOORCLIP
+NOTARGET
SeeSound "vile/sight";
PainSound "vile/pain";
DeathSound "vile/death";
ActiveSound "vile/active";
MeleeSound "vile/stop";
Obituary "$OB_VILE";
}
States
{
Spawn:
VILE AB 10 A_Look;
Loop;
See:
VILE AABBCCDDEEFF 2 A_VileChase;
Loop;
Missile:
VILE G 0 BRIGHT A_VileStart;
VILE G 10 BRIGHT A_FaceTarget;
VILE H 8 BRIGHT A_VileTarget;
VILE IJKLMN 8 BRIGHT A_FaceTarget;
VILE O 8 BRIGHT A_VileAttack;
VILE P 20 BRIGHT;
Goto See;
Heal:
VILE [\] 10 BRIGHT;
Goto See;
Pain:
VILE Q 5;
VILE Q 5 A_Pain;
Goto See;
Death:
VILE Q 7;
VILE R 7 A_Scream;
VILE S 7 A_NoBlocking;
VILE TUVWXY 7;
VILE Z -1;
Stop;
}
}
//===========================================================================
//
// Arch Vile Fire
//
//===========================================================================
class ArchvileFire : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Add";
Alpha 1;
}
States
{
Spawn:
FIRE A 2 BRIGHT A_StartFire;
FIRE BAB 2 BRIGHT A_Fire;
FIRE C 2 BRIGHT A_FireCrackle;
FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire;
FIRE E 2 BRIGHT A_FireCrackle;
FIRE FEFEFGHGHGH 2 BRIGHT A_Fire;
Stop;
}
}