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https://github.com/ZDoom/qzdoom.git
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6ba548511b
they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) SVN r2106 (trunk)
212 lines
3.9 KiB
Text
212 lines
3.9 KiB
Text
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// Alien Spectre 1 -----------------------------------------------------------
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ACTOR AlienSpectre1 : SpectralMonster 129 native
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{
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Game Strife
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ConversationID 67,-1,-1
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Health 1000
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Painchance 250
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Speed 12
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Radius 64
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Height 64
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FloatSpeed 5
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Mass 1000
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MinMissileChance 150
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RenderStyle Translucent
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Alpha 0.666
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SeeSound "alienspectre/sight"
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AttackSound "alienspectre/blade"
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PainSound "alienspectre/pain"
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DeathSound "alienspectre/death"
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ActiveSound "alienspectre/active"
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+NOGRAVITY
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+FLOAT
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+SHADOW
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+NOTDMATCH
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+DONTMORPH
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+NOBLOCKMONST
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+INCOMBAT
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+LOOKALLAROUND
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+NOICEDEATH
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action native A_AlienSpectreDeath ();
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states
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{
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Spawn:
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ALN1 A 10 A_Look
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ALN1 B 10 A_SentinelBob
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Loop
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See:
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ALN1 AB 4 Bright A_Chase
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ALN1 C 4 Bright A_SentinelBob
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ALN1 DEF 4 Bright A_Chase
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ALN1 G 4 Bright A_SentinelBob
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ALN1 HIJ 4 Bright A_Chase
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ALN1 K 4 Bright A_SentinelBob
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Loop
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Melee:
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ALN1 J 4 Bright A_FaceTarget
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ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
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ALN1 H 4 Bright
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Goto See
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Missile:
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ALN1 J 4 Bright A_FaceTarget
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ALN1 I 4 Bright A_SpotLightning
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ALN1 H 4 Bright
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Goto See+10
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Pain:
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ALN1 J 2 A_Pain
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Goto See+6
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Death:
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AL1P A 6 Bright A_SpectreChunkSmall
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AL1P B 6 Bright A_Scream
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AL1P C 6 Bright A_SpectreChunkSmall
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AL1P DE 6 Bright
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AL1P F 6 Bright A_SpectreChunkSmall
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AL1P G 6 Bright
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AL1P H 6 Bright A_SpectreChunkSmall
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AL1P IJK 6 Bright
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AL1P LM 5 Bright
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AL1P N 5 Bright A_SpectreChunkLarge
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AL1P OPQ 5 Bright
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AL1P R 5 Bright A_AlienSpectreDeath
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Stop
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}
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}
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// Alien Spectre 2 -----------------------------------------------------------
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ACTOR AlienSpectre2 : AlienSpectre1 75
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{
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Game Strife
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ConversationID 70
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Health 1200
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Painchance 50
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Radius 24
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DropItem "Sigil2"
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget
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ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0)
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ALN1 E 4
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Goto See+10
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}
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}
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// Alien Spectre 3 ----------------------------------------------------------
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// This is the Oracle's personal spectre, so it's a little different.
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ACTOR AlienSpectre3 : AlienSpectre1 76 native
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{
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Game Strife
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ConversationID 71,-1,-1
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Health 1500
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Painchance 50
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Radius 24
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+SPAWNCEILING
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DropItem "Sigil3"
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states
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{
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Spawn:
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ALN1 ABCDEFGHIJK 5
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Loop
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See:
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ALN1 AB 5 A_Chase
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ALN1 C 5 A_SentinelBob
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ALN1 DEF 5 A_Chase
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ALN1 G 5 A_SentinelBob
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ALN1 HIJ 5 A_Chase
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ALN1 K 5 A_SentinelBob
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Loop
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Melee:
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ALN1 J 4 A_FaceTarget
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ALN1 I 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
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ALN1 C 4
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Goto See+2
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Missile:
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ALN1 F 4 A_FaceTarget
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ALN1 I 4 A_Spectre3Attack
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ALN1 E 4
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Goto See+10
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Pain:
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ALN1 J 2 A_Pain
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Goto See+6
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}
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}
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// Alien Spectre 4 -----------------------------------------------------------
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ACTOR AlienSpectre4 : AlienSpectre1 167
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{
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Game Strife
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ConversationID 72,-1,-1
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Health 1700
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Painchance 50
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Radius 24
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DropItem "Sigil4"
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget
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ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0)
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ALN1 E 4
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Goto See+10
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}
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}
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// Alien Spectre 5 -----------------------------------------------------------
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ACTOR AlienSpectre5 : AlienSpectre1 168
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{
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Game Strife
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ConversationID 73,-1,-1
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Health 2000
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Painchance 50
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Radius 24
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DropItem "Sigil5"
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States
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{
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Missile:
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ALN1 F 4 A_FaceTarget
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ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0)
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ALN1 E 4
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Goto See+10
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}
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}
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// Small Alien Chunk --------------------------------------------------------
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ACTOR AlienChunkSmall
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{
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ConversationID 68,-1,-1
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+NOBLOCKMAP
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+NOCLIP
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States
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{
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Spawn:
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NODE ABCDEFG 6 Bright
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Stop
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}
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}
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// Large Alien Chunk --------------------------------------------------------
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ACTOR AlienChunkLarge
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{
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ConversationID 69,-1,-1
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+NOBLOCKMAP
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+NOCLIP
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States
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{
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Spawn:
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MTHD ABCDEFGHIJK 5 Bright
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Stop
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}
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}
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