[*ALPHA 1.9.1*] QualityDoom - TweaksnFixes(Nov. 17 2013)

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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby TheRailgunner » Sun Nov 17, 2013 2:15 pm

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.


Code: Select allExpand view
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:

Code: Select allExpand view
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).
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