Vaecrius wrote:Interesting take. Just some thoughts because I've done similar things:
- This can superduperoverüberpower the pain elemental given that a single LS can raise anything from a former human to a baron. I don't know how to change this though many counterbalancing options are available.
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Heal:
TNT1 A 0 A_Jump([chance of jumping, 1-256], "See")
SKUL EFG 5 Bright A_SpawnItem("Blood")
SKUL H 5 Bright A_SpawnItem ("RegenerateFire")
goto Sacrifice
Basically, this heal state will jump to the LS' See state randomly. I normally use 64 and 128 for random jumps, but I can't say what balances the Pain Elemental best. The only problem I could see using the See state jump is the possibility of Heal-See loops occurring until the heal succeeds. Hence:
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Missile:
SKUL C 10 BRIGHT A_FaceTarget
SKUL D 4 BRIGHT A_SkullAttack
SKUL CD 4 BRIGHT
Goto Missile+2
Heal:
TNT1 A 0 A_Jump([chance of jumping, 1-256], "Missile")
SKUL EFG 5 Bright A_SpawnItem("Blood")
SKUL H 5 Bright A_SpawnItem ("RegenerateFire")
goto Sacrifice
This version will instead randomly send the LS into its Missile state, avoiding a potential loop (as LS can't heal during its missile state).