qzdoom/wadsrc/static/zscript/actors/strife/alienspectres.zs
alexey.lysiuk 222dfd17b7 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00

332 lines
6.2 KiB
Text

// Alien Spectre 1 -----------------------------------------------------------
class AlienSpectre1 : SpectralMonster
{
Default
{
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 "$OB_ALIENSPECTRE";
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+NOICEDEATH
}
States
{
Spawn:
ALN1 A 10 A_Look;
ALN1 B 10 A_SentinelBob;
Loop;
See:
ALN1 AB 4 Bright A_Chase;
ALN1 C 4 Bright A_SentinelBob;
ALN1 DEF 4 Bright A_Chase;
ALN1 G 4 Bright A_SentinelBob;
ALN1 HIJ 4 Bright A_Chase;
ALN1 K 4 Bright A_SentinelBob;
Loop;
Melee:
ALN1 J 4 Bright A_FaceTarget;
ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
ALN1 H 4 Bright;
Goto See;
Missile:
ALN1 J 4 Bright A_FaceTarget;
ALN1 I 4 Bright A_SpotLightning;
ALN1 H 4 Bright;
Goto See+10;
Pain:
ALN1 J 2 A_Pain;
Goto See+6;
Death:
AL1P A 6 Bright A_SpectreChunkSmall;
AL1P B 6 Bright A_Scream;
AL1P C 6 Bright A_SpectreChunkSmall;
AL1P DE 6 Bright;
AL1P F 6 Bright A_SpectreChunkSmall;
AL1P G 6 Bright;
AL1P H 6 Bright A_SpectreChunkSmall;
AL1P IJK 6 Bright;
AL1P LM 5 Bright;
AL1P N 5 Bright A_SpectreChunkLarge;
AL1P OPQ 5 Bright;
AL1P R 5 Bright A_AlienSpectreDeath;
Stop;
}
//============================================================================
void A_AlienSpectreDeath ()
{
PlayerPawn player = null;
int log = 0;
A_NoBlocking(); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath ())
{
return;
}
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == null)
{
return;
}
class<Actor> cls = GetClass();
if (cls == "AlienSpectre1")
{
Floor_LowerToLowest(999, 8);
log = 95;
}
else if (cls == "AlienSpectre2")
{
Console.MidPrint(null, "$TXT_KILLED_BISHOP");
log = 74;
player.GiveInventoryType ("QuestItem21");
}
else if (cls == "AlienSpectre3")
{
Console.MidPrint(null, "$TXT_KILLED_ORACLE");
// If there are any Oracles still alive, kill them.
ThinkerIterator it = ThinkerIterator.Create("Oracle");
Actor oracle;
while ( (oracle = Actor(it.Next())) != null)
{
if (oracle.health > 0)
{
oracle.health = 0;
oracle.Die (self, self);
}
}
player.GiveInventoryType ("QuestItem23");
if (player.FindInventory ("QuestItem21"))
{ // If the Bishop is dead, set quest item 22
player.GiveInventoryType ("QuestItem22");
}
if (player.FindInventory ("QuestItem24") == null)
{ // Macil is calling us back...
log = 87;
}
else
{ // You wield the power of the complete Sigil.
log = 85;
}
Door_Open(222, 64);
}
else if (cls == "AlienSpectre4")
{
Console.MidPrint(null, "$TXT_KILLED_MACIL");
player.GiveInventoryType ("QuestItem24");
if (player.FindInventory ("QuestItem25") == null)
{ // Richter has taken over. Macil is a snake.
log = 79;
}
else
{ // Back to the factory for another Sigil!
log = 106;
}
}
else if (cls == "AlienSpectre5")
{
Console.MidPrint(null, "$TXT_KILLED_LOREMASTER");
player.GiveInventoryType ("QuestItem26");
if (!multiplayer)
{
player.GiveInventoryType ("UpgradeStamina");
player.GiveInventoryType ("UpgradeAccuracy");
}
Sigil sigl = Sigil(player.FindInventory("Sigil"));
if (sigl != null && sigl.health == 5)
{ // You wield the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
Floor_LowerToLowest(666, 8);
}
if (log > 0)
{
String voc = "svox/voc" .. log;
A_PlaySound(voc, CHAN_VOICE, 1, false, ATTN_NONE);
player.player.SetLogNumber (log);
player.player.SetSubtitleNumber (log, voc);
}
}
}
// Alien Spectre 2 -----------------------------------------------------------
class AlienSpectre2 : AlienSpectre1
{
Default
{
Health 1200;
Painchance 50;
Radius 24;
DropItem "Sigil2";
}
States
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_SpawnProjectile("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.
class AlienSpectre3 : AlienSpectre1
{
Default
{
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 -----------------------------------------------------------
class AlienSpectre4 : AlienSpectre1
{
Default
{
Health 1700;
Painchance 50;
Radius 24;
DropItem "Sigil4";
}
States
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigV2", 32, 0);
ALN1 E 4;
Goto See+10;
}
}
// Alien Spectre 5 -----------------------------------------------------------
class AlienSpectre5 : AlienSpectre1
{
Default
{
Health 2000;
Painchance 50;
Radius 24;
DropItem "Sigil5";
}
States
{
Missile:
ALN1 F 4 A_FaceTarget;
ALN1 I 4 A_SpawnProjectile("SpectralLightningBigBall2", 32, 0);
ALN1 E 4;
Goto See+10;
}
}
// Small Alien Chunk --------------------------------------------------------
class AlienChunkSmall : Actor
{
Default
{
+NOBLOCKMAP
+NOCLIP
}
States
{
Spawn:
NODE ABCDEFG 6 Bright;
Stop;
}
}
// Large Alien Chunk --------------------------------------------------------
class AlienChunkLarge : Actor
{
Default
{
+NOBLOCKMAP
+NOCLIP
}
States
{
Spawn:
MTHD ABCDEFGHIJK 5 Bright;
Stop;
}
}