Code: Select all
ACTOR Vampire : Archvile Replaces Archvile
{
Health 700
Species Archvile
PainChance 50
Speed 15
Scale 1.1
Radius 20
Height 56
Mass 150
SeeSound "vampire/see"
DeathSound "vampire/death"
PainSound "vampire/pain"
MONSTER
+FLOORCLIP
+DONTHURTSPECIES
-NOGRAVITY
-FLOAT
Obituary "A Vampire drained all of %o's life."
States
{
Spawn:
VAM1 AB 10 A_Look
Loop
See:
VAM1 AAABBB 4 A_VileChase
VAM1 A 0 A_Jump(64,2)
VAM1 A 0 A_Jump(96,2)
goto see
VAM1 A 0 HealThing(50)
goto see
VAM1 A 0 A_VileChase
VAM1 A 1 A_Playsound("monster/blur")
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 A 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 1 A_VileChase
VAM1 A 0 Bright A_SpawnItemEx("VampFX2", 0, 0, 0, 0, 0, 0, 0, 128)
VAM1 B 0 A_Jump(96,1)
Goto See
VAM1 B 0
Goto See
Missile:
VAM1 X 1 Bright A_Jump(96,28)
VAM1 X 8 Bright A_FaceTarget
VAM1 Y 0
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 0 Bright A_CustomMissile("BatAttack",Random(8,64),Random(-32,32),Random(20,-20),2,0)
VAM1 Y 8 Bright
goto see
VAM1 E 8 Bright A_FaceTarget
VAM1 F 0 Bright A_FaceTarget
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 A 0 A_SpawnDebris("VampireBloodBoom",1)
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
VAM1 F 0 Bright
VAM1 F 1 Bright A_CustomMissile("VampireRoundBeam",42,0,0,2)
Goto See
Pain:
VAM1 C 2
VAM1 C 2 A_Pain
Goto See
Heal:
VAM1 XY 10 Bright
Goto See
Death:
VAM1 G 1 Bright
VAM1 G 8 Bright A_Scream
VAM1 H 5 Bright
VAM1 I 5 Bright A_NoBlocking
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("VampCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
TNT1 A 0 A_SpawnItemEx("BatAttackSafe", 0, 0, 0, random(-8, 8), random(-8, 8), random(16, 32))
VAM1 J 5 Bright
VAM1 KLM 5 Bright
VAM1 N 5
VAM1 O 5
VAM1 P -1
Stop
Raise:
Stop
}
}
ACTOR VampFX2
{
Radius 2
Height 2
Speed 0
Scale 0.90
PROJECTILE
RENDERSTYLE Translucent
ALPHA 0.90
States
{
Spawn:
Null A 3
VAM1 A 5 A_FadeOut(0.10)
goto Spawn+1
}
}
ACTOR VampireRoundBeam
{
Radius 2
Height 4
Speed 10
Damage 1
Scale 0.50
PROJECTILE
+THRUGHOST
+FLOATBOB
States
{
Spawn:
VAM2 A 0 Bright A_PlaySound("vampire/beam")
VAM2 A 0 Bright A_PlaySound("vampire/beam")
VAM2 A 0 Bright A_PlaySound("vampire/beam")
VAM2 A 0 Bright A_PlaySound("vampire/beam")
VAM2 A 0 Bright A_PlaySound("vampire/beam")
VAM2 A 1 Bright A_CStaffMissileSlither
VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
VAM2 A 1 Bright A_CStaffMissileSlither
VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
VAM2 A 1 Bright A_CStaffMissileSlither
VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
VAM2 A 1 Bright A_CStaffMissileSlither
VAM2 A 0 Bright A_SpawnItemEx("VampireRoundBeamTrail", 0, 0, 0, 0, 0, 0, 0, 128)
VAM2 A 0 Bright
loop
Death:
VAM2 CDEFGH 3 Bright
stop
}
}
ACTOR VampireRoundBeamTrail
{
Radius 8
Height 16
RENDERSTYLE ADD
ALPHA 0.67
Scale 0.50
PROJECTILE
+THRUGHOST
+FLOATBOB
SeeSound "monster/acosht"
DeathSound "monster/acohit"
States
{
Spawn:
VAM2 A 2 Bright
VAM2 A 2 Bright
VAM2 A 2 Bright
VAM2 A 2 Bright
VAM2 A 0 Bright
goto death
Death:
VAM2 A 1 Bright A_SetTranslucent(0.60)
VAM2 A 1 Bright A_SetTranslucent(0.50)
VAM2 A 1 Bright A_SetTranslucent(0.40)
VAM2 A 1 Bright A_SetTranslucent(0.30)
VAM2 A 1 Bright A_SetTranslucent(0.20)
VAM2 A 1 Bright A_SetTranslucent(0.10)
VAM2 A 1 Bright A_SetTranslucent(0.00)
stop
}
}
actor VampireBloodBoom
{
game Doom
scale 0.75
health 1
radius 8
height 1
mass 1
+CORPSE
+NOTELEPORT
+NOBLOCKMAP
states
{
Spawn:
TNT1 A 0
VAB1 A 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 A 1
VAB1 A 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 A 1
VAB1 B 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 B 1
VAB1 B 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 B 1
VAB1 C 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 C 1
VAB1 C 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 C 1
VAB1 D 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 D 1
VAB1 D 1 A_SpawnItemEx("VampireBloodTrail",0,0,0,1,0,0,0,128)
VAB1 D 1
loop
Crash:
TNT1 A 1 A_SpawnItemEx("VampireBloodSpot",0,0,0,1,0,0,0,128)
stop
}
}
actor VampireBloodSpot
{
game Doom
radius 12
height 2
mass 1
+NOTELEPORT
-NOBLOCKMAP
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("vampireblood")
TNT1 A 0 A_Jump(64,4)
TNT1 A 0 A_Jump(128,4)
TNT1 A 0 A_Jump(192,4)
TNT1 A 0 A_Jump(255,4)
VAB3 A 750
stop
VAB3 B 750
stop
VAB3 C 750
stop
VAB3 D 750
stop
}
}
actor VampireBloodTrail
{
game Doom
scale 0.70
mass 1
+LOWGRAVITY
+NOTELEPORT
+NOBLOCKMAP
states
{
Spawn:
VAB2 A 4
VAB2 B 4
VAB2 C 4
VAB2 D 4
stop
}
}
ACTOR BatAttack
{
Radius 8
Height 16
Speed 12
Damage 3
PROJECTILE
+Randomize
+Float
seesound "vampire/bats"
states
{
Spawn:
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
Goto death
Death:
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.9)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.8)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.7)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.6)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.5)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.4)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.3)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.2)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.1)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
Stop
}
}
ACTOR BatTrail
{
Radius 8
Height 16
RenderStyle Add
Alpha 0.8
Scale 0.3
PROJECTILE
+Randomize
+NoGravity
+Float
states
{
Spawn:
VAM5 ABCDEFGHI 3 BRIGHT
Goto death
Death:
VAM5 I 1
Stop
}
}
Actor VampCloudSpawner
{
radius 0
height 0
+NOGRAVITY
+NOBLOCKMAP
+NOLIFTDROP
+NOTARGET
+DONTSQUASH
+NOTELEOTHER
+NONSHOOTABLE
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("VampCloud", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))
Stop
}
}
Actor VampCloud
{
renderstyle translucent
alpha 0.9
Scale 0.5
radius 0
height 0
+NOGRAVITY
+NOBLOCKMAP
+NOLIFTDROP
+NOTARGET
+DONTSQUASH
+NOTELEOTHER
+NONSHOOTABLE
States
{
Spawn:
VAM6 A 0
VAM6 A 0 A_Jump(128, 6)
VAM6 ABCDE 3 A_FadeOut(0.05)
Goto Spawn+1
VAM6 F 0 A_Jump(128, 6)
VAM6 FGHIJ 3 A_FadeOut(0.05)
Goto Spawn+7
VAM6 KLMNO 3 A_FadeOut(0.05)
Goto Spawn+12
}
}
Actor BatCloudSpawner
{
radius 0
height 0
+NOGRAVITY
+NOBLOCKMAP
+NOLIFTDROP
+NOTARGET
+DONTSQUASH
+NOTELEOTHER
+NONSHOOTABLE
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("BatCloud", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1))
Stop
}
}
Actor BatCloud
{
renderstyle translucent
alpha 0.9
Scale 0.2
radius 0
height 0
+NOGRAVITY
+NOBLOCKMAP
+NOLIFTDROP
+NOTARGET
+DONTSQUASH
+NOTELEOTHER
+NONSHOOTABLE
States
{
Spawn:
VAM6 A 0
VAM6 A 0 A_Jump(128, 6)
VAM6 ABCDE 3 A_FadeOut(0.10)
Goto Spawn+1
VAM6 F 0 A_Jump(128, 6)
VAM6 FGHIJ 3 A_FadeOut(0.10)
Goto Spawn+7
VAM6 KLMNO 3 A_FadeOut(0.10)
Goto Spawn+12
}
}
ACTOR BatAttackSafe
{
Radius 8
Height 16
Speed 15
Damage 0
PROJECTILE
+Randomize
+Float
seesound "vampire/bats"
states
{
Spawn:
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
VAM4 ABCABCABCABC 3 BRIGHT A_SpawnItemEx("BatTrail")
Goto death
Death:
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.9)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.8)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.7)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.6)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.5)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.4)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 A 2 A_SetTranslucent(0.3)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 B 2 A_SetTranslucent(0.2)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
VAM4 C 2 A_SetTranslucent(0.1)
TNT1 A 0 A_SpawnItemEx("BatCloudSpawner", 0, 0, 30, 0, 0, 0, 0, 128)
Stop
}
}