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//================================||MONSTERS||==================================
//==================================WIGHT=======================================
ACTOR Wight1 32100
{
Health 30
Radius 20
Height 56
Mass 75
Speed 8
PainChance 200
PainChance "wepkick", 250
Monster
BloodColor "72 4b 3f"
Tag "Wight"
SeeSound "wight/sight"
PainSound "wight/pain"
DeathSound "wight/death"
ActiveSound "wight/active"
HitObituary "%o was beaten to death by a Wight."
+FLOORCLIP
States
{
Spawn:
WGHT AB 10 A_Look
Loop
See:
WGHT AABBCCDD 3 A_Chase
Loop
Melee:
Melee1:
WGHT E 6 {A_FaceTarget; A_PlaySound("wight/attack",4);}
WGHT F 6 A_FaceTarget
WGHT G 6 A_CustomMeleeAttack(random(1,10) * 2, "wight/hit")
WGHT G 0 A_JumpIfCloser(64, "Melee2")
Goto See
Melee2:
WGHT B 2 A_FaceTarget
WGHT H 6 {A_FaceTarget; A_PlaySound("wight/attack",4);}
WGHT I 6 A_FaceTarget
WGHT J 6 A_CustomMeleeAttack(random(1,10) * 2, "wight/hit")
Goto See
Pain:
WGHT K 2
WGHT K 2 A_Pain
Goto See
Pain.wepkick:
WGHT K 2
WGHT K 50 A_Pain
Goto See
Death:
WGHT L 8 A_Scream
WGHT M 8 A_NoBlocking
WGHT NOP 6
WGHT Q random(245, 700)
WGHT Q 1 CanRaise Thing_Raise(0)
wait
XDeath:
WGHT R 5
WGHT S 5 A_XScream
WGHT T 5 A_NoBlocking
WGHT UVWXYZ 5
WGHT [ -1
Stop
Raise:
WGHT PONML 7
Goto See
}
}
//================================PUTREFIER=====================================
ACTOR Putrefier 32101
{
Health 400
Radius 31
Height 56
Mass 400
Speed 8
PainChance 128
Monster
BloodColor "72 4b 3f"
Tag "Putrefier"
SeeSound "putrefier/sight"
PainSound "putrefier/pain"
DeathSound "putrefier/death"
ActiveSound "putrefier/active"
Obituary "%o was splattered by a Putrefier."
+FLOAT
+NOGRAVITY
+FLOORCLIP
States
{
Spawn:
MIKE ABC 10 A_Look
Loop
See:
MIKE AABBCCDDEEFF 3 A_Chase
Loop
Missile:
MIKE GHI 5 A_FaceTarget
MIKE I 0 A_CustomMissile("PukeMissile",32)
Goto See
Pain:
MIKE J 6
MIKE J 6 A_Pain
Goto See
Pain.wepkick:
MIKE J 6
MIKE J 24 A_Pain
Death:
MIKE K 5 {A_NoBlocking; A_Scream; A_Die;}
MIKE K 5
goto Death+1
Crash:
MIKE L 8 {A_NoBlocking; A_PlaySound("putrefier/crash");}
MIKE MNO 8
MIKE PPPPP random(70,350) A_SpawnItemEX("PukeFlesh2",random(-10,10),random(-10,10),0,0,0,0)
MIKE P -1
Raise:
MIKE PONML 8
Goto See
}
}
ACTOR PukeMissile
{
Radius 20
Height 26
Speed 15
FastSpeed 25
Damage 5
Projectile
+RANDOMIZE
RenderStyle Normal
SeeSound "putrefier/attack"
DeathSound "putrefier/hit"
States
{
Spawn:
PUKE AB 4 Bright
Loop
Death:
PUKE C 6 Bright A_SpawnItemEx("PukeFlesh",0,0,0,0,0,0,0)
PUKE DE 6 Bright
Stop
XDeath:
Crash:
PUKE CDE 6 Bright
Stop
}
}
Actor PukeFlesh
{
Projectile
RenderStyle Normal
ReactionTime 4
DeathSound "misc/gibbed"
+RANDOMIZE
+DONTSPLASH
+NODAMAGETHRUST
+FORCEXYBILLBOARD
+THRUACTORS
+FLOORHUGGER
-NOGRAVITY
States
{
Spawn:
PUKE F 2 A_CheckFloor("See")
loop
See:
PUKE GH 5
PUKE I 5 { A_PlaySound("misc/slime");}
PUKE HIH 5
PUKE I 5 { A_CountDown; A_PlaySound("misc/slime");}
goto See+1
Death:
PUKE JKL 5
WGHT B 5
WGHT B 0 A_SpawnItemEX("Wight1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}
Actor PukeFlesh2
{
Projectile
RenderStyle Normal
ReactionTime 4
DeathSound "misc/gibbed"
+RANDOMIZE
+DONTSPLASH
+NODAMAGETHRUST
+FORCEXYBILLBOARD
+THRUACTORS
+FLOORHUGGER
-NOGRAVITY
States
{
Spawn:
PUKE H 5
PUKE I 5 { A_PlaySound("misc/slime");}
PUKE HIH 5
PUKE I 5 { A_CountDown; A_PlaySound("misc/slime");}
loop
Death:
PUKE JKL 5
WGHT B 5
WGHT B 0 A_SpawnItemEX("Wight1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
stop
}
}
//================================ABYSS MITE====================================
ACTOR Mite 32102
{
Health 20
Radius 16
Height 30
Mass 50
Speed 10
PainChance 200
PainChance "wepkick", 256
Monster
MaxTargetRange 200
Damagetype weppoison
BloodColor "95 91 16"
Tag "Abyss Mite"
SeeSound "mite/sight"
PainSound "mite/pain"
DeathSound "mite/death"
ActiveSound "mite/active"
HitObituary "%o was bitten to death by a mite."
Obituary "%o was liquified by a mite."
+DONTHARMSPECIES
+DONTHARMCLASS
+FLOORCLIP
+THRUSPECIES
States
{
Spawn:
MITE M 10 A_Look
Loop
See:
MITE AABBCCDDEEFF 2 Fast A_Chase
Loop
Rest:
MITE AABBCCDDEEFF 2 Fast A_Chase("Melee","")
goto See
Missile:
MITE G 12 {A_PlaySoundEX("mite/attack", "Auto"); A_FaceTarget;}
MITE H 0 {A_SetGravity(0.5); A_Recoil(-20); ThrustThingZ(0,28,0,0);}
MITE H 1 A_JumpIfTargetInsideMeleeRange("Kaboom")
MITE H 1 A_CheckFloor("Land")
goto Missile+2
Melee:
MITE GH 5 A_FaceTarget
MITE I 5 A_CustomMeleeAttack(1 * random(1,4),"mite/melee","","weppoison")
Goto See
Kaboom:
MITE K 1 Bright A_Die("kaboom")
stop
Land:
MITE I 3 A_SetGravity(1.0)
goto Rest
Pain:
MITE J 2 Fast A_SetGravity(1.0)
MITE J 2 Fast A_Pain
Goto See
Pain.wepkick:
MITE J 2 Fast A_SetGravity(1.0)
MITE J 50 A_Pain
Goto See
Death:
MITE N 0 A_SetGravity(1.0)
MITE N 5 A_Scream
MITE O 5 { A_NoBlocking; A_SpawnItemEX("SOBGas2",0,0,0,0,0,1,0,SXF_CLIENTSIDE);}
MITE PQR 5
MITE S -1
Death.kaboom:
MITE K 3 Bright {A_Stop; A_NoGravity; A_NoBlocking; A_PlaySound("weapons/splat4");}
MFX1 K 0 Bright {A_Explode(12 * random(1,4),64,XF_NOTMISSILE,0,36); A_SpawnItemEx("MiteFX",0,0,15,0,0,0,0);}
stop
Raise:
MITE RQPON 5
Goto See
}
}
ACTOR MiteFX
{
RenderStyle ADD
Mass 5
+NOBLOCKMAP
+NOGRAVITY
+ALLOWPARTICLES
+RANDOMIZE
States
{
Spawn:
MFX1 QRSTU 3 Bright
stop
}
}
//=================================STRIGA=======================================
ACTOR Striga 32103
{
Health 50
Radius 20
Height 32
Mass 75
Speed 12
PainChance 180
PainChance "wepkick", 220
Monster
Tag "Striga"
SeeSound "striga/sight"
PainSound "striga/pain"
DeathSound "striga/death"
ActiveSound "striga/active"
HitObituary "A striga drained %o dry."
+FLOORCLIP
States
{
Spawn:
STRI AB 10 A_Look
Loop
See:
STRI AA 3 {A_Chase; A_SpawnItemEx("StrigaFX",-32,0,0,0,0,0,0,SXF_CLIENTSIDE);}
STRI B 3 {A_Chase; A_PlaySound("striga/move",4); A_SpawnItemEx("StrigaFX",-32,0,0,0,0,0,0,SXF_CLIENTSIDE);}
STRI BCCDD 3 {A_Chase; A_SpawnItemEx("StrigaFX",-32,0,0,0,0,0,0,SXF_CLIENTSIDE);}
STRI E 3 {A_Chase; A_PlaySound("striga/move",4); A_SpawnItemEx("StrigaFX",-32,0,0,0,0,0,0,SXF_CLIENTSIDE);}
STRI EFF 3 {A_Chase; A_SpawnItemEx("StrigaFX",-32,0,0,0,0,0,0,SXF_CLIENTSIDE);}
Loop
Melee:
STRI G 6 {A_FaceTarget; A_PlaySound("striga/attack",4);}
STRI H 6 A_FaceTarget
STRI I 6 A_CustomMeleeAttack(random(1,10) * 2, "striga/hit")
Goto See
Pain:
STRI J 2
STRI J 2 A_Pain
Goto See
Pain.wepkick:
STRI J 2
STRI J 50 A_Pain
Goto See
Death:
STRI K 5 A_Scream
STRI L 5 A_NoBlocking
STRI MNOPQR 5
STRI S -1
stop
Raise:
WGHT RQPONMLK 7
Goto See
}
}
Actor StrigaFX
{
Radius 5
Height 1
+NOGRAVITY
+DONTSPLASH
+THRUACTORS
+FLOORHUGGER
+FLATSPRITE
States
{
Spawn:
STFX ABCD 18
Death:
stop
}
}
//================================HEMODEMON=====================================
ACTOR Hemodemon 32104
{
Health 400
Radius 31
Height 56
Mass 400
Speed 12
PainChance 128
Monster
Tag "Hemodemon"
SeeSound "hemodemon/sight"
PainSound "hemodemon/pain"
DeathSound "hemodemon/death"
ActiveSound "hemodemon/active"
Obituary "%o was toasted by a Hemodemon."
+FLOAT
+NOGRAVITY
+FLOORCLIP
States
{
Spawn:
HEMO A 10 A_Look
Loop
See:
HEMO AA 3 A_Chase
Loop
Melee:
Missile:
HEMO A 0 A_JumpIfInventory("BloodLustToken",1, "Missile2")
HEMO BC 5 Bright A_FaceTarget
HEMO D 5 Bright A_CustomComboAttack("HemodemonBall1",24, 10*random(1,6),"caco/melee","wepnormal",false)
Goto See
Missile2:
HEMO BC 5 Bright A_FaceTarget
HEMO D 5 Bright {A_CustomComboAttack("HemodemonBall2",24, 15*random(1,6),"caco/melee","wepnormal",false); A_TakeInventory("BloodLustToken",1);}
Goto See
Pain:
HEMO E 6
HEMO E 6 A_Pain
Goto See
Pain.wepkick:
HEMO E 6
HEMO E 24 A_Pain
Death:
HEMO F 5 {A_NoBlocking; A_Scream; A_Die;}
HEMO F 5
goto Death+1
Crash:
HEMO G 8 {A_NoBlocking; A_PlaySound("putrefier/crash");}
HEMO HIJ 8
HEMO K -1
Raise:
HEMO KJIHGF 8
Goto See
}
}
ACTOR HemodemonBall1
{
Radius 6
Height 12
Speed 20
FastSpeed 25
Damage 5
Projectile
RenderStyle ADD
SeeSound "hemodemon/launch"
DeathSound "hemodemon/explode"
+RANDOMIZE
States
{
Spawn:
BAL6 AB 4 Bright
Loop
Crash:
Death:
BAL6 CDEFG 4 Bright
Stop
XDeath:
BAL6 C 4 Bright A_GiveToTarget("BloodLustToken",1)
BAL6 DEFG 4 Bright
Stop
}
}
ACTOR HemodemonBall2 : HemodemonBall1
{
Radius 10
Height 20
Damage 10
States
{
Spawn:
BAL5 AB 4 Bright
Loop
Crash:
Death:
BAL5 CDEFG 4 Bright
Stop
XDeath:
BAL5 C 4 Bright A_GiveToTarget("BloodLustToken",2)
BAL5 DEFG 4 Bright
Stop
}
}
ACTOR BloodLustToken: Inventory //used to give the vampiric enemies Bloodlust
{
Inventory.Amount 1
Inventory.MaxAmount 10
}
//=================================VAMPIRE======================================
ACTOR Vampyr 32105
{
Health 120
Radius 20
Height 60
Mass 75
Speed 8
PainChance 144
PainChance "wepkick", 225
Monster
Tag "Vampyr"
SeeSound "vampyr/sight"
PainSound "vampyr/pain"
DeathSound "vampyr/death"
ActiveSound "vampyr/active"
HitObituary "%o was slashed up by a Vampyr."
+FLOORCLIP
States
{
Spawn:
VAMP AB 10 A_Look
Loop
See:
VAMP AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
VAMP E 6 {A_FaceTarget; A_PlaySound("vampyr/attack",4);}
VAMP F 6 A_FaceTarget
VAMP G 6 A_CustomComboAttack("VampyrBall",34,random(1,10) * 4, "imp/melee")
VAMP E 0 A_JumpIfInventory("BloodLustToken",1, "Missile2")
Goto See
Missile2:
VAMP D 1 A_FaceTarget
VAMP H 6 {A_FaceTarget; A_PlaySound("vampyr/attack",4);}
VAMP I 6 A_FaceTarget
VAMP J 6 {A_CustomComboAttack("VampyrBall",34,random(1,10) * 4, "imp/melee"); A_TakeInventory("BloodLustToken",1);}
Goto See
Pain:
VAMP K 2
VAMP K 2 A_Pain
Goto See
Pain.wepkick:
VAMP K 2
VAMP K 50 A_Pain
Goto See
Death:
VAMP L 8 A_Scream
VAMP M 8 A_NoBlocking
VAMP NOP 6
VAMP Q -1
wait
XDeath:
VAMP R 5
VAMP S 5 A_XScream
VAMP T 5 A_NoBlocking
VAMP UVWXYZ 5
VAMP [ -1
Stop
Raise:
VAMP PONML 7
Goto See
}
}
ACTOR VampyrBall
{
Radius 6
Height 12
Speed 12
FastSpeed 20
Damage 4
Projectile
RenderStyle ADD
SeeSound "vampyr/missile"
DeathSound "vampyr/explode"
Obituary "%o was smited by a Vampyr."
+RANDOMIZE
+SEEKERMISSILE
States
{
Spawn:
BAL8 ABCD 2 Bright A_SeekerMissile(1,2)
Loop
Crash:
Death:
BAL8 EFGHIJ 3 Bright
Stop
XDeath:
BAL8 E 3 Bright A_GiveToTarget("BloodLustToken",1)
BAL8 FGHIJ 3 Bright
Stop
}
}
//=============================END OF MONSTERS==================================