Code: Select all
ACTOR ArtiEgg2 : CustomInventory
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIEGGC"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Alternate Morph Ovum"
Inventory.DefMaxAmount
Tag "$TAG_ARTIEGG"
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("EggFX2", -15, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX2", -7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX2", 0, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX2", 7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX2", 15, 0, 0, 0, 1)
Stop
}
}
ACTOR EggFX2 : MorphProjectile
{
Radius 8
Height 8
Speed 18
MorphProjectile.MonsterClass "FriendlyBeast"
MorphProjectile.MorphStyle MRF_FULLHEALTH
MorphProjectile.Duration 1000
States
{
Spawn:
EGGM ABCDE 4
Loop
Death:
FX01 F 3 Bright
FX01 FGH 3 Bright
Stop
}
}
ACTOR FriendlyBeast : MorphedMonster
{
Health 220
Radius 32
Height 74
Mass 200
Speed 14
Painchance 100
Monster
+FLOORCLIP
+FRIENDLY // this is ignored
+DROPOFF
+NOBLOCKMONST
-COUNTKILL
SeeSound "beast/sight"
AttackSound "beast/attack"
PainSound "beast/pain"
DeathSound "beast/death"
ActiveSound "beast/active"
Obituary "$OB_BEAST"
States
{
Spawn:
BEAS AB 10 A_Look
Loop
See:
BEAS A 0 // this line can be commented out but must exist
BEAS A 0 A_ChangeFlag("FRIENDLY",1) // hack
BEAS ABCDEF 3 A_Chase
Loop
Melee:
Missile:
BEAS H 10 A_FaceTarget
BEAS I 10 A_CustomComboAttack("BeastBall", 32, random[BeastAttack](1,8)*3, "beast/attack")
Goto See
Pain:
BEAS G 3
BEAS G 3 A_Pain
Goto See
Death:
BEAS R 6
BEAS S 6 A_Scream
BEAS TUV 6
BEAS W 6 A_NoBlocking
BEAS XY 6
BEAS Z -1
Stop
XDeath:
BEAS J 5
BEAS K 6 A_Scream
BEAS L 5
BEAS M 6
BEAS N 5
BEAS O 6 A_NoBlocking
BEAS P 5
BEAS Q -1
Stop
}
}