// Cleric Weapon Piece ------------------------------------------------------ ACTOR ClericWeaponPiece : FourthWeaponPiece native { Game Hexen Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE" } // Cleric Weapon Piece 1 ---------------------------------------------------- ACTOR CWeaponPiece1 : ClericWeaponPiece 18 native { Game Hexen SpawnID 33 +FLOATBOB States { Spawn: WCH1 A -1 Stop } } // Cleric Weapon Piece 2 ---------------------------------------------------- ACTOR CWeaponPiece2 : ClericWeaponPiece 19 native { Game Hexen SpawnID 34 +FLOATBOB States { Spawn: WCH2 A -1 Stop } } // Cleric Weapon Piece 3 ---------------------------------------------------- ACTOR CWeaponPiece3 : ClericWeaponPiece 20 native { Game Hexen SpawnID 35 +FLOATBOB States { Spawn: WCH3 A -1 Stop } } // Wraithverge Drop --------------------------------------------------------- ACTOR WraithvergeDrop { action native A_DropWraithvergePieces(); States { Spawn: TNT1 A 1 TNT1 A 1 A_DropWraithvergePieces Stop } } // Cleric's Wraithverge (Holy Symbol?) -------------------------------------- ACTOR CWeapWraithverge : ClericWeapon native { Weapon.SelectionOrder 3000 +WEAPON.PRIMARY_USES_BOTH Weapon.AmmoUse1 18 Weapon.AmmoUse2 18 Weapon.AmmoGive1 0 Weapon.AmmoGive2 0 Weapon.KickBack 150 Weapon.AmmoType1 "Mana1" Weapon.AmmoType2 "Mana2" Inventory.PickupMessage "$TXT_WEAPON_C4" action native A_CHolyAttack(); action native A_CHolyPalette(); States { Spawn: TNT1 A -1 Stop Ready: CHLY A 1 A_WeaponReady Loop Select: CHLY A 1 A_Raise Loop Deselect: CHLY A 1 A_Lower Loop Fire: CHLY AB 1 Bright Offset (0, 40) CHLY CD 2 Bright Offset (0, 43) CHLY E 2 Bright Offset (0, 45) CHLY F 6 Bright Offset (0, 48) A_CHolyAttack CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette CHLY G 2 Offset (0, 36) A_CHolyPalette Goto Ready } } // Holy Missile ------------------------------------------------------------- ACTOR HolyMissile { Speed 30 Radius 15 Height 8 Damage 4 Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS +EXTREMEDEATH action native A_CHolyAttack2(); States { Spawn: SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff") Death: SPIR P 1 Bright A_CHolyAttack2 Stop } } // Holy Missile Puff -------------------------------------------------------- ACTOR HolyMissilePuff { Radius 4 Height 8 +NOBLOCKMAP +NOGRAVITY +DROPOFF +NOTELEPORT RenderStyle "Translucent" Alpha 0.4 States { Spawn: SPIR QRSTU 3 Stop } } // Holy Puff ---------------------------------------------------------------- ACTOR HolyPuff { +NOBLOCKMAP +NOGRAVITY RenderStyle Translucent Alpha 0.6 States { Spawn: SPIR KLMNO 3 Stop } } // Holy Spirit -------------------------------------------------------------- ACTOR HolySpirit native { Health 105 Speed 12 Radius 10 Height 6 Damage 3 Projectile +RIPPER +SEEKERMISSILE +FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST +EXTREMEDEATH RenderStyle Translucent Alpha 0.4 DeathSound "SpiritDie" action native A_CHolySeek(); action native A_CHolyCheckScream(); States { Spawn: SPIR AAB 2 A_CHolySeek SPIR B 2 A_CHolyCheckScream Loop Death: SPIR D 4 SPIR E 4 A_Scream SPIR FGHI 4 Stop } } // Holy Tail ---------------------------------------------------------------- ACTOR HolyTail { Radius 1 Height 1 +NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP +NOTELEPORT RenderStyle Translucent Alpha 0.6 action native A_CHolyTail(); States { Spawn: SPIR C 1 A_CHolyTail Loop TailTrail: SPIR D -1 Stop } } // Holy Tail Trail --------------------------------------------------------- ACTOR HolyTailTrail : HolyTail { States { Spawn: Goto TailTrail } }