qzdoom/wadsrc/static/zscript/heretic/wizard.txt
Alexander 97aba0c416 add tags for Doom and Heretic monsters
Why? So mods that reveal enemy names don't show internal monster class names.

Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.
2018-06-27 21:04:00 +02:00

165 lines
3 KiB
Text

// Wizard --------------------------------------------------------
class Wizard : Actor
{
Default
{
Health 180;
Radius 16;
Height 68;
Mass 100;
Speed 12;
Painchance 64;
Monster;
+FLOAT
+NOGRAVITY
+DONTOVERLAP
SeeSound "wizard/sight";
AttackSound "wizard/attack";
PainSound "wizard/pain";
DeathSound "wizard/death";
ActiveSound "wizard/active";
Obituary "$OB_WIZARD";
HitObituary "$OB_WIZARDHIT";
Tag "$FN_WIZARD";
DropItem "BlasterAmmo", 84, 10;
DropItem "ArtiTomeOfPower", 4, 0;
}
States
{
Spawn:
WZRD AB 10 A_Look;
Loop;
See:
WZRD A 3 A_Chase;
WZRD A 4 A_Chase;
WZRD A 3 A_Chase;
WZRD A 4 A_Chase;
WZRD B 3 A_Chase;
WZRD B 4 A_Chase;
WZRD B 3 A_Chase;
WZRD B 4 A_Chase;
Loop;
Missile:
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD C 4 A_WizAtk1;
WZRD C 4 A_WizAtk2;
WZRD D 12 A_WizAtk3;
Goto See;
Pain:
WZRD E 3 A_GhostOff;
WZRD E 3 A_Pain;
Goto See;
Death:
WZRD F 6 A_GhostOff;
WZRD G 6 A_Scream;
WZRD HI 6;
WZRD J 6 A_NoBlocking;
WZRD KL 6;
WZRD M -1 A_SetFloorClip;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_GhostOff
//
//----------------------------------------------------------------------------
void A_GhostOff ()
{
A_SetRenderStyle(1.0, STYLE_Normal);
bGhost = false;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk1
//
//----------------------------------------------------------------------------
void A_WizAtk1 ()
{
A_FaceTarget ();
A_GhostOff();
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk2
//
//----------------------------------------------------------------------------
void A_WizAtk2 ()
{
A_FaceTarget ();
A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
bGhost = true;
}
//----------------------------------------------------------------------------
//
// PROC A_WizAtk3
//
//----------------------------------------------------------------------------
void A_WizAtk3 ()
{
A_GhostOff();
let targ = target;
if (!targ) return;
A_PlaySound (AttackSound, CHAN_WEAPON);
if (CheckMeleeRange())
{
int damage = random[WizAtk3](1, 8) * 4;
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
return;
}
Actor mo = SpawnMissile (targ, "WizardFX1");
if (mo != null)
{
SpawnMissileAngle("WizardFX1", mo.Angle - 45. / 8, mo.Vel.Z);
SpawnMissileAngle("WizardFX1", mo.Angle + 45. / 8, mo.Vel.Z);
}
}
}
// Projectile --------------------------------------------------------
class WizardFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 18;
FastSpeed 24;
Damage 3;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
FX11 AB 6 BRIGHT;
Loop;
Death:
FX11 CDEFG 5 BRIGHT;
Stop;
}
}