mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 13:11:07 +00:00
202 lines
3.5 KiB
Text
202 lines
3.5 KiB
Text
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// Alien Spectre 1 -----------------------------------------------------------
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ACTOR AlienSpectre1 : SpectralMonster
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{
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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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Obituary "$OB_ALIENSPECTRE"
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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
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{
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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
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{
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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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DamageFactor "SpectralLow", 0
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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
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{
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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
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{
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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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+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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+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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