qzdoom/wadsrc/static/actors/raven/minotaur.txt
Christoph Oelckers bf281a4372 - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
  Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
  so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.


SVN r1120 (trunk)
2008-08-06 19:25:59 +00:00

218 lines
3.5 KiB
Text

ACTOR Minotaur 9 native
{
Game Heretic
Health 3000
Radius 28
Height 100
Mass 800
Speed 16
Damage 7
Painchance 25
Monster
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight"
AttackSound "minotaur/attack1"
PainSound "minotaur/pain"
DeathSound "minotaur/death"
ActiveSound "minotaur/active"
DropItem "ArtiSuperHealth", 51
DropItem "PhoenixRodAmmo", 84, 10
action native A_MinotaurDecide();
action native A_MinotaurAtk1();
action native A_MinotaurAtk2();
action native A_MinotaurAtk3();
action native A_MinotaurCharge();
action native A_MntrFloorFire();
action native A_MinotaurLook();
action native A_MinotaurRoam();
action native A_MinotaurChase();
action native A_MinotaurDeath();
States
{
Spawn:
MNTR AB 10 A_MinotaurLook
Loop
Roam:
MNTR ABCD 5 A_MinotaurRoam
Loop
See:
MNTR ABCD 5 A_MinotaurChase
Loop
Melee:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk1
Goto See
Missile:
MNTR V 10 A_MinotaurDecide
MNTR Y 4 A_FaceTarget
MNTR Z 9 A_MinotaurAtk2
Goto See
Hammer:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk3
Goto See
MNTR X 12
Loop
Charge:
MNTR U 2 A_MinotaurCharge
Loop
Pain:
MNTR E 3
MNTR E 6 A_Pain
Goto See
Death:
MNTR F 6 A_MinotaurDeath
MNTR G 5
MNTR H 6 A_Scream
MNTR I 5
MNTR J 6
MNTR K 5
MNTR L 6
MNTR M 5 A_NoBlocking
MNTR N 6
MNTR O 5
MNTR P 6
MNTR Q 5
MNTR R 6
MNTR S 5
MNTR T -1 A_BossDeath
Stop
FadeOut:
MNTR E 6
MNTR E 2 A_Scream
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit")
MNTR E 5
MNTR E 5 A_NoBlocking
MNTR E 5
MNTR E 5 A_SetTranslucent(0.66, 0)
MNTR E 5 A_SetTranslucent(0.33, 0)
MNTR E 10 A_BossDeath
Stop
}
}
ACTOR MinotaurFriend : Minotaur native
{
Game Hexen
Health 2500
-DROPOFF
-BOSS
-DONTMORPH
+FRIENDLY
+NOTARGETSWITCH
+STAYMORPHED
+TELESTOMP
+SUMMONEDMONSTER
RenderStyle Translucent
Alpha 0.3333
DropItem "None"
States
{
Spawn:
MNTR A 15
MNTR A 15 A_SetTranslucent(0.66, 0)
MNTR A 3 A_SetTranslucent(1, 0)
Goto Super::Spawn
Death:
Goto FadeOut
}
}
// Minotaur FX 1 ------------------------------------------------------------
ACTOR MinotaurFX1
{
Radius 10
Height 6
Speed 20
FastSpeed 26
Damage 3
DamageType Fire
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX12 AB 6 Bright
Loop
Death:
FX12 CDEFGH 5 Bright
Stop
}
}
// Minotaur FX 2 ------------------------------------------------------------
ACTOR MinotaurFX2 : MinotaurFX1
{
Radius 5
Height 12
Speed 14
FastSpeed 20
Damage 4
+FLOORHUGGER
ExplosionDamage 24
DeathSound "minotaur/fx2hit"
action native A_MntrFloorFire();
states
{
Spawn:
FX13 A 2 Bright A_MntrFloorFire
Loop
Death:
FX13 I 4 Bright A_Explode
FX13 JKLM 4 Bright
Stop
}
}
// Minotaur FX 3 ------------------------------------------------------------
ACTOR MinotaurFX3 : MinotaurFX2
{
Radius 8
Height 16
Speed 0
DeathSound "minotaur/fx3hit"
ExplosionDamage 128
States
{
Spawn:
FX13 DC 4 Bright
FX13 BCDE 5 Bright
FX13 FGH 4 Bright
Stop
}
}
// Minotaur Smoke Exit ------------------------------------------------------
ACTOR MinotaurSmokeExit
{
+NOBLOCKMAP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.4
States
{
Spawn:
MNSM ABCDEFGHIJIHGFEDCBA 3
Stop
}
}