qzdoom/wadsrc/static/actors/strife/loremaster.txt

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// Loremaster (aka Priest) --------------------------------------------------
ACTOR Loremaster
{
Health 800
Speed 10
Radius 15
Height 56
FloatSpeed 5
Monster
+FLOAT
+NOBLOOD
+NOGRAVITY
+NOTDMATCH
+FLOORCLIP
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+NOICEDEATH
+NEVERRESPAWN
DamageFactor "Fire", 0.5
MinMissileChance 150
Tag "$TAG_PRIEST"
SeeSound "loremaster/sight"
AttackSound "loremaster/attack"
PainSound "loremaster/pain"
DeathSound "loremaster/death"
ActiveSound "loremaster/active"
Obituary "$OB_LOREMASTER"
DropItem "Junk"
states
{
Spawn:
PRST A 10 A_Look
PRST B 10 A_SentinelBob
Loop
See:
PRST A 4 A_Chase
PRST A 4 A_SentinelBob
PRST B 4 A_Chase
PRST B 4 A_SentinelBob
PRST C 4 A_Chase
PRST C 4 A_SentinelBob
PRST D 4 A_Chase
PRST D 4 A_SentinelBob
Loop
Melee:
PRST E 4 A_FaceTarget
PRST F 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5)
PRST E 4 A_SentinelBob
Goto See
Missile:
PRST E 4 A_FaceTarget
PRST F 4 A_CustomMissile("LoreShot", 32, 0)
PRST E 4 A_SentinelBob
Goto See
Death:
PDED A 6
PDED B 6 A_Scream
PDED C 6
PDED D 6 A_Fall
PDED E 6
PDED FGHIJIJIJKL 5
PDED MNOP 4
PDED Q 4 A_SpawnItemEx("AlienSpectre5", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
PDED RS 4
PDED T -1
Stop
}
}
// Loremaster Projectile ----------------------------------------------------
ACTOR LoreShot native
{
Speed 20
Height 14
Radius 10
Projectile
+STRIFEDAMAGE
Damage 2
MaxStepHeight 4
SeeSound "loremaster/chain"
ActiveSound "loremaster/swish"
action native A_LoremasterChain ();
States
{
Spawn:
OCLW A 2 A_LoremasterChain
Loop
Death:
OCLW A 6
Stop
}
}
// Loremaster Subprojectile -------------------------------------------------
ACTOR LoreShot2
{
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
TEND A 20
Stop
}
}