qzdoom/wadsrc/static/zscript/strife/entityboss.txt

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// Entity Nest --------------------------------------------------------------
class EntityNest : Actor
{
Default
{
Radius 84;
Height 47;
+SOLID
+NOTDMATCH
+FLOORCLIP
}
States
{
Spawn:
NEST A -1;
Stop;
}
}
// Entity Pod ---------------------------------------------------------------
class EntityPod : Actor
{
Default
{
Radius 25;
Height 91;
+SOLID
+NOTDMATCH
SeeSound "misc/gibbed";
}
native void A_SpawnEntity ();
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States
{
Spawn:
PODD A 60 A_Look;
Loop;
See:
PODD A 360;
PODD B 9 A_NoBlocking;
PODD C 9;
PODD D 9 A_SpawnEntity;
PODD E -1;
Stop;
}
}
// Entity Boss --------------------------------------------------------------
class EntityBoss : SpectralMonster
{
Default
{
Health 2500;
Painchance 255;
Speed 13;
Radius 130;
Height 200;
FloatSpeed 5;
Mass 1000;
Monster;
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOTARGET
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150;
RenderStyle "Translucent";
Alpha 0.5;
SeeSound "entity/sight";
AttackSound "entity/melee";
PainSound "entity/pain";
DeathSound "entity/death";
ActiveSound "entity/active";
Obituary "$OB_ENTITY";
}
native void A_EntityAttack();
native void A_EntityDeath();
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States
{
Spawn:
MNAM A 100;
MNAM B 60 Bright;
MNAM CDEFGHIJKL 4 Bright;
MNAL A 4 Bright A_Look;
MNAL B 4 Bright A_SentinelBob;
Goto Spawn+12;
See:
MNAL AB 4 Bright A_Chase;
MNAL C 4 Bright A_SentinelBob;
MNAL DEF 4 Bright A_Chase;
MNAL G 4 Bright A_SentinelBob;
MNAL HIJ 4 Bright A_Chase;
MNAL K 4 Bright A_SentinelBob;
Loop;
Melee:
MNAL J 4 Bright A_FaceTarget;
MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
MNAL C 4 Bright;
Goto See+2;
Missile:
MNAL F 4 Bright A_FaceTarget;
MNAL I 4 Bright A_EntityAttack;
MNAL E 4 Bright;
Goto See+10;
Pain:
MNAL J 2 Bright A_Pain;
Goto See+6;
Death:
MNAL L 7 Bright A_SpectreChunkSmall;
MNAL M 7 Bright A_Scream;
MNAL NO 7 Bright A_SpectreChunkSmall;
MNAL P 7 Bright A_SpectreChunkLarge;
MNAL Q 64 Bright A_SpectreChunkSmall;
MNAL Q 6 Bright A_EntityDeath;
Stop;
}
}
// Second Entity Boss -------------------------------------------------------
class EntitySecond : SpectralMonster
{
Default
{
Health 990;
Painchance 255;
Speed 14;
Radius 130;
Height 200;
FloatSpeed 5;
Mass 1000;
Monster;
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150;
RenderStyle "Translucent";
Alpha 0.25;
SeeSound "alienspectre/sight";
AttackSound "alienspectre/blade";
PainSound "alienspectre/pain";
DeathSound "alienspectre/death";
ActiveSound "alienspectre/active";
Obituary "$OB_ENTITY";
}
native void A_SubEntityDeath ();
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States
{
Spawn:
MNAL R 10 Bright A_Look;
Loop;
See:
MNAL R 5 Bright A_SentinelBob;
MNAL ST 5 Bright A_Chase;
MNAL U 5 Bright A_SentinelBob;
MNAL V 5 Bright A_Chase;
MNAL W 5 Bright A_SentinelBob;
Loop;
Melee:
MNAL S 4 Bright A_FaceTarget;
MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
MNAL T 4 Bright A_SentinelBob;
Goto See+1;
Missile:
MNAL W 4 Bright A_FaceTarget;
MNAL U 4 Bright A_CustomMissile("SpectralLightningH3",32,0);
MNAL V 4 Bright A_SentinelBob;
Goto See+4;
Pain:
MNAL R 2 Bright A_Pain;
Goto See;
Death:
MDTH A 3 Bright A_Scream;
MDTH B 3 Bright A_TossGib;
MDTH C 3 Bright A_NoBlocking;
MDTH DEFGHIJKLMN 3 Bright A_TossGib;
MDTH O 3 Bright A_SubEntityDeath;
Stop;
}
}