Moderator: Developers
Graf Zahl wrote:The Afrit is somewhat broken right now. Period. And that breaks lots of existing maps.
LilWhiteMouse wrote:Shilla doesn't work as intended anymore.
return finesine[MulScale22(((FloatBobPhase + level.maptime) << FRACBITS) + ticfrac, FINEANGLES) & FINEMASK] * 8;randi wrote:The Afrit doesn't even use floatbob, so how is it relevant or broken?
ACTOR OblivionDemon 222
{
Health 6000
Speed 12
Radius 64
Height 200
PainChance 12
Mass 16000
+BOSS
Meleedamage 40
SeeSound "OblivSight"
PainSound "baron/pain"
DeathSound "OblivDeath"
ActiveSound "baron/active"
MeleeSound "baron/melee"
Missiletype "OblivionBall"
MissileHeight 88
REACTIONTIME 8
MONSTER
Scale 3.0
+FLOORCLIP
+NORADIUSDMG
+NOGRAVITY
+FLOATBOB
+FLOAT
Obituary "%o was nuked into oblivion by the Oblivion Demon"
HitObituary "%o found the Oblivion Demon too hot to handle."
States
{
Spawn:
FRIT ABCD 4 Bright A_Look
Loop
See:
FRIT A 0 A_CustomMissile("OblivionOrbitComet", 44, 0, 0)
FRIT A 0 A_CustomMissile("OblivionOrbitComet2", 44, 0, 180)
FRIT AABBCCDD 2 Bright A_Chase
Goto See +2
Melee:
FRIT ST 8 Bright A_FaceTarget
FRIT U 6 Bright A_MeleeAttack
Goto See +2
Missile:
FRIT E 0 A_Jump(196,15)
FRIT EF 6 BRIGHT A_FaceTarget
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 0)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 30)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 60)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 90)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 120)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 150)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, 180)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, -150)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, -120)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, -90)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, -60)
FRIT G 6 BRIGHT A_CustomMissile ("OblivionFireSummoner", 88, 0, -30)
GoTo See +2
FRIT E 0 A_Jump(160,4)
FRIT EF 6 Bright A_FaceTarget
FRIT G 6 Bright A_CustomMissile ("OblivionBall", 88, 0, 0)
Goto See +2
FRIT E 0 A_Jump(128,8)
FRIT EF 6 Bright A_FaceTarget
FRIT G 0 BRIGHT A_PlaySound("OblivAttack")
FRIT G 0 Bright A_CustomMissile("OblivionComet", 88, 0, 0)
FRIT G 0 Bright A_CustomMissile("OblivionComet", 88, 0, 30)
FRIT G 5 BRIGHT A_CustomMissile("OblivionComet", 88, 0, -30)
FRIT G 0 Bright A_CustomMissile("OblivionComet", 88, 0, 15)
FRIT G 5 Bright A_CustomMissile("OblivionComet", 88, 0, -15)
Goto See +2
FRIT EF 6 BRIGHT A_FaceTarget
FRIT G 0 BRIGHT A_CustomMissile ("OblivionBall", 88, 0, 0)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionBall", 88, 0, 10)
FRIT G 0 BRIGHT A_CustomMissile ("OblivionBall", 88, 0, -10)
GoTo See +2
Pain:
FRIT HH 4 Bright A_Pain
Goto See +2
Death:
FRIT I 0 Bright A_NoGravity
FRIT I 6 Bright A_Scream
FRIT J 5 Bright A_NoBlocking
FRIT KLMNOPQR 4 Bright
Stop
}
}
actor OblivionComet
{
Radius 12
Height 16
Speed 10
Damage 20
ExplosionDamage 160
ExplosionRadius 320
Scale 1.1
PROJECTILE
SeeSound "OvlivAttack"
DeathSound "CometExplosion"
MissileType OblivionCometTail
MissileHeight 0
States
{
Spawn:
COML AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COML D 3 Bright A_CustomMissile("OblivionCometDeathGlow", 0, 0, 0)
COML E 3 Bright A_Explode
COML E 0 A_CustomMissile("OblivionCometDeath", 0, 0, 0)
Stop
}
}
actor OblivionCometTail
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
Scale 2.0
ALPHA 0.4
States
{
Spawn:
FRTB ABCDEFGHI 1 Bright
Stop
}
}
actor OblivionCometDeath
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
Scale 2.0
ALPHA 0.7
States
{
Spawn:
COML FGHI 3 Bright
Stop
}
}
actor OblivionCometDeathGlow : OblivionCometTail
{
Scale 4.0
Alpha 0.6
States
{
Spawn:
FRTB ABCDEFGHI 3 Bright
Stop
}
}
actor OblivionOrbitCometTail : OblivionCometTail
{
Scale 1.0
}
actor OblivionOrbitComet : OblivionComet
{
SeeSound ""
+NOCLIP
Scale 1.0
Speed 10
MissileType OblivionOrbitCometTail
MissileHeight 0
States
{
Spawn:
COML AABBCC 1 Bright A_MissileAttack
COML A 0 A_CustomMissile("OblivionOrbitComet", 0, 0, 75)
COML A 0 A_MissileAttack
Stop
}
}
actor OblivionOrbitComet2 : OblivionOrbitComet
{
Scale 1.0
MissileType OblivionOrbitCometTail
Speed 10
MissileHeight 0
States
{
Spawn:
COML AABBCC 1 Bright A_MissileAttack
COML A 0 A_CustomMissile("OblivionOrbitComet2", 0, 0, -75)
COML A 0 A_MissileAttack
Stop
}
}
actor OblivionBall
{
Radius 12
Height 16
Speed 30
Damage 10
DONTHURTSHOOTER
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.8
Scale 2.0
SeeSound "OblivAttack"
DeathSound "imp/shotx"
States
{
Spawn:
FRTM AB 5 Bright
Loop
Death:
FRTM CDE 6 Bright
Stop
}
}
actor OblivionFireSummoner
{
spawnID 238
Radius 0
Height 0
Speed 20
Scale 0.25
PROJECTILE
- NOGRAVITY
States
{
Spawn:
COML ABCD 4
Loop
Death:
COML D 3 Bright A_CustomMissile("OblivionCometDeathGlow", 0, 0, 0)
COML E 3 Bright A_Explode
COML E 0 A_CustomMissile("BurningDeath", 0, 0, 150)
COML E 0 A_CustomMissile("BurningDeath", 0, 0, -150)
COML E 0 A_CustomMissile("BurningDeath", 0, 0, 180)
Stop
}
}
ACTOR BurningDeath
{
+FLOORHUGGER
PROJECTILE
Speed 36
+RIPPER
SeeSound "OblivAttack"
DeathSound "CometExplosion"
Damage 4
RenderStyle ADD
Height 60
Radius 24
States
{
Spawn:
FIRE ABCD 4 BRIGHT
FIRE EF 4 BRIGHT
GoTo Spawn+4
Death:
FIRE EFGH 4 BRIGHT
Stop
}
}
ACTOR Afrit 3120
{
Health 800
Speed 6
Radius 24
Height 72
PainChance 50
Mass 500
Meleedamage 10
SeeSound "baron/sight"
PainSound "baron/pain"
DeathSound "baron/death"
ActiveSound "baron/active"
MeleeSound "baron/melee"
Missiletype "AfritBall"
MissileHeight 44
REACTIONTIME 8
MONSTER
+NORADIUSDMG
+FLOORCLIP
+NOGRAVITY
+FLOATBOB
+FLOAT
Obituary "%o was scorched by an Afrit"
HitObituary "%o found the Afrit too hot to handle."
States
{
Spawn:
FRIT ABCD 4 Bright A_Look
Loop
See:
FRIT A 0 A_CustomMissile("OrbitComet", 44, 0, 0)
FRIT A 0 A_CustomMissile("OrbitComet2", 44, 0, 180)
FRIT AABBCCDD 2 Bright A_Chase
Goto See +2
Melee:
FRIT ST 8 Bright A_FaceTarget
FRIT U 6 Bright A_ComboAttack
Goto See +2
Missile:
FRIT E 0 A_Jump(128,4)
FRIT EF 6 Bright A_FaceTarget
FRIT G 6 Bright A_ComboAttack
Goto See +2
FRIT EF 6 Bright A_FaceTarget
FRIT G 6 Bright A_CustomMissile("Comet", 44, 0, 0)
Goto See +2
Pain:
FRIT HH 4 Bright A_Pain
Goto See +2
Death:
FRIT I 0 Bright A_NoGravity
FRIT I 6 Bright A_Scream
FRIT J 5 Bright A_NoBlocking
FRIT KLMNOPQR 4 Bright
Stop
}
}
actor Comet
{
Radius 6
Height 8
Speed 10
Damage 5
ExplosionDamage 40
ExplosionRadius 80
Scale .55
PROJECTILE
SeeSound "CometLaunch"
DeathSound "CometExplosion"
MissileType CometTail
MissileHeight 0
States
{
Spawn:
COMT AAAABBBBCCCC 1 Bright A_MissileAttack
Loop
Death:
COMT D 3 Bright A_CustomMissile("CometDeathGlow", 0, 0, 0)
COMT E 3 Bright A_Explode
COMT E 0 A_CustomMissile("CometDeath", 0, 0, 0)
Stop
}
}
//******************************************************************************************
actor CometTail
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.4
States
{
Spawn:
FRTB ABCDEFGHI 1 Bright
Stop
}
}
//******************************************************************************************
actor CometDeath
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
ALPHA 0.7
States
{
Spawn:
COMT FGHI 3 Bright
Stop
}
}
//******************************************************************************************
actor CometDeathGlow : CometTail
{
Scale 2.0
Alpha 0.6
States
{
Spawn:
FRTB ABCDEFGHI 3 Bright
Stop
}
}
//******************************************************************************************
actor OrbitCometTail : CometTail
{
Scale .5
}
//******************************************************************************************
actor OrbitComet : Comet
{
SeeSound ""
+NOCLIP
Scale .28
Speed 5
MissileType OrbitCometTail
MissileHeight 0
States
{
Spawn:
COMT AABBCC 1 Bright A_MissileAttack
COMT A 0 A_CustomMissile("OrbitComet", 0, 0, 75)
COMT A 0 A_MissileAttack
Stop
}
}
//******************************************************************************************
actor OrbitComet2 : OrbitComet
{
MissileType OrbitCometTail
MissileHeight 0
States
{
Spawn:
COMT AABBCC 1 Bright A_MissileAttack
COMT A 0 A_CustomMissile("OrbitComet2", 0, 0, -75)
COMT A 0 A_MissileAttack
Stop
}
}
//******************************************************************************************
actor AfritBall
{
Radius 6
Height 8
Speed 15
Damage 8
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.8
SeeSound "imp/attack"
DeathSound "imp/shotx"
States
{
Spawn:
FRTM AB 5 Bright
Loop
Death:
FRTM CDE 6 Bright
Stop
}
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